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    Orc in the Playground
     
    Deviston's Avatar

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    Default Teleport Base Class (3.75-WIP-PEACH)

    This is the Trevaul'Kin. A class based off of the movie JUMPER but it's not finished. I still need to come up with some augments and null out some dead levels. Based on the work I have so far, please PEACH and give suggestions on some new augments. Thanks in advance!






    The Trevaul'Kin


    Abilities: A Trevaul'Kin's most important statistic is his constitution as this effects how much he can strain himself throughout the day. A secondary consideration would be wisdom as this effects his DC's and some of his abilities. With any melee fighter, strength and dexterity come into place.

    Organization: The Trevaul'Kin is born with his genetic material in flux. This normally occurs by his mother being subject to some sort of teleport effect while he is in the womb. Once the blood has been fluxed, all future children born of the Trevaul'Kin have the capacity to embrace their gift.

    Alignment: Trevaul'Kin have no tendency toward good or evil, however they must be of chaotic alignment. The flux requires an unbalanced mind to function properly, if they should become neutral or lawful, the Trevaul'Kin is to orderly to embrace his abilities further.

    Religion: A Trevaul'Kin may worship any deity, although many worship gods of chaos or transportation.

    Background: A Trevaul'Kin may come from any walk of life, although must have experienced some event that put their life in danger. The only way out was to port away.

    Races: Any race may become a Trevaul'Kin, although Half-Elves and Humans are the most common. Even a race that is created, such as the Warforged, could have been fluxed at time of creation.

    Other Classes: You will probably get along with pretty much anyone as long as they don't have any disdain for you because of your chaotic nature. Monks and lawful-aligned clerics are the most likely to have a problem with you. Meanwhile some psions might not respect you because your powers comes to you naturally much like a wilder.

    Role: Your role in battle lies somewhere near a monk. You have access to some abilities that mimic powers or function as powers, as well as melee capability, but you lack both the melee and manifesting flexibility of the fighter and the psion respectively.

    Class Features

    Hit Die: d8

    Starting Gold: As Wilder

    Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (wis), Perform (cha), Profession (Wis), Sense Motive (Wis), Stealth (dex), Swim (Str), and Tumble (Dex).

    Skill Points: 4 + int

    {table=head]Level | Base Attack Bonus | Fort Save | Refx Save | Will Save | Special
    1st| +0 | +2 | +2 | +2 | Flash, flurry of blows, unarmed strike
    2nd| +1 | +3 | +3 | +3 | Bonus feat, evasion
    3rd| +2 | +3 | +3 | +3 | Fast movement, flash augment (offense), maneuver training
    4th| +3 | +4 | +4 | +4 | Flash augment (defense)
    5th| +3 | +4 | +4 | +4 | Flash augment (utility)
    6th| +4 | +5 | +5 | +5 | Bonus feat, flash augment (offense)
    7th| +5 | +5 | +5 | +5 | Siphon off strain, multiple augmenting (+1)
    8th| +6/+1 | +6 | +6 | +6 | Flash augment (utility)
    9th| +6/+1 | +6 | +6 | +6 | Flash augment (defense)
    10th| +7/+2 | +7 | +7 | +7 | Bonus feat, flash augment (offense)
    11th| +8/+3 | +7 | +7 | +7 | Flash augment (utility), teleport
    12th| +9/+4 | +8 | +8 | +8 |
    13th| +9/+4 | +8 | +8 | +8 | Bioreactive flash, flash augment (defense)
    14th| +10/+5 | +9 | +9 | +9 | Bonus feat, flash augment (offense), multiple augmenting (+2)
    15th| +11/+6/+1 | +9 | +9 | +9 | Flash augment (utility)
    16th| +12/+7/+2 | +10 | +10 | +10 | Flash augment (defense)
    17th| +12/+7/+2 | +10 | +10 | +10 | Teleport beacon
    18th| +13/+8/+3 | +11 | +11 | +11 | Flash augment (offense)
    19th| +14/+9/+4 | +11 | +11 | +11 | Flash augment (utility)
    20th| +15/+10/+5 | +12 | +12 | +12 | Flux evolution
    [/table]

    Weapons and Armor Proficiencies: You are proficient with the club, crossbow (light, heavy, or hand), dagger, hand axe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear.
    You are not proficient with any armor or shields.
    When wearing armor, using a shield, or carrying a medium or heavy load, you lose your AC bonus, as well as your fast movement, flurry of blows, and flash abilities.

    Class Abilities

    Strain:
    Strain is non lethal damage provoked by overexertion of the mind. Every 1/4th your HP you have as nonlethal Strain damage, you take 1 point of Wiz and Int damage.
    Strain is not normal Non Lethal damage, Feats, Features, Racial abilities effecting Non Lethal damage do NOT effect Strain. Such as a creatures immunity to non lethal damage, or feats that would reduce or negate non lethal damage. Strain can still be healed, any spell or power that would heal ability damage heals twice that in Strain, and is lost with normal rest that would replenish spellcasting or power points (likewise, abilities reducing rest needed for such things effect Strain damage). Healing spells heal 1/2 the amount of strain as it does hit points. You heal damage caused through strain at the same time (Wiz, Int).

    Flash (Su):When unarmored and unencumbered, you may make a short range teleport. Flash functions as Dimension Door with several exceptions. The range is equal to your Base Movement with all augments (i.e. fast movement but not the "run" action), you may act as normal after using it, and using this ability is a move action. You manifester level is equal to your class level. Your effective strength score for the purpose of light/medium/heavy load is based on your wisdom score instead of your strength score.
    Cost: 1 strain

    Unarmed Strike
    As Pathfinder Monk, see Pathfinder Monk class ability PCR pg 57.

    AC Bonus (Ex):When unarmored and unencumbered, you add you Wisdom bonus (if any) to your AC and your CMD. In addition, you gain a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four Trevaul'Kin levels thereafter, up to a maximum of +5 at 20th level.

    Flurry of Blows (Ex):
    As Pathfinder Monk, see Pathfinder Monk class ability PCR pg 57-58.

    Evasion (Ex):
    At 2nd level or higher, a Trevaul'Kin can avoid damage from many area-effect attacks. If you make a successful reflex save against an attack that normally deals half damage on a successful save, you instead take no damage. A helpless Trevaul'Kin does not gain the benefit of evasion.

    Bonus Feat:
    At levels 2, 6, 10, and 14, a Trevaul'Kin may select a bonus feat. The Trvaul'Kin need not meet the prerequisites to take these bonus feats unless they have another feat as a requisite. The feats taken must be from the following list: Dodge, Powerful Charge, Catch-Off Guard, Combat Reflexes, Deflect Arrows, Scorpion Style, Throw Anything, Toughness, and Fleet. At 6th level, the following feats are added to the list: Flying Kick (CWa), Gorgon's Fist, Improved Powerful Charge (+1 size), Improved Bull Rush, Improved Disarm, Improved Feint, Improved Grapple, Improved Trip, Mobility. At 10th level, the following feats are added to the list: Improved Critical Medusa'a Wrath, Snatch Arrows, Spring Attack, and Greater Powerful Charge (+1 size). At 14 level, these feats are added to the list: Greater Bull Rush/ Disarm/ Feint/ Grapple/ Trip, Bounding Assault, and Cometary Collision.
    One exception exists, the feat requirements for Cometary Collision are Improved/Greater/ Powerful Charge.

    Fast Movement (Ex):
    As Pathfinder Monk, see Pathfinder Monk class ability PCR pg 58-59.

    Maneuver Training (Ex):
    As Pathfinder Monk, see Pathfinder Monk class ability PCR pg 59.

    Siphon Off Strain (Su):
    at level 7, you may attempt to siphon strain off of yourself and onto another. Strain siphoned off onto another functions the same for them as it does for you. Make a melee attack as a full round action, if successful roll base unaltered unarmed damage + wisdom mod instead of strength. Damage Reduction does apply to this attack. This damage is not applied, but instead that many points of strain is passed on to the target and removed from you. Using this ability supresses strain for 1d4 rounds as your body recalibrates. You can use this ability once per day per three class levels you have.
    Cost: a daily use

    Multiple Augmenting
    At level 7 you can augment flash with up to two augments at one time. At level 14 you can augment flash with up to three augments at one time.

    Waypoints
    Upon reaching 9th level, the Trevaul'Kin has learned to make instant breaks in a flash. The waypoints be along the line from starting to exiting point of the flash. You may make no more waypoints than you have points of wisdom modifier. This may be used in conjunction with Spring Attack or similar effects. This is not an augment.
    Cost: 1 strain per waypoint

    Improved Evasion
    As Pathfinder Monk, see Pathfinder Monk class ability PCR pg 59.

    Teleport (Sp):
    Upon reaching 11th level, the Trevaul'Kin may use Teleport as per the spell as a full round action. The differences are that you can only bring allies with you if you pay overstrain, and you can only teleport to a place you have been to.
    Cost: 20 strain
    Overstrain: for every 25 points spent (excluding the initial 20 spent to activate this augment) you can bring one willing ally with you

    Panacean Flash
    At level 13 you gain the ability to flash away from a pathogen leaving it where you previously stood. Remove any poison or disease or virus.
    Cost: 1 strain, this strain does not heal normally. Strain accumulated using this ability does not heal for 1 week
    Overstrain: using this overstrain requires either Forced Flash or Accompanied Flash. For every 5 points spent you may apply this effect to another

    Flash Augment:
    At each level indicated you may choose an ability from the list below. All flash augments are activated as a part of activation flash. Their cost is in addition to activating flash. You may not choose the same ability more than once and some may have requirements. You may not spend more strain on any augment than your class level +5. You also may not augment a single flash with more than one augment until later levels. Here they are:

    Offense Augments
    Spoiler
    Show

    Hammer Blow
    Using this ability charges your quantum energies into a single explosive punch based on how much was used at the time of the flash augmented with Hammer Blow. You may store the charge for up to 5 rounds before it discharges. After charging Hammer Blow, your next successful unarmed attack deals additional damage. You gain +2 damage per 10 foot increment of flash used. I.e. if you had 50ft of flash and used the entire 50 foot, you gain +10 damage. This bonus damage is considered force damage and is an enhancement bonus.
    Cost: 1 strain
    Overstrain: cumulative +1 per round the charge is stored (first round stored costs 2 strain, second round stored costs 3 strain etc.)

    Pelting Rain
    Using this ability charges your quantum energies into a multiple strong punches based on how much was used at the time of the flash augmented with Pelting Rain. You may store the charge for up to 5 rounds before it discharges. After charging Pelting Rain, your next successful unarmed attacks in a single round deal additional damage. You gain +1 damage per 10 foot increment of flash used as well as a -1 to attack rolls per 20 foot increment traveled. I.e. if you had 60ft of flash and used the entire 60 foot, you gain +6 damage and a -3 to attack rolls on all attacks made in a single round. This bonus damage is considered force damage.
    Cost: 1 strain
    Overstrain: cumulative +1 per round the charge is stored (first round stored costs 2 strain, second round stored costs 3 strain etc.)

    Repulsing Wave
    Requirement: Trevaul'Kin level 6
    At the cost of distance, augmenting with a repulsing wave allows the Trevaul'Kin to keep his enemies back or send them flying over a cliff to which could apply the "splat" condition. Unlike a hammer blow or a few pelting rains, repulsing wave gains power based on distance left over after a flash. When activated, the effect remains available for use until the end of the round. Once per round per activation, upon exiting a flash you make a bull rush attempt. For every 10foot increment of flash distance you DID NOT use, you gain a +1 to your CMB check. If you push your targets 15 feet or more, they fall prone.
    Cost: 3 strain
    Overstrain: for every 4 points spent (excluding the initial 4 spent to activate this augment) target who fail their CMD are pushed an additional 5 feet

    Disruptive Wave
    Requirement: Trevaul'Kin level 6
    At the cost of distance, augmenting with a disruptive wave allows the Trevaul'Kin to rend his opponents with the unspent energies within him. Unlike a hammer blow or a few pelting rains, disrupting wave gains power based on distance left over after a flash. Activated as part of flash, when exiting the flash you deal 1d8 per three class levels of force damage to all within 5 foot. You may, at this point, focus the rest of the available energies into a single unarmed attack as a standard action. If the attack hits, you deal and additional +1 damage per 10 foot increment unspent.
    Cost: 3 strain
    Overstrain: for every 4 points spent (excluding the initial 4 spent to activate this augment) the AOE range of disruptive wave extends by 5 feet

    Quantum Momentum Charge
    Requirement: Trevaul'Kin level 10, Waypoints You condense the energy of your flash into a shorter range and use it to strike a powerful blow onto your enemies. As a part of this augment, you must select a target that you will make a charge attack on. You must use this augment in combination with the waypoint augment. Along the line of travel, you may choose to add waypoints. For every 10 foot increment inbetween waypoints you actually only travel 5 foot. For every waypoint you have along your charge, you gain an additional 1d6 of damage to your attack at the end of the charge. Your maximum number of waypoints are still limited by your Wisdom modifier.
    Example: Jeta selects an enemy 30 feet away and has a base move speed of 80. Jeta activates quantum momentum charge and makes his move. Jeta has a wisdom modifier of +6 so he can make every 5 foot increment a waypoint. He flashes ahead 5 feet at a time building up momentum along the way, he ends with a unarmed melee attack that deals damage as normal with an additional 6d6.
    Cost: 2 strain



    Defense Augments

    Spoiler
    Show

    Unconstituted Body
    You begin flashing in and out where you stand making your body harder to hit. As a swift action you may activate flash with the augment but move no distance. It increases your AC by +1 as a dodge bonus, for every 4 levels you have beyound 4th you may add an additional +1 for an additional strain. The benefits of this augment last until the beginning of your next round.
    Cost: 2 strain +1 per additional bonus
    Overstrain: for every 4 points of strain spent (excluding the initial cost and augmented cost to activate this augment) you also gain a +2 to reflex saves

    Accute Unconstituted Body
    Requisite: Trevaul'Kin level 8
    You begin flashing in and out faster than as with unconstituted body making some of the force of a hit disipate. You are not harder to hit, but feel the blow less harshly. As a immediate action you may activate flash with this augment but move no distance. You must use this ability before you know the outcome of the amount of damage dealt. You gain DR 5/magic until the beginning of your next round.
    Cost: 3 strain
    Overstrain: for every 2 points of strain spent (excluding the initial 4 spent to activate this augment) you can add one of the following descriptors to your DR: Piercing, Bludgeoning, Slashing.
    For every 4 points of strain spent (excluding the initial 4 spent to activate this augment) you can add one of the following descriptors to your DR: Lawful, Good, Chaotic, Evil.
    At 12th level, for every 8 points of strain spent (excluding the initial 4 spent to activate this augment) you gain an additional +5 to you DR and the duration extend until the end of your next round At 15th level, for every 10 points spent (exculding the initial 4 spent to activate this augment) you gain the /- descriptor to your DR and +10 to your DR


    Utility Augments
    Spoiler
    Show

    Flash Snatch
    You may flash an unattended non-magical object into your hand or into a square within 5 feet. This object may not exceed your effective light load.
    Forced Flash
    Requisite: Trevaul'Kin level 8
    You have the ability to attempt to drag someone with you when you flash. As a full round action you determine your destination and then bring some poor soul along. Make a touch attack, whether it hits or not you follow through with your flash. If it hits the target makes a will save DC 10 + wisdom mod + 1/2 class level. Upon exiting the flash the target is dazed for 2 rounds. You cannot flash anyone who exceeds your effective medium load.
    Cost: 4 strain
    Overstrain: for every 3 points of strain spent (excluding the initial 5 spent to activate this augment) you increase the DC of this ability by +1

    Accompanied Flash
    Requisite: Trevaul'Kin level 8
    You have the ability to bring an ally or object along with you on a flash. As a full round action you determine your destination and then bring a willing ally along with you. All allies going with you must be making physical contact with you. You cannot flash anyones or anything who excedds your effective heavy load.
    Cost: 4 strain
    Overstrain: for every 4 points of strain spent (excluding the initial 5 spent to activate this augment) you canbring an additional ally with you

    Instant Flash
    Requisite: Trevaul'Kin level 12
    When a spell, attack, or ability would render you unconscious, you may use the last reserves of you energy to flash away to get away from the attack. You may travel double your flashed distance, but your access to strain costing abilities is sealed until you rest 8 hours.
    Cost: sealed strain abilities until 8 hour rest

    Flash Beacon
    Requisite: Trevaul'Kin level 15
    As a full round action you may designate your current location as your flash beacon. This provides several benefits.
    1. You may flash to this location for no base cost.
    2. You may flash to this location from double you flash range.
    3. A dimensional anchor or similar effect does not stop you from flashing to this location.
    4. You may use this location as a static waypoint for not cost.
    Cost: no cost to designate a flash beacon

    Teleport Beacon
    Requisite: Trevaul'Kin level 19
    Same as Flash Beacon except for Teleport.

    Last edited by Deviston; 2011-11-04 at 08:38 AM.

  2. - Top - End - #2
    Orc in the Playground
     
    Deviston's Avatar

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    Default Re: Teleport Base Class (3.75-WIP-PEACH)

    Reserved. No helpers?

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    Orc in the Playground
     
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    Default Re: Teleport Base Class (3.75-WIP-PEACH)

    Bump for something PEACHy.
    Last edited by Deviston; 2011-08-08 at 01:40 AM. Reason: Came up with a more clever "bump line".

  4. - Top - End - #4
    Orc in the Playground
     
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    Default Re: Teleport Base Class (3.75-WIP-PEACH)

    Ressurect Thread
    Last edited by Deviston; 2011-08-26 at 12:16 AM.

  5. - Top - End - #5
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    Daemon

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    Default Re: Teleport Base Class (3.75-WIP-PEACH)

    I like it although it seems unfinished. You ought to have strain at the top of the entry. Maybe find some way to put greater and interplanetery teleport into the class. It would be a low tier because it is essentially a monk variant

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