Home >Classes >3rd Party Classes >Frog God Games >

Portalist

On a battlefield where positioning is key, the portalist is king. By uncovering the secrets of leaping through hidden tears in the fabric of reality the portalist changes the rules by which ordinary melee is fought. Part warrior and part planar sage, the portalist keeps themselves lightly armored and lightly armed, maximizing their ability to move in ways previously thought impossible. A true rarity, some portalists form a secret order dedicated to the mysteries of dimensional travel, while others are loners who study the secrets of teleportation on their own. Individual portalists are as different as the style of portals they create. Many are flashy, travelling through inter-dimensional wormholes with a cacophony of thunder and lightning, while others silently slip in and out of the world through tiny fissures near-invisible to the untrained eye.

Role: The portalist fills the niche of the most-mobile combatant. Their forte is to open dimensional fissures and leap through them to attack foes. They’re a small-scale teleporter, perfect for setting a flank or being in the right place at the right time. At higher levels, they begin to perform dimensional movement as an immediate action, making them exceptionally difficult to pin down. Despite their intricate knowledge of planar lore and supernatural abilities, the portalist is not themselves a wizard. They’re a lightly armored warrior who excels at speed and perfect positioning.

Hit Die: d10

Starting Gold: 4d6 x 10 (average 140 gp)

Skills

Class Skills: The portalist’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Skill ranks per level: 4 + Int modifier.

Table: Portalist
Level Base Attack Bonus Fort Ref Will Special # Portals per Day
1st +1 +0 +2 +0 Create portal, portalist organization, quick 3
2nd +2 +0 +3 +0 Portal trick 4
3rd +3 +1 +3 +1 Fast movement 4
4th +4 +1 +4 +1 Portal trick 5
5th +5 +1 +4 +1 Bonus feat, ingenious movement 5
6th +6 +2 +5 +2 Portal trick 6
7th +7 +2 +5 +2 Portal strike +1, stagnate/experiment 6
8th +8 +2 +6 +2 Portal trick 7
9th +9 +3 +6 +3 Bonus feat 7
10th +10 +3 +7 +3 Arch-portal 8
11th +11 +3 +7 +3 Portal strike +2, stagnate/experiment 8
12th +12 +4 +8 +4 Arch-portal 9
13th +13 +4 +8 +4 Bonus feat 9
14th +14 +4 +9 +4 Arch-portal 10
15th +15 +5 +9 +5 Portal strike +3, stagnate/experiment 10
16th +16 +5 +10 +5 Arch-portal 11
17th +17 +5 +10 +5 Bonus feat 11
18th +18 +6 +11 +6 Arch-portal 12
19th +19 +6 +11 +6 Portal strike +4, stagnate/experiment 12
20th +20 +6 +12 +6 Portal storm 13

Class Features

All of the following are class features of the portalist.

Weapon and Armor Proficiency

Portalists are proficient with all simple and martial weapons. Portalists are proficient with light armor but not shields.

Create Portal (Su)

At 1st level, the portalist gains the ability to create portals. Portals are tears in the fabric of reality the portalist is able to travel through instantaneously, creating a short-range teleportation-like effect. Although a portalist learns more complex portals as they advance in level, at first level the portalist can only create standard portals. A portalist may produce a number of standard portals per day equal to 3 + half their portalist level, as indicated in Table: Portalist, plus their Intelligence bonus. See the sidebar “The Standard Portal” for a description of the mechanics of the basic portal.

Sidebar: New Skill Use- “Porting in on the Big Guy”

Few portalists can resist the opportunity to open a portal on top of the back or shoulders of a giant-sized opponent.

Such a stunt can be done without the need of a special feat or even a specific portal trick. It does though require a hefty Acrobatics check in order to avoid plummeting to the ground and landing in an awkward position.

  • To succeed, the portalist’s target must be at least two sizes larger than the portalist.
  • The DC of the Acrobatics check is determined as follows:

Base 20 + Target’s Size Modifier + Target’s Speed Modifier + Target’s Body Type Modifier

Target’s Size Modifier
Target is
Acrobatics
DC modifier
0–1 size larger than the portalist *Cannot be safely landed on
2 sizes larger 0
3 sizes larger –5
4 sizes larger –10
5 sizes larger –20
Target’s Speed Modifier
Target’s Speed is:
Acrobatics
DC modifier
Less than 30 0
30 +2
40 +4
50 +6
60 or greater +8
Target’s Body Type Modifier
Target’s Body Type is:
Acrobatics
DC modifier
Bipedal (target stands upright) +5
Quadrapedal (4-legged) 0
Multipedal (more than 4 legs) –5

Portalist Organization (Ex)

At 1st level, a portalist joins a portalist organization. Each organization includes a list which contains two favored portal tricks and one favored arch-portal.

Once per day, a member can choose to perform one of their organization’s listed favored maneuvers at a cost of one less use of their create portal ability than normal. If the portal trick (or arch-portal) normally expends only one portal, the maneuver can instead be performed for free. The portalist must still actually know how to perform the listed portal trick (or arch portal) in order to gain this benefit.

Sidebar: The Standard Portal

Portals are conjuration [teleportation] effects with a caster level equal to the class level of the portalist. Below are the essential mechanics of the standard portal.

  • Creating a standard portal is a swift action which may take place at any point within the portalist’s move action.
  • When a portalist opens a standard portal they first choose a start point, which must be in their current square or a square adjacent to them. They then choose an exit square.
  • To successfully travel through the portal, the portalist must have enough movement left to enter the square in which they created the portal. Travelling through the two points of the portal itself, however, costs no movement at all and the portalist may continue the balance of their move immediately upon exiting the portal.
  • The distance between the entry and exit square cannot be more than 25 feet + 5 feet for every two class levels.
  • The portalist must have line of sight to the selected exit point.
  • The portalist’s chosen exit square must be unoccupied, though creatures Tiny or smaller do not count as occupiers, posing no obstacle. If the portalist attempts to exit into a solid or occupied square, the standard portal fails and that use of the portalist’s create portal ability is expended.
  • Creating a standard portal does not provoke an attack of opportunity. The act of entering or exiting a standard portal does not provoke an attack of opportunity either, but the remainder of the portalist’s movement may provoke as normal.
  • A standard portal is a temporary phenomenon and it collapses as soon as the portalist passes through, arriving at the exit point. If the portalist does not pass through the portal for any reason, it instead collapses at the end of the portalist’s turn.
  • Only the portalist who created the portal can pass through it.
  • The portalist can only ever have one standard portal in existence at a time.
  • Every portalist’s standard portal appears slightly different, acting as a mystic signature. Nevertheless, they all share certain commonalities: standard portals are vibrant and loud. The based DC to detect the exit portal only requires a successful Perception check of DC 0.

Quick (Ex)

At 1st level, a portalist’s reaction time improves, granting a +1 bonus to initiative rolls. This bonus stacks with all other bonuses to initiative such as the Improved Initiative feat. This bonus improves to +2 at 7th level and increases by +1 every four levels thereafter until a maximum of +5 at 19th level. This benefit applies only when the portalist is wearing no armor or light armor and not carrying a heavy load.

Portal Tricks: Starting at 2nd level and every two levels thereafter, a portalist learns a new trick to exploit and enhance the standard portals they generate. See below for a complete list of available portal tricks and their description. Unless otherwise indicated in the description, portals created with portal tricks use the same mechanics as standard portals. Portal tricks cannot be combined, except through the use of Combination Portal.

Ally Portal (Su)

A portalist may pull a single willing adjacent ally of the same size or smaller through their portal so the two of them travel together. The Portalist and their ally must exit the portal in separate but adjacent squares. This requires no action from the ally.

Using an ally portal only expends a single portal.

Boomerang Portal (Su)

A portalist may enter a portal, exit the portal in its exit square, make a single attack, and then re-enter the portal, returning back to their original position. The entire exchange takes place as a full-round action which does not provoke an attack of opportunity. Using a boomerang portal expends two uses of the portalist’s create portal ability.

Charging Portal (Su)

With this trick, a portalist may charge into their portal’s entry point and then exit the portal’s exit point while still maintaining the momentum of their charge in order to strike their foe.

The portalist must travel in a straight line of at least ten feet before opening the portal, and must also travel in a straight line upon exiting, but the two straight lines need not be in the same direction. Using a charging portal only expends a single portal.

Covering Portal (Su)

By creating a portal in their square, and entering it with half their body, a portalist can confound their attackers.

Although this use of a portal does not enable the portalist to travel, and lasts only as long as the start of the portalist’s next turn, while it is in effect the portalist gains cover in all directions (+4 to AC, +2 Reflex saves). Creating a covering portal expends a single portal. As a second alternative option, rather than spending their turn stationary, the portalist can instead travel with a standard portal and then gain the benefit of cover. This aspect of the trick, however, expends two uses of the portalist’s create portal ability.

Double Portal Hop (Su)

As a full-round action, which may at the portalist’s election include a double-move, the portalist opens a portal, exits through it, opens a second portal and exits though it as well.

Performing a double portal hop only expends a single portal.

Efficient Portals (Su)

The portalist develops the knack of opening short range portals which are far less taxing. For the cost of a single portal, the portalist can instead open three: one each round for the next three rounds. Each portal, however, has substantially less range than a normal portal (10 feet + 5 feet for every two levels of portalist the character has instead of 25 + 5 for every two levels). Moreover, efficient portals cannot be combined with any other portal tricks or arch-portal effects. The portalist can stop using the efficient portals at any time in order to instead perform a different portal trick (or archportal) at its normal cost.

Elemental Blast Portal (Su)

By passing their portal through an elemental plane, the portalist causes a blast of elemental energy to explode from the exit. When opening the portal, the portalist chooses the type of energy: acid (earth), electricity (air), fire (fire), or cold (water). The blast targets all creatures in the portal’s exit square as well as any adjacent square. The blast does 1d6+1 points of damage for every two class levels (for example, 3d6+3 points of damage at 6th level). A successful Reflex save halves the damage. The DC is 10 +1/2 the portalist’s class level + their Intelligence modifier. After the blast, the portalist may choose to leap from the exit (safely) or remain in their original position. Using an elemental blast portal expends two uses of the create portal ability whether the portalist travels through or not.

Evasive Portal (Su)

With this trick, whenever the portalist is affected by a spell or other effect which permits a Reflex save for half damage, the portalist can attempt to leap through a portal and whisk themselves away to safety as an immediate action. If the portalist succeeds on their saving throw they takes no damage and instantly travels through a portal as an immediate action to their destination of choice (within the normal range of their standard portal). This expends a single use of the portalist’s create portal ability. If the save fails, the portalist does not relocate and they take full damage as normal, but they do not expend a use of their create portal ability. The evasive portal trick can only be used if the portalist is wearing light armor or no armor. Evasive portals cannot be combined with any other portal tricks or arch-portal effects.

Hidden Portal (Su)

Upon mastering this trick, the portalist no longer needs to have line of sight to the exit point of their portal. If the portalist has seen the exit location before, performing a hidden portal expends two uses of the portalist’s create portal ability. If the portalist has never seen the exit location before, creating a hidden portal expends three uses of the portalist’s create portal ability. If the portalist’s chosen exit point is a solid square, the portal fails to open and a single portal is expended.

Immediate Portal (Su)

The portalist may open and exit through a basic portal as an immediate action, even interrupting an opponent’s action. A portalist may not use an immediate portal if they are flat-footed.

Using an immediate portal expends three uses of the portalist’s create portal ability. Immediate portals cannot be combined with any other portal tricks or arch-portal effects. The portalist must be 4th level before selecting this portal trick.

Perching Portal (Su)

By keeping a toehold inside a portal attached to a demi-plane with a more forgiving level of gravity, the portalist can temporarily hang upside down on ceilings or perch sideways on walls. As long as it is within their usual range, the portalist can safely place the exit point of their portal on any surface. Upon exiting the portal, as long as the portalist remains in the five-foot square of their exit point, the portalist can remain hanging in place as though they had the benefit of spider climb. The effect lasts until the portalist leaves their square or the end of their next turn — whichever comes first. If by the end of their turn following the use of a perching portal the portalist has not managed to grab a hold of something, or otherwise returned to the ground (such as by travelling back down with another portal), they immediately fall.

Performing a perching portal only expends a single portal.

Relentless Portal (Su)

With this trick, the portalist opens a standard portal, travels through it and attacks their opponent with a melee attack, expending a single use of their portal ability as normal. However, if the melee attack misses, the portalist may immediately open a second portal exiting into a different square which also threatens that same opponent. The portalist may then leap through that second portal and attempt another melee attack against that same opponent, using their highest attack bonus. Opening the second portal expends a second use of the portalist’s create portal ability.

Retaliatory Portal (Su)

With this trick, whenever the portalist is damaged by a melee attack, they may choose to suddenly exit a portal adjacent to the foe that struck them and make a single melee attack against that foe at their highest attack value as an immediate action. As per normal, a portalist can only perform a single immediate action per round. Retaliatory portals cannot be combined with any other portal tricks or arch-portal effects. Performing a retaliatory portal expends two uses of the portalist’s create portal ability.

Rising Portal (Su)

When a portalist falls prone, they may create a portal underneath themselves in their square and angle their path of travel so that when they exit their portal they land upright back on their feet. Travelling through the portal itself still requires a move action as normal, but using the portal in this way allows the portalist to avoid an attack of opportunity for standing from prone. Performing a rising portal expends a single portal.

Shielding Portal (Su)

As a readied action, the portalist opens a portal which intercepts a single missile attack, or a spell or spell-like ability that require a ranged touch attack. The portal opens, blocks the attack and shunts it harmlessly into another plane. To work, the attack must have been directed at the portalist or at a target in an adjacent square. The portalist does not travel through a shielding portal. The use of the shielding portal trick expends a single portal, but only if the readied action triggers. Shielding portals cannot be combined with any other portal tricks or arch-portal effects.

Stretch Portal (Su)

The portalist can double the maximum distance of their standard portal. Performing a stretch portal expends two uses of the portalist’s create portal ability.

Stealth Portal (Su)

Although a portal normally opens with great fanfare with flashes of lightning and noise, a portalist with this trick can choose to open their portals silently with little more than a thin cracked line in the air. When opening their portal, the portalist makes a Stealth check opposed by their target’s Perception. The portalist receives a +2 circumstance bonus to the check due to the sudden surprise of the movement. If the portalist wins the opposed roll, their opponent does not detect the portalist’s exit and if cover or concealment is available the portalist can attempt to hide. Alternately, if in range, the portalist may immediately attack their target. If the target failed to detect the portalist, the target is denied its Dexterity bonus to armor class. Performing a stealth portal only expends a single portal.

Summoning Portal (Su)

By opening a portal to one of the elemental planes, the portalist may cause an elemental of their choice (earth, air, fire or water) to exit a portal and follow their commands. The elemental first exits at the point chosen by the portalist within their portal range.

It then lasts 1 round per class level, before lifelessly decomposing into its elements. At 4th level the portalist can summon a Small elemental, at 8th level the portalist can summon a Medium elemental, and at 12th level the portalist can summon a Large elemental. Performing a summoning portal expends two uses of the portalist’s create portal ability and the portalist does not themself travel through the portal.

The portalist must be 4th level before selecting this portal trick and they may not have more than one summoned elemental at a time.

Transposition Portal (Su)

By placing their portal’s exit point in the square of a willing ally within range the portalist can quickly swap places with their ally. The act of the swap expends the portalist’s move action, leaving them their standard action, if they did not previously use it before opening the portal. The swap does not require any movement from the ally. Alternatively, a portalist may instead attempt to swap places with an unwilling opponent. This use is a full-round action that draws an attack of opportunity from the target as the portalist’s hands reach through the exit portal to grab the target. To succeed the portalist must perform a Combat Maneuver roll, achieving a score which exceeds their target’s Combat Maneuver Defense. Performing a transposition portal expends a single use of the portalist’s create portal ability, regardless of whether it’s used to swap places with an ally or an opponent and regardless of whether the attempt succeeds.

Fast Movement (Ex)

At 3rd level, a portalist’s land speed becomes faster than the norm for their race by +10 feet. This benefit applies only when they are wearing no armor or light armor and not carrying a heavy load. Apply this bonus before modifying the portalist’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the portalist’s land speed.

Bonus Feat: At 5th level and every 4 levels thereafter, a portalist may select a bonus feat. These feats must be taken from the following list: Dodge, Disorienting Maneuver†, Fleet, Improved Initiative, Lightning Reflexes, Mobility, Run, Skill Focus (Acrobatics), Skill Focus (Knowledge [planes]), and Wind Stance. A portalist does not need to meet any of the prerequisites normally required for these feats.

At 13th level, the following feats are added to the list: Combat Patrol**, Spring Attack, Teleport Tactician**, and Lightning Stance.

Ingenious Movement (Ex)

At 5th level, through careful study of their environment, or perhaps a sudden burst of inspired creativity, the portalist can deftly traverse obstacles which would normally slow others. The portalist can ignore difficult terrain, treating it as normal terrain, for a number of rounds per day equal to their Intelligence modifier. This ability does not negate any damage such terrain might cause. The portalist may use this ability only when they are wearing no armor or light armor and not carrying a heavy load.

Portal Strike (Ex)

At 7th level whenever a portalist exits a portal and attacks a foe in the same round, they gain a +1 circumstance bonus to hit and damage on their attack. This bonus increases by 1 point every four levels. The portalist gains the benefit of this ability only when they are wearing no armor or light armor and not carrying a heavy load.

Stagnate and Experiment: At 7th level and every four levels thereafter a portalist may choose to remove a portal trick they currently know and substitute it with another. At level 11 and thereafter, a portalist may instead choose to remove a previously selected archportal and gain a new arch-portal instead. A portalist cannot remove a portal trick if it is a prerequisite for an arch-portal they possess.

Arch Portals: Upon reaching 10th level, the portalist begins to harness the power of their portals to even greater effect. Starting at level 10 and every two levels thereafter, a portalist can chose to master an arch-portal. See below for a complete list of available arch-portals and their description. Unless otherwise indicated in the individual descriptions, arch portals use the same mechanics as standard portals.

A portalist may, at their option, select a standard portal trick in place of an arch-portal.

Accelerated Portal (Su)

By travelling through portals connected to alternate planes where time travels faster than normal, the portalist learns to get the drop on even the speediest of their opponents.

Although an accelerated portal otherwise functions like an ordinary portal, it has an additional special property. If during combat, the portalist exits an accelerated portal so that they arrives adjacent to an opponent who has a higher position in the initiative order, on the following round the portalist’s initiative score suddenly increases such that they climbs over top of that opponent’s position in the order of initiative (by a single point). This effectively enables the portalist to act twice before their foe can retaliate and may cause them to act before other opponents as well, depending on the initiative order. An accelerated portal has no special effect when employed against an opponent who is already behind the portalist in the current initiative order. Using an accelerated portal expends two uses of the portalist’s create portal ability.

Aerial Portal (Su)

The portalist positions a portal overtop their foe and drops on them in a furious melee attack. If the portalist’s melee attack succeeds they does additional damage on account of the momentum of their fall (+1d8 points of damage plus an additional 1d8 points of damage for every three levels of portalist). Should the portalist score a critical hit with an aerial portal, this extra damage is not multiplied. If the portalist slays their target, they land in the target’s square. If their target survives, they land in the nearest empty square. Either way, the portalist must make a successful Acrobatics check or fall prone. The DC of the check is equal to the amount of extra damage dealt, whether the attack hit or missed. Regardless of whether they fall or land on their feet, the portalist do not themselves take damage from the fall, even if their attack is a miss. Using an aerial portal only expends a single portal.

Combination Portal (Su)

The portalist may open a portal that combines the features of any two different portal tricks (or archportals) that they know. The portalist must expend the cost associated with each portal, plus one additional portal. For example, an ‘elemental blast plus boomerang portal’ would expend five uses of the portalist’s daily portals (2 for the elemental blast, 2 for the boomerang, and 1 because it is a combination portal).

Contingent Portal (Su)

When a specific event chosen by the portalist occurs, the portalist passes through a basic portal as an immediate action. The portalist may choose from one of the following triggering events: (a) the portalist gains the grappled condition; (b) the portalist gains any of the nauseated, paralyzed, staggered or stunned conditions; (c) the portalist begins to drown; (d) the portalist falls more than 15 feet; or (e) the portalist suffers damage that causes their hit point total to drop below a predetermined number. To set a contingent portal, the portalist must choose the event in advance, at the start of each day and cannot change it until the following day. Once the portal triggers, the portal opens in the portalist’s current square.

The portalist chooses where it exits, anywhere within their portal’s range. The portalist immediately moves through the portal and exits as an immediate action whether they want to or not. If the portalist cannot choose an exit square (because they are unconscious or dead) then the exit square occurs in a random direction at the portalist’s maximum range. Executing a contingent portal only requires a single portal, which is expended the moment the triggering event occurs.

If the portalist does not have any portals left when the triggering event occurs, the contingent portal fails. Contingent portals cannot be combined with any other portal tricks or arch-portal effects.

Ghost Portal (Su)

With this technique, the portalist learns to harness the properties of the Ethereal Plane, briefly taking on a wraith-like form. Upon exiting this arch-portal, the portalist becomes incorporeal (Ex), gaining all the benefits and mechanics of an incorporeal creature.

The portalist’s incorporeal form lasts until the start of their next turn.

Performing a ghost portal expends three uses of the portalist’s create portal ability.

Healing Portal (Su)

By passing their portal through the Positive Energy Plane for the briefest of moments, the portalist can provide themselves a limited form of healing as they leap through and travel. A healing portal restores 1d6 points of damage for every three class levels. Performing a healing portal expends two uses of create portal.

Hovering Portal (Su)

The portalist may safely exit their portal and stand in thin air. When they do so, they float in place as though they were levitating. The effect lasts until the portalist leaves their exit square or the end of the portalist’s next turn, whichever comes first. This affords the portalist an opportunity to use a second portal (or other means) to safely return to the ground. If they do not, once their turn expires, they fall to the ground, taking damage as normal. A hovering portal expends a single portal.

Karmic Portal (Su)

By experimenting with portals leading to alternate parallel realities the portalist learns to see the myriad of possibilities ahead of them and begins to better shape their own fortune. Upon opening a karmic portal, the portalist chooses two different portal tricks (or arch-portals) that they already know. They then perform and resolves each portal (as well as the rest of their own turn), rolling to see each potential outcome. The portalist then chooses between each of the two possible outcomes and selects one to be their actual action and final outcome — the other being a hypothetical that never comes to pass. Before making their choice, the portalist is able to learn the results of all die rolls, including attack rolls, damage rolls and saving throws. A karmic portal expends a number of uses of create portal equal to the cost of the final portal actually performed, plus one.

Matador Portal (Su)

As a readied action, the portalist opens a portal that intercepts an opponent in the course of a charge or move action. They then cause the target to exit out a new square of their choosing within the range of their standard portal. The target receives a Reflex saving throw (DC 10 + 1/2 the portalist’s class level + their Intelligence modifier) and if successful, the target evades the portal, completing their movement as normal. The portalist cannot cause the target to exit in a square that will immediately cause them harm, such as falling damage or placing the target in a pool of lava, but they can cause them to exit in a square which is threatened by the portalist or their allies. Creating a matador portal expends a single portal.

Perpetual Portals (Su)

With this arch-portal ability, the portalist never truly runs out of portals again. A portalist may only begin performing perpetual portals once their number of portals per day has been reduced to zero. At that point, with this arch-portal ability, the portalist is able to perform a standard portal every other round or an effi cient portal every four rounds — the off-round acts as a cool-down period in which the perpetual portal re-charges. Perpetual portals cannot be combined with any other portal trick or arch-portal.

Persistent Portal (Su)

A portalist may open and stabilize a portal, leaving the entrance and exit holes in place for a number of rounds equal to their class level. A portalist may travel back and forth between the portal as part of a move action, as normal, as many times as they choose. Persons other than the portalist, both friend and foe, may also move through the portal, but at the cost of a standard action.

A portalist may collapse the portal as a free action anytime during their own turn. While a persistent portal is open, the portalist is free to create and travel through other portals, and even create more than one persistent portal. Persistent portals cannot be combined with any other portal trick or arch-portal. Creating a persistent portal expends two uses of the portalist’s create portal ability.

Rapid Portal Strike (Su)

A portalist may open and travel through two portals as a full-round action, just as with the double portal hop portal trick. In addition, each time the portalist exists one of the two portals, the portalist may make a single melee attack against any single target within reach. The portalist may make each of the two attacks at their highest attack value, but with a –2 penalty. A portalist must have learned the double portal hop portal trick before they can select this arch-portal. Performing a rapid portal strike only expends a single use of the portalist’s create portal ability.

Reaching Portal (Su)

The portalist may open a portal as a free action and place the exit adjacent to a foe within range. Rather than leap through it, the portalist may instead thrust his melee weapon through the portal and make melee attacks as though they were themselves adjacent to the foe, taking either a standard attack or a full-attack. The portalist is able to add the bonus from his portal strike ability to these attacks. The foe cannot strike back through the portal. A portalist with reach, such as the wielder of a reach weapon, may choose to instead place his exit portal 10 feet away from his foe, or at a distance equal to his reach. Using a reaching portal expends two uses of the portalist’s create portal ability.

Redirecting Portal (Su)

As a readied action, the portalist opens a portal that intercepts a single missile attack, or a spell or spell-like ability that requires a ranged touch attack. The portal opens, blocks the attack and then redirects the attack out of a second portal anywhere within the portalist’s portal range, causing the effect to attack an opponent. To work, the attack must have been directed at the portalist or at a target in an adjacent square.

In order for the redirected attack to hit its new target, the portalist must succeed on whatever die roll was required for the original attack, using their own modifiers. For example, a redirected arrow requires a ranged attack roll, while redirecting a scorching ray requires a ranged touch attack. A portalist must have learned the shielding portal trick before they can select this arch-portal. Using a redirecting portal only expends a single use of the portalist’s create portal ability and only if the readied action is triggered. Redirecting portals cannot be combined with any other portal tricks or arch-portal effects.

Portal Storm (Su)

At 20th level a portalist gains the ability to produce many portals at once and can pass through them with lightning speed, popping in and out of the battlefield. As a full-attack action, the portalist can give up their regular attacks and instead open a separate portal adjacent to each foe in range of their portal ability from their starting location. They can then pass through each portal in turn and make one melee attack at their highest base attack bonus against each opponent. They may then choose to end their turn at any of the portal locations, including their starting location. The number of portals in a single round, and hence attacks, cannot be greater than 10 + the portalist’s Intelligence modifier. Nor can the portalist create more portals (and take attacks) than there are opponents in range. A portalist can perform a portal storm only once per day, but it does not expend any uses of the portalist’s create portal ability. The portalist may use this ability only when they are wearing no armor or light armor and not carrying a heavy load.

Alternate Favored Class Bonuses

  • Dwarf: Increase the portalist’s portal distance by 2 feet. In combat this has no effect unless the portal distance has been increase by an increment of 5 feet; an increase of 8 feet is effectively the same as an increase of 5 feet, for example.
  • Elf: Add 1 to the elf’s base speed. In combat this has no effect unless the elf has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class’s fast movement feature and applies only under the same conditions as that ability.
  • Gnome: The gnome gains 1/6th of a new portal trick.
  • Half-elf: Add +1/4 bonus to Portalist’s initiative score.
  • Half-orc: Add +1/2 damage when performing the elemental blast portal trick.
  • Halfling: Add +1 bonus on Stealth checks made when performing the hidden portal trick.
  • Human: The human gains 1/5th of an extra portal.
Section 15: Copyright Notice

The Lost Lands World Setting: Pathfinder Rules Addendum, ©2020, Frog God Games.