Difference between revisions of "User:Leziad/Skipper Work"

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(Prototype)
(Prototype)
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: ''Portal Mayhem:'' The skipper opens a portal leading to another location as she is being attacked, redirecting the attack to an empty square. When the skipper is attacked, she may use one of her attack of opportunity for the round and 1 warp point to attempt to redirect the attack. The momentary portal provide cover to the skipper against the attack. If the attack misses it is harmlessly redirected through the portal, including any effects inherent to the attack.
 
: ''Portal Mayhem:'' The skipper opens a portal leading to another location as she is being attacked, redirecting the attack to an empty square. When the skipper is attacked, she may use one of her attack of opportunity for the round and 1 warp point to attempt to redirect the attack. The momentary portal provide cover to the skipper against the attack. If the attack misses it is harmlessly redirected through the portal, including any effects inherent to the attack.
  
: ''Skipping Slide:'' When the skipper is damaged attack she may spend 1 warp point as an immediate action and make a [[SRD:Tumble Skill|Tumble]] check with DC equal to the damage inflicted. If she succeeds she halves the damage and immediately skip 5 feet every in the opposite direction of the origin of the damage for each 5 points of damage (or part there of) negated in this way.
+
: ''Skipping Slide:'' When the skipper is damaged attack she may spend 1 warp point as an immediate action and make a [[SRD:Tumble Skill|Tumble]] check with DC equal to the damage inflicted. If she succeeds she halves the damage and immediately skip 5 feet in the opposite direction of the origin of the damage for every 5 points of damage (or part there of) negated in this way.

Revision as of 21:00, 31 July 2022

Making a Skipper

Abilities: Skippers rely on having decent physical ability scores and one moderately decent mental ability score that they focus in for their training.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: Simple.

Table: The Skipper

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Prime Technique, Skip, Skipper Focus, Warp Pool
2nd +1 +0 +3 +3 Decisive Strike +1d6, Evasion
3rd +2 +1 +3 +3 Skipper Talent
4th +3 +1 +4 +4 Nimble +1, Skipper Utility
5th +3 +1 +4 +4 Decisive Strike +2d6, Uncanny Dodge
6th +4 +2 +5 +5 Skipper Talent
7th +5 +2 +5 +5 Nimble +2
8th +6/+1 +2 +6 +6 Decisive Strike +3d6
9th +6/+1 +3 +6 +6 Skipper Talent
10th +7/+2 +3 +7 +7 Nimble +3
11th +8/+3 +3 +7 +7 Decisive Strike +4d6
12th +9/+4 +4 +8 +8 Skipper Talent
13th +9/+4 +4 +8 +8 Nimble +4
14th +10/+5 +4 +9 +9 Decisive Strike +5d6
15th +11/+6/+1 +5 +9 +9 Skipper Talent
16th +12/+7/+2 +5 +10 +10 Nimble +5
17th +12/+7/+2 +5 +10 +10 Decisive Strike +6d6
18th +13/+8/+3 +6 +11 +11 Skipper Talent
19th +14/+9/+4 +6 +11 +11 Nimble +6
20th +15/+10/+5 +6 +12 +12 Skip Epiphany

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (any two) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).


Class Features

All of the following are class features of the skipper.

Weapon and Armor Proficiency: The skipper is proficient with all simple and martial weapons. Skippers are proficient with light armor, but not with shields.

Skipper Focus: Skippers choose which mental ability to focus on as their key mental ability for her skipper abilities. A skipper chooses one of the following.

Intelligence-Based: Gain all Knowledge skills as class skills. Gain 1 bonus skill point per skipper level to invest in any Craft skill.
Wisdom-Based: Gain Autohypnosis as a class skill. Gain 1 bonus skill point per skipper level to invest in any Profession skill.
Charisma-Based: Gain Use Magic Device as a class skill. Gain 1 bonus skill point per skipper level to invest in any Perform skill.

Prime Technique: At 1st level, a skipper chooses one of the following as the basis for her combat technique.

Empyrean Essence (Ex): She gains a monk's Unarmed Strike, treating her skipper level for her monk level when determining the damage of her unarmed strike. If she has levels in monk, her levels stack for determining her effective level for this feature. Additionally, she gains an extra 2 hit points per skipper level.
Fluid Finesse (Ex): She gains Weapon Finesse as a bonus feat. Additionally, she may choose one type of weapon that can be used with Weapon Finesse (such as daggers). She may add her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the skipper from adding her Strength modifier to the damage roll, she does not add the substitute ability modifier. This chosen weapon type can be retrained by spending 1 hour retraining with a new weapon.
Solid Strength (Ex): She gains Weapon Focus as a bonus feat. Additionally, she gains a +2 bonus on combat tricks and combat maneuvers made with that weapon (such as making a trip attempt) and to resist such attempts (such as opposing a disarmed).

Skip (Su): A skipper is able to warp space around her, teleporting her. A skipper can spend 1 warp point (see below) as a standard action. If the skipper teleport as a standard action, she is instantly transports in any unoccupied square within 10 feet per class level. The skipper may spend an number of additional warp point to increase the range by an additional 10 feet per class level per warp point spent.

Alternatively, a skipper can spend a warp point to uses skip as free action made as part of a move action made to move, a charge, run action or a withdraw action. If she does she teleports 10 feet + 5 feet per two class level she has, If the action used alongside skip requires moving in a straight line, the skip must also be done in a straight line in the same direction. Unlike the standard action skip, the skipper cannot spend additional warp points to increase it range. However a skipper may even skip this way multiple times per action, as long as she has warp points to spend but must move at least 5 feet between each skip. If she is forced to move outside her turn, she can skip. She may only move in the direction of the forced movement. If she skips as part of being bull rushed, she can only skip after her opponent stops moving with her.

When a skipper skips, she vanishes and reappears at the new location, so long as she has line of sight and line of effect to the space she wishes to move into. Starting a skip provokes an attack of opportunity, much like moving out of a threatened square normally does. She may use the Tumble skill to avoid provoking an attack of opportunity, but unless she is able to move at full speed while tumbling, she must spend two warp points to skip.

If she attempts to skip herself too far, or into an occupied or solid space, the ability fails and she moves nowhere, wasting her action and the spent warp point. She may only take up to her maximum carrying load with her and may not skip while grappled unless she succeeds on an opposed grapple check to do so. In some cases, she cannot skip if she is connected or tethered to something she cannot move with (such as being immobilized to the floor with a tanglefoot bag or holding onto the lead of a horse).

Warp Pool: At 1st level, a skipper gain a pool of energy she can expend to teleport. The maximum amount of warp point a skipper's warp pool can contain is equal to 3 + half her class level + half her skipper focus's ability score modifier. At the start of each of her turn, the skipper regain 1 warp point. A skipper always start an encounter with her warp pool full.

Decisive Strike (Su): At 2nd level, by spending 1 warp point right before making a melee attack or ranged attack out to 30 feet, she may empower the damage of her attack, so long as she has skip remaining to use that round. Decisive strike add +1d6 damage to an attack. At 5th skipper level and every three levels thereafter, this extra damage increases by +1d6. This damage is the same type of damage as the attack.

Evasion (Ex): At 2nd level and higher, if the skipper makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if she is wearing light armor or no armor. A helpless skipper does not gain the benefit of evasion.

If a skipper already has evasion from a different class, she automatically gains improved evasion instead.

Skipper Talent: At 3rd level and every three skipper levels thereafter (6th, 9th, 12th, 15th, 18th), the skipper gains a skipper talent she meets the prerequisites for, chosen from the list below.

Nimble (Ex): At 4th level, the skipper gains a +1 dodge bonus to AC and a +1 bonus to Initiative while wearing light or no armor. Anything that causes her to lose her Dexterity bonus to AC also causes her to lose this dodge bonus. This bonus increases by +1 for every three levels beyond 4th level (to a maximum of +6 at 19th level).

Skipper Utility (Su): At 4th level, a skipper gain several minor actions she may use as long as she has at least 1 warp point available.

Skip Action (Su): When a using skip, a skipper may perform one of the following action as a free action: draw or sheathe a weapon, open or close a door, mount a horse or dismount, pick up an unattended item, ready or loose a shield, retrieve a stored item or store an item. These actions provoke attacks of opportunity as normal. The object she wishes to interact must be within her reach at the starting or end point of her skip.

Skip on your Feet (Su): The skipper can get up from prone as a free action which does not provoke an attack of opportunity.

Teleport Object (Su): As a move action, the skipper may teleport any object she is holding or unattended object within 30 feet to another location within the same range. The object must be of 5 lbs/class level or lighter, must not anchored and the skipper require a free hand to use this ability.

Uncanny Dodge (Ex): At 5th level, a skipper retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a skipper already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Skip Epiphany (Su): The 20th level skipper doubles the amount of warp pointshe possesses. Additionally, once per day as a non-action usable outside of her turn, when struck by an effect that would reduce her hit points to 0 or below, she may instead negate the damage she would have taken (but not any other effect) and skip forward in time 1d4+1 rounds. If the space she had occupied is no longer free, she appears in the nearest available space.

Skipper Talents

Big Skip (Su): As a full-round action consuming 5 warp points, the skipper can replicate the effects of teleport.

At 13th level, she may replicate the effects of greater teleport instead.

At 17th level, she may replicate the effects of interplanetary teleport instead.

Unlike the spells, bringing along another creature counts as an additional use of this ability for each additional creature brought. She may use this ability a number of times per day equal to 1 + her skipper focus ability modifier. She must be at least 9th level to select this skipper talent.

Bonus Feat: A skipper gains one of the feats from the list as a bonus feat. She must still meet the prerequisites for these bonus feats. This skipper talent may be selected multiple times, each time choosing a different bonus feat: Combat Reflexes, Dash, Dodge, Exotic Weapon Proficiency, Improved Initiative, Power Attack, Skill Focus (any skipper class skill).

Bring Along Skip (Su): When a skipper with this talent begins skipping, she may move an adjacent willing creature with her. When she ends her skip, she leaves that creature in a safe unoccupied square adjacent to her. She may continue her movement as normal, even potentially moving other creatures with her skip.

Bypassing Skip (Su): When skipping, she only needs either line of sight or line of effect for her skip (instead of both).

Dodging Skip (Su): When a melee attack is made against the skipper that fails to hit, she may take an immediate action to skip away, moving up to 10 feet per warp point spent.

Extra Skip (Su): The skipper gains 20 feet of extra skip per round.

Fast Movement (Ex): The skipper gains an enhancement bonus to her speed as a monk while wearing light or no armor and carrying less than a heavy load.

Focused Decisive Strike (Su): When making a decisive strike, the skipper may add her skipper focus ability modifier to the damage. Additionally, the range at which she can make a decisive strike increases by 30 feet.

Free Directional Skip (Su): Whenever a skipper uses her skip class feature as part of forced movement, or as part of an action that requires her to move in a straight line, she may skip in any direction of her choice.

Full-Attack Skip (Su): When taking a Full Attack, the skipper is no longer limited to only taking a 5-foot step as her only movement. She may spend skip to move after each attack she makes in this manner. Any space she makes an attack from counts as a space she occupies until the end of her full attack, such as for the purposes of flanking.

She must have either a minimum base attack bonus of +6 or Two Weapon Fighting to take this skipper talent.

Improved Evasion (Ex): This ability works like evasion, except that while the skipper still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless skipper does not gain the benefit of improved evasion. She must have Evasion to take this skipper talent.

Improved Uncanny Dodge (Ex): The skipper can no longer be flanked. This defense denies a rogue the ability to sneak attack her by flanking her, unless the attacker has at least four more rogue levels than the target has skipper levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character. She must have Uncanny Dodge to take this skipper talent.

Judder Skip (Su): As a swift action, a skipper can spend 30 feet of skip for the round to count as being in two squares at once, flickering rapidly back and forth between both spaces. Upon activation, she judders herself into an unoccupied space adjacent to her starting space. Any targeted effect on her has a 50% of failing (similar to the blink spell) unless it targets both instances of her. She acts as if in both squares, but is still limited to the same number of actions. Movement is split between her instances how she chooses. At the start of her next turn when the effect ends, she chooses which space to occupy.

Rewind (Su): As a move action, the skipper may return to the position she was in at the start of her turn the previous round, regardless of range, line of sight or line of effect, though the space must still be unoccupied. This ability uses 3 warp points.

By expending an additional 30 feet of skip for each earlier round, she may rewind to that previous round's location.

Note: It is advisable to place tokens on any maps used to note these positions.

Ride Along Teleportation (Su): A skipper with this talent can transport herself alongside another creature that uses a teleportation spell or effect within 30 feet of her as an immediate action. If the user is unwilling, the skipper must first succeed at a skipper level check (1d20 + her skipper level + skipper focus ability modifier) opposed to a DC of 10 + caster level of the effect + the user's main casting ability modifier if any. If the user is willing, or the skipper succeeds at her check, she travels along in a relative position to the teleporter, arriving in a relative position at their destination. The skipper may then spend any amount of skip feet as a free action usable outside of her turn to reposition herself by the amount of skip feet spent. If the teleporter was unwilling she may also spend her skip feet in the same manner to move them off course, potentially into danger.

Additionally, she may make a special check to identify [Teleportation] and similar effects, in place of Knowledge (arcana) or Spellcraft. She adds her Intelligence modifier and her skipper class level for these checks.

Riding Skipper (Su): While mounted or controlling a personal vehicle, the skipper can take her mount or vehicle with her as she skips so long as she has no other passengers or riders. Unusually large mounts or vehicles may be deemed too large to skip with her.

Skip Swap (Su): The skipper gains the ability to swap positions with an adjacent willing creature by using some of her skip as a move action. The amount of skip used is equal to her space plus the adjacent creature's space. Example: If she is Medium and the willing adjacent creature is Large, she uses 15 feet of skip.

Skipping Withdraw (Su): After making a full attack, the skipper can immediately use any remaining skip she has for the round to move, but her skip feet costs double for this movement.

Subvert Anchor (Su): As a standard action, the skipper can attempt to subvert a dimensional anchor or similar effect on herself or an area she is included in. She must first succeed at a skipper level check (1d20 + her skipper level + skipper focus ability modifier) opposed to a DC of 10 + caster level of the effect + user's main casting ability modifier if any. If she succeeds, the effect is negated for her (removing the dimensional anchor from herself or allowing her to freely skip within the area). Regardless of success or failure, she is left fatigued for 1 round.

Prototype

Skipper Defense (Su): A xth level, a skipper chooses one of the following defense below. At Xth level she may select a second defense.

Preventive Skipping: When the skipper is about to be attacked, she may spend 1 warp point and an immediate action to skip away. She gain a 50% miss chance against the attack and is immediately transported into another square within the attacker's reach. The skipper may reappear in the same square if she wishes so.
Portal Mayhem: The skipper opens a portal leading to another location as she is being attacked, redirecting the attack to an empty square. When the skipper is attacked, she may use one of her attack of opportunity for the round and 1 warp point to attempt to redirect the attack. The momentary portal provide cover to the skipper against the attack. If the attack misses it is harmlessly redirected through the portal, including any effects inherent to the attack.
Skipping Slide: When the skipper is damaged attack she may spend 1 warp point as an immediate action and make a Tumble check with DC equal to the damage inflicted. If she succeeds she halves the damage and immediately skip 5 feet in the opposite direction of the origin of the damage for every 5 points of damage (or part there of) negated in this way.