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Jaunter’s Wake

Prerequisite(s): Rogue 12, Jaunter’s Hop, worship a deity that grants the Trickery and Travel domains (or their subdomains)

Benefit(s): As a move action, the rogue can expend a mote of movement to dimension door as a spell-like ability (CL equal to her rogue’s class level) except she leaves behind a burst of acid, cold, electricity, fire or sonic energy, the type is chosen at the start of each day when the she fills up her pool. Choose one corner of the rogue starting square. A 10-foot-radius burst of the chosen energy explodes from that corner the moment she leaves, dealing 1d6 points of damage + 1d6 points of damage for every two rogue class levels. A successful Reflex Save (DC 10+1/2 the rogue’s class level + her Charisma modifier) results in half damage.

Section 15: Copyright Notice

The Secrets of the Divine: Adventure, Earth, Magic & Water Copyright © 2014 Steven D. Russell, Author Steven D. Russell.