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.
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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