Tweaking: The Teleporter Prestige Class

Kashell

First Post
I promised a PC of mine that he could use this class, but as it stands right now, I believe it's a little broken.

To summerize, the whole point of teleporter is to 'teleport' behind an enemy to catch them flat-footed for sneak attack damage. This is how the class stands now.

Until 3rd level, teleporting is randomly determined.
After 3rd level however, the range is decreased to 10 ft.

From 1st level teleporting is unlimited in number of times per day used.
You must roll 1d20 anytime you teleport. A 1 fails.

IMO Teleport is already a broken aspect of D&D, but unlimited is very broken. If all you have to do is wait 3 levels for it, there wouldn't be a time in which you didn't sneak attack opponents. Not only that, but the way for determining random teleportation is time consuming and will definatly slow play down.

So, instead, I think it would be more fair (to DM and player) to either limit the number of times per day it could be used (which sounds most fair to me) or increase the difficulty for teleporting. Due to the intensity of teleporting, you have to make a Will save (DC 10+2 for every 10 feet teleported) or fail the teleportation. In either case, it would do away with the random rolls for the first 2 levels of teleporter.

Finnally, the Unbounded Shift ability would work as a Teleportation spell (so you could be off target depending on how familier you were with the area).


To balance things out, the Teleporter would receive a good BAB as well as a good Will save(since he is a combat rogue, basically).

Those rogues who have experience with magic can be blessed with an innate ability to shift between planes. They use this as a way to teleport to other areas in the living plane. At first this talent is difficult to control, resulting in undetermined points of re-emergence. Through luck and perseverance, these individuals can master this ability and use it to their advantage by making their enemies unable to track their movement. Generally, these talents are used in combat but it also provides a means of travel for those who need passage into an unaccessible area.
Hit Die: d6

Requirements
To acquire these shifting abilities one must fulfill the following criteria.
Base Attack Bonus: +4
Abilities: Sneak attack ability, spell-casting ability
Alignment: Any
Skills: Escape Artist 5 ranks, Tumble 5 ranks

Class Skills
Appraise, Balance, Climb, Craft, Decipher Script, Disable Device, Escape Artist, Gather Information, Hide, Jump, Knowledge (planar), Listen, Move Silently, Search, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device
Skill Points at Each Level: 6 + Int Modifier

Class Features
Weapon and Armor Proficiency: Shifters are proficient with all simple weapons, all light martial weapons, rapiers, scimitars, hand crossbows and short bows. They are only proficient with light armor.
Inept to Casting: At 1st level, shifters lose all previous spell casting abilities. From this point on, they can never use spells, scrolls or any related casting of the sort.

Quick Shift: Also at 1st level, shifters gain an innate ability to pass between planes. In a burst of smoke, they transfer over to another plane. Here, they can move about and shift back, arriving in a new location in the living realm. At first, this talent is uncontrollable and unpredictable. Where the shifter will reappear in the living plane is determined randomly (See Table). Should that location be already occupied, the process is repeated. If the shifter were to land in a space behind the line of sight of their opponent, they gain a free sneak attack opportunity. However, if they arrive in an adjacent space of the enemy or within their enemy reach and vision, they provoke an attack of opportunity. This action of teleportation is considered a move action. Those who are touching the shifter as he teleports are teleported as well.

Sneak Attack: With the aide of teleporting, shifters gain a more frequent chance for sneak attacks. In accordance to rogue’s sneak attack bonus, the shifter gains an extra 1d6 at every even level.

Tactical Shift: At 3rd level, a shifter begins to use his talents as a tactician rather than just a combatant. If grappled, a shifter may use a surprising maneuver. In lue of escaping the grapple, the shifter may transport him and his grappler into the other plane. In this new enviroment, the enemy may become confused enough for the shifter to reverse the grapple before arriving back. In order to resist this counter, the enemy must make a reflex save (DC 10 + Shifter level) in order to maintain the grapple.

Improved Quick Shift: Also at 3rd level, the shifter gains more control over his powers. He now can determine where he will reemerge (no d20 used to roll relocation) and shifting is now counted as a free action. However, due to the intensity of the other plane, his movement, in the other plane, is reduced to ten feet. A d20 must be rolled in order to determine a critical failure. If the shift fails, it provokes an attack of opportunity. Every following odd level, the range increases by ten more feet.

Rapid Shift: At 5th level, a shifter may take a full round action to make an extra shift during his turn. (It is the equivalent of running in order to use two move actions in one round.)

Flurry of Shifts: At 8th level, the shifter begins to tap into the main power of his talents. Once per day, the shifter may take a full round action to shift behind and sneak attack every enemy (equal to the number of Plane Shifter levels he possesses) within a 30 foot radius. (This is the melee equivalent of the Arcane Archer’s Hail of Arrows)

Unbounded Shift: In combat situations only, a shifter is no longer restricted to a certain distance. Once a week, a shifter may transport instantly to a location he has already visited previously.
 

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Andre

First Post
You're right - giving any class sneak attacks without the normal requirements (flat-footed, flanked) is too good. Consider allowing this effect once per combat, ala the Flick of the Wrist feat from Song and Silence.

Flick of the Wrist [General]
With a single motion you can draw a light weapon and make a devastating attack.
Prerequisites: Dex 17+, Quick Draw
Benefit: If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). This feat works only once per combat.
 

Kashell

First Post
Due to the intensity of teleporting, you have to make a Will save (DC 10+2 for every 10 feet teleported) or fail the teleportation. In either case, it would do away with the random rolls for the first 2 levels of teleporter.

We've decided to use this and do away with the whole random rolling thing. Thanks for the reference there.
 

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