Difference between revisions of "User:Leziad/Skipper Work"
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− | | class="left" | [[# | + | | class="left" | [[#Defensive Technique|Defensive Technique]], [[#Skipper Talent|Skipper Talent]] |
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:''{{Anchor|Solid Strength}} {{Ex}}:'' She gains [[SRD:Weapon Focus|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 [[SRD:Trip|trip]] attempt) and to resist such attempts (such as opposing a [[SRD:Disarm|disarmed]]). | :''{{Anchor|Solid Strength}} {{Ex}}:'' She gains [[SRD:Weapon Focus|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 [[SRD:Trip|trip]] attempt) and to resist such attempts (such as opposing a [[SRD:Disarm|disarmed]]). | ||
− | '''{{Anchor|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 | + | '''{{Anchor|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 she does so she is instantly transported in any unoccupied square within 10 feet per class level. The skipper may spend a number of additional warp points 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 [[SRD:Move Actions|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 levels 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 its 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 [[SRD:Bull Rush|bull rushed]], she can only skip after her opponent stops moving with her. | Alternatively, a skipper can spend a warp point to uses skip as free action made as part of a [[SRD:Move Actions|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 levels 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 its 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 [[SRD:Bull Rush|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 | + | When a skipper skips, she vanishes and reappears at the new location, so long as she has 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 [[SRD:Tumble Skill|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 [[SRD:Carrying Capacity|carrying load]] with her and may not skip while [[SRD:Grapple|grappled]] unless she succeeds on an opposed [[SRD:Grapple|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 [[SRD:Tanglefoot Bag|tanglefoot bag]] or holding onto the lead of a horse). | 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 [[SRD:Carrying Capacity|carrying load]] with her and may not skip while [[SRD:Grapple|grappled]] unless she succeeds on an opposed [[SRD:Grapple|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 [[SRD:Tanglefoot Bag|tanglefoot bag]] or holding onto the lead of a horse). | ||
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'''{{Anchor|Warp Pool}}:''' At 1st level, a skipper gains a pool of energy she can expend to teleport. The maximum amount of warp points 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 turns, the skipper regains 1 warp point. A skipper always starts an encounter with her warp pool full. | '''{{Anchor|Warp Pool}}:''' At 1st level, a skipper gains a pool of energy she can expend to teleport. The maximum amount of warp points 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 turns, the skipper regains 1 warp point. A skipper always starts an encounter with her warp pool full. | ||
− | '''{{Anchor|Decisive Strike}} {{Su}}:''' At 2nd level a skipper learns to empower her attacks with extra momentum and inertia created by her abilities. Once per round, by spending 1 warp point right before making a melee attack or ranged attack out to 30 feet, she may make that attack a decisive strike. The empowered attack deals an extra 1d6 on a successful hit, this extra damage increases by 1d6 at 5th level and every three levels thereafter. After using a decisive strike, all other melee and ranged attacks out to 30 feet she makes until the start of her next turn gain a +1 bonus to damage, which increases by +1 at 5th level and every three levels thereafter. This extra damage is of the same type as the original attack, is not precision damage and is not | + | Some abilities 'burn' her warp pool, which expend points as normal but also reduce the size of the skipper's warp pool by the same amount until the skipper next rests for at least 8 hours. |
+ | |||
+ | '''{{Anchor|Decisive Strike}} {{Su}}:''' At 2nd level a skipper learns to empower her attacks with extra momentum and inertia created by her abilities. Once per round, by spending 1 warp point right before making a melee attack or ranged attack out to 30 feet, she may make that attack a decisive strike. The empowered attack deals an extra 1d6 on a successful hit, this extra damage increases by 1d6 at 5th level and every three levels thereafter. After using a decisive strike, all other melee and ranged attacks out to 30 feet she makes until the start of her next turn gain a +1 bonus to damage, which increases by +1 at 5th level and every three levels thereafter. This extra damage is of the same type as the original attack, is not precision damage and is not multiplied on a critical hit. | ||
'''[[SRD:Evasion and Improved Evasion#Evasion|{{Anchor|Evasion}}]] {{Ex}}:''' At 2nd level and higher, if the skipper makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|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 [[SRD:Helpless|helpless]] skipper does not gain the benefit of evasion. | '''[[SRD:Evasion and Improved Evasion#Evasion|{{Anchor|Evasion}}]] {{Ex}}:''' At 2nd level and higher, if the skipper makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|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 [[SRD:Helpless|helpless]] skipper does not gain the benefit of evasion. | ||
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'''{{Anchor|Nimble}} {{Ex}}:''' At 4th level, the skipper gains a +1 dodge bonus to [[SRD:AC|AC]] and a +1 bonus to [[SRD:Initiative|Initiative]] while wearing light or no armor. Anything that causes her to lose her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|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). | '''{{Anchor|Nimble}} {{Ex}}:''' At 4th level, the skipper gains a +1 dodge bonus to [[SRD:AC|AC]] and a +1 bonus to [[SRD:Initiative|Initiative]] while wearing light or no armor. Anything that causes her to lose her [[SRD:Dexterity|Dexterity]] bonus to [[SRD:AC|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). | ||
− | '''{{Anchor|Skipper Utility}} {{Su}}:''' At 4th level, a skipper | + | '''{{Anchor|Skipper Utility}} {{Su}}:''' At 4th level, a skipper gains several minor actions she may use as long as she has at least 1 warp point available. These actions do not require the expenditure of warp point, unless noted otherwise. |
: ''{{Anchor|Skip Action}}:'' 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. | : ''{{Anchor|Skip Action}}:'' 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. | ||
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If a skipper already has uncanny dodge from a different [[SRD:Class|class]], she automatically gains [[#Improved Uncanny Dodge|improved uncanny dodge]] instead. | If a skipper already has uncanny dodge from a different [[SRD:Class|class]], she automatically gains [[#Improved Uncanny Dodge|improved uncanny dodge]] instead. | ||
− | '''{{Anchor|Defensive Technique}} {{Su}}:''' A 6th | + | '''{{Anchor|Defensive Technique}} {{Su}}:''' A 6th level, a skipper gains a special defensive technique from the list below. Once chosen a skipper cannot change her choice. At 12th level and 18th level, the skipper gains another defensive technique. |
− | : ''Preventive Skipping:'' When the skipper is about to be attacked, she may spend 1 warp point and an immediate action to skip away. She gains 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. Until the start of her turn, all attacks made | + | : ''Preventive Skipping:'' When the skipper is about to be attacked, she may spend 1 warp point and an immediate action to skip away. She gains 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. Until the start of her turn, all attacks made against her have a 20% miss chance against her. This miss chance does not apply to attacks she would be denied her [[Dexterity]] Bonus to AC against. |
: ''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 spend 1 warp point as a free action usable outside of her turn to attempt to redirect the attack. The momentary portal provides cover to the skipper against the attack (+4 AC). If the attack misses it is harmlessly redirected through the portal, including any effects inherent to the attack. The cover provided by this ability cannot be ignored by abilities that normally allow the attacker to ignore cover. The bonus to AC provided by the cover of portal mayhem increases by +2 at 12th and 18th level. | : ''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 spend 1 warp point as a free action usable outside of her turn to attempt to redirect the attack. The momentary portal provides cover to the skipper against the attack (+4 AC). If the attack misses it is harmlessly redirected through the portal, including any effects inherent to the attack. The cover provided by this ability cannot be ignored by abilities that normally allow the attacker to ignore cover. The bonus to AC provided by the cover of portal mayhem increases by +2 at 12th and 18th level. | ||
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: ''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. The skipper gain a bonus on this [[SRD:Tumble Skill|Tumble]] equal to half her skipper level. If she succeeds she halves the damage and immediately skips 5 feet in the opposite direction of the origin of the damage for every 5 points of damage (or part thereof) 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. The skipper gain a bonus on this [[SRD:Tumble Skill|Tumble]] equal to half her skipper level. If she succeeds she halves the damage and immediately skips 5 feet in the opposite direction of the origin of the damage for every 5 points of damage (or part thereof) negated in this way. | ||
− | '''{{Anchor|Warp Expertise}} {{Su}}:''' At 7th level, the skipper has honed her skill with teleportation. A skipper's skip counts as the [[SRD:Dimension Door|''dimension door'']] for the purpose of meeting prerequisites and benefiting from feats and the like. If the skipper uses any [teleportation] spell with a miss chance or accuracy roll, whether from her own abilities or through a magic item, she rolls twice and | + | '''{{Anchor|Warp Expertise}} {{Su}}:''' At 7th level, the skipper has honed her skill with teleportation. A skipper's skip counts as the [[SRD:Dimension Door|''dimension door'']] for the purpose of meeting prerequisites and benefiting from feats and the like. If the skipper uses any [teleportation] spell with a miss chance or accuracy roll, whether from her own abilities or through a magic item, she rolls twice and takes the better result. |
'''{{Anchor|Skip Epiphany}} {{Su}}:''' The 20th level skipper doubles the amount of warp points she possesses. Additionally, once per day as a [[SRD:Action Types#Not an Action|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. | '''{{Anchor|Skip Epiphany}} {{Su}}:''' The 20th level skipper doubles the amount of warp points she possesses. Additionally, once per day as a [[SRD:Action Types#Not an Action|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. | ||
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===Skipper Talents=== | ===Skipper Talents=== | ||
− | '''{{Anchor|Big Skip}} {{Su}}:''' As a [[SRD:Full-Round Action|full-round action]] | + | '''{{Anchor|Big Skip}} {{Su}}:''' As a [[SRD:Full-Round Action|full-round action]] expending 5 warp points, the skipper can replicate the effects of ''[[SRD:Teleport|teleport]]''. |
At 13th level, she may replicate the effects of ''[[SRD:Greater Teleport|greater teleport]]'' instead. | At 13th level, she may replicate the effects of ''[[SRD:Greater Teleport|greater teleport]]'' instead. | ||
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'''{{Anchor|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. | '''{{Anchor|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. | ||
− | '''{{Anchor|Bypassing Skip}} {{Su}}:''' When skipping, | + | '''{{Anchor|Bypassing Skip}} {{Su}}:''' When skipping, a skipper no longer needs line of effect to the location she wishes to move into. However she must be able to either clearly see the location, or have a clear way to it (able to move into it normally). |
'''{{Anchor|Dodging Skip}} {{Su}}:''' When a melee attack is made against the skipper that fails to hit, she may take an [[SRD:Action Types#Immediate Action|immediate action]] to skip away, moving up to 10 feet per warp point spent. | '''{{Anchor|Dodging Skip}} {{Su}}:''' When a melee attack is made against the skipper that fails to hit, she may take an [[SRD:Action Types#Immediate Action|immediate action]] to skip away, moving up to 10 feet per warp point spent. | ||
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'''{{Anchor|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. | '''{{Anchor|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. | ||
− | '''{{Anchor|Full-Attack Skip}} {{Su}}:''' When taking a [[SRD:Full-Round Actions#Full Attack|Full Attack]], the skipper is no longer limited to only taking a [[SRD:5-Foot Step|5-foot step]] as her only movement. She may spend 1 warp | + | '''{{Anchor|Full-Attack Skip}} {{Su}}:''' When taking a [[SRD:Full-Round Actions#Full Attack|Full Attack]], the skipper is no longer limited to only taking a [[SRD:5-Foot Step|5-foot step]] as her only movement. She may spend 1 warp point to skip up to 5 feet per class level 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 [[SRD:Flanking|flanking]]. |
She must have either a minimum [[SRD:Attack Roll#Base Attack Bonus|base attack bonus]] of +6 or [[SRD:Two Weapon Fighting|Two Weapon Fighting]] to take this skipper talent. | She must have either a minimum [[SRD:Attack Roll#Base Attack Bonus|base attack bonus]] of +6 or [[SRD:Two Weapon Fighting|Two Weapon Fighting]] to take this skipper talent. | ||
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'''{{Anchor|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. | '''{{Anchor|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. | ||
− | '''{{Anchor|Portal Payback}} {{Su}}:''' When the skipper makes an opponent miss with the portal mayhem defensive technique, she may redirect the attack against another creature within 30 ft (including the attacker) as an immediate action. The | + | '''{{Anchor|Portal Payback}} {{Su}}:''' When the skipper makes an opponent miss with the portal mayhem defensive technique, she may redirect the attack against another creature within 30 ft (including the attacker) as an immediate action. Doing so causes the expenditure of warp from using portal mayhem to become warp burn. The attacker makes a new attack roll, and compares it to the new target's flat footed AC (or regular AC if the new target has uncanny dodge). If the attack hits, it deals damage as normal and the skipper may spend 1 warp point to make it a decisive strike. The skipper must have the portal mayhem defensive technique to select this skipper talent. |
'''{{Anchor|Portal Strike}} {{Su}}:''' When the skipper makes a decisive strike with a melee weapon, she may create a portal to deliver her melee attack against an opponent within 30 ft. The skipper and the target of the attack are considered to be within reach of others for that melee attack only. | '''{{Anchor|Portal Strike}} {{Su}}:''' When the skipper makes a decisive strike with a melee weapon, she may create a portal to deliver her melee attack against an opponent within 30 ft. The skipper and the target of the attack are considered to be within reach of others for that melee attack only. | ||
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'''{{Anchor|Universal Finesse}} {{Ex}}:''' You may add [[Dexterity]] to damage instead of [[Strength]] with all weapons you wield that are correctly sized for you. When you make a combat maneuver, you may use your [[Dexterity]] instead of your [[Strength]]. The skipper must have the Fluid Finesse Prime Technique to select this skipper talent. | '''{{Anchor|Universal Finesse}} {{Ex}}:''' You may add [[Dexterity]] to damage instead of [[Strength]] with all weapons you wield that are correctly sized for you. When you make a combat maneuver, you may use your [[Dexterity]] instead of your [[Strength]]. The skipper must have the Fluid Finesse Prime Technique to select this skipper talent. | ||
+ | |||
+ | ===Optional Rule: Warp Mishaps=== | ||
+ | |||
+ | This optional rule allows a skipper to skip when her warp pool is empty, but doing so is risky. Firstly she only moves half of the normal distance allowed by her skip (rounded to the nearest 5 feet), since she lacks warp point she cannot increase the distance of her skip. After using such a skip, the skipper rolls a d100, and suffers a warp mishaps found on the following table: | ||
+ | |||
+ | {| cellspacing="0" cellpadding="0" class="zebra d20" style="width: 70%; text-align: left;" | ||
+ | |- | ||
+ | ! d100 !! Warp Mishaps !! Effect | ||
+ | |- | ||
+ | |01–10 || Strip Skipping || The skipper successfully skips, but all of her removable gears fall in a random square adjacent to her. | ||
+ | |- | ||
+ | |11–30 || Rough Landing || The skipper fall [[SRD:Prone|prone]] on arrival. She cannot skip until the start of her next round. | ||
+ | |- | ||
+ | |31–50 || False Skip || The skipper fails to skip and remains at her current position. She cannot skip until the start of her next round. | ||
+ | |- | ||
+ | |51–70 || Wrong Warp || The skipper arrives in a random unoccupied square adjacent to her intended location. If there are no unoccupied squares adjacent to the skipper's intended square, this instead behaves as per rough landing. | ||
+ | |- | ||
+ | |71–100 || Another Successful Skip || The skip functions without mishaps. | ||
+ | |} |
Latest revision as of 21:15, 24 March 2023
Making a Skipper[edit]
Abilities: Skippers rely on having decent physical ability scores and one moderately decent mental ability score that they focus on for their training.
Starting Gold: 5d4×10 gp (125 gp).
Starting Age: Simple.
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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, Traveler's Quirk | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
4th | +3 | +1 | +4 | +4 | Nimble +1, Skipper Utility | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
5th | +3 | +1 | +4 | +4 | Decisive Strike +2d6, Uncanny Dodge | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
6th | +4 | +2 | +5 | +5 | Defensive Technique, Skipper Talent | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
7th | +5 | +2 | +5 | +5 | Nimble +2, Warp Expertise | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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 | Defensive Technique, 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 | Defensive Technique, Skipper Talent | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
19th | +14/+9/+4 | +6 | +11 | +11 | Nimble +6 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
20th | +15/+10/+5 | +6 | +12 | +12 | Skip Epiphany | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level)
Class Features[edit]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.
Prime Technique: At 1st level, a skipper chooses one of the following as the basis for her combat technique.
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 she does so she is instantly transported in any unoccupied square within 10 feet per class level. The skipper may spend a number of additional warp points 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 levels 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 its 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 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 gains a pool of energy she can expend to teleport. The maximum amount of warp points 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 turns, the skipper regains 1 warp point. A skipper always starts an encounter with her warp pool full. Some abilities 'burn' her warp pool, which expend points as normal but also reduce the size of the skipper's warp pool by the same amount until the skipper next rests for at least 8 hours. Decisive Strike (Su): At 2nd level a skipper learns to empower her attacks with extra momentum and inertia created by her abilities. Once per round, by spending 1 warp point right before making a melee attack or ranged attack out to 30 feet, she may make that attack a decisive strike. The empowered attack deals an extra 1d6 on a successful hit, this extra damage increases by 1d6 at 5th level and every three levels thereafter. After using a decisive strike, all other melee and ranged attacks out to 30 feet she makes until the start of her next turn gain a +1 bonus to damage, which increases by +1 at 5th level and every three levels thereafter. This extra damage is of the same type as the original attack, is not precision damage and is not multiplied on a critical hit. 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. Traveler's Quirk (Ex): At 3rd level a skipper chooses two skills, these skills become class skill if they weren't and she may use her skipper focus ability score rather than the normal ability score keyed with the skill to determine her skill bonus. 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 gains several minor actions she may use as long as she has at least 1 warp point available. These actions do not require the expenditure of warp point, unless noted otherwise.
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. Defensive Technique (Su): A 6th level, a skipper gains a special defensive technique from the list below. Once chosen a skipper cannot change her choice. At 12th level and 18th level, the skipper gains another defensive technique.
Warp Expertise (Su): At 7th level, the skipper has honed her skill with teleportation. A skipper's skip counts as the dimension door for the purpose of meeting prerequisites and benefiting from feats and the like. If the skipper uses any [teleportation] spell with a miss chance or accuracy roll, whether from her own abilities or through a magic item, she rolls twice and takes the better result. Skip Epiphany (Su): The 20th level skipper doubles the amount of warp points she 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[edit]Big Skip (Su): As a full-round action expending 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, a skipper no longer needs line of effect to the location she wishes to move into. However she must be able to either clearly see the location, or have a clear way to it (able to move into it normally). 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. 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. Flurry of Blows (Ex): This behaves just like a 1st level unchained monk's flurry of blow class feature as a monk. The skipper must have selected the Empyrean Essence Prime Technique to select this skipper talent. Flurry of Blows, Improved (Ex): The skipper gain an additional attack when making a flurry of blow, as a 11th level unchained monk. The skipper must be 12th level to select this skipper talent and have the flurry of blow skipper talent. 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 1 warp point to skip up to 5 feet per class level 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 2 warp points. By expending an additional 2 warp points 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. Portal Payback (Su): When the skipper makes an opponent miss with the portal mayhem defensive technique, she may redirect the attack against another creature within 30 ft (including the attacker) as an immediate action. Doing so causes the expenditure of warp from using portal mayhem to become warp burn. The attacker makes a new attack roll, and compares it to the new target's flat footed AC (or regular AC if the new target has uncanny dodge). If the attack hits, it deals damage as normal and the skipper may spend 1 warp point to make it a decisive strike. The skipper must have the portal mayhem defensive technique to select this skipper talent. Portal Strike (Su): When the skipper makes a decisive strike with a melee weapon, she may create a portal to deliver her melee attack against an opponent within 30 ft. The skipper and the target of the attack are considered to be within reach of others for that melee attack only. 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 cost 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. Universal Finesse (Ex): You may add Dexterity to damage instead of Strength with all weapons you wield that are correctly sized for you. When you make a combat maneuver, you may use your Dexterity instead of your Strength. The skipper must have the Fluid Finesse Prime Technique to select this skipper talent. Optional Rule: Warp Mishaps[edit]This optional rule allows a skipper to skip when her warp pool is empty, but doing so is risky. Firstly she only moves half of the normal distance allowed by her skip (rounded to the nearest 5 feet), since she lacks warp point she cannot increase the distance of her skip. After using such a skip, the skipper rolls a d100, and suffers a warp mishaps found on the following table:
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