Teuvel'Kiira'Khilat / Thaelkiira / Native Item: Difference between revisions

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=== Portal Feel ===
=== Portal Feel ===


This proficiency also allows the wearer a chance to what's on the other side of a portal or gate, and determine the portal's exit point. This proficiency is used in two ways:
This proficiency also allows the wearer a chance to investigate what's on the other side of a portal or gate, and determine the portal's exit point. This proficiency is used in two ways:
* First, a successful check at a -3 penalty grants a general feel for safety. By intuition and observation, the wearer determines whether a given portal leads into a setting or situation of direct and immediate harm.
* First, a successful check at a -3 penalty grants a general feel for safety. By intuition and observation, the wearer determines whether a given portal leads into a setting or situation of direct and immediate harm.
* A second successful check at a -5 penalty divines the location of the other end of a gate or portal, learning the destination plane. It does not identify the exact site or position, or the gate key required to open the portal.
* A second successful check at a -5 penalty divines the location of the other end of a gate or portal, learning the destination plane. It does not identify the exact site or position, or the gate key required to open the portal.

Latest revision as of 03:43, 24 January 2026

Powers

Power Key

Spells cast by the wearer, including powers of the kiira, function at their best level of operation on the current plane of existence, operating within the limits of any permanent planar restrictions.

Native Item

One magic item within 30 feet of the wearer is temporarily and artificially restored to the level of enchantment so that it functions as if it were on its home plane. The magic item has its original “plus” for the duration that it receives the benefit of the native item protection. Spell like powers of the magic item are enabled by the power key.

The native item protection will remain in effect for at least one turn, after which it can be transferred to a different magic item of the user’s choice.

Proficiencies

Planar Sense

Allows the wearer to predict the imminent conditions on any plane. Random changes in air breathability, gravity, ground stability, temperature change, and so on can be predicted up to one hour before they occur.

Portal Feel

This proficiency also allows the wearer a chance to investigate what's on the other side of a portal or gate, and determine the portal's exit point. This proficiency is used in two ways:

  • First, a successful check at a -3 penalty grants a general feel for safety. By intuition and observation, the wearer determines whether a given portal leads into a setting or situation of direct and immediate harm.
  • A second successful check at a -5 penalty divines the location of the other end of a gate or portal, learning the destination plane. It does not identify the exact site or position, or the gate key required to open the portal.

Interactions

Teuvel'Khilat

Tuevel'Kiira'Khilat

Avarphyn’Khilat