TEXT: By Michael Kortes
  Frog God 
  Games
  
  2
  Lost Lore: The Portalist
  CEO
  Bill Webb
  Creative Director: Swords & Wizardry
  Matthew J. Finch
  Creative Director: Pathfinder
  Greg A. Vaughan
  Art Director
  Charles A. Wright
  Wasn’t Even Supposed To Be Here Today
  Skeeter Green
  Shadow Frog
  James Redmon
  Author
  Michael Kortes
  Developer
  John Ling
  Copy Editor
  John Ling
  Art Direction
  Charles A. Wright
  Layout and Typesetting
  Charles A. Wright
  Cover Art
  Andrew DeFelice
  Interior Art
  Andrew DeFelice
  Playtesting
  Playtesting: Spencer Robertson, James “Slash” 
  Quigley, Dominic “Malachi” Amann, 
  Kevin Garlick, Stephanie “Kewlkat” Amann, 
  Dave Kirk
  Credits
  Adventures 
  Worth  
  Winning
  Frog  
  God 
  Games
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  FROG GOD GAMES IS
  
  3
  Lost Lore: The 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 himself 
  lightly armored and lightly armed, maximizing his 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. 
  His forte is to open dimensional fissures and leap through them to 
  attack foes. He’s a small scale teleporter, perfect for setting a flank 
  or being in the right place at the right time. At higher levels, he 
  begins to perform dimensional movement as an immediate action, 
  making him exceptionally difficult to pin down. Despite his intricate 
  knowledge of planar lore and his supernatural abilities, the portalist 
  is not himself a wizard. He’s a lightly armored warrior who excels at 
  speed and perfect positioning.
  Alignment: Any.
  Hit Die: d10
  Starting Gold 4d6 x10 (average 140 gp)
  Table: Starting Age
  Race
  Base Age
  Modifer
  Human
  15 years
  +2d6
  Dwarf
  40 years
  +7d6
  Elf
  110 years
  +10d6
  Gnome
  40 years
  +9d6
  Half-elf
  20 years
  +3d6
  Half-orc
  14 years
  +2d6
  Halfling
  20 years
  +4d6
  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.
  The Portalist
  The Portalist
  Level
  Base 
  Attack 
  Bonus
  Fort
  Ref
  Will
  Special  
  # Portals 
  per Day
  1
  +1
  +0
  +2
  +0
  Create portal, quick
  1
  2
  +2
  +0
  +3
  +0
  Portal trick
  2
  3
  +3
  +1
  +3
  +1
  Fast movement
  3
  4
  +4
  +1
  +4
  +1
  Portal trick
  4
  5
  +5
  +1
  +4
  +1
  Bonus feat, ingenious movement
  5
  6
  +6
  +2
  +5
  +2
  Portal trick
  5
  7
  +7
  +2
  +5
  +2
  Portal strike +1, stagnate/experiment
  6
  8
  +8
  +2
  +6
  +2
  Portal trick
  6
  9
  +9
  +3
  +6
  +3
  Bonus feat
  7
  10
  +10
  +3
  +7
  +3
  Arch-portal
  7
  11
  +11
  +3
  +7
  +3
  Portal strike +2, stagnate/experiment
  8
  12
  +12
  +4
  +8
  +4
  Arch-portal
  8
  13
  +13
  +4
  +8
  +4
  Bonus feat
  9
  14
  +14
  +4
  +9
  +4
  Arch-portal
  9
  15
  +15
  +5
  +9
  +5
  Portal strike +3, stagnate/experiment
  10
  16
  +16
  +5
  +10
  +5
  Arch-portal
  10
  17
  +17
  +5
  +10
  +5
  Bonus feat
  11
  18
  +18
  +6
  +11
  +6
  Arch-portal
  11
  19
  +19
  +6
  +11
  +6
  Portal strike +4, stagnate/experiment
  12
  20
  +20
  +6
  +12
  +6
  Portal storm
  12
  
  4
  Lost Lore: The Portalist
  Class Features
  All of the following are class features of the portalist.
  Weapon and Armor Proficiency: Portalists are proficient with 
  all simple weapons and all light and single-handed martial melee 
  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 he advances in level, at first level the portalist can only 
  create standard portals. A portalist may produce a number of 
  standard portals per day as indicated in Table: The Portalist, plus 
  his Intelligence bonus. See the sidebar “The Standard Portal” for a 
  description of the mechanics of the basic portal. 
  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 he generates. 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.
  Ally Portal (Su): A portalist may pull a single willing adjacent ally 
  of the same size or smaller through his portal so the two of them 
  travel together. The Portalist and his ally must exit the portal in 
  separate but adjacent squares. 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 his 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 
  his portal’s entry point and then exit the portal’s exit point while 
  still maintaining the momentum of his charge in order to strike his 
  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 his square, and 
  entering it with half his body, a portalist can confound his 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 his 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 arch-
  portal) at its normal cost.
  Elemental Blast Portal (Su): By passing his 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 frost 
  (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 + his Intelligence modifier. After the 
  blast, the portalist may choose to leap from the exit (safely) or remain 
  in his 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 
  attacked 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 himself away to safety. If the portalist succeeds on his saving 
  throw he takes no damage and instantly travels through a portal as 
  an immediate action to his destination of choice (within the normal 
  range of his standard portal). This expends a single use of the 
  portalist’s create portal ability. If the save fails, the portalist does not 
  relocate and he takes full damage as normal, but he does not expend 
  a use of his create portal ability. The evasive portal trick can only be 
  The Standard Portal
  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 he first chooses 
  a start point, which must be in his current square or a square 
  adjacent to him. He then chooses an exit square. 
  • To successfully travel through the portal, the portalist 
  must have enough movement left to enter the square in 
  which he 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 his 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.
  
  5
  Lost Lore: The Portalist
  used if the portalist is wearing light armor or no armor.
  Hidden Portal (Su): Upon mastering this trick, the portalist no 
  longer needs to have line of sight to the exit point of his 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 he is 
  flat-footed. Using an immediate 
  portal expends three uses of the 
  portalist’s create portal ability. 
  The portalist must be 4th level 
  before selecting this portal trick.
  Perching Portal (Su): By 
  keeping a toe-hold 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 his usual 
  range, the portalist can safely 
  place the exit point of his portal 
  on any surface. Upon exiting the 
  portal, as long as the portalist 
  remains in the five-foot square 
  of his exit point, the portalist can 
  remain hanging in place as though 
  he had the benefit of spider climb. 
  The effect lasts until the portalist 
  leaves his square or the end of his 
  next turn — whichever comes first. If 
  by the end of his 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), he immediately falls. 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 his 
  opponent with a melee attack, expending a single use of his 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 his 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, he may choose to suddenly exit a portal 
  adjacent to the foe that struck him and make a single melee attack 
  against that foe at his highest attack value. Both the portal and attack 
  take place as an immediate action. As per normal, a portalist can only 
  perform a single immediate action per round. Performing a retaliatory 
  portal expends two uses of the portalist’s create portal ability.
  Rising Portal (Su): When a portalist falls prone, he may create a 
  portal underneath himself in his square and angle his path of travel 
  so that when he exits his portal he lands upright back on his 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.
  Stretch Portal (Su): The portalist can double the maximum 
  distance of his 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 his portals silently with little more than a thin 
  cracked line in the air. When opening his portal, the portalist 
  makes a Stealth check opposed by his 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, his 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 
  his 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 his choice 
  (earth, air, fire or water) to exit a 
  portal and follow his commands. 
  The elemental first exits at the point 
  chosen by the portalist within his 
  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 
  himself travel through the portal. The portalist must be 4th 
  level before selecting this portal trick and he may not have more than 
  one summoned elemental at a time.
  Transposition Portal (Su): By placing his portal’s exit point in the 
  square of a willing ally within range the portalist can quickly swap 
  places with his ally. The act of the swap expends the portalist’s move 
  action, leaving him his standard action, if he 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 his 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 his race by +10 feet. This benefit 
  applies only when he is 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 
  
  6
  Lost Lore: The 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.
  **Pathfinder Roleplaying Game Advanced Player’s Guide
  † Pathfinder Roleplaying Game Ultimate Combat
  Ingenious Movement (Ex): At 5th level, through careful study of 
  his environment, or perhaps a sudden burst of inspired creativity, the 
  portalist can deftly traverse obstacles which would normally slow 
  others. The portalist can ignore rough terrain, treating it as normal 
  terrain, for one round per day for each point of his Intelligence 
  bonus. This ability does not negate any damage such terrain might 
  cause. The portalist may use this ability only when he is 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, he gains a +1 circumstance 
  bonus to hit and damage on his attack. This bonus increases by 1 
  point every four levels. The portalist gains the benefit of this ability 
  only when he is 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 he currently 
  knows and substitute it with another. At level 11 and thereafter a 
  portalist may instead choose to extinguish a previously selected arch-
  portal and gain a new arch-portal instead. A portalist cannot remove 
  a portal trick if it is a prerequisite for an arch-portal he possesses.
  Arch Portals: Upon reaching 10th level, the portalist begins to 
  harness the power of his 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 his 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 his 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 such that he 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 he 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 his foe can retaliate and may cause him 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 his 
  foe and drops on him in a furious melee attack. If the portalist’s 
  melee attack succeeds he does additional damage on account of the 
  momentum of his 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 his target, he lands in the 
  target’s square. If his target survives, he lands 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 momentum damage dealt, whether the attack hit or missed. 
  Regardless of whether he falls or lands on his feet, the portalist does 
  not himself take damage from the fall, even if his 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 arch-
  portals) that he knows. 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). Special: this ability may not be 
  used to combine the immediate portal trick with any other 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 
  his 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 his 
  portal’s range. The portalist immediately moves through the portal 
  and exits as an immediate action whether he wants to or not. If the 
  portalist cannot choose an exit square (because he is 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.
  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 his next turn. Performing a ghost portal expends three uses of 
  the portalist’s create portal ability.
  Healing Portal (Su): By passing his portal through the Positive 
  Energy Plane for the briefest of moments, the portalist can provide 
  himself a limited form of healing as he leaps through and travels. 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 his portal 
  and stand in thin air. When he does so, he floats in place as though 
  he were levitating. The effect lasts until the portalist leaves his 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 he does not, once 
  his turn expires, he falls 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 him and begins to better shape his own fortune. 
  Upon opening a karmic portal, the portalist chooses two different 
  portal tricks (or arch-portals) that he already knows. He then performs 
  and resolves each portal (as well as the rest of his own turn), rolling 
  to see each potential outcome. The portalist then chooses between 
  each of the two possible outcomes and selects one to be his actual 
  action and final outcome — the other being a hypothetical that never 
  comes to pass. Before making his 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. He then causes the target to exit out a new square of his 
  choosing within the range of his standard portal. The target receives 
  a Reflex saving throw (DC 10 + 1/2 the portalist’s class level + his 
  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 he can 
  cause them to exit in a square which is threatened by the portalist or 
  
  7
  Lost Lore: The Portalist
  his 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 his 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 second round — 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; the portalist can only perform standard portals.
  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 his class level. A portalist may travel back and forth between 
  the portal as part of a move action, as normal, as many times as he 
  chooses. 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 his 
  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. 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 his highest attack value, but with a –2 penalty. A portalist 
  must have learned the double portal hop portal trick before he 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 his own modifiers. For example, 
  a redirected arrow requires a hit roll, while redirecting a scorching 
  ray requires a ranged touch attack. A portalist must have learned the 
  shielding portal trick before he 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.
  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 his regular attacks and instead open a 
  separate portal adjacent to each foe in range of his portal ability from 
  his starting location. He can then pass through each portal in turn and 
  make one melee attack at his highest base attack bonus against each 
  opponent. He may then choose to end his turn at any of the portal 
  locations, including his starting location. The number of portals in 
  a single round, and hence attacks, cannot be greater than a number 
  equal to half the portalist’s Intelligence score (his total, not bonus). 
  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 he 
  is wearing no armor or light armor and not carrying a heavy load.
  New Feats
  Below are ten new feats. Each one provides additional opportunities 
  for players to further customize the capabilities of their portalists.
  Ever-Ready Portalist
  You can leap through portals to interrupt your foes.
  Prerequisite: create portal class feature.
  Benefit: When performing a triggered readied action, you can 
  open a portal, step through it, and then take your pre-specified 
  standard action (or move or swift action). 
  Normal: A character without this feat can only ready a single 
  standard, move or swift action.
  Extra Portals
  You can create more portals more often.
  Prerequisite: create portal class feature.
  Benefit: You can use your create portal ability two additional 
  times per day.
  Special: You can gain Extra Portals multiple times. Its effects stack.
  Extra Portal Trick
  Through constant practice, you can use your ability to travel 
  through portals in a new and creative way.
  Prerequisite: create portal class feature, base attack bonus +4.
  Benefit: You can learn a new portal trick.
  Special: You can gain the Extra Portal Trick multiple times. Each 
  time, you select a new portal trick you don’t yet know.
  Free Hand Defense (Combat)
  By always keeping one hand free, you can better confound your 
  attackers. You keep your foes guessing with a dizzying array of thrusts 
  and parries as you switch your weapon from one hand to the next.
  Prerequisite: Dodge.
  Benefit: When you wield a light or one-handed weapon and your 
  other hand remains empty and free, you gain a +1 dodge bonus to 
  your Armor Class. This dodge bonus increases to +2 when taking the 
  total defence action. In addition, you gain +1 to your Bluff skill when 
  attempting to feint against an opponent. 
  Improved Transposition
  You have learned how to force your enemies through your portals. 
  Prerequisites: Int 13, Combat Expertise, create portal class 
  feature, transposition portal trick.
  Benefit: You do not provoke an attack of opportunity when 
  performing a combat maneuver to swap places with a foe using a 
  transposition portal. In addition, you receive a +2 bonus on combat 
  maneuver checks made to swap places with a foe. You also receive 
  a +2 bonus to your Combat Maneuver Defense in the event another 
  portalist tries to swap places with you using a transposition portal.
  Normal: You provoke an attack of opportunity when attempting to 
  swap places with a foe using a transposition portal. 
  Portal Mastery
  Through repetition and advanced study of the mysteries of the 
  planes, you can perform your favorite portal with far less effort.
  
  8
  Lost Lore: The Portalist
  Prerequisite: Extra Portal Trick, Skill Focus (Knowledge 
  [planes]), create portal class feature.
  Benefit: Select one portal trick or arch-portal that you know which 
  expends two or more uses of create portal when you perform it. You 
  can perform that portal trick or arch-portal by expending one less 
  portal than the normal cost.
  Portallic Ambush
  When you unleash surprise attacks upon your foes, you incorporate 
  portals to make them even more deadly.
  Prerequisite: create portal class feature, base attack bonus +2
  Benefit: Whenever you participate in a surprise round, in addition 
  to a standard (or move) action, you may also take an extra move 
  action as long as you create a portal as part of that move action. You 
  must still pay for the cost of the portal.
  Normal: You can only take a single standard (or move) action 
  when participating in a surprise round.
  Portallic Critical (Critical)
  Every time you execute a powerful blow, the adrenaline 
  strengthens your focus and enhances your ability to maneuver 
  between dimensions. 
  Prerequisite: Critical Focus, create portal class feature.
  Benefit: When you confirm a critical hit with a melee strike after 
  exiting a portal that same round, you gain one additional portal for 
  use that day.
  Special: You can only apply the effects of one critical feat to a 
  given critical hit unless you possess Critical Mastery.
  Stick the Landing
  You are a natural at ‘portalling’ on top of your foes.
  Prerequisite: create portal class feature.
  Benefit: You are treated as one size smaller for the purpose of 
  determining the DC of Acrobatics checks to exit a portal and 
  successfully land on an opponent (or whether you can land on a 
  particular foe at all). In addition, whenever you exit a portal, land 
  atop a foe and successfully attack, you get to roll your weapon 
  damage twice, taking the higher result (precision damage such as 
  sneak attack or die rolls for energy weapons are only rolled once — 
  only the portalist’s weapon damage is rolled twice).
  Normal: Your ability to land atop foes is limited by the difference 
  between your size and your opponent — refer to the new skill use 
  “Porting On the Big Guy” below for a complete description.
  Tumbling Portalist
  You leap through your portals with such crazy spins and flips that 
  it is much harder for your opponents to strike you.
  Prerequisite: Acrobatics 3 Ranks, create portal class feature.
  Benefit: Whenever you exit a portal you gain a +2 dodge bonus 
  until the start of your next turn. If you have 10 or more ranks in 
  Acrobatics, this bonus increases to +4. 
  New Skill Use: 
  “Porting 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
  For example, if Professor Raiden, a Small halfling portalist, tries 
  to exit a portal such that he lands on the back of a Huge ogre spider, 
  the Acrobatics DC is only 14 (Base 20, –5 for a target three sizes 
  larger, +4 for a target with a speed of 40, –5 for a target with more 
  than 4 legs). But if Professor Raiden tries the same trick on a Large 
  New Favored 
  Class Alternatives 
  Dwarf: Increase the portalist’s portal distance by 5 feet 
  for every three times selected.
  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.
  
  9
  Lost Lore: The Portalist
  troll the DC is 27 (Base 20, +0 for 2 sizes larger, +2 for a target with 
  a speed of 30, +5 for a bipedal target).
  Advantages
  If successful, the portalist achieves a few key advantages over his 
  target. Firstly, the target creature is always considered flat-footed 
  against the portalist. Secondly, once the portalist is tucked away upon 
  the target’s back, the target will have difficulty making melee attacks 
  against the portalist. If the target is a quadruped or lacks arms to reach 
  its backside, the target is unable to attack the portalist at all. If the 
  target is instead a bipedal creature with arms, the portalist gains the 
  benefit of cover (+4 AC, +2 Reflex saves). Monsters with tentacles 
  can always attack a portalist on top of themselves without penalty. For 
  example, if a portalist successfully lands atop an ogre spider, the spider 
  is unable to bite the portalist — it just can’t reach him. Conversely, if 
  the portalist lands atop a troll, the troll is able to raise its arms and claw 
  away, though the portalist still has the benefit of cover as the troll lacks 
  the leverage it would normally enjoy. If the portalist lands on top of a 
  froghemoth, the froghemoth suffers no penalty at all.
  Falling Off
  If the portalist fails his Acrobatics check, the portalist falls, 
  suffering damage for a fall equal to the target’s height. The portalist 
  lands prone in a random empty square next to the target or, if there 
  are no empty squares adjacent to the target, the portalist lands in the 
  closest empty square available.
  Bucking the Portalist Off
  If the portalist successfully lands on a target, the target may attempt 
  to buck the portalist off on its next available turn as a full-round 
  action. The target rolls a d20 and adds their Combat Maneuver Bonus. 
  The total is the new Acrobatics DC the portalist must successfully 
  roll in order to remain safely atop the target. If the portalist fails, he 
  falls as per “Falling Off” above. Rather than balance upon the target, 
  the portalist may instead try to grab hold of the target and hang on. 
  With this option, the DC remains the same, but the portalist instead 
  uses his Climb skill and gains a +4 bonus for each hand he keeps free, 
  using it to instead cling to the target (maximum +8). 
  New Weapon Special 
  Ability: Portallic
  Below is a new weapon quality which can be added to any melee 
  weapon. Adding the portallic weapon quality is the equivalent of an 
  additional +1 and has the same associated cost.
  By passing through the correct plane, the wielder can charge a 
  portallic weapon with a carefully selected burst of energy. Whenever 
  a wielder of a portallic weapon exits a portal, the weapon gains one 
  of the following qualities (of the wielder’s choice), for the remainder 
  of that round.
  Available Weapon Special Abilities
  Ability
  Planar Source
  Flaming
  Elemental Plane of Fire
  Frost
  Quasi-Elemental 
  Plane of Frost
  Acidic
  Quasi-Elemental 
  Plane of Acid
  Ability
  Planar Source
  Electric
  Quasi-Elemental 
  Plane of Lightning
  Bane (undead)
  Positive Energy Plane
  Bane (outsider, evil)
  Good-aligned plane
  Bane (outsider, good)
  Evil-aligned plane
  Axiomatic
  Lawful-aligned plane
  Anarchic
  Chaotic-aligned plane
  Ghost touch
  Ethereal Plane
  Each of the above options may be used only once per day. Once all 
  options have been used, the portallic weapon quality has no further 
  benefit until the next day.
  New Magic Item: 
  Rod of the Portalist
  Rod of the Portalist
  Aura moderate conjuration and enchantment; CL 9th
  Slot none; Price 6,550 gp; Weight 5 lbs.
   
  Description
  This shimmering metallic bar is forged of an alien alloy, 
  sourced from a dozen foreign planes of existence. Once 
  per day, when held aloft in a free-hand, the wielder 
  may perform any single portal trick whether the wielder 
  actually knows how to perform the trick or not. The 
  wielder must have at least one level of portalist for the 
  rod to function, and the wielder must still expend the 
  required number of portals. 
   
  Construction 
  Requirements Craft Rod, Extra Portal Trick, dimension 
  door; Cost 3,275 gp 
  New Organizations
  Below are four new organizations available for campaigns. Each 
  has a membership predominantly made up of portalists.
  A Benefit of Membership
  As set out below, each organization also 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.
  The Eldritch Corsairs
  “Eclectic Brotherhood of Excitement Junkies”
  Predominant Alignment: CG
  Purpose: The Eldritch Corsairs are a strong-bonded fellowship 
  that acts as a surrogate family for outcast portalists, often welcoming 
  even the strangest of portal hoppers into its ranks. The Corsairs 
  share academic secrets amongst one another and work to master 
  
  10
  Lost Lore: The Portalist
  their martial abilities in tandem, often forming smaller bands of 
  adventurers which go out into the world independently to test their 
  talents.
  Occasionally the Eldritch Corsairs cannot resist becoming 
  involved in the politics of the day, involving themselves in prison 
  breaks, the return of stolen items, and occasionally even participating 
  in insurrections or wars against tyrants. While the Corsairs are all 
  planar sages to one informal degree or another, they also place equal 
  stress on the physical side of their trade. They frequently push their 
  brothers and sisters to take their training in weaponry and acrobatics 
  to the next level.
  Remembering the dangers and isolation they faced when they 
  were on their own early on in their careers, many of the Corsairs 
  invest a significant amount of time and resources seeking out other 
  “Green Jumpers,” those who have only newly discovered the secret 
  of inter-dimensional travel. Sometimes the Corsairs undertake to 
  rescue such Green Jumpers, perhaps from being burned at the stake 
  by narrow-minded folk who might mistake their portalling for witch 
  craft. Other times, Green Jumpers need to be saved from themselves 
  before they open an ill-advised portal and cross through a realm 
  which is inherently unstable or inhospitable.
  Leader: (Informally) Ataria Xeal (CG female human portalist 10/
  duellist 2)
  Mantra: “Good Friends, Good Travel, Good Deeds.”
  Favored Portal Tricks: double-portal hop and immediate portal.
  Favored Arch-Portal: double portal strike.
  Knights of the Black Paradox
  “Shadowy Mentorship of Seers”
  Predominant Alignment: LN
  Purpose: The Knights of the Black Paradox labor tirelessly 
  to uncover the deepest secrets of inter-dimensional travel for the 
  exclusive benefit of their inner circle, known only as “The Mentors.” 
  One cannot petition for membership in the Knights of the Black 
  Paradox; rather, this secretive guild vets its prospective members in 
  private. When it finds someone it deems worthy it sends one of its 
  masked mentors to privately tutor the potential candidate, teaching 
  them the secrets of inter-dimensional travel. Once they have proven 
  their skill, new recruits becomes Knights, working tirelessly to 
  further the inscrutable goals of the Black Paradox, though their 
  missions more often involve pouring through musty tomes than 
  exploring ancient tombs. 
  In the twilight of their years, Knights become Mentors themselves 
  and are each dispatched to train one single new recruit. Unbeknownst 
  to all but the Mentors themselves, the Mentors actually use a 
  secretive cult method of portallic travel which briefly sends them 
  back through time. While wearing a mask to hide their face and 
  voice, the Mentors then seek out the decades-younger version of 
  themselves and introduce their younger counterpart to the secrets of 
  portallic travel, setting them on the path to Knighthood. While all of 
  this is a logistic impossibility, somehow the Knights have made it 
  work for centuries. Stranger still, the Knights have somehow been 
  able to slowly increase their membership, a feat even the Mentors 
  themselves do not understand.
  Leader: Grand Mentor Khaend (LN male human portalist 14)
  Mantra: “Service in the Knighthood is Service in Thine Self.”
  Favored Portal Tricks: efficient portal, shielding portal
  Favored Arch-Portal: karmic portal
  The Stepless Order
  “Guild of Teleporting Assassins” 
  Predominant Alignment: NE
  The Stepless Order was once a minor gang of thieves struggling to 
  survive amongst the many factions of the city’s underground — that 
  was until its inner core accidentally uncovered the secret of creating 
  mystic portals. Rebranding itself “The Stepless Order” the gang 
  quickly evolved into a premier assassins’ guild, specializing in hard 
  to reach victims and the theft of high-security items. With the new-
  found power of its portal magic, there were few places the Order 
  could not go and few people its knives could not reach. 
  The Order now focusses on bringing its enemies to their knees 
  and ensuring it retains a continual stranglehold on power. As such 
  the Order considers independent portalists acting anywhere within 
  its sphere of influence to be one of its greatest threats, often going to 
  great lengths to eliminate such rogue operatives.
  Leader: Stepless Visicandra (NE female human portalist 6/rogue 
  3/assassin 3)
  Mantra: “Heel before the Order for our foes can be made to 
  disappear without a single stride.”
  Favored Portal Tricks: hidden portal and stealth portal
  Favored Arch-Portal: ghost portal
  The Iris Gate
  “Great Sages of the Elemental Planes”
  Predominant Alignment: N
  Although the Iris Gate counts several portalists amongst its 
  membership, it also includes multiple druids and elementalist wizards 
  within its ranks. All subscribe to a quasi-religious philosophy which 
  stresses of the necessity of balance within the four natural elements 
  of earth, air, fire and water. When portalists of the Iris Gate use their 
  create portal ability, their spatial rifts typically appear as giant eyes, 
  either wreathed in roaring flames or rushing water, or alternatively 
  bordered by a sheathe of solid rock or a shell of wind. 
  The Iris Gate is known to entreat with elemental lords, sometimes 
  acting as diplomats or peacemakers in the eternal friction between the 
  elemental planes. It is said that without the service of the Iris Gate, 
  our natural world would be reduced to a wasteland as it becomes a 
  battleground between elemental armies.
  Leader: Hekhmet Kho (N male janni portalist 6)
  Mantra: “Four as One, in this We Are Composed.”
  Favored Portal Tricks: blast portal and summoning portal
  Favored Arch-Portal: persistent portal
  
  11
  Lost Lore: The Portalist
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  15. Copyright Notice
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn
  Lost Lore: The Portalist - Copyright 2014 Frog God Games
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/The Lost Lands/Lost Lore/PFRPG - FGG - The Lost Lands - Lost Lore - Lost Lore The Portalist.pdf