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Help me design a Wayfarer prestige class (now in its third iteration)
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<blockquote data-quote="RangerWickett" data-source="post: 3376940" data-attributes="member: 63"><p>Dimension door lets you take others with you, and travel a great distance. You cast it as a standard action and your turn ends.</p><p></p><p>Wayfarers step lets any one person travel the distance of one or two move actions. You cast it as a standard action, and spend a move action to use it. If you're 10th level (6th level character plus 4 levels of Wayfarer) you can cast it on yourself as a swift action and teleport as a free action. If you cast it on anyone else it still takes a standard action to cast.</p><p></p><p>[Actually I think I'll change the wayfarer ability so that if you cast it on yourself, you can cast as a swift action and teleport as part of the same action. If you don't want to teleport that round, you have to use a swift action later.]</p><p></p><p>Your proposed brokenness, where your rogue buddy moves up, sneak attacks, and retreats in one round is not viable. However, a wayfarer could give his buddies a bit more mobility, a type of teamwork I encourage. And yeah, a rogue/wayfarer could move up, sneak attack, and retreat as a swift action. But that's his schtick, and it's only available at 10th level.</p><p></p><p></p><p></p><p>Sorry. I did not explicitly state it, but I assumed a short-range teleport would be limited to line of sight. And the spell lets one person bypass these challenges. I could at most see it as a 2nd level spell, on par with spiderclimb, but certainly no higher.</p><p></p><p></p><p></p><p>A wayfarer sorcerer with Cha 16 uses dimension door, and wants to bring along an enemy who is adjacent to him. Dimension door is a 4th level spell, and he has a +3 Charisma modifier, so the save DC is 17. Likewise, a wayfarer wizard with Int 16 would have the same save DC.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 3376940, member: 63"] Dimension door lets you take others with you, and travel a great distance. You cast it as a standard action and your turn ends. Wayfarers step lets any one person travel the distance of one or two move actions. You cast it as a standard action, and spend a move action to use it. If you're 10th level (6th level character plus 4 levels of Wayfarer) you can cast it on yourself as a swift action and teleport as a free action. If you cast it on anyone else it still takes a standard action to cast. [Actually I think I'll change the wayfarer ability so that if you cast it on yourself, you can cast as a swift action and teleport as part of the same action. If you don't want to teleport that round, you have to use a swift action later.] Your proposed brokenness, where your rogue buddy moves up, sneak attacks, and retreats in one round is not viable. However, a wayfarer could give his buddies a bit more mobility, a type of teamwork I encourage. And yeah, a rogue/wayfarer could move up, sneak attack, and retreat as a swift action. But that's his schtick, and it's only available at 10th level. Sorry. I did not explicitly state it, but I assumed a short-range teleport would be limited to line of sight. And the spell lets one person bypass these challenges. I could at most see it as a 2nd level spell, on par with spiderclimb, but certainly no higher. A wayfarer sorcerer with Cha 16 uses dimension door, and wants to bring along an enemy who is adjacent to him. Dimension door is a 4th level spell, and he has a +3 Charisma modifier, so the save DC is 17. Likewise, a wayfarer wizard with Int 16 would have the same save DC. [/QUOTE]
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Help me design a Wayfarer prestige class (now in its third iteration)
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