Author Topic: Dungeonjammer [Gramarie Prestige Class]  (Read 2139 times)

Offline kellus

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Dungeonjammer [Gramarie Prestige Class]
« on: December 15, 2012, 01:48:56 PM »
The Dungeonjammer

"For the last time: it's a meticulously calibrated hand-bevelled piece of technical equipment with original Ozark imagery, guaranteed to enhance athletic performance. Not a ten-foot pole."


Image credit PReilly of deviantart.com.

Raiding dungeons is a dangerous pastime. There's the monsters, and the traps, and the evil masterminds, and the furniture that wants to eat you, and did I mention all the monsters? Only an idiot would choose to continue risking life and limb by going again and again into the depths of the earth, breaking into some cursed tomb, a dragon's vault, a giant's sky fortress, or whatever the latest horrible place to die is. Only the truly desperate or the truly stupid would lower themselves to such madness.

That is, if you're an amateur.

For a trained professional, of course, dungeons are nothing but a regular day's work. Extreme dungeoneering is the latest craze sweeping the realm, as skilled and talented challengers engage in this death-defying sport! The smartest, most cunning athletes of the land are the dungeonjammers, who break into the most secure vaults, the most treacherous dungeons, the most frightening haunts, to return with riches aplenty! Dungeonjammers are high-performance athletes who compete in the biggest and most dangerous sport of them all, hardcore treasure hunting. Using the latest gadgets and equipment afforded by gramarie, they cheat the laws of physics themselves in their pursuit of the ultimate loot. Do you have what it takes to join their ranks and win eternal glory?

Requirements: To become a dungeonjammer you must meet all of the following requirements.
Feat: Athletic
Gramarie: Any two YGGD principles
Skills: Forgery 10 ranks, Knowledge (dungeoneering) 8 ranks, Open Lock 8 ranks
Special: Must have the inspiration and trapfinding class features
Specialization: Must be specialized in Yggdratecture.

Hit Die: d6
Skill Points at Each Additional Level: 6 + Int modifier

Class Skills: All. A dungeonjammer treats all skills as class skills. Yes, even that one.

The Dungeonjammer
LevelBABFortRefWillSpecial
Principles   
Inspiration   
Monty
Haul
1st+0+2+2+2Extra-D trick, tools of the trade, monty haul
+0
+1
1 lb
2nd+1+3+3+3Cunning aim, winning
+1
+2
5 lb
3rd+2+3+3+3Extra-D trick, fast movement (weird)
+2
+3
10 lb
4th+3+4+4+4Cunning spaces, winning
+3
+4
50 lb
5th+3+4+4+4Adrenaline rush, extra-D trick
+3
+5
100 lb
6th+4+5+5+5Cunning tools, winning
+4
+6
500 lb
7th+5+5+5+5Extra-D trick, it might work
+5
+7
1,000 lb
8th+6+6+6+6Cunning ploy, winning
+6
+8
5,000 lb
9th+6+6+6+6Extra-D trick, fast movement (flickering)
+6
+9
10,000 lb
10th+7+7+7+7The competitor, winning
+7
+10
50,000 lb

All of the following are class features of the dungeonjammer.

Weapon and Armour Proficiencies: As a dungeonjammer, you gain proficiency with firearms if your setting permits them. Otherwise, you gain no additional weapon or armour proficiencies.

Extra-D Trick (Su): It's only cheating if you get caught! Dungeonjammers push the rules of reality itself to the breaking point as they pursue everlasting glory and piles of treasure. At 1st level, and every two levels thereafter, you learn a special extradimensional trick that you can deploy using your yggdratectural talent in order to break the laws of physics to get an edge. Activating an extradimensional trick is usually a swift action, and costs inspiration as noted in the entry.
  • Arrow Time: This trick is activated as an immediate action, when you're targetted by a ranged attack or when a ranged attack passes through your square en route to its target. You can either 100% choose to dodge the attack, or you can make an opposed attack roll in an attempt to knock the projectile in the direction of your choice, including back at the launcher. If you fail the opposed attack roll, you're hit by the projectile; however, if you succeed it's as if you were relaunching the projectile, using your own attack roll (even if it's a melee attack roll) to aim it. This trick costs 1 point of inspiration. Successfully deflecting an attack allows you to attempt to continue deflecting projectiles at no extra cost until the start of your next turn, or until you're hit by one of them, whichever comes first.
  • Danger Sense: This is a trick which heightens your senses when danger rears its head. You can activate this trick as an immediate action to skip back slightly in time and prepare yourself. This lets you reroll initiative if you don't like the result; more interestingly, if you are ambushed, you can activate this trick to be expecting the ambush and thus to be able to act in the surprise round. You can also activate this trick to avoid being flat-footed against an attack. This trick costs 1 point of inspiration.
  • Dimensional Skip: This simple trick moves you between worlds, and you end up up to your move speed away from where you started. It can only take you to a point to which you have line of sight. This trick costs 1 point of inspiration, but it can be activated as an immediate action for 2 points of inspiration instead.
  • Double Take: You need to be 9th level to select this trick. You activate this trick with a swift action at the start of your turn, and can take two entirely separate possible turns. This means that you start your first take, play the turn normally, and end your turn. Then everything is reset to its location at the point you used the double take, and you play through your turn for a second time. Afterwards, you can choose which take becomes the actual course of events. This trick costs 4 points of inspiration.
  • The Easy Way: You need to be 7th level to select this trick. You can activate a phase door effect as a swift action. This effect has a caster level equal to your Hit Dice, and costs 3 points of inspiration.
  • Freeze-Frame: You need to be 7th level to select this trick. This trick is activated as a swift action, and works like a one-round time stop, stopping time until the end of your current turn. Unlike a normal time stop, you can interact with creatures during this effect, and they are treated as flat-footed against you. This trick costs 3 points of inspiration.
  • Portal-Fu: Much like the Spot, you can make clever use of portals in fighting. You can activate this trick to place a portal on any flat surface within 100ft. of you. Once you have placed two matching portals, creatures and attacks can move through them as if the points in space were connected; a portal is about the size of a standard Medium-sized doorway. The portals last indefinitely until you place another portal, at which point the oldest one collapses and the newest two are linked. Placing a portal is a swift action, and costs 2 points of inspiration.
  • Rope-Fu: You can make weirdly improbable jumps using this trick, which don't quite seem to follow normal rules of geometry. This lets you make a single Jump check at a +30 bonus. This works like a normal Jump check, except that you can choose to take regular actions (except movement) at any point during the Jump, and even end your turn there and pick it up on a following round. Only when you want to continue moving do you complete the jump. This jump is activated as a swift action by spending 1 point of inspiration.
  • Wallcrawler: Gravity is really just a point of view. This trick is activated as a swift action, and until the start of your next turn you can walk up surfaces of any inclination, even upside down. You always gain the attack bonus for higher ground while this trick is activated. This trick costs 1 point of inspiration.
Inspiration (Ex): Dungeonjammers are forced to be as cunning and ruthless as possible if they're going to make it to the big time. At every level, you add 1 point of inspiration to your pool. As normal, inspiration is restored at the start of every encounter, typically when initiative is rolled.

Monty Haul (Su): What's the point of specializing in yggdratecture if you can't use it for your own benefit? You have big pockets; really big pockets. Like, extradimensional pockets. As a dungeonjammer you have your own personal extradimensional space which you and only you can reach into. You can draw things from your extradimensional space as a free action, as if you had the Quick Draw feat. At 1st level this space can only hold 1 lb of material, but this increases exponentially as you level, as shown on your class table. Volume is not a concern, and neither is sorting it; the stuff that you want just ends up at the top, much like a handy haversack. You can only store stuff that you personally can carry.

Tools of the Trade (Su): What you don't have, you can fake. By making a Forgery check as a full-round action, you can convert a number of lb of material in your extradimensional pocket space into a liquid asset known as potential. Potential isn't really anything tangible, but it can be assimilated into other stuff by drawing from other parallel realities where you collected different items. Your Forgery check must be greater than or equal to both the gold piece value of the object and the Craft check made to build it in the first place in order to disassemble it like this. Potential still takes up as much weight in your pocket space as it did when it was an object, it's just... different now.

As another full-round action, you can reassemble potential into the exact tool that you need for the job. You make a Forgery check, which is the Craft check made to create the item. The tool created cannot have a gold piece value greater than the result of your check. It materializes in your hand as if you had had it all along, of course. You can make either of these Forgery checks as a swift action by spending 1 point of inspiration. You can treat your Forgery check as the relevant Craft check made to create any object you desire through this. You gain a bonus to Forgery checks equal to half your class levels as you hone your talents at deception with this talent.

A DC 15 Appraise check reveals the foreign nature of these objects; merchants typically buy them for substantially less than their nominal price because of this. These items are primarily useful for your adventures and your competitions, not for their market value.

Cunning Aim (Ex): Precision is the name of the game. Starting at 2nd level you can spend 1 point of inspiration as a swift action to gain a bonus to attack on your next attack made in the same round equal to half your class level, and additional precision-based damage equal to +1d6 per class level. If you spend 2 points of inspiration instead, the attack also twists through the intervening space, either allowing you to make a melee attack against a creature within 30ft. of you, or eliminating all range penalties on a ranged attack.

Principles of Gramarie: You continue to advance your study of gramarie. At 2nd level, and again whenever indicated on the class table, you learn a new principle of gramarie that you qualify for. At 7th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in.

Winning (Ex): A real athlete values winning above any other concern. It doesn't matter how you do it, history remembers the person that crosses the finish line first. High-performance dungeonjammers have taken to pushing gramarie to its limits to get an added edge over their competitors. At 2nd level and every two levels thereafter, you learn a special discovery about yggdratecture from the following list:
  • Flux Capacitor: A polarcane flux can have any number of flux traits, although only one of any given kind (for example, you can't have gravity pulling in two different directions). If you have the ability to apply flux traits to other spaces, you can place multiple such traits in them as well.
  • Going Nowhere: To learn this discovery, you need to be able to join semi-spaces together with portals. You can now join a portal to a place that you haven't seen before; this works like a teleport effect, with the same chance of making a mistake in the coordinates of the point you're joining. The portal you create in the unknown space is immovable, and fixed in space once established.
  • Intense Causality: To learn this discovery you must know YGGD 371. Whenever you prepare an YGGD principle, you can twist the fabric of space-time in order to cause one of the following effects:
    • Reduce the time to prepare the principle by half.
    • Roll the skill check twice and select the result you prefer.
  • Keeper of the Keys: You can close spaces without them being destroyed permanently. You can also lock portals to semi-spaces and demiplanes, by touching it and making a Forgery check which meets or exceeds the original. In order to open the portal, a matching Forgery check needs to be made.
  • Plane Sense: By touching a portal, you can tell the size of the space that it connects to and any flux traits or planar traits in effect on the other side.
  • Reverse Geometry: When you set up a flux, you can choose to reverse its dimensionality. Instead of a semi-space which is bigger on the inside than the outside, this is a flux which is bigger on the outside than the inside. This counts as the flux trait; the area is actually two size categories smaller than the space it takes up in the outside world. Anything which enters into the flux is squeezed into that space as if they were in a small constrained area.
  • Usurp Space: By making a Forgery check that matches or exceeds the check of a space you are inside, you become the creator of the flux for all intents and purposes, including joining that space with other spaces.
  • Weird Time: To learn this discovery, you must know YGGD 371. To use it, you must be inside of a demiplane that you created with the Erratic Time trait. By spending an hour and making a Forgery check of equal or greater value to the check of the demiplane, you can reroll the Erratic Time Trait's time flow roll.
Fast Movement (Su): By stepping through space and between dimensions during your regular movement, your ground speed increases by 20ft. at 3rd level. You also automatically avoid the first attack of opportunity made against you each round because of this strange motion. At 9th level your speed increases by an additional 20ft., and you can choose to activate a blink effect whenever you want as a free action (turning it on or off).

Cunning Spaces (Ex): Extradimensional talent certainly lets you be a master of surprise; starting at 4th level, by spending 2 points of inspiration, you can prepare an YGGD principle as a swift action. This principle only lasts until the end of the current encounter.

Adrenaline Rush (Ex): You don't have time to take a breath and calm down, there's so much to do! You know who stopped to smell the roses? The guy that came in 2nd. Starting at 5th level, you can take two swift or immediate actions every round.

Cunning Tools (Su): Starting at 6th level, you can get more bang for your buck when obtaining high-performance athletic equipment out of the aether. Whenever you use your tools of the trade class feature, you can spend an extra point of  inspiration to multiply your Forgery check by 100 for the purposes of determining the gold piece value that can be obtained from an alternate possible dimension. This opens up all sorts of possibilities, including such things as masterwork items, potions, wondrous items, and so on. When we talk about gold piece value, we're talking strictly about price, not cost. Note that this only changes the volume of value you can coalesce at once, not the actual value of the potential. You must still disassemble enough items to provide you with the potential for whatever you want to build.

It Might Work (Ex): The all-important words when you have no other options left and it's all come down to this. Starting at 7th level, you can make a Forgery check as a full-round action to convert potential in your pocket space into puissance. This generates a number of ebbs equal to your Forgery check, and consumes 100 times that much potential in lb. This costs 4 points of inspiration; if you spend 6 instead, you can do it as a swift action.

Cunning Ploy (Ex): At 8th level, you can prepare a cunning plan to imitate other arts of gramarie. You need to have a blueprint of a specialist principle from a discipline other than Yggdratecture. As a full-round action, you can expend 10 inspiration points to make a Forgery check to imitate the requisite skills needed to use it. The Forgery check must be at least equal to 20 + the benchmark skill check of the blueprint (DC 60 for a Magisterial principle, and DC 80 for a Doctorate principle). Failure indicates the inspiration is wasted, but the blueprint is unharmed. If you are successful, then as a one-time thing, you can prepare the principle from the blueprint in twice the normal time. After this, the blueprint is ruined. The key skill check used in the preparation of the principle is your Forgery check -20.

The Competitor (Ex): At 10th level, you've reached the height of your fame and the height of your glory; there's nowhere to go but down. Or perhaps... sideways? If you're willing to take the leap, you can transform yourself into potential inside of your pocket dimension, to be reassembled in an alternate universe similar, but not quite the same, as our own. Doing this allows you to introduce some change into the world based on the particular dimension you choose to enter into. This works like a reality revision that you don't need to pay any cost for. However, there's one problem with your plan: there's another you in that universe, none too happy that you've broken in. This is a carbon-copy of you, down to every item you carry and every decision you've ever made, except for the choice to jump to another dimension. Alternate versions of you that you encounter like this are driven insane by the unexpected experience of encountering themselves, and try their darnedest to kill you in order to reassert their reality.

This ability can be used once every month, or you can build an yggdratectural portal which leads people through to another dimension like this (whoever travels through can select the change introduced into it). A few caveats, though: as far as you're concerned, unless you follow them to that precise dimension, that person is dead, since they no longer exist in your reality. Second, a tremendous amount of energy is required to power this alternate universe machine, on the order of 100 ebbs per trip.
« Last Edit: December 15, 2012, 02:00:01 PM by kellus »

Offline Garryl

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Re: Dungeonjammer [Gramarie Prestige Class]
« Reply #1 on: December 20, 2012, 02:51:21 AM »
The extra inspiration seems excessive. You only get 10 points as a Factotum over a full 20 class levels, and that's because you get 2 points at level 20 as part of the pseudo-capstone (following the progression of lower levels would only give you 9 points).

Cunning Ploy could be simplified a bit by just making a Forgery check at a -20 penalty in place of the normal skill check for the blueprint, no? That should cover both the DC to prepare it (effectively at +20) and the effect of the check (at -20), no?

For Double Take, just to confirm, only the events of one of the two turns you take actually happens, right? It's a bit unclear (although that might be the 3-in-the-morning talking).

For Tools of the Trade, does the 1/2 class level bonus to Forgery apply only to the reassembling check, or also to the disassembling check? Also, it never actually says what it takes (other than a Forgery check) to reassemble things. I'd assume that it takes as much weight in potential as the item weighs?