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Bamf - A Teleporter's Guidebook
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<blockquote data-quote="Firestorm Falcon" data-source="post: 6715642" data-attributes="member: 6801831"><p><strong>Originally posted by Zathris:</strong></p><p></p><p>BAMF: A Guide to Teleportation</p><p><span style="font-size: 12px"><strong><em>"No, you listen! There's a sound I want you to hear! And it's..."</em></strong></span></p><p></p><p>No, this isn’t a guide about Neville Longbottom, this is a guide about teleporting.</p><p></p><p>Why would you want to teleport? Why wouldn’t you want to teleport, it’s only AWESOME.</p><p></p><p>In terms of your movement, teleporting is just worse than Fly as a movement mode, but better than other flight and everything else; bypass enemies without provoking, get on top of walls instantly, break or ignore immobilize/restrain effects, you can even change enemies mid-air if you’re willing to take the fall.</p><p></p><p>In terms of teleporting enemies, you can teleport them mid-air and make them fall for extra damage, you can drop them in pools of lava or into an ally’s damage zone.</p><p></p><p>With 422 powers, 72 feats, 339 items, 94 paragon paths, and 21 epic destinies, Teleporting is pretty much as well supported as the entire Fighter Class, in fact the only classes that lack Teleport powers are Barbarians and Warlords (Though you have to be an Eladrin Knight for the fighter teleport stances, and Rogues only have 1 power … ) I will NOT be rating things, point out good options? sure, but this is more of a glossary than anything else, and I'm sure this thread will be full enough of rules bickering, build examples, and stuff I missed™ that I want to avoid pointless "you need to rate Monks higher than Assassins because of Staff of Travel"</p><p></p><p>Caveat: It should be noted that while teleporting is very useful for every character to have, it is often unnecessary (ranged and/or already highly mobile PCs, ex. Wizards and Monks) or counter-productive to your primary role (defenders and/or characters with many minor actions, ex. Fighters and Warlords). It's also highly item dependant, so focusing too heavily on teleporting can be detrimental to the build.</p><p></p><p>For the time being, if you see a color, it doesn't mean rating. It's just so it's easier to identify the usage of an effect when browsing. <strong><span style="color: #00ff00">At-Will, </span></strong><span style="color: #ff0000"><strong>Encounter, </strong></span><span style="color: #993300"><strong>Daily</strong></span><strong><span style="color: #993300"></span></strong></p><p><strong><span style="color: #993300"></span></strong></p><p></p><p></p><p><strong>Originally posted by Zathris:</strong></p><p></p><p><span style="font-size: 15px"><strong>The Fantastic Four</strong></span></p><p></p><p>There are 4 Classes that have such excellent teleport options that completely avoiding them is detrimental. These are also the classes that if you want to build a teleporter, you invariably need to Hybrid or at least Multiclass into one of these classes, there is but one exception that will be discussed later. Needless to say, combining any 2 of these will create a very impressive teleporter.</p><p></p><p><strong>Assassin</strong> (Dex, Cha/Con) – Yup, the oAssassin is actually good at something! <strong><span style="color: #339966">Shadow Step</span></strong> is quite good with decent range for most combats; the class also has several good teleport + hide IA Utilities. It’s rather ironic that such a bad striker class is a really good choice for other strikers to MC (For both <strong><span style="color: #339966">Shadow Step</span></strong>, and Ki Focus use)</p><p></p><p><strong>Bard</strong> (Cha, Con/Int) – Even though seemingly light in the teleportation department, with only a handful of powers that teleport allies and 2 feats, those feats are fantastically concept changing. Bards are also the Ultimate Multiclassers and make excellent Hybrids as well.</p><p></p><p><strong>Swordmage</strong> (Int, Con/Str) – Probably the most iconic teleporters in D&D, it’s entirely possible to build a good character only taking teleport powers, even if that is a bit overkill. Swordmages Hybrid very well, and are fairly stat independent thanks to the nature of their Mark and many Stance powers.</p><p></p><p><strong>Warlock</strong> (Cha/Con, Con/Int) – Cutting to the chase, U10 <strong><span style="color: #339966">Ethereal Sidestep</span></strong> is an at-will teleport, and Fey Pact lets you teleport as your boon. The real strength of Warlock teleporting comes from their Paragon Paths however. And thanks to the class’s overall feat support, they also Hybrid and can be MC’d well (are you seeing the trend?).</p><p></p><p><span style="font-size: 12px"><strong>And the Power Cosmic!...</strong></span></p><p></p><p><strong>Avenger</strong> (Wis, Dex/Int) – For some odd reason, the Avenger has the most powers with the Teleportation Keyword of any class.</p><p></p><p><strong>Battlemind</strong> (Con, Wis/Cha) – <span style="color: #ff9900"><strong>Persistent Harrier</strong></span> is a cornerstone of the class, and they have a good deal of Swordmage-esque powers for battlefield repositioning. <span style="color: #339966"><strong>Blurred Step</strong></span> can also be turned into a teleport, giving you a massive boost in being able to trap someone trying to get away from you. Being Con/Cha doesn’t hurt either, since that opens up both Warlock and Bard for Power Swapping.</p><p></p><p><strong>Sorcerer</strong> (Cha, Str/Dex) – While best known for being worse Blasters than a highly optimized Wizard, Sorcerer’s bring a good deal of offensive teleporting that allows them to set up their bursts easier. Wild Sorcerer’s especially like teleporting thanks to a particular combination of feats with MC Bard.</p><p></p><p><strong>Warlord</strong> (Str, Int/Cha/Wis) – Despite not having a single teleportation power (though there is a PP), the strength of teleportation for battlefield control lends itself well to Warlords. And Warlords can Hybrid well with any other class thanks to lazy powers and their multiple secondaries.</p><p></p><p><span style="font-size: 15px"><strong>Eternals</strong></span></p><p></p><p><strong>Eladrin</strong> (Int, Dex/Cha) – <strong><span style="color: #ff9900">Fey Step</span></strong> is a nice long teleport, with gobs of feat (and PP) support including the ability to use it at-will and multiple ways of recharging it beyond that. Eladrin have a lot of support for just about every class, but specifically of the TP classes, they make very good Bards, Swordmages, Warlocks, and Warlords.</p><p></p><p><strong>Revenant</strong> (Dex, Cha/Con) – Revenant can be any other race, so … yeah.</p><p></p><p><strong>Shadar-Kai</strong> (Dex, Int/Wis) – <span style="color: #ff9900"><strong>Shadow Jaunt</strong></span>, while not as long distance as <strong><span style="color: #ff9900">Fey Step</span></strong>, gives the nice bonus of insubstantial; unfortunately the most useful support doesn’t involve the teleport, only the insubstantial. They make good Assassins, Swordmages, and Avengers of the TP classes, but also have decent support to be Rangers, Rogues, Wizards, and even Clerics Templars.</p><p></p><p><strong>Shardmind</strong> (Int, Wis/Cha) – <span style="color: #ff9900"><strong>Shard Swarm</strong></span> is a fantastic power that scales with both your Speed and Teleport boosters, and hey, free CA. They’ve got some support (but could really use a Winning Races article) that seems to indicate they’re designed for both Psionic Classes and Leaders; for our purposes, they’ll make decent Bards, Shaman, Warlocks, and of course Warlords.</p><p></p><p><strong>Tiefling</strong> (Cha, Int/Con) – While technically not a race with natural teleporting, not only do they make superb Bards, Warlocks, Warlords, and Sorcerers, they get a special mention because of <strong>Secrets of Belial</strong> allowing them to steal a Utility from any other class (like <strong><span style="color: #339966">Ethereal Sidestep</span></strong> - Warlock 10, the only power that lets you reliably teleport at-will)</p><p></p><p><strong>Wilden</strong> (Wis, Dex/Con) – One of their aspects lets you teleport, but of the 3, it’s the weakest really, so we’ll just move on.</p><p></p><p></p><p><strong>Originally posted by Zathris:</strong></p><p></p><p><span style="font-size: 15px"><strong>Noble Phantasms</strong></span></p><p></p><p>Gear falls into 6 categories, items that allow you to teleport yourself, allies, or enemies, items that increase your teleport distance (and may also grant teleports) – Boosters, items that prevent teleportation, and ways to prevent blindness.</p><p></p><p>As a note, I fully intend on leaving the slots with no items listed in there, I think it helps with item planning (and design space, hint writers!)</p><p></p><p>Keywords </p><p>EoE – Until the End of the Encounter </p><p>EoT – Until the End of your/its Turn </p><p>EonT – Until the End of your/its Next Turn </p><p>SonT – Until the Start of your/its Next Turn </p><p>X – Enhancement bonus of the item</p><p></p><p><span style="font-size: 12px"><strong><strong>Self </strong></strong></span></p><p></p><p>To be honest, most of these are pretty much crap, unless you desperately want to teleport and lack other options in other slots you should be choosing things that have other desirable effects if it’s a <strong><span style="color: #993300">daily</span></strong> power (or at least be a Minor Action).</p><p></p><p><strong>Show</strong></p><p>[sblock]Weapon </p><p><strong>Show</strong></p><p>[sblock]</p><p>Transcendent Ki focus (Superior KF) – <span style="color: #00ff00"><strong>Property</strong></span>: Gain concealment SonT when you hit with a TP Attack power.</p><p>Rod of Malign Conveyance (3+, Rod) – <strong><span style="color: #993300">Daily</span></strong> Move, TP X: Yourself, 1 Ally within 5, and 1 Enemy within 5* </p><p>Staff of the Evader (3+, Staff) – <strong><span style="color: #993300">Daily</span></strong> IR, TP 5 and end immobilize when immobilized</p><p>Weapon of Surrounding (3+, Melee) – <span style="color: #ff0000"><strong>Encounter</strong></span> Free Action, TP to a different square adjacent to an adjacent enemy you hit.</p><p>Abduction Ki Focus (4+, KF) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, TP 5: Yourself and Enemy you hit to a square adjacent to you, when you hit with a melee attack using this ki focus* </p><p>Staff of the Traveler (5+, Staff) – <span style="color: #ff0000"><strong>Encounter</strong></span> Free Action, TP same distance when you TP with a Psionic Power. <span style="color: #00ff00"><strong>Property</strong></span>: TP same distance as shift, instead of shifting* </p><p>Wailing Tome (5+, Tome) – <span style="color: #00ff00"><strong>Property</strong></span>: Gain X THP when you use a wizard psychic or TP power, or 2*(X+Cha/Int/Wis) if you chose to be dazed EonT. <span style="color: #993300"><strong>Daily</strong></span> Free Action, expend an unused wizard daily attack or utility power to gain the use of one of the daily psychic or TP powers contained in the tome of equal or lower level.</p><p>Wand of Wonder (7+, Rare Wand) – <span style="color: #00ff00"><strong>Critical</strong></span>: TP 1 for each 1 rolled on the crit dice.*</p><p>Bolt of Transit (8+, Ammo) – <span style="color: #00ff00"><strong>Property</strong></span>: TP adjacent to enemy when you hit with this bolt </p><p>Rod of the Feywild (8+, Rod) – <strong><span style="color: #ff0000">Encounter</span></strong> Move, TP 3+X. Property: TP +X when you trigger Fey Pact Boon </p><p>Rubicant Blade (8+, 1H) – <span style="color: #993300"><strong>Daily</strong></span> Move, TP 5: Yourself and 1 or 2 Allies within 5* </p><p>Forked Lightning Ki Focus (9+, KF) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, TP adjacent to enemy (and use an MBA) within 5 of target you dealt lightning damage to with a melee attack with this ki focus </p><p>Staff of New Horizons (9+, Staff) – <span style="color: #993300"><strong>Daily</strong></span> IR, TP X: Yourself and adjacent Allies when you take damage* </p><p>Fickle Twilight Totem (9+, Totem) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, TP X when you hit with this totem </p><p>Incisive Dagger (9+, Dagger) – <span style="color: #993300"><strong>Daily</strong></span> Minor, TP 5/10/10-without-LoS* </p><p>Shadowrift Blade (12+, LB) – <strong><span style="color: #00ff00">At-Will</span></strong> Free Action, TP 2/3/3/4 and take 5/10/10/15 damage when you hit with CA </p><p>Retributive Bow (13+, Bow) – <span style="color: #993300"><strong>Daily</strong></span> IR, TP 5 and make a RBA against the enemy that hit you with a melee attack </p><p>Staff of Portals (14+, Staff) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP 5: You and Allies within 2 after you use a TP power* </p><p>Nightstalker’s Poingard (14, Dagger) –<span style="color: #993300"><strong> Daily</strong></span> Move, TP Speed to adjacent to an enemy and gain CA</p><p>Transposing Weapon (14+, Any) – <strong><span style="color: #ff0000">Encounter</span></strong> Free Action, TP Swap with enemy you hit with this weapon.*</p><p>Staff of the Far Wanderer (17+, Staff) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, TP adjacent to any target of a radiant power.</p><p>Sword of Croodle (17, Longsword, Rare) – <span style="color: #ff0000"><strong>Encounter</strong></span> Free Action, TP 5 when you hit an enemy with this weapon.</p><p>Hestavar Dueling Blade (18+, LB) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, TP 3 and adjacent to enemy you miss with a melee attack with this weapon and make an MBA </p><p>Planesplitter Weapon (19+, Axe or HB) – <strong><span style="color: #993300">Daily</span></strong> Minor, Create rift connecting 2 squares within 10 of each other EonT, creatures that enter one square can move to the other as if they were adjacent.*</p><p>Orb of the Planes (23, Orb) – <span style="color: #ff0000"><strong>Encounter</strong></span> II, TP 10 and prevent TP when enemy within 10 uses a TP power* </p><p>Wave of Sorrow (30, Greatsword) – <span style="color: #00ff00"><strong>At-Will</strong></span> Free Action, TP adjacent to enemy you hit with melee or close attack with this weapon </p><p>[/sblock]</p><p></p><p>Armor </p><p><strong>Show</strong></p><p>[sblock]Breaching Armor (3+, Any) – <span style="color: #993300"><strong>Daily</strong></span> Move, TP 3 to the other side of a wall </p><p>Robe of Contingency (4+, Cloth) – <span style="color: #993300"><strong>Daily</strong></span> IR, TP 6 and Surge when Bloodied and damaged </p><p>Blink Shirt (8+, Cloth) –<span style="color: #993300"><strong> Daily</strong></span> IR, TP 2+X when missed by an enemy </p><p>Armor of Transport (10+, Chain or Scale) – <span style="color: #993300"><strong>Daily</strong></span> II, TP 5 when hit by an enemy Aug 1: TP adjacent allies to adjacent to your destination* </p><p>Teleporting Armor (12+, Scale or Plate) – <span style="color: #993300"><strong>Daily</strong></span> Move, TP 2*X (why is this so bad?!) </p><p>Translocating Armor (14+, Any) –<span style="color: #ff0000"><strong> Encounter</strong></span> IR, TP 3 when missed by an enemy.</p><p>Robe of Bloodwalking (17+, Cloth) – <span style="color: #ff0000"><strong>Encounter</strong></span> Free Action, TP to any square of a target you reduce to 0 hp or fewer.</p><p>Driftmetal Armor (18+, Chain or Scale) – <strong><span style="color: #ff0000">Encounter</span></strong> II, TP Swap with enemy that targets you with a melee attack, it takes a -2 penalty to attack EonT.*</p><p>Sudden Escape Armor (28, Chain) – <span style="color: #993300"><strong>Daily</strong></span> II, TP 5 and Insubstantial SonT when an enemy hits you with a melee or close attack </p><p>[/sblock]</p><p></p><p>Neck </p><p><strong>Show</strong></p><p>[sblock]Baffling Cape (3+) –<span style="color: #993300"><strong> Daily</strong></span> IR, TP Swap with adjacent enemy that missed you* </p><p>Necklace of Keys (3+) – <span style="color: #993300"><strong>Daily</strong></span> Minor, TP 3/3/5/5/10/10 when grabbed or restrained </p><p>Cape of the Mountebank (5+) – <strong><span style="color: #993300">Daily</span></strong> IR, TP 5 when hit </p><p>Cloak of the Crimson Path (7+) – <span style="color: #993300"><strong>Daily</strong></span> IR, TP Swap with your spirit companion, while bloodied, when an enemy adjacent to either of you misses with a melee attack.</p><p>Guardian's Circlets (8+) – <span style="color: #993300"><strong>Daily</strong></span> II, TP Swap places with an attuned ally within 5/10/15 (+5 with Mark of Sentinel) who would be bloodied by an attack, and you take the damage instead.wait</p><p>Cloak of Translocation (9+) – <strong><span style="color: #993300">Daily</span></strong> Minor, Recharge an <strong><span style="color: #ff0000">Encounter</span></strong> TP Power </p><p>Cloak of Displacement (10+) – <span style="color: #993300"><strong>Daily</strong></span> II, Force Attacker to reroll when hit by a ranged or melee attack, TP 1 if the reroll misses</p><p>Chaos Cloak (14+) – <strong><span style="color: #993300">Daily</span></strong> IR, TP 1d8 sometimes (1/3 chance) when an enemy hits a NAD </p><p>Eldritch Medallion (17+) – <strong><span style="color: #993300">Daily</span></strong> IR, TP X when bloodied by an enemy </p><p>Chamber Cloak (18+) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, Banish yourself SonT when you take damage from an enemy or trap, returning to within 5 of your last space.</p><p>Cloak of Autumn's Child (19+) – <span style="color: #993300"><strong>Daily</strong></span> Move, Banish yourself SonT (you can choose what round to return), suppressing all effects on you and gaining a bonus to saves. You remain aware of your surroundings and can return within 5 and LoS of your last space.</p><p>Bralani Cloak (20+) - <strong><span style="color: #993300">Daily</span></strong> Move, TP Speed+X and gain fly 8 (hover) </p><p>Cloak of Feywild Escape (20+) – <span style="color: #993300"><strong>Daily</strong></span> Move, Banish yourself SonT, returning within 5 of an ally you choose when you use this power.</p><p>Cloak of the Phoenix (20+) – <span style="color: #993300"><strong>Daily</strong></span> No Action, Banish yourself SonT and damage enemies within 3 when you drop below 1 hp, returning to your last space, ending all effects on you and healing your surge value/bloodied value/full hp, but you lose all your remaining surges.</p><p>Guardian's Cape (20+) – <strong><span style="color: #993300">Daily</span></strong> Move, TP swap with an ally within 10 without LoS </p><p>Far-Step Amulet (29) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 20* </p><p>[/sblock]</p><p></p><p>Head </p><p><strong>Show</strong></p><p>[sblock]Charger’s Headdress (12) – <strong><span style="color: #993300">Daily</span></strong> Standard, TP instead of moving when you Charge </p><p>Helm of Teleportation (15+, Rare) – <span style="color: #ff0000"><strong>Encounter</strong></span> Move, TP 6/12. <span style="color: #00ff00"><strong>Property</strong></span>: Gain CA EonT against enemies you TP adjacent to on your turn.*</p><p>Evasion Shard (20) – <span style="color: #ff0000"><strong>Encounter</strong></span> II, Chance to TP 5, or TP and not expend this power, or take damage and fall prone when an attack hits you.</p><p>[/sblock]</p><p></p><p>Arms </p><p><strong>Show</strong></p><p>[sblock]Feyleaf Vambraces (4) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP to nearest flank before attack </p><p>Bracers of Escape (7+) – <strong><span style="color: #993300">Daily</span></strong> II, TP 2/5/10 when hit by a melee attack </p><p>[/sblock]</p><p></p><p>Hands </p><p><strong>Show</strong></p><p>[sblock]Blackleaf Gloves (4) – <strong><span style="color: #ff0000">Encounter</span></strong> Free Action, TP 3 when Pact Boon triggers </p><p>Gauntlets of Remote Action (9) – <span style="color: #993300"><strong>Daily</strong></span> Move, TP Swap with the floating gauntlet.</p><p>[/sblock]</p><p></p><p>Fingers </p><p><strong>Show</strong></p><p>[sblock]Horned Ring (8, Rare) – <span style="color: #993300"><strong>Daily</strong></span> Move, TP to any location in Undermountain you have seen. <span style="color: #00ff00"><strong>Property</strong></span>: As long as the destination space of a TP power is within range and you have seen it before, you need no LoS.*</p><p>Eladrin Ring of Passage (14, Rare) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 6 (without LoS after Milestone)* </p><p>Ring of Calling (14) – <strong><span style="color: #993300">Daily</span></strong> Minor, TP adjacent to ally within 20 after Milestone* </p><p>Ring of Shadow Travel (15) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 4 (8 if in non-Bright)(Double Distance after Milestone) but not into Bright </p><p>Death Spiral Ring (16) - <strong><span style="color: #993300">Daily</span></strong> IR, TP into or adjacent to the space of a creature within 10 that dropped to 0 hp or lower. Can be used twice in one encounter after Milestone </p><p>Ring of Eladrin Grace (16) – <strong><span style="color: #ff0000">Encounter</span></strong> No Action, TP 5 if you are conscious and end your turn without having attacked </p><p>Ring of Retreat (17) – <strong><span style="color: #993300">Daily</span></strong> Standard, TP to a predetermined location. TP Back with a Standard within 10 hours* </p><p>Ring of the Protector (18) – <strong><span style="color: #993300">Daily</span></strong> Standard (Minor after a Milestone), TP adjacent to wearer of other ring </p><p>Ring of Dimensional Escape (20) - <strong><span style="color: #993300">Daily</span></strong> No Action, TP 20 when an attack drops you to 0 hp or fewer, and stabilize after Milestone* </p><p>Blink Ring (22) – <strong><span style="color: #993300">Daily</span></strong> Minor, TP 1d4. Sustain Minor: TP 1d4 no sustain after Milestone </p><p>Ring of Fey Travel (22) – <strong><span style="color: #993300">Daily</span></strong> Minor, TP Speed </p><p>Star Opal Ring (26) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 10 and after a milestone, attack creatures within 3 of your destination (maybe)</p><p>Ring of Windows (28) – <strong><span style="color: #993300">Daily</span></strong> Free, TP without LoS when you use a TP power, and TP +4 after Milestone. <strong><span style="color: #00ff00">Property</span></strong>: When you TP, no creature can enter the space you leave </p><p>[/sblock]</p><p></p><p>Waist </p><p><strong>Show</strong></p><p>[sblock]Belt of Breaching (19) – <strong><span style="color: #00ff00">Property</span></strong>: TP 5 and surge when you reduce an enemy to 0 </p><p>[/sblock]</p><p></p><p>Feet </p><p><strong>Show</strong></p><p>[sblock]Boots of Jaunting (2) – <strong><span style="color: #993300">Daily</span></strong> Minor, TP 1 </p><p>Feyleaf Sandals (2) – <strong><span style="color: #993300">Daily</span></strong> No Action, TP 5 when you fall </p><p>Boots of the Dryad (5+) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 4/8/12 to adjacent to a Tree, Treant, or Plant of your size+ </p><p>Foe Chaser Boots (6) – <strong><span style="color: #993300">Daily</span></strong> IR, TP adjacent to marked Enemy when it attacks not you </p><p>Rift Dancer Boots (8+) – <span style="color: #ff0000"><strong>Encounter</strong></span> Move, TP Speed, after you use an attack which allows you to move. 2/enc at 18.</p><p>Feystride Boots (11) – <strong><span style="color: #ff0000">Encounter</span></strong> Move, TP 5 when you have an Eladrin Ally within 10 and you expend Elven Accuracy or Llothtouched* </p><p>Feystep Lacings (12) – <strong><span style="color: #00ff00">5 Charges/Day</span></strong> Move, TP # of charges you spend </p><p>Boots of the Shadowed Path (13) – <span style="color: #ff0000"><strong>Encounter</strong></span> Move, TP 3 adjacent to a creature or object that is Small or larger.</p><p>Earthstriders (14) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 5 along the ground </p><p>Fireburst Boots (14) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 6 and deal damage to creatures adjacent to you before the TP </p><p>Swift-Step Boots (14) – <strong><span style="color: #00ff00">Property</span></strong>: When you run, TP last 2/2/4/4 squares (+1 further at 24/29th) </p><p>Flanker’s Boots (15) – <strong><span style="color: #993300">Daily</span></strong> Move, TP adjacent to adjacent creature </p><p>Eladrin Boots (16) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 5 (10 if Eladrin)* </p><p>Dimensional Stride Boots (18) – <strong><span style="color: #ff0000">Encounter</span></strong> Move, TP 2 or Speed if at max HP </p><p>Planestrider Boots (18) - <strong><span style="color: #ff0000">Encounter</span></strong> Move, TP 10. <strong><span style="color: #00ff00">Property</span></strong>: Split Teleports </p><p>Sandals of Arcane Transposition (18) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP into area of effect after making an arcane area or close attack </p><p>Shadowsteppers (18) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 5 and insubstaintail EonT. Take 5 damage if used in Bright light </p><p>Swiftstrike Shoes (20) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 20 adjacent to an enemy </p><p>Backtrack Bindings (24) – <strong><span style="color: #ff0000">Encounter</span></strong> Free Action, TP Back to square you were in when you used this power if within 10, at the end of your turn </p><p>Fey Warrior's Boots (24) – <strong><span style="color: #00ff00">At-Will</span></strong> IR, TP 3 when an attack misses you </p><p>Time-Jumping Boots (27) – <span style="color: #993300"><strong>Daily</strong></span> Move, Banish yourself (kinda) SonT, ignoring negative ongoing effects, taking no damage, and not having to make saves if you don't want. You take a Standard and 2 Minor Actions. Returning to your last space and are dazed EonT.</p><p>Boots of Teleportation (28, RAre) – <strong><span style="color: #00ff00">At-Will</span></strong> Move, TP Speed </p><p>Boots of the Infinite Stride (28) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 1 MILE without LoE or LoS </p><p>[/sblock]</p><p></p><p>Tattoo </p><p><strong>Show</strong></p><p>[sblock]Escape Tattoo (3) – <span style="color: #00ff00"><strong>Property</strong></span> Free Action: TP 3 when crit by nonminion </p><p>Tattoo of the Escape Artist (8) – <span style="color: #00ff00"><strong>Property</strong></span>: Gain TP 1 as a Minor EoE when crit by nonminion </p><p>[/sblock]</p><p></p><p>Misc </p><p><strong>Show</strong></p><p>[sblock]Avandra’s Boon of Escape (3+, Boon) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 2/3/4/5/6/7 </p><p>Lloth's Fickle Favor (3+, Boon, Rare) – <span style="color: #ff0000"><strong>Encounter</strong></span> IR, Chance to TP d8 and turn invisible EonT when bloodied by an enemy attack, or become dazed (?!)</p><p>Sehanine’s Mark of the Dark Moon (3+, Boon) – <strong><span style="color: #993300">Daily</span></strong> IR, TP 2/3/4/6/8/8 + stealth when you take damage </p><p>The Raven Queen’s Shroud (3+, Boon) – <strong><span style="color: #993300">Daily</span></strong> Minor, TP Adjacent to specified enemy </p><p>Torog’s Lamentation of the Shackled (3+, Boon) – <strong><span style="color: #993300">Daily</span></strong> IR, TP 2 and end condition when slowed, immobilized or restrained.</p><p>Tempest Fan (5+, Wonderous) – <strong><span style="color: #993300">Daily </span></strong>Move, TP 5/10/15: Yourself or an adjacent Ally, deal damage to enemies within 3 of destination.*</p><p>Gift of Flame (7+, Boon) – <span style="color: #993300"><strong>Daily</strong></span> IR, TP 10 to adjacent to a creature within 10 of you that takes fire damage and deal 3/6/9 fire damage to each enemy adjacent to you before and after the teleport.</p><p>Abalach-Re's Deception (8+, Boon) – <span style="color: #993300"><strong>Daily</strong></span> II, TP Swap with one ally within 3/5/10 when an enemy hits you with an attack, and the ally is hit instead, and you and the ally gain a +0/1/2 bonus to all defenses SonT.*</p><p>Sanctuary's Poise (8+, Boon) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 1/3/5+Cha or Wis </p><p>Fey Step Potion (10, Potion) – <strong><span style="color: #00ff00">Consumable</span></strong> Minor, TP 5 as a move EonT </p><p>Transposition Harness (12+, Companion) – <span style="color: #993300"><strong>Daily</strong></span> Move, TP swap with your companion within 10/20.</p><p>Gift of Chaos (13, Boon) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, Chance to TP yourself and each creature adjacent to you up to d6 squares when you roll a 1 or 20 on an attack or save.*</p><p>Teleportation Disk (14, Lair) – <strong><span style="color: #00ff00">At-Will</span></strong> Move, TP to any location in the structure.</p><p>Homing Collar (15, Familiar) – <strong><span style="color: #993300">Daily</span></strong> Move, TP into your Familiar’s space.</p><p>Nightmare (15, Mount) – <strong><span style="color: #00ff00">At-Will</span></strong> Move, TP its Speed with its rider.</p><p>Saddle of the Nightmare (15, Mount slot) – <strong><span style="color: #00ff00">Property</span></strong>: TP with Mount.</p><p>Safe Retreat (15, Wonderous) – <strong><span style="color: #993300">Daily</span></strong> II, TP your Familiar to you when an attack reduces it to 0, it enters passive mode and cannot become active EoE.</p><p>True Kiss of the Mistress (18+, Boon) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP 5/10/15 and daze EonT attacker that hits you with CA.</p><p>Rune of Fiery Might (19, Boon, Rare) – <span style="color: #993300"><strong>Daily</strong></span> II, TP 5 and deal 10 damage to adjacent enemies when you are hit </p><p>Portal Gun (20, Wonderous, Rare) – <span style="color: #ff0000"><strong>Encounter</strong></span> Standard, Chance to create a portal between 2 squares within 20 EoE (or you close them as a minor), Any creature that steps into one portal teleports to an unoccupied square adjacent to the other portal, OR you and the creature nearest to you teleport, swapping places and are both dazed (SE)*</p><p>Instant Portal (23, Wonderous) – <span style="color: #00ff00"><strong>Consumable</strong></span> Minor, Create a portal in an adjacent square that leads to a destination chosen at creation, it lasts until the end of your fifth turn after use.*</p><p>Mithral Maze (28, Lair) – <strong><span style="color: #993300">Daily</span></strong> Standard, Attack to Banish an immobilized creature in the hallway (SE)</p><p>Cubic Portal (30, Wonderous) – <span style="color: #993300"><strong>Daily</strong></span> Minor, Create a portal within 3 that leads to a premanent teleportation circle EonT (sustain minor). Each side of the cube opens a portal to a different location, chosen at creation.</p><p>Eldritch Panoply 2pc Set Bonus – <strong><span style="color: #00ff00">At-Will</span></strong> Minor, TP equal to # of items from set after you use a teleportation power on the same turn. (Blade of the Eldritch Knight (15+ HB), Eldritch Medallion* (17+), Rebuking Bracers* (18), Dimensional Gauntlets (20), Belt of Breaching* (19), Swift-Step Boots* (14+))</p><p>Implements of Argent 4pc Set Bonus – <span style="color: #993300"><strong>Daily</strong></span> Move, TP 3 (Controller's Implement (13+), Striker's Weapon (14+), Defender's Armor (15+), Leader's Helm (16), Champion's Ring (17))</p><p>[/sblock][/sblock]</p><p><span style="font-size: 12px"><strong>Allies</strong></span></p><p></p><p>Because positioning is such a major factor of being a Leader, some of these are absolutely fantastic, especially the Rod, Rubicant Blade, and the Armor (which is great for negating a PC start box). It’s important to note with these items and similar powers exactly who is doing the teleporting, you or the ally, in order to determine the teleport distance and Line of Sight to the destination square (The Summoning Bullet, for example, lets the ally do the teleporting)</p><p></p><p><strong>Show</strong></p><p>[sblock]Weapon </p><p>Rod of Malign Conveyance (3+, Rod) – <strong><span style="color: #993300">Daily</span></strong> Move, TP X: Yourself, 1 Ally within 5, and 1 Enemy within 5* </p><p>Astral Redoubt Totem (4+, Totem) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, Banish an ally within 5 SotnT, healing them 2*X, when you hit an enemy with a primal attack using this totem, returning to their last space.</p><p>Way-Leader Weapon (4+, Spear) – <span style="color: #ff0000"><strong>Encounter</strong></span> Move, TP one or two Allies within 5 to adjacent to an enemy you hit this turn.</p><p>Summoning Bullet (8+, Ammo) – <strong><span style="color: #00ff00">Property</span></strong>: TP Ally within 3 of Enemy to adjacent to it when you hit with this bullet </p><p>Rubicant Blade (8+, 1H) – <strong><span style="color: #993300">Daily</span></strong> Move, TP 5: Yourself and 1 or 2 Allies within 5* </p><p>Staff of New Horizons (9+, Staff) – <strong><span style="color: #993300">Daily</span></strong> IR, TP X: Yourself and adjacent Allies when you take damage* </p><p>Totem of the Flensing Sands (10+, Totem) – <strong><span style="color: #993300">Daily</span></strong> Standard, TP 5 Ally and some Burst 5 Zone </p><p>Symbol of Security (13+, Symbol) – <strong><span style="color: #ff0000">Encounter</span></strong> IR, TP Ally within 10 that is first bloodied in an encounter to adjacent to you.</p><p>Staff of Portals (14+, Staff) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP 5: Yourself and Allies within 2 after you use a TP power* </p><p>Staff of Transposition (14+, Staff) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP Allies when you use a close or area power to the nearest unaffected square.</p><p>Songbow of Summoning (15+, Bow or Xbow) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP Allies within 5 of Enemy or You to adjacent to Enemy when you hit with this weapon.</p><p>Planesplitter Weapon (19+, Axe or HB) – <strong><span style="color: #993300">Daily</span></strong> Minor, Create rift connecting 2 squares within 10 of each other EonT, creatures that enter one square can move to the other as if they were adjacent.*</p><p>Armor </p><p>Armor of Transport (10+, Chain or Scale) – <strong><span style="color: #993300">Daily</span></strong> II, TP 5 when hit by an enemy. Aug 1: TP adjacent allies to adjacent to your destination* </p><p>Neck </p><p>Head </p><p>Helm of Teleportation (15+, Rare) – <span style="color: #ff0000"><strong>Encounter</strong></span> Move, TP 6/12. <span style="color: #00ff00"><strong>Property</strong></span>: Gain CA EonT against enemies you TP adjacent to on your turn.*</p><p>Arms </p><p>Hands </p><p>Ring of Calling (14) – <strong><span style="color: #993300">Daily</span></strong> Minor, TP ally within 20 to adjacent to you* </p><p>Fingers </p><p>Ring of Retreat (17) – <strong><span style="color: #993300">Daily</span></strong> Standard, TP Yourself and up to 7 Allies to a predetermined location after Milestone. TP Back with a Standard within 10 hours* </p><p>Waist </p><p>Feet </p><p>Tattoo </p><p>Reinforcement Tattoo (9) – <strong><span style="color: #00ff00">Property</span></strong>: TP Allies you can see to within 3 of you when crit by nonminion </p><p>Misc </p><p>Guardian's Whistle (4) -<span style="color: #993300"><strong> Daily</strong></span> Move, TP Ally within 10 to adjacent to you.</p><p>Tempest Fan (5+) – <strong><span style="color: #993300">Daily </span></strong>Move, TP 5/10/15: Yourself or an adjacent Ally, deal damage to enemies within 3 of destination.*</p><p>Abalach-Re's Deception (8+, Boon) – <span style="color: #993300"><strong>Daily</strong></span> II, TP Swap with one ally within 3/5/10 when an enemy hits you with an attack, and the ally is hit instead, and you and the ally gain a +0/1/2 bonus to all defenses SonT.*</p><p> Gift of Chaos (13, Boon) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, Chance to TP yourself and each creature adjacent to you up to d6 squares when you roll a 1 or 20 on an attack or save.*</p><p>Recalling Harness (18+) – <span style="color: #ff0000"><strong>Encounter</strong></span> II, TP your companion 10/∞ to be adjacent to you when an attack bloodies or drops you to 0.</p><p>Portal Gun (20, Wonderous, Rare) – <span style="color: #ff0000"><strong>Encounter</strong></span> Standard, Chance to create a portal between 2 squares within 20 EoE (or you close them as a minor), Any creature that steps into one portal teleports to an unoccupied square adjacent to the other portal, OR you and the creature nearest to you teleport, swapping places and are both dazed (SE)*</p><p>Instant Portal (23, Wonderous) – <span style="color: #00ff00"><strong>Consumable</strong></span> Minor, Create a portal in an adjacent square that leads to a destination chosen at creation, it lasts until the end of your fifth turn after use.*</p><p>Offerings of Celestian 4pc Set Bonus – <strong><span style="color: #00ff00">Benefit</span></strong>: TP a number of allies equal to # of items from this set when you TP, they must begin and end adjacent to you. (Staff of the Far Wanderer* (17+ Staff), Mooncloth Robes (17+ Cloth), Star-strewn Scarf (18+), Sun Sphere (20), Gloves of the Wandering Star (19))</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Enemies</strong></span></p><p></p><p>There’s two things of note when teleporting enemies. First, teleporting is not forced movement, so it’s the easiest way to both get around dwarf and giant sturdiness. Second, teleporting a creature into the air does grant them a save to negate the teleport completely.</p><p></p><p><strong>Show</strong></p><p>[sblock]Weapon </p><p>Pact Sword (2+, LS) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP 1+X cursed enemy you hit </p><p>Rod of Malign Conveyance (3+, Rod) – <strong><span style="color: #993300">Daily</span></strong> Move, TP X: Yourself, 1 Ally within 5, and 1 Enemy within 5. Critical: Xd6 and TP target X* </p><p>Abduction Ki Focus (4+, KF) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP 5: Yourself and Enemy you hit to a square adjacent to you, when you hit with a melee attack using this ki focus* </p><p>Dislocation Weapon (4+, HB or LB) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP Enemy adjacent to your ally when you hit with this weapon </p><p>Staff of the Traveler (5+, Staff) – <span style="color: #00ff00"><strong>C</strong></span><span style="color: #00ff00"><strong>ritic</strong></span><span style="color: #00ff00"><strong>al</strong></span>: TP target 2/4/6/8/10/12 </p><p>Fey Strike Weapon (5+, Any) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP Enemy 10 to adjacent to you when you hit with this weapon </p><p>Staff of Bitter Dismissal (7+, Staff) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP Enemy X when you hit it within 3 with a force attack with this staff </p><p>Wand of Wonder (7+, Rare Wand) – <span style="color: #00ff00"><strong>Critical</strong></span>: TP target 1 for each 6 rolled on the crit dice.*</p><p>Space-Shifting Bolt (8+, Ammo) – <strong><span style="color: #00ff00">Property</span></strong>: TP Enemy 1 when you hit with this bolt </p><p>Mithrendain Steel Weapon (8+, HB or LB) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP Target 2 when you hit with this weapon* </p><p>Githyanki Silver Weapon (9+, HB) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, Banish target you hit with this weapon (SE) returning to its last space.</p><p>Staff of New Horizons (9+, Staff) – <strong><span style="color: #00ff00">Critical</span></strong>: Xd6 and TP target X* </p><p>Wyrdwarped Weapon (12+, Ranged) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP X target you hit with this weapon</p><p>Banishing Spellblade (14+, HB or LB) – <strong><span style="color: #993300">Daily</span></strong> Free Action, Banish target that you would pull, push, slide, or TP EotnT, returning to its last space.</p><p>Staff of Portals (14+, Staff) – <span style="color: #00ff00"><strong>Critical</strong></span>: xd6 and TP target X*</p><p>Transposing Weapon (14+, Any) – <strong><span style="color: #ff0000">Encounter</span></strong> Free Action, TP Swap with enemy you hit with this weapon.*</p><p>Voidcrystal Weapon (14+, Melee) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, Banish target you hit with this weapon SonT, returning to a space of your choice within 3 of you.</p><p>Prismatic Orb (15+, Rare Orb) – <span style="color: #993300"><strong>Daily</strong></span> No Action, TP target X when you hit it with this Orb.</p><p>Rod of Sylvan Trickery (15+, Rod) – <strong><span style="color: #993300">Daily</span></strong> Free Action, TP target 3 (6 if in Feywild) when you hit it with an arcane power using this rod EoE, after Cursing it.</p><p>Orb of Unintended Solitude (18+, Orb) – <strong><span style="color: #993300">Daily</span></strong> Free Action, Banish target that you would pull, push, slide, or TP EotnT, returning to its last space.</p><p>Armor </p><p> Driftmetal Armor (18+, Chain or Scale) – <strong><span style="color: #ff0000">Encounter</span></strong> II, TP Swap with enemy that targets you with a melee attack, it takes a -2 penalty to attack EonT.*</p><p>Neck </p><p>Baffling Cape (3+) – <strong><span style="color: #993300">Daily</span></strong> IR, TP Swap with adjacent enemy that missed you* </p><p>Head </p><p>Arms </p><p>Rebuking Bracers (18) – <span style="color: #00ff00"><strong>Property</strong></span>: TP 3 enemy you crit with a melee attack, and daze if wielding Blade of the Eldritch Knight</p><p>Hands </p><p>Gloves of Dimensional Repulsion (14) – <strong><span style="color: #993300">Daily</span></strong> Standard, TP 10 adjacent target you hit with Cha+4 vs Fort* </p><p>Foe Caller Gauntlets (22) – <span style="color: #ff0000"><strong>Encounter</strong></span> II, TP 10 enemy marked by you that attacks not you to adjacent to you and make a MBA </p><p>Fingers </p><p>Ring of Sorrows (18) – <span style="color: #993300"><strong>Daily</strong></span> Standard, Conjure 3 Sorrows within 10, an enemy that starts adjacent to a Sorrow and deals damage on its turn is teleported to another square adjacent to the Sorrow.</p><p>Waist </p><p>Feet </p><p>Tattoo </p><p>Misc </p><p> Gift of Chaos (13, Boon) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, Chance to TP yourself and each creature adjacent to you up to d6 squares when you roll a 1 or 20 on an attack or save.*</p><p>Portal Gun (20, Wonderous, Rare) – <span style="color: #ff0000"><strong>Encounter</strong></span> Standard, Chance to create a portal between 2 squares within 20 EoE (or you close them as a minor), Any creature that steps into one portal teleports to an unoccupied square adjacent to the other portal, OR you and the creature nearest to you teleport, swapping places and are both dazed (SE)*</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Boosters</strong></span></p><p></p><p>These are probably the most misunderstood piece of the Teleporter’s build. Just looking at those 3 weapons, they each apply differently; A “Teleportation Power” is different from a “Power that allows you to Teleport” is different from a “Teleport you make”. Fey Step is all 3 of these, Feywild Advance turns Blurred Step into the later 2 (because adding a teleport to a power doesn’t give it the Teleportation keyword, so it’s not a Teleportation Power), Fey Charge is an example of a Teleport you make (you are not actually using Fey Step, and Charge itself is not a power either) unless you are using a power in order to charge (ex. Swift Charge and Hurling Charge).</p><p></p><p>There is also a distinction between “you can Teleport” and “a Teleport you make”, which is that the former only applies to your own personal teleporting and not when you teleport allies or other creatures. I’m sure there’s some debate over this somewhere, but that’s the simplest, most logical interpretation. Unfortunately, CB lacks the ability to track your teleport distances, so that’s a lot of bookkeeping you have to do.</p><p></p><p>I also (apparently) have to mention that these things boost <em>Range</em>, not <em>Distance</em>. If you’re using a Teleport Swap (ex. Dimension Swap), a Pursuit Teleport (Relentless Stride), or a Triggered Teleport (Robe of Bloodwalking’s <strong><span style="color: #ff0000">Encounter</span></strong> Power) teleport boosters are generally of no use – they don’t increase the range of a power, and you still have to meet the conditions of where your teleports destination is, where applicable.</p><p></p><p><strong>Show</strong></p><p>[sblock]Works with all teleports: Mithrendain Steel Weapon (+1), Eladrin Armor (+1/2/3), Eladrin Ring of Passage (+1), Ring of Dimensional Escape (+1), Eladrin Boots (+2), Arcane Wisp/Dimensional Pet Familiar (+1)</p><p></p><p> Works with powers that let you teleport: Rubicant Blade (+1)</p><p></p><p> Works with teleport powers: Incisive Dagger (+X), Far-Step Amulet (+3), Ring of Retreat (+1), Creeping Gatevine (+2/5/10)</p><p></p><p>Weapon </p><p>Mithrendain Steel Weapon (8+, HB or LB) – <strong><span style="color: #00ff00">Property</span></strong>: TP +1* </p><p>Rubicant Blade (8+, 1H) – <strong><span style="color: #00ff00">Property</span></strong>: TP +1 with powers* </p><p>Incisive Dagger (9+, Dagger) – <strong><span style="color: #00ff00">Property</span></strong>: TP +X with TP powers* </p><p>Armor </p><p>Eladrin Armor (3+, Chain) – <strong><span style="color: #00ff00">Property</span></strong>: TP +1/2/3 </p><p>Neck </p><p>Far-Step Amulet (29) – <strong><span style="color: #00ff00">Property</span></strong>: TP +3 with TP powers* </p><p>Head </p><p>Arms </p><p>Hands </p><p>Gloves of Dimensional Repulsion (14) – <strong><span style="color: #00ff00">Property</span></strong>: TP +2 with TP powers used on others* </p><p>Fingers </p><p>Eladrin Ring of Passage (14, Rare) – <strong><span style="color: #00ff00">Property</span></strong>: TP +1 (+2 if Eladrin)* </p><p>Ring of Calling (14) – <strong><span style="color: #00ff00">Property</span></strong>: TP +4 with TP powers used by adjacent Allies </p><p>Ring of Retreat (17) – <strong><span style="color: #00ff00">Property</span></strong>: TP +1 with TP powers* </p><p>Ring of Dimensional Escape (20) – <strong><span style="color: #00ff00">Property</span></strong>: TP +1* </p><p>Waist </p><p>Feet </p><p>Feystride Boots (11) – <span style="color: #00ff00"><strong>Property</strong></span>: TP +2 with Fey Step when you have an Elf or Drow ally within 10* </p><p>Eladrin Boots (16) – <strong><span style="color: #00ff00">Property</span></strong>: TP +2 (except the <strong><span style="color: #993300">Daily</span></strong> of these boots)* </p><p>Tattoo </p><p>Misc</p><p>Arcane Wisp Familiar (11+) – <span style="color: #00ff00"><strong>Property</strong></span>: TP +1</p><p>Creeping Gatevine (10+) –<strong><span style="color: #00ff00"> Consumable</span></strong> Free Action, TP +2/5/10 when used with a TP power up to 10/20/30th level </p><p>Dimensional Pet Familiar (11+) – <strong><span style="color: #00ff00">Property</span>: </strong>TP +1*</p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>Preventers</strong></span></p><p></p><p>These are pretty “meh” items except for the Feyslaughter and the Orbs </p><p><strong>Show</strong></p><p>[sblock]Weapon </p><p>Byeshk Weapon (3+, Any) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, Daze, Restrain, and Prevent TP EonT an Abberant Creature you hit with this weapon </p><p>Forbiddance Bolt (9+, Ammo) – <strong><span style="color: #00ff00">Property</span></strong>: Prevent Enemy TP and TP within 2 of it EonT when you hit with this bolt </p><p>Totem of Enduring Vigilance (9+, Totem) – <span style="color: #993300"><strong>Daily</strong></span> Free Action, Prevent enemy you hit with a primal power with this implement from using or being the target of TP powers (SE)</p><p>Feyslaughter Weapon (9+, Any) – <strong><span style="color: #00ff00">Property</span></strong>: Prevent TP EonT when you hit with this weapon </p><p>Ashurta’s Blade (10, BS, Dagger, LS, Shuriken, or SS) – Same as <span style="color: #993300"><strong>Byeshk</strong></span> but with other unrelated bonuses </p><p>Orb of Translocation Interference (13+, Orb) – <strong><span style="color: #ff0000">Encounter</span></strong> Free Action, Choose the destination when an Enemy within 10 TPs </p><p>Moran’s Eye (14, Orb) – <strong><span style="color: #ff0000">Encounter</span></strong> Minor, Prevent TP and slows (save ends both) target you hit with ranged 10 Int vs Will </p><p>Forbidding Weapon (14+, Any) – <strong><span style="color: #993300">Daily</span></strong> IR, Prevent TP (save ends) and damage creature that TPs adjacent to you </p><p>Orb of the Planes (23+, Orb) – <strong><span style="color: #ff0000">Encounter</span></strong> II, TP 10 and prevent TP when enemy within 10 uses a TP power* </p><p>Armor </p><p>Anchoring Armor (17+, Plate) – <strong><span style="color: #993300">Daily</span></strong> IR, Prevent TP and Immoblize EonT (Augment 1: (save ends) instead) a creature that TPs adjacent to you </p><p>Neck </p><p>Head </p><p>Arms </p><p>Hands </p><p>Gauntlets of Discontinuity (13) – <strong><span style="color: #993300">Daily</span></strong> II, Prevent TP of enemy within 2 EonT when it tries to teleport </p><p>Fingers </p><p>Waist </p><p>Feet </p><p>Boots of Grounding (8) – <strong><span style="color: #ff0000">Encounter</span></strong> II, Prevent TP when an attack would TP you </p><p>Planar Stasis Boots (18) – <strong><span style="color: #00ff00">Property</span></strong>: You cannot be TP against your will </p><p>Tattoo </p><p>Misc </p><p>Bead of Force (15+) – Consumable Standard, Prevent TP, Restrain, Deal Ongoing, and block LoE to target hit by this item (save ends all)</p><p>Dimensional Pet Familiar (11+) – <strong><span style="color: #ff0000">Encounter</span></strong> II, Prevent TP of enemy adjacent to active pet SonT</p><p>Dimensional Shackles (17) – <strong><span style="color: #993300">Daily</span></strong> Standard, Prevent TP and Restrain until escape creature you hit with a Str or Dex vs Ref attack that you must have CA for </p><p>[/sblock]</p><p><span style="font-size: 12px"><strong>SONAR - teleporting while blind</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]</p><p>Weapon</p><p>Armor</p><p>Neck</p><p>Head</p><p>Arms</p><p>Hands</p><p>Fingers</p><p>Horned Ring (8, Rare) – <span style="color: #993300"><strong>Daily</strong></span> Move, TP to any location in Undermountain you have seen. <span style="color: #00ff00"><strong>Property</strong></span>: As long as the destination space of a TP power is within range and you have seen it before, you need no LoS.*</p><p>Waist</p><p>Feet</p><p>Tattoo</p><p>Misc</p><p>[/sblock]</p><p></p><p><strong>Originally posted by Zathris:</strong></p><p></p><p><span style="font-size: 15px"><strong>Themes</strong></span></p><p></p><p><strong>Fey Beast Tamer</strong> - The Blink Dog companion has an aura which allows it and its allies (including you) to teleport to another square in the aura<strong>. </strong>Not particularly good for distance, but for effect purposes (and the near constant CA) it's pretty good.</p><p></p><p><strong>Iliyanbruen Guardian - </strong>Eladrin Only. You can take another ally with you when you Fey Step (for a total of 5 allies if you're a Bard|Warlord/Student of the Plague). And you can Fey Step as a minor<strong>, </strong>which certainly has its uses for hit-and-run.</p><p></p><p><strong>Order Adept</strong> - The level 5 feature gives you access to Wizard Utility powers (if you aren't a Wizard), which opens up some decent Teleportation powers (and other powers which might be really good).</p><p></p><p><strong>Scion of Shadow</strong> - Optional level 10 utility lets you teleport 3 into dim/dark areas for 1 encounter/day.</p><p></p><p><strong>Spellscarred Harbinger</strong> - Option of a Minor Action TP 2 every encounter, this is generally a better theme than the Eladrin one (even for Eladrin, since it's not using up Fey Step) since it has other options and a daily daze.</p><p></p><p> </p><p></p><p><span style="font-size: 15px"><strong>Feats of Strength, or Strength of Feet?</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Heroic</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]Generic </p><p><strong>Show</strong></p><p>[sblock]Acolyte of the Veil [MC Assassin] – (13 Dex) Training in Athletics or Stealth, Shadow Step 1/<strong><span style="color: #ff0000">Encounter</span></strong>, wield Assassin Implements </p><p>Cast Afar the Spirit – (Familiar)<strong><span style="color: #00ff00"> TP</span></strong> Familiar when you switch it to active </p><p>Haunting Shade Expert – (Haunting Shade) Swap a U6 for a long <strong><span style="color: #ff0000">encounter</span></strong> TP into dim or darkness </p><p>Mark of Passage – (Oh look, this is OP) <strong><span style="color: #00ff00">Increase</span></strong> Shifts and TPs with powers and you can master travel and other rituals </p><p>Zealous Fury – Baphamut lets you swap a U6 to heal, teleport, and mark as a <span style="color: #993300"><strong>daily</strong></span></p><p>[/sblock]</p><p></p><p>Class </p><p><strong>Show</strong></p><p>[sblock]Ardent </p><p>Refracting Mantle – (Shardmind) Targets of <span style="color: #ff0000"><strong>Shard Swarm</strong></span> grant CA EonT to allies within your Mantle </p><p>Artificer </p><p>Arcane Repositioning – (Eladrin) Expend<span style="color: #ff0000"><strong> Fey Step</strong></span> to TP one of your Conjurations or Summons </p><p>Redistribute Minions – (Eladrin) When you <span style="color: #ff0000"><strong>Fey Step</strong></span> you can TP your Summons </p><p>Vanishing Concoction – (Eladrin) Ally can end <strong><span style="color: #ff0000">Resistive </span></strong>or<strong><span style="color: #ff0000"> Shielding</span></strong> elixirs as a Free Action to TP instead of normal benefit </p><p>Assassin </p><p>Close to Death – (Revenant) Ignore requirements for <span style="color: #00ff00"><strong>Shadow Step</strong></span> when bloodied </p><p>Darkness’s Wings – (Shadar-kai) Gain darkvision and you can expend<span style="color: #ff0000"><strong> Shade Form</strong></span> to regain <span style="color: #ff0000"><strong>Shadow Jaunt </strong></span></p><p>Darting Shade – <span style="color: #00ff00"><strong>Shadow Step</strong></span> as a FA after you take damage while in <span style="color: #ff0000"><strong>Shade Form</strong></span></p><p></p><p>Death Walk – (Revenant) <span style="color: #00ff00"><strong>Shadow Step</strong></span> as a FA when you <span style="color: #ff0000"><strong>Dark Reaping </strong></span></p><p>Hunter in the Gloom – (Shadar-kai) Target Ref instead of AC when insubstantial from <span style="color: #ff0000"><strong>Shadow Jaunt </strong></span></p><p>Hunting Shadow – (Wilden) TP instead of shift with <span style="color: #ff0000"><strong>Pursuit of the Hunter</strong></span> and +1 damage per shroud EonT </p><p>Leaping Shadows – <span style="color: #00ff00"><strong>Shadow Step</strong></span> as a FA when you kill an enemy </p><p>Maw of the Hungry Killer – (Gnoll) Gain THP when you kill a <strong><span style="color: #00ff00">shrouded</span></strong> target, and TP if you invoked the shrouds </p><p>Phantom Blade Evasion – (Halfling) <span style="color: #00ff00"><strong>Shadow Step</strong></span> as a FA after you <span style="color: #ff0000"><strong>Second Chance </strong></span></p><p>Quick and Dead – (Revenant) Increase distance of <span style="color: #00ff00"><strong>Shadow Step</strong></span> after using <strong><span style="color: #ff0000">Dark Reaping </span></strong></p><p>Spirited Shadows – (Drow) Increase distance of <span style="color: #00ff00"><strong>Shadow Step</strong></span> when used from within <span style="color: #ff0000"><strong>Cloud of Darkness </strong></span></p><p>Twilight Phantom Step – (Eladrin) Extend range of <strong><span style="color: #ff0000">Fey Step</span></strong> when you TP next to your <span style="color: #00ff00"><strong>Shroud</strong></span> target </p><p>Avenger </p><p>Feyborn Pursuer – (Eladrin) Extend range of <span style="color: #ff0000"><strong>Fey Step</strong></span> when you TP next to your <span style="color: #00ff00"><strong>Oath</strong></span> target </p><p>Godsworn Sidestep – (Corellon) TP next to Oath target when you <span style="color: #00ff00"><strong>crit</strong></span></p><p></p><p>Oathbound Stalker – (Assassin?!) <span style="color: #00ff00"><strong>Increase</strong></span> TPs so long as you go next to your Oath target </p><p>Bard </p><p>Bardic Wayfarer – <span style="color: #00ff00"><strong>Once per turn</strong></span> when you TP an ally, you can also TP; instead of sliding with Majestic Word you can TP the target </p><p>Battlemind </p><p>Feywild Advance – (Eladrin) TP instead of shifting with <span style="color: #00ff00"><strong>Blurred Step </strong></span></p><p>Harrying Step – TP adjacent to enemy with <strong><span style="color: #00ff00">Blurred Step </span></strong></p><p>Invoker </p><p>Fey Preserver – (Eladrin) TP ally when you use <span style="color: #ff0000"><strong>Preservers Rebuke </strong></span></p><p>Ranger </p><p>Feyborn Companion – (Eladrin, Beast Mastery) Beast gains racial traits and when you use <span style="color: #ff0000"><strong>Fey Step</strong></span> it TPs as well </p><p>Shadar-Kai Beast – (Shadar-Kai, Beast Mastery) Beast gains racial traits and when you use <span style="color: #ff0000"><strong>Shadow Jaunt</strong></span> it TPs as well, but only one of you gets insubstantial </p><p>Shaman </p><p>Aggressive Spirit – TP spirit next to an enemy when you <span style="color: #00ff00"><strong>kill an enemy </strong></span></p><p>Linked Spirit – (Shardmind) Telepathy within 5 of your spirit, and you can swap positions with your spirit when you <span style="color: #ff0000"><strong>Shard Swarm </strong></span></p><p>Spirit’s Fey Step – (Eladrin) TP Spirit companion when you <span style="color: #ff0000"><strong>Fey Step </strong></span></p><p>Swordmage </p><p>Eladrin Swordmage Advance – (Eladrin) Free MBA when you <span style="color: #ff0000"><strong>Fey Step</strong></span> next to an enemy </p><p>Extended Teleportation – <strong><span style="color: #00ff00">Makes</span></strong> your SM or PP TPs longer </p><p>Grasping Ensnarement – (Ensnarement) Slow EonT enemies you TP with <span style="color: #00ff00"><strong>Aegis </strong></span></p><p>Warden </p><p>Dancing Leaves – TP Closer to an enemy instead of sliding it with <span style="color: #00ff00"><strong>Warden’s Grasp</strong></span></p><p></p><p>Warlock </p><p>Curse of Displacement – TP Cursed enemy you <span style="color: #00ff00"><strong>crit </strong></span></p><p>Exultant Shadow Step – TP when you <span style="color: #00ff00"><strong>crit</strong></span> a cursed enemy </p><p>Frost Step – (Fey Pact) Leave behind Difficult Terrain when you use <strong><span style="color: #00ff00">Misty Step</span></strong></p><p>Improved Misty Step – (Fey Pact) Increase <span style="color: #00ff00"><strong>Misty Step </strong></span></p><p>Renewed by Blood – (Eladrin) Regain <span style="color: #ff0000"><strong>Fey Step</strong></span> when you kill a cursed creature 1/<strong><span style="color: #ff0000">encounter</span></strong></p><p></p><p>Spirit of Lalali-Puy – (SK) TP next to an ally instead of dealing extra damage when you <span style="color: #00ff00"><strong>augment</strong></span> Hand of Blight </p><p>Swirling Leaves of Autumn – (Fey Pact, Sehanine) Leave behind Light Obscurement when you use <span style="color: #00ff00"><strong>Misty Step</strong></span></p><p>Warlord </p><p>Fey Command – (Eladrin, Tactical) When an ally <span style="color: #ff0000"><strong>APs</strong></span> they can TP before or after the attack </p><p>[/sblock]</p><p></p><p>Race </p><p><strong>Show</strong></p><p>[sblock]Eladrin </p><p>Feral Fey Step – (Primal) <span style="color: #ff0000"><strong>Fey Step</strong></span> as IR when first bloodied, even if already expended </p><p>Fey Escape – Use<span style="color: #ff0000"><strong> Fey Step</strong></span> as IR when grabbed, immobilized, or restrained </p><p>Fey Familiar – (Arcane, Familiar) TP Familiar when you <span style="color: #ff0000"><strong>Fey Step </strong></span></p><p>Healing Step – (Divine) Before or after <span style="color: #ff0000"><strong>Fey Step</strong></span>, grant an adjacent ally THP and let them shift </p><p>Moon Elf Resilience – Spend a Surge after using<span style="color: #ff0000"><strong> Fey Step</strong></span> when bloodied with no allies within 5 </p><p>Planar Blurring – (Spellscar) Before or after <span style="color: #ff0000"><strong>Fey Step</strong></span>, slide an adjacent creature, also TP an adjacent creature if you have Student of the Plague </p><p>Starlight Duelist Style – (Dex 13, Martial) Use <span style="color: #ff0000"><strong>Fey Step</strong></span> as a FA after Hit and Run or use <span style="color: #ff0000"><strong>Fey Step</strong></span> as a IR instead of the II granted by Riposte Strike </p><p>Sun Elf Grace - +1 All Def EonT if you<span style="color: #ff0000"><strong> Fey Step</strong></span> before getting Bloodied </p><p>Twist the Arcane Fabric – (Arcane) Expend <span style="color: #ff0000"><strong>Fey Step</strong></span> to TP an Ally out of your Burst/Blast </p><p>Ubiquitous Step – (Psionic Augmentation) Regain <span style="color: #ff0000"><strong>Fey Step</strong></span> when first drop to 0 power points </p><p>Winterkin Heritage – Resist Cold and gain an <strong><span style="color: #ff0000">encounter</span></strong> power that lets you TP and gain concealment </p><p>Winter’s Reach – (Winterkin) Increase distance of the power from <span style="color: #ff0000"><strong>Winterkin Heritage</strong></span></p><p></p><p>Genasi </p><p>Storm Step – (Storm Soul) TP Adjacent to an enemy you hit when you have <span style="color: #ff0000"><strong>Promise of Storm</strong></span> active </p><p>Gnome </p><p>Get in your Head – (Psionic) Augment <span style="color: #ff0000"><strong>Fade Away</strong></span> to TP as well </p><p>Shadar-Kai </p><p>Darkening Mind – (Psionic) Augment <span style="color: #ff0000"><strong>Shadow Jaunt</strong></span> to increase distance and remain insubstantial EonT </p><p>Devious Jaunt – Increase distance of<span style="color: #ff0000"><strong> Shadow Jaunt</strong></span></p><p></p><p>Doom of Jiksidur –Knock prone when you hit when insubstantial from <span style="color: #ff0000"><strong>Shadow Jaunt</strong></span>, and Stealth bonus </p><p>Dread of Sakkors – Push and slow EonT when you hit when <span style="color: #00ff00"><strong>insubstantial</strong></span>, and Intimidate bonus </p><p>Drowing of Nhalloth – Slide and a penalty to hit EonT when you hit when insubstantial from <span style="color: #ff0000"><strong>Shadow Jaunt</strong></span>, and Arcana bonus </p><p>Krinth Heritage – Become insubstantial after getting crit and replace <span style="color: #ff0000"><strong>Shadow Jaunt</strong></span> with an <strong><span style="color: #ff0000">Encounter</span></strong> power that TPs you next to an enemy that damages you and gain CA </p><p>Shade Heritage – Gain darkvision and replace <span style="color: #ff0000"><strong>Shadow Jaunt</strong></span> with a longer <strong><span style="color: #ff0000">Encounter</span></strong> TP that increases if you goto Dim or Darkness </p><p>Shadow Exile – Remove yourself from play SonT instead of TP with <span style="color: #ff0000"><strong>Shadow Jaunt </strong></span></p><p>Shadow Legacy – (Divine, Raven Queen) Gain <span style="color: #ff0000"><strong>Channel Divinity</strong></span> that TPs an ally when they become bloodied </p><p>Shardmind </p><p>Daunting Swarm – Mark EonT enemies you affect with <span style="color: #ff0000"><strong>Shard Swarm </strong></span></p><p>Distant Swarm – Change <span style="color: #ff0000"><strong>Shard Swarm</strong></span> into an Area Burst 1 within 5 that you have to TP into </p><p>Liberating Shard Swarm – Make a Saving Throw when you <span style="color: #ff0000"><strong>Shard Swarm </strong></span></p><p>Mineral Resilience – Gain THP when you <span style="color: #ff0000"><strong>Shard Swarm </strong></span></p><p>Myriad Crystal Eyes – No creature can benefit from concealment EonT when you <span style="color: #ff0000"><strong>Shard Swarm </strong></span></p><p>Warding Shard Swarm - +2 all Def EonT when you <span style="color: #ff0000"><strong>Shard Swarm </strong></span></p><p>Wilden </p><p>Improved Aspect of Nature – Increase <span style="color: #ff0000"><strong>Voyage of the Ancients</strong></span> TP, Bonus hit with Wrath of the Destroyer, and increase shift with Pursuit of the Hunter </p><p>[/sblock][/sblock]</p><p><span style="font-size: 12px"><strong>Paragon</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]General </p><p><strong>Show</strong></p><p>[sblock]Arcane Familiar: Arcane Wisp - Bonus Stealth, <span style="color: #00ff00"><strong>TP +1</strong></span> (Active: It can TP 5 as an II when attacked 1/<strong><span style="color: #ff0000">encounter</span></strong>) </p><p>Arcane Familiar: Dimensional Pet - Speak Primordial,<span style="color: #00ff00"><strong> TP +1</strong></span> (Active: Prevent TP SonT of creature adjacent to Pet as an II 1/<strong><span style="color: #ff0000">encounter</span></strong>)</p><p>Liberating Teleport – Gain bonus to saves <span style="color: #00ff00"><strong>when you TP</strong></span></p><p></p><p>Space-Bending Spirit – (Familiar) Familiar gains TP as a <strong><span style="color: #00ff00">movement mode </span></strong></p><p>[/sblock]</p><p></p><p>Class </p><p><strong>Show</strong></p><p>[sblock]Artificer </p><p>Enlarge Familiar – (Familiar, <strong><span style="color: #ff0000">16th Utility</span></strong>) Minor, TP Familiar back to you after turning it into a flanker for a round </p><p>Assassin </p><p>Fade into Shadow – <strong><span style="color: #00ff00">Shadow Step</span></strong> as a IR when you become bloodied </p><p>Grave Step – After you kill a creature, <span style="color: #00ff00"><strong>Shadow Step</strong></span> as a minor without having to begin or end adjacent to a creature </p><p>Avenger </p><p>Raven Queen’s Scorn – (Raven Queen) TP adjacent to undead that you just placed your <span style="color: #00ff00"><strong>Oath</strong></span> on </p><p>Sequestering Jaunt – (Shadar-Kai)<strong><span style="color: #ff0000"> Shadow Jaunt</span></strong> takes your Oath target with you if it was next to you </p><p>Bard </p><p>Walk Among the Fey – TP creatures instead of <span style="color: #00ff00"><strong>Sliding</strong></span> them </p><p>Fighter </p><p>Fey Charge – (Eladrin) Expend <strong><span style="color: #ff0000">Fey Step</span></strong> to TP when you charge, is not expended if you hit </p><p>Marked Jaunt – (Shadar-Kai) TP with <span style="color: #ff0000"><strong>Shadow Jaunt</strong></span> as an Interrupt to attack a marked enemy that isn’t attacking you </p><p>Rogue </p><p>Darkjumper – (Drow) TP into <span style="color: #ff0000"><strong>Cloud of Darkness</strong></span> as a Free Action once on the turn you use it </p><p>Fey Gambit – (Eladrin) Gain CA EoT against enemy you <span style="color: #ff0000"><strong>Fey Step</strong></span> next to </p><p>Sorcerer </p><p>Unlucky Teleport – (Wild) Deal Psychic damage to enemies you <span style="color: #00ff00"><strong>TP</strong></span></p><p></p><p>Swordmage </p><p>Ensnaring Flourish – (Ensnarement) Bonus damage against enemy you <strong><span style="color: #00ff00">TP with Aegis</span></strong></p><p></p><p>Shadowed Aegis – (Shadar-Kai, Assault) Gain insubstantial when you <span style="color: #00ff00"><strong>TP with Aegis </strong></span></p><p>Timely Teleport – TP when you <span style="color: #ff0000"><strong>2nd Wind </strong></span></p><p>Vigorous Assault – (Assault) Gain THP when you <span style="color: #00ff00"><strong>TP with Aegis </strong></span></p><p>Warlock </p><p>Eochaid’s Lure – (Fey Pact) Slide enemies adjacent to the square you leave when you use <span style="color: #00ff00"><strong>Misty Step</strong></span></p><p>Flitting Shadows – <strong>Reduce</strong> Curse damage on <strong><span style="color: #ff0000">Encounter</span></strong> or <strong><span style="color: #993300">Daily</span></strong> powers to TP the target </p><p>Warlord </p><p>Fey Tactics – (Eladrin) TP ally within 5 of you when you <span style="color: #ff0000"><strong>Fey Step </strong></span></p><p>Feywild Flanker – (Eladrin) Gain CA against one enemy you <span style="color: #00ff00"><strong>TP next to </strong></span></p><p>Wizard </p><p>Lightning Transport – TP when you <span style="color: #00ff00"><strong>kill a creature</strong></span> with a lightning power </p><p>[/sblock]</p><p></p><p>Race </p><p><strong>Show</strong></p><p>[sblock]Eladrin </p><p>Fey Death – Use <span style="color: #ff0000"><strong>Fey Step</strong></span> as a IR after killing an enemy </p><p>Fey Step Trailblazer – TP adjacent ally with you when you <span style="color: #ff0000"><strong>Fey Step </strong></span></p><p>Feywild Protection - +2 All Def EonT after you <span style="color: #ff0000"><strong>Fey Step </strong></span></p><p>Reactive Fey Step – Expend <span style="color: #ff0000"><strong>Fey Step</strong></span> to negate Forced Movement </p><p>Githzerai </p><p>Wind’s Fortunes – TP instead of shift with <span style="color: #ff0000"><strong>Shifting Fortunes </strong></span></p><p>Shadar-Kai </p><p>Reactive Jaunt – <span style="color: #ff0000"><strong>Shadow Jaunt</strong></span> as a IR when damaged </p><p>Shardmind </p><p>Buffeting Shard Swarm – Slide enemies in burst when you <span style="color: #ff0000"><strong>Shard Swarm </strong></span></p><p>Perfect Fracture – <span style="color: #ff0000"><strong>Shard Swarm</strong></span> as an IR when bloodied </p><p>Wilden </p><p>Burden of Liberty – When you use a <span style="color: #ff0000"><strong>Wilden racial</strong></span> power, an ally within 5 can TP next to you </p><p>Secret of Escape – <span style="color: #993300"><strong>Once per day</strong></span> when you drop to 0 or fewer, you can TP next to an ally </p><p>[/sblock][/sblock]</p><p><span style="font-size: 12px"><strong>Epic</strong></span></p><p></p><p>[spoiler]Class </p><p><strong>Show</strong></p><p>[sblock]Assassin </p><p>Untouchable Shade – Become insubstantial to creatures subject to your Shrouds when you <strong><span style="color: #00ff00">Shadow Step </span></strong></p><p>Vanish into Shadow – (Revenant) Gain concealment SonT when you <span style="color: #00ff00"><strong>Shadow Step </strong></span></p><p>Swordmage </p><p>Binding Ensnarement – (Ensnarement) Immobilize EonT enemies you <span style="color: #00ff00"><strong>TP with Aegis </strong></span></p><p>[/sblock]</p><p></p><p>Race </p><p><strong>Show</strong></p><p>[sblock]Eladrin </p><p>Feywild Warrior – (Martial) TP yourself and a target you hit with a Martial <strong><span style="color: #993300">Daily</span></strong> Attack Power </p><p>Gnome </p><p>Vanishing Act – TP when you <span style="color: #ff0000"><strong>Fade Away </strong></span></p><p>Shadar-Kai </p><p>Sequestering Jaunt – Phasing EonT when you<span style="color: #ff0000"><strong> Shadow Jaunt </strong></span></p><p>Shardmind </p><p>Expanded Shard Swarm – <span style="color: #ff0000"><strong>Shard Swarm</strong></span> becomes Burst 2 </p><p>Razor Shard Swarm – Enemies in burst take Int, Wis, or Cha damage when you <span style="color: #ff0000"><strong>Shard Swarm </strong></span></p><p>Rejuvenating Shard Swarm – You can spend a surge when you<span style="color: #ff0000"><strong> Shard Swarm </strong></span></p><p>Tiefling </p><p>Hellfire Teleport – Deal Fire damage<span style="color: #00ff00"><strong> 1/turn</strong></span> to enemies adjacent to the square you leave when you TP </p><p>[/sblock]</p><p></p><p><strong>Originally posted by Zathris:</strong></p><p></p><p><span style="font-size: 15px"><strong>Paragons Squad</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]Shadow Dancer (TP At-will or Encounter, Trained in Stealth) - TP on AP, and E11 is basically a TP Charge (but without charge benefits)</p><p>Anarchic Adept (Ardent) - Sometimes (50%) TP with Ardent's Surge and D20 has a crappy TP effect. The APF and F16 are at least decent</p><p></p><p>Awakened Visionary (Ardent) - Defender Ardent? There's a lot of teleporting going on here (Swapping with allies, TP marked enemies)</p><p></p><p>Shadowblade (Assassin) - This barely bears mentioning, but I am going for completeness. TP on AP, bad path overall, unless you really really like being the only one with CA</p><p></p><p>Gloaming Dancer (Assassin) - TP on AP (I can tell I'm going to get sick of typing that), TP +1 with shadow powers, TP with its powers (yay synergy), too bad F16 is MOAR CA and the Daily is **** (Note to writers: Daily powers create zones that last until the end of the encounter or until a target saves, EonT on a Daily is reserved for stuff like Lead the Attack)</p><p></p><p>Hammer of Judgment (Avenger) - TP +2 with powers against bloodied creatures, Kinda controlly PP</p><p></p><p>Zealous Assassin (Avenger, Trained in Stealth) - TP on AP, and grants or gives bonuses when you have CA</p><p></p><p>Summer Rhymer (Bard, Cunning) - TP on AP (you or Ally), Lots of leadery stuff (Concealment, Healing, Resistance, TP, Attack)</p><p></p><p>Storm Disciple (Battlemind) – TP on AP, Augment At-Wills to teleport (in addition to normal effect), multi-TP+attack E11, and the U12 is an encounter Flight</p><p></p><p>Unbound Nomad (Battlemind) – TP enemy on AP, TP instead of being pushed, TP with blurred step, E11 TPs you and an enemy next to an ally, U12 creates a teleport conjuration that anyone can use, and D20 is a Banish/Random Teleport sustainable zone</p><p></p><p>Mithral Arm (Dragonborn) – F16 gives you TP as a movement mode and the daily lets you TP, use an Encounter Attack for free and then TP again</p><p></p><p>Shiere Knight (Eladrin) – TP with AP (replaces the Standard? Ugh), F16 is a Def bonus when you TP, and worse Wizards Escape as a utility</p><p></p><p>Azure Guard (Eladrin/Elf, Corellon) – F16 is a Def bonus when you TP, powers are TP, CA, and control oriented</p><p></p><p>Blade of Cendriane (Eladrin, Ranger) – TP on AP, Attack bonus when you TP, powers look like Swordmage powers (TP+Multi-target)</p><p></p><p>Gnome Nightcloak (Gnome, Paladin, Stealth) – TP on AP, E11 lets you TP next to and attack an enemy that hits an ally (regardless of mark)</p><p></p><p>Hammer of Vengeance (Invoker) – U12 is an Ally recall</p><p></p><p>Orien Swiftblade (Mark of Passage) – TP as a Move after AP, U12 you end immobilize and TP, and D20 is another TP+Multi-target</p><p></p><p>Thuranni ShadowKiller (Mark of Shadow, Stealth) – U12 creates an area of darkness that you teleport into</p><p></p><p>Ghostwalker (Monk) – TP after you kill an enemy, E11 is a Movement Tech that TPs an enemy with you, U12 is a stance that lets you TP when you get missed, D20 lets you TP after the attack</p><p></p><p>Unseen Hand (Monk, Stealth) – D20 is a teleporting spring attack that stuns</p><p></p><p>Legendary Hexblade (Hexblade, Fey) – Invis and TP on AP, Soul Step turns you Invis, and D20 gives you a NAD boost, TP, and a Minor Action attack every round EoE</p><p></p><p>Valiant Hexblade (Hexblade, Fey) – Heal and TP on AP, U12 TP and Insubstantial sometimes after getting hit</p><p></p><p>Eldritch Knight (Knight, Arcana) – TP a creature in your Aura when you TP, TP on AP, U12 TP adjacent to an Enemy, D20 TP yourself and target of Power Strike</p><p></p><p>Time Bender (Psion) – TP on AP, F16 lets you borrow a move action from your next round</p><p></p><p>Alienist (Psion) – Sometimes TP on AP</p><p></p><p>Horizon Walker (Ranger) – U12 TPs you and your Beast</p><p></p><p>Stormwarden (Ranger, 2 Blade) – TP on AP</p><p></p><p>High Forest Scout (Ranger, Archer) – Prevent TP on AP, E11 TPs the target</p><p></p><p>Gatecrasher (Rogue, Arcana) – Gain a move that you can use to TP before EoE on AP, Gain CA against enemies that TP, E11 lets you TP and attack, and U12 creates a Gate</p><p></p><p>Ghost Panther (Shaman) – D20 creates a very large zone that lets allies TP</p><p></p><p>Spirit Tempest (Shaman) – TP Allies on AP, U12 swaps an ally and your spirit, D20 creates a zone that lets allies Swap with each other</p><p></p><p>Shard Disciple (Shardmind) – Increase distance and size of Shard Swarm, use Shard Swarm 2/Encounter, Powers all let you teleport various ways (including an Epic-like anti-death power)</p><p></p><p>Arcane Wellspring (Sorcerer) – Swap creatures hit by Area or Close attacks</p><p></p><p>Celestial Scholar (Sorcerer, Cosmic, Phase of Stars) – TP when attacked (free if missed, reaction if hit), E11 lets you TP, D20 TPs target</p><p></p><p>Wild Mage (Sorcerer, Wild) – Sometimes TP on AP, sometimes TP when you roll a 1</p><p></p><p>Coronal Guard (Swordmage) – D20 TPs target</p><p></p><p>Ghost Blade (Swordmage) – Gain CA when you teleport, increase TP distance, and D20 lets you attack everyone that you can see when you use the power, TPing between them!!</p><p></p><p>Wandering Swordmage (Swordmage) – TP on AP and a really bad TP U12</p><p></p><p>Sword of Assault (Swordmage, Assault) – Use an At-Will when you use the Assault TP</p><p></p><p>Sage of Fate’s Bonds (Swordmage, Ensnarement) – TP adjacent or marked creature on AP, TP ally hit by a marked enemy as IR, U12 lets you Wizard’s Escape an ally EoE, D20 TP and attack an enemy that attacks an ally as IR</p><p></p><p>Sigil Carver (Swordmage, Shielding) – U12 Better Wizard’s Escape an ally</p><p></p><p>Hell’s Keeper (Tiefling, Divine) – Prevent TP on a Crit</p><p></p><p>Redeemer of the Damned (Tiefling, Primal) – TP yourself and 5 allies adjacent to 1 enemy instead of taking an action when you AP, U12 TPs an ally who gets hit</p><p></p><p>Evermeet Warlock (Warlock) – Become Invis to adjacent enemies when you TP, and take 1 adjacent ally with you when you TP 10 or fewer.[UNKNOWN=#comment]: <!--10--></p><p></p><p>Feytouched (Warlock, Fey) – Damage adjacent enemies when you TP, sometimes TP further with Boon, E11 is a TP charm, U12 TPs anyone to the space where a creature just died</p><p></p><p>Long Night Scion (Warlock, Fey) - Damage adjacent enemies when you TP, Cold themed for extra cheese. Worthless U12.</p><p></p><p>Planeshifter (Warlock or Wizard) – TP on AP, Prevent forced TP for you and Allies, Powers are portal based, so not true TP</p><p></p><p>Spiral Tactician (Eladrin, Warlord, Tactical) – Regain Fey Step on AP, U12 TP Ally, D20 is a TP multi-attack</p><p></p><p>Witchmaster (Warlord, Warlock) – Ally can TP when they gain benefit from your Presence</p><p></p><p>Arcane Wayfarer (Wizard) – TP when you Crit, TP on AP, TP as movement mode, E11 is a large repositioning, U12 is a better Wizards Escape</p><p></p><p>Bonded Summoner (Wizard) – TP after using a Conjuration or Summoning, D20 lets you swap with the creature it Summons</p><p></p><p>Weaver of Chance (Wizard) – Sometimes TP on AP</p><p></p><p>[/sblock]</p><p><span style="font-size: 15px"><strong>Destiny of a Hero</strong></span></p><p></p><p><strong>Show</strong></p><p>[sblock]Darklord – Free rituals! And a Daily TP 20 that makes you invisible EoE or until you get hit</p><p>Guardian of the Void – Anti-death feature that includes a TP</p><p></p><p>Heir of Siberys (Mark of Passage) – Daily TP 20 for you and adjacent allies, no LoS</p><p></p><p>Keybearer – More Free rituals! Anti-death feature that includes a TP, TP when you roll an 18+, and a Zone you’ll never use if you don’t want your allies to hate you</p><p></p><p>Planeshaper – Planeshifting isn’t really teleporting, but this ED is still awesome</p><p></p><p>Prince of Hell – Gain TP as a movement mode</p><p></p><p>Feyliege (Arcane and Fey-ish) – Shield Allies in Burst 5, and allow Teleport Swap</p><p></p><p>Magister (Arcane) – Anti-death feature that includes a TP</p><p></p><p>Glorious Spirit (Primal) – TP 1/encounter</p><p></p><p>Mythic Spirit (Primal) – TP an ally within 20 that got dropped to 0 next to you and heal them</p><p></p><p>Primal Avatar (Primal) – TP as a reaction when hit</p><p></p><p>Honored Ancestor (Primal) – TP on AP (is this really an ED? This looks like a decent PP, maybe)</p><p></p><p>Demiurge (Psionic) – Anti-“death” feature that includes a TP</p><p></p><p>Master of Moments (Psionic) – Gain TP as a movement mode</p><p></p><p>Grandmaster of Flowers (Monk) – TP 3 adjacent to target you hit with a melee attack</p><p></p><p>Raven Knight (Raven Queen) – TP on AP (again?)</p><p></p><p>Winter Sovereign (Fey origin) – TP as a minor after you hit with a Cold Power</p><p></p><p>High Elf Mage (Elf or Eladrin) – Anti-death feature that includes a TP</p><p></p><p>Master of the Eternal Hunt (Seeker) – TP Yourself and an ally within 5 to within 5 of an enemy within 20 that you hit, 1/encounter. Tremorsense too, which can let you TP through walls</p><p></p><p>Thief of Legend (Stealth, Thievery) – 1/day TP an Object or Vehicle to “somewhere safe” that you choose</p><p></p><p>[/sblock]</p><p><span style="font-size: 15px"><strong>Powers</strong></span></p><p></p><p>Yeah right, like I’m actually going to go through all 400+ teleport powers. Class guides will generaly rate a power accurately, even if you have significant teleport boosters or things that trigger off teleports, a power that sucks is still generally going to be a power that sucks even with your bonuses.</p><p></p><p>There are only a couple powers that I’m going to bother mentioning, 2 of those are Ethereal Sidestep (Warlock Utility 10) which lets you TP 1 as a move action, and Queen’s Clemency (Bard Utility 22) which lets you TP an ally 1 as a minor action. If I had to give things ratings, ES is Sky Blue in general and QC is Gold for a leader and Sky Blue for everyone else. The final power I’ll mention is Aegis of Assault, it’s not generally as well liked as other mark punishments because Swordmages have crappy MBAs, and it only triggers on a hit, but I personally feel that’s justifiable given the SMs capacity for multi-marking and its large range. Regardless, it’s very useful for setting up Catch-22s when you hybrid with a class that has a good MBA.</p><p></p><p><strong>Originally posted by Zathris:</strong></p><p></p><p><span style="font-size: 15px"><strong>Builds</strong></span></p><p></p><p>As with powers, the possibilities are far too great for me to list anything specific; while I could post a build that can teleport hundreds (probably even thousands of squares) per turn, I’ll leave that sort of level 30 nonsense to other people (and then link it here). I think it’s far more useful for me to just outline the common methods, provide guidelines if you will.</p><p></p><p><span style="font-size: 12px"><strong>Concepts:</strong></span></p><p></p><p><strong>Nightcrawler</strong>: The key here is the Staff of the Traveler. There’s a multitude of ways to shift as part of every action on your turn. Considering I made a build that could go over 100 squares when Initiative was rolled + 1 Move action, and Mellored has one that can do 98 per round, there is massive design room while still being really freaking good.</p><p></p><p><strong>The Bard Taxi</strong>: There’s dozens of variants of this build, but the core concept is based around the Level 16 Feature of Evermeet Warlock which allows you to take an adjacent ally with you every time you teleport 10 or fewer squares. Why is this Bard Taxi instead of Warlock Taxi? I really don’t know, probably because positioning allies is really a leader-ish thing and 2 feats make this PP just silly for a bard: Bardic Wayfarer (TP as a Free Action when you TP an ally, and TP instead of Slide on your Majestic Word) and Walk Among the Fey (TP things instead of Sliding). Suggested Item: Planestrider Boots, lets you split the teleport, because it’s trivial to get a single teleport over 10 squares, they also let you “drop” an ally in a location and you can retreat or continue into a flank with that same ally. Because Incisive Dagger doesn’t work with Teleports that used to be Slides because it requires powers with the teleportation keyword, I recommend the Rubicant Blade (unless you don't need to be holding an implement, or can use any Blade implement), at least until 22nd, but that’s personal preference.</p><p></p><p><strong>Swordmages</strong>: You’re a defender whose best powers are teleport powers, even if you aren’t MC/Hybrid Warlock for Ethereal Sidestep, you want to teleport because your mark works best when you aren’t adjacent to the target. Take TP powers and “Get a Cloak of Translocation already!”</p><p></p><p><strong>Eladrin Knight</strong>: Even though this build's existance offends many, I'm obligated to include it as the only teleport focused Fighter. <strong>Feywild Guardian</strong> and <strong>Glimmering Blade</strong> allow for highly reliable teleportation. It's personal PP isn't bad either (and gets the Taxi ability earlier). A shame Hybrid Knight doesn't exist yet, Eladrin Knight|Swordmage would be absurdly iconic.</p><p></p><p><strong>Eladrin Telepult</strong>: Fey Tactics, Fey Step Trailblazer, and Planar Blurring combine with Spiral Tactician (optional: Student of the Plague or MC Bard and Walk Among the Fey). Go first, get allies to their targets, and enjoy an appletini. Similar to the Taxi, but less taxing.</p><p></p><p>Problem Ruleslawyers?</p><p></p><p></p><ul> <li data-xf-list-type="ul">Teleportation is Instantaneous, yet somehow it takes just as long to teleport 1 square as it does to walk 6. I guess it takes all that time to concentrate on teleporting or something. </li> <li data-xf-list-type="ul">You have to teleport to an unoccupied space. That is, unless you’re using a Swap power, because otherwise they wouldn’t work. </li> <li data-xf-list-type="ul">Targets can save to not be teleported into Hindering Terrain or into a square where they’d fall; but NOT an allies damaging zone, difficult terrain, or a trapped square. </li> <li data-xf-list-type="ul">If you teleport while prone, you don’t stop being prone, except if you teleport into the air and make an acrobatics (requires training) check to avoid taking falling damage. Let’s face it, if you were knocked prone, and then pushed off a cliff, you’d be able to do the same thing. This is cheesy as all hell, but only because WotC made Teleporting such a trivial thing to obtain. </li> <li data-xf-list-type="ul">Teleporting doesn’t require Line of Effect, this is even in the rules. </li> <li data-xf-list-type="ul">Teleporting doesn’t provoke Opportunity actions that are triggered by movement. This includes Polearm Gamble (which is triggered by entering a square), but not Repel Charge (which is triggered by the Charge Attack, if you somehow are teleporting with a charge) </li> <li data-xf-list-type="ul">Teleporting breaks Immobilized, or Restrained conditions if those conditions are caused by a physical restraint or some other effect that is located in a specific space. This means it breaks Grabs even if you don’t manage to escape the reach of the grab. </li> <li data-xf-list-type="ul">Teleportation isn’t Forced Movement, suck it dwarves. </li> <li data-xf-list-type="ul">Walk Among the Fey states that the teleport “remains subject to any restrictions on the original slide.” This means no teleporting into the air (unless the creature has flight (hover) but then why would you do that?). Some people also believe this means the teleport is restricted to the distance of the original slide, regardless of TP Boosters. </li> <li data-xf-list-type="ul">There is a difference between teleporting a creature and letting a creature teleport. This is important for determining LoS and what Boosters apply. </li> <li data-xf-list-type="ul">There is a difference between a Teleportation Power and a Power that lets you Teleport (and a Teleport you create), not all of your Boosters always apply. </li> <li data-xf-list-type="ul">“When you Teleport” stuff only applies to when you teleport yourself, not when you teleport another creature, not all your Boosters always apply. </li> </ul><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Firestorm Falcon, post: 6715642, member: 6801831"] [B]Originally posted by Zathris:[/B] BAMF: A Guide to Teleportation [SIZE=3][B][I]"No, you listen! There's a sound I want you to hear! And it's..."[/I][/B][/SIZE] No, this isn’t a guide about Neville Longbottom, this is a guide about teleporting. Why would you want to teleport? Why wouldn’t you want to teleport, it’s only AWESOME. In terms of your movement, teleporting is just worse than Fly as a movement mode, but better than other flight and everything else; bypass enemies without provoking, get on top of walls instantly, break or ignore immobilize/restrain effects, you can even change enemies mid-air if you’re willing to take the fall. In terms of teleporting enemies, you can teleport them mid-air and make them fall for extra damage, you can drop them in pools of lava or into an ally’s damage zone. With 422 powers, 72 feats, 339 items, 94 paragon paths, and 21 epic destinies, Teleporting is pretty much as well supported as the entire Fighter Class, in fact the only classes that lack Teleport powers are Barbarians and Warlords (Though you have to be an Eladrin Knight for the fighter teleport stances, and Rogues only have 1 power … ) I will NOT be rating things, point out good options? sure, but this is more of a glossary than anything else, and I'm sure this thread will be full enough of rules bickering, build examples, and stuff I missed™ that I want to avoid pointless "you need to rate Monks higher than Assassins because of Staff of Travel" Caveat: It should be noted that while teleporting is very useful for every character to have, it is often unnecessary (ranged and/or already highly mobile PCs, ex. Wizards and Monks) or counter-productive to your primary role (defenders and/or characters with many minor actions, ex. Fighters and Warlords). It's also highly item dependant, so focusing too heavily on teleporting can be detrimental to the build. For the time being, if you see a color, it doesn't mean rating. It's just so it's easier to identify the usage of an effect when browsing. [B][COLOR=#00ff00]At-Will, [/COLOR][/B][COLOR=#ff0000][B]Encounter, [/B][/COLOR][COLOR=#993300][B]Daily[/B][/COLOR][B][COLOR=#993300] [/COLOR][/B] [B]Originally posted by Zathris:[/B] [SIZE=4][B]The Fantastic Four[/B][/SIZE] There are 4 Classes that have such excellent teleport options that completely avoiding them is detrimental. These are also the classes that if you want to build a teleporter, you invariably need to Hybrid or at least Multiclass into one of these classes, there is but one exception that will be discussed later. Needless to say, combining any 2 of these will create a very impressive teleporter. [B]Assassin[/B] (Dex, Cha/Con) – Yup, the oAssassin is actually good at something! [B][COLOR=#339966]Shadow Step[/COLOR][/B] is quite good with decent range for most combats; the class also has several good teleport + hide IA Utilities. It’s rather ironic that such a bad striker class is a really good choice for other strikers to MC (For both [B][COLOR=#339966]Shadow Step[/COLOR][/B], and Ki Focus use) [B]Bard[/B] (Cha, Con/Int) – Even though seemingly light in the teleportation department, with only a handful of powers that teleport allies and 2 feats, those feats are fantastically concept changing. Bards are also the Ultimate Multiclassers and make excellent Hybrids as well. [B]Swordmage[/B] (Int, Con/Str) – Probably the most iconic teleporters in D&D, it’s entirely possible to build a good character only taking teleport powers, even if that is a bit overkill. Swordmages Hybrid very well, and are fairly stat independent thanks to the nature of their Mark and many Stance powers. [B]Warlock[/B] (Cha/Con, Con/Int) – Cutting to the chase, U10 [B][COLOR=#339966]Ethereal Sidestep[/COLOR][/B] is an at-will teleport, and Fey Pact lets you teleport as your boon. The real strength of Warlock teleporting comes from their Paragon Paths however. And thanks to the class’s overall feat support, they also Hybrid and can be MC’d well (are you seeing the trend?). [SIZE=3][B]And the Power Cosmic!...[/B][/SIZE] [B]Avenger[/B] (Wis, Dex/Int) – For some odd reason, the Avenger has the most powers with the Teleportation Keyword of any class. [B]Battlemind[/B] (Con, Wis/Cha) – [COLOR=#ff9900][B]Persistent Harrier[/B][/COLOR] is a cornerstone of the class, and they have a good deal of Swordmage-esque powers for battlefield repositioning. [COLOR=#339966][B]Blurred Step[/B][/COLOR] can also be turned into a teleport, giving you a massive boost in being able to trap someone trying to get away from you. Being Con/Cha doesn’t hurt either, since that opens up both Warlock and Bard for Power Swapping. [B]Sorcerer[/B] (Cha, Str/Dex) – While best known for being worse Blasters than a highly optimized Wizard, Sorcerer’s bring a good deal of offensive teleporting that allows them to set up their bursts easier. Wild Sorcerer’s especially like teleporting thanks to a particular combination of feats with MC Bard. [B]Warlord[/B] (Str, Int/Cha/Wis) – Despite not having a single teleportation power (though there is a PP), the strength of teleportation for battlefield control lends itself well to Warlords. And Warlords can Hybrid well with any other class thanks to lazy powers and their multiple secondaries. [SIZE=4][B]Eternals[/B][/SIZE] [B]Eladrin[/B] (Int, Dex/Cha) – [B][COLOR=#ff9900]Fey Step[/COLOR][/B] is a nice long teleport, with gobs of feat (and PP) support including the ability to use it at-will and multiple ways of recharging it beyond that. Eladrin have a lot of support for just about every class, but specifically of the TP classes, they make very good Bards, Swordmages, Warlocks, and Warlords. [B]Revenant[/B] (Dex, Cha/Con) – Revenant can be any other race, so … yeah. [B]Shadar-Kai[/B] (Dex, Int/Wis) – [COLOR=#ff9900][B]Shadow Jaunt[/B][/COLOR], while not as long distance as [B][COLOR=#ff9900]Fey Step[/COLOR][/B], gives the nice bonus of insubstantial; unfortunately the most useful support doesn’t involve the teleport, only the insubstantial. They make good Assassins, Swordmages, and Avengers of the TP classes, but also have decent support to be Rangers, Rogues, Wizards, and even Clerics Templars. [B]Shardmind[/B] (Int, Wis/Cha) – [COLOR=#ff9900][B]Shard Swarm[/B][/COLOR] is a fantastic power that scales with both your Speed and Teleport boosters, and hey, free CA. They’ve got some support (but could really use a Winning Races article) that seems to indicate they’re designed for both Psionic Classes and Leaders; for our purposes, they’ll make decent Bards, Shaman, Warlocks, and of course Warlords. [B]Tiefling[/B] (Cha, Int/Con) – While technically not a race with natural teleporting, not only do they make superb Bards, Warlocks, Warlords, and Sorcerers, they get a special mention because of [B]Secrets of Belial[/B] allowing them to steal a Utility from any other class (like [B][COLOR=#339966]Ethereal Sidestep[/COLOR][/B] - Warlock 10, the only power that lets you reliably teleport at-will) [B]Wilden[/B] (Wis, Dex/Con) – One of their aspects lets you teleport, but of the 3, it’s the weakest really, so we’ll just move on. [B]Originally posted by Zathris:[/B] [SIZE=4][B]Noble Phantasms[/B][/SIZE] Gear falls into 6 categories, items that allow you to teleport yourself, allies, or enemies, items that increase your teleport distance (and may also grant teleports) – Boosters, items that prevent teleportation, and ways to prevent blindness. As a note, I fully intend on leaving the slots with no items listed in there, I think it helps with item planning (and design space, hint writers!) Keywords EoE – Until the End of the Encounter EoT – Until the End of your/its Turn EonT – Until the End of your/its Next Turn SonT – Until the Start of your/its Next Turn X – Enhancement bonus of the item [SIZE=3][B][B]Self [/B][/B][/SIZE] To be honest, most of these are pretty much crap, unless you desperately want to teleport and lack other options in other slots you should be choosing things that have other desirable effects if it’s a [B][COLOR=#993300]daily[/COLOR][/B] power (or at least be a Minor Action). [B]Show[/B] [sblock]Weapon [B]Show[/B] [sblock] Transcendent Ki focus (Superior KF) – [COLOR=#00ff00][B]Property[/B][/COLOR]: Gain concealment SonT when you hit with a TP Attack power. Rod of Malign Conveyance (3+, Rod) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP X: Yourself, 1 Ally within 5, and 1 Enemy within 5* Staff of the Evader (3+, Staff) – [B][COLOR=#993300]Daily[/COLOR][/B] IR, TP 5 and end immobilize when immobilized Weapon of Surrounding (3+, Melee) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Free Action, TP to a different square adjacent to an adjacent enemy you hit. Abduction Ki Focus (4+, KF) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, TP 5: Yourself and Enemy you hit to a square adjacent to you, when you hit with a melee attack using this ki focus* Staff of the Traveler (5+, Staff) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Free Action, TP same distance when you TP with a Psionic Power. [COLOR=#00ff00][B]Property[/B][/COLOR]: TP same distance as shift, instead of shifting* Wailing Tome (5+, Tome) – [COLOR=#00ff00][B]Property[/B][/COLOR]: Gain X THP when you use a wizard psychic or TP power, or 2*(X+Cha/Int/Wis) if you chose to be dazed EonT. [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, expend an unused wizard daily attack or utility power to gain the use of one of the daily psychic or TP powers contained in the tome of equal or lower level. Wand of Wonder (7+, Rare Wand) – [COLOR=#00ff00][B]Critical[/B][/COLOR]: TP 1 for each 1 rolled on the crit dice.* Bolt of Transit (8+, Ammo) – [COLOR=#00ff00][B]Property[/B][/COLOR]: TP adjacent to enemy when you hit with this bolt Rod of the Feywild (8+, Rod) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] Move, TP 3+X. Property: TP +X when you trigger Fey Pact Boon Rubicant Blade (8+, 1H) – [COLOR=#993300][B]Daily[/B][/COLOR] Move, TP 5: Yourself and 1 or 2 Allies within 5* Forked Lightning Ki Focus (9+, KF) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, TP adjacent to enemy (and use an MBA) within 5 of target you dealt lightning damage to with a melee attack with this ki focus Staff of New Horizons (9+, Staff) – [COLOR=#993300][B]Daily[/B][/COLOR] IR, TP X: Yourself and adjacent Allies when you take damage* Fickle Twilight Totem (9+, Totem) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, TP X when you hit with this totem Incisive Dagger (9+, Dagger) – [COLOR=#993300][B]Daily[/B][/COLOR] Minor, TP 5/10/10-without-LoS* Shadowrift Blade (12+, LB) – [B][COLOR=#00ff00]At-Will[/COLOR][/B] Free Action, TP 2/3/3/4 and take 5/10/10/15 damage when you hit with CA Retributive Bow (13+, Bow) – [COLOR=#993300][B]Daily[/B][/COLOR] IR, TP 5 and make a RBA against the enemy that hit you with a melee attack Staff of Portals (14+, Staff) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP 5: You and Allies within 2 after you use a TP power* Nightstalker’s Poingard (14, Dagger) –[COLOR=#993300][B] Daily[/B][/COLOR] Move, TP Speed to adjacent to an enemy and gain CA Transposing Weapon (14+, Any) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] Free Action, TP Swap with enemy you hit with this weapon.* Staff of the Far Wanderer (17+, Staff) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, TP adjacent to any target of a radiant power. Sword of Croodle (17, Longsword, Rare) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Free Action, TP 5 when you hit an enemy with this weapon. Hestavar Dueling Blade (18+, LB) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, TP 3 and adjacent to enemy you miss with a melee attack with this weapon and make an MBA Planesplitter Weapon (19+, Axe or HB) – [B][COLOR=#993300]Daily[/COLOR][/B] Minor, Create rift connecting 2 squares within 10 of each other EonT, creatures that enter one square can move to the other as if they were adjacent.* Orb of the Planes (23, Orb) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] II, TP 10 and prevent TP when enemy within 10 uses a TP power* Wave of Sorrow (30, Greatsword) – [COLOR=#00ff00][B]At-Will[/B][/COLOR] Free Action, TP adjacent to enemy you hit with melee or close attack with this weapon [/sblock] Armor [B]Show[/B] [sblock]Breaching Armor (3+, Any) – [COLOR=#993300][B]Daily[/B][/COLOR] Move, TP 3 to the other side of a wall Robe of Contingency (4+, Cloth) – [COLOR=#993300][B]Daily[/B][/COLOR] IR, TP 6 and Surge when Bloodied and damaged Blink Shirt (8+, Cloth) –[COLOR=#993300][B] Daily[/B][/COLOR] IR, TP 2+X when missed by an enemy Armor of Transport (10+, Chain or Scale) – [COLOR=#993300][B]Daily[/B][/COLOR] II, TP 5 when hit by an enemy Aug 1: TP adjacent allies to adjacent to your destination* Teleporting Armor (12+, Scale or Plate) – [COLOR=#993300][B]Daily[/B][/COLOR] Move, TP 2*X (why is this so bad?!) Translocating Armor (14+, Any) –[COLOR=#ff0000][B] Encounter[/B][/COLOR] IR, TP 3 when missed by an enemy. Robe of Bloodwalking (17+, Cloth) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Free Action, TP to any square of a target you reduce to 0 hp or fewer. Driftmetal Armor (18+, Chain or Scale) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] II, TP Swap with enemy that targets you with a melee attack, it takes a -2 penalty to attack EonT.* Sudden Escape Armor (28, Chain) – [COLOR=#993300][B]Daily[/B][/COLOR] II, TP 5 and Insubstantial SonT when an enemy hits you with a melee or close attack [/sblock] Neck [B]Show[/B] [sblock]Baffling Cape (3+) –[COLOR=#993300][B] Daily[/B][/COLOR] IR, TP Swap with adjacent enemy that missed you* Necklace of Keys (3+) – [COLOR=#993300][B]Daily[/B][/COLOR] Minor, TP 3/3/5/5/10/10 when grabbed or restrained Cape of the Mountebank (5+) – [B][COLOR=#993300]Daily[/COLOR][/B] IR, TP 5 when hit Cloak of the Crimson Path (7+) – [COLOR=#993300][B]Daily[/B][/COLOR] IR, TP Swap with your spirit companion, while bloodied, when an enemy adjacent to either of you misses with a melee attack. Guardian's Circlets (8+) – [COLOR=#993300][B]Daily[/B][/COLOR] II, TP Swap places with an attuned ally within 5/10/15 (+5 with Mark of Sentinel) who would be bloodied by an attack, and you take the damage instead.wait Cloak of Translocation (9+) – [B][COLOR=#993300]Daily[/COLOR][/B] Minor, Recharge an [B][COLOR=#ff0000]Encounter[/COLOR][/B] TP Power Cloak of Displacement (10+) – [COLOR=#993300][B]Daily[/B][/COLOR] II, Force Attacker to reroll when hit by a ranged or melee attack, TP 1 if the reroll misses Chaos Cloak (14+) – [B][COLOR=#993300]Daily[/COLOR][/B] IR, TP 1d8 sometimes (1/3 chance) when an enemy hits a NAD Eldritch Medallion (17+) – [B][COLOR=#993300]Daily[/COLOR][/B] IR, TP X when bloodied by an enemy Chamber Cloak (18+) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, Banish yourself SonT when you take damage from an enemy or trap, returning to within 5 of your last space. Cloak of Autumn's Child (19+) – [COLOR=#993300][B]Daily[/B][/COLOR] Move, Banish yourself SonT (you can choose what round to return), suppressing all effects on you and gaining a bonus to saves. You remain aware of your surroundings and can return within 5 and LoS of your last space. Bralani Cloak (20+) - [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP Speed+X and gain fly 8 (hover) Cloak of Feywild Escape (20+) – [COLOR=#993300][B]Daily[/B][/COLOR] Move, Banish yourself SonT, returning within 5 of an ally you choose when you use this power. Cloak of the Phoenix (20+) – [COLOR=#993300][B]Daily[/B][/COLOR] No Action, Banish yourself SonT and damage enemies within 3 when you drop below 1 hp, returning to your last space, ending all effects on you and healing your surge value/bloodied value/full hp, but you lose all your remaining surges. Guardian's Cape (20+) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP swap with an ally within 10 without LoS Far-Step Amulet (29) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 20* [/sblock] Head [B]Show[/B] [sblock]Charger’s Headdress (12) – [B][COLOR=#993300]Daily[/COLOR][/B] Standard, TP instead of moving when you Charge Helm of Teleportation (15+, Rare) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Move, TP 6/12. [COLOR=#00ff00][B]Property[/B][/COLOR]: Gain CA EonT against enemies you TP adjacent to on your turn.* Evasion Shard (20) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] II, Chance to TP 5, or TP and not expend this power, or take damage and fall prone when an attack hits you. [/sblock] Arms [B]Show[/B] [sblock]Feyleaf Vambraces (4) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP to nearest flank before attack Bracers of Escape (7+) – [B][COLOR=#993300]Daily[/COLOR][/B] II, TP 2/5/10 when hit by a melee attack [/sblock] Hands [B]Show[/B] [sblock]Blackleaf Gloves (4) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] Free Action, TP 3 when Pact Boon triggers Gauntlets of Remote Action (9) – [COLOR=#993300][B]Daily[/B][/COLOR] Move, TP Swap with the floating gauntlet. [/sblock] Fingers [B]Show[/B] [sblock]Horned Ring (8, Rare) – [COLOR=#993300][B]Daily[/B][/COLOR] Move, TP to any location in Undermountain you have seen. [COLOR=#00ff00][B]Property[/B][/COLOR]: As long as the destination space of a TP power is within range and you have seen it before, you need no LoS.* Eladrin Ring of Passage (14, Rare) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 6 (without LoS after Milestone)* Ring of Calling (14) – [B][COLOR=#993300]Daily[/COLOR][/B] Minor, TP adjacent to ally within 20 after Milestone* Ring of Shadow Travel (15) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 4 (8 if in non-Bright)(Double Distance after Milestone) but not into Bright Death Spiral Ring (16) - [B][COLOR=#993300]Daily[/COLOR][/B] IR, TP into or adjacent to the space of a creature within 10 that dropped to 0 hp or lower. Can be used twice in one encounter after Milestone Ring of Eladrin Grace (16) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] No Action, TP 5 if you are conscious and end your turn without having attacked Ring of Retreat (17) – [B][COLOR=#993300]Daily[/COLOR][/B] Standard, TP to a predetermined location. TP Back with a Standard within 10 hours* Ring of the Protector (18) – [B][COLOR=#993300]Daily[/COLOR][/B] Standard (Minor after a Milestone), TP adjacent to wearer of other ring Ring of Dimensional Escape (20) - [B][COLOR=#993300]Daily[/COLOR][/B] No Action, TP 20 when an attack drops you to 0 hp or fewer, and stabilize after Milestone* Blink Ring (22) – [B][COLOR=#993300]Daily[/COLOR][/B] Minor, TP 1d4. Sustain Minor: TP 1d4 no sustain after Milestone Ring of Fey Travel (22) – [B][COLOR=#993300]Daily[/COLOR][/B] Minor, TP Speed Star Opal Ring (26) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 10 and after a milestone, attack creatures within 3 of your destination (maybe) Ring of Windows (28) – [B][COLOR=#993300]Daily[/COLOR][/B] Free, TP without LoS when you use a TP power, and TP +4 after Milestone. [B][COLOR=#00ff00]Property[/COLOR][/B]: When you TP, no creature can enter the space you leave [/sblock] Waist [B]Show[/B] [sblock]Belt of Breaching (19) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP 5 and surge when you reduce an enemy to 0 [/sblock] Feet [B]Show[/B] [sblock]Boots of Jaunting (2) – [B][COLOR=#993300]Daily[/COLOR][/B] Minor, TP 1 Feyleaf Sandals (2) – [B][COLOR=#993300]Daily[/COLOR][/B] No Action, TP 5 when you fall Boots of the Dryad (5+) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 4/8/12 to adjacent to a Tree, Treant, or Plant of your size+ Foe Chaser Boots (6) – [B][COLOR=#993300]Daily[/COLOR][/B] IR, TP adjacent to marked Enemy when it attacks not you Rift Dancer Boots (8+) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Move, TP Speed, after you use an attack which allows you to move. 2/enc at 18. Feystride Boots (11) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] Move, TP 5 when you have an Eladrin Ally within 10 and you expend Elven Accuracy or Llothtouched* Feystep Lacings (12) – [B][COLOR=#00ff00]5 Charges/Day[/COLOR][/B] Move, TP # of charges you spend Boots of the Shadowed Path (13) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Move, TP 3 adjacent to a creature or object that is Small or larger. Earthstriders (14) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 5 along the ground Fireburst Boots (14) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 6 and deal damage to creatures adjacent to you before the TP Swift-Step Boots (14) – [B][COLOR=#00ff00]Property[/COLOR][/B]: When you run, TP last 2/2/4/4 squares (+1 further at 24/29th) Flanker’s Boots (15) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP adjacent to adjacent creature Eladrin Boots (16) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 5 (10 if Eladrin)* Dimensional Stride Boots (18) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] Move, TP 2 or Speed if at max HP Planestrider Boots (18) - [B][COLOR=#ff0000]Encounter[/COLOR][/B] Move, TP 10. [B][COLOR=#00ff00]Property[/COLOR][/B]: Split Teleports Sandals of Arcane Transposition (18) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP into area of effect after making an arcane area or close attack Shadowsteppers (18) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 5 and insubstaintail EonT. Take 5 damage if used in Bright light Swiftstrike Shoes (20) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 20 adjacent to an enemy Backtrack Bindings (24) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] Free Action, TP Back to square you were in when you used this power if within 10, at the end of your turn Fey Warrior's Boots (24) – [B][COLOR=#00ff00]At-Will[/COLOR][/B] IR, TP 3 when an attack misses you Time-Jumping Boots (27) – [COLOR=#993300][B]Daily[/B][/COLOR] Move, Banish yourself (kinda) SonT, ignoring negative ongoing effects, taking no damage, and not having to make saves if you don't want. You take a Standard and 2 Minor Actions. Returning to your last space and are dazed EonT. Boots of Teleportation (28, RAre) – [B][COLOR=#00ff00]At-Will[/COLOR][/B] Move, TP Speed Boots of the Infinite Stride (28) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 1 MILE without LoE or LoS [/sblock] Tattoo [B]Show[/B] [sblock]Escape Tattoo (3) – [COLOR=#00ff00][B]Property[/B][/COLOR] Free Action: TP 3 when crit by nonminion Tattoo of the Escape Artist (8) – [COLOR=#00ff00][B]Property[/B][/COLOR]: Gain TP 1 as a Minor EoE when crit by nonminion [/sblock] Misc [B]Show[/B] [sblock]Avandra’s Boon of Escape (3+, Boon) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 2/3/4/5/6/7 Lloth's Fickle Favor (3+, Boon, Rare) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] IR, Chance to TP d8 and turn invisible EonT when bloodied by an enemy attack, or become dazed (?!) Sehanine’s Mark of the Dark Moon (3+, Boon) – [B][COLOR=#993300]Daily[/COLOR][/B] IR, TP 2/3/4/6/8/8 + stealth when you take damage The Raven Queen’s Shroud (3+, Boon) – [B][COLOR=#993300]Daily[/COLOR][/B] Minor, TP Adjacent to specified enemy Torog’s Lamentation of the Shackled (3+, Boon) – [B][COLOR=#993300]Daily[/COLOR][/B] IR, TP 2 and end condition when slowed, immobilized or restrained. Tempest Fan (5+, Wonderous) – [B][COLOR=#993300]Daily [/COLOR][/B]Move, TP 5/10/15: Yourself or an adjacent Ally, deal damage to enemies within 3 of destination.* Gift of Flame (7+, Boon) – [COLOR=#993300][B]Daily[/B][/COLOR] IR, TP 10 to adjacent to a creature within 10 of you that takes fire damage and deal 3/6/9 fire damage to each enemy adjacent to you before and after the teleport. Abalach-Re's Deception (8+, Boon) – [COLOR=#993300][B]Daily[/B][/COLOR] II, TP Swap with one ally within 3/5/10 when an enemy hits you with an attack, and the ally is hit instead, and you and the ally gain a +0/1/2 bonus to all defenses SonT.* Sanctuary's Poise (8+, Boon) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 1/3/5+Cha or Wis Fey Step Potion (10, Potion) – [B][COLOR=#00ff00]Consumable[/COLOR][/B] Minor, TP 5 as a move EonT Transposition Harness (12+, Companion) – [COLOR=#993300][B]Daily[/B][/COLOR] Move, TP swap with your companion within 10/20. Gift of Chaos (13, Boon) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, Chance to TP yourself and each creature adjacent to you up to d6 squares when you roll a 1 or 20 on an attack or save.* Teleportation Disk (14, Lair) – [B][COLOR=#00ff00]At-Will[/COLOR][/B] Move, TP to any location in the structure. Homing Collar (15, Familiar) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP into your Familiar’s space. Nightmare (15, Mount) – [B][COLOR=#00ff00]At-Will[/COLOR][/B] Move, TP its Speed with its rider. Saddle of the Nightmare (15, Mount slot) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP with Mount. Safe Retreat (15, Wonderous) – [B][COLOR=#993300]Daily[/COLOR][/B] II, TP your Familiar to you when an attack reduces it to 0, it enters passive mode and cannot become active EoE. True Kiss of the Mistress (18+, Boon) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP 5/10/15 and daze EonT attacker that hits you with CA. Rune of Fiery Might (19, Boon, Rare) – [COLOR=#993300][B]Daily[/B][/COLOR] II, TP 5 and deal 10 damage to adjacent enemies when you are hit Portal Gun (20, Wonderous, Rare) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Standard, Chance to create a portal between 2 squares within 20 EoE (or you close them as a minor), Any creature that steps into one portal teleports to an unoccupied square adjacent to the other portal, OR you and the creature nearest to you teleport, swapping places and are both dazed (SE)* Instant Portal (23, Wonderous) – [COLOR=#00ff00][B]Consumable[/B][/COLOR] Minor, Create a portal in an adjacent square that leads to a destination chosen at creation, it lasts until the end of your fifth turn after use.* Mithral Maze (28, Lair) – [B][COLOR=#993300]Daily[/COLOR][/B] Standard, Attack to Banish an immobilized creature in the hallway (SE) Cubic Portal (30, Wonderous) – [COLOR=#993300][B]Daily[/B][/COLOR] Minor, Create a portal within 3 that leads to a premanent teleportation circle EonT (sustain minor). Each side of the cube opens a portal to a different location, chosen at creation. Eldritch Panoply 2pc Set Bonus – [B][COLOR=#00ff00]At-Will[/COLOR][/B] Minor, TP equal to # of items from set after you use a teleportation power on the same turn. (Blade of the Eldritch Knight (15+ HB), Eldritch Medallion* (17+), Rebuking Bracers* (18), Dimensional Gauntlets (20), Belt of Breaching* (19), Swift-Step Boots* (14+)) Implements of Argent 4pc Set Bonus – [COLOR=#993300][B]Daily[/B][/COLOR] Move, TP 3 (Controller's Implement (13+), Striker's Weapon (14+), Defender's Armor (15+), Leader's Helm (16), Champion's Ring (17)) [/sblock][/sblock] [SIZE=3][B]Allies[/B][/SIZE] Because positioning is such a major factor of being a Leader, some of these are absolutely fantastic, especially the Rod, Rubicant Blade, and the Armor (which is great for negating a PC start box). It’s important to note with these items and similar powers exactly who is doing the teleporting, you or the ally, in order to determine the teleport distance and Line of Sight to the destination square (The Summoning Bullet, for example, lets the ally do the teleporting) [B]Show[/B] [sblock]Weapon Rod of Malign Conveyance (3+, Rod) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP X: Yourself, 1 Ally within 5, and 1 Enemy within 5* Astral Redoubt Totem (4+, Totem) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, Banish an ally within 5 SotnT, healing them 2*X, when you hit an enemy with a primal attack using this totem, returning to their last space. Way-Leader Weapon (4+, Spear) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Move, TP one or two Allies within 5 to adjacent to an enemy you hit this turn. Summoning Bullet (8+, Ammo) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP Ally within 3 of Enemy to adjacent to it when you hit with this bullet Rubicant Blade (8+, 1H) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP 5: Yourself and 1 or 2 Allies within 5* Staff of New Horizons (9+, Staff) – [B][COLOR=#993300]Daily[/COLOR][/B] IR, TP X: Yourself and adjacent Allies when you take damage* Totem of the Flensing Sands (10+, Totem) – [B][COLOR=#993300]Daily[/COLOR][/B] Standard, TP 5 Ally and some Burst 5 Zone Symbol of Security (13+, Symbol) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] IR, TP Ally within 10 that is first bloodied in an encounter to adjacent to you. Staff of Portals (14+, Staff) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP 5: Yourself and Allies within 2 after you use a TP power* Staff of Transposition (14+, Staff) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP Allies when you use a close or area power to the nearest unaffected square. Songbow of Summoning (15+, Bow or Xbow) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP Allies within 5 of Enemy or You to adjacent to Enemy when you hit with this weapon. Planesplitter Weapon (19+, Axe or HB) – [B][COLOR=#993300]Daily[/COLOR][/B] Minor, Create rift connecting 2 squares within 10 of each other EonT, creatures that enter one square can move to the other as if they were adjacent.* Armor Armor of Transport (10+, Chain or Scale) – [B][COLOR=#993300]Daily[/COLOR][/B] II, TP 5 when hit by an enemy. Aug 1: TP adjacent allies to adjacent to your destination* Neck Head Helm of Teleportation (15+, Rare) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Move, TP 6/12. [COLOR=#00ff00][B]Property[/B][/COLOR]: Gain CA EonT against enemies you TP adjacent to on your turn.* Arms Hands Ring of Calling (14) – [B][COLOR=#993300]Daily[/COLOR][/B] Minor, TP ally within 20 to adjacent to you* Fingers Ring of Retreat (17) – [B][COLOR=#993300]Daily[/COLOR][/B] Standard, TP Yourself and up to 7 Allies to a predetermined location after Milestone. TP Back with a Standard within 10 hours* Waist Feet Tattoo Reinforcement Tattoo (9) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP Allies you can see to within 3 of you when crit by nonminion Misc Guardian's Whistle (4) -[COLOR=#993300][B] Daily[/B][/COLOR] Move, TP Ally within 10 to adjacent to you. Tempest Fan (5+) – [B][COLOR=#993300]Daily [/COLOR][/B]Move, TP 5/10/15: Yourself or an adjacent Ally, deal damage to enemies within 3 of destination.* Abalach-Re's Deception (8+, Boon) – [COLOR=#993300][B]Daily[/B][/COLOR] II, TP Swap with one ally within 3/5/10 when an enemy hits you with an attack, and the ally is hit instead, and you and the ally gain a +0/1/2 bonus to all defenses SonT.* Gift of Chaos (13, Boon) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, Chance to TP yourself and each creature adjacent to you up to d6 squares when you roll a 1 or 20 on an attack or save.* Recalling Harness (18+) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] II, TP your companion 10/∞ to be adjacent to you when an attack bloodies or drops you to 0. Portal Gun (20, Wonderous, Rare) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Standard, Chance to create a portal between 2 squares within 20 EoE (or you close them as a minor), Any creature that steps into one portal teleports to an unoccupied square adjacent to the other portal, OR you and the creature nearest to you teleport, swapping places and are both dazed (SE)* Instant Portal (23, Wonderous) – [COLOR=#00ff00][B]Consumable[/B][/COLOR] Minor, Create a portal in an adjacent square that leads to a destination chosen at creation, it lasts until the end of your fifth turn after use.* Offerings of Celestian 4pc Set Bonus – [B][COLOR=#00ff00]Benefit[/COLOR][/B]: TP a number of allies equal to # of items from this set when you TP, they must begin and end adjacent to you. (Staff of the Far Wanderer* (17+ Staff), Mooncloth Robes (17+ Cloth), Star-strewn Scarf (18+), Sun Sphere (20), Gloves of the Wandering Star (19)) [/sblock] [SIZE=3][B]Enemies[/B][/SIZE] There’s two things of note when teleporting enemies. First, teleporting is not forced movement, so it’s the easiest way to both get around dwarf and giant sturdiness. Second, teleporting a creature into the air does grant them a save to negate the teleport completely. [B]Show[/B] [sblock]Weapon Pact Sword (2+, LS) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP 1+X cursed enemy you hit Rod of Malign Conveyance (3+, Rod) – [B][COLOR=#993300]Daily[/COLOR][/B] Move, TP X: Yourself, 1 Ally within 5, and 1 Enemy within 5. Critical: Xd6 and TP target X* Abduction Ki Focus (4+, KF) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP 5: Yourself and Enemy you hit to a square adjacent to you, when you hit with a melee attack using this ki focus* Dislocation Weapon (4+, HB or LB) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP Enemy adjacent to your ally when you hit with this weapon Staff of the Traveler (5+, Staff) – [COLOR=#00ff00][B]C[/B][/COLOR][COLOR=#00ff00][B]ritic[/B][/COLOR][COLOR=#00ff00][B]al[/B][/COLOR]: TP target 2/4/6/8/10/12 Fey Strike Weapon (5+, Any) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP Enemy 10 to adjacent to you when you hit with this weapon Staff of Bitter Dismissal (7+, Staff) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP Enemy X when you hit it within 3 with a force attack with this staff Wand of Wonder (7+, Rare Wand) – [COLOR=#00ff00][B]Critical[/B][/COLOR]: TP target 1 for each 6 rolled on the crit dice.* Space-Shifting Bolt (8+, Ammo) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP Enemy 1 when you hit with this bolt Mithrendain Steel Weapon (8+, HB or LB) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP Target 2 when you hit with this weapon* Githyanki Silver Weapon (9+, HB) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, Banish target you hit with this weapon (SE) returning to its last space. Staff of New Horizons (9+, Staff) – [B][COLOR=#00ff00]Critical[/COLOR][/B]: Xd6 and TP target X* Wyrdwarped Weapon (12+, Ranged) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP X target you hit with this weapon Banishing Spellblade (14+, HB or LB) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, Banish target that you would pull, push, slide, or TP EotnT, returning to its last space. Staff of Portals (14+, Staff) – [COLOR=#00ff00][B]Critical[/B][/COLOR]: xd6 and TP target X* Transposing Weapon (14+, Any) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] Free Action, TP Swap with enemy you hit with this weapon.* Voidcrystal Weapon (14+, Melee) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, Banish target you hit with this weapon SonT, returning to a space of your choice within 3 of you. Prismatic Orb (15+, Rare Orb) – [COLOR=#993300][B]Daily[/B][/COLOR] No Action, TP target X when you hit it with this Orb. Rod of Sylvan Trickery (15+, Rod) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, TP target 3 (6 if in Feywild) when you hit it with an arcane power using this rod EoE, after Cursing it. Orb of Unintended Solitude (18+, Orb) – [B][COLOR=#993300]Daily[/COLOR][/B] Free Action, Banish target that you would pull, push, slide, or TP EotnT, returning to its last space. Armor Driftmetal Armor (18+, Chain or Scale) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] II, TP Swap with enemy that targets you with a melee attack, it takes a -2 penalty to attack EonT.* Neck Baffling Cape (3+) – [B][COLOR=#993300]Daily[/COLOR][/B] IR, TP Swap with adjacent enemy that missed you* Head Arms Rebuking Bracers (18) – [COLOR=#00ff00][B]Property[/B][/COLOR]: TP 3 enemy you crit with a melee attack, and daze if wielding Blade of the Eldritch Knight Hands Gloves of Dimensional Repulsion (14) – [B][COLOR=#993300]Daily[/COLOR][/B] Standard, TP 10 adjacent target you hit with Cha+4 vs Fort* Foe Caller Gauntlets (22) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] II, TP 10 enemy marked by you that attacks not you to adjacent to you and make a MBA Fingers Ring of Sorrows (18) – [COLOR=#993300][B]Daily[/B][/COLOR] Standard, Conjure 3 Sorrows within 10, an enemy that starts adjacent to a Sorrow and deals damage on its turn is teleported to another square adjacent to the Sorrow. Waist Feet Tattoo Misc Gift of Chaos (13, Boon) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, Chance to TP yourself and each creature adjacent to you up to d6 squares when you roll a 1 or 20 on an attack or save.* Portal Gun (20, Wonderous, Rare) – [COLOR=#ff0000][B]Encounter[/B][/COLOR] Standard, Chance to create a portal between 2 squares within 20 EoE (or you close them as a minor), Any creature that steps into one portal teleports to an unoccupied square adjacent to the other portal, OR you and the creature nearest to you teleport, swapping places and are both dazed (SE)* [/sblock] [SIZE=3][B]Boosters[/B][/SIZE] These are probably the most misunderstood piece of the Teleporter’s build. Just looking at those 3 weapons, they each apply differently; A “Teleportation Power” is different from a “Power that allows you to Teleport” is different from a “Teleport you make”. Fey Step is all 3 of these, Feywild Advance turns Blurred Step into the later 2 (because adding a teleport to a power doesn’t give it the Teleportation keyword, so it’s not a Teleportation Power), Fey Charge is an example of a Teleport you make (you are not actually using Fey Step, and Charge itself is not a power either) unless you are using a power in order to charge (ex. Swift Charge and Hurling Charge). There is also a distinction between “you can Teleport” and “a Teleport you make”, which is that the former only applies to your own personal teleporting and not when you teleport allies or other creatures. I’m sure there’s some debate over this somewhere, but that’s the simplest, most logical interpretation. Unfortunately, CB lacks the ability to track your teleport distances, so that’s a lot of bookkeeping you have to do. I also (apparently) have to mention that these things boost [I]Range[/I], not [I]Distance[/I]. If you’re using a Teleport Swap (ex. Dimension Swap), a Pursuit Teleport (Relentless Stride), or a Triggered Teleport (Robe of Bloodwalking’s [B][COLOR=#ff0000]Encounter[/COLOR][/B] Power) teleport boosters are generally of no use – they don’t increase the range of a power, and you still have to meet the conditions of where your teleports destination is, where applicable. [B]Show[/B] [sblock]Works with all teleports: Mithrendain Steel Weapon (+1), Eladrin Armor (+1/2/3), Eladrin Ring of Passage (+1), Ring of Dimensional Escape (+1), Eladrin Boots (+2), Arcane Wisp/Dimensional Pet Familiar (+1) Works with powers that let you teleport: Rubicant Blade (+1) Works with teleport powers: Incisive Dagger (+X), Far-Step Amulet (+3), Ring of Retreat (+1), Creeping Gatevine (+2/5/10) Weapon Mithrendain Steel Weapon (8+, HB or LB) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP +1* Rubicant Blade (8+, 1H) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP +1 with powers* Incisive Dagger (9+, Dagger) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP +X with TP powers* Armor Eladrin Armor (3+, Chain) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP +1/2/3 Neck Far-Step Amulet (29) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP +3 with TP powers* Head Arms Hands Gloves of Dimensional Repulsion (14) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP +2 with TP powers used on others* Fingers Eladrin Ring of Passage (14, Rare) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP +1 (+2 if Eladrin)* Ring of Calling (14) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP +4 with TP powers used by adjacent Allies Ring of Retreat (17) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP +1 with TP powers* Ring of Dimensional Escape (20) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP +1* Waist Feet Feystride Boots (11) – [COLOR=#00ff00][B]Property[/B][/COLOR]: TP +2 with Fey Step when you have an Elf or Drow ally within 10* Eladrin Boots (16) – [B][COLOR=#00ff00]Property[/COLOR][/B]: TP +2 (except the [B][COLOR=#993300]Daily[/COLOR][/B] of these boots)* Tattoo Misc Arcane Wisp Familiar (11+) – [COLOR=#00ff00][B]Property[/B][/COLOR]: TP +1 Creeping Gatevine (10+) –[B][COLOR=#00ff00] Consumable[/COLOR][/B] Free Action, TP +2/5/10 when used with a TP power up to 10/20/30th level Dimensional Pet Familiar (11+) – [B][COLOR=#00ff00]Property[/COLOR]: [/B]TP +1* [/sblock] [SIZE=3][B]Preventers[/B][/SIZE] These are pretty “meh” items except for the Feyslaughter and the Orbs [B]Show[/B] [sblock]Weapon Byeshk Weapon (3+, Any) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, Daze, Restrain, and Prevent TP EonT an Abberant Creature you hit with this weapon Forbiddance Bolt (9+, Ammo) – [B][COLOR=#00ff00]Property[/COLOR][/B]: Prevent Enemy TP and TP within 2 of it EonT when you hit with this bolt Totem of Enduring Vigilance (9+, Totem) – [COLOR=#993300][B]Daily[/B][/COLOR] Free Action, Prevent enemy you hit with a primal power with this implement from using or being the target of TP powers (SE) Feyslaughter Weapon (9+, Any) – [B][COLOR=#00ff00]Property[/COLOR][/B]: Prevent TP EonT when you hit with this weapon Ashurta’s Blade (10, BS, Dagger, LS, Shuriken, or SS) – Same as [COLOR=#993300][B]Byeshk[/B][/COLOR] but with other unrelated bonuses Orb of Translocation Interference (13+, Orb) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] Free Action, Choose the destination when an Enemy within 10 TPs Moran’s Eye (14, Orb) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] Minor, Prevent TP and slows (save ends both) target you hit with ranged 10 Int vs Will Forbidding Weapon (14+, Any) – [B][COLOR=#993300]Daily[/COLOR][/B] IR, Prevent TP (save ends) and damage creature that TPs adjacent to you Orb of the Planes (23+, Orb) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] II, TP 10 and prevent TP when enemy within 10 uses a TP power* Armor Anchoring Armor (17+, Plate) – [B][COLOR=#993300]Daily[/COLOR][/B] IR, Prevent TP and Immoblize EonT (Augment 1: (save ends) instead) a creature that TPs adjacent to you Neck Head Arms Hands Gauntlets of Discontinuity (13) – [B][COLOR=#993300]Daily[/COLOR][/B] II, Prevent TP of enemy within 2 EonT when it tries to teleport Fingers Waist Feet Boots of Grounding (8) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] II, Prevent TP when an attack would TP you Planar Stasis Boots (18) – [B][COLOR=#00ff00]Property[/COLOR][/B]: You cannot be TP against your will Tattoo Misc Bead of Force (15+) – Consumable Standard, Prevent TP, Restrain, Deal Ongoing, and block LoE to target hit by this item (save ends all) Dimensional Pet Familiar (11+) – [B][COLOR=#ff0000]Encounter[/COLOR][/B] II, Prevent TP of enemy adjacent to active pet SonT Dimensional Shackles (17) – [B][COLOR=#993300]Daily[/COLOR][/B] Standard, Prevent TP and Restrain until escape creature you hit with a Str or Dex vs Ref attack that you must have CA for [/sblock] [SIZE=3][B]SONAR - teleporting while blind[/B][/SIZE] [B]Show[/B] [sblock] Weapon Armor Neck Head Arms Hands Fingers Horned Ring (8, Rare) – [COLOR=#993300][B]Daily[/B][/COLOR] Move, TP to any location in Undermountain you have seen. [COLOR=#00ff00][B]Property[/B][/COLOR]: As long as the destination space of a TP power is within range and you have seen it before, you need no LoS.* Waist Feet Tattoo Misc [/sblock] [B]Originally posted by Zathris:[/B] [SIZE=4][B]Themes[/B][/SIZE] [B]Fey Beast Tamer[/B] - The Blink Dog companion has an aura which allows it and its allies (including you) to teleport to another square in the aura[B]. [/B]Not particularly good for distance, but for effect purposes (and the near constant CA) it's pretty good. [B]Iliyanbruen Guardian - [/B]Eladrin Only. You can take another ally with you when you Fey Step (for a total of 5 allies if you're a Bard|Warlord/Student of the Plague). And you can Fey Step as a minor[B], [/B]which certainly has its uses for hit-and-run. [B]Order Adept[/B] - The level 5 feature gives you access to Wizard Utility powers (if you aren't a Wizard), which opens up some decent Teleportation powers (and other powers which might be really good). [B]Scion of Shadow[/B] - Optional level 10 utility lets you teleport 3 into dim/dark areas for 1 encounter/day. [B]Spellscarred Harbinger[/B] - Option of a Minor Action TP 2 every encounter, this is generally a better theme than the Eladrin one (even for Eladrin, since it's not using up Fey Step) since it has other options and a daily daze. [SIZE=4][B]Feats of Strength, or Strength of Feet?[/B][/SIZE] [SIZE=3][B]Heroic[/B][/SIZE] [B]Show[/B] [sblock]Generic [B]Show[/B] [sblock]Acolyte of the Veil [MC Assassin] – (13 Dex) Training in Athletics or Stealth, Shadow Step 1/[B][COLOR=#ff0000]Encounter[/COLOR][/B], wield Assassin Implements Cast Afar the Spirit – (Familiar)[B][COLOR=#00ff00] TP[/COLOR][/B] Familiar when you switch it to active Haunting Shade Expert – (Haunting Shade) Swap a U6 for a long [B][COLOR=#ff0000]encounter[/COLOR][/B] TP into dim or darkness Mark of Passage – (Oh look, this is OP) [B][COLOR=#00ff00]Increase[/COLOR][/B] Shifts and TPs with powers and you can master travel and other rituals Zealous Fury – Baphamut lets you swap a U6 to heal, teleport, and mark as a [COLOR=#993300][B]daily[/B][/COLOR] [/sblock] Class [B]Show[/B] [sblock]Ardent Refracting Mantle – (Shardmind) Targets of [COLOR=#ff0000][B]Shard Swarm[/B][/COLOR] grant CA EonT to allies within your Mantle Artificer Arcane Repositioning – (Eladrin) Expend[COLOR=#ff0000][B] Fey Step[/B][/COLOR] to TP one of your Conjurations or Summons Redistribute Minions – (Eladrin) When you [COLOR=#ff0000][B]Fey Step[/B][/COLOR] you can TP your Summons Vanishing Concoction – (Eladrin) Ally can end [B][COLOR=#ff0000]Resistive [/COLOR][/B]or[B][COLOR=#ff0000] Shielding[/COLOR][/B] elixirs as a Free Action to TP instead of normal benefit Assassin Close to Death – (Revenant) Ignore requirements for [COLOR=#00ff00][B]Shadow Step[/B][/COLOR] when bloodied Darkness’s Wings – (Shadar-kai) Gain darkvision and you can expend[COLOR=#ff0000][B] Shade Form[/B][/COLOR] to regain [COLOR=#ff0000][B]Shadow Jaunt [/B][/COLOR] Darting Shade – [COLOR=#00ff00][B]Shadow Step[/B][/COLOR] as a FA after you take damage while in [COLOR=#ff0000][B]Shade Form[/B][/COLOR] Death Walk – (Revenant) [COLOR=#00ff00][B]Shadow Step[/B][/COLOR] as a FA when you [COLOR=#ff0000][B]Dark Reaping [/B][/COLOR] Hunter in the Gloom – (Shadar-kai) Target Ref instead of AC when insubstantial from [COLOR=#ff0000][B]Shadow Jaunt [/B][/COLOR] Hunting Shadow – (Wilden) TP instead of shift with [COLOR=#ff0000][B]Pursuit of the Hunter[/B][/COLOR] and +1 damage per shroud EonT Leaping Shadows – [COLOR=#00ff00][B]Shadow Step[/B][/COLOR] as a FA when you kill an enemy Maw of the Hungry Killer – (Gnoll) Gain THP when you kill a [B][COLOR=#00ff00]shrouded[/COLOR][/B] target, and TP if you invoked the shrouds Phantom Blade Evasion – (Halfling) [COLOR=#00ff00][B]Shadow Step[/B][/COLOR] as a FA after you [COLOR=#ff0000][B]Second Chance [/B][/COLOR] Quick and Dead – (Revenant) Increase distance of [COLOR=#00ff00][B]Shadow Step[/B][/COLOR] after using [B][COLOR=#ff0000]Dark Reaping [/COLOR][/B] Spirited Shadows – (Drow) Increase distance of [COLOR=#00ff00][B]Shadow Step[/B][/COLOR] when used from within [COLOR=#ff0000][B]Cloud of Darkness [/B][/COLOR] Twilight Phantom Step – (Eladrin) Extend range of [B][COLOR=#ff0000]Fey Step[/COLOR][/B] when you TP next to your [COLOR=#00ff00][B]Shroud[/B][/COLOR] target Avenger Feyborn Pursuer – (Eladrin) Extend range of [COLOR=#ff0000][B]Fey Step[/B][/COLOR] when you TP next to your [COLOR=#00ff00][B]Oath[/B][/COLOR] target Godsworn Sidestep – (Corellon) TP next to Oath target when you [COLOR=#00ff00][B]crit[/B][/COLOR] Oathbound Stalker – (Assassin?!) [COLOR=#00ff00][B]Increase[/B][/COLOR] TPs so long as you go next to your Oath target Bard Bardic Wayfarer – [COLOR=#00ff00][B]Once per turn[/B][/COLOR] when you TP an ally, you can also TP; instead of sliding with Majestic Word you can TP the target Battlemind Feywild Advance – (Eladrin) TP instead of shifting with [COLOR=#00ff00][B]Blurred Step [/B][/COLOR] Harrying Step – TP adjacent to enemy with [B][COLOR=#00ff00]Blurred Step [/COLOR][/B] Invoker Fey Preserver – (Eladrin) TP ally when you use [COLOR=#ff0000][B]Preservers Rebuke [/B][/COLOR] Ranger Feyborn Companion – (Eladrin, Beast Mastery) Beast gains racial traits and when you use [COLOR=#ff0000][B]Fey Step[/B][/COLOR] it TPs as well Shadar-Kai Beast – (Shadar-Kai, Beast Mastery) Beast gains racial traits and when you use [COLOR=#ff0000][B]Shadow Jaunt[/B][/COLOR] it TPs as well, but only one of you gets insubstantial Shaman Aggressive Spirit – TP spirit next to an enemy when you [COLOR=#00ff00][B]kill an enemy [/B][/COLOR] Linked Spirit – (Shardmind) Telepathy within 5 of your spirit, and you can swap positions with your spirit when you [COLOR=#ff0000][B]Shard Swarm [/B][/COLOR] Spirit’s Fey Step – (Eladrin) TP Spirit companion when you [COLOR=#ff0000][B]Fey Step [/B][/COLOR] Swordmage Eladrin Swordmage Advance – (Eladrin) Free MBA when you [COLOR=#ff0000][B]Fey Step[/B][/COLOR] next to an enemy Extended Teleportation – [B][COLOR=#00ff00]Makes[/COLOR][/B] your SM or PP TPs longer Grasping Ensnarement – (Ensnarement) Slow EonT enemies you TP with [COLOR=#00ff00][B]Aegis [/B][/COLOR] Warden Dancing Leaves – TP Closer to an enemy instead of sliding it with [COLOR=#00ff00][B]Warden’s Grasp[/B][/COLOR] Warlock Curse of Displacement – TP Cursed enemy you [COLOR=#00ff00][B]crit [/B][/COLOR] Exultant Shadow Step – TP when you [COLOR=#00ff00][B]crit[/B][/COLOR] a cursed enemy Frost Step – (Fey Pact) Leave behind Difficult Terrain when you use [B][COLOR=#00ff00]Misty Step[/COLOR][/B] Improved Misty Step – (Fey Pact) Increase [COLOR=#00ff00][B]Misty Step [/B][/COLOR] Renewed by Blood – (Eladrin) Regain [COLOR=#ff0000][B]Fey Step[/B][/COLOR] when you kill a cursed creature 1/[B][COLOR=#ff0000]encounter[/COLOR][/B] Spirit of Lalali-Puy – (SK) TP next to an ally instead of dealing extra damage when you [COLOR=#00ff00][B]augment[/B][/COLOR] Hand of Blight Swirling Leaves of Autumn – (Fey Pact, Sehanine) Leave behind Light Obscurement when you use [COLOR=#00ff00][B]Misty Step[/B][/COLOR] Warlord Fey Command – (Eladrin, Tactical) When an ally [COLOR=#ff0000][B]APs[/B][/COLOR] they can TP before or after the attack [/sblock] Race [B]Show[/B] [sblock]Eladrin Feral Fey Step – (Primal) [COLOR=#ff0000][B]Fey Step[/B][/COLOR] as IR when first bloodied, even if already expended Fey Escape – Use[COLOR=#ff0000][B] Fey Step[/B][/COLOR] as IR when grabbed, immobilized, or restrained Fey Familiar – (Arcane, Familiar) TP Familiar when you [COLOR=#ff0000][B]Fey Step [/B][/COLOR] Healing Step – (Divine) Before or after [COLOR=#ff0000][B]Fey Step[/B][/COLOR], grant an adjacent ally THP and let them shift Moon Elf Resilience – Spend a Surge after using[COLOR=#ff0000][B] Fey Step[/B][/COLOR] when bloodied with no allies within 5 Planar Blurring – (Spellscar) Before or after [COLOR=#ff0000][B]Fey Step[/B][/COLOR], slide an adjacent creature, also TP an adjacent creature if you have Student of the Plague Starlight Duelist Style – (Dex 13, Martial) Use [COLOR=#ff0000][B]Fey Step[/B][/COLOR] as a FA after Hit and Run or use [COLOR=#ff0000][B]Fey Step[/B][/COLOR] as a IR instead of the II granted by Riposte Strike Sun Elf Grace - +1 All Def EonT if you[COLOR=#ff0000][B] Fey Step[/B][/COLOR] before getting Bloodied Twist the Arcane Fabric – (Arcane) Expend [COLOR=#ff0000][B]Fey Step[/B][/COLOR] to TP an Ally out of your Burst/Blast Ubiquitous Step – (Psionic Augmentation) Regain [COLOR=#ff0000][B]Fey Step[/B][/COLOR] when first drop to 0 power points Winterkin Heritage – Resist Cold and gain an [B][COLOR=#ff0000]encounter[/COLOR][/B] power that lets you TP and gain concealment Winter’s Reach – (Winterkin) Increase distance of the power from [COLOR=#ff0000][B]Winterkin Heritage[/B][/COLOR] Genasi Storm Step – (Storm Soul) TP Adjacent to an enemy you hit when you have [COLOR=#ff0000][B]Promise of Storm[/B][/COLOR] active Gnome Get in your Head – (Psionic) Augment [COLOR=#ff0000][B]Fade Away[/B][/COLOR] to TP as well Shadar-Kai Darkening Mind – (Psionic) Augment [COLOR=#ff0000][B]Shadow Jaunt[/B][/COLOR] to increase distance and remain insubstantial EonT Devious Jaunt – Increase distance of[COLOR=#ff0000][B] Shadow Jaunt[/B][/COLOR] Doom of Jiksidur –Knock prone when you hit when insubstantial from [COLOR=#ff0000][B]Shadow Jaunt[/B][/COLOR], and Stealth bonus Dread of Sakkors – Push and slow EonT when you hit when [COLOR=#00ff00][B]insubstantial[/B][/COLOR], and Intimidate bonus Drowing of Nhalloth – Slide and a penalty to hit EonT when you hit when insubstantial from [COLOR=#ff0000][B]Shadow Jaunt[/B][/COLOR], and Arcana bonus Krinth Heritage – Become insubstantial after getting crit and replace [COLOR=#ff0000][B]Shadow Jaunt[/B][/COLOR] with an [B][COLOR=#ff0000]Encounter[/COLOR][/B] power that TPs you next to an enemy that damages you and gain CA Shade Heritage – Gain darkvision and replace [COLOR=#ff0000][B]Shadow Jaunt[/B][/COLOR] with a longer [B][COLOR=#ff0000]Encounter[/COLOR][/B] TP that increases if you goto Dim or Darkness Shadow Exile – Remove yourself from play SonT instead of TP with [COLOR=#ff0000][B]Shadow Jaunt [/B][/COLOR] Shadow Legacy – (Divine, Raven Queen) Gain [COLOR=#ff0000][B]Channel Divinity[/B][/COLOR] that TPs an ally when they become bloodied Shardmind Daunting Swarm – Mark EonT enemies you affect with [COLOR=#ff0000][B]Shard Swarm [/B][/COLOR] Distant Swarm – Change [COLOR=#ff0000][B]Shard Swarm[/B][/COLOR] into an Area Burst 1 within 5 that you have to TP into Liberating Shard Swarm – Make a Saving Throw when you [COLOR=#ff0000][B]Shard Swarm [/B][/COLOR] Mineral Resilience – Gain THP when you [COLOR=#ff0000][B]Shard Swarm [/B][/COLOR] Myriad Crystal Eyes – No creature can benefit from concealment EonT when you [COLOR=#ff0000][B]Shard Swarm [/B][/COLOR] Warding Shard Swarm - +2 all Def EonT when you [COLOR=#ff0000][B]Shard Swarm [/B][/COLOR] Wilden Improved Aspect of Nature – Increase [COLOR=#ff0000][B]Voyage of the Ancients[/B][/COLOR] TP, Bonus hit with Wrath of the Destroyer, and increase shift with Pursuit of the Hunter [/sblock][/sblock] [SIZE=3][B]Paragon[/B][/SIZE] [B]Show[/B] [sblock]General [B]Show[/B] [sblock]Arcane Familiar: Arcane Wisp - Bonus Stealth, [COLOR=#00ff00][B]TP +1[/B][/COLOR] (Active: It can TP 5 as an II when attacked 1/[B][COLOR=#ff0000]encounter[/COLOR][/B]) Arcane Familiar: Dimensional Pet - Speak Primordial,[COLOR=#00ff00][B] TP +1[/B][/COLOR] (Active: Prevent TP SonT of creature adjacent to Pet as an II 1/[B][COLOR=#ff0000]encounter[/COLOR][/B]) Liberating Teleport – Gain bonus to saves [COLOR=#00ff00][B]when you TP[/B][/COLOR] Space-Bending Spirit – (Familiar) Familiar gains TP as a [B][COLOR=#00ff00]movement mode [/COLOR][/B] [/sblock] Class [B]Show[/B] [sblock]Artificer Enlarge Familiar – (Familiar, [B][COLOR=#ff0000]16th Utility[/COLOR][/B]) Minor, TP Familiar back to you after turning it into a flanker for a round Assassin Fade into Shadow – [B][COLOR=#00ff00]Shadow Step[/COLOR][/B] as a IR when you become bloodied Grave Step – After you kill a creature, [COLOR=#00ff00][B]Shadow Step[/B][/COLOR] as a minor without having to begin or end adjacent to a creature Avenger Raven Queen’s Scorn – (Raven Queen) TP adjacent to undead that you just placed your [COLOR=#00ff00][B]Oath[/B][/COLOR] on Sequestering Jaunt – (Shadar-Kai)[B][COLOR=#ff0000] Shadow Jaunt[/COLOR][/B] takes your Oath target with you if it was next to you Bard Walk Among the Fey – TP creatures instead of [COLOR=#00ff00][B]Sliding[/B][/COLOR] them Fighter Fey Charge – (Eladrin) Expend [B][COLOR=#ff0000]Fey Step[/COLOR][/B] to TP when you charge, is not expended if you hit Marked Jaunt – (Shadar-Kai) TP with [COLOR=#ff0000][B]Shadow Jaunt[/B][/COLOR] as an Interrupt to attack a marked enemy that isn’t attacking you Rogue Darkjumper – (Drow) TP into [COLOR=#ff0000][B]Cloud of Darkness[/B][/COLOR] as a Free Action once on the turn you use it Fey Gambit – (Eladrin) Gain CA EoT against enemy you [COLOR=#ff0000][B]Fey Step[/B][/COLOR] next to Sorcerer Unlucky Teleport – (Wild) Deal Psychic damage to enemies you [COLOR=#00ff00][B]TP[/B][/COLOR] Swordmage Ensnaring Flourish – (Ensnarement) Bonus damage against enemy you [B][COLOR=#00ff00]TP with Aegis[/COLOR][/B] Shadowed Aegis – (Shadar-Kai, Assault) Gain insubstantial when you [COLOR=#00ff00][B]TP with Aegis [/B][/COLOR] Timely Teleport – TP when you [COLOR=#ff0000][B]2nd Wind [/B][/COLOR] Vigorous Assault – (Assault) Gain THP when you [COLOR=#00ff00][B]TP with Aegis [/B][/COLOR] Warlock Eochaid’s Lure – (Fey Pact) Slide enemies adjacent to the square you leave when you use [COLOR=#00ff00][B]Misty Step[/B][/COLOR] Flitting Shadows – [B]Reduce[/B] Curse damage on [B][COLOR=#ff0000]Encounter[/COLOR][/B] or [B][COLOR=#993300]Daily[/COLOR][/B] powers to TP the target Warlord Fey Tactics – (Eladrin) TP ally within 5 of you when you [COLOR=#ff0000][B]Fey Step [/B][/COLOR] Feywild Flanker – (Eladrin) Gain CA against one enemy you [COLOR=#00ff00][B]TP next to [/B][/COLOR] Wizard Lightning Transport – TP when you [COLOR=#00ff00][B]kill a creature[/B][/COLOR] with a lightning power [/sblock] Race [B]Show[/B] [sblock]Eladrin Fey Death – Use [COLOR=#ff0000][B]Fey Step[/B][/COLOR] as a IR after killing an enemy Fey Step Trailblazer – TP adjacent ally with you when you [COLOR=#ff0000][B]Fey Step [/B][/COLOR] Feywild Protection - +2 All Def EonT after you [COLOR=#ff0000][B]Fey Step [/B][/COLOR] Reactive Fey Step – Expend [COLOR=#ff0000][B]Fey Step[/B][/COLOR] to negate Forced Movement Githzerai Wind’s Fortunes – TP instead of shift with [COLOR=#ff0000][B]Shifting Fortunes [/B][/COLOR] Shadar-Kai Reactive Jaunt – [COLOR=#ff0000][B]Shadow Jaunt[/B][/COLOR] as a IR when damaged Shardmind Buffeting Shard Swarm – Slide enemies in burst when you [COLOR=#ff0000][B]Shard Swarm [/B][/COLOR] Perfect Fracture – [COLOR=#ff0000][B]Shard Swarm[/B][/COLOR] as an IR when bloodied Wilden Burden of Liberty – When you use a [COLOR=#ff0000][B]Wilden racial[/B][/COLOR] power, an ally within 5 can TP next to you Secret of Escape – [COLOR=#993300][B]Once per day[/B][/COLOR] when you drop to 0 or fewer, you can TP next to an ally [/sblock][/sblock] [SIZE=3][B]Epic[/B][/SIZE] [spoiler]Class [B]Show[/B] [sblock]Assassin Untouchable Shade – Become insubstantial to creatures subject to your Shrouds when you [B][COLOR=#00ff00]Shadow Step [/COLOR][/B] Vanish into Shadow – (Revenant) Gain concealment SonT when you [COLOR=#00ff00][B]Shadow Step [/B][/COLOR] Swordmage Binding Ensnarement – (Ensnarement) Immobilize EonT enemies you [COLOR=#00ff00][B]TP with Aegis [/B][/COLOR] [/sblock] Race [B]Show[/B] [sblock]Eladrin Feywild Warrior – (Martial) TP yourself and a target you hit with a Martial [B][COLOR=#993300]Daily[/COLOR][/B] Attack Power Gnome Vanishing Act – TP when you [COLOR=#ff0000][B]Fade Away [/B][/COLOR] Shadar-Kai Sequestering Jaunt – Phasing EonT when you[COLOR=#ff0000][B] Shadow Jaunt [/B][/COLOR] Shardmind Expanded Shard Swarm – [COLOR=#ff0000][B]Shard Swarm[/B][/COLOR] becomes Burst 2 Razor Shard Swarm – Enemies in burst take Int, Wis, or Cha damage when you [COLOR=#ff0000][B]Shard Swarm [/B][/COLOR] Rejuvenating Shard Swarm – You can spend a surge when you[COLOR=#ff0000][B] Shard Swarm [/B][/COLOR] Tiefling Hellfire Teleport – Deal Fire damage[COLOR=#00ff00][B] 1/turn[/B][/COLOR] to enemies adjacent to the square you leave when you TP [/sblock] [B]Originally posted by Zathris:[/B] [SIZE=4][B]Paragons Squad[/B][/SIZE] [B]Show[/B] [sblock]Shadow Dancer (TP At-will or Encounter, Trained in Stealth) - TP on AP, and E11 is basically a TP Charge (but without charge benefits) Anarchic Adept (Ardent) - Sometimes (50%) TP with Ardent's Surge and D20 has a crappy TP effect. The APF and F16 are at least decent Awakened Visionary (Ardent) - Defender Ardent? There's a lot of teleporting going on here (Swapping with allies, TP marked enemies) Shadowblade (Assassin) - This barely bears mentioning, but I am going for completeness. TP on AP, bad path overall, unless you really really like being the only one with CA Gloaming Dancer (Assassin) - TP on AP (I can tell I'm going to get sick of typing that), TP +1 with shadow powers, TP with its powers (yay synergy), too bad F16 is MOAR CA and the Daily is **** (Note to writers: Daily powers create zones that last until the end of the encounter or until a target saves, EonT on a Daily is reserved for stuff like Lead the Attack) Hammer of Judgment (Avenger) - TP +2 with powers against bloodied creatures, Kinda controlly PP Zealous Assassin (Avenger, Trained in Stealth) - TP on AP, and grants or gives bonuses when you have CA Summer Rhymer (Bard, Cunning) - TP on AP (you or Ally), Lots of leadery stuff (Concealment, Healing, Resistance, TP, Attack) Storm Disciple (Battlemind) – TP on AP, Augment At-Wills to teleport (in addition to normal effect), multi-TP+attack E11, and the U12 is an encounter Flight Unbound Nomad (Battlemind) – TP enemy on AP, TP instead of being pushed, TP with blurred step, E11 TPs you and an enemy next to an ally, U12 creates a teleport conjuration that anyone can use, and D20 is a Banish/Random Teleport sustainable zone Mithral Arm (Dragonborn) – F16 gives you TP as a movement mode and the daily lets you TP, use an Encounter Attack for free and then TP again Shiere Knight (Eladrin) – TP with AP (replaces the Standard? Ugh), F16 is a Def bonus when you TP, and worse Wizards Escape as a utility Azure Guard (Eladrin/Elf, Corellon) – F16 is a Def bonus when you TP, powers are TP, CA, and control oriented Blade of Cendriane (Eladrin, Ranger) – TP on AP, Attack bonus when you TP, powers look like Swordmage powers (TP+Multi-target) Gnome Nightcloak (Gnome, Paladin, Stealth) – TP on AP, E11 lets you TP next to and attack an enemy that hits an ally (regardless of mark) Hammer of Vengeance (Invoker) – U12 is an Ally recall Orien Swiftblade (Mark of Passage) – TP as a Move after AP, U12 you end immobilize and TP, and D20 is another TP+Multi-target Thuranni ShadowKiller (Mark of Shadow, Stealth) – U12 creates an area of darkness that you teleport into Ghostwalker (Monk) – TP after you kill an enemy, E11 is a Movement Tech that TPs an enemy with you, U12 is a stance that lets you TP when you get missed, D20 lets you TP after the attack Unseen Hand (Monk, Stealth) – D20 is a teleporting spring attack that stuns Legendary Hexblade (Hexblade, Fey) – Invis and TP on AP, Soul Step turns you Invis, and D20 gives you a NAD boost, TP, and a Minor Action attack every round EoE Valiant Hexblade (Hexblade, Fey) – Heal and TP on AP, U12 TP and Insubstantial sometimes after getting hit Eldritch Knight (Knight, Arcana) – TP a creature in your Aura when you TP, TP on AP, U12 TP adjacent to an Enemy, D20 TP yourself and target of Power Strike Time Bender (Psion) – TP on AP, F16 lets you borrow a move action from your next round Alienist (Psion) – Sometimes TP on AP Horizon Walker (Ranger) – U12 TPs you and your Beast Stormwarden (Ranger, 2 Blade) – TP on AP High Forest Scout (Ranger, Archer) – Prevent TP on AP, E11 TPs the target Gatecrasher (Rogue, Arcana) – Gain a move that you can use to TP before EoE on AP, Gain CA against enemies that TP, E11 lets you TP and attack, and U12 creates a Gate Ghost Panther (Shaman) – D20 creates a very large zone that lets allies TP Spirit Tempest (Shaman) – TP Allies on AP, U12 swaps an ally and your spirit, D20 creates a zone that lets allies Swap with each other Shard Disciple (Shardmind) – Increase distance and size of Shard Swarm, use Shard Swarm 2/Encounter, Powers all let you teleport various ways (including an Epic-like anti-death power) Arcane Wellspring (Sorcerer) – Swap creatures hit by Area or Close attacks Celestial Scholar (Sorcerer, Cosmic, Phase of Stars) – TP when attacked (free if missed, reaction if hit), E11 lets you TP, D20 TPs target Wild Mage (Sorcerer, Wild) – Sometimes TP on AP, sometimes TP when you roll a 1 Coronal Guard (Swordmage) – D20 TPs target Ghost Blade (Swordmage) – Gain CA when you teleport, increase TP distance, and D20 lets you attack everyone that you can see when you use the power, TPing between them!! Wandering Swordmage (Swordmage) – TP on AP and a really bad TP U12 Sword of Assault (Swordmage, Assault) – Use an At-Will when you use the Assault TP Sage of Fate’s Bonds (Swordmage, Ensnarement) – TP adjacent or marked creature on AP, TP ally hit by a marked enemy as IR, U12 lets you Wizard’s Escape an ally EoE, D20 TP and attack an enemy that attacks an ally as IR Sigil Carver (Swordmage, Shielding) – U12 Better Wizard’s Escape an ally Hell’s Keeper (Tiefling, Divine) – Prevent TP on a Crit Redeemer of the Damned (Tiefling, Primal) – TP yourself and 5 allies adjacent to 1 enemy instead of taking an action when you AP, U12 TPs an ally who gets hit Evermeet Warlock (Warlock) – Become Invis to adjacent enemies when you TP, and take 1 adjacent ally with you when you TP 10 or fewer.[UNKNOWN=#comment]: <!--10--> Feytouched (Warlock, Fey) – Damage adjacent enemies when you TP, sometimes TP further with Boon, E11 is a TP charm, U12 TPs anyone to the space where a creature just died Long Night Scion (Warlock, Fey) - Damage adjacent enemies when you TP, Cold themed for extra cheese. Worthless U12. Planeshifter (Warlock or Wizard) – TP on AP, Prevent forced TP for you and Allies, Powers are portal based, so not true TP Spiral Tactician (Eladrin, Warlord, Tactical) – Regain Fey Step on AP, U12 TP Ally, D20 is a TP multi-attack Witchmaster (Warlord, Warlock) – Ally can TP when they gain benefit from your Presence Arcane Wayfarer (Wizard) – TP when you Crit, TP on AP, TP as movement mode, E11 is a large repositioning, U12 is a better Wizards Escape Bonded Summoner (Wizard) – TP after using a Conjuration or Summoning, D20 lets you swap with the creature it Summons Weaver of Chance (Wizard) – Sometimes TP on AP [/sblock] [SIZE=4][B]Destiny of a Hero[/B][/SIZE] [B]Show[/B] [sblock]Darklord – Free rituals! And a Daily TP 20 that makes you invisible EoE or until you get hit Guardian of the Void – Anti-death feature that includes a TP Heir of Siberys (Mark of Passage) – Daily TP 20 for you and adjacent allies, no LoS Keybearer – More Free rituals! Anti-death feature that includes a TP, TP when you roll an 18+, and a Zone you’ll never use if you don’t want your allies to hate you Planeshaper – Planeshifting isn’t really teleporting, but this ED is still awesome Prince of Hell – Gain TP as a movement mode Feyliege (Arcane and Fey-ish) – Shield Allies in Burst 5, and allow Teleport Swap Magister (Arcane) – Anti-death feature that includes a TP Glorious Spirit (Primal) – TP 1/encounter Mythic Spirit (Primal) – TP an ally within 20 that got dropped to 0 next to you and heal them Primal Avatar (Primal) – TP as a reaction when hit Honored Ancestor (Primal) – TP on AP (is this really an ED? This looks like a decent PP, maybe) Demiurge (Psionic) – Anti-“death” feature that includes a TP Master of Moments (Psionic) – Gain TP as a movement mode Grandmaster of Flowers (Monk) – TP 3 adjacent to target you hit with a melee attack Raven Knight (Raven Queen) – TP on AP (again?) Winter Sovereign (Fey origin) – TP as a minor after you hit with a Cold Power High Elf Mage (Elf or Eladrin) – Anti-death feature that includes a TP Master of the Eternal Hunt (Seeker) – TP Yourself and an ally within 5 to within 5 of an enemy within 20 that you hit, 1/encounter. Tremorsense too, which can let you TP through walls Thief of Legend (Stealth, Thievery) – 1/day TP an Object or Vehicle to “somewhere safe” that you choose [/sblock] [SIZE=4][B]Powers[/B][/SIZE] Yeah right, like I’m actually going to go through all 400+ teleport powers. Class guides will generaly rate a power accurately, even if you have significant teleport boosters or things that trigger off teleports, a power that sucks is still generally going to be a power that sucks even with your bonuses. There are only a couple powers that I’m going to bother mentioning, 2 of those are Ethereal Sidestep (Warlock Utility 10) which lets you TP 1 as a move action, and Queen’s Clemency (Bard Utility 22) which lets you TP an ally 1 as a minor action. If I had to give things ratings, ES is Sky Blue in general and QC is Gold for a leader and Sky Blue for everyone else. The final power I’ll mention is Aegis of Assault, it’s not generally as well liked as other mark punishments because Swordmages have crappy MBAs, and it only triggers on a hit, but I personally feel that’s justifiable given the SMs capacity for multi-marking and its large range. Regardless, it’s very useful for setting up Catch-22s when you hybrid with a class that has a good MBA. [B]Originally posted by Zathris:[/B] [SIZE=4][B]Builds[/B][/SIZE] As with powers, the possibilities are far too great for me to list anything specific; while I could post a build that can teleport hundreds (probably even thousands of squares) per turn, I’ll leave that sort of level 30 nonsense to other people (and then link it here). I think it’s far more useful for me to just outline the common methods, provide guidelines if you will. [SIZE=3][B]Concepts:[/B][/SIZE] [B]Nightcrawler[/B]: The key here is the Staff of the Traveler. There’s a multitude of ways to shift as part of every action on your turn. Considering I made a build that could go over 100 squares when Initiative was rolled + 1 Move action, and Mellored has one that can do 98 per round, there is massive design room while still being really freaking good. [B]The Bard Taxi[/B]: There’s dozens of variants of this build, but the core concept is based around the Level 16 Feature of Evermeet Warlock which allows you to take an adjacent ally with you every time you teleport 10 or fewer squares. Why is this Bard Taxi instead of Warlock Taxi? I really don’t know, probably because positioning allies is really a leader-ish thing and 2 feats make this PP just silly for a bard: Bardic Wayfarer (TP as a Free Action when you TP an ally, and TP instead of Slide on your Majestic Word) and Walk Among the Fey (TP things instead of Sliding). Suggested Item: Planestrider Boots, lets you split the teleport, because it’s trivial to get a single teleport over 10 squares, they also let you “drop” an ally in a location and you can retreat or continue into a flank with that same ally. Because Incisive Dagger doesn’t work with Teleports that used to be Slides because it requires powers with the teleportation keyword, I recommend the Rubicant Blade (unless you don't need to be holding an implement, or can use any Blade implement), at least until 22nd, but that’s personal preference. [B]Swordmages[/B]: You’re a defender whose best powers are teleport powers, even if you aren’t MC/Hybrid Warlock for Ethereal Sidestep, you want to teleport because your mark works best when you aren’t adjacent to the target. Take TP powers and “Get a Cloak of Translocation already!” [B]Eladrin Knight[/B]: Even though this build's existance offends many, I'm obligated to include it as the only teleport focused Fighter. [B]Feywild Guardian[/B] and [B]Glimmering Blade[/B] allow for highly reliable teleportation. It's personal PP isn't bad either (and gets the Taxi ability earlier). A shame Hybrid Knight doesn't exist yet, Eladrin Knight|Swordmage would be absurdly iconic. [B]Eladrin Telepult[/B]: Fey Tactics, Fey Step Trailblazer, and Planar Blurring combine with Spiral Tactician (optional: Student of the Plague or MC Bard and Walk Among the Fey). Go first, get allies to their targets, and enjoy an appletini. Similar to the Taxi, but less taxing. Problem Ruleslawyers? [LIST] [*]Teleportation is Instantaneous, yet somehow it takes just as long to teleport 1 square as it does to walk 6. I guess it takes all that time to concentrate on teleporting or something. [*]You have to teleport to an unoccupied space. That is, unless you’re using a Swap power, because otherwise they wouldn’t work. [*]Targets can save to not be teleported into Hindering Terrain or into a square where they’d fall; but NOT an allies damaging zone, difficult terrain, or a trapped square. [*]If you teleport while prone, you don’t stop being prone, except if you teleport into the air and make an acrobatics (requires training) check to avoid taking falling damage. Let’s face it, if you were knocked prone, and then pushed off a cliff, you’d be able to do the same thing. This is cheesy as all hell, but only because WotC made Teleporting such a trivial thing to obtain. [*]Teleporting doesn’t require Line of Effect, this is even in the rules. [*]Teleporting doesn’t provoke Opportunity actions that are triggered by movement. This includes Polearm Gamble (which is triggered by entering a square), but not Repel Charge (which is triggered by the Charge Attack, if you somehow are teleporting with a charge) [*]Teleporting breaks Immobilized, or Restrained conditions if those conditions are caused by a physical restraint or some other effect that is located in a specific space. This means it breaks Grabs even if you don’t manage to escape the reach of the grab. [*]Teleportation isn’t Forced Movement, suck it dwarves. [*]Walk Among the Fey states that the teleport “remains subject to any restrictions on the original slide.” This means no teleporting into the air (unless the creature has flight (hover) but then why would you do that?). Some people also believe this means the teleport is restricted to the distance of the original slide, regardless of TP Boosters. [*]There is a difference between teleporting a creature and letting a creature teleport. This is important for determining LoS and what Boosters apply. [*]There is a difference between a Teleportation Power and a Power that lets you Teleport (and a Teleport you create), not all of your Boosters always apply. [*]“When you Teleport” stuff only applies to when you teleport yourself, not when you teleport another creature, not all your Boosters always apply. [/LIST][/spoiler] [/QUOTE]
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