The Teleport Warrior


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KrazyHades, in that case, you need to clarify your wording...

Teleport attack only states a cost of 3 for a full attack, not for each interative within the full attack.

Teleport Frenzy states "does not draw an AoO"... not limited as "does not draw an AoO from the target of the attack.

The way it is written the teleport frenzy only costs 33 points...

Perhaps:
Teleport attack: You can make a full-attack ofter arriving teleporting. Each individual attack costs as follows: 3 for light,...etc.

Teleport Frenzy: When using the WhirlWind Attack feat, you may teleport between attacks. You do not draw AoO's from the target of your attack when appearing next to them, however you do draw AoO from all other opponents who threaten that square. This ability costs a base of 20 telepoints plus the cost of each attack and the cost of movement.

Lightning-fast Teleport Attack: As a full round action you may conduct two teleport attacks. This ability costs a base of 60 telepoints plus the cost of each attack and the cost of movement.
{this makes it basically a once per day use}


Incidently, you are right. A character does threaten in 3-d.
 

The ultimate name... is Blink Doug!!!

You could mostly build this guy as a Swordsage who specialized in Shadow Hand discipline. Standard-action teleport (50 ft.) at 3rd level, move-action at 9th level, swift-action at 13th level.

The Swordsage could also turn invisible, give himself sneak attack damage, etc. and he's got a d8 HD, 3/4 BAB (just like the Blink Doug), and a bunch of other cool abilities.


Here's a quick revision of Blink Doug as a sorta Rogue / Swordsage hybrid:

HD: d8 (like a Ranger)
BAB: 3/4 (like a Rogue)
Good Saves: Reflex & Will (like a Bard)
Skills: 6+Int Balance, Bluff, Concentration, Climb, Craft, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Move Silently, Spot, Swim, Tumble, Use Magic Device, Use Rope

Proficiencies: Simple weapons, Light armor and Shields
1/ Sneak Attack +1d6, detect teleportation
2/ Evasion, Uncanny Dodge
3/ Shadow Jaunt (Standard action)
4/ Sneak Attack +2d6
5/ Dimension Strike (ghost touch)
6/ Improved Uncanny Dodge
7/ Sneak Attack +3d6, trace teleport
8/ Dimension Strike (anchor)
9/ Shadow Jaunt (Move action)
10/ Improved Evasion, Sneak Attack +4d6
11/ Dimension Strike (dismiss)
12/ Teleport
13/ Sneak Attack +5d6
14/ Shadow Jaunt (Swift action)
15/ Dimension Strike (divert teleport), plane shift
16/ Sneak Attack +6d6
17/ Shadow Jaunt (Immediate action)
18/ Shadow form
19/ Sneak Attack +7d6
20/ Astral projection

Sneak Attack, (Improved) Evasion, (Improved) Uncanny Dodge (Ex): Like a Rogue.

Supernatural Abilities (Su): DC is always 10 + 1/2 class level + Cha bonus.

Spell-Like Abilities (Sp): DC is always 10 + level of spell + Cha bonus.

Detect Teleportation (Sp): as the power, fully augmented to your class level, at will.

Shadow Jaunt (Su): Once every 5 rounds, you can teleport yourself up to 50 ft. as a standard action. Unlike dimension door, this does not necessarily end your turn. You can only teleport yourself, and only while carrying a light load. This is a [Teleportation] effect.
Starting at 9th level, you can up to Jaunt 100 ft. as a move action, and you can do so once every 4 rounds instead.
Starting at 14th level, you can Jaunt up to 150 ft. as a swift action, and you can do so once every 3 rounds instead.
Starting at 17th level, you can Jaunt up to 200 ft. as an immediate action, and you can do so every other round.
Note that you can, at your option, use a "slower" action if you would prefer.

Dimension Strike (Su): You can make a special attack as a standard action. You sacrifice one or more dice of Sneak Attack damage to fuel this ability. Your attack must qualify for Sneak Attack damage (i.e. you must be flanking your foe, or your foe must be denied its Dex bonus to AC), but is otherwise independent: it works even if your foe is immune to Sneak Attack damage.
Starting at 5th level, for -1d6 SA, you can ignore any miss chance due to incorporeality.
Starting at 8th level, for -2d6 SA, you can dimensionally anchor your foe (as dimension anchor).
Starting at 11th level, for -3d6 SA, you can dismiss a summoned creature (as dismissal).
Starting at 15th level, for -4d6 SA, you can set up a link between yourself and your target which lasts one minute. If your target attempts to use any [Teleportation] effect within that time, it must make a Will save, or be subject to the effect of the divert teleport power.

Teleport (Sp): Once per day per three class levels, you can greater teleport as a Sorcerer of your class level.

Plane Shift (Sp): Once per day per five class levels, you can plane shift as a Sorcerer of your class level, except you always arrive on target.

Shadow Form (Sp): Once per day per six class levels, you can use an effect identical to the shadow body power, as a Psion of your class level.

Astral Projection (Sp): Twice per day, you can use astral projection as a Sorcerer of your class level.


Just my initial thoughts. I like the concept a lot! Cheers, -- N
 

Primitive Screwhead said:
KrazyHades, in that case, you need to clarify your wording...

Teleport attack only states a cost of 3 for a full attack, not for each interative within the full attack.

Teleport Frenzy states "does not draw an AoO"... not limited as "does not draw an AoO from the target of the attack.

The way it is written the teleport frenzy only costs 33 points...

Perhaps:
Teleport attack: You can make a full-attack ofter arriving teleporting. Each individual attack costs as follows: 3 for light,...etc.

Teleport Frenzy: When using the WhirlWind Attack feat, you may teleport between attacks. You do not draw AoO's from the target of your attack when appearing next to them, however you do draw AoO from all other opponents who threaten that square. This ability costs a base of 20 telepoints plus the cost of each attack and the cost of movement.

Lightning-fast Teleport Attack: As a full round action you may conduct two teleport attacks. This ability costs a base of 60 telepoints plus the cost of each attack and the cost of movement.
{this makes it basically a once per day use}


Incidently, you are right. A character does threaten in 3-d.
Your suggested tweaks are great; I'll implement them immediately!

And Nifft, interesting rework. GREAT name, too :P .
 

PS: Just Say NO to arbitrary multiclass restrictions. If a class is too powerful to allow dipping, push some of its abilities back.
 

KrazyHades said:
And Nifft, interesting rework. GREAT name, too :P .

Thanks. I try to steal from the best. :)

In this case, it's theft from the Tome of Battle (teleport availability), the Binder (recovery mechanism), the Nomad (specific transport abilities and when they become available), and the Rogue.

You might want to also throw in Trapfinding, Search and Disable Device. (Note that this wouldn't really be a power increase -- it would be a role increase.)

Cheers, -- N

PS: Some feats for Blink Doug:

Shadow Phase
Prereq: Shadow Jaunt as a Move action
Benefit: You can use your Shadow Jaunt ability to grant yourself the benefit of the blink spell for 1 round. This takes the normal action time to initiate -- if you can Shadow Jaunt as a Swift action, you can initiate this special ability as a Swift action. This counts as a use of your Shadow Jaunt ability.

Shadow Spring Attack
Prereq: Dodge, Mobility, Spring Attack, Shadow Jaunt class ability
Benefit: As a full attack action, you can use your Shadow Jaunt to make a single melee attack against a foe who is no farther away than one-half the range of your Shadow Jaunt class ability. (Effectively, you Shadow Jaunt to your foe, make a single attack, and Shadow Jaunt back.) This counts as a use of your Shadow Jaunt ability.

Shadow Sniper
Prereq: Hide 10 ranks, Shadow Jaunt class ability
Benefit: You can make a Hide check immediately after using your Shadow Jaunt class ability, even if you are observed. You get a +4 circumstance bonus on this check.

Dimension Strike (time hop)
Prereq: Dimension Strike class ability, Sneak Attack +4d6
Benefit: By sacrificing -4d6 Sneak Attack damage, you can make a Dimension Strike which sends your foe into the future, as the time hop power.
 

My naming idea: the Sidewalker.

I have one issue with the class, why the armour restriction? This class screams PSIONICS to me. And you can use psionics in any type of armour... if you want to seperate it from psionics make the teleport ability a spell-like ability...
 

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