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View Full Version : Teleportation Based PrC [3.5] [PEACH]



Thrantar
2009-06-17, 08:04 AM
Needs a name. I'm open to suggestions.

[INSERT NAME HERE]
Hit Die: d8.
Requirements
To qualify to become a [insert name here], a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Skills: Knowledge (arcana) 4 ranks or Spellcraft 4 ranks.
Feats: Quick Draw, Improved Initiative

Class Skills
The [insert name here]ís class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Knowledge (arcana) (Int), Ride (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.

[INSERT NAME HERE]
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Teleport Assault (standard attack)

2nd|
+2|
+3|
+3|
+0|Arriving Prepared

3rd|
+3|
+3|
+3|
+1|Choice of Destination (self)

4th|
+4|
+4|
+4|
+1|Teleport Assault (flat footed)

5th|
+5|
+4|
+4|
+1|Echo Teleportation (1/hour)

6th|
+6|
+5|
+5|
+2|Choice of Destination (caster)

7th|
+7|
+5|
+5|
+2|Teleport Assault (full attack)

8th|
+8|
+6|
+6|
+2|Echo Teleportation (2/hour)

9th|
+9|
+6|
+6|
+3|Teleportation Move

10th|
+10|
+7|
+7|
+3|Teleport Assault (charge)[/table]

Class Features:
Weapon and Armor Proficiency: The [insert name here] is proficient with all simple and martial weapons, and light and medium armor.

Teleport Assault (Ex):
Starting at 1st level, a [insert name here] knows how to seize the moment and quickly attack while coming out of a teleport. Anytime a spell, ability, or effect with the teleportation descriptor would move a [insert name here] adjacent to an enemy, the [insert name here] may execute a standard attack upon completion of the spell, ability, or effect of the teleportation descriptor. If the [insert name here] is transported to a space adjacent to more than one enemy by a spell, ability, or effect with the teleportation descriptor, the [insert name here] only receives a free attack on one of them.
At 4th level, a [insert name here] has learned how to time his or her strikes perfectly to land in the time between arriving and his or her opponent's realization that he or she is there. The [insert name here] treats his or her opponent as flatfooted for his or her free attack.
At 7th level, a [insert name here], through dint of much practice, is able to launch a full attack when coming out of a spell, ability, or effect of the teleportation descriptor.
At 10th level, a [insert name here] has perfected the art of teleportation assaults, and may choose to treat his or her emergence as a charge, with all benefits and penalties that may thereby apply.

Arriving Prepared (Ex):
By now, a [insert name here] has realized that sometimes he or she simply has the wrong weapon out when subject to a spell, ability, or effect of the teleportation descriptor. Starting at 2nd level, a [insert name here] can sheath his or her weapon and draw a new one of his or her choosing whenever teleported by a spell, ability, or effect of the teleportation descriptor before he or she arrives at his or her destination.

Choice of Destination (Su):
At 3rd level, the [insert name here] has gained the ability to take the destination of a spell, ability, or effect with the teleportation descriptor into his or her own hands, if only some of the time. Whenever a [insert name here] is the sole target of a spell, ability, or effect of the teleportation descriptor, he may make a Spellcraft check opposed by the caster's Spellcraft check. If he or she succeeds, he or she may either change the destination to one of his or her choice (within the constraints of the spell), or automatically pass any save offered by the spell, ability, or effect of the teleportation descriptor.
At 6th level a [insert name here] may instead have the caster be the one affected by the spell, ability, or effect of the teleportation descriptor with the destination chosen by the [insert name here], provided he or she won the opposed Spellcraft check.

Echo Teleportation (Sp):
By 5th level, a [insert name here] has learned to tap the residual magical energy of spells of the teleportation descriptor coursing through his or her body. Once per hour, a [insert name here] can cast a spell with the teleportation descriptor he or she was subject to since her last turn. His or her caster level is equal to half the caster level of the person who cast the spell originally, or his or her [insert name here] class level, whichever is lower.
At 8th level, this ability can be used twice per hour instead.

Teleportation Move (Su):
The energy of countless spells, abilities, or effects of the teleportation descriptor suffuses the body of a [insert name here] by 9th level. As a full round action, he or she may tap into this energy to teleport his or her move speed.

kentma57
2009-06-17, 09:36 AM
I think the lack of casting progression might hurt. Say that if when you enter this class you can cast teleport 4/day (even if you use only 1 an hour to maximise the Echo Teleportation ability, you can only teleport/use all your abilities 8/day and this limits you to 2 teleports an encounter and they have to be right after each other) not going to change for a while. So the question becomes is this teleport based prestige class worth it if you can only use your abilities a few times a day?

I would suggest some thing like:


Extra Teleports
"You become ever more efficient in you teleportaion, each drains you less than the last."
Gain an additional number of 5th level spell slots(that can only be used for the teleport spell) equal to your [insert name here].

Equal to your [insert name here] level/2 might be more balanced hard to guess.

Thrantar
2009-06-17, 10:34 AM
Ah, but what you fail to realize is that this class is not designed to be entered by casters, but rather to be entered by a fighter or rogue type class which uses the abilities in conjunction with the party wizard to move them into position. That said, eventually taking levels of, say, horizon walker is a solid choice, and if you wish to teleport yourself some, binders, duskblades, and especially ardents make good entrance options.

Note also that the class does not specify the spell teleport but rather any spell of the teleportation subschool, such as dimension hop or dimension step. The wording is being revised to clarify this.

Set
2009-06-17, 11:34 AM
Ah, but what you fail to realize is that this class is not designed to be entered by casters, but rather to be entered by a fighter or rogue type class which uses the abilities in conjunction with the party wizard to move them into position.

While it's a neat idea, a synergistic sort of class that requires on the charity of others to use it's class abilities, it's, IMO, far too restrictive to base an entire Prestige Class around such a situational thing.

Two ideas;
1) The member of the Sudden Strike school of 'blink-stabbery' gains some innate method for using teleportation effects (perhaps using something similar to a Spelltouched feat from Unearthed Arcana to represent the warrior / rogue becoming so satured with teleportative magic from all the times they've been teleported around, and ending up with a use / per day / Cha mod or something of the appropriate spell, or having a Dragonmark like feat that allows low level, then mid level, then higher level 'blinks' similar to a Shadow Dancers shadowjumping ability). Ideally, the student should be able to qualify for the PrC / training in multiple ways. Perhaps he's got a Dragonmark, perhaps he's got a Spelltouched feat, perhaps he's got Dimension Door as a racial ability because he's a Boggle, perhaps he's a spellcaster, perhaps he's an Outsider, perhaps he's a Conjurer with the special Alternate Class Feature, perhaps he's a Shadowdancer, perhaps his an Elocator Psion type, perhaps he's got a Helm of Teleportation and knows how to use it.

Even limiting the teleportation that comes with the PrC to something like the Shadowdancers, say a total daily distance of 30 ft. + 10 ft. / class level after 1st, usable in jumps of as small as 5 ft., might be better than no innate ability to activate one's own class features at all...

2) Instead of an entire PrC devoted to this, some sort of special Feat might be designed to allow someone with access to teleportative magic to get certain benefits (sort of a teleporters equivalent to a Tactical Feat), such as the ability to not be stunned after a Dimension Door usage, or not lose an attack due to a badly timed Blink, or to get a +2d6 Skirmish die bonus upon attacking a foe in the same round as being Teleported or Benignly Transposed or whatever.

Instead of a Feat, it could also be worked up as one of those group training things from the DMGII, where an entire group can train so that when their Sorcerer buddy Benignly Transposes them all over the battlefield, they can gain special benefits (such as the option of counting foes as flat-footed for a Rogue type, or getting some Skirmish dice effects like a Scout for a Fighter type, or just some sort of 'when I appear next to you, I get the benefits of a Charge, but none of the drawbacks!').

Using a Spelltouched feat type situation, the teleportee might even be able to evoke a 'bungee' type effect, allowing the teleportation / transposition to take effect for a single round worth of action, taking his full attack, and then, as a free action, allowing the teleportation to 'lapse,' snapping him back to his starting position, making it the equivalent of a 'Teleport-By-Attack' action. Or, in comic-book-terms, 'doing a Nightcrawler' and appearing next to someone, whaling on them, and then disappearing back to your starting point before their action.

Cieyrin
2009-06-17, 12:30 PM
Hmm, i always wanted to do a Dim Door skirmisher-type PRC, ever since reading the Elocater's Dimensional Spring Attack and reminded of how cool it could be, as per the Nightcrawler scene at the beginning of X-Men 2. That said, I don't think this is the type of thing that does it justice. You should have some way of getting off your own teleport effects, much like how the Master of the Unseen Hand needs some way of getting off their own Telekinesis, whether as a caster or as a spell-like ability for your race or whatever. Hell, I may let it fly to just have a Cape of the Mountebank, limiting as that may be, but you should have to be able to produce your own teleport effect to qualify. It makes little sense to be dependent on somebody else to let you use your class abilities, as you become useless if he should die or be otherwise incapacitated or just doing something else more important (like nuking the baddies).

Them's my 2 coppers. Take as you will.

Thrantar
2009-06-17, 01:00 PM
It feels like the number of way to easily acquire a teleportation effect is being drastically underestimated. Therefore, here's a list of some easy(and not so easy) ways gaining limited teleportation:

Class Based Approaches For Minimal Teleportation:
Ardent - Freedom Mantle for Dimension Hop
Specialist Wizard (Conjuration) - Abrupt Jaunt ACF in PHB II
Totemist - Blink Shirt
Swordsage - Shadow Jaunt
Duskblade - Dimension Hop
Binder - Savnok (if DM rules Move Ally is an effect with the teleportation descriptor) and Tenebrous
Horizon Walker (PrC) - Shifting Terrain Mastery
Shadowdancer (PrC) - Shadow Jump

Feats:
Shape Soulmeld (Blink Shirt)
Martial Study (Shadow Jaunt)