D20r:Viz-Jaq'taar

From Fax Encyclopedicus

Jump to: navigation, search
(Table 1: The Bound)
(Class Skills)
 
Line 1: Line 1:
-
{{User:DragoonWraith/HBtemp}}{{GitP|151306}}
+
{{User:DragoonWraith/HBtemp}}
<div style="clear: right; float: right;">__TOC__</div>
<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.
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 ==
== Becoming one of the Viz-Jaq'taar ==
Line 14: Line 12:
=== Entry Requirements ===
=== Entry Requirements ===
* ''Class Features''
* ''Class Features''
-
** Unarmed Strike damage progression.
+
** At least 1 Atma.
** Still Mind.
** Still Mind.
-
* ''Martial Maneuvers''
 
-
** Ability to use 3 maneuvers from the Shadow Hand discipline, including at least one Stance.
 
* ''Feats''
* ''Feats''
-
** Mage Slayer.
+
** [[Superior Stealth]]
* ''Skills''
* ''Skills''
-
** Disable Device 4 ranks ''or'' Open Lock 4 ranks.
+
** Disable Device 4 ranks ranks.
-
** Hide 8 ranks.
+
** Knowledge (Arcana) 4 ranks ''or'' Spellcraft 4 ranks.
** Knowledge (Arcana) 4 ranks ''or'' Spellcraft 4 ranks.
-
** Move Silently 8 ranks.
+
** Stealth 8 ranks.
 +
** Use Device 4 ranks.
* ''Special''
* ''Special''
** Must be proficient with at least one [[Claw-Class Weapons|claw-class weapon]].
** Must be proficient with at least one [[Claw-Class Weapons|claw-class weapon]].
Line 32: Line 28:
===== Class Skills =====
===== 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).
+
The Viz-Jaq'taar'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), Tumble (Dex), and Use Magic Device (Cha).
 +
 
===== Skills Points at Each Level =====
===== Skills Points at Each Level =====
6 + Int
6 + Int
Line 40: Line 37:
===== Table 1: The Viz-Jaq'taar =====
===== Table 1: The Viz-Jaq'taar =====
-
{| cellpadding=1px style="background-color: #000000; text-align: center;"
+
{| class="class header zebra bordered"
-
|- style="padding: 0.25em; background-color: #8E5A2E; color: #FFFFFF;"
+
|-
! Level !! Base Attack<br />Bonus !! Fortitude<br />Save !! Reflex<br />Save !! Willpower<br />Save
! Level !! Base Attack<br />Bonus !! Fortitude<br />Save !! Reflex<br />Save !! Willpower<br />Save
! Special !! Traps
! Special !! Traps
-
|- style="background-color: #f0e7d3;"
+
|-
-
|  1<sup>st</sup> || +0 || +0 || +2 || +2 || [[#Ascetic Assassin|Ascetic Assassin]], [[#Psionic|Psionic]], [[#Counterspelling|Counterspelling]] || 0
+
|  1<sup>st</sup> || +0 || +0 || +2 || +2 || [[#Ascetic Assassin|Ascetic Assassin]], [[#Counterspelling|Counterspelling]], [[#Mage Slayer|Mage Slayer]], [[#Psionic|Psionic]] || 0
-
|- style="background-color: #ffffff;"
+
|-
|  2<sup>nd</sup> || +1 || +0 || +3 || +3 || [[#Wake of Fire|Wake of Fire]] || 1
|  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
|  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
|  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
|  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
|  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
|  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
|  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
|  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
| 10<sup>th</sup> || +7 || +3 || +7 || +7 || [[#Death Sentry|Death Sentry]] || 5
|}
|}
Line 69: Line 66:
Viz-Jaq'taar gain no armor or weapon proficiencies.
Viz-Jaq'taar gain no armor or weapon proficiencies.
-
===== ''Maneuvers Known'' =====
+
===== ''Ascetic Assassin'' =====
-
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.
+
All Viz-Jaq'taar levels stack with Monk class levels for determining her Monk Weapon damage, her Atman, and her Strikes. This combined level is known as her "effective Monk level". This does not advance any other class features that additional Monk levels would have granted her, including additional Fast Movement.
-
===== ''Maneuvers Readied'' =====
+
===== ''Counterspelling'' =====
-
At 1st, 7th, and 10th level, the Viz-Jaq'taar can ready another Maneuver each time she readies Maneuvers.
+
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 Atman 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 effective Monk level + 5, and she has no cap on this check.
-
===== ''Martial Stances'' =====
+
The Viz-Jaq'taar may also use her Wisdom modifier on Spellcraft and Use Magic Device checks instead of their usual key ability modifier (Intelligence and Charisma, respectively), if doing so would be beneficial to her.
-
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'' =====
+
===== ''Mage Slayer'' =====
-
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.
+
Spellcasters cannot cast defensively when threatened by one of the Order of Mage Slayers. Any character so threatened will recognize this fact if on their turn they start threatened by one of the Viz-Jaq'taar.
===== ''Psionic'' =====
===== ''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.
+
All Viz-Jaq'taar are Psionic; they have learned the Atman that Monks use are very similar to the Power Points used by Manifesters, and though she gains no Power Points, she nonetheless can be a Psionic character, and qualifies for anything that requires a Power Point reserve pool no larger than 1 Power Point. She does not actually have any Power Points to expend, however. Because she is a Psionic character, a Viz-Jaq'taar may achieve Psionic Focus as normal. Maintaining or expending Psionic Focus has several effects on her class features, as described below.
-
 
+
-
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'' =====
===== ''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]].
+
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 is limited in how many Traps she may have active at a time; the number of simultaneous Traps she may have is equal to half her class level, as listed in Table 1: The Viz-Jaq'taar. If she creates a new Trap that exceeds this number, her oldest Trap immediately disintegrates. 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.
+
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, 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.
+
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.
-
===== ''Wake of Fire'' =====
+
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]].
-
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
+
===== ''Cloak of Shadows'' =====
-
* '''Attacks:''' 5/trap
+
A 3rd level Viz-Jaq'taar can, as a Swift Action, expend her Psionic Focus and 2 Atman 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 up to one round per class level, chosen when used. Cloak of Shadows cannot be used again until the previous use is finished.
-
* '''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''
+
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.
-
: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 ability may be optionally used with extra Atman. If created using at least 3 Atman, the Viz-Jaq'taar is not effected by the Cloak of Shadows. If she uses at least 4 Atman, she gains the effects of ''True Seeing'' for the duration of the Cloak of Shadows.
-
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'' =====
===== ''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.
+
At 5th level, the Viz-Jaq'taar gains the ability to lash out at foes with her mind. By expending 3 Atman, as a Standard Action, the Viz-Jaq'taar may deal 1d10 damage per 2 effective Monk levels 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''.
+
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 as if this was a Strike, or become ''Confused'', though targets gain a +2 bonus on this saving throw.
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).
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'' =====
===== ''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.
+
A Viz-Jaq'taar protects her body and mind with her own Psionic energies. At 7th level, so long as the Viz-Jaq'taar has Psionic Focus, she 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, even when she loses Psionic Focus.
===== ''Shadow Master'' =====
===== ''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.
+
At 9th level, as a Standard Action, the Viz-Jaq'taar may expend her Psionic Focus and 4 Atman 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.
+
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. 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.
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.
Line 212: Line 117:
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.
-
:''Augmentation''
+
== Viz-Jaq'taar Traps ==
-
: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.
+
=== Statblock ===
-
: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]
* '''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
Line 250: Line 132:
* '''Abilities:''' Str -, Dex -, Con -, Int -, Wis 11, Cha 10
* '''Abilities:''' Str -, Dex -, Con -, Int -, Wis 11, Cha 10
* '''Skills:''' -
* '''Skills:''' -
-
* '''Feats:''' Mage Slayer, Scult Spell-like Ability, Transdimensional Spell-like Ability
+
* '''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.
Line 276: Line 158:
''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:
-
# 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.
-
# 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.
+
# The save DC of the Traps' Spell-like Abilities is calculated as if they were Strikes used by the Viz-Jaq'taar.
''Transdimensional''
''Transdimensional''
Line 286: Line 167:
''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.
 +
 +
=== Traps List ===
 +
===== ''Wake of Fire'' =====
 +
This Trap channels Arcana from the Elemental Plane of Fire to create waves of flame that jet towards foes.
 +
 +
'''Cost:''' 1 Atma
 +
* '''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 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 the Viz-Jaq'taar's effective Monk level.
 +
 +
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.
 +
 +
===== ''Charged Bolt Sentry'' =====
 +
This Trap uses arcano-electric energy to disrupt spellcasting and the like within the area.
 +
 +
'''Cost:''' 2 Atman
 +
* '''Attacks:''' 4/trap + 1/2 effective Monk levels/trap
 +
* '''Attack Time:''' 1 standard action
 +
* '''Range:''' 60 ft.
 +
* '''Area:''' Cone-shaped Burst
 +
* '''Duration:''' 1 round
 +
* '''Saving Throw:''' Fortitude negates
 +
* '''Spell Resistance:''' Yes
 +
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. This reduction may prevent spellcasters from using their highest level spells or manifesters from using their highest level powers.
 +
 +
===== ''Wake of Inferno'' =====
 +
This Trap will conjure a jet of flame for an entire round and endeavor to keep the heat on its target.
 +
 +
'''Cost:''' 3 Atman
 +
* '''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 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).
 +
 +
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.
 +
 +
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.
 +
 +
===== ''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.
 +
 +
'''Cost:''' 3 Atman
 +
* '''Attacks:''' 5/trap + 1/2 effective Monk levels/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 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.
 +
 +
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.
 +
 +
===== ''Death Sentry'' =====
 +
This fearsome Trap has the ability to use an enemy's fallen minions against him.
 +
 +
'''Cost:''' 4 Atman
 +
* '''Attacks:''' 3/trap + 1/2 effective Monk levels/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 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.
 +
 +
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 ==
Image adapted from [http://jerrre.deviantart.com/art/Assassin-on-the-Move-93137733 Assassin on the Move] by [http://jerrre.deviantart.com/ Jerrre].
Image adapted from [http://jerrre.deviantart.com/art/Assassin-on-the-Move-93137733 Assassin on the Move] by [http://jerrre.deviantart.com/ Jerrre].
 +
[[Category:D20 Rebirth]]
[[Category:Player Character Prestige Classes]]
[[Category:Player Character Prestige Classes]]

Current revision as of 23:40, 12 January 2011

Personal tools
Google AdSense