Planar Hop
Planar hop [major] by Iczer
'Damn it's cold in there'
The character can open a rift in time and space and drift through an alternate plane before settling down in our world. This power creates a portal, through which the character can tarvel. The character steps through his portal, wrapping himself in a bubble of our reality as he does so in order to protect himself (and his passengers) from the rigours of the other world.
It takes 2 actions to open a planned portal, one with a clear exit vector. the character steps through, and then drifts at a rate of 1 mile per level per melee, before 'popping' into real existence. Theoretically, the character has no limit to distance travelled, but the travel is not instantaneous (though travel under 100 feet per level is fast enough to be considered instantaneous).
Travel has a few notes and limitations:
- 1) The character can be interupted while he spends two actions creating the portal. Any damage taken, or in fact anything more thhan a hard shove pretty much stops the portal creation.
- 2) The character can be followed, as long as the follower wastes no time (1-2 seconds behind him) In addition, someone may step ahead of the character travelling ahead of him)
- 3) No chance of disaster: the character cannot appear in a solid object, though otherwise has the normal chance of success when teleporting 'blind'.
- 4) The character must be able to travel through his portals. if restrained, he can create a portal, but cannot move to pass through it.
The character can create a fast portal. This is fast enough to be combined with a dodge (character adds +4 to dodge) but the character drifts for one melee and must make a saving throw (14+ ME bonuses apply) to return every melee round (drifting further and further in a random direction). He must save again upon returning (16+ ME bonuses apply) or be unable to create a portal for 15 minutes.
The world the character enters is composed of a fluid energy, of a type chosen upon gaining this power. when he returns, he carries some of it with him, creating a charcteristic energy shockwave. He can offensively open a portal that funnells some of this energy outwards, inflicting 2d6 damage +1D6 per level of experience, out to 60 feet with +3 to strike.
Other bonuses: The protective field around the character created when he portals has an SDC of 25+5 per level and halves the damage of any energy attack (except the energy in his chosen plane to which the field completely protects). The protective field lasts for 5 minutes per level, but is renewed instantly when he travels again.