D20r:Viz-Jaq'taar

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(Class Features of the Viz-Jaq'taar)
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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.
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.
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'''''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 ==
== Becoming one of the Viz-Jaq'taar ==
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** Unarmed Strike damage progression.
** Unarmed Strike damage progression.
** Still Mind.
** Still Mind.
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* ''Martial Maneuvers''
 
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** Ability to use 3 maneuvers from the Shadow Hand discipline, including at least one Stance.
 
* ''Feats''
* ''Feats''
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** Darkstalker.
** Mage Slayer.
** Mage Slayer.
* ''Skills''
* ''Skills''
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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]].
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]].
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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 requires the expenditure of Atman.
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Each Trap may placed in any square within 60 ft. of the Viz-Jaq'taar as a Swift action so long as she has Psionic Focus, and lasts long enough to make as many automated attacks as listed in each Trap's description. Creating a Trap requires the expenditure of Atman.
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 using their Spell-like Ability, 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. The saving throw for a Trap's Spell-like Ability is calculated as if it was a Strike made by the Viz-Jaq'taar.
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 using their Spell-like Ability, 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. The saving throw for a Trap's Spell-like Ability is calculated as if it was a Strike made by the Viz-Jaq'taar.
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===== ''Wake of Fire'' =====
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At 2nd level, a Viz-Jaq'taar may only use the [[#Wake of Fire|Wake of Fire]] trap. At 4th, she gains access to the [[#Charged Bolt Sentry|Charged Bolt Sentry]]; at 6th, the [[#Wake of Inferno|Wake of Inferno]]; at 8th, the [[#Lightning Sentry|Lightning Sentry]]; and finally at 10th, the [[#Death Sentry|Death Sentry]].
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This Trap channels Arcana from the Elemental Plane of Fire to create waves of flame that jet towards foes.
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'''Cost:''' 1 Atma
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* '''Attacks:''' 5/trap
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* '''Attack Time:''' 1 standard action
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* '''Range:''' 30 ft.
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* '''Area:''' Cone-shaped Burst
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* '''Duration:''' Instantaneous
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* '''Saving Throw:''' Reflex halves
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* '''Spell Resistance:''' Yes
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Deals 1d6 Fire damage for every three effective Monk levels of the Viz-Jaq'taar to all within the area. The DC of any Concentration checks caused by this damage is raised by an amount equal to twice the Viz-Jaq'taar's class level.
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+
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Even if a target has Evasion or Improved Evasion, or resistance or immunity to Fire damage, and regardless of whether or not the target makes its saving throw, that target still takes 1 point of unresistable damage and must make Concentration checks as if taking the full, unresisted and unsaved damage.
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===== ''Charged Bolt Sentry'' =====
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This Trap uses arcano-electric energy to disrupt spellcasting and the like within the area.
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'''Power Point Cost:''' 2 Atman
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* '''Attacks:''' 4/trap + 1/2 effective Monk levels/trap
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* '''Attack Time:''' 1 standard action
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* '''Range:''' 60 ft.
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* '''Area:''' Cone-shaped Burst
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* '''Duration:''' 1 round
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* '''Saving Throw:''' Fortitude negates
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* '''Spell Resistance:''' Yes
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Those within the area take a -1 penalty to Caster Level or similar (Manifester Level, etc., any level-scaling feature which influences the efficacy of an ability that is not mundane; effective Monk levels are exempt) for 1 round.
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===== ''Wake of Inferno'' =====
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This Trap will conjure a jet of flame for an entire round and endeavor to keep the heat on its target.
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'''Power Point Cost:''' 3 Atman
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* '''Attacks:''' 6/trap
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* '''Attack Time:''' 1 round
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* '''Range:''' 60 ft.
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* '''Area:''' Line-shaped Burst
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* '''Duration:''' 1 round
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* '''Saving Throw:''' Reflex halves
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* '''Spell Resistance:''' Yes
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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 1d4 Fire damage per effective Monk level 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, redirecting 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 1d4 Fire damage per effective Monk level (again, if they'd already taken damage on the Viz-Jaq'taar's turn) (Reflex save halves).
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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 are also higher than they would otherwise be for the damage dealt; add twice the Viz-Jaq'taar's class level to these DCs. Every round spent spewing said flames counts as an attack for the Wake of Inferno.
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Evasion, Improved Evasion, Fire Resistance, Fire Immunity, and saving throws do not diminish any Concentration checks that this Trap triggers; those are calculated as if the target had taken the full damage, even if it took none.
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===== ''Lightning Sentry'' =====
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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.
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'''Power Point Cost:''' 3 Atman
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* '''Attacks:''' 5/trap + 1/2 effective Monk levels/trap
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* '''Attack Time:''' 1 attack of opportunity
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* '''Range:''' 120 ft.
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* '''Area:''' Line-shaped Burst
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* '''Duration:''' 1 round
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* '''Saving Throw:''' Reflex halves
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* '''Spell Resistance:''' Yes
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The Lightning Sentry will attack any time an enemy within range takes an action other than movement which would provoke an attack of opportunity. When it does so, all enemies within a 120 ft. Line directed at the provoking enemy take 1d6 Electricity damage for every 2 effective Monk levels (Reflex halves), which may trigger Concentration checks for the provoking enemy.
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This Trap may optionally be created using extra Atman. When doing so, it gains an additional Attack of Opportunity per round for each Atma past 3 used to create it.
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===== ''Death Sentry'' =====
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This fearsome Trap has the ability to use an enemy's fallen minions against him.
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'''Power Point Cost:''' 4 Atman
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* '''Attacks:''' 3/trap + 1/2 effective Monk levels/trap
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* '''Attack Time:''' 1 standard action
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* '''Range:''' 240 ft.
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* '''Area:''' 20 ft. radius Burst
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* '''Duration:''' 1 round
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* '''Saving Throw:''' Reflex halves
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* '''Spell Resistance:''' Yes
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The Death Sentry detonates the intact corpse of any foe who has already fallen this encounter, dealing a percentage of that foe's maximum HP before death in damage to all enemies in the area (Reflex halves). The percentage of the corpse's former HP is 5% for every two effective Monk levels of the Viz-Jaq'taar, plus (4d10)%. 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.
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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.
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===== ''Cloak of Shadows'' =====
===== ''Cloak of Shadows'' =====
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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.
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.
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== Viz-Jaq'taar Trap Statblock ==
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== Viz-Jaq'taar Traps ==
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=== Statblock ===
* '''Size/Type:''' [http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreaturesInCombat Diminutive]  [http://www.d20srd.org/srd/typesSubtypes.htm#constructType Construct]
* '''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
* '''Hit Dice:''' 1d10 (5.5) hp per Power Point spent on the Trap
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* '''Abilities:''' Str -, Dex -, Con -, Int -, Wis 11, Cha 10
* '''Abilities:''' Str -, Dex -, Con -, Int -, Wis 11, Cha 10
* '''Skills:''' -
* '''Skills:''' -
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* '''Feats:''' Mage Slayer, Scult Spell-like Ability, Transdimensional Spell-like Ability
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* '''Feats:''' Mage Slayer, Sculpt Spell-like Ability, Transdimensional Spell-like Ability
''Blindsight'' (Ex)
''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.
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.
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''Spell-like Ability'' (Sp)
''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:
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:
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# 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 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.
# 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.
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# 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.
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# The save DC of the Traps' Spell-like Abilities is calculated as if they were Strikes used by the Viz-Jaq'taar.
''Transdimensional''
''Transdimensional''
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''Transdimensional Spell-like Ability''
''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.
The Spell-like Abilities of Traps affect those in all neighboring Transitive Planes as well as the Plane the Trap was initially placed in.
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=== Traps List ===
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===== ''Wake of Fire'' =====
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This Trap channels Arcana from the Elemental Plane of Fire to create waves of flame that jet towards foes.
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'''Cost:''' 1 Atma
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* '''Attacks:''' 5/trap
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* '''Attack Time:''' 1 standard action
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* '''Range:''' 30 ft.
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* '''Area:''' Cone-shaped Burst
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* '''Duration:''' Instantaneous
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* '''Saving Throw:''' Reflex halves
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* '''Spell Resistance:''' Yes
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Deals 1d6 Fire damage for every three effective Monk levels of the Viz-Jaq'taar to all within the area. The DC of any Concentration checks caused by this damage is raised by an amount equal to twice the Viz-Jaq'taar's class level.
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Even if a target has Evasion or Improved Evasion, or resistance or immunity to Fire damage, and regardless of whether or not the target makes its saving throw, that target still takes 1 point of unresistable damage and must make Concentration checks as if taking the full, unresisted and unsaved damage.
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===== ''Charged Bolt Sentry'' =====
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This Trap uses arcano-electric energy to disrupt spellcasting and the like within the area.
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'''Cost:''' 2 Atman
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* '''Attacks:''' 4/trap + 1/2 effective Monk levels/trap
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* '''Attack Time:''' 1 standard action
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* '''Range:''' 60 ft.
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* '''Area:''' Cone-shaped Burst
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* '''Duration:''' 1 round
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* '''Saving Throw:''' Fortitude negates
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* '''Spell Resistance:''' Yes
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Those within the area take a -1 penalty to Caster Level or similar (Manifester Level, etc., any level-scaling feature which influences the efficacy of an ability that is not mundane; effective Monk levels are exempt) for 1 round.
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===== ''Wake of Inferno'' =====
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This Trap will conjure a jet of flame for an entire round and endeavor to keep the heat on its target.
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'''Cost:''' 3 Atman
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* '''Attacks:''' 6/trap
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* '''Attack Time:''' 1 round
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* '''Range:''' 60 ft.
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* '''Area:''' Line-shaped Burst
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* '''Duration:''' 1 round
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* '''Saving Throw:''' Reflex halves
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* '''Spell Resistance:''' Yes
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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 1d4 Fire damage per effective Monk level 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, redirecting 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 1d4 Fire damage per effective Monk level (again, if they'd already taken damage on the Viz-Jaq'taar's turn) (Reflex save halves).
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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 are also higher than they would otherwise be for the damage dealt; add twice the Viz-Jaq'taar's class level to these DCs. Every round spent spewing said flames counts as an attack for the Wake of Inferno.
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Evasion, Improved Evasion, Fire Resistance, Fire Immunity, and saving throws do not diminish any Concentration checks that this Trap triggers; those are calculated as if the target had taken the full damage, even if it took none.
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===== ''Lightning Sentry'' =====
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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.
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'''Cost:''' 3 Atman
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* '''Attacks:''' 5/trap + 1/2 effective Monk levels/trap
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* '''Attack Time:''' 1 attack of opportunity
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* '''Range:''' 120 ft.
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* '''Area:''' Line-shaped Burst
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* '''Duration:''' 1 round
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* '''Saving Throw:''' Reflex halves
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* '''Spell Resistance:''' Yes
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The Lightning Sentry will attack any time an enemy within range takes an action other than movement which would provoke an attack of opportunity. When it does so, all enemies within a 120 ft. Line directed at the provoking enemy take 1d6 Electricity damage for every 2 effective Monk levels (Reflex halves), which may trigger Concentration checks for the provoking enemy.
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This Trap may optionally be created using extra Atman. When doing so, it gains an additional Attack of Opportunity per round for each Atma past 3 used to create it.
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===== ''Death Sentry'' =====
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This fearsome Trap has the ability to use an enemy's fallen minions against him.
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'''Cost:''' 4 Atman
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* '''Attacks:''' 3/trap + 1/2 effective Monk levels/trap
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* '''Attack Time:''' 1 standard action
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* '''Range:''' 240 ft.
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* '''Area:''' 20 ft. radius Burst
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* '''Duration:''' 1 round
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* '''Saving Throw:''' Reflex halves
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* '''Spell Resistance:''' Yes
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The Death Sentry detonates the intact corpse of any foe who has already fallen this encounter, dealing a percentage of that foe's maximum HP before death in damage to all enemies in the area (Reflex halves). The percentage of the corpse's former HP is 5% for every two effective Monk levels of the Viz-Jaq'taar, plus (4d10)%. 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.
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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.
== Image Credits ==
== Image Credits ==

Revision as of 21:42, 18 July 2010

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