The Teleport Warrior

KrazyHades

First Post
Here's a class I made based on a light-leaning (rather than heavy hitter) class that uses small teleports in combat. Please tell me what you think, what I could add or should remove.

Teleport Warrior
Level Base Attack Fort Ref Will Class Abilities
1 +0 +2 +0 +0 10 teleport points
Teleport
Teleport Attack
2 +1 +3 +0 +0 15 teleport points
3 +2 +3 +1 +1 20 teleport points
4 +3 +4 +1 +1 25 teleport poitns
Teleport attack dmg +1d6
5 +3 +4 +1 +1 30 teleport points
Teleport Other
6 +4 +5 +2 +2 35 teleport points
7 +5 +5 +2 +2 40 teleport points
Blink
8 +6/+1 +6 +2 +2 45 teleport points
Teleport attack dmg +2d6
9 +6/+1 +6 +3 +3 50 teleport points
Ranged Teleport Other
10 +7/+2 +7 +3 +3 55 teleport points
Reflexive Teleportation
11 +8/+3 +7 +3 +3 60 teleport points
12 +9/+4 +8 +4 +4 65 teleport points
Teleport attack dmg +3d6
13 +9/+4 +8 +4 +4 70 teleport points
Rapid Teleport
14 +10/+5 +9 +4 +4 75 teleport points
15 +11/+6/+1 +9 +5 +5 80 teleport points
Quick Teleport Attack
16 +12/+7/+2 +10 +5 +5 85 teleport points
Teleport attack dmg +4d6
17 +12/+7/+2 +10 +5 +5 90 teleport points
Teleport Frenzy
18 +13/+8/+3 +11 +6 +6 95 teleport points
19 +14/+9/+4 +11 +6 +6 100 teleport points
20 +15/+10/+5 +12 +6 +6 105 teleport points
Teleport attack dmg +5d6
Lightning-Fast Teleport Attack

The teleport warrior uses short-distance teleports to move quickly around the battlefield and escape danger. His rapid movement and unexpected attacks are his assets, appearing where he is least expected and disappearing before he can be attacked. A stealthy warrior, he is able to kill his opponents before they are even aware of his presence.

Abilities: Charisma is important for the teleport warrior as he gains additional teleport points with a bonus to this ability.

Alignment: Any

Hit Die: d6

Class Skills: Craft, Disguise, Escape Artist, Gather Information, Hide, Move Silently, Spot, Tumble, Use Magic Device, Use Rope

Skill Points at 1st Level: (4+INT modifier)x4

Skill Points at Each Additional Level: 4 + INT modifier

Class Features
All of the following are class features of the teleport warrior.

Weapon and Armor Proficiency: A teleport warrior is proficient with all simple and martial weapons. The teleport warrior is not proficient with any type of armor or shield. Armor of any type interferes with a teleport warrior’s ability to teleport.

Teleport Points (Telepoints): These are what a teleport warrior uses to “pay” for the use of his abilities. A teleport warrior starts with 10 teleport points and gains 5 per level thereafter. Teleport points are fully refreshed after 8 hours (or the equivalent, for elves and some other races) of sleep. A teleport warrior gains an additional number of teleport points equal to his charisma bonus multiplied by his level as a teleport warrior. A teleport warrior can only use an ability that costs telepoints while carrying a light load and not wearing armor. A teleport can never use his teleport abilities to teleport to a place he cannot see or into an occupied square.

Focused Training
When taking the teleport warrior class, one MUST take the first three levels consecutively. This is to prevent PCs from taking the first level in order to gain some teleporting ability at low cost.

Teleport (Su):
A teleport can, as a move action, pay a number of telepoints to teleport 5 feet times the number of telepoints paid (for example, teleporting 30 feet costs 6 telepoints). This provokes attacks of opportunity on him when he appears at his destination.

Teleport Attack (Su): You can make a full-attack after arriving teleporting. Each individual attack costs as follows: 3 telepoints with light weapon, 10 with a one-handed weapon, and 20 with a one-and-a-half or two handed weapon
A teleport attack teleports the teleport warrior to any square within 20 feet of him that is adjacent to an enemy creature. The teleport warrior then makes a full attack against the creature, and the creature is denied a dexterity bonus to armor class against this attack. A teleport warrior cannot sneak attack on a teleport attack (rouges with this would be WAY overpowered, otherwise). This takes a full action and provokes attacks of opportunity when he appears in his destination square from all creatures threatening that square except the target of the Teleport Attack.

Teleport Attack Damage (Ex):
At fourth level, and every four levels thereafter, a teleport warrior gains +1d6 to a sneak-attack-like bonus to his teleport attacks. This is NOT a sneak attack. This bonus applies to Teleport Attack and Teleport Frenzy.

Teleport Other (Su):
At fifth level a teleport warrior gains the ability to teleport another creature or object the teleport warrior is touching as a standard action. The teleport warrior must pay 3 telepoints per five feet the target is being teleported, and must be able to see the target’s destination. The teleported creature or object may choose to make a Will Save (DC = 10 + CHA bonus + [levels in teleport warrior/2], rounding down) to avoid being affected by Teleport Other, but any power points used are expended regardless of whether the effect succeeds. The teleported creature or object is subject to attacks of opportunity when it appears in its destination.

Blink (Su)
At level seven a teleport warrior gains the ability to act as if affected with the Blink spell (but its supernatural, not spell-like). It costs 20 telepoints to sustain this effect for one minute.

Ranged Teleport Other (Su):
At ninth level a teleport warrior gains the Ranged Teleport Other ability. This ability functions exactly as the teleport other ability, except that the teleport warrior can use it on creatures and objects without touching them. He must make a ranged touch attack to hit the opponent.

Reflexive Teleportation (Su):
At tenth level, a teleport warrior is able to use his power to teleport out of danger in the place of taking a reflex save, or may do so when attacked by an opponent. If done in response to being attacked, the reflexive teleport must be declared before the attack roll is made. Reflexively teleporting costs 20 telepoints + 1 telepoint/5 feet teleported.

Rapid Teleport (Su)
At thirteenth level a teleport warrior gains the ability to teleport as a free action once per round. Teleporting this way works exactly as the Teleport ability, except that it costs 5 telepoints/five feet teleported.

Quick Teleport Attack
At level fifteen a teleport warrior is able to make a teleport attacks as a standard action rather than a full round action.

Teleport Frenzy
At level seventeen a teleport warrior is able to make a single attack on all opponents within 30 feet as a full round action, provided that there is an unoccupied space next to that creature. When using the WhirlWind Attack feat, you may teleport between attacks. You do not draw AoO's from the target of your attack when appearing next to them, however you do draw AoO from all other opponents who threaten that square. This ability costs a base of 20 telepoints plus the cost of each attack and the cost of movement.

Lightning-fast Teleport Attack
At level twenty, a teleport warrior may conduct two teleport attacks as a full-round action. This ability costs a base of 60 telepoints plus the cost of each attack and the cost of movement.
 

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I like it, but it strikes me as more of a psionic prestige class. That being said, I am totally grabbing this for a little personal tweaking.
 

I could tell the psyonic flavor, but I really wanted to keep this as a viable BASE class...so I'm leaning away from making it a prestige
 

Interesting. More interesting because the concept closely mirrors the Orion Blade PrC recently published in the DragonMarked supplement for Eberron.

Teleport is a dangerous ability, the core rules often nerf it by having no actions after the teleport as in Dimension Door. What you are suggesting here is basically a character ability to Dimension Door without drawing an AoO when you blink out... safe run away option.. then able to pull a full attack against someone who is denied dex.

Your first level ability is basically granting the PC two free castings of an improved Dimension Door...a 4th level spell. Each additional level adds another free casting.

The biggest problem I see with this class is the questions of how it mixes with normal rules. For instance, Teleport Frenzy. PC is under the effects of a Fly spell and does a Teleport Frenzy in the middle of a crowd. PC also has Cleave and Great Cleave. PC gets one attack on each being in a 30' radius...drawing no AoO...? and can do this 4 times per day?

Your 20th level ability.. do you mean to say that a 20th level PC could do two move action teleport attacks...both of which allow a full-attack iteration...in one round?

Definately need to clean up the interaction of the abilities and ensure they fit better into the D20 mechanics.

Admittably this is a one-trick pony and would be in a world of hurt come Anti-Magic, Dimensional Anchor, or Dimension Lock.. spells that would become quite well known in a world where the Teleport Warrior exists.

I recently did a version of this concept, altho I based it on feats and skills instead of a class. Basically a feat allowed a basic level of 'teleport'. Skill points and more feats made that movement easier. When added to a Rogue character you get the sneak-attack surprise goodness....which is basically what the Orion Blade does.
 

You're forgetting that there IS AOO when the Teleport Warrior returns to attack somebody, if there are people close enough. In a crowd, when doing this, you would A) take LOTS of AOOs, and B) be unlikely to find an unoccupied five foot square space next to your target.

About the Dimension Door: Yes, he can teleport away twice per day, but after that, he's screwed. He's practically useless until the next day. I was using (espeically early on) the idea of telepoints to limit abusing the more powerful aspects of the ablity...Sure, a lvl 20 TW (teleport warrior) w/ CHA 12 can teleport 625 feet...but after that he is helpless.

Though you are correct about the 20th level 2 full-attacks....how's this for an edit:
Lightning-fast Teleport Attack
At level twenty, a teleport warrior is able to make a teleport attack as a move action rather than a standard action. A pair of lighting-fast teleport attacks costs 30+the teleport attack costs (3 telepoints with light weapon, 10 with a one-handed weapon, and 20 with a one-and-a-half or two handed weapon, doubled since the attack is done twice).

Please, more suggestions and critiques are welcomed!
 
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I would limit the teleport to LoS.

I tried a class simpler to this awhile ago, based off the insane fight in the "Last Exile" Anime, or maybe it was just "Exile" Can't remember, A evil guild, airships, a rad captain with some evil chick wanting him, good series. Any way.

The reflexive teleport should have some sort of reflex save or something, so its possibl to fail to get away in time. I like letting him teleport away from reflex saves, but again, I'd make him succeed a ref. save first, effectivly giving him evasoin at the cost of TP. (Teleport Points)

Under teleport attack he gets an AoA after attacking? Thats a slight bit different, but then, it wouldn't make sense for him to get attacked, thena attack a flat footed opponent. Not sure what to do about this one.

I;m not sure about ranged teleport other, just for flavor. I don't really see these guys moving stuff around at range, but that jsut me.

Aside from that bit, I'd give AoA to any one adjacent to the TW if he uses a teleport.

Let him use a standard action to withdraw, then a move to teleport away if need be.

Can these guys teleport while in the air? If so that makes them insane jumpers, not really a problem, just mentioning.

These are my preferencial ideas, and don't necesarily relfect balance. Just some food for thought, scraps for the dogs.

I might down play the teleporting a little bit and give them some more "normal" abilities. Evasion or trap sense, things of that nature. You could even goes almost as far as making a few trees for these guys, make em a little bit more flexible, perhaps modeling it slightly after this paladin variant thread. Though maybe not that far.
 

Sravoff, it IS limited to LOS...I specified that you can only teleport to a place you can see (this was especially to avoid, say, teleporting through what you know to be a 30 foot thick wall of the fortress.

I'm resisting making the reflexive teleport needing a reflex save, just since it takes away the chance of being hit at all, but as a major cost to your power points, making one consider whether it is worth the cost...after all, that's a LARGE percentage of your daily points...

You are right about adding an attack of opportunity when teleporting away, but I might make that AOO not apply to a regular teleport (just to teleport attacks), representing the TW's efftive ability to escape while avoiding an escape-attack combo.

Yes, he can teleport in the air, making him VERY powerful in that field. I sortof imagine the Teleport Attack being described by the player as not only appearing behind him [the target], but perhaps appearing in the air behind him, slashing downwards dramatically as he materializes...it wouldn't change actual gameplay, but allow for some nice battle flavor.

I'm brainstorming a bit on some possible paths, but if any readers of this threads have ideas along these lines, please, suggest them.

Also, I will add something like "Focused Training" to the class, making it so one must take the first three levels of this class consecutively (to prevent people from just taking the first level to gain some free teleporting ability without much investment).
 
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Thurbane said:
Not bad, but the name is a little cumbersome...maybe something like Jaunt-striker instead?

Yah, teleport warrior was a working name, since it is long and not very cool sounding...I was having some trouble thinking of another name. ("Blink Warrior" gives the wrong impression...). I like your name idea, and am seriously considering stealing it :) .
 

Hey, you stole my brain waves from last week!

Actually, I was thinking of the teleport in reference more to thieving than fighting.
 

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