Teuvel'Khilat - Teleport: Difference between revisions

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=Powers=
=Powers=
== Teleport ==
== 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. 


The blade can be thrown, either like a spear or like a throwing knife, and will travel up to 300’, blinking randomly as it travels, up to 7 times in the same round.  It will ''blink'' to bypass allies and strike enemies, even changing targets mid-throw. It can bypass normal and magical barriers including walls and shields, but must have at least 1 foot of space to materialize and hit, as it cannot materialize inside solid matter.  


=== Dimension Door ===
The blade can ''teleport'' itself at will to its owner at any time and from any distance, even in mid-throw or when held by another. 

The sword can materialize in any open space within 30' of its wielder without any chance of error so long as the wielder can see or feel the desired destination. Most often the blade teleports directly to the wielder's hand, and a warrior specialized in swordplay can even complete an attack when the sword materializes mid-swing.  
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.


=== Teleport Woodland Beings ===
Every departure will leave a puff of translucent swirling purple shadow in the area previously occupied, with approximately the same shape and size. If only the sword teleports, the puff will be an ellipsoid slightly larger than the length of the blade. The wielder and his gear will leave a slightly larger humanoid shadow in its place. Each puff always dissipates in one round, with the possibility of multiple lingering puffs due to blinking and teleport actions within the round.  
Once per week, the wielder can teleport woodland beings to his location. This functions similar to a ''call woodland beings'' spell, but creatures appear immediately in the same round. Creatures can be teleported into any place, including other planes with the same chance of success as a ''teleport without error'' spell.  


Creatures appearing have the same parameters as the ''call woodland beings'' spell, or the wielder may choose to call any of the following:
=== Teleport without Error ===
* Specific woodland beings can be summoned, like the spell. If they choose to respond to the summons, they are instantly transported to the wielder.  
Three times per week, the blade can ''teleport'' its wielder.  When the owner has the blade in hand, he can ''teleport without error'' with the sword, including interplanar travel with standard chance of error based on the wielder's knowledge of the destination. The owner can ''teleport'' anywhere on the current plane when the blade is within 30'. The wielder can be accompanied by up to 1700 lbs of additional weight, including other travelers and their associated gear, so long as all creatures are in physical contact with each other and the wielder. The blade need not accompany the wielder when teleporting on the current plane, easily following the owner in subsequent rounds, but it would be unusual for the blade to leave its owner undefended. The wielder can use the first two ''teleport'' spells as desired, but the blade always reserves the final ''teleport'' for emergency as detailed below.  
* 1d6+1 [http://www.lomion.de/cmm/unicorn.php Unicorns] of any variety desired, including winged and even evil.
* 1d3 [http://www.lomion.de/cmm/catgcash.php Cath Shee]
* 3d10 animals of the same type as the tiny companion obtained below.  
* 2d6 animals of the same type as the medium companion obtained below.
* 1d4 animals of the same type as the large companion obtained below.  


Once the duration of the spell is complete, or the called beings complete their task, they can return to their original location, automatically teleporting back if needed.
==== Emergency Teleport ====


In case of the imminent death of its wielder, the sword will ''teleport'' the wielder to safety, unless the wielder specifically overrides the action to complete a final heroic act. The wielder my attempt to choose the destination, but the sword may override that choice in favor of a safe location of its choosing, as detailed below.


=== Call Animal Companion ===
In the case of the unexpected death of the wielder, the sword will teleport itself and the wielder's body to a safe location. If they can be safely gathered, family heirlooms and personal effects will be included.
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.
If the body has been disintegrated or is otherwise beyond the reach of the sword, it will attempt to return home by teleporting to a safe location as detailed below. Such action is usually immediate, but always within 24 hours of separation from its owner when it will fall lifeless until claimed by a new owner.  


==== Special Companions ====
The third and final ''teleport'', with or without the wielder, will always be to a major Khilat family residence, with a preference for the location of the next designated heir to the blade. If a safe place under control of the House of Khilat is not available on the current plane of existence, then the sword will teleport to a safe location with the following order of preference: family members of the [[House of Khilat]] or its Septs, allies of the house, creatures friendly to elves or, as a last resort, a place free of enemies.
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:
=== Travel Boost ===
* 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 and allies within 30' of the blade using teleporting type magic such as ''blink'', ''dimension door'', ''teleport'', ''shadow walk'', ect. find that their magic is enhanced. Only one aspect of the magic is enhanced in the following order of precedence:
* 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.
* Chance of error during transport on the current plane is eliminated. Random destinations are eliminated, allowing selection of destination.
* Companion creatures can be enhanced by ''familiar enhancer'' spells. Other spells affecting familiars may also apply to these special companions.  
* Maximum distance allowed by the spell is doubled.  
* Additional capacity, such as weight limit or number of creatures allowed to accompany is doubled.


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.  
Boosted travel also leaves the tell tale sign of a puff of purple shadow.


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.
=== Portal Influence ===
The sword can alter teleportation portals, devices and traps that the wielder activates. It has a 50% chance to override the destination.  


=== Emergency Teleport ===
The wielder will know in advance if a permanent portal has been redirected due to purple shadows interacting with the portal's magic. All creatures using the portal will arrive at the wielder's desired location. The portal remain set to the specified location until the wielder relinquishing control, attempts to set a new destination with 50% chance of success, or moves more than 30' from the portal, including passing through to a distant location.


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.
 
Devices and traps that trigger a teleportation can be influenced at the instant magic affects the wielder, and all other targets traveling with the wielder will go to the same destination. Any subsequent trigger evens will reset the destination to its previous location.


== Shadow Sword ==
== 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.  
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. The sheath of darkness immediately surrounding the blade has patterns of swirls and eddies.  


While sheathed in shadows, the sword gains +1 to hit and damage against ogres, trolls, goblinkin, giantkin and giants.
While sheathed in shadows, the sword gains +1 to hit and damage against ogres, trolls, goblinkin, giantkin and giants.
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Against undead creatures, the shadow sword is +2 to hit and damage.
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 ==
== Interactions ==

Latest revision as of 02:18, 31 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 randomly as it travels, up to 7 times in the same round. It will blink to bypass allies and strike enemies, even changing targets mid-throw. It can bypass normal and magical barriers including walls and shields, but must have at least 1 foot of space to materialize and hit, as it cannot materialize inside solid matter.

The blade can teleport itself at will to its owner at any time and from any distance, even in mid-throw or when held by another. 

The sword can materialize in any open space within 30' of its wielder without any chance of error so long as the wielder can see or feel the desired destination. Most often the blade teleports directly to the wielder's hand, and a warrior specialized in swordplay can even complete an attack when the sword materializes mid-swing.

Every departure will leave a puff of translucent swirling purple shadow in the area previously occupied, with approximately the same shape and size. If only the sword teleports, the puff will be an ellipsoid slightly larger than the length of the blade. The wielder and his gear will leave a slightly larger humanoid shadow in its place. Each puff always dissipates in one round, with the possibility of multiple lingering puffs due to blinking and teleport actions within the round.

Teleport without Error

Three times per week, the blade can teleport its wielder. When the owner has the blade in hand, he can teleport without error with the sword, including interplanar travel with standard chance of error based on the wielder's knowledge of the destination. The owner can teleport anywhere on the current plane when the blade is within 30'. The wielder can be accompanied by up to 1700 lbs of additional weight, including other travelers and their associated gear, so long as all creatures are in physical contact with each other and the wielder. The blade need not accompany the wielder when teleporting on the current plane, easily following the owner in subsequent rounds, but it would be unusual for the blade to leave its owner undefended. The wielder can use the first two teleport spells as desired, but the blade always reserves the final teleport for emergency as detailed below.

Emergency Teleport



In case of the imminent death of its wielder, the sword will teleport the wielder to safety, unless the wielder specifically overrides the action to complete a final heroic act. The wielder my attempt to choose the destination, but the sword may override that choice in favor of a safe location of its choosing, as detailed below.

In the case of the unexpected death of the wielder, the sword will teleport itself and the wielder's body to a safe location. If they can be safely gathered, family heirlooms and personal effects will be included.

If the body has been disintegrated or is otherwise beyond the reach of the sword, it will attempt to return home by teleporting to a safe location as detailed below. Such action is usually immediate, but always within 24 hours of separation from its owner when it will fall lifeless until claimed by a new owner.

The third and final teleport, with or without the wielder, will always be to a major Khilat family residence, with a preference for the location of the next designated heir to the blade. If a safe place under control of the House of Khilat is not available on the current plane of existence, then the sword will teleport to a safe location with the following order of preference: family members of the House of Khilat or its Septs, allies of the house, creatures friendly to elves or, as a last resort, a place free of enemies.

Travel Boost

The wielder and allies within 30' of the blade using teleporting type magic such as blink, dimension door, teleport, shadow walk, ect. find that their magic is enhanced. Only one aspect of the magic is enhanced in the following order of precedence:

  • Chance of error during transport on the current plane is eliminated. Random destinations are eliminated, allowing selection of destination.
  • Maximum distance allowed by the spell is doubled.
  • Additional capacity, such as weight limit or number of creatures allowed to accompany is doubled.

Boosted travel also leaves the tell tale sign of a puff of purple shadow.

Portal Influence

The sword can alter teleportation portals, devices and traps that the wielder activates. It has a 50% chance to override the destination.

The wielder will know in advance if a permanent portal has been redirected due to purple shadows interacting with the portal's magic. All creatures using the portal will arrive at the wielder's desired location. The portal remain set to the specified location until the wielder relinquishing control, attempts to set a new destination with 50% chance of success, or moves more than 30' from the portal, including passing through to a distant location.

Devices and traps that trigger a teleportation can be influenced at the instant magic affects the wielder, and all other targets traveling with the wielder will go to the same destination. Any subsequent trigger evens will reset the destination to its previous location.

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. The sheath of darkness immediately surrounding the blade has patterns of swirls and eddies.

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.


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.