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The Teleport Warrior
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<blockquote data-quote="Sravoff" data-source="post: 3262023" data-attributes="member: 33724"><p>I would limit the teleport to LoS.</p><p></p><p>I tried a class simpler to this awhile ago, based off the insane fight in the "Last Exile" Anime, or maybe it was just "Exile" Can't remember, A evil guild, airships, a rad captain with some evil chick wanting him, good series. Any way.</p><p></p><p>The reflexive teleport should have some sort of reflex save or something, so its possibl to fail to get away in time. I like letting him teleport away from reflex saves, but again, I'd make him succeed a ref. save first, effectivly giving him evasoin at the cost of TP. (Teleport Points)</p><p></p><p>Under teleport attack he gets an AoA after attacking? Thats a slight bit different, but then, it wouldn't make sense for him to get attacked, thena attack a flat footed opponent. Not sure what to do about this one.</p><p></p><p>I;m not sure about ranged teleport other, just for flavor. I don't really see these guys moving stuff around at range, but that jsut me.</p><p></p><p>Aside from that bit, I'd give AoA to any one adjacent to the TW if he uses a teleport. </p><p></p><p>Let him use a standard action to withdraw, then a move to teleport away if need be.</p><p></p><p>Can these guys teleport while in the air? If so that makes them insane jumpers, not really a problem, just mentioning. </p><p></p><p><strong>These are my preferencial ideas, and don't necesarily relfect balance. Just some food for thought, scraps for the dogs.</strong></p><p></p><p>I might down play the teleporting a little bit and give them some more "normal" abilities. Evasion or trap sense, things of that nature. You could even goes almost as far as making a few trees for these guys, make em a little bit more flexible, perhaps modeling it slightly after <a href="http://www.enworld.org/showthread.php?t=184096" target="_blank">this</a> paladin variant thread. Though maybe not that far.</p></blockquote><p></p>
[QUOTE="Sravoff, post: 3262023, member: 33724"] I would limit the teleport to LoS. I tried a class simpler to this awhile ago, based off the insane fight in the "Last Exile" Anime, or maybe it was just "Exile" Can't remember, A evil guild, airships, a rad captain with some evil chick wanting him, good series. Any way. The reflexive teleport should have some sort of reflex save or something, so its possibl to fail to get away in time. I like letting him teleport away from reflex saves, but again, I'd make him succeed a ref. save first, effectivly giving him evasoin at the cost of TP. (Teleport Points) Under teleport attack he gets an AoA after attacking? Thats a slight bit different, but then, it wouldn't make sense for him to get attacked, thena attack a flat footed opponent. Not sure what to do about this one. I;m not sure about ranged teleport other, just for flavor. I don't really see these guys moving stuff around at range, but that jsut me. Aside from that bit, I'd give AoA to any one adjacent to the TW if he uses a teleport. Let him use a standard action to withdraw, then a move to teleport away if need be. Can these guys teleport while in the air? If so that makes them insane jumpers, not really a problem, just mentioning. [b]These are my preferencial ideas, and don't necesarily relfect balance. Just some food for thought, scraps for the dogs.[/b] I might down play the teleporting a little bit and give them some more "normal" abilities. Evasion or trap sense, things of that nature. You could even goes almost as far as making a few trees for these guys, make em a little bit more flexible, perhaps modeling it slightly after [url=http://www.enworld.org/showthread.php?t=184096]this[/url] paladin variant thread. Though maybe not that far. [/QUOTE]
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