The Vorpal Tribble
2008-03-01, 12:41 PM
Jumper
http://www.popzara.com/assets/2007/12/11/jumper01.jpg
There are those who are born to a power. A power many say should only belong to the gods; being anywhere at anytime. Such are the Jumpers, teleporters of great power and ability that make the world their playground.
Many let this power lead them down a dark path, thinking themselves unbound to rules and morales and letting their power corrupt them. This has brought about many who wish to destroy them before they wreak too much havoc upon the world. A much smaller percentage however think it a curse and avoid use of their power, or use it to aid others.
Sample Jumper
David Rice
Jumper Human Paragon 3, Rogue 2
Medium Humanoid (human, psionic)
Hit Dice: 3d8 + 2d6 (20 hp)
Initiative: +2
Speed: 30 ft. (6 sqares)
Armor Class: 12 (+2 dex), flat-footed
Base Attack/Grapple: +2
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Great jump, rapid jump, sneak attack 1d6
Special Qualities: Evasion, naturally psionic, shorted out
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 11, Dex 15, Con 11, Int 10, Wis 12, Cha 13
Skills: Appraise +2, Climb +2, Diplomacy +9, Jump +8, Knowledge (geography) +12, Knowledge (local) +2, Swim +2, Tumble +10
Feats: Ability Focus (great jump), Brute Teleporter x3
Challenge Rating: 8
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: +5
Combat
David prefers not to attack, but if angered will teleport with his opponent to an inhospitable area and leave them there.
Evasion (Ex): David can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the he is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Great Jump (Su): David can teleport at will to any location on the planet that it can see or has seen. As long as it is detailed, even an image drawn or taken from someone's mind is enough to allow him to teleport. Once he has seen it he may teleport there unassisted without further need of the image. David may bring up to 1,125 lbs. of material with him on his jump that he is in contact with. He can teleport up to five individual living creatures that he is in contact with as long as their total weight does not exceed his weight capacity. They may resist the teleportation with a successful Will save (DC 15).
These jumps leave behind a residual disturbance in reality that other jumpers and those using True Seeing can detect. Another jumper or one using a teleportation power or spell directed at the disturbance may teleport directly to the destination of the original jumper with perfect accuracy even if they don't know the location.
A jumper may decide before he jumps how wide the appeture of his teleportation area, though cannot be more than 20 feet. If within an enclosed area, all structures take 2d6 points of damage from the force of the teleport within the appeture, though living creatures in the area are unharmed.
Rapid Jump (Su): David can teleport seemingly at random, even strobing forward in a series of rapid-fire teleportations. While using rapid jump, physical attacks and individually targeted spells against him has a 50% miss chance, and the Blind-Fight feat doesn’t help. Jumpers may use this ability as a move action, allowing them to attack, but unless they stop teleporting to do so they suffer a 20% miss-chance to their attacks and spells. If they do stop teleporting to attack they do not gain their 50% miss-chance until they can re-initiate the rapid jump on their next turn.
While using this ability David takes only half damage from area attacks. While using rapid jump, jumpers strike with +2 bonus on attack rolls, denying the target any Dexterity bonus to AC.
Shorted Out (Ex): If a jumper takes 10 or more points of electricity damage at one time they are unable to use any teleportation ability for 4d6 rounds. They may also not teleport while in agony, such as a Symbol of Pain spell.
-=-=-=-=-
Creating A Jumper
Jumper is an acquired template that can be added to any living creature with an intelligence score, hereafter referred to as the base creature. A jumper uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type does not change, unless it is an animal (in which case it becomes a Magical Beast [augmented animal]). It gains the psionic subtype.
Special Attacks: A jumper retains all attacks of the base creature plus gains the following special attacks.
Great Jump (Su): A jumper can teleport at will to any location on the planet that it can see or has seen. As long as it is detailed, even an image drawn or taken from someone's mind is enough to allow them to teleport. Once they have seen it they may teleport there unassisted without further need of the image. Jumpers may bring up to 50 lbs. of material per HD with them on their jump that they are in contact with. They can teleport up to one individual living creature per HD they are in contact with as long as their total weight does not exceed the jumper's teleportation weight capacity. They may resist the teleportation with a successful Will save (DC 10 + half Jumper's HD + Cha mod).
These jumps leave behind a residual disturbance in reality that other jumpers and those using True Seeing can detect. Another jumper or one using a teleportation power or spell directed at the disturbance may teleport directly to the destination of the original jumper with perfect accuracy even if they don't know the location.
A jumper may decide before he jumps how wide the appeture of his teleportation area, though cannot be more than 20 feet. If within an enclosed area, all structures take 2d6 points of damage from the force of the teleport within the appeture, though living creatures in the area are unharmed.
Rapid Jump (Su): A jumper can teleport seemingly at random, even strobing forward in a series of rapid-fire teleportations. While using rapid jump, physical attacks and individually targeted spells against them have a 50% miss chance, and the Blind-Fight feat doesn’t help. Jumpers may use this ability as a move action, allowing then to attack, but unless they stop teleporting to do so they suffer a 20% miss-chance to their attacks and spells. If they do stop teleporting to attack they do not gain their 50% miss-chance until they can re-initiate the rapid jump on their next turn.
While using this ability jumpers take only half damage from area attacks. While using rapid jump, jumpers strike with +2 bonus on attack rolls, denying the target any Dexterity bonus to AC.
Special Qualities: A jumper retains all qualities of the base creature plus gains the following qualities.
Naturally Psionic: A Jumper gains 1 bonus power point.
Shorted Out (Ex): If a jumper takes 10 or more points of electricity damage at one time they are unable to use any teleportation ability for 4d6 rounds. They may also not teleport while in agony, such as a Symbol of Pain spell.
Skills: A jumper gains Knowledge (geography) as a class skill and gains a +4 competence bonus to such checks.
Feats: A Jumper can take psionic feats, if it meets the prerequisites for such feats.
Challenge Rating: Same as base creature +3.
Level Adjustment: Same as base creature +5.
-=-=-=-=-=-
Brute Teleporter [Metamagic, Metapsionic, or Monstrous]
You can bring more weight than others when you teleport.
Benefits: When you use a teleportation ability, power or spell the weight of objects you may teleport with doubles if it allows for transportation of weight. For example, if you may bring 50 lbs. of weight per HD or caster/manifest level, you may now bring 100 lbs. per.
Special: You may take this feat numerous times. Each time you take it your weight limit increases by one half.
http://www.popzara.com/assets/2007/12/11/jumper01.jpg
There are those who are born to a power. A power many say should only belong to the gods; being anywhere at anytime. Such are the Jumpers, teleporters of great power and ability that make the world their playground.
Many let this power lead them down a dark path, thinking themselves unbound to rules and morales and letting their power corrupt them. This has brought about many who wish to destroy them before they wreak too much havoc upon the world. A much smaller percentage however think it a curse and avoid use of their power, or use it to aid others.
Sample Jumper
David Rice
Jumper Human Paragon 3, Rogue 2
Medium Humanoid (human, psionic)
Hit Dice: 3d8 + 2d6 (20 hp)
Initiative: +2
Speed: 30 ft. (6 sqares)
Armor Class: 12 (+2 dex), flat-footed
Base Attack/Grapple: +2
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Great jump, rapid jump, sneak attack 1d6
Special Qualities: Evasion, naturally psionic, shorted out
Saves: Fort +1, Ref +1, Will +3
Abilities: Str 11, Dex 15, Con 11, Int 10, Wis 12, Cha 13
Skills: Appraise +2, Climb +2, Diplomacy +9, Jump +8, Knowledge (geography) +12, Knowledge (local) +2, Swim +2, Tumble +10
Feats: Ability Focus (great jump), Brute Teleporter x3
Challenge Rating: 8
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: +5
Combat
David prefers not to attack, but if angered will teleport with his opponent to an inhospitable area and leave them there.
Evasion (Ex): David can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the he is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Great Jump (Su): David can teleport at will to any location on the planet that it can see or has seen. As long as it is detailed, even an image drawn or taken from someone's mind is enough to allow him to teleport. Once he has seen it he may teleport there unassisted without further need of the image. David may bring up to 1,125 lbs. of material with him on his jump that he is in contact with. He can teleport up to five individual living creatures that he is in contact with as long as their total weight does not exceed his weight capacity. They may resist the teleportation with a successful Will save (DC 15).
These jumps leave behind a residual disturbance in reality that other jumpers and those using True Seeing can detect. Another jumper or one using a teleportation power or spell directed at the disturbance may teleport directly to the destination of the original jumper with perfect accuracy even if they don't know the location.
A jumper may decide before he jumps how wide the appeture of his teleportation area, though cannot be more than 20 feet. If within an enclosed area, all structures take 2d6 points of damage from the force of the teleport within the appeture, though living creatures in the area are unharmed.
Rapid Jump (Su): David can teleport seemingly at random, even strobing forward in a series of rapid-fire teleportations. While using rapid jump, physical attacks and individually targeted spells against him has a 50% miss chance, and the Blind-Fight feat doesn’t help. Jumpers may use this ability as a move action, allowing them to attack, but unless they stop teleporting to do so they suffer a 20% miss-chance to their attacks and spells. If they do stop teleporting to attack they do not gain their 50% miss-chance until they can re-initiate the rapid jump on their next turn.
While using this ability David takes only half damage from area attacks. While using rapid jump, jumpers strike with +2 bonus on attack rolls, denying the target any Dexterity bonus to AC.
Shorted Out (Ex): If a jumper takes 10 or more points of electricity damage at one time they are unable to use any teleportation ability for 4d6 rounds. They may also not teleport while in agony, such as a Symbol of Pain spell.
-=-=-=-=-
Creating A Jumper
Jumper is an acquired template that can be added to any living creature with an intelligence score, hereafter referred to as the base creature. A jumper uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type does not change, unless it is an animal (in which case it becomes a Magical Beast [augmented animal]). It gains the psionic subtype.
Special Attacks: A jumper retains all attacks of the base creature plus gains the following special attacks.
Great Jump (Su): A jumper can teleport at will to any location on the planet that it can see or has seen. As long as it is detailed, even an image drawn or taken from someone's mind is enough to allow them to teleport. Once they have seen it they may teleport there unassisted without further need of the image. Jumpers may bring up to 50 lbs. of material per HD with them on their jump that they are in contact with. They can teleport up to one individual living creature per HD they are in contact with as long as their total weight does not exceed the jumper's teleportation weight capacity. They may resist the teleportation with a successful Will save (DC 10 + half Jumper's HD + Cha mod).
These jumps leave behind a residual disturbance in reality that other jumpers and those using True Seeing can detect. Another jumper or one using a teleportation power or spell directed at the disturbance may teleport directly to the destination of the original jumper with perfect accuracy even if they don't know the location.
A jumper may decide before he jumps how wide the appeture of his teleportation area, though cannot be more than 20 feet. If within an enclosed area, all structures take 2d6 points of damage from the force of the teleport within the appeture, though living creatures in the area are unharmed.
Rapid Jump (Su): A jumper can teleport seemingly at random, even strobing forward in a series of rapid-fire teleportations. While using rapid jump, physical attacks and individually targeted spells against them have a 50% miss chance, and the Blind-Fight feat doesn’t help. Jumpers may use this ability as a move action, allowing then to attack, but unless they stop teleporting to do so they suffer a 20% miss-chance to their attacks and spells. If they do stop teleporting to attack they do not gain their 50% miss-chance until they can re-initiate the rapid jump on their next turn.
While using this ability jumpers take only half damage from area attacks. While using rapid jump, jumpers strike with +2 bonus on attack rolls, denying the target any Dexterity bonus to AC.
Special Qualities: A jumper retains all qualities of the base creature plus gains the following qualities.
Naturally Psionic: A Jumper gains 1 bonus power point.
Shorted Out (Ex): If a jumper takes 10 or more points of electricity damage at one time they are unable to use any teleportation ability for 4d6 rounds. They may also not teleport while in agony, such as a Symbol of Pain spell.
Skills: A jumper gains Knowledge (geography) as a class skill and gains a +4 competence bonus to such checks.
Feats: A Jumper can take psionic feats, if it meets the prerequisites for such feats.
Challenge Rating: Same as base creature +3.
Level Adjustment: Same as base creature +5.
-=-=-=-=-=-
Brute Teleporter [Metamagic, Metapsionic, or Monstrous]
You can bring more weight than others when you teleport.
Benefits: When you use a teleportation ability, power or spell the weight of objects you may teleport with doubles if it allows for transportation of weight. For example, if you may bring 50 lbs. of weight per HD or caster/manifest level, you may now bring 100 lbs. per.
Special: You may take this feat numerous times. Each time you take it your weight limit increases by one half.