Changes

Jump to: navigation, search

Jaunter (3.5e Class)

172 bytes added, 03:01, 23 October 2017
no edit summary
'''{{Anchor|Planar Expertise}}:''' A 2nd level jaunter adds 1/2 her class level to Knowledge The Planes checks. She also rolls twice and takes the better result whenever determining a random direction, distance, or failure chance with (Teleportation) effects such as ''[[SRD:Teleport|teleport]]'' or ''[[SRD:Shadow Walk|shadow walk]]''.
'''{{Anchor|Arming Teleportation}} {{Sp}}:''' As a move action the 2nd level jaunter can call her items to her, or dismiss them back to her armory. She can remove any equipment she can carry and store it in an extradimensional space on the astral plane. Then she can call these items as another move action, re-appearing in the body slots and hands just as she left them. If the body slot or hands are occupied, the item falls at her feet. Effectively, this doubles her body slots and hands, but only for the purpose of storage. This counts as a 1st level spell ability.
'''{{Anchor|Disruptive Effect}}:''' At 4th level (and every four levels beyond) the jaunter gains a disruptive effect which they can add to their disruptive touch ability. Some effects require saving throws; the DC is 10 + 1/2 HD + [[Intelligence]] modifier. They can only apply one disruptive effect at a time. Choose from the list below.
'''{{Anchor|Pouncing Teleport}}:''' At 8th level, you may jaunt as a full round action. If you do, you can full attack when you re-appear. If you have [[SRD:Spring Attack|Spring Attack]], you can teleport, attack, and teleport again any number of times up to the maximum number of attacks you have, and up to the maximum distance you can jaunt. For example with four attacks, you can teleport to a goblin, attack twice, teleport to a kobold, attack, teleport back to the goblin, attack, and then teleport to safety out of reach of both of them.
'''''{{Anchor|Abrupt Jaunt}}'' {{Sp}}:''' It's hard to hit a 10th level jaunter. As an immediate action you can teleport up to your jaunt distance, allowing you to dodge out of the way of effects. However, this leaves you dazed for 1 round, and it may only be used once every 5 rounds. This counts as a 2nd level spell ability.
'''''{{Anchor|Abrupt Jaunt Other}}'' {{Sp}}:''' At 14th level you can abrupt jaunt any willing creature within 60 ft as an immediate action. You are limited to the restrictions of abrupt jaunt. You are dazed for 1 round, but the teleported creature may act normally. This counts as a 3rd level spell ability.
'''''{{Anchor|Abrupt Jaunt Mass}}'' {{Sp}}:''' At 18th level you can abrupt jaunt other to all willing creatures in 60 ft, placing them in any position you need, including yourself. This is especially taxing, dazing you for 1 round and staggering you for 1d4 rounds. In addition your abrupt jaunt ability has a cooldown of 10 minutes before you can use it again. This counts as a 4th level spell ability.
'''{{Anchor|Thinking with Portals}} {{Su}}:''' The 20th level jaunter bend space and time as they see fit. They have the effect of wielding a [[Portal Gun (3.5e Equipment)|Portal Gun]] at all times, and may make portals at will as a swift action or a move action. Gates last for 10 minutes, or until they make another portal.

Navigation menu