View source
From Fax Encyclopedicus
for
D20r:Viz-Jaq'taar
Jump to:
navigation
,
search
{{User:DragoonWraith/HBtemp}}{{GitP|151306}} <div style="clear: right; float: right;">__TOC__</div> The Viz-Jaq'taar are an ancient order originally founded by the Vizjerei Sorcerer Clan to hunt down and eliminate rogue mages within their own ranks. Employing secret disciplines to combat and resist the magical abilities of their elusive quarry, the assassin's bag of tricks includes traps and other infernal devices, martial arts, and powerful mental abilities. Common people know nothing of the Order, but they are widely feared and respected by all who employ the magic arts. '''''NOTE:''''' Though designed for use with the [[D20r:Monk]], the Viz-Jaq'taar is not OGL compatible and is therefore not a part of the D20r project. == Becoming one of the Viz-Jaq'taar == <div style="float: right; background-color: #ffffff; padding: 0 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Viz-Jaqtaar.png ''"I am a hunter of Evil, part of an ancient Order sworn to hunt down corrupted Sorcerers."'' :--Natalya, Viz-Jaq'taar</div> The Viz-Jaq'taar are each prior masters of stealth and infiltration, as well as masters of their own bodies, highly skilled in martial arts. The Order teaches them to bring their skills to bear on evil arcanists everywhere, and to police the mage clans to prevent the corruption of the mortal world by the forces of Hell. === Entry Requirements === * ''Class Features'' ** Unarmed Strike damage progression. ** Still Mind. * ''Martial Maneuvers'' ** Ability to use 3 maneuvers from the Shadow Hand discipline, including at least one Stance. * ''Feats'' ** Mage Slayer. * ''Skills'' ** Disable Device 4 ranks ''or'' Open Lock 4 ranks. ** Hide 8 ranks. ** Knowledge (Arcana) 4 ranks ''or'' Spellcraft 4 ranks. ** Move Silently 8 ranks. * ''Special'' ** Must be proficient with at least one [[Claw-Class Weapons|claw-class weapon]]. ** Must not have any form of spellcasting aside from Racial Spell-like Abilities or [http://www.giantitp.com/forums/showthread.php?p=8887683#post8887683 Arcane Maneuvers]. == Class Features of the Viz-Jaq'taar == ===== Class Skills ===== The Bound's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Psionics) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Int), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex). ===== Skills Points at Each Level ===== 6 + Int ===== Hit Dice ===== d8. ===== Table 1: The Viz-Jaq'taar ===== {| cellpadding=1px style="background-color: #000000; text-align: center;" |- style="padding: 0.25em; background-color: #8E5A2E; color: #FFFFFF;" ! Level !! Base Attack<br />Bonus !! Fortitude<br />Save !! Reflex<br />Save !! Willpower<br />Save ! Special !! Traps |- style="background-color: #f0e7d3;" | 1<sup>st</sup> || +0 || +0 || +2 || +2 || [[#Ascetic Assassin|Ascetic Assassin]], [[#Psionic|Psionic]], [[#Counterspelling|Counterspelling]] || 0 |- style="background-color: #ffffff;" | 2<sup>nd</sup> || +1 || +0 || +3 || +3 || [[#Wake of Fire|Wake of Fire]] || 1 |- style="background-color: #f0e7d3;" | 3<sup>rd</sup> || +2 || +1 || +3 || +3 || [[#Cloak of Shadows|Cloak of Shadows]] || 1 |- style="background-color: #ffffff;" | 4<sup>th</sup> || +3 || +1 || +4 || +4 || [[#Charged Bolt Sentry|Charged Bolt Sentry]] || 2 |- style="background-color: #f0e7d3;" | 5<sup>th</sup> || +3 || +1 || +4 || +4 || [[#Mind Blast|Mind Blast]] || 2 |- style="background-color: #ffffff;" | 6<sup>th</sup> || +4 || +2 || +5 || +5 || [[#Wake of Inferno|Wake of Inferno]] || 3 |- style="background-color: #f0e7d3;" | 7<sup>th</sup> || +5 || +2 || +5 || +5 || [[#Fade|Fade]] || 3 |- style="background-color: #ffffff;" | 8<sup>th</sup> || +6 || +2 || +6 || +6 || [[#Lightning Sentry|Lightning Sentry]] || 4 |- style="background-color: #f0e7d3;" | 9<sup>th</sup> || +6 || +3 || +6 || +6 || [[#Shadow Master|Shadow Master]] || 4 |- style="background-color: #ffffff;" | 10<sup>th</sup> || +7 || +3 || +7 || +7 || [[#Death Sentry|Death Sentry]] || 5 |} ===== ''Armor and Weapon Proficiencies'' ===== Viz-Jaq'taar gain no armor or weapon proficiencies. ===== ''Maneuvers Known'' ===== At 1st level and each odd level thereafter, the Viz-Jaq'taar may learn a single maneuver from the Diamond Mind, Shadow Hand, or Sleeping Goddess disciplines. ===== ''Maneuvers Readied'' ===== At 1st, 7th, and 10th level, the Viz-Jaq'taar can ready another Maneuver each time she readies Maneuvers. ===== ''Martial Stances'' ===== At 2nd and 10th level, the Viz-Jaq'taar may learn a Stance from the Diamond Mind, Shadow Hand, and Sleeping Goddess disciplines. ===== ''Ascetic Assassin'' ===== A Viz-Jaq'taar may add her full Monk level, instead of half her Monk level, to determine her Initiator Level. Her Viz-Jaq'taar levels also stack with her Monk levels for determining her Unarmed Strike damage, Fast Movement, and Chakra, though she gains no additional Strikes as a result of her Viz-Jaq'taar levels. ===== ''Psionic'' ===== All Viz-Jaq'taar are Psionic; they have learned the Chakra they use is very similar to the Power Points used by Manifesters. Chakra and Power Points may be converted to and from each other at-will at a 1 Chakra to 2 Power Point ratio. Doing so is a Free action that may be taken even when it is not the Viz-Jaq'taar's turn. The Viz-Jaq'taar may choose to receive bonus Power Points due to a high Wisdom score ''instead of'' bonus Chakra. Her Manifester Level for the purpose of determining how many Power Points she receives is equal to her Viz-Jaq'taar level. Her Manifester Level for the purpose of determining how many Power Points she may expend when using her class features that require Power Point expenditure is equal to her Initiator Level. ===== ''Counterspelling'' ===== The Viz-Jaq'taar excels at stalking spellcasters, and so needs to be able to handle their spells. The tenets of the Order strictly forbid the Mage Slayers from gaining any magic of their own, to eliminate the possibility of corruption, and instead they hone their minds and bodies to the task. Whenever she recognizes a spell being cast through use of her Spellcraft skill, she may, as an Immediate Action, expend an number of Power Points equal to half the Spell's level (rounded up) to counterspell it as if she had used a Dispel effect. Her caster level for the opposed check is her initiator level + 5, and she has no cap on this check. The Viz-Jaq'taar may also replace her Intelligence modifier with her Wisdom modifier on Spellcraft checks, if doing so would be beneficial to her. ===== ''Traps'' ===== Beginning at 2nd level, the Viz-Jaq'taar gains access to her signature weaponry - magical sentinels known simply as Traps. Each Trap is part astral construct, part arcane router. The Order of Mage Slayers has a unique technique whereby the Viz-Jaq'taar can create these constructs with innate arcane ability, despite having no spellcasting of their own. It is through the use of these Traps that they bring their own magic to bear against their targets. She may use a number of Traps per encounter equal to half her class level, as listed in Table 1: The Viz-Jaq'taar. The statblock for traps is given [[#Viz-Jaq'taar Trap Statblock|below]]. Each Trap may placed in any square within 60 ft. of the Viz-Jaq'taar as a Swift action so long as she is Psionically Focused, and lasts long enough to make as many automated attacks as listed in each Trap's description. Creating a Trap is effectively like manifesting a Power - it costs Power Points, and can be augmented by spending more. However, creating a Trap does not provoke attacks of opportunity, and never requires Concentration checks. Traps are Psionically connected to the Viz-Jaq'taar, and know who her friends and who her foes are; Traps will only attack foes. They will automatically attack the nearest foe to their own location, and will do so as rapidly as possible until they run out of attacks, at which point they disintegrate. Any active Traps will fall apart if the Viz-Jaq'taar expends or otherwise loses her Psionic Focus. ===== ''Wake of Fire'' ===== This Trap channels Arcana from the Elemental Plane of Fire to create waves of flame that jet towards foes. '''Power Point Cost:''' 5 Power Points * '''Attacks:''' 5/trap * '''Attack Time:''' 1 standard action * '''Range:''' 30 ft. * '''Area:''' Cone-shaped Burst * '''Duration:''' Instantaneous * '''Saving Throw:''' Reflex halves * '''Spell Resistance:''' Yes Deals 5d6 Fire damage to all within the area. The DC of any Concentration checks caused by this damage is raised by 2. :''Augmentation'' :For every 2 extra Power Points spent on this Trap, the Reflex save DC increases by 1, the Trap attacks once more before disintegrating, and the DC of Concentration checks the Trap causes is increased by 1. ===== ''Charged Bolt Sentry'' ===== This Trap uses arcano-electric energy to disrupt spellcasting and the like within the area. '''Power Point Cost:''' 7 Power Points * '''Attacks:''' 4/trap * '''Attack Time:''' 1 standard action * '''Range:''' 60 ft. * '''Area:''' Cone-shaped Burst * '''Duration:''' 1 round * '''Saving Throw:''' Reflex negates * '''Spell Resistance:''' Yes Those within the area take a -1 penalty to Caster Level or similar (Manifester Level, Meldshaper Level, Binder Level, etc - except Initiator Level, which is specifically excluded) for 1 round. :''Augmentation'' :For every 2 extra Power Points spent on this Trap, the Reflex save DC increases by 1 and the Trap may make one additional attack before disintegrating. ===== ''Wake of Inferno'' ===== This Trap will conjure a jet of flame for an entire round and endeavor to keep the heat on its target. '''Power Point Cost:''' 7 Power Points * '''Attacks:''' 6/trap * '''Attack Time:''' 1 round * '''Range:''' 60 ft. * '''Area:''' Line-shaped Burst * '''Duration:''' 1 round * '''Saving Throw:''' Reflex halves * '''Spell Resistance:''' Yes If, on the Viz-Jaq'taar's turn, there is a target in range, Wake of Inferno will spew a line of fire at the target, dealing 7d6 fire damage in a 60 ft. line in the direction of the nearest target (Reflex save halves). It will continue to launch this flame for the remainder of the round, moving it as necessary to constantly have it aimed at the target nearest to it. Any enemy creature who is within the line at the beginning of their turn takes 7d6 fire damage (again, if they'd already taken damage on the Viz-Jaq'taar's turn) (Reflex save halves). Any creature who takes fire damage from the Wake of Inferno is treated as undergoing continual damage equal to the total damage taken, and may be required to make Concentration checks as a result. The DCs of these Concentration checks is also 2 higher than they would otherwise be for the damage dealt. Every round spent spewing said flames counts as an attack for the Wake of Inferno. :''Augmentation'' :For every additional Power Point spent, the DC of any Concentration checks this Trap causes increases by 3. For every two extra Power Points, the Reflex save DC increases by 1 and the Trap may attack one additional time before disintegrating. ===== ''Lightning Sentry'' ===== The Lightning Sentry is an odd Trap - it does not make attacks on the Viz-Jaq'taar's turn, and has no use for the Standard Action it receives on her turn each round. Instead, it uses its Spell-like Ability to make attacks of opportunity. '''Power Point Cost:''' 9 Power Points * '''Attacks:''' 5/trap * '''Attack Time:''' 1 attack of opportunity * '''Range:''' 120 ft. * '''Area:''' Line-shaped Burst * '''Duration:''' 1 round * '''Saving Throw:''' Reflex halves * '''Spell Resistance:''' Yes The Lightning Sentry will attack any time an enemy within range provokes an attack of opportunity through any action ''other than movement.'' When it does so, all enemies within a 120 ft. Line directed at the provoking enemy take 9d6 Electricity damage (Reflex halves), which may trigger Concentration checks for the provoking enemy. :''Augmentation'' :For every additional Power Point spent on the Lightning Sentry, it deals an additional 1d6 Electricity damage. For every 2 extra Power Points, the Reflex save DC is increased by 1 and the Trap may attack one additional time before disintegrating. For every 3 additional Power Points, the Trap may make an additional attack of opportunity each round. ===== ''Death Sentry'' ===== This fearsome Trap has the ability to use an enemy's fallen minions against him. '''Power Point Cost:''' 15 Power Points * '''Attacks:''' 3/trap * '''Attack Time:''' 1 standard action * '''Range:''' 240 ft. * '''Area:''' 20 ft. radius Burst * '''Duration:''' 1 round * '''Saving Throw:''' Reflex halves * '''Spell Resistance:''' Yes The Death Sentry detonates the intact corpse of any foe who has already fallen this encounter, dealing (2d20+35)% of that foe's maximum HP before death in damage to all enemies in the area (Reflex halves). Half of the damage is fire damage, and the other half is piercing weapon damage. The corpse is now effectively useless for any effects which require a corpse, including this Spell-like Ability. Unlike most Traps, the Viz-Jaq'taar has some say over which corpse the Death Sentry targets - each turn, she may direct any and all Death Sentries she has spawned to either target the corpse in range with the most enemies around it, or which had the highest HP in life. She may not make different choices for different Death Sentries, however, if she has more than one. :''Augmentation'' :For each extra Power Point, the damage dealt by the Trap is increased by 5% of the target corpse's maximum HP before death. For every 2 addtional Power Points spent on this trap, the Reflex save DC increases by 1, and the Death Sentry may attack one additional time before disintegrating. ===== ''Cloak of Shadows'' ===== A 3rd level Viz-Jaq'taar can, as a Swift Action, expend her Psionic Focus and 5 Power Points to cause everyone within 240 ft., including the Viz-Jaq'taar, to lose most sensory perception. For all targets in the area, anything non-adjacent to them has Total Concealment for one round. This ability directly targets creatures' sensory abilities, not simply their minds, and therefore is not Mind-Affecting, and the darkness every one sees and feels is not illusory, so ''True Seeing'' and the like provide no help against it. It also does not restrict itself merely to sight, but to all forms of sensory perception. At the same time, however, anyone outside of the range of the attack is completely unaffected, and can see those within as normal. Pierce Magical Concealment and similar non-spell effects provide immunity to this effect. :''Augmentation'' :For every 2 extra Power Points the Viz-Jaq'taar spends on this ability, it lasts one round longer. The Viz-Jaq'taar cannot use the ability again while it is still on-going, even on a different group of targets, even if she has regained her Psionic Focus. :By spending an additional 3 Power Points, the Viz-Jaq'taar is not affected by the Cloak of Shadows. :By spending an additional 5 Power Points, the Viz-Jaq'taar is treated as if having ''True Sight'' for the duration of the Cloak of Shadows. ===== ''Mind Blast'' ===== At 5th level, the Viz-Jaq'taar gains the ability to lash out at foes with her mind. By expending 9 Power Points, as a Standard Action, the Viz-Jaq'taar may deal 5d10 damage to enemies in a 20 ft. Burst centered within 60 ft. of her. Anyone who takes damage from both this effect and from any other effect during the Viz-Jaq'taar's turn is stunned for the rest of the round. She may expend her Psionic Focus as a part of this ability. If she does so, all those within the area must make a Will save with a DC of 14 + the Viz-Jaq'taar's Wisdom modifier, or become ''Confused''. The Viz-Jaq'taar has studied long in how to disrupt a mage's minions. Though these effects are [Mind-Affecting], the Viz-Jaq'taar's special training for those thralls favored by sorcerers allows her to affect Constructs and the Undead with this ability, even if they are mindless, as she has learned to co-opt even the simplest of magical programming. She also trains to best the protections of the mages themselves, and so can penetrate the effects of ''Mind Blank'' with the damage and stunning (though not the confusion). :''Augmentation'' :For every 2 extra Power Points the Viz-Jaq'taar spends on this ability, it deals an additional 1d10 damage, and the save DC to avoid becoming ''Confused'' increases by +1. ===== ''Fade'' ===== A Viz-Jaq'taar protects her body and mind with her own Psionic energies. At 7th level, the Viz-Jaq'taar is constantly under the effects of ''Freedom of Movement'' and ''Mind Blank'' effects. Furthermore, all Contingencies and similar effects simply do not notice her presence, and she cannot trigger them, either directly or indirectly. ===== ''Shadow Master'' ===== At 9th level, as a Standard Action, the Viz-Jaq'taar may expend her Psionic Focus and 13 Power Points to turn her shadow into a Shadow Master. This Shadow is a 20% real version of herself that begins in any square adjacent to her, and it may use any Monk class features that the Viz-Jaq'taar herself has, but has no Chakra and cannot use Strikes. It does not gain any benefit from any of the Viz-Jaq'taar's equipment other than any Armor bonus to AC that the Viz-Jaq'taar may have and its attacks are treated as having an enhancement bonus equivalent to that of any Claw-class weapons that the Viz-Jaq'taar uses (it does not gain any special abilities these may have, merely an enhancement bonus equal to the cost of those abilities); this enhancement bonus is capped at +5. It does not get advantage of any feats that the Viz-Jaq'taar has aside from Mage Slayer, and Pierce Magical Protection and Pierce Magical Concealment if she has them. It can create Traps, but these Traps are only Figments and cannot cause any real effects; they are only for confusing or frightening the enemy. The Shadow uses the Viz-Jaq'taar's statistics for size, type, hit dice, hit points, movement, ability scores, base attack bonus, space and reach, saving throws, and skills other than Knowledge, Martial Lore, Survival, Use Magic Device, and Use Psionic Device, which it cannot use. It does not share any of the Viz-Jaq'taar's special qualities or special attacks except those granted by her Monk levels. It always matches her alignment. Anyone who interacts with the Shadow or its figmentary traps gains a Will save with DC 17 + the Viz-Jaq'taar's Wisdom bonus to recognize it as false, and if successful only takes 20% damage from its attacks, and automatically makes any saving throws that the Shadow provokes. Further, all damage dealt by someone who realizes that the Shadow is an illusion is quintupled. The Viz-Jaq'taar cannot control the Shadow in any way, beyond indicating who is friend and who is foe. The Shadow is intelligent, however, and can recognize and take advantage of tactical situations and can prioritize foes based on apparent threat level and apparent ease of neutralization. :''Augmentation'' :For every 2 Power Points extra spent on creating the Shadow Master, the saving throw to recognize the Shadow Master as an Illusion increases by +2. :More Power Points also increase the Shadow Master's reality, with corresponding changes to how it interacts with those who recognize it as an Illusion: {| cellpadding=1px style="background-color: #000000; text-align: center;" |- style="padding: 0.25em; background-color: #8E5A2E; color: #FFFFFF;" ! Power Points !! Reality !! Damage Dealt !! Damage Taken |- style="background-color: #f0e7d3;" | 13 || 20% || 20% || 5x |- style="background-color: #ffffff;" | 14 || 25% || 25% || 4x |- style="background-color: #f0e7d3;" | 15 || 30% || 30% || 3.5x |- style="background-color: #ffffff;" | 16 || 35% || 35% || 3x |- style="background-color: #f0e7d3;" | 17 || 40% || 40% || 2.5x |- style="background-color: #ffffff;" | 18 || 45% || 45% || 2.5x |- style="background-color: #f0e7d3;" | 19 || 50% || 50% || 2x |- style="background-color: #ffffff;" | 20+ || 55% || 55% || 2x |} == Viz-Jaq'taar Trap Statblock == * '''Size/Type:''' [http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreaturesInCombat Diminutive] [http://www.d20srd.org/srd/typesSubtypes.htm#constructType Construct] * '''Hit Dice:''' 1d10 (5.5) hp per Power Point spent on the Trap * '''Initiative:''' - (Traps always activate on the Viz-Jaq'taar's turn) * '''Move Speed:''' 0 (Traps are fixed in space and cannot move or be moved. The point they are fixed to need not be on the ground.) * '''Armor Class:''' 24 (+0 Dex, +4 Natural Armor, +4 Size, +6 Deflection), touch 20, flat-footed 24) * '''Base Attack/Grapple:''' -/- (Traps neither make attack rolls nor can grapple) * '''Attack:''' None (Traps use Spell-like Abilities to attack) * '''Space/Reach:''' 1ft / 0 ft * '''Special Attacks:''' Spell-like Ability (varies) * '''Special Qualities:''' [http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense Blindsight] (range equals range of Spell-like Ability), Construct Traits, Hidden, Protected, Psionic Connection, Transdimensional * '''Saves:''' Exactly the same as the Viz-Jaq'taar's. * '''Abilities:''' Str -, Dex -, Con -, Int -, Wis 11, Cha 10 * '''Skills:''' - * '''Feats:''' Mage Slayer, Scult Spell-like Ability, Transdimensional Spell-like Ability ''Blindsight'' (Ex) A Traps awareness of its surroundings relies on neither sight nor sound, but on fields of Arcana that exist everywhere that magic functions. They have no sense of areas within Antimagic Fields or Dead Magic Zones. The range of their Blindsight equals the range of their Spell-like Ability. ''Hidden'' (Ex) The location of a Trap is difficult to discern. Watching it attack makes it clear which square it resides in, but finding it within that square is still difficult, as it is camouflaged , makes no sound, and is shielded from magic so that attempts to view it magically always fail. To find a Trap requires either a Search or a Spot check once the square where it can be found has been determined (which is a DC 10 Spot check for anyone who witnesses it attack). The DC for the Search check is equal to 15 + half the Power Points spent on the Trap. The DC on the Spot check is 15 + the Power Points spent on the Trap. Magic effects that reveal objects fail to work on Traps; it cannot be seen with ''True Seeing'' or similar effects, nor can ''Locate Object'' or similar effects yield its position more accurately that the square in which it resides. Only those who have found a Trap may attack it in any way (see Protected). ''Protected'' (Ex) Traps are not effected by anything that affects an area, even if they are within that area. Only effects directed at them specifically can effect them. Directing an attack at a Trap specifically requires finding it (see Hidden) - under no circumstances can one who cannot see the trap damage or directly inhibit it in any way. ''Psionic Connection'' (Su) Traps remain connected to the Viz-Jaq'taar who placed them through her Psionic Focus. So long as she remains focused, the Trap is aware of every thing she is aware of, including which targets are friends and which are foes. If she loses Focus, the Trap disintegrates. Traps always activate on the Viz-Jaq'taar's turn; she may dictate when during her turn each attacks, though she cannot direct the attack, only when it occurs. If she decides to Ready an action to do something, she may delay any or all of her Traps to delay with her, and activate when her Readied Action does. The Viz-Jaq'taar is not aware of everything the Trap is, however. She only knows when it attacks, and the direction it attacked. If she cannot see or otherwise become aware of the target, she can only guess why it attacked in that direction. ''Sculpt Spell-like Ability'' The Spell-like Abilities of Traps automatically exclude targets the Viz-Jaq'taar considers friendly. ''Spell-like Ability'' (Sp) Every Trap has a Spell-like Ability that it uses. The effects vary from Trap to Trap, as described below, but they generally share the following features: # Traps cost Power Points to create, and additional Power Points may be spent to Augment the Trap as described in its ''Augmentation'' section. Every Trap receives a +1 to its save DC and an additional attack before disintegrating for every 2 extra Power Points spent on it, though Augmentation usually offers more benefits than just these. # Traps automatically target the closest viable target to itself, unless the Trap's description specifically indicates otherwise. # Traps apply their Sculpt Spell-like Ability feat to avoid hitting friendly targets, defined as those targets the Viz-Jaq'taar herself considers allies. The Viz-Jaq'taar may choose if Traps treat enemies she is unaware of as friends or enemies at the beginning of her turn (before any Traps attack for the round) as a Free Action. Traps will also apply their Transdimensional Spell-like Ability feat to ensure hitting enemy creatures residing in neighboring planes. # The save DC of the Traps' Spell-like Abilities is 10 + the Viz-Jaq'taar's Wisdom modifier at the time of the Trap's creation + half the number of Power Points spent on the Trap (rounded up). The increase in save DC for greater Power Point expenditures is listed in the description of each Trap under ''Augmentation''; this listing is redundant and does not mean that the DC increases by 1 twice, it is merely provided for convenience. ''Transdimensional'' Traps exist in all neighboring Transitive Planes as well as the Plane they are placed in (for the Material Plane, this means they are also in in the Astral, Ethereal, and Shadow Planes), and their sensory perceptions extend into these planes as well. ''Transdimensional Spell-like Ability'' The Spell-like Abilities of Traps affect those in all neighboring Transitive Planes as well as the Plane the Trap was initially placed in. == Image Credits == Image adapted from [http://jerrre.deviantart.com/art/Assassin-on-the-Move-93137733 Assassin on the Move] by [http://jerrre.deviantart.com/ Jerrre]. [[Category:Player Character Prestige Classes]]
User:DragoonWraith/HBtemp
(
view source
)
Return to
D20r:Viz-Jaq'taar
.
Views
Article
Discussion
View source
History
Personal tools
Log in
Navigation
Main Page
Community portal
Forum
Current events
Recent changes
Random page
Help
Donations
Google AdSense
Search
Toolbox
What links here
Related changes
Special pages