themourningstar
2015-04-26, 08:08 PM
I am trying to design a 20th level class that uses dimension door style teleportation to be a viable melee combatant. The inspiration for this class comes from a variety of places- the 3D Maneuvering Gear from Attack on Titan, Nightcrawler of the XMEN, the Mistwalker Trilogy, The Flash from DC... Basically, it is a character that uses movement to their advantage.
I wanted to add something Similar to the Rogue's Talents and Advanced Talents, that would be combat focused, but I wanted to get some feedback first.
Thank you very much for any feedback!
Phasewalker
The phasewalker travels through the world unseen by many. His ability to teleport from one place to another allows him to go places others wouldn’t dare.
Alignment: Any
Hit Die: d6
BAB: As fighter
SAVES: As Rogue
Class Skills: Acrobatics, Climb, Craft, Intimidate, Knowledge (Planes), Profession, Ride, Stealth, Swim
Skill Ranks per Level: 4+ Int Modifier
CLASS FEATURES
The following are class features of the phase walker.
Weapon and Armor Profiency: Phasewalkers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields- phasewalkers are trained to avoid blows, not block them.
Phase Walking (Su): A phasewalker can slip through reality in a way no one, not even the phasewalker, understands. As a move action, a phasewalker may teleport up to his move speed to any square that he has line of sight to. The phaswalker cannot move into an occupied square, and must be able to see the space he is moving into.
A phasewalker can bring along objects as long as their weight doesn't exceed your light load. She cannot take another creature.
At 8th level, a phasewalker can teleport using only a swift action.
Fast Movement (Ex): At 3rd level, a phasewalker gains an enhancement bonus to his land speed, as shown on Table: monk. A phasewalker in medium or heavy armor or carrying a medium or heavy load loses this extra speed.
Slow Fall (Ex): At 4th level or higher, a phasewalker can slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The phasewalker's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his phasewalker level until at 20th level he can slow his descent and fall any distance without harm.
Phaseblade (Ex): A phasewalker learns how to use their phase ability to inflict extra an extra 1d6 damage at first level. This damage increases by 1d6 at every other level. On any turn that a phasewalker teleports, all of its attacks, including attacks of opportunity, inflict the extra damage.
Uncanny Dodge (Ex): Starting at 2nd level, , a phasewalker can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A phasewalker with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Evasion (Ex): At 4nd level and higher, a phasewalker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout does not gain the benefits of evasion.
Improved Evasion (Ex): At 9th level, phasewalker's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless phasewalker does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Freedom of Movement (Ex): At 20th level, the phasewalker may act as though under the effects of the freedom of movement spell. The phasewalker may use this ability each day for a number of rounds equal to his phasewalker level. The rounds need not be consecutive.
I wanted to add something Similar to the Rogue's Talents and Advanced Talents, that would be combat focused, but I wanted to get some feedback first.
Thank you very much for any feedback!
Phasewalker
The phasewalker travels through the world unseen by many. His ability to teleport from one place to another allows him to go places others wouldn’t dare.
Alignment: Any
Hit Die: d6
BAB: As fighter
SAVES: As Rogue
Class Skills: Acrobatics, Climb, Craft, Intimidate, Knowledge (Planes), Profession, Ride, Stealth, Swim
Skill Ranks per Level: 4+ Int Modifier
CLASS FEATURES
The following are class features of the phase walker.
Weapon and Armor Profiency: Phasewalkers are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields- phasewalkers are trained to avoid blows, not block them.
Phase Walking (Su): A phasewalker can slip through reality in a way no one, not even the phasewalker, understands. As a move action, a phasewalker may teleport up to his move speed to any square that he has line of sight to. The phaswalker cannot move into an occupied square, and must be able to see the space he is moving into.
A phasewalker can bring along objects as long as their weight doesn't exceed your light load. She cannot take another creature.
At 8th level, a phasewalker can teleport using only a swift action.
Fast Movement (Ex): At 3rd level, a phasewalker gains an enhancement bonus to his land speed, as shown on Table: monk. A phasewalker in medium or heavy armor or carrying a medium or heavy load loses this extra speed.
Slow Fall (Ex): At 4th level or higher, a phasewalker can slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The phasewalker's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his phasewalker level until at 20th level he can slow his descent and fall any distance without harm.
Phaseblade (Ex): A phasewalker learns how to use their phase ability to inflict extra an extra 1d6 damage at first level. This damage increases by 1d6 at every other level. On any turn that a phasewalker teleports, all of its attacks, including attacks of opportunity, inflict the extra damage.
Uncanny Dodge (Ex): Starting at 2nd level, , a phasewalker can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A phasewalker with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Evasion (Ex): At 4nd level and higher, a phasewalker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout does not gain the benefits of evasion.
Improved Evasion (Ex): At 9th level, phasewalker's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless phasewalker does not gain the benefit of improved evasion.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Freedom of Movement (Ex): At 20th level, the phasewalker may act as though under the effects of the freedom of movement spell. The phasewalker may use this ability each day for a number of rounds equal to his phasewalker level. The rounds need not be consecutive.