Magus Portalus (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search
Magus Portalus
Portal.jpg
Rating: Not rated
(Rate this class)
Status: Completed
Editing: Constructive criticism

Author's Note: The cake is a lie.

Magus Portalus[edit]

So I took where I was and where I wanted to be and created a doorway between the two.
—Slarkt, Mind Flayer Magus Portalus


Most people think that one must travel, or walk, or use great magics to travel from one point to another. Fortunately... they're wrong. You know the secret behind it all. All space is just one point in the great multiverse, and one can easily fold the fabric of space to bring one area closer to another area. All that much be done is to create a portal that connects the two.

Becoming a Magus Portalus[edit]

The majority of Magi Portalus are Wizards, Sorcerers, or Warlocks. A few Mystic Theurges also enter the class, but those are often few and far between.

Prerequisites[edit]

Knowledge (Arcana) 8 ranks

Knowledge (The Planes) 4 ranks

Spellcraft 8 ranks

Feats: Skill Focus: Knowledge (The Planes)

Special: Must be able to cast Magic Circle Against Chaos/Evil/Good/Law and two Conjuration (Summoning) or Conjuration (Calling) spells of 2nd level or higher, or have access to the Flee the Scene invocation.

Table: The Magus Portalus
Hit Die: d4

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Create Portal 3/day +1 arcane caster level
2nd +1 +0 +0 +3 Detect Portal +1 arcane caster level
3rd +2 +1 +1 +3 Analyze Portal +1 arcane caster level
4th +3 +1 +1 +4 Create Portal 6/day, Large Portal
5th +3 +1 +1 +4 Swift Portal +1 arcane caster level
6th +4 +2 +2 +5 Rapid Summoning +1 arcane caster level
7th +5 +2 +2 +5 Create Portal 9/day, Suppress Planar Travel +1 arcane caster level
8th +6 +2 +2 +6 Sunder My Portal
9th +6 +3 +3 +6 Portalus Destructus +1 arcane caster level
10th +7 +3 +3 +7 Create Portal 12/day, Master the Portal +1 arcane caster level

Class Skills (2 + Int modifier per level)
Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Profession, Search, Spellcraft.

Class Features[edit]

All of the following are class features of the Magus Portalus.

Spellcasting: You continue training in magic as well as gaining power over portals. Thus, when a new level is gained (except at 4th and 8th level) you gain new spells per day as if you gained a level in whatever arcane spellcasting class you belonged to before you entered the prestige class. You do not, however, gain any other benefit a character of that class would have gained. This essentially means that you add the level of Magus Portalus to the level of whatever other spellcasting class you have, then determine spells per day accordingly. If you had more than one arcane spellcasting class before you become a Magus Portalus, you must decide to which class you add each level of Magus Portalus for the purposes of determining spells per day when you add the new level.

Create Portal (Su): You may create a portal at a range of 30' on any relatively flat surface you can see (including the ground) that leads to another portal you create within 10' per class level on another flat surface you can see. This portal lasts for a number of minutes equal to your class level, and may be used by any creature of up to size Large (who have to squeeze through). Creatures who enter one portal exit the other. You may destroy the portals with a standard action. Anyone moving through the portal as it is destroyed must make a Reflex save (DC 10 + casting stat + 1/2 class level) or take 1d6 damage for every two class levels you possess. The creature may choose on which side of the destroyed portal they end up. The surface on which the portal is created must be large enough to allow a creature of medium size to move through easily. (For example, you could make a portal on a door, but not on a tree branch.) If you create a portal under a creature, it must make a Reflex save (DC 10 + 1/2 class level + casting stat) or fall through the portal. If this moves a creature to somewhere dangerous, (in the air, into lava, etc) they get a +4 bonus to their saving throw.

Detect Portal (Ex): You are so attuned to portals that should you come within 60' of a portal the DM makes a secret Search check on your behalf, with a DC of 15. If successful, you learn that there is a portal somewhere within the vicinity. To find the exact location of the portal, you must make another search check with a DC of 25 while being within 5' of the portal.

Analyze Portal (Sp): You may now use the Analyze Portal spell three times per day. (See Spell Compendium)

Large Portal (Su): You may now create a portal of a Large size, though it must meet all the requirements of the Create Portal ability. Now Huge creatures may squeeze through, or two medium creatures comfortably at a time.

Swift Portal (Su): Swift Portal (Su): You may now use the Create Portal ability as a swift action.

Rapid Summoning (Su): Your knowledge of moving things from one place to another allows you to now cast Summon Monster spells as a standard action.

Suppress Planar Travel (Sp): Three times per day, you may duplicate the Dimensional Lock spell with a caster level equal to your class level. It lasts for 1 minute per class level.

Sunder My Portal (Su): You may now destroy a portal you created with the Create Portal ability as an immediate action.

Portalus Destructus (Su): You may create a destructive portal within a creature once per day. This rift calls for the creature to make a Fortitude save (DC 10 + class level + casting stat) or have his whole body sucked inside-out into the portal, destroying them completely. Should the creature save against it they still take damage equal to 1d6 for each class level you have in Magus Portalus.

Master the Portal (Su): You now can become so attuned to the potential portals that exist within a plane that you may move creatures from one space to another almost instantly. You may activate this ability once per day, and it lasts for one minute per class level. During this time, you may teleport one creature up to 100' as a swift action. You must be able to see both the creature and the place to which they are teleported. If a creature wishes to resist the teleportation, it must make a Will save (DC 10 + 1/2 class level + casting stat). If you teleport a creature to somewhere dangerous, (in the air, into lava, etc) they get a +4 bonus to their saving throw.


Back to Main Page3.5e HomebrewClassesPrestige Classes

Personal tools
Home of user-generated,
homebrew, pages!
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors