Riftsink (3.5e Class)

Riftsink
A riftsink is a creator intradimensional portals, or rifts, which he uses to deter movement, flit about the battlefield, and generally attack from relative safety.

Making a Riftsink
Abilities: Riftsinks are martial combatants, so the basic trio of Strength, Dexterity, and Constitution are all important to some extent. Constitution takes on a greater importance given the costs associated with opening and traversing the rifts, and Charisma is necessary to bend the void to the riftsink's will.

Races: Any member of any race may become a riftsink. Riftsinks are more common amongst those races typically stricken with wanderlust, which may mean half-elves, halflings, or gnomes, or even humans, depending on the setting in question. Elves typically have alternative options for exploring the same means and are somewhat rarer, as are those races generally distrustful of anything that might be perceived as arcane magic. The vocation has a small, devoted niche among those who delve in the depths of the earth, where mobility is already limited and control of what little space there is has magnified ramifications. Outsiders, and others who might eventually seek to break the barriers of the planes, are also likely candidates to become riftsinks.

Alignment: Entities of any alignment may become a riftsink, as anyone who desires power might assume the mantle. Though this is true, progressive exposure to the void tends to induce chaotic tendencies in those who venture beyond with regularity.

Starting Gold: 3d4&times;10 gp (75 gp).

Starting Age: Moderate.

Class Features
All of the following are class features of the riftsink.

Weapon and Armor Proficiency: A riftsink is proficient with all simple weapons and all light armors.

 (Su): When wearing light or no armor, a riftsink may strike with a flurry at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column above. This penalty applies for 1 round, so it also affects attacks of opportunity the riftsink might make before his next action. When the riftsink reaches fifth level the penalty lessens to –1, and at ninth level it disappears. A riftsink must use a full attack action to strike with a flurry of blows.

A riftsink applies his Strength bonus (not Strength bonus ×1.5 or ×0.5) to his damage rolls for all successful attacks made during a flurry of blows, regardless of whether he wields a weapon in one or both hands. When a riftsink reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at his full base attack bonus.

 (Su): A riftsink can make melee attacks against far off opponents as though they were within reach by sacrificing one hit point per attack he makes. The designated opponent must be within 10 feet, plus 5 feet per five class levels (15' at level 5, 20' at level 10, etc). If the the target is threatened by a creature hostile to it, it must make a Reflex save (DC 10 + riftsink's BAB) or it is considered flanked against these attacks.

 (Su): As a melee attack action, a riftsink create a rift leading to the void: a semi-stable portal that fill a 5 x 5 x 5 cube. Each rift created in this manner costs the riftsink one hit point. Rifts are created in empty squares of riftsink's choice within the riftsink's reach, but the riftsink cannot create a portal in an occupied square. Rifts are hazardous to more concentrated forms of matter. General rules regarding damage and rifts are given below:


 * Rift Damage
 * All damage dealt by rifts is untyped.
 * Damage dealt by a rift is not subject to damage reduction, though hardness still applies.
 * Voluntarily passing through a rift deals damage equal to the riftsink's class level (Fortitude halves) -- if the transgressor ends his turn in the same space without moving further, he takes double damage.
 * Having one's space entered by a rift deals damage equal to twice the riftsink's class level; Fortitude halves.
 * If a rift is attacked with natural weapon, the attacker takes damage equal to the riftsink's class level; Fortitude halves.
 * If a rift is attacked using a manufactured weapon, that weapon takes damage equal to the riftsink's class level; Fortitude halves.
 * When a rift deals damage to any creature or object, it winks out of existence.
 * A riftsink takes no damage from passing through his own rifts, but his movement through one will cancel it out.
 * A rift can damage a riftsink's allies.


 * Rift Movement
 * Rifts cannot be farther than close range (25 feet + 5 feet per two class levels) from the riftsink who created them or they wink out.
 * Two rifts cannot occupy the same space. If the riftsink moves them so, both rifts wink out.
 * At the beginning of the riftsink's turn, each of his rifts can move 5' in any direction according to the riftsink's will - this requires no action on the riftsink's part, though he must be conscious.
 * The riftsink can spend a move action to move any of his rifts any distance, so long as the combined distance moved by the portals is less than 10 feet per class level; e.g., a level 12 riftsink has 120 feet of move to split among however many rifts he has opened.


 * Miscellaneous
 * The space occupied by a rift is never treated as threatened.
 * A riftsink can see from any of his portals as though he were standing in that space, though others looking into the rift see nothing. For each portal a riftsink has open within the gaze attack range of an opponent who possesses such an attack, the effectiveness of averting his eyes against that gaze attack is reduced by 10%.
 * A rift touched while in a dimensional lock winks out harmlessly.
 * Rifts provide soft cover from ranged attacks; if an attack would hit but for this cover the rift winks out.
 * Portals last for 10 rounds or a number of rounds equal to the riftsink's class level, whichever is greater.
 * The maximum number of active portals a single riftsink may have open at one time is equal to his Charisma modifier or his class level+3, whichever is lower.

 (Su): A riftsink can delay without affecting his place in the initiative count in future rounds. Doing this costs the riftsink one hit point. Before the beginning of each round of combat after the first, a riftsink can increase the result of his initiative roll (and thus potentially the order in which combatants act) by two in exchange for one hit point.

 (Su): When a riftsink steps into one of his rifts he now may choose to appear adjacent to (but not above) any other rift he has open (in an unoccupied square) rather than negating the rift. Entering a rift and appearing outside another consumes 5 feet of available movement. Each time the riftsink passes through a rift he uses he pays one hit point. He may also attack through his rifts at no cost (hit points) to himself. Treat each rift as having a reach equal to the riftsink to determine which squares he can attack. The riftsink only threatens squares in this manner during his turn. If a creature is flanked by two a riftsink's portals, it is flanked when he attacks it through a portal using this ability. If the riftsink is Large or larger, he may only travel in this manner if there is enough open space near the rift he intends to appear at. If there is not, he merely does not travel and shorts out the gateway rift.

For every odd rift (first, third, fifth, etc.) a riftsink passes though in a round, he gains a +1 untyped bonus to attack rolls until the beginning of his next turn.

A riftsink cannot enter or exit portal that is in a dimensional lock, though a riftsink targeted by dimensional anchor may still use this class feature to move around, just not those effects specifically prohibited by dimensional anchor.

 (Su): Select a portal. By expending a standard action (and one hit point) this portal gains a gaze attack for a single instant. All creatures within 30 feet (allies included) at the time of activation must save (Will; DC 10 + 1⁄2 class level + Charisma modifier) or suffer from an effect of the riftsink's choosing. Creatures who save against a particular status effect are immune to that effect until the end of the encounter. Every three levels after fifth the riftsink gains a new effect option.


 * {| class="zebra d20"

! Class Level || class="left" | Effect Option Gained
 * - class=""
 * 5 || Fascinated, Shaken
 * - class=""
 * 8 || Confused
 * - class=""
 * 11 || Frightened
 * - class=""
 * 14 || Blinded
 * - class=""
 * 17 || Dazed
 * }

 (Ex): His aura, scent, and footfalls stolen by the void, the riftsink gains the DarkstalkerLoM feat.

 (Su): Once per round as a free action that may be taken out of turn, a riftsink may select two portals. If anyone enters either of these two portals before the beginning of the riftsink's next turn, they appear adjacent to the other one in an empty space, just as if they had the riftsink's Journeyman of the Rifts class feature. If the creature does not wish to travel in this manner, it may choose make a Will save (DC 10 + 1⁄2 riftsink class level + riftsink Charisma modifier) to resist, though a success means the creature takes damage from the rift (it is still entitled to a save to halve that damage). Once either portal has been used, this effect ceases to function and the portals are once again hostile to foreign creatures. Enemies do not know this at first take. Large or larger creatures who cannot travel in this manner do not sustain damage from the shorted rift. Using this ability costs the riftsink one hit point. The ability to use One's Company recharges at the beginning of the riftsink's turn.

At level 12 this ability may be used twice per round, and three times per round at level 18.

 (Su): A creature slain by a riftsink's portal has its essence returned to him in part by the void. If a rift reduces a a creature to below zero hit points (even undead and constructs and the like), the riftsink is restored X hit points per hit die that creature had. Consult the table below to determine X.


 * {| class="zebra d20"

! Riftsink Level || class="left" | X
 * - class=""
 * 7-8 || 2
 * - class=""
 * 9-12 || 3
 * - class=""
 * 13-16 || 4
 * - class=""
 * 17-19 || 5
 * - class=""
 * 20 || 8
 * }

Furthermore, each time the riftsink passes through a rift, the void clings at his material form, returning it only reluctantly. For each rift (which need not be a unique rift) he passes through in a round, the riftsink gains damage reduction 1/&mdash;, which stacks with itself (though not with damage reduction from other sources). This damage reduction lasts until the beginning of the riftsink's next turn.

 (Ex): When the riftsink uses his flurry class feature, he may move 5 feet between each pair of (main hand) attacks. This movement can provoke attacks of opportunity, and it does not count against the riftsink's ability to take a 5' step during his turn.

Gaze of the Abyss may be used as a standard or move action, but the same portal may not be used twice in the same round.

Furthermore, after passing through two rifts in a round with his Journeyman of the Rift class feature, all attacks the riftsink makes afterward force opponents to save or be affected by his Gaze of the Abyss class feature. The second rift opens up the level five effect options, and each even number rift after that opens up the next effect (so the fourth rift opens up confused, the sixth frightened, and so on), but only if the riftsink has already unlocked that effect for Gaze of the Abyss. An opponent who successfully saves against a status effect is immune to that effect until the end of the encounter. A riftsink must declare the intended status effect before he makes an attack roll. This class feature cannot be combined with Reach Across Space.

 (Su): As a move action, a riftsink can create a rift in any unoccupied space with 100 feet/class level. This rift ignores the usual distance limitations, lasts until the end of the riftsink's current turn, and then winks out.

 (Ex): When using his flurry class feature, the riftsink may sacrifice a main hand attack to move 5 feet (not take a 5' step -- this movement can provoke attacks of opportunity, does not count against 5' step for the round).

Gaze of the Abyss may be used as a standard, move, or swift action, though the same rift cannot be targeted twice in a round.

 (Su): As an immediate action, the riftsink can move one of his rifts 10 feet per class level. The rift moved in this manner may not be moved into or through an occupied square. Using this ability costs one hit point.

 (Su): For each separate rift that he passes through, the riftsink has a 5% chance of being unaffected by any new effect (existing effects, spells, and the like carry over) that originates from a source other than the riftsink, positive or negative, until the start of his next turn. This miss chance does not apply to the riftsink's Hunger of Emptiness class feature, nor does is prevent a riftsink from paying the hit point costs of his riftsink class features.

 (Su): As a standard action, the riftsink may create a new rift or designate an existing rift, which now acts as a gate spell (travel version only). This ability costs the riftsink one hit point per round it is held open. The riftsink may close the gate, leaving a normal rift, as a free or immediate action. Unlike a normal gate, a rift gate may be entered from any angle. Upkeep cost is paid at the beginning of the riftsink's turn.

The riftsink no longer pays hit point costs for any of his riftsink class features, and may now use his Gaze of the Abyss class feature as an immediate action. The five feet of movement allowed to him by his Capricious Fury and Assault of the Madcap class features no longer provokes attacks of opportunity. : <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->



Epic Riftsink Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> Riftsink Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.-->