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Doorman (3.5e Feat)

884 bytes added, 00:12, 3 October 2023
m
adding some clarity and titles for tiers.
|skill=Open Lock
|prereqs=<!-- All prerequisites, separated by commas -->
|skill0=You may '''Gatekeeper:''' As a supernatural ability you can attempt to open or close the door telekinetically as a free action. Locked doors remain locked, and doors that require a Strength check do so as though if you were wearing [[Doorslip_Shoes_(3taking 10 with your ability scores. You do not need your hands free to open the door this way.5e_Equipment)|doorslip shoes]] If you pass through a door you've opened, you can choose to close it behind you as a Supernatural Abilitypart of the same action. This ability cannot operate locks or bars of any sort.|skill4='''Key Master:''' You have an preternatural awareness of portals and can ''[[SRD:Detect_Secret_Doors|detect secret doors]]'' as the spell as a Spell-Like Ability at will. The Doorman's caster level for abilities granted by this feat is equal to their ranks in Open Lock. You can summon the Master Key as a free action. The Master Key functions as a skeleton key. A skeleton key may be tried on any standard door lock that uses a key. Unlike a regular skeleton key, even if you don’t have the Open Lock skill. You use the key’s this key uses your Open Lock bonus of +10 rather than your own totalcheck; you cannot take 10 when using a skeleton key. The key only gets one roll for any particular lock. If the roll fails, the key is unable to open or close that lock, however, on a success it will also automatically succeed on all future attempts to open that lock. The Master Key disappears immediately once no longer held by the Doorman.|skill9='''Room Key:''' As a Supernatural Ability the Master Key when fitted into any key-lock, as a standard action will work as ''[[SRD:Knock|knock]]''. If the Master Key fails to open a door it may not attempt again on that door for 24 hours. When using a Master Key to open a door you have the option to either open it normally, or you may access a pocket dimension with the appearance of a modestly furnished inn suite able to hold 8 medium sized creatures comfortably, and with running water and drain for a bath and toilet. If the door used to enter the pocket dimension is blocked or destroyed then those who exit will be noisily (DC -10 listen check, plus relevant modifiers) expelled through a rift nearby instead taking 3d6 damage and appearing 1d4x10' away. If the entry door is opened from the outside without the Master Key, then it again functions only as a mundane door. Transit to and from the pocket dimension while the door is open is accessible up to 1 minute after the door is opened, either for exiting or entering. Closing the door terminates the access, and may only be accessed again by use of the Master Key.|skill14='''Backdoor:''' When exiting the pocket dimension's doorway creatures the Doorman may choose to ''[[SRD:Teleport|teleport]]'' to any destination door that the Doorman visualizes, functioning much like Ring Gates with no limit on range or weight so long as they exit fit through a the doorway. If no doorway is available to exit through then treat it as a False Destination on the teleport table. The effect ends after 2d6 rounds, or transit is accessible with the same limitations as when exiting the door closes, whichever occurs first.|skill19='''Backdoor to Bifrost:''' When exiting the pocket dimension's doorway creatures the Doorman may now choose to ''[[SRD:Plane_Shift|plane shift]]'' to a random door within the 5d100 miles of the desired destination on the intended plane chosen by the Doorman, functioning much like Ring Gates with no limit on range or weight so long as they exit through a random doorway within 5 to 500 miles of the intended destination. If no door exists within that range then the attempt fails and the door behaves as if it was opened without the Master Keywill not open.
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