Showing posts with label jaunter. Show all posts
Showing posts with label jaunter. Show all posts

Thursday, July 31, 2014

Designing in Public: Jaunter (Rogue Talent) [part 2]



Because +Louis Porter asked for it. I decided to open up with two more Jaunter Rogue Talents.

Jaunter’s Slice

Prerequisites: rogue 4, Jaunter’s Hop, worships deity that can grant clerics the Trickery and Travel domains (or their subdomains)

Benefits: As a swift action, the rogue can expend a mote of movement to teleport some part of a creatures body into the closest empty square chose by the jaunter, this deals 1d6 points of damage + 1d6 points of damage for every two rogue class levels. A successful Will Save (DC 10+1/2 the rogue’s class level + her Charisma modifier) results in half damage. The actual damage type is subject to GM determination but the default is slashing, resulting from a portal slicing off a portion of the victims exterior, a failed save usually resulting in more internal injury but it is still subject to Damage Reduction unless it is overcome by magic and slicing weapons.  


Jaunter’s Removal

Prerequisites: rogue 14, Jaunter’s Hop, Jaunter’s Slice, worships deity that can grant clerics the Trickery and Travel domains (or their subdomains)

Benefits: As a move action, the rogue can expend 3 motes of movement to teleport a vital organ out from inside the body of a living creature that is within 25 ft. + 5 ft./2 rogue class levels . If the subject fails a Will save (DC 10+1/2 the rogue’s class level + her Charisma modifier) it suffers 2d6 points Constitution damage, plus 2 points of Constitution damage per round, and is rendered helpless. A greater restoration, limited wish, miracle, regenerate, or wish spell is required to negate this damage. A successful save results in the victim suffering only 2 points of Constitution damage (as the spell instead teleports a non-vital organ) and negates the helpless condition. After suffering this damage, a subject that succeeded on the saving throw is immune to this rogue’s Jaunter’s Removal for 24 hours.  This is considered a spell-like ability with a caster level equal to the rogue’s class level.

If this rogue is at least 16th level she can teleport a target creature or object into a solid surface or object that she can see within close range (25 feet + 5 feet/two rogue class levels). This has the same effect as a standard extraction except it can affect a non-living creature, and the subject becomes half embedded or fully embedded in the object. The same spells or effects will negate the embedded effect.  

Wednesday, July 30, 2014

Designing in Public: Jaunter (Rogue Talent)



Playing around with the idea of Owen K.C. Stephens Talented Classes and the framework for the Time Thief (which serves as the framework for the Luckbringer and Taskshaper). 

Jaunter’s Hop (Rogue Talent)
Prerequisites: rogue 2, worships deity that can grant clerics the Trickery and Travel domains (or their subdomains)
Benefits: Each day, the rogue gains a pool of supernatural motes of movement equal to three plus her rogue class level. Using a mote of movement does not provoke an attack of opportunity nor does teleporting.  You can use these motes to perform a number of effects but you can only expend one mote of movement each round. 
  • Instant Liberation (Su): As a swift action, the rogue can expend a mote of movement to instantaneously teleport to a standing position from prone position. In addition she can whisk herself out of a grapple losing the grappled and pinned conditions if she does, she is also teleported to the nearest unoccupied square the rogue chooses.
  • Instant Escape (Su): The rogue automatically expends a mote of movement to instantly blink to avoid any confirmed critical hit or any attack that would reduce her to 0 hit points or fewer This ability only operates if the rogue chooses to avoid the critical hit. Avoiding the hit requires a successful Ref save (DC 10 + ½ the attack bonus or the DC of the spell/effect) though she adds her Charisma modifier to this save rather than her Dexterity modifier. In the case of a damaging spell or ability that would reduce the character to 0 hit points or less, this effectively grants the rogue a second saving throw to negate the spell or effect. This ability expends a mote of movement even if the rogue has used one already for this round, however this ability can only function once per round. If you the rogue is at least 10th level You she does not need to spend a mote of movement to use the narrow escape ability; she need have at least one point in her mote of movement pool.
  • Dimensional Hop (Su): As a move action the rogue can expend a mote of movement to instantaneously teleport to any other spot within 25 ft. + 5 ft./2 rogue class levels  If the spot the rogue chooses is within line of sight, the rogue arrive there unerringly. If the destination is not in line of sight, the rogue must be able to visualize the spot or state the direction and distance to it, but the hop has a 25% chance of a mishap and the rogue cannot take any further actions until the rogue’s next turn. No matter what the rogue’s destination, the rogue can transport only herself and a maximum 100 lbs. (or your maximum load, whichever is less) of objects you carry or touch. You cannot transport any creature except for the rogue’s familiar or an animal companion or cohort of up to Tiny size (whose weight counts against your load limit). If the rogue suffers a mishap or arrives in a place already occupied by a solid body, the rogue and any creatures with her take 1d6 points of damage and are shunted to closest random open space on a suitable surface of the intended location.  If the rogue is at least 8th level this can functions as dimension door instead.  

I have about 20 more talents that follow up on this idea, this will probably end up in Questhaven and the next The Secrets of the Divine.