Difference between revisions of "Metaphysical Escapist (3.5e Feat)"

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|skill4=You can adjust the hold the ground has over you, directing your bindings elsewhere briefly. This allows you to walk up walls or through loops or over any other surface that would hold your weight if it were actually below you. As part of a move, double move, charge, or run action, you may attempt to travel over such a surface. You must succeed on a DC 20 Escape Artistry check to successfully complete your move, however. If you fail this check, you are unable to traverse the surface and lose 10' of movement from your move action, and such a failure reduces a run or charge action to a simple double move. You may not exceed your base move on this surface, nor may your end your move on this surface. You fall prone (as well as down, if applicable) if you do not reach a surface you could stand on normally within these limits. You may otherwise attempt this as often as you have movement to spare in a round and ground to start from.
 
|skill4=You can adjust the hold the ground has over you, directing your bindings elsewhere briefly. This allows you to walk up walls or through loops or over any other surface that would hold your weight if it were actually below you. As part of a move, double move, charge, or run action, you may attempt to travel over such a surface. You must succeed on a DC 20 Escape Artistry check to successfully complete your move, however. If you fail this check, you are unable to traverse the surface and lose 10' of movement from your move action, and such a failure reduces a run or charge action to a simple double move. You may not exceed your base move on this surface, nor may your end your move on this surface. You fall prone (as well as down, if applicable) if you do not reach a surface you could stand on normally within these limits. You may otherwise attempt this as often as you have movement to spare in a round and ground to start from.
|skill9=You can slip just the tiniest bit out of sync with the prime material plane — for a short time, anyways. This requires a swift action and a DC 25 Escape Artistry check. If you succeed, you gain the ability to perceive the ethereal plane, or any other single coterminous plane of your choice, out to a distance of 60'. Further, any ability or attack you make can be considered to originate on the prime material plane or the coterminous plane, as you prefer. This ability lasts until the start of your next turn.
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|skill9=You can slip just the tiniest bit out of sync with the prime material plane — for a short time, anyways. This requires a swift action and a DC 25 Escape Artistry check. If you succeed, you gain the ability to perceive the ethereal plane, or any other single coexistent plane of your choice, out to a distance of 60'. Further, any ability or attack you make can be considered to originate on the prime material plane or the coterminous plane, as you prefer. This ability lasts until the start of your next turn.
 
|skill14=You can actually slip out of sync with the prime material plane, just not for long. This requires a swift action and a DC 30 Escape Artistry check. If you succeed, you physically enter the ethereal plane, or other coterminous plane of your choice, for one round. You may remain for longer, but must succeed on an additional check each round. Use of this ability is tiring, however, and counts as a round of taking a flat-out action regardless of what you actually do with your round in the coterminous plane.<br />Additionally, you may attempt the rank 9 benefit of this feat as a free action, though the DC increases to 30.
 
|skill14=You can actually slip out of sync with the prime material plane, just not for long. This requires a swift action and a DC 30 Escape Artistry check. If you succeed, you physically enter the ethereal plane, or other coterminous plane of your choice, for one round. You may remain for longer, but must succeed on an additional check each round. Use of this ability is tiring, however, and counts as a round of taking a flat-out action regardless of what you actually do with your round in the coterminous plane.<br />Additionally, you may attempt the rank 9 benefit of this feat as a free action, though the DC increases to 30.
 
|skill19=With an hour of meditation and a DC 35 Escape Artistry check, you can slip free of your physical self and the material world. This largely duplicates the effects of [[SRD:Astral Projection|''astral projection'']], except that it is an {{Su}} ability and you may not bring anyone with you. You must succeed on a new check every 24 hours or the effect ends and you return to your waiting body. When you return to your body, whether intentionally or due to violence or a failed check, you are exhausted for 1 day. You may not attempt this meditation again until the exhaustion has passed.
 
|skill19=With an hour of meditation and a DC 35 Escape Artistry check, you can slip free of your physical self and the material world. This largely duplicates the effects of [[SRD:Astral Projection|''astral projection'']], except that it is an {{Su}} ability and you may not bring anyone with you. You must succeed on a new check every 24 hours or the effect ends and you return to your waiting body. When you return to your body, whether intentionally or due to violence or a failed check, you are exhausted for 1 day. You may not attempt this meditation again until the exhaustion has passed.

Revision as of 06:23, 25 November 2017

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Author: Tarkisflux (talk)
Contributors: MisterSinister
Date Created: 16 December, 2011
Status: Complete
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Metaphysical Escapist [ToP Skill] The world has chains, even if you can't see them. And just like any other chains, if you slip just right.... Benefits: This is a skill feat intended for use with the Tome of Prowess. It scales with your ranks in Escape Artistry.

  • 4 ranks: You can adjust the hold the ground has over you, directing your bindings elsewhere briefly. This allows you to walk up walls or through loops or over any other surface that would hold your weight if it were actually below you. As part of a move, double move, charge, or run action, you may attempt to travel over such a surface. You must succeed on a DC 20 Escape Artistry check to successfully complete your move, however. If you fail this check, you are unable to traverse the surface and lose 10' of movement from your move action, and such a failure reduces a run or charge action to a simple double move. You may not exceed your base move on this surface, nor may your end your move on this surface. You fall prone (as well as down, if applicable) if you do not reach a surface you could stand on normally within these limits. You may otherwise attempt this as often as you have movement to spare in a round and ground to start from.
  • 9 ranks: You can slip just the tiniest bit out of sync with the prime material plane — for a short time, anyways. This requires a swift action and a DC 25 Escape Artistry check. If you succeed, you gain the ability to perceive the ethereal plane, or any other single coexistent plane of your choice, out to a distance of 60'. Further, any ability or attack you make can be considered to originate on the prime material plane or the coterminous plane, as you prefer. This ability lasts until the start of your next turn.
  • 14 ranks: You can actually slip out of sync with the prime material plane, just not for long. This requires a swift action and a DC 30 Escape Artistry check. If you succeed, you physically enter the ethereal plane, or other coterminous plane of your choice, for one round. You may remain for longer, but must succeed on an additional check each round. Use of this ability is tiring, however, and counts as a round of taking a flat-out action regardless of what you actually do with your round in the coterminous plane.
    Additionally, you may attempt the rank 9 benefit of this feat as a free action, though the DC increases to 30.
  • 19 ranks: With an hour of meditation and a DC 35 Escape Artistry check, you can slip free of your physical self and the material world. This largely duplicates the effects of astral projection, except that it is an (Su) ability and you may not bring anyone with you. You must succeed on a new check every 24 hours or the effect ends and you return to your waiting body. When you return to your body, whether intentionally or due to violence or a failed check, you are exhausted for 1 day. You may not attempt this meditation again until the exhaustion has passed.



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Back to Main Page3.5e HomebrewTome MaterialSkill Feats

Article BalanceVery High +
AuthorTarkisflux +
Identifier3.5e Feat +
PrerequisiteNone +
RatingUnrated +
SummaryYou can temporarily free yourself from gravity, the prime material plane, and (eventually) your physical form. +
TitleMetaphysical Escapist +
ToP SkillEscape Artistry +
TypeToP Skill +