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View Full Version : D&D 3.x Class [3.P] The Exo Kai, or more commonly known as Dimension Jumpers [PEACH]



Hogsy
2016-10-07, 10:51 PM
http://i.imgur.com/iGgknWK.jpg
Disclaimer: Some of the information on the table regarding the number of maneuvers known or readied may be wrong. I am too tired to fix that at the moment. It's just a small detail though.

(Knowledge DC 20)
The Exo Kai, or else known as Dimension Jumpers are a band of misfits who vandalize cities for vandalizing's sake. They portray their messages in such a way that others would seem they're a political organization. This cannot be further from the truth though. They are what you would call an anti-political organization. Anti-anything, really. They let others interpret their actions in ways that would lead to usurps, uprisings and riots. When enough folks have been gathered, they get down to serious business. They storm all treasuries, vaults and magic shops in the city. In and out without anyone seein' them. Then, they join in on the riot for a little fun before they finally depart. That's just about a casual Jumper day. Of course, the sweetest part of the deal is that nobody can ever prove they were the thieves. Especially since quite commonly, they're the ones who return a bunch of gold and magical items to the vandalized city. Are they good, are they bad? Nobody really knows. In the end, you wouldn't even call them a band, quite frankly. (They do play amazing music though.)

(Knowledge DC 25)
There are a few among the Exo Kai who think of themselves better than just causing riots and stealing average items. They do not care about the profit, only the glory. These thieves aspire to become as great as the first of the "Jumpers". Stealing major artifacts just for the sake of stealing them, never abusing their power. They respect the "game".

(Knowledge DC 30)
It is said that the name of the first Jumper was Exo Kai. A legendary thief. Many called him their King. Their Patron. Many swore in his name. He himself, however, rejected those titles. Despite being obsessed with eternal glory, he was not equally a fan of responsibilities. To be a King means to be responsible for a nation. Not much is known about him, though one thing can be certain. He was the greatest thief of all time, seeing as he even managed to steal the belongings of planar beings. Elemental lords and avatars of gods.

(Knowledge DC 35)
Exo Kai was a thief whose real identity remains a mystery to this very day. Some of his more ludicrous fans even believe that he still lives. Exo Kai was a man of simple needs, but colossal aspirations. He was a firm believer and support of total freedom. The freedom to do as he wanted. The freedom to take what he wanted. He was among the few people to piss more than one Greater Deity off and live to tell the tale. A master of teleportation and going about unnoticed, none have matched his glory, even if the gods deny it. It is said that hidden in the multiverse, there is a plane of his own making that holds within it all the treasure he ever stole.

Requirements

To qualify to become an Exo Kai, a character must fulfill all the following criteria:

Skills: Knowledge (arcana) 4 ranks, Knowledge (the planes) 4 ranks, Stealth 4 ranks
Spells: Able to cast at least one spell that has the following descriptor: Teleportation.
or
Maneuvers: Able to initiate at least two Maneuvers with the Teleportation descriptor.

Special: Must have done something similar to the glory of the Exo Kai. Start a riot by yourself, steal a valuable item from a royal family. It's your call. (It is up to the DM's discretion whether the act commited is enough to impress the Exo Kai. If however it is, they will certainly contact the perpetrator of that act.)

Alignment: Any Chaotic
Hit Dice: d8

Class Skills
The Exo Kai's class skills are Acrobatics, Athletics, Concentration, Climb, Deception, Craft, Escape Artist, Insight, Intimidate, Knowledge (design), Knowledge (arcana), Knowledge (the planes), Perception, Perform, Persuasion, Profession, Stealth
Skill Points at Each Level: 9 + Int modifier.

Class features:

Weapon and Armor Proficiency: Dimension Jumpers gain proficiency with all martial and simple light weapons if they didn't already have it.

Spells per Day/Spells Known: At each level except the 1st, 5th and 9th, a Dimension Jumper gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat, and so on). If she had more than one spellcasting class before becoming a Dimension Jumper, she must decide to which class to add each level for the purpose of determining spells per day and spells known
or
Maneuvers and Stances: At each level except the first, fifth and ninth, a Dimension Jumper gains a new maneuver known. At each even level, she gains a new maneuver readied. Her available disciplines for these maneuvers are Veiled Moon, Serpent Steel, Tempest Gale, Shattered Mirror, Riven Hourglass & Fool's Errand. She must meet a maneuver's prerequisites to learn it, as normal. He adds her full Dimension Jumper level to his initiator level to determine her total IL and her highest-level maneuver known. She also gains a new stance at 2nd, 6th and 10th level. The Jumper may recover one maneuver by expending one quantum point. Alternatively, if she makes an attack after teleporting, she use her swift action to recover maneuvers equal to her intelligence modifier.
The Dimension Jumper advances either his initiating or spellcasting, depending on which she had access to before gaining a level in the Dimension Jumper. In case she could both initiate maneuvers and cast spells, she must choose which of the two to advance. She can choose which of the two to advance every time she gains a level in this class.

Vow of the Exo Kai (Ex or Su): Beginning at 1st level, the Jumper must choose whether she will cover her body in mystical tattoos representing her place in the universe, or infusing her weapons with cosmic energies which shall decide the end of her opponents.

Vow of the Wandering Ink(Su): The Jumper can have a number of mystical tattoos up to her Intelligence modifier, but no higher than her Exo Kai levels. She gains the "Inscribe Magical Tattoo" feat even if she doesn't mean the prerequsites. If she doesn't have a CL, her CL is equal to her Exo Kai levels + 1/2 her other class levels. She may store spells with the teleportation descriptor inside the tattoos to use at a later time. Additionally, she may also store Dimensional Gifts inside these tattoos. By doing so, she may use these gifts 1/day without expending any quantum points. Finally, she may instead inscribe an arcane mark on a location and attune to that mark using one of her tattoo slots. She may expend that tattoo to teleport to that location. She may only teleport if she is within 1 mile/Exo Kai level of the mark. This mark is permanent, but can otherwise be dispelled normally. Its CL is equal to the Jumper's CL, or the amount of levels in this class, whichever is higher. An Exo Kai who has taken the Vow of the Mystical Ink may scribe as many mystical tattoos as she wants in a day and they last until dismissed or used, but the total cannot surpass her allowed limit. Magical Tattoos do not count against her limit.


Vow of the Travelling Blade(Ex): The Jumper may choose to attune with a number of light weapons equal to her Intelligence modifier but no higher than her Exo Kai levels. Fighting with a weapon she is attuned with grants a number of benefits. She uses her Exo Kai levels instead of her BAB with these weapons, however, Base Attack Bonuses gained from other classes are not affected by this ability. In addition, she controls all physical properties of her weapon. All light weapons she is attuned with may be used as thrown weapons with a range of 15 feet. This increases by 5 feet at every odd numbered level. Additionally, she may expend quantum points to grant an enhancement bonus equal to the amount of quantum points expended(Up to +5) to her weapon. The Jumper may also apply any enchantment she desires to the weapon instead. She decides if she will do this at the beginning of each day. Finally, as a standard action, she may teleport an attuned weapon to her hand, or she can instead teleport to the location of her weapon, appearing in any unoccupied square of her choice within 5 feet of the weapon(Including the square the weapon is in). Regardless of where she teleports to, the weapon is always in her hand as normal. This ability has a close range(25 + 5 per two Jumper levels) for the purpose of teleporting to the weapon and a range of 1 mile per Jumper level for the purpose of teleporting the weapon back to her. A Travelling Blade is always treated as chaotic for the purposes of overcoming Damage Reduction. It may overcome extra kinds of Damage Reduction by expending quantum points. An attuned weapon is otherwise treated as a regular weapon, which can be enhanced normally.

Natural Scoundrel (Ex): Levels in the Dimension Jumper class count as rogue levels for all effects and purposes, such as sneak attack dice and the style class feature. You do not, however, gain class features you did not already have.

Quantum Pool (Su): At 2nd level, a Jumper gains a pool of Quantum points, supernatural energy which allows her to meddle with the very fabric of reality. The number of points in a Jumper's Quantum pool is equal to her Jumper level + her Intelligence modifier. She can use these points to empower her class features and perform Dimensional Distortions.

Dimensional Distortions(Ex or Su): The Jumper may learn a number of Distortions which allows her to use the properties that hold the universe together to her liking. Some Distortions are passive abilities, while others need specific actions to activate them. A Jumper may create her own unique Distortions, given time & inspiration, but they must be within the same power as the Distortions presented here. If a Distortion allows a saving throw, the DC is 10 + Jumper Level + Intelligence. If the Distortion emulates a spell, use the DC it would have as if a spellcaster was casting it, but with Intelligence as the spellcasting modifier. Feats or abilities that modify SLAs can modify a Distortion. The CL for a distortion is equal to the Jumper's CL or the amount of Jumper levels, whichever is higher.

Dimensional Grasp(Su): The Jumper may "grasp" an object within close range as a standard action, teleporting it to her hand. If the object is unattended, she only needs to make an attack roll against an AC of 10. Otherwise, she needs to make a steal or disarm combat maneuver. She also counts as having the benefits of the Greater Steal and Greater Disarm feats when using this ability. When she's attempting a Steal combat maneuver, even if they are not in combat, the target does not notice the item has been stolen for 1 round. When attempting a Disarm combat maneuver, the item is teleported in a square adjacent to the Jumper instead if successful.

Dimensional Mirror(Su): As a standard action, the Jumper creates a number of illusory doubles by warping the space around her, creating one mirror image for every three Jumper levels she possesses.

Dimensional Strike(Ex): Every time after you teleport to your attuned weapon, you may make an attack or initiate a Strike(must only allow one attack) as part of that action. The target is considered flat-footed against this attack.


Dimensional Warp(Su): As a standard action, any creature in a 15-ft cone originating from the Jumper must make a fort save or become confused(as the condition) due to the dimensional rifts caused in that area by the Jumper for one round.

Dimensional Mark(Su): As a melee touch attack, the Jumper may mark the target with a mystical tattoo(which counts towards her total limit of mystical tattoos allowed) which is permanent until dispelled. At a time of the Jumper's choice, the target must make a will save or be teleported to an unoccupied square within 5 feet of the Jumper. This ability has a long range.

Dimensional Displacement(Su): As a standard action, the Jumper gains total concealment(as the spell Displacement) for 1 round per Jumper level by appearing to be about 2 feet of her true location.

Dimensional Disguise(Su): As a standard action, the Jumper may appear to look like somebody else. This ability functions as the Alter Shape, but she does not gain any special properties the creature she looks like may possess.

Dimensional Ally(Su): The Jumper may summon an ally to aid her in combat. The time required to use this Distortion is 1 round and the Planar Ally stays by the Jumper's Aid for 1 round per Jumper level. This spell otherwise works the same as Planar Ally, lesser. If the Jumper knows a particular chaotic outsider by name, then she may decrease the time it takes to use this Distortion to a full-round if that outsider agrees to aid her.

Dimensional Sneak Attack(Ex): If you make an attack after you have teleported, you can sneak attack the target as if you were flanking them. Additionally, whenever you sneak attack them using this distortion, you bypass any immunites to precision damage. You may use this distortion in conjunction with Dimensional Assault, Dimensional Dervish, a strike which teleports you to your enemy, Dimensional Incursion or Dimensional Strike. Consult your DM if you have another abiltiy which may be eligible to be used with Dimensional Sneak Attack. This distortion is a passive ability and therefore is always active. You must have Sneak Attack as a class feature from another class before selecting this Distortion.

[EXPERIMENTAL] Swift Blink(Su): The Jumper may teleport to her attuned weapon as a swift action. If she uses a distortion that allows her to attack as part of this teleportation, it happens during the swift action. This however, takes a toll on her. She may not take a standard action
on her next turn.

Teleportation Master(Su): The Jumper selects one spell or two maneuvers that have the Teleportation descriptor. If she selects a spell, she may use it 3/day. If she selects the maneuvers, they have the same recover mechanic as the maneuvers gained through this class.

Dimensional Weapon(Su): As a swift action, you resolve all your attacks against the target's touch AC for 1 round.

Dimensional Control(Su): As a standard action, the Jumper may paralyze a target by distorting the space surrounding them. This distortion works like the Hold Person spell.

Dimensional Camouflage(Su): As a standard action, the Jumper hides his presence by manipulating the space around him. This works exactly like Invisibility, but the bonus to Stealth is only +10.



Greater Dimensional Distortion(Ex or Su): These Distortions allow for greater manipulation of the fabrics of reality, but are straining on the mind and body of the Jumper. After using a Distortion from this list, the Jumper loses 1d3 Con and 1d3 Intelligence temporarily. They are regained after 8 hours of rest.

Dimensional Blitzkrieg(Ex): After you teleport to your weapon, you may make a full-attack as part of that action. Instead, you may initiate a Strike. The target is considered flat-footed against these attacks. You must have the Dimensional Strike distortion to select this one.

Dimensional Deformity(Su): As a standard action, any creature in a 45-ft cone originating from the Jumper must make a fort save or become confused(as the spell Mythic Confusion) due to the dimensional rifts caused in that area by the Jumper for one round per Jumper level. You must have the Dimensional Warp distortion to select this one.

Dimensional Blink(Su): As a standard action, you gain total concealment as your physical form seems to breach the barrier of all possible dimensions in your current position for a number of rounds equal to your Jumper level. This works exactly like Total Concealment. You also gain a +10 bonus to Stealth checks.

Dimensional Ally, Greater(Su): The Jumper may summon an ally to aid her in combat. The time required to use this Distortion is 1 round and the Planar Ally stays by the Jumper's Aid for 1 round per Jumper level. This spell otherwise works the same as Planar Ally. If the Jumper knows a particular chaotic outsider by name, then she may decrease the time it takes to use this Distortion to a full-round if that outsider agrees to aid her. You must have the Dimensional Ally distortion to select this one.

Dimensional Control, Greater(Su): As a standard action, the Jumper may paralyze a target by distorting the space surrounding them. This distortion works like the Hold Monster spell. You must have the Dimensional Control distortion to select this one.

Dimensional Control, Mass(Su): As a standard action, the Jumper may paralyze a number of targets by distorting the space surrounding them. This distortion works like the Hold Person, Mass spell. You must have the Dimensional Control distortion to select this one.

Dimensional Camouflage, Greater(Su): As a standard action, the Jumper hides his presence by manipulating the space around him. This works exactly like Greater Invisibility, but the bonus to Stealth is only +10. You must have the Dimensional Camouflage distortion to select this one.

Master of Distortions: At 10th level, the Jumper may retrain a distortion he has into a greater distortion that has the distortion he retrained as a prerequisite. Doing so permanently burns two Quantum point from his pool.


(Additional idea is to add a distortion that allows you to teleport a dagger within a person's body as a unique sort of "death attack".)

Hogsy
2016-10-07, 10:59 PM
[Reserving this space for future ideas or additions]