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This is the first in a ongoing series of posts highlighting prestige classes, feats, and other options for characters who want to specialize in a particular spell theme. This week's post will focus on conjuration [teleportation] spells. Teleport Specialists are best known for their iconic spells Dimension Door and Teleport which allow them to move from one place to another in the blink of an eye. However teleportation is also a favorite of those who like to rearrange the battlefield. What ever the flavor Teleport Specialists are sneaky characters who thrive on doing the unexpected.
Teleport Mage [Arcane Caster PrC]
Spoiler
Teleport Mage
Requirements Skills: Knowledge Geography 4 ranks Spells: Arcane Caster level 5th Spells: Know two spells from the [Teleportation] subschool
Class Skills
The Teleport Champion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int) Skills Points at Each Level: 2 + Int modifier
Hit Dice: d4
TELEPORT MAGE
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells
1st
+0
+0
+0
+2
Teleport Knowledge
+1 level of arcane spellcasting
2nd
+1
+0
+0
+3
+1 level of arcane spellcasting
3rd
+1
+1
+1
+3
Extended Range
+1 level of arcane spellcasting
4th
+2
+1
+1
+4
+1 level of arcane spellcasting
5th
+2
+1
+1
+4
Quick Teleport
+1 level of arcane spellcasting
Class Features
Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.
Teleport Knowledge (Ex): You add the following spells to your spells known at the indicated level. If you are a caster who prepares spells (such as a wizard), you can prepare these spells like any other spell to which you have access. If you are a spontanious caster (such as sorcerer), these spells are available to you like any other spell you know. You cannot cast a spell of higher level than the maximum spell level you can cast. These spells become options for you when you gain access to the appropriate spell level.
Level
Spell Level
Spell
1st
1
Benign Transposition (SC)
1st
2
Baleful Transposition (SC)
2nd
3
Dimension Step
2nd
4
Dimension Door
3rd
5
Teleport
3rd
5
Dimension Jumper (CM)
4th
5
Dimension Shuffle (PHB2)
4th
7
Greater Teleport
5th
9
Greater Dimension Jumper (CM)
5th
9
Teleport Circle
Spellcasting: Starting at 1st level you gain new spells per day (and spells known, if applicable) as if you gained a level in an arcane spellcasting class which you belonged to before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one arcane spellcasting class before become a teleport mage, you must decide which class to add each level for the purpose of determining spells per day and spells known.
Extended Range: When you casts a spell or spell like ability from the [teleportation] subschool, the maximum distance covered by the spell increases by 50%.
Quick Teleport: Five times per day, you can apply the effect of the Quicken Spell feat to any conjuration [teleportation] spell you cast without increasing the level of the spell or specially preparing it ahead of time.
Teleport Champion [Duskblade PrC]
Spoiler
Teleport Champion
Requirements Base Attack Bonus: +5 Skills: Knowledge Geography 4 ranks Special: Arcane Channeling class feature Spells: Know two spells from the [Teleportation] subschool
Class Skills
The Teleport Champion's class skills (and the key ability for each skill) are Balance (Dex) , Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Escape Artist (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Tumble (Dex) Skills Points at Each Level: 2 + Int modifier
Hit Dice: d8
TELEPORT CHAMPION
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells
1st
+1
+0
+2
+2
Teleporting Knowledge
2nd
+2
+0
+3
+3
Tactical Teleport
+1 level of duskblade spellcasting
3rd
+3
+1
+3
+3
+1 level of duskblade spellcasting
4th
+4
+1
+4
+4
Deadly Teleport
+1 level of duskblade spellcasting
5th
+5
+1
+4
+4
+1 level of duskblade spellcasting
6th
+6
+2
+5
+5
Tactical Teleport
+1 level of duskblade spellcasting
7th
+7
+2
+5
+5
+1 level of duskblade spellcasting
8th
+8
+2
+6
+6
Extended Range
+1 level of duskblade spellcasting
9th
+9
+3
+6
+6
+1 level of duskblade spellcasting
10th
+10
+3
+7
+7
Tactical Teleport
+1 level of duskblade spellcasting
Class Features
Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.
Teleport Knowledge (Ex): You add the following spells to their spells known at the indicated level. You cannot cast a spell of higher level thean the maximum spell level you can cast. These spells become options for you when you gain access to the appropriate spell level.
Level
Spell Level
Spell
1st
1
Benign Transposition (SC)
2nd
2
Knight's Move (SC)
3rd
2
Dimension Step
4th
3
Dimension Door
5th
4
Teleport
6th
4
Dimension Jumper (CM)
7th
4
Dimension Shuffle (PHB2)
8th
5
Greater Teleport
9th
5
Greater Dimension Jumper (CM)
10th
5
Teleport Circle
Tactical Teleportation (Sp): At 2nd level you can cast Baleful Transposition as an at-will spell-like ability. The DC of this ability is 10 + class level + INT.
At 6th level you can use this ability as a move action.
At 10th level this ability becomes a swift action.
Spellcasting: Starting at 2nd level you gain new spells per day, spells known, and an increase in caster level as if you gained a level in duskblade. You do not, however, gain any other benefit a duskblade would have gained.
Deadly Teleport (Ex): When you uses a Teleportation Spell or Spell Like Ability to move adjacent to a foe, you gain class level + Int as bonus on your next damage roll against that foe. This bonus is lost if not used within one round.
Extended Range (Ex): When you casts a spell or spell-like ability from the [teleportation] subschool, the maximum distance covered by the spell increases by 50%.
Class Skills
The Champion of Orien's class skills (and the key ability for each skill) are Balance (Dex) , Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Geography), Knowledge (Local) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex) Skills Points at Each Level: 4 + Int modifier
Hit Dice: d8
CHAMPION OF ORIEN
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+2
+2
+0
Additional Action Points, Heir's Mark
2nd
+2
+3
+3
+0
Tactical Teleport
3rd
+3
+1
+3
+3
Bonus Feat
4th
+4
+1
+4
+4
Deadly Teleport
5th
+5
+1
+4
+4
Bonus Feat
6th
+6
+2
+5
+5
Tactical Teleport
7th
+7
+5
+5
+2
Bonus Feat
8th
+8
+6
+6
+2
Extended Range
9th
+9
+6
+6
+3
Bonus Feat
10th
+10
+7
+7
+3
Tactical Teleport
Class Features
Weapon and Armor Proficiency: You gain no proficiency with any weapon or armor.
Additional Action Points: Action points per level is increased by 2.
Heir's Mark: Levels in champion of orien count as levels in the dragonmarked heir prestige class for determining the caster level for the spell like abilities of your dragonmark. You can have a maximum of 5 effective levels in the dragonmark heir class for the purpose of determining the caster level of your dragonmark.
Tactical Teleportation (Sp): At 2nd level you can cast Baleful Transposition as an at-will spell-like ability. The DC of this ability is 10 + class level + Cha.
At 6th level you can use this ability as a move action.
At 10th level this ability becomes a swift action.
Bonus Feat: You gain a bonus feat at 3rd level and every odd level there after. This feat may be chosen from the list of feats available to fighters or it may be any feat which has a dragonmark in it's prerequisites. You must still meet meet any prerequisites for these bonus feats.
Deadly Teleport (Ex): When you use a Teleportation Spell or Spell-Like Ability to move adjacent to a foe, you gain class level + Cha as bonus on your next damage roll against that foe. This bonus is lost if not used within one round.
Extended Range (Ex): When you casts a spell or spell like ability from the [teleportation] subschool, the maximum distance covered by the spell increases by 50%.
Warlock Invocations
Spoiler
Infernal Switch
Least; 2nd
You can use baleful transposition as the spell.
Fiendish Passage
Greater; 5th
You can use teleport as the spell. You gain additional benefits if you know both Infernal Switch and Flee the Scene invocations. Infernal Switch and Flee the Scene can be cast as move actions. While you may travel as far as 150 miles per caster level with this invocation.
Teleport Domain
Spoiler
Teleport Domain
Deity: Any deity with the travel domain
Granted Power: You may teleport 5ft as a move action. For every two cleric levels above first you may teleport an additional 5ft. This amount can be split among many teleports, but each one, no matter how small, counts as a 5-foot increment.
Wayfinder Guide (Complete Arcane, PrC)
Elocator (Expanded Psionics Handbook, PrC)
Blade of Orien (Dragonmarked, PrC)
Dimension Jaunt (Complete Mage, Feat)
Abrupt Jaunt (Complete Mage, Alternative Class Feature)
I'm sure there is more. Plan to update this list later.
Homebrew
If you know of a link that you think belongs here let me know. Links will be vetted for quality. Additionally I won't add links with out authors consent.
Re: Spell Specialists: Teleport [3.5 PrCs and more]
I actually quite like these, despite not being much of a fan of teleportation (I like airships ).
I like the two prestige classes, but I have to say that I hate it when they miss a single level of spellcasting. I can live with it, but it's a personal irk of mine. I could see me using either of these if I were to consider focusing on Teleportation spells. I can't comment on anything to do with Eberron, though, since I know nothing of the setting.
Anything that gives short-range teleportation, such as your Domain, is a good thing in my eyes since it is always useful.
I have a player who likes Warlocks and I'd let him use those Invocations.
Good job in my eyes.
__________________
I return!
Currently working on my own game heavily influenced by D&D 3.5 and PF. All of it is OGL material. The finished version will be released on PDF at some point.
Looking for people to add random fluff to my setting. PM me if you are interested.
Re: Spell Specialists: Teleport [3.5 PrCs and more]
I too avoid loosing caster levels. However check out what I gave the duskblade in return. He ends up knowing 9 extra spells (almost 50% more) and gains a very nice at-will spell like ability. Additionally most of those bonus spells are granted at lower spell levels than a wizard/sorcerer (two are even 9th level spells).
P.S. How do you love airships and no nothing about Eberron? It's one of the best parts of the setting. If nothing else you need to check out the Explorer's Handbook, it has gobs of airship info (around 1/5 of the book is related to airships).
Re: Spell Specialists: Teleport [3.5 PrCs and more]
And now I need to put money aside for Eberron... Thanks for that Though since I've created my own airship rules it may not matter too much.
I do realise that the loss of a spell level is usually to balance out the class, I just don't like it. Just me and my OCD being silly~
__________________
I return!
Currently working on my own game heavily influenced by D&D 3.5 and PF. All of it is OGL material. The finished version will be released on PDF at some point.
Looking for people to add random fluff to my setting. PM me if you are interested.
Re: Spell Specialists: Teleport [3.5 PrCs and more]
Quote:
Originally Posted by Frog Dragon
Quite cool stuff. Incidentally, I did this a while back. Beware though, it's old enough that posting there would be necromancy.
I like that, I really do.
On a side-note: I don't like the name "Dimension Door" so in my setting I renamed it "Lesser Teleport". My pickyness is showing~
__________________
I return!
Currently working on my own game heavily influenced by D&D 3.5 and PF. All of it is OGL material. The finished version will be released on PDF at some point.
Looking for people to add random fluff to my setting. PM me if you are interested.
Re: Spell Specialists: Teleport [3.5 PrCs and more]
Quote:
Originally Posted by Frog Dragon
Quite cool stuff. Incidentally, I did this a while back. Beware though, it's old enough that posting there would be necromancy.
Nice, this was the kind of thing I was hoping to add links to in my additional resources section. Are you aware that there is a spell called Dimension Jumper in Complete Mage that is very similar to Chain Jaunt?
Quote:
Originally Posted by Birstel
Isn't this basically the Wayfayer Guide PrC without the loss of caster level?
Extended Range is a class feature of both Wayfarer's Guide and Teleport Mage, but the rest of the class features are unique.
Re: Spell Specialists: Teleport [3.5 PrCs and more]
Quote:
Originally Posted by cooperflood
Nice, this was the kind of thing I was hoping to add links to in my additional resources section. Are you aware that there is a spell called Dimension Jumper in Complete Mage that is very similar to Chain Jaunt?
There is? *Checks*
Cool. It's kinda underpowered tho in it's general purpose. However, it escapes squiddlymcgrapple in ways my spell doesn't.
Re: Spell Specialists: Teleport [3.5 PrCs and more]
Hey, I got your request for a PEACH, but... honestly, these look pretty good. They're a bit on the simple side, but that's honestly a good thing, and they work well. The only real comment I have is on the Champion of Orien's Heir's Mark feature - the 5 level limitation makes this worthless to anyone who's actually taken levels in Dragonmark Heir. Even if you haven't, half-way through the class you have the full benefit. I dunno. If you really want to keep the 5 level limit, maybe you should make only half the level in Champion of Orien count for Dragonmark Heir?
Other than that, the way Fiendish Passage changes Infernal Switch or Flee the Scene is really weird.
Re: Spell Specialists: Teleport [3.5 PrCs and more]
Thanks for the comments DW.
Heir's Mark is a straight copy from the Dragonmarked book. All the PrC in the book have the same limitation. I guess WotC wanted a max caster level of 15. I don't mind removing the limitation, it doesn't seem like it would be that game breaking, but I was just trying to keep the wording standard.
Yeah I know the Fiendish Passage option is pretty weird, but I wanted to try something new and see what people thought. I think Fiendish Passage needs more than just Teleport at-will (I think I saw someone else combine Teleport and Plane Shift into one invocation) and thought improving other invocations might be interesting.