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This is the core premise of a class I am hoping to develop further. That said, if I cannot make this relatively concise without fricktons of ambiguity, there seems little point in developing the class. Specifically, I would like to know if everything here is understandable, if there are any better ways to phrase parts of it, possible simplifications for rulings, anything I've missed, etc.
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Vector Plate (Su): Creating a vector plate costs one vector point. When a vector designates a square as a vector plate, she must also choose a horizontal direction (left, right, forward, back, or a diagonal) and the vector's strength, which is measured in one square increments (a diagonal costs two squares). A creature who steps into a vector is moved to the edge of the vector in the direction it indicates plus one square for every increase in strength.
If the space a creature would move into as a result of a vector is occupied, the creature may make a bullrush or tumble check (assisted by the vector plate, which adds the vector's level and Dexterity modifier to the check) to move the creatures back far enough that it can get off of the vector plate or move through the creature(s). If the creature fails its bull rush check it moves to one side (as determined by the bullrush winner) until it is off the vector plate. If the creatures may occupy the same space then no check need be made, although entering another creature's space may still provoke an attack of opportunity.
If the vector attempts to make a vector in an occupied space, any creatures within that space are entitled to a Reflex save (DC 10 +½ vector level + vector's Dexterity modifier). Those who succeed on this save may spend an immediate action to take a five foot step in any direction. Those that fail are moved according to the direction and strength of the vector plate. Unoccupied squares targeted with this ability simply become vector plates.
Further details are noted below:
- If a creature voluntarily steps into a vector plate during its own turn, whatever movement is caused by the vector counts against its movement for that turn. If a creature is moved by a vector out of turn, any vector plate-induced movement does not count against the creature's allotted movement during its next turn.
- When it is created, a vector can increase a vector plate's strength by one by spending one extra vector point, but only to a maximum dependent on her level. For every four class level a vector has, the vector plate's maximum strength is increased by one square.
- A vector plate lasts a number of rounds equal to the vector's level plus two or the vector's Dexterity modifier (whichever is lower), or until the end of the encounter, whichever condition is satisfied first.
- For every size category over Medium, a creature requires one additional strength to affect it. So a troll, which is Large, can ignore a single, one-strength vector, but would still be affected normally if it stepped onto a pair of one-strength vectors or a single two-strength vector. A Huge creature requires three total strength, and so on.
- An opponent may make a Strength or Tumble check against a vector plate's DC move over it (10 feet) as a move action, ignoring its effect in the process. The creature may move another 5 feet for every 5 points its check beats the DC, although not more than its maximum move.
- Creatures stuck in a continuous loop of vectors may make a Strength or Tumble check (DC 10 + ½ vector level + vector's Dexterity modifier) as a move action to break free. A creature stuck in a loop moves the vector's base land speed within the loop on each initiative count.
- A square designated as a vector affects five square feet of upward (or downward) space per vector level. So a second level vector's plate would affect a 5 x 5 x 10 column, for the purposes of affecting flying (or swimming) creatures and creatures that may be able to jump over a vector plate.
- A vector plate is considered to be standard terrain if created over impassable (such as water) or difficult terrain. It does not, however, protect a traveler from the hazard's inherent to those terrains, such as taking damage from being in close proximity to lava.
- If a vector or a line of vectors would pin a creature to a wall (or other immovable object) such that it cannot move laterally to escape, it may make a Strength or Tumble check to move just beyond the vector as a move-action.