Teleport: You ability to teleport is far different from that of the spell equivalents. You ability to teleport is a natural
ability. You can teleport himself, his clothing and a certain amount of additional mass (100 pounds per
level ) from one point to another almost instantaneously. In disappearing during teleportation, he leaves behind
smoke and the smell of burning brimstone -- actually part of the atmosphere from the unknown dimension through which he travels.
You can teleport anyone whether they like it or not. If you teleports someone with him the trip tends to take a total on the
person that comes with him. The person usually gets a slight headache, and their gut's feel twisted around. These sensations
don't last very long and fade quickly (-2 to all action for 1d4 rounds). You can teleport anywhere
he likes with in a 2-3 mile radius instantly. If you try to teleport some place he has never seen or been to before he risks
the chance of materializing with in an object (taking 1d6 per inch to get out) . If You teleports
while falling or being thrown he carries that momentum with him. This means that if he falls off of a cliff he can't just
teleport to safety, he needs to make several teleportation to bleed off some of the momentum which allows him to land safely
with out any harm. You can perform a number of "multi-teleports" equal to his level in times a day plus his constitution modifier.
You teleports count as a movement only he can instantly go anywhere he likes with in a 2-3 mile area. In combat you can perform
a multi-teleport attack which counts as a full action, and when its done it takes him away from his opponent. Each of these
multi-teleport attacks take up only 2 of his multi-teleport actions, no mater how many attacks he gets. The number of multi-teleport
attacks he gets is equal to his normal number of hand to hand attacks plus 1. The first hit is a surprise attack and each
additional attack is at a +2 to hit. You can also perform a multi-teleport to either build momentum or to slow down his momentum.
Momentum enhanced attacks add a +3 to subdue damage per every 10 ft of momentum built up. Teleporting up, fall, and teleport
can build up momentum again, or he can charge his opponent, teleport, and then hit him. The direction that he travels
is controlled as well as whichever direction he wants to face. For instance You could charge at someone, get about 10 ft away,
teleport just up and behind his opponent for a quick surprise attack to the back of the persons head. There is no real limit
to the number of times he can teleport, but he can become tired from performing to many rapid teleports. Also teleporting
beyond 3 miles takes a heavy toll on you leaving him exhausted and weak for a while (-2 ste and dex untill rested) . You can
also teleport to dodge, but it acts as a full action in the same way as moving the characters full movement range.
Wall
crawling: You possess the ability to stick to walls and surfaces. This ability provides a +5 to his climbing skill. You can
wear very thin boots, or socks and thin gloves, all of which must be virtually skin tight in order for him to cling other
wise he will need to remove his boots and gloves. This ability is the same as the spell "Spider Climb" only it has no duration,
casting time or anything and can be done at anytime.
You also have one last ability to virtually blend into deep shadows
and become all but invisible. This ability affords a +3 to his Hide skill. Also because of how his body is built, in terms
of incredible flexibility he gains a +2 to his Tumble skill.
Tail: Your tail counts a another arm just like your off hand.
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