Jaunter (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 6-14-15
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You are a teleporter, jaunting from place to place to stab them in the face. 20 0 Moderate Poor Good Good Prepared Arcane Spellcasting Partial

Jaunter

Stabbing people in the face is great, but you have to actually get up, walk over there, and then stab them. This is too many steps, what if you could just pop up next to them and do it? Wait a second...

The jaunter knows that the shortest distance between two points is no distance at all.

Making a Jaunter

Abilities: The jaunter is an Intelligence based spellcaster, but not entirely focused on its spells. It is a gish in a can, and as such needs good Strength and/or Dexterity, and a hearty Constitution to survive counterattacks. Intelligence is useful for skills, and Charisma has the least use, only helping increase charisma-based skills.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As rogue.

Table: The Jaunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th
1st +0 +0 +2 +2 Disruptive Teleport 1d6, Jaunt 1
2nd +1 +0 +3 +3 Gatecrasher, Planar Expertise 2
3rd +2 +1 +3 +3 Disruptive Teleport 2d6, Jaunt (ignore line of sight) 3
4th +3 +1 +4 +4 Arming Teleportation, Disruptive Effect 4
5th +3 +1 +4 +4 Bypass Dimensional Barrier, Disruptive Teleport 3d6 4 1
6th +4 +2 +5 +5 Jaunt (ignore line of effect, provoking), Teleport Pursuit 5 2
7th +5 +2 +5 +5 Disruptive Teleport 4d6 5 3
8th +6 +2 +6 +6 Disruptive Effect, Pouncing Teleport 5 4
9th +6 +3 +6 +6 Disruptive Teleport 5d6, Jaunt (other) 5 4 1
10th +7 +3 +7 +7 Abrupt Jaunt 5 5 2
11th +8 +3 +7 +7 Disruptive Teleport 6d6 5 5 3
12th +9 +4 +8 +8 Disruptive Effect, Jaunt (mass) 5 5 4
13th +9 +4 +8 +8 Disruptive Teleport 7d6 5 5 4 1
14th +10 +4 +9 +9 Abrupt Jaunt Other 5 5 5 2
15th +11 +5 +9 +9 Disruptive Teleport 8d6, Jaunt (hostile) 5 5 5 3
16th +12 +5 +10 +10 Disruptive Effect 5 5 5 4
17th +12 +5 +10 +10 Disruptive Teleport 9d6 5 5 5 4 1
18th +13 +6 +11 +11 Abrupt Jaunt Mass 5 5 5 5 2
19th +14 +6 +11 +11 Disruptive Teleport 10d6 5 5 5 5 3
20th +15 +6 +12 +12 Disruptive Effect, Thinking with Portals 5 5 5 5 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (arcana) (the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex).

Class Features

All of the following are class features of the jaunter.

Weapon and Armor Proficiency: The jaunter is proficient in all simple weapons and martial weapons, light armor, and shields (but not tower shields).

Spells: A jaunter casts arcane spells, which are drawn from the jaunter spell list below. When you gain access to a new level of spells, you automatically know all the spells for that level on the jaunter's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level.

To cast a jaunter spell, you must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a jaunter's spell is 10 + the spell's level + the jaunter's Int modifier. Like other spellcasters, a jaunter can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given above. In addition, you receive bonus spells for a high Intelligence score.

A jaunter need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

Like a bard, a jaunter can cast his jaunter spells in light armor. However, they still take the arcane spell failure from shields, and armor heavier than light.

1st—ancestral weapon, baleful transpositionSpC, benign transpositionSpC, dimension hopPHBII, kiden's harassing spirit, portal alarmSpC, portal beaconSpC, possessed hand, resist planar alignmentSpC, ride the nightmare, standSpC

2nd—anticipate teleportationSpC, blink, coward's reprieve, dimension door, dimension stepPHBII, dismissal, fire strideSpC, g'elsewhere chantSpC, greater portal alarmSpC, lesser planar binding, lesser planar exchangeSpC, magic circle against chaos/evil/good/law, make manifestSpC, mark of summoning, planar toleranceSpC, regroupPHBII, scattering trapPHBII, shadow cacheSpC, shadow wellSpC, translocation trickSpC

3rd—baleful blinkPHBII, dimension shufflePHBII, dimensional anchor, greater anticipate teleportationSpC, greater blinkSpC, greater dimension doorSpC, passage of the warp, planar binding, planar exchangeSpC, plane shift, redirect teleport, rocks fall, seal portalSpC, secret chest, shadowfadeSpC, shadow walk, solar window, spontaneous toaster, swift etherealnessPHBII, teleport, teleport object.

4th—banishment, dimensional lock, forbiddance, gemjumpSpC, ghost trapSpC, greater planar binding, greater planar exchangeSpC, greater plane shiftSpC, greater teleport, lightning strikes twice, mass make manifestSpC, planar bubbleSpC, refuge

5th—area teleport, ethereal jaunt, forbidden call, gate, ghostformSpC, hellmouth, instant refugeSpC, motskalla's entangled space, planar rip, portal recall, reality maelstromSpC, shadow landscapeSpC, teleportation circle, that which hungers.

Disruptive Teleport (Su): With a touch, the jaunter can teleport bits and pieces off a target in a incomplete and dangerous teleportation effect. The jaunter deals 1d6 points plus your highest mental ability score in damage as a standard action, plus an additional +1d6 damage at every odd caster level they possess. Prestige classes and effects which increase caster level also increase this damage. Effects which prevent teleportation prevent damage from this effect.

Jaunt (Su): The jaunter's signature ability is the power to teleport at will. As a move action, the jaunter can teleport up to 5 ft per caster level, vanishing and re-appearing in a puff of dark smoke. Unlike most teleportations, you still need line of sight and line of effect for the teleport to function, and departing provokes attacks of opportunity (but not arriving). If the jaunter makes the run action, they may jaunt up to four times (five with the Run feat) instead of two times from double movement. You still take the penalties from running, if any, when "teleport running" like this.

At 3rd level, the jaunter no longer requires line of sight for their jaunt to function. At 6th level, they no longer need line of effect, and they no longer provoke for using jaunt.

At 9th level, you can cause others to jaunt instead of yourself with a touch (willing only). At 12th level, you can jaunt yourself and up to 1 willing creature per level in a 30 ft radius around yourself.

Finally at 15th level you can jaunt even unwilling creatures with this ability. They get a Will save to negate, DC 10 + 1/2 HD + Intelligence modifier.

Gatecrasher: A 2nd level jaunter gains Gatecrasher as a bonus feat.

Planar Expertise: A 2nd level jaunter adds 1/2 her class level to Knowledge The Planes checks. She also rolls twice and takes the better result whenever determining a random direction, distance, or failure chance with (Teleportation) effects such as teleport or shadow walk.

Arming Teleportation (Sp): As a move action the 2nd level jaunter can call her items to her, or dismiss them back to her armory. She can remove any equipment she can carry and store it in an extradimensional space on the astral plane. Then she can call these items as another move action, re-appearing in the body slots and hands just as she left them. If the body slot or hands are occupied, the item falls at her feet or is sent into the extradimensional space. Effectively, this doubles her body slots and hands, but only for the purpose of storage. This counts as a 1st level spell ability.

Disruptive Effect: At 4th level (and every four levels beyond) the jaunter gains a disruptive effect which they can add to their disruptive touch ability. Some effects require saving throws; the DC is 10 + 1/2 HD + Intelligence modifier. They can only apply one disruptive effect at a time. Choose from the list below.

Channeled Disruptive Teleport: You may now use your disruptive teleport ability through weapons, either making a normal attack (dealing damage plus the disruptive teleport effect) or a touch attack with the weapon's reach, if any.

Disarming Teleport: When you make a disruptive teleport, you may also make a disarm attempt without provoking attacks of opportunity and using your caster level as BAB and Intelligence for your ability score. This is considered to be a one-handed weapon (no bonus or penalty). If successful, the disarmed item teleports off their body anywhere within 15 ft.

Disrupt Time: The target must succeed on a Will save or be slowed for 1 round, save negates.

Escaping Touch: When you make a disruptive touch, you can immediately teleport up to 15 ft away as a free action. This does not provoke attacks of opportunity, and you cannot teleport into a creature's threatened area (which means fighting Gargantuan creatures typically do not allow Escaping Touch). You can take this multiple times, adding +15 ft to the distance each time to a maximum of 60 ft after four times.

Forced Movement: The target must succeed on a Will save or be teleported your jaunt distance in any direction, save negates. If you teleport them into an immediate danger (such as fire, or falling, or a spell effect, but not next to the party fighter) they gain a +6 bonus on their saving throw.

Life Transfer: You gain half the damage you deal with disruptive touch as temporary hit points. Temporary hit points overlap, they do not stack.

Movement Thief: Instead of dealing damage, you reduce the creature's movement speed by 5 ft per dice of damage, to a minimum of 0 ft, for 1 round. A Will save halves this amount, to a minimum of 5 ft.

Reach Disruptive Touch: You gain a 30 ft reach with your disruptive touch ability. You may take this ability multiple times, increasing the result each time by 30 ft to a maximum of 90 ft.

Vaporizing Touch: Your disruptive touch now breaks force effects and other spells as per disintegrate, and is automatically ghost touch. You can choose to disperse the body into a thin smear across the universe if you bring the target to 0 hp or less.

Weaponized Disruptive Teleport: You may use your disruptive teleport on attacks of opportunity. You may also choose to have a critical range of 19-20/x2 or 20/x3. This choice is fixed once selected.

Bypass Dimensional Barrier: Nothing is worse for a jaunter than dimensional anchor and similar effects. Fortunately the 5th level jaunter resists such effects with an opposed caster level check whenever attempting teleportation when otherwise blocked. If successful, their teleportation goes off, but they take 2 points of backlash damage per caster level as they force their way through.

Teleport Pursuit: Whenever another creature uses a (Teleportation) effect within 60 ft of the 6th level jaunter, the jaunter can use her jaunt ability, or cast a (Teleportation) spell as an immediate action, and only for the purposes of following the target. The teleportation brings you as close as the effect can, up to 30 ft away from the target's new location.

Pouncing Teleport: At 8th level, you may jaunt as a full round action. If you do, you can full attack when you re-appear. If you have Spring Attack, you can teleport, attack, and teleport again any number of times up to the maximum number of attacks you have, and up to the maximum distance you can jaunt. For example with four attacks, you can teleport to a goblin, attack twice, teleport to a kobold, attack, teleport back to the goblin, attack, and then teleport to safety out of reach of both of them.

Abrupt Jaunt (Sp): It's hard to hit a 10th level jaunter. As an immediate action you can teleport up to your jaunt distance, allowing you to dodge out of the way of effects. However, this leaves you dazed for 1 round, and it may only be used once every 5 rounds. This counts as a 2nd level spell ability.

Abrupt Jaunt Other (Sp): At 14th level you can abrupt jaunt any willing creature within 60 ft as an immediate action. You are limited to the restrictions of abrupt jaunt. You are dazed for 1 round, but the teleported creature may act normally. This counts as a 3rd level spell ability.

Abrupt Jaunt Mass (Sp): At 18th level you can abrupt jaunt other to all willing creatures in 60 ft, placing them in any position you need, including yourself. This is especially taxing, dazing you for 1 round and staggering you for 1d4 rounds. In addition your abrupt jaunt ability has a cooldown of 10 minutes before you can use it again. This counts as a 4th level spell ability.

Thinking with Portals (Su): The 20th level jaunter bend space and time as they see fit. They have the effect of wielding a Portal Gun at all times, and may make portals at will as a swift action or a move action. Gates last for 10 minutes, or until they make another portal.

Epic Jaunter

Table: The Epic Jaunter

Hit Die: d8

Level Special
21st Disruptive Teleport 11d6
22nd
23rd Disruptive Teleport 12d6
24th Disruptive Effect
25th Disruptive Teleport 13d6
26th
27th Disruptive Teleport 14d6
28th Disruptive Effect
29th Disruptive Teleport 15d6
30th

4 + Int modifier skill points per level.

Disruptive Effect: The jaunter obtains another disruptive effect at 24th level and every four levels beyond. If there are no more disruptive effects to obtain, the jaunter gains a bonus feat that they qualify for instead.

Disruptive Teleport: The jaunter continues to gain additional disruptive teleport damage at 21st level and every odd level beyond.

Halfling Jaunter Starting Package

Weapons: Scimitar.

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

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Knowledge The Planes 4 Int
Spot 4 Wis
Spellcraft 4 Int

Feat: Improved Initiative

Gear: Chain Shirt.

Gold: 10gp.

Campaign Information

Playing a Jaunter

Religion: Religion isn't a subject that covers jaunters, and so jaunters come from both religious and nonreligious backgrounds.

Other Classes: Other classes may see the jaunter as unreliable and flighty. After all, at any moment they might just vanish on you. On the other hand, you couldn't ask for a better scout.

Combat: Jaunters as pre-made gishes with a love for skirmishing. They do well with the Spring Attack feat, or classes which promote mobility. In fact, after 8th level even full attack focused classes work well, as they can effectively pounce.

Advancement: Classes which advance caster level is a good idea, both for the spells and the disruptive teleportation effects.

Jaunters in the World

You know, I could just leave right now. Poof, and you'll never see me again.
—Gully Foyle, Human Jaunter

Daily Life: Jaunters have their abilities mostly at will, so it's not uncommon to find the jaunter jaunting about their own house and life. It's unnerving for many, as the jaunter seems to be everywhere at once and the behavior seems to promote multitasking and flighty natures.

Notables: It is said once a tiefling had discovered the power of jaunting. He embraced the church and the path of good, and because a hero as he crawled through the night.

Organizations: Jaunters don't usually gather together. Like sorcerers, they simply seem to happen at random.

NPC Reactions: Where did he go?

Jaunter Lore

Characters with ranks in Knowledge The Planes can research jaunters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge The Planes
DC Result
10 Jaunters can teleport at will, and often do, with all the ease of walking. They can teleport you as well, but not all in one piece.
15 Some jaunters can apply status effects with a touch, and even teleport and full attack as if they were always standing there.
20 Powerful jaunters not only can move long distances, across planes, and open portals to other worlds, they can move in an instant, causing effects which would harm them and their friends to fail.
30 Those that reach this level of success can research specific jaunters, their whereabouts, trivia, behavior, and other lore.

Jaunters in the Game

Sample Encounter: The PCs are being pursued by a legendary hero of justice, perhaps for a crime they didn't (or did) commit. And no wall is said to be able to stop him.


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Eiji-kun's Homebrew (5605 Articles)
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Facts about "Jaunter (3.5e Class)"
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Arcane Spellcasting +
Class Ability ProgressionPartial +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
Rated ByZhenra-Khal +, Spanambula + and Leziad +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillBluff +, Concentration +, Craft +, Hide +, Knowledge +, Listen +, Move Silently +, Profession +, Search +, Sleight of Hand +, Spellcraft +, Spot + and Tumble +
Skill Points4 +
SummaryYou are a teleporter, jaunting from place to place to stab them in the face. +
TitleJaunter +
Will Save ProgressionGood +