Imaskari Portal Lord (Prestige Class)
Absolute mastery over extradimensional space and instant teleportation magic was haled as the highest achievement of an artificer in Imaskari society. Their cities and even their homes were interconnected with innumerable portals and filled with permanent extradimensional spaces that expanded even the smallest of buildings into tremendous places on the inside. The portal lord is the last practitioner of this lost and forgotten Imaskari art. Few know these esoteric secrets. Key to the underpinnings of Imaskari society, teleportation and extradimensional space were like the mythallar of Netheril and the mythals of the elves. They were instrumental to maintaining a certain magical-assisted lifestyle.
As he advances in level, a portal lord becomes more attuned to the nature of such magic, gaining greater insights on how to better manipulate and control such forces.
Requirements
To qualify to become a portal lord, a character must fulfill all the following criteria.
- Skills
- Knowledge (arcana) 8 ranks, Knowledge (History - Imaskar) 8 ranks, Spellcraft 8 ranks.
- Feats
- Craft Wondrous Item, Portal Master, any two metamagic feats.
- Spellcasting
- Able to cast 3rd-level arcane spells.
Class Skills
The portal lord's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana)(Int), Knowledge (history)(Int), Knowledge (Geography)(Int), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Chart
Hit die: d4
{{Class Chart
|Max Level=10
|Base Attack=Low
|Fort Save=Low
|Ref Save=Low
|Will Save=High
|Spell Advancement=+1 level of existing arcane spellcasting class
|Spell Advancement Exclude4=True
|Special1=Warp shield
|Special2=Prolonged artifice
|Special3=Spatial fluency
|Special4=Improved warp shield
|Special5=Reject anchoring
|Special6=Dimensional touch
|Special7=Greater warp shield
|Special8=Permanent insight
|Special9=Command portal
|Special10=Superior warp shield
}}
Class Features
All of the following are class features of the portal lord prestige class.
Weapon and Armor Proficiency
Portal lords gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.
Spells per Day/Spells Known
Look at the table. You know how this works.
Warp Shield (Su)
1/day call forth an invisible cocoon of teleportation magic that has a 20% of redirecting any magical, melee or ranged attacks upon the portal lord. Attacks made upon the portal lord that are affected by the warp shield instead strike an area adjacent to the portal lord (use random grenade for area that is struck). Creatures standing in the space where an attack is redirected risk being subject to that attack. A warp shield lasts for 1 round/portal lord level.
Prolonged Artifice (Su)
Conjuration spells of the teleportation subschool and spells that create extradimensional spaces (roper trick, Mordekainen's magnificent mansion) are affected as if modified by the Extend Spell feat. This is automatic and does not increase the spell slot requirements when preparing a spell.
Spatial Fluency (Ex)
Metamagic feats applied to any conjuration spells from the teleportation subschool use up a spell slot one less than what the feat requires. This can never reduce the spell slot requirement to less than 1.
Improved Warp Shield (Su)
The portal lord's warp shield now has a 50% chance of intercepting and redirecting magical and physical attacks.
Reject Anchoring (Su)
The portal lord becomes immune to spells and effects such as dimensional anchor and dimensional lock.
Dimensional Touch (Su)
A portal lord can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the portal lord must make a ranged touch attack instead.
Greater Warp Shield (Su)
The portal lord's warp shield now allows the portal to redirect a spell effect where the portal lord is the target. The spell must be affected by the warp shield to be redirected. The portal lord must ready this action (as if attempting to counterspell). On a successful Spellcraft check (DC 15 + the spell's level), the portal lord as a standard action successfully teleports the spell to another target within the portal lord's sight. The spell's new target must be within the spell's original range and be an appropriate target.
Permanent Insight (Ex)
A portal lord can make the following spells permanent using the permanency spell. The portal lord does not have to research the use of permanency on these spells. The knowledge of how teleportation and extradimensional space magic works grants this knowledge automatically.
Rope Trick - 1,000 XP
Magnificent mansion - 3,500 XP
Guards and wards - 3,000 XP
Maze - 4,000 XP
Refuge - 4,500 XP
Command Portal (Su)
A portal lord can force a portal to submit to his will. On a successful Spellcraft check (DC 25), the portal lord can command a portal to do one of the following:
- Portal becomes transparent
- Lockdown - portal is shut down preventing it from functioning.
- Access - The portal grants access to anyone whom the portal lord designates.
Each commanded effect is temporary and lasts for 1 rd/portal lord level. A portal lord can attempt to command a portal a number of times per day equal to his portal lord level.
Superior Warp Shield (Su)
The portal lord's warp shield now has a 75% chance to intercept and redirect attacks against the portal lord.
Source: http://www.candlekeep.com/library/articles/leof_ipl.htm