Teuvel'Khilat - Teleport: Difference between revisions

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=== Dimension Door ===
=== Dimension Door ===
Three times a day, the wielder can choose to ''dimension door'' up to 500 yards or ''pass plant'' through appropriate plants, with up to 500 lbs of non living matter or 250 lbs of living matter.  Creatures with innate ability to teleport, such as unicorns and cath shee, are not counted in this weight limit and neither do they expend their own powers.
Three times a day, the wielder can choose to ''dimension door'' up to 500 yards or ''pass plant'' through appropriate plants, with up to 500 lbs of non living matter or 250 lbs of living matter.  Creatures with innate ability to teleport, such as unicorns and cath shee, are not counted in this weight limit and neither do they expend their own powers.
=== Call Animal Companion ===
Once per week, the wielder can summon an animal companion. Creatures called can fill an empty slot for any class that normally retains animal followers, including Rangers, Meistersingers, and even Paladins. The creature arriving can be normal or magical, as deemed appropriate for the class and companion slot being filled.
Animal companions will always be exceptional creatures of their type. They will be the healthiest, strongest and often the  biggest. If the type of creature has special or enhanced varieties, or the chance of special abilities now or as they mature, they will be the exceptional examples of their kind. They will be the most intelligent, falling at the very top of any ranges that are normal for their type, with a 25% chance they will fall at the bottom of the next highest range; thus creatures of animal intelligence have a chance of being at the bottom of semi (2-4) intelligence with a rating of 2. 
==== Special Companions ====
Three of the wielder's animal companions, one each of the sizes listed below, will become special companions. If the wielder doesn't already have an animal companion in a particular size category, then one of that type can be called to serve.
* tiny-small: Available at 1st level and has 1 hit die.
** Like a familiar, the companion gains the benefit of the wielder's saving throws and magical protections while in contact with its master. The creature takes half damage on a failed saving throw, and no damage on a successful roll.
** The wielder gains sensory powers like having a familiar of a similar type.
* medium: Available at 5th level and has 5 hit die.
* large-huge: Available at 10th level with 9 hit die, unless this is a Paladin's bonded mount (warhorse) which may be called as soon as 4th level.
** The companion will serve as a loyal trained mount, similar to a Paladin's bonded mount.
These special companions will have the following characteristics and benefits:
* Companions creatures will always have above normal intelligence, so if they would have a range of intelligence, they will always start with a base intelligence at the top of the range normal for their type; thus creatures rated at low will be at the top with a rating of 7. Those who's normal intelligence rating is low (5-7) or less, will show increased intelligence of 1d3 points. Creature of average to high intelligence will be above normal with an additional point
* The wielder can communicate with these special companions, even if such creatures do not normally speak. The quality of the communication is determined by the intelligence, and language skills of the creature.
* Companion creatures can be enhanced by ''familiar enhancer'' spells. Other spells affecting familiars may also apply to these special companions.
Special companions will remain loyal for life, though they will typically retire when their age limits their abilities to perform their duties. If they have been actively involved in combat, this period will not usually exceed 10 years, and permanent disabling injuries will result in early retirement. Companions can be dismissed from service at any time, but when service has been less than one year, a replacement can't be sought until the one year period has elapsed.
Abuse or neglect of companion creatures is considered evil, and the sword will punish such actions, typically with the immediate death of the wielder. Companions lost by old age or accident, can be replaced either by promotion of an existing follower creature, or calling a replacement in the case where a creature of the appropriate size is not available.


=== Emergency Teleport ===
=== Emergency Teleport ===

Revision as of 19:12, 30 July 2016

Dates: -8,406 to - DR (years)

Powers

Teleport

The blade can be thrown, either like a spear or like a throwing knife, and will travel up to 300’, blinking as it travels. It will blink to bypass allies and strike enemies. It will use blinking to adjust the distance traveled to ensure it strikes point first. It can bypass barriers including walls and shields, but must have at least 1 foot of space to materialize and hit. The blade can teleport to the hand of its owner at any time and across any distance, even in mid-throw or when held by another. 



Dimension Door

Three times a day, the wielder can choose to dimension door up to 500 yards or pass plant through appropriate plants, with up to 500 lbs of non living matter or 250 lbs of living matter. Creatures with innate ability to teleport, such as unicorns and cath shee, are not counted in this weight limit and neither do they expend their own powers.

Emergency Teleport



Once per month, the blade can teleport up to 400 lbs, always including itself and owner, up to 1000 miles distance to a place with a hospitable environment; typically in response to when the blade or owner are in imminent danger of complete destruction. After teleporting its owner, the blade is unable to blink or teleport itself for 30 days.


Shadow Sword

At will, the sword can become sheathed in shadow similar to Shaundakul's Shadow Sword spell. The blade becomes non-reflective and easily concealed in the shadows. Wisps of shadow swirl from the blade.

While sheathed in shadows, the sword gains +1 to hit and damage against ogres, trolls, goblinkin, giantkin and giants.

Against undead creatures, the shadow sword is +2 to hit and damage.

Shadow

On command, the blade can shed shadows. The shadows seep from the blade like swirling wisps of purple and gray smoke or mist. The swirling shadows can extend up to 30 feet from the blade in all directions, entirely filling the sphere if desired. The wisps are chaotic, flowing as they will, but large dumps can be formed into vague shapes according to the wielder's desire. Though the wisps appear to be driven by currents, eddies and winds, actually wind has no impact on their movements or shape.

At will by contact with shadowy tendrils from the blade, the sword can dispel any magical light or darkness spell of less than 5th spell level that is within 30', including continual light or continual darkness spells.

Spells based on illusion and shadows that are cast using the swords shadows as a base are enhanced. Shadow monsters have maximum hit points and shadow magic causes maximum damage.

Portal Influence

The sword has a 50% chance to influence the destination of any magical portal that has a random nature. 


Interactions

  • Moonblade - Moonfire cancels the Shadow Sword power.
  • Dancing - The sword can blink in any direction up to 10', once per round while being thrown, flying or dancing.
  • Flame Tongue - Flames and Sunshine cancels the Shadow Sword power.

Appearance

Rune

Travel - on back.

Feature

A thin spine of black adamantium runs up the center of the blade, starting just above the family symbol, running through the center of the broad fuller and extending to the very tip to form a pointed needle like punch. The base of the spine is set with a rainbow colored iridescent rogue stone that shows on both sides of the blade. The sharp tip of the spine is covered in a coating of glittering fine diamond dust. 


Rite

Lord Feyfalcon had an adamantium dirk with a rogue stone pommel forged. He travelled to a dozen shrines to Shaundakul seeking a blessing from the Windwalkers by having them cast Shadow Sword while holding the dirk, and casting it himself when a suitable priest was not available. He took the dirk to Shaundakul's Throne in a Myth Drannor and cast Wind Blast to seek the god's favor. The Helping Hand appeared above the throne, accepted the offering of the dirk, and blessed the moonblade as Lord Feyfalcon empowered the blade with a portion of his spirit.