Quickleaf
Legend
I created my first homebrew paragon path!
What do you think about the "Gatestep Action"? I struggled with that one, and was hoping for something iconic to the concept.
Gate Marcher
“I will show you how to defeat the enemy who walks in between worlds, for I am the hunter that walks in their footsteps.”
Prerequisite: Fighter or Ranger
You lead the battle against extradimensional invaders and are skilled at fighting teleporting enemies that easily traverse the boundary between worlds. You have sworn an oath to defend those interplanar gates which devious generals seek to use for conquest, taking the “Gate Marcher” mantle.
Gate Marcher Tactics (11th): You are used to fighting teleporting foes. Choose one:
Perseverant Gate Marcherk: When an adjacent foe teleports away from you, you may choose to either take an opportunity attack or teleport with them.
Shifty Gate Marcher: When a foe teleports to a square adjacent to you, you may choose to either take an opportunity attack or switch places with them.
Gatestep Action (11th): When you spend an action point to take an extra action, you may switch places with a willing ally within 3 squares before the action.
Between Worlds (16th): Your attacks deal full damage to insubstantial foes, and you and all adjacent allies add your Wisdom modifier to damage against insubstantial foes.
Gate Marcher Exploits
Anchoring Strike
Gate Marcher Attack 11
You strike your foe in a vulnerable place, preventing them from extradimensional travel.
Encounter * Martial, Weapon
Standard Action
Target: One enemy
Attack: Melee or Ranged vs. AC
Hit: 2[W] + Strength modifier damage, and opponent cannot planeshift or teleport. Save -6 ends.
Perseverant Gate Marcher: The target of anchoring strike takes 10 damage on a failed save to remove the effect. The target may opt to not make a save.
Distancing Strike
Gate Marcher Attack 11
You strike a foe in a vulnerable place, forcing them to teleport away.
Encounter * Martial, Weapon
Standard Action
Target: One enemy
Attack: Melee or Ranged vs. AC
Hit: 2[W] + Strength modifier damage, and opponent teleports wherever you wish in your line of sight. Alternately, if the opponent can planeshift, you can send them to a bordering plane of your choice (e.g. Feywild or Shadowfell when in the Known World).
Shifty Gate Marcher: You may instead use the opponent’s planeshift or teleport ability as your own as an immediate reaction.
Betraying Summons
Gate Marcher Utility 12
You trick your foe into summoning your allies instead.
Encounter * Martial
Minor Action, Ranged 10
Target: One enemy within range.
Effect: Instead of summoning/teleporting its allies, your foe summons/teleports any number of your fellow PCs instead. Your friends appear where the foe would have summoned/teleported its allies.
Gate Ward
Gate Marcher Utility 12
Your keen presence hinders extradimensional magic.
Encounter * Martial
Minor Action, Burst 10
Effect: Extradimensional movement is barred within the burst.
Sustain: Minor
Intercepting Strike
Gate Marcher Attack 13
You strike at a teleporting foe, stopping them in mid-teleport.
Encounter * Martial, Weapon
Immediate Reaction
Target: One teleporting enemy who, if a straight line was drawn between their starting point and destination, passes through your square or a square you threaten (melee) or would be in your line of sight (ranged).
Special: Treat this foe as insubstantial unless you have the Between Worlds feature.
Attack: Melee or Ranged vs. AC
Hit: 2[W] + Strength modifier damage, and opponent’s teleport ends in a square adjacent to you (melee), or a square halfway in its teleport (ranged).
Banishing Strike
Gate Marcher Attack 20
Your opponent is sent reeling back to their home plane by the force of your attack.
Daily * Martial, Weapon, Reliable
Standard Action
Target: One enemy
Attack: Melee or Ranged vs. AC
Hit: 2[W] + Strength modifier damage and opponent is banished to its native plane. Save -6 ends.
Gate Marcher Feats
Greater Gate Ward
Prerequisite: Gate Ward power
Your Gate Ward powers affects a 10-square burst, and any creatures which attempt to enter or leave suffer damage equal to half your level (rounded down) + your Charisma modifier. Additionally, you may choose to allow movement within the warded area, teleporting away, or teleporting into the area when you establish the ward.
Mark of the Gate
Prerequisite: Ability to mark a foe, Perseverant Gate Marcher
When you use Perseverant Gate Marche on an enemy you’ve marked, you don’t need to be adjacent to them. Additionally, you may use any of your Gate Marcher exploits when Perseverant Gate Marcher allows you to make an opportunity attack.
Planar Quarry
Prerequisite: Hunter’s Quarry class feature, Shifty Gate Marcher
When you use Shifty Gate Marcher on your quarry, they don’t need to end their teleport adjacent to you for you to take an opportunity attack or switch places with them. Additionally, you may use any of your Gate Marcher exploits when Shifty Gate Marcher allows you to make an opportunity attack.

What do you think about the "Gatestep Action"? I struggled with that one, and was hoping for something iconic to the concept.
Gate Marcher
“I will show you how to defeat the enemy who walks in between worlds, for I am the hunter that walks in their footsteps.”
Prerequisite: Fighter or Ranger
You lead the battle against extradimensional invaders and are skilled at fighting teleporting enemies that easily traverse the boundary between worlds. You have sworn an oath to defend those interplanar gates which devious generals seek to use for conquest, taking the “Gate Marcher” mantle.
Gate Marcher Tactics (11th): You are used to fighting teleporting foes. Choose one:
Perseverant Gate Marcherk: When an adjacent foe teleports away from you, you may choose to either take an opportunity attack or teleport with them.
Shifty Gate Marcher: When a foe teleports to a square adjacent to you, you may choose to either take an opportunity attack or switch places with them.
Gatestep Action (11th): When you spend an action point to take an extra action, you may switch places with a willing ally within 3 squares before the action.
Between Worlds (16th): Your attacks deal full damage to insubstantial foes, and you and all adjacent allies add your Wisdom modifier to damage against insubstantial foes.
Gate Marcher Exploits
Anchoring Strike
Gate Marcher Attack 11
You strike your foe in a vulnerable place, preventing them from extradimensional travel.
Encounter * Martial, Weapon
Standard Action
Target: One enemy
Attack: Melee or Ranged vs. AC
Hit: 2[W] + Strength modifier damage, and opponent cannot planeshift or teleport. Save -6 ends.
Perseverant Gate Marcher: The target of anchoring strike takes 10 damage on a failed save to remove the effect. The target may opt to not make a save.
Distancing Strike
Gate Marcher Attack 11
You strike a foe in a vulnerable place, forcing them to teleport away.
Encounter * Martial, Weapon
Standard Action
Target: One enemy
Attack: Melee or Ranged vs. AC
Hit: 2[W] + Strength modifier damage, and opponent teleports wherever you wish in your line of sight. Alternately, if the opponent can planeshift, you can send them to a bordering plane of your choice (e.g. Feywild or Shadowfell when in the Known World).
Shifty Gate Marcher: You may instead use the opponent’s planeshift or teleport ability as your own as an immediate reaction.
Betraying Summons
Gate Marcher Utility 12
You trick your foe into summoning your allies instead.
Encounter * Martial
Minor Action, Ranged 10
Target: One enemy within range.
Effect: Instead of summoning/teleporting its allies, your foe summons/teleports any number of your fellow PCs instead. Your friends appear where the foe would have summoned/teleported its allies.
Gate Ward
Gate Marcher Utility 12
Your keen presence hinders extradimensional magic.
Encounter * Martial
Minor Action, Burst 10
Effect: Extradimensional movement is barred within the burst.
Sustain: Minor
Intercepting Strike
Gate Marcher Attack 13
You strike at a teleporting foe, stopping them in mid-teleport.
Encounter * Martial, Weapon
Immediate Reaction
Target: One teleporting enemy who, if a straight line was drawn between their starting point and destination, passes through your square or a square you threaten (melee) or would be in your line of sight (ranged).
Special: Treat this foe as insubstantial unless you have the Between Worlds feature.
Attack: Melee or Ranged vs. AC
Hit: 2[W] + Strength modifier damage, and opponent’s teleport ends in a square adjacent to you (melee), or a square halfway in its teleport (ranged).
Banishing Strike
Gate Marcher Attack 20
Your opponent is sent reeling back to their home plane by the force of your attack.
Daily * Martial, Weapon, Reliable
Standard Action
Target: One enemy
Attack: Melee or Ranged vs. AC
Hit: 2[W] + Strength modifier damage and opponent is banished to its native plane. Save -6 ends.
Gate Marcher Feats
Greater Gate Ward
Prerequisite: Gate Ward power
Your Gate Ward powers affects a 10-square burst, and any creatures which attempt to enter or leave suffer damage equal to half your level (rounded down) + your Charisma modifier. Additionally, you may choose to allow movement within the warded area, teleporting away, or teleporting into the area when you establish the ward.
Mark of the Gate
Prerequisite: Ability to mark a foe, Perseverant Gate Marcher
When you use Perseverant Gate Marche on an enemy you’ve marked, you don’t need to be adjacent to them. Additionally, you may use any of your Gate Marcher exploits when Perseverant Gate Marcher allows you to make an opportunity attack.
Planar Quarry
Prerequisite: Hunter’s Quarry class feature, Shifty Gate Marcher
When you use Shifty Gate Marcher on your quarry, they don’t need to end their teleport adjacent to you for you to take an opportunity attack or switch places with them. Additionally, you may use any of your Gate Marcher exploits when Shifty Gate Marcher allows you to make an opportunity attack.
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