Gatecrasher (Prestige Class)
Requirements
- Class Features
- Trapfinding
- Skills
- Knowledge (The Planes) 6 ranks, Disable Device, 13 ranks, Open Lock 13 ranks.
- Special
- Must have visited at least 10 planes, 3 of which without the aid of any dimensional travel magic (entering, during, or exiting).
Basic Abilities
- Base Attack Bonus
- Medium
- Fort Save
- Low
- Ref Save
- High
- Will Save
- Low
- Skills
- Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
- Skill Points
- 8 + Int
- Hit Points
- 4 per level
Class Chart
{{Class Chart
|Max Level=10
|Base Attack=Medium
|Fort Save=Low
|Ref Save=High
|Will Save=Low
|Special1=Dimensional sextant
|Special2=
|Special3=Hex portal
|Special4=
|Special5=Dimensional lockpick
|Special6=
|Special7=Planar tuning fork
|Special8=
|Special9=Well of many worlds
|Special10=Master gate key
}}
{{Generic Class Table
|Max Level=10
|Caption=Gatecrasher Special Abilities
|Header1=Sneak Attack
|C1_R1=+1d6
|C1_R2=+1d6
|C1_R3=+2d6
|C1_R4=+2d6
|C1_R5=+3d6
|C1_R6=+3d6
|C1_R7=+4d6
|C1_R8=+4d6
|C1_R9=+5d6
|C1_R10=+5d6
|Header2=Cunning Survival Tricks
|C2_R1=0
|C2_R2=1
|C2_R3=1
|C2_R4=2
|C2_R5=2
|C2_R6=3
|C2_R7=3
|C2_R8=4
|C2_R9=4
|C2_R10=5
}}
Special Abilities
Rogue Abilities
- Sneak Attack
- You gain the sneak attack ability of a rogue, or additional sneak attack dice if you were already a rogue.
- Cunning Survival Trick
- As the rogue's tricks of the trade.
Tools of the Trade
You learn to craft and use special dimensional tools. At the listed level, you automatically gain the listed tool; the price and time to recreate it, if lost, is given in the tool's description.
- Dimensional Sextant
- You craft a strange and complex sextant which detects planar conditions, nearby portals, and the dimensional properties of a creature or object. You operate the device using the Knowledge (The Planes) skill. Recreating a dimensional sextant costs 5,000 gp in raw materials, and takes 3 days. The uses of the device are as follows:
:*DC 15: Analyze a creature or object and determine if it is from another plane, or if it is currently barred from dimensional travel.
:*DC 20: Analyze a creature or object and determine from which plane it originates.
:*DC 20: Detect the nearest portal.
:*DC 25: Analyze a portal and determine to which plane it leads; if multiple, you gain knowledge of a random destination.
:*DC 30: Analyze a portal and determine what keys, if any, are necessary to activate it. You also determine all destinations, if multiple.
- Hex Portal
- You gain the ability to rapidly create and destroy tiny portals shaped like hexagons. One portal is always in your square or at its edge, while the other may be anywhere you can see on the same plane within 120 feet. It is a standard action to create a portal, or to move an existing portal up to 120 feet. Once created, the portals are stationary until moved, including the origin portal. Both are two-way portals, and act in all other ways like a gate spell. Each is the same radius, which is any radius from 1 foot to your Intelligence bonus in feet.
:You can have only one pair of hex portals active at a time. A pair of portals cannot be active for longer than 1 minute per level. Once you destroy a pair of portals, you cannot create a new pair for 10 minutes.
- Dimensional Lockpick
- You create a bizarre mass of metal rods, glass spheres, and stranger things, which you can use to open or create dimensional locks. To do so, you use the Open Lock skill. To recreate the Dimensional Lockpick requires 10,000 gp in raw materials and 5 days. The skill uses follow:
:*DC 20:You remove a dimensional anchor effect from one creature within 5 feet. No cooldown period.
:*DC 25:You nullify a dimensional lock effect in a 10 ft cube centered on you for 1 round per level. Cooldown period of 10 minutes.
:*DC 30:You create a dimensional lock effect in a 50 ft radius centered on you for 1 round per level. Cooldown period of 1 hour.
- Planar Tuning Fork
- You create a simple-seeming tuning fork, which can be struck in many and varied ways to produce extremely complex, dynamic sounds. The sound waves propagate through the air (or even the lack thereof, in some planes) to create a zone around the fork in which any or all planar traits you desire are nullified. The radius of the effect is 20 feet, and is always centered on the fork. To activate it requires a Knowledge (The Planes) check of DC 25 and a standard action. The tone continues sounding for 1 hour, after which the fork must be struck again.
:You can also attempt to create planar conditions that are not natural for the plane. You impose the conditions of a plane of your choice upon a 20 ft radius around the fork; to do so, you must spend a standard action and pass a Knowledge (The Planes) check of DC 35, or DC 15 if you have a sample of the planar material of that plane at hand. If you fail the check, the conditions of a random plane that is neither your chosen plane, nor the current plane, manifest in the same area. The effect lasts 1 round per level in either case, and entails a cooldown period of 1 hour.
:To recreate the fork requires raw materials costing 15,000 gp, and requires 7 days.
- Well of Many Worlds
- You create a tiny, shallow stone pool, barely large enough to contain a quart of water. It weighs about 10 pounds. It is always, mysteriously, filled with pure, cool water. Incidentally, this water provides sustenance as might any water, and cannot be diminished by consumption; it cannot be poured out or siphoned, only be removed by hand.
:You can activate the well as a standard action by using the Dimensional Lockpick and passing an Open Lock check of DC 30. The well must be on the ground, or a reasonable substitute surface, and you must be within 15 feet of the well. At this point, the well generates a 10 ft radius circular portal, oriented horizontally, just above the well itself. Any creature who comes into contact with this portal must pass a Reflex save (DC 20 + your Intelligence bonus) or be sent to a random plane. The planar destination changes once per round. While open, the well continues to generate this effect for 1 round per level; if nothing else happens, it will shut down, and will require a cooldown period of 12 hours.
:While the well is open, you can attempt to attune the well to a plane of your choice with your Planar Tuning Fork by passing a Knowledge (The Planes) check of DC 35, or DC 15 if you have a sample of planar material from that plane at hand. If you fail, the destination is random. You can only learn the destination (and thus your success or failure) by using the Dimensional Sextant to analyze the portal. As in the plane shift spell, the chosen destination approximate within 5d100 miles, unless you target a major planar destination, such as a planar metropolis.
:Once attuned to a plane, the well remains attuned to that plane for the duration of its portal effect. If, at any point, you step into the effect, you are teleported (should you fail or choose to fail the Reflex save), as would anything else be, and the well comes with you, ending the effect on the origin plane as well as the destination.
:To recreate the Well of Many Worlds requires material components costing 50,000 gp, and requires 30 days.
:Master Gate Key:You create a simple skeleton key, made of what appears to be rusted iron. In fact, it is a powerful item which can open, lock, redirect, or destroy any portal. You activate the key by using the Open Lock skill (to open or lock), or the Disable Device skill (to redirect or destroy). You cannot recreate the master gate key if lost. You must embark on a quest to the find the Keymaster, who could be anywhere in the multiverse, and beseech him for a new master key.
:*Open Lock DC 30: Opens any portal, including one that is permanently locked, disabled, or even nonfunctional (but still magical).
:*Open Lock DC 40: Locks any portal, including an activate gate spell, such that only you or those bearing a key you designate can enter it. This replaces all other parameters of the portal, and is an instantaneous effect. Cooldown period of 1 minute.
:*Disable Device DC 30: Redirect any portal, including an active gate spell, to any destination of your choice. It is plainly visible what this destination is. If done to a permanent portal, the effect lasts as long as you designate, up to 24 hours, before reverting. If done to a temporary portal or gate spell, the effect persists for the duration of the portal. Cooldown period of 10 minutes.
:*Disable Device DC 40: Destroy any portal. If done to a temporary portal or gate spell, there is a cooldown time of 2 rounds; if used to destroy a permanent portal, the cooldown time is 12 hours.