Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tweaking: The Teleporter Prestige Class
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kashell" data-source="post: 1867665" data-attributes="member: 21398"><p>I promised a PC of mine that he could use this class, but as it stands right now, I believe it's a little broken.</p><p></p><p>To summerize, the whole point of teleporter is to 'teleport' behind an enemy to catch them flat-footed for sneak attack damage. This is how the class stands now.</p><p></p><p>Until 3rd level, teleporting is randomly determined.</p><p>After 3rd level however, the range is decreased to 10 ft.</p><p></p><p>From 1st level teleporting is unlimited in number of times per day used.</p><p>You must roll 1d20 anytime you teleport. A 1 fails.</p><p></p><p>IMO Teleport is already a broken aspect of D&D, but unlimited is very broken. If all you have to do is wait 3 levels for it, there wouldn't be a time in which you didn't sneak attack opponents. Not only that, but the way for determining random teleportation is time consuming and will definatly slow play down.</p><p></p><p>So, instead, I think it would be more fair (to DM and player) to either limit the number of times per day it could be used (which sounds most fair to me) or increase the difficulty for teleporting. Due to the intensity of teleporting, you have to make a Will save (DC 10+2 for every 10 feet teleported) or fail the teleportation. In either case, it would do away with the random rolls for the first 2 levels of teleporter.</p><p></p><p>Finnally, the Unbounded Shift ability would work as a Teleportation spell (so you could be off target depending on how familier you were with the area).</p><p></p><p></p><p>To balance things out, the Teleporter would receive a good BAB as well as a good Will save(since he is a combat rogue, basically).</p><p></p><p><span style="font-size: 9px">Those rogues who have experience with magic can be blessed with an innate ability to shift between planes. They use this as a way to teleport to other areas in the living plane. At first this talent is difficult to control, resulting in undetermined points of re-emergence. Through luck and perseverance, these individuals can master this ability and use it to their advantage by making their enemies unable to track their movement. Generally, these talents are used in combat but it also provides a means of travel for those who need passage into an unaccessible area. </span></p><p><span style="font-size: 9px">Hit Die: d6</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Requirements</span></p><p><span style="font-size: 9px">To acquire these shifting abilities one must fulfill the following criteria.</span></p><p><span style="font-size: 9px">Base Attack Bonus: +4</span></p><p><span style="font-size: 9px">Abilities: Sneak attack ability, spell-casting ability</span></p><p><span style="font-size: 9px">Alignment: Any</span></p><p><span style="font-size: 9px">Skills: Escape Artist 5 ranks, Tumble 5 ranks</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Class Skills</span></p><p><span style="font-size: 9px">Appraise, Balance, Climb, Craft, Decipher Script, Disable Device, Escape Artist, Gather Information, Hide, Jump, Knowledge (planar), Listen, Move Silently, Search, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device</span></p><p><span style="font-size: 9px">Skill Points at Each Level: 6 + Int Modifier</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Class Features</span></p><p><span style="font-size: 9px">Weapon and Armor Proficiency: Shifters are proficient with all simple weapons, all light martial weapons, rapiers, scimitars, hand crossbows and short bows. They are only proficient with light armor.</span></p><p><span style="font-size: 9px">Inept to Casting: At 1st level, shifters lose all previous spell casting abilities. From this point on, they can never use spells, scrolls or any related casting of the sort.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Quick Shift: Also at 1st level, shifters gain an innate ability to pass between planes. In a burst of smoke, they transfer over to another plane. Here, they can move about and shift back, arriving in a new location in the living realm. At first, this talent is uncontrollable and unpredictable. Where the shifter will reappear in the living plane is determined randomly (See Table). Should that location be already occupied, the process is repeated. If the shifter were to land in a space behind the line of sight of their opponent, they gain a free sneak attack opportunity. However, if they arrive in an adjacent space of the enemy or within their enemy reach and vision, they provoke an attack of opportunity. This action of teleportation is considered a move action. Those who are touching the shifter as he teleports are teleported as well.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Sneak Attack: With the aide of teleporting, shifters gain a more frequent chance for sneak attacks. In accordance to rogue’s sneak attack bonus, the shifter gains an extra 1d6 at every even level.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Tactical Shift: At 3rd level, a shifter begins to use his talents as a tactician rather than just a combatant. If grappled, a shifter may use a surprising maneuver. In lue of escaping the grapple, the shifter may transport him and his grappler into the other plane. In this new enviroment, the enemy may become confused enough for the shifter to reverse the grapple before arriving back. In order to resist this counter, the enemy must make a reflex save (DC 10 + Shifter level) in order to maintain the grapple. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Improved Quick Shift: Also at 3rd level, the shifter gains more control over his powers. He now can determine where he will reemerge (no d20 used to roll relocation) and shifting is now counted as a free action. However, due to the intensity of the other plane, his movement, in the other plane, is reduced to ten feet. A d20 must be rolled in order to determine a critical failure. If the shift fails, it provokes an attack of opportunity. Every following odd level, the range increases by ten more feet. </span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Rapid Shift: At 5th level, a shifter may take a full round action to make an extra shift during his turn. (It is the equivalent of running in order to use two move actions in one round.)</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Flurry of Shifts: At 8th level, the shifter begins to tap into the main power of his talents. Once per day, the shifter may take a full round action to shift behind and sneak attack every enemy (equal to the number of Plane Shifter levels he possesses) within a 30 foot radius. (This is the melee equivalent of the Arcane Archer’s Hail of Arrows)</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Unbounded Shift: In combat situations only, a shifter is no longer restricted to a certain distance. Once a week, a shifter may transport instantly to a location he has already visited previously.</span></p></blockquote><p></p>
[QUOTE="Kashell, post: 1867665, member: 21398"] I promised a PC of mine that he could use this class, but as it stands right now, I believe it's a little broken. To summerize, the whole point of teleporter is to 'teleport' behind an enemy to catch them flat-footed for sneak attack damage. This is how the class stands now. Until 3rd level, teleporting is randomly determined. After 3rd level however, the range is decreased to 10 ft. From 1st level teleporting is unlimited in number of times per day used. You must roll 1d20 anytime you teleport. A 1 fails. IMO Teleport is already a broken aspect of D&D, but unlimited is very broken. If all you have to do is wait 3 levels for it, there wouldn't be a time in which you didn't sneak attack opponents. Not only that, but the way for determining random teleportation is time consuming and will definatly slow play down. So, instead, I think it would be more fair (to DM and player) to either limit the number of times per day it could be used (which sounds most fair to me) or increase the difficulty for teleporting. Due to the intensity of teleporting, you have to make a Will save (DC 10+2 for every 10 feet teleported) or fail the teleportation. In either case, it would do away with the random rolls for the first 2 levels of teleporter. Finnally, the Unbounded Shift ability would work as a Teleportation spell (so you could be off target depending on how familier you were with the area). To balance things out, the Teleporter would receive a good BAB as well as a good Will save(since he is a combat rogue, basically). [SIZE=1]Those rogues who have experience with magic can be blessed with an innate ability to shift between planes. They use this as a way to teleport to other areas in the living plane. At first this talent is difficult to control, resulting in undetermined points of re-emergence. Through luck and perseverance, these individuals can master this ability and use it to their advantage by making their enemies unable to track their movement. Generally, these talents are used in combat but it also provides a means of travel for those who need passage into an unaccessible area. Hit Die: d6 Requirements To acquire these shifting abilities one must fulfill the following criteria. Base Attack Bonus: +4 Abilities: Sneak attack ability, spell-casting ability Alignment: Any Skills: Escape Artist 5 ranks, Tumble 5 ranks Class Skills Appraise, Balance, Climb, Craft, Decipher Script, Disable Device, Escape Artist, Gather Information, Hide, Jump, Knowledge (planar), Listen, Move Silently, Search, Sleight of Hand, Spot, Swim, Tumble, Use Magic Device Skill Points at Each Level: 6 + Int Modifier Class Features Weapon and Armor Proficiency: Shifters are proficient with all simple weapons, all light martial weapons, rapiers, scimitars, hand crossbows and short bows. They are only proficient with light armor. Inept to Casting: At 1st level, shifters lose all previous spell casting abilities. From this point on, they can never use spells, scrolls or any related casting of the sort. Quick Shift: Also at 1st level, shifters gain an innate ability to pass between planes. In a burst of smoke, they transfer over to another plane. Here, they can move about and shift back, arriving in a new location in the living realm. At first, this talent is uncontrollable and unpredictable. Where the shifter will reappear in the living plane is determined randomly (See Table). Should that location be already occupied, the process is repeated. If the shifter were to land in a space behind the line of sight of their opponent, they gain a free sneak attack opportunity. However, if they arrive in an adjacent space of the enemy or within their enemy reach and vision, they provoke an attack of opportunity. This action of teleportation is considered a move action. Those who are touching the shifter as he teleports are teleported as well. Sneak Attack: With the aide of teleporting, shifters gain a more frequent chance for sneak attacks. In accordance to rogue’s sneak attack bonus, the shifter gains an extra 1d6 at every even level. Tactical Shift: At 3rd level, a shifter begins to use his talents as a tactician rather than just a combatant. If grappled, a shifter may use a surprising maneuver. In lue of escaping the grapple, the shifter may transport him and his grappler into the other plane. In this new enviroment, the enemy may become confused enough for the shifter to reverse the grapple before arriving back. In order to resist this counter, the enemy must make a reflex save (DC 10 + Shifter level) in order to maintain the grapple. Improved Quick Shift: Also at 3rd level, the shifter gains more control over his powers. He now can determine where he will reemerge (no d20 used to roll relocation) and shifting is now counted as a free action. However, due to the intensity of the other plane, his movement, in the other plane, is reduced to ten feet. A d20 must be rolled in order to determine a critical failure. If the shift fails, it provokes an attack of opportunity. Every following odd level, the range increases by ten more feet. Rapid Shift: At 5th level, a shifter may take a full round action to make an extra shift during his turn. (It is the equivalent of running in order to use two move actions in one round.) Flurry of Shifts: At 8th level, the shifter begins to tap into the main power of his talents. Once per day, the shifter may take a full round action to shift behind and sneak attack every enemy (equal to the number of Plane Shifter levels he possesses) within a 30 foot radius. (This is the melee equivalent of the Arcane Archer’s Hail of Arrows) Unbounded Shift: In combat situations only, a shifter is no longer restricted to a certain distance. Once a week, a shifter may transport instantly to a location he has already visited previously.[/SIZE] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Tweaking: The Teleporter Prestige Class
Top