| Post/Author/DateTime | Post |
|---|---|
| Kaiosama21403-01-08, 01:14 PM | Had to happen sometime. Hope you like! JUMPER "Why settle for one place when the whole world is possible?" For the inhabitants of the Realms, teleportation is nothing new. Since the earliest days of magical study, people devised ways to overcome the distance between them and the rest of the world. Some, however, have taken the study of teleportation to the exclusion of nearly all else, and there is little that will remain out of their grasp. Prereqs Spells: Must know Dimension Door/Psionic Dimension Door and Teleport/Psionic Teleport Feats: dodge, Mobility HD: d6 Bab: 3/4 Saves: Ref, Will good 1 Improved Capacity (100 lbs.), Jump, Elec resistance 2 Improved Capacity (200 lbs.), +1 spellcaster/manifester level 3 Improved Capacity (400 lbs.), Improved Jump 4 Improved Capacity (800 lbs.), Jump charge +1 spellcaster/manifester level 5 Improved Capacity (1600 lbs.), Imbed Scar 6 Improved Capacity (3200 lbs.), Greater Jump +1 spellcaster/manifester level 7 Improved Capacity (6400 lbs.), Jump strike 8 Improved Capacity (12800 lbs.), Master Jump +1 spellcaster/manifester level 9 Improved Capacity (25600 lbs.) 10 Improved Capacity (51200 lbs.), Perfect Jump +1 spellcaster/manifester level Abilities Spellcasting/Manifesting: At every even level, starting at 2nd, a Jumper increases his manifesting or spellcasting level as if he had taken a level in the class he was in prior. The jumper gains new spells per day/power points, and new spells/powers known, but doesn't gain any other benefits of that class. Improved Capacity: Unlike simple wizards and psychoporters, a Jumper is able to transport vastly larger amounts of weight while teleporting. Starting at first level, the Jumper increases his weight limit to the amount shown on the table. Electricity Resistance: Though not totally understood, jumpers have a strange tolerance for electricity. Though still painful, a jumper takes much less damage for electricity than a normal human. A jumper gains Electricity resistance equal to 2/class level. In an interesting twist, despite their resistance to electircal damage, a jumper's abilites are deadend by electricity. After being dealt any electrical damage, the jumper is unable to use his class abilities for 1d4 rounds. Jump: Becoming a Jumper expands one's teleportation abilities to a much different level than a simple power or spell. Once per day per level, a Jumper may "jump" as a full-round action. Initially, this acts as per the spell Teleport. but expands in power and flexibility over time. Unlike a Teleport, a Jump is not a subtle or nice thing; until the jumper learns to harness it, the spontaneous tearing open of space can cause lots of damage to the surrounding area, on both entrance and exit. When Jumping, everything within a 5 foot radius of the jumper takes 1 point of damage per jumper level. Upon reaching 2nd level, the Jumper can choose to deal damage with a Jump or not. As well as Jumping, a jumper can Flee the Scene at will(as per the warlock invocation), except that he does not leave an after-image. Additionally, the jumper gains the ability to follow another jumper (or other teleporter) through a "jump scar", a small wormhole made by a recent teleportation. This is always 100% accurate with no chance of failure or missing. Jumping is a spell like ability. Improved Jump: After a bit of practice, a jumper gains more flexibilty and confidence in his power. The jumper can now Dimension Door at will, and can use Jump as a standard action. Jump Charge: By executing a series of rapid Jumps in close proximity, a jumper can build up tremendous amounts of speed in a very short distance. As well, since any direction he wants to go is a straight line, a jumper can charge through or around objects. A jumper can combine a charge with a jump and can charge from nearly any point on a battlefield, so long as he has sight of his opponent. Use of this ability counts as a use of his Jump ability. Imbed Scar: An experienced Jumper knows that jump scars will stay open for a longer period of time if attached to an object or place. A jumper can use imbed scar to keep a scar open for 1 hour per class level by linking it to a specific item, left behind at the Jump site. Greater Jump: Years of practice have made the jumper very good at what he does best: Jumping. He may now Jump at will, and as a move action. As well, he may now Greater Jump(Teleport Without Error) a number of times per day equal to his class level. Jump is now a supernatural ability. Jump Strike: Expanding on his charging ability, a jumper learns how to harness momentum to utterly devastating effect. as a full round action, once per day, a jumper can execute a Jump Strike. Executing a dazzling quick seires of Jumps, the jumper pounds into his opponent, sending them flying and causing massive damage. A jump strike deals 10 points of damage per class level, and sends the opponent flying 10ft/class level in the direction they were struck. Master Jump: At this level, Jumping comes as easily to a jumper as breathing. A jumper of 9th level can Jump as a free action, though he is still limited to one free action pre round. As well, the damage dealt by a Jump Increases to 2/class level. Perfect Jump: At the pinnacle of his power, a jumper no longer knows boundaries, and has gained the ability to Jump to entirely different planes of exsistance. At 10th level, The jumper may Greater Jump at will. In addition, he may now execute a Perfect Jump(Plane Shift) once per day/class level. |
| Kaiosama21403-02-08, 10:17 AM | Nothing to say at all? |
| Tectorman03-02-08, 10:47 AM | *Cough, cough*Jumper*Cough, cough* In short, it's been done already. |
| Kaiosama21403-02-08, 11:11 AM | heh...my apologies. Never saw the other one. Wouldn't mind hearing some feedback on my OWN creation, though. |
| Mordin03-02-08, 11:40 AM | The ability to "jump" is very powerful I would remove all caster/manifest progresion with this class. Other than that I think the class is very cool and keeps with the movie well. Now all you need to do is create the "paladins". :) |