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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.

Becoming one of the Viz-Jaq'taar


"I am a hunter of Evil, part of an ancient Order sworn to hunt down corrupted Sorcerers."

--Natalya, Viz-Jaq'taar

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
    • An unarmed strike damage progression.
    • Able to initiate at least 3 Maneuvers from the Shadow Hand discipline, including at least 1 Stance.
  • Feats
    • Mage Slayer (Complete Arcane)
    • Darkstalker (Lords of Madness)
  • 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.
    • Use Magic Device 4 ranks.
  • Special
    • Must not have any form of spellcasting aside from Racial Spell-like Abilities or 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), Tumble (Dex), and Use Magic Device (Cha).

Skills Points at Each Level

6 + Int

Hit Dice


Table 1: The Viz-Jaq'taar
Level Base Attack
Special Power Points Traps Martial Maneuvers
Known Readied Stances
1st +0 +0 +2 +2 Ascetic Assassin, Counterspelling, Claw Mastery 3 0 +1 +1 +0
2nd +1 +0 +3 +3 Wake of Fire 6 1 +0 +0 +1
3rd +2 +1 +3 +3 Cloak of Shadows 9 1 +1 +0 +0
4th +3 +1 +4 +4 Charged Bolt Sentry 14 2 +0 +0 +0
5th +3 +1 +4 +4 Mind Blast 20 2 +1 +0 +0
6th +4 +2 +5 +5 Wake of Inferno 28 3 +0 +0 +0
7th +5 +2 +5 +5 Fade 37 3 +1 +1 +0
8th +6 +2 +6 +6 Lightning Sentry 47 4 +0 +0 +0
9th +6 +3 +6 +6 Shadow Master 57 4 +1 +0 +0
10th +7 +3 +7 +7 Death Sentry 70 5 +0 +1 +1
Armor and Weapon Proficiencies: Claw Mastery

Viz-Jaq'taar gain no armor proficiencies. A Viz-Jaq'taar gains proficiency with punchdaggers. She may treat punchdaggers as being weapons associated with any Disciplines for which it would be beneficial to her as well as being Monk special weapons. Finally, she may also replace punchdaggers' damage with her unarmed strike damage and treat attacks made with the punchdagger as unarmed strikes when doing so would be beneficial (for the use of Feats and other class features, for example).

Power Points per Day

A Viz-Jaq'taar does not gain any innate ability to manifest Psionic powers, but she does have a Power Point pool which she uses for her various abilities. Her daily allotment of Power Points per day is given in Table 1: The Viz-Jaq'taar.

In addition, she receives bonus Power Points per day if she has a high Wisdom score. Any Power Points the Viz-Jaq'taar has from another class or from knowing Sleeping Goddess Maneuvers are pooled together and are usable to Manifest Powers from the other classes or to Augment her Sleeping Goddess Maneuvers. Bonus Power Points for having a high ability score can be gained only for her highest Psionic class.

A Viz-Jaq'taar must get a good night's rest in order to regain her Power Points.

A Viz-Jaq'taar's Manifester Level for the purpose of using her class features is equal to the number of levels she has that advance her unarmed strike damage (see Ascetic Assassin). She may never expend a number of Power Points greater than her Manifester Level in a single action unless she has the Overchannel feat, or has the Wild Surge class feature. The feat may be used with her class features, but Wild Surge only functions on Powers manifested by her Wilder class.

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

All Viz-Jaq'taar levels stack with her levels in classes that offer unarmed strike damage for determining her unarmed strike damage, and also gains 3 Power Points for each level of a class (other than Viz-Jaq'taar) that advances her unarmed strike damage. Further, levels in classes that advance her unarmed strike damage also count their full level, rather than half their level, when determining the Viz-Jaq'taar's Initiator Level, and also count towards the Viz-Jaq'taar's Manifester Level (see Power Points per Day).


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, counterspell it as if she had used a Dispel effect; this costs as many Power Points as manifesting a Power of the same level as the Spell; she may spend these Power Points even if the cost would be higher than her Manifester Level, as an exception to the rule that she can never expend more Power Points than her Manifester Level. She uses her Manifester Level for the opposed check, and further has a +5 bonus on it, and has no cap as with Dispel Magic.

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.


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 below.

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 Power Points.

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.

At 2nd level, a Viz-Jaq'taar may only use the Wake of Fire trap. At 4th, she gains access to the Charged Bolt Sentry; at 6th, the Wake of Inferno; at 8th, the Lightning Sentry; and finally at 10th, the Death Sentry.

Cloak of Shadows

A 3rd level Viz-Jaq'taar can, as a Swift Action, expend her Psionic Focus and 7 or more 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 up to a number of rounds equal to half the Power Points expended on this feature, chosen when used. Cloak of Shadows cannot be used again until the previous use is finished.

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.

This ability may be augmented with extra Power Points. If created using at least 11 Power Points, the Viz-Jaq'taar is not effected by the Cloak of Shadows. If she uses at least 15 Power Points, she gains the effects of True Seeing for the duration of the Cloak of Shadows.

This feature is effectively a Psionic Power, but does not provoke Attacks of Opportunities.

Mind Blast

At 5th level, the Viz-Jaq'taar gains the ability to lash out at foes with her mind. By expending 9 or more Power Points, as a Standard Action, the Viz-Jaq'taar may deal 1d10 Psychic 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 equal to 10 + her Wisdom modifier + half the Power Points spent on this feature (rounded up), 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).

This feature is effectively a Psionic Power, but does not provoke Attacks of Opportunities.


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.

This feature acts as a Psionic Power for the purpose of interacting with effects (Detect Psionics or Dispel Psionics). If dispelled, the Viz-Jaq'taar may reactivate this feature by regaining Psionic Focus (or spending an action and making a Concentration check as if she was gaining Psionic Focus, if she already has it).

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 effectively has any Monk class features she may have as well as one use of each Viz-Jaq'taar Manuever that its creator has readied; it cannot recover Maneuvers in any way. 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 Darkstalker, Mage Slayer, Pierce Magical Protection, or 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, Truenaming, 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.

Viz-Jaq'taar Traps


  • Size/Type: Diminutive 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: 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, Sculpt 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:

  1. Traps automatically target the closest viable target to itself, unless the Trap's description specifically indicates otherwise.
  2. 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.
  3. Traps may be created with more Power Points than necessary, and this will improve their Spell-like Ability.
  4. The save DC of the Traps' Spell-like Abilities is calculated as 10 + half the Power Points spent on the Trap + the Viz-Jaq'taar's Wisdom modifier. The Augmentation rules for the Traps list that the save DC increases; this redundancy is merely for convenience, and does not indicate that the save DC should go up twice.
  5. All traps may only attack a limited number of times before disintegrating. All Traps will attack once more for every 2 extra Power Points invested in them, as part of their Augmentation rules.
  6. Augmentation may also increase the Trap's damage, the DC on any Concentration checks that the Trap might trigger, or allow it to attack more frequently. See the Augmentation section under each Trap for its specific rules.

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.

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: 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 3d4 Fire damage to all within the area. The DC of any Concentration checks caused by this damage is raised by 5.

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.

The DC of any Concentration checks is increased by 1 for every extra Power Point. For every 2 extra Power Points spent on this Trap, it deals an additional 1d4 Fire damage, attacks once more before disintegrating, and the save DC of its Spell-like Ability is 1 higher.
Charged Bolt Sentry

This Trap uses arcano-electric energy to disrupt spellcasting and the like within the area.

Cost: 7 Power Points

  • Attacks: 4/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 and Initiator 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.

Every 2 additional Power Points spent on this trap increase its save DC by 1, and allow the Trap to make 1 more attack before disintegrating. For every 6 additional Power Points, the duration of the Trap's Spell-like Ability is increased by 1 round.
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: 9 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 5d4 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, 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 5d4 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 are also 9 higher than they would be otherwise.

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.

For every 2 Power Points extra spent on this Trap, the save DC of its Spell-like Ability is increased by 1 and the Trap may attack one additional time before disintegrating. Concentration checks caused by this Trap also add every extra Power Point spent on it to their DC.
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: 13 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 takes an action other than movement which would provoke an attack of opportunity, but only once per round. When it does so, all enemies within a 120 ft. Line directed at the provoking enemy take 6d6 Electricity damage (Reflex halves), which may trigger Concentration checks for the provoking enemy.

For every 2 Power Points extra spent on this Trap, the save DC of its Spell-like Ability is increased by 1, it may make one additional attack before disintegrating, and its Electricity damage increases by 1d6. For every 4 additional Power Points, it may make one additional attack of opportunity per round.
Death Sentry

This fearsome Trap has the ability to use an enemy's fallen minions against him.

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.

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.

Image Credits

Image adapted from Assassin on the Move by Jerrre.

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