Kane0
2012-02-18, 01:59 AM
Hey guys. This time im going for a warrior who can jump around the battlefield to catch foes off guard and get in between your squishy and the BBEG without worrying about the mooks getting a 20 on their AoO.
The Telestepper
Prerequisites:
- BAB +5
- Know (Arcana) 5 Ranks
- Spellcraft 5 ranks
- Special: Must have been subject to at least two teleportation effects, one beneficial and one hostile
Hit Dice: d8
Skills Per level: 4 + Int
Proficiencies: None
Skills: Balance, Craft, Intimidate, Know (Arcana, Local), Jump, Listen, Perform, Profession, Spellcraft, Spot, Spellcraft, Tumble
{table=head] Level | BAB | Fort | Ref | Will | Special
1st| +1 | +2 | +0 | +0 | Telestep (20ft), Accurate Translocation
2nd| +2 | +3 | +0 | +0 | Telestep (30ft), Lockdown
3rd| +3 | +3 | +1 | +1 | Telestep (40ft), Intercept Teleportation
4th| +4 | +4 | +1 | +1 | Telestep (50ft), Assured Travel
5th| +5 | +4 | +2 | +1 | Telestep (60ft), Swift Step
[/table]
Abilities:
Telestep (Su)
A Telesteppers' signature ability is his Telestep. He can teleport a distance of up to 10ft + 10ft per Telestepper level as part of a move action. As a supernatural ability this does not provoke an attack of opportunity.
If his desired Telestep distance is less than his movement speed he can make up the difference in regular movement before or after telestepping.
Accurate Translocation (Ex.)
If you are controlling a teleportation effect, there is no chance of error. A Telestepper knows exactly were he will end up and can (reasonably) fathom what the conditions will be when he arrives. This includes his Telestep ability. For example a telesptepper knows what will immeidately happen if he telesteps through to the other side of a wall (like ending up inside a rock or tree).
Lockdown (Su.)
The Telestepper gains an aura with radius equal to their Telestep range. It provides a dimensional Anchor effect with caster level equal to their character level. The Telestepper is excluded from this effect, and can be suppressed or resumed as a free action.
Intercept Teleportation (Su.)
The Telestepper can detect Teleportation effects within an amount of miles equal to their telestep range, and can intercept any within 3x Telestep range as an immediate action with a reflex save against DC 10 + Caster level of the effect.
Intercepting stops the teleportation effect at its nearest point to the Telestepper (assume the teleport transports in a straight line), and both the Telestepper and the caster arrive at that same point simultaneously.
Instead of intercepting a Telestepper can opt to attempt to ride with the Teleportation effect as if they were also a target. Doing so requires a successful Will save with DC equal to 10 + Caster level of the effect.
Using this ability comes at a cost of losing the ability to telestep for 1d3 +1 rounds.
Assured Travel (Ex.)
The Telestepper can use any Teleportation effects from magic items with no need for a UMD check.
Swift Step (Ex.)
The Telestepper can now use his Telestep as a swift action.
The Telestepper
Prerequisites:
- BAB +5
- Know (Arcana) 5 Ranks
- Spellcraft 5 ranks
- Special: Must have been subject to at least two teleportation effects, one beneficial and one hostile
Hit Dice: d8
Skills Per level: 4 + Int
Proficiencies: None
Skills: Balance, Craft, Intimidate, Know (Arcana, Local), Jump, Listen, Perform, Profession, Spellcraft, Spot, Spellcraft, Tumble
{table=head] Level | BAB | Fort | Ref | Will | Special
1st| +1 | +2 | +0 | +0 | Telestep (20ft), Accurate Translocation
2nd| +2 | +3 | +0 | +0 | Telestep (30ft), Lockdown
3rd| +3 | +3 | +1 | +1 | Telestep (40ft), Intercept Teleportation
4th| +4 | +4 | +1 | +1 | Telestep (50ft), Assured Travel
5th| +5 | +4 | +2 | +1 | Telestep (60ft), Swift Step
[/table]
Abilities:
Telestep (Su)
A Telesteppers' signature ability is his Telestep. He can teleport a distance of up to 10ft + 10ft per Telestepper level as part of a move action. As a supernatural ability this does not provoke an attack of opportunity.
If his desired Telestep distance is less than his movement speed he can make up the difference in regular movement before or after telestepping.
Accurate Translocation (Ex.)
If you are controlling a teleportation effect, there is no chance of error. A Telestepper knows exactly were he will end up and can (reasonably) fathom what the conditions will be when he arrives. This includes his Telestep ability. For example a telesptepper knows what will immeidately happen if he telesteps through to the other side of a wall (like ending up inside a rock or tree).
Lockdown (Su.)
The Telestepper gains an aura with radius equal to their Telestep range. It provides a dimensional Anchor effect with caster level equal to their character level. The Telestepper is excluded from this effect, and can be suppressed or resumed as a free action.
Intercept Teleportation (Su.)
The Telestepper can detect Teleportation effects within an amount of miles equal to their telestep range, and can intercept any within 3x Telestep range as an immediate action with a reflex save against DC 10 + Caster level of the effect.
Intercepting stops the teleportation effect at its nearest point to the Telestepper (assume the teleport transports in a straight line), and both the Telestepper and the caster arrive at that same point simultaneously.
Instead of intercepting a Telestepper can opt to attempt to ride with the Teleportation effect as if they were also a target. Doing so requires a successful Will save with DC equal to 10 + Caster level of the effect.
Using this ability comes at a cost of losing the ability to telestep for 1d3 +1 rounds.
Assured Travel (Ex.)
The Telestepper can use any Teleportation effects from magic items with no need for a UMD check.
Swift Step (Ex.)
The Telestepper can now use his Telestep as a swift action.