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  1. - Top - End - #1
    Titan in the Playground
     
    Zaydos's Avatar

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    Default So I heard you like Teleportation (Feats, Domain, and PrC)

    Distant Teleportation
    Trained in the art of teleportation magic you are able to eek out more distance than most when you use such spells.
    Prerequisites: Ability to cast one spell of the Teleportation subschool, manifest one psionic power of the Teleportation subschool, or use one Spell-like or Psi-like ability with the Teleportation subschool.
    Benefit: Whenever you cast/manifest/use a spell/power/spell-like ability/psi-like ability of the teleportation subschool the maximum distance that you may travel is increased by 50%. This has no effect on extraordinary or supernatural abilities which allow for teleportation. Spells such as Dimension Door, Baleful Transposition, and Benign Transposition which have a range other than personal/touch effectively have their range increased by 50%, others with a range of personal/touch simply have an increased effect.

    Explosive Reintegration
    You can teleport creatures and objects in such a way as to cause them to appear in a burst of silver almost fiery astral energy which damages and destroys those nearby.
    Prerequisites: Ability to cast a 2nd level or higher spell of the Teleporation subschool, manifest one 2nd level or higher psionic power of the Teleportation subschool, or use one 2nd level or higher Spell-like or Psi-like ability with the Teleportation subschool.
    Benefit: Whenever you cast/manifest/use a spell/power/spell-like ability/psi-like ability of the teleportation subschool you may choose to have the teleported creature(s) and/or object(s) reappear in a burst of Astral energy which appears as silver fire. This deals 1d6 damage per level of the effect (+1d6 per 2 PP paid to Augment it) to anything within the space or adjacent to the teleported object(s)/creature(s). This Astral energy deals untyped (not fire) damage and a Reflex save is allowed to half the effect. Any creature/object teleported by the effect is immune to the damage of this Astral energy.

    Teleportation Domain
    Deities: Up to DM.
    Granted Power: You cast Conjuration (Teleportation) spells at +2 CL.
    Domain Spells:
    1st: Benign Transposition (SpC)
    2nd: Baleful Transposition (SpC)
    3rd: Dimension Hop (PHBII)
    4th: Dimension Door
    5th: Teleport
    6th: Word of Recall
    7th: Greater Teleport
    8th: Greater Plane Shift (SpC)
    9th: Teleportation Circle

    Mystic Traveler

    A Mystic Traveler is a mage, or on occasion priest, who has dedicated themselves to learning the magic which moves an individual between worlds and places, stepping through the Astral Plane to arrive instantly somewhere else. To a Mystic Traveler teleportation is a natural and easy way of life, moving always from one place to another, even when unable to travel mystically they travel through mundane means, unhesitating in their exploration.

    BECOMING A MYSTIC TRAVELER


    Becoming a Mystic Traveler requires primarily a dedicated study of teleportation magic. While a natural talent can take one far, a Mystic Traveler must understand it on both an intellectual and instinctual level, and be capable of recognizing and modifying the basic nature of such spells.

    ENTRY REQUIREMENTS
    Feats: Distant Teleportation (see above).
    Skills: Knowledge (Arcana) 7 ranks, Knowledge (the Planes) 5 ranks, Spellcraft 7 ranks
    Spellcasting: Ability to cast 4th level spells, and at least 6 spells of the teleportation subschool.

    Class Skills
    The Saintheart's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Geography) (Int), Knowledge (Local) (Int), Knowledge (the Planes) (Int), Profession (Wis), Speak Language (n/a), Spellcraft (Int), and Survival (Wis).
    Skills Points at Each Level: 2 + int

    Hit Dice: d4

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
    1st
    +0
    +0
    +0
    +2
    Dimensional Jaunt
    +1 level existing spellcasting class
    2nd
    +1
    +0
    +0
    +3
    Powerful Teleportation
    +1 level existing spellcasting class
    3rd
    +1
    +1
    +1
    +3
    Defensive Jaunt
    -
    4th
    +2
    +1
    +1
    +4
    Chessboard Mage
    +1 level existing spellcasting class
    5th
    +2
    +1
    +1
    +4
    Redirect Teleportation
    +1 level existing spellcasting class
    6th
    +3
    +2
    +2
    +5
    Efficient Teleportation, Extra Passengers
    -
    7th
    +3
    +2
    +2
    +5
    Quick Jaunt
    +1 level existing spellcasting class
    8th
    +3
    +2
    +2
    +6
    Warp Mastery
    +1 level existing spellcasting class
    9th
    +4
    +3
    +3
    +6
    Reset the Board
    -
    10th
    +5
    +3
    +3
    +7
    Unimpeded Teleportation
    +1 level existing spellcasting class

    Weapon and Armor Proficiencies: A Mystic Traveler gains no new weapon or armor proficiencies.

    Spellcasting: Ye olde standard boilerplate; loses spells at 3rd, 6th, and 9th levels.

    Dimensional Jaunt: One of the first things Mystic Traveler learns is how to use simple, reliable teleportation. A Mystic Traveler gains the Dimensional Jaunt feat (CM) as a bonus feat.

    Powerful Teleportation: A Mystic Traveler is particularly adept at teleportation magic gaining, at 2nd level, a +2 to CL for Conjuration (Teleportation) spells and spell-like abilities.

    Defensive Jaunt: A Mystic Traveler learns how to escape dangerous situations almost as quickly as they learn how to get into them. Beginning at 3rd level a Mystic Traveler may use Dimensional Jaunt as an immediate action 3 times per day.

    Chessboard Mage: A Mystic Traveler may revel in the new sights and experiences of new lands they travel to but that does not mean they always wish to go there themselves. At the same time sometimes one must be able to pluck their allies from afar to take them to safety. Beginning at 4th level when a Mystic Traveler casts a teleportation spell that normally targets themselves and one or more other creatures they may choose not to target themselves and only target the other creatures. A Mystic Traveler may not use this portion of this ability on a spell which swaps positions of creatures. In addition a Mystic Traveler may use teleportation spells on willing creatures within 30-ft as if they were touching them.

    Redirect Teleportation (Su): A Mystic Traveler is a master of the magic of teleportation and is able to use this mastery to stop or control the magic of others. When a 5th level or higher Mystic Traveler observes a creature attempt to use a Teleportation spell, power, or spell-like ability they may, as an immediate action, expend a spell slot of a level equal to or higher than the level of the spell/power/spell-like ability. If they do, the Mystic Traveler may make an opposed Caster Level check against the source of that effect, treating the check as if it were a Conjuration (Teleportation) spell. If the Mystic Traveler wins the opposed check they may choose to either counter the spell or select the location to which the target travels (it must be a valid location for the used spell).

    Efficient Teleportation: A Mystic Traveler is able to get the most from their magical energies when casting teleportation spells. Beginning at 6th level a Mystic Traveler may prepare and cast teleportation spells with slots 1 level lower than usual, they must, however, be able to cast spells of the teleportation spell's unmodified level (i.e. they may cast Greater Teleport as a 6th level spell, but still must have 7th level spells). They may apply metamagic to bring it back up to their maximum spell level, and Teleportation spells count as their level unmodified by this effect for the purpose of reserve feats (meaning it is possible to have +1 level of spell for reserve feats).

    Extra Passengers: A Mystic Traveler is a master of teleportation and are able to transport more creatures than most. Beginning at 6th level whenever a Mystic Traveler casts a teleportation spell which targets at least 2 creatures and does not simply swap positions they may target an additional creature per 3 Mystic Traveler levels; if the spell targets creatures separately based upon their size these additional targets are Medium sized.

    Quick Jaunt: Why walk when you could travel in style? Beginning at 7th level a Mystic Traveler may use their Dimensional Jaunt ability as a move action instead of a standard action.

    Warp Mastery: A Mystic Traveler comes to understand teleportation magic completely, able to work its ways instinctually and easily. At 8th level a Mystic Traveler which prepares spells gains the ability to cast Teleportation subschool spells which they know (in spellbook for wizards, on list for clerics) and which are less than the highest level they may cast (before the effects of Efficient Teleportation) spontaneously. A Mystic Traveler which casts spells spontaneously instead gains an additional Teleportation spell known per spell level; if they automatically know their entire list these spells may be drawn from the Sorcerer or Cleric spell list (use lower level between the two). A Mystic Traveler which does both chooses one benefit and gains it.

    Reset the Board (Sp): Beginning at 9th level a Mystic Traveler can re-arrange the battlefield like a simple board game. Once per day they may swap the position of any number of creatures within 150-ft. Each creature must end in a square which can support their weight, a space large enough to include their size, and may not end sharing a square with a creature they normally could not share a square with (a medium and large creature cannot be in the same square). This is the equivalent of an 8th level Conjuration (Teleportation) spell.

    Unimpeded Teleportation: A Mytic Traveler will not be captured, will not be held. Beginning at 10th level a Mystic Traveler may use Teleportation subschool spells to leave, but not enter, areas normally warded against such spells (such as a Dimension Lock) and/or while under the effects of Dimensional Anchor. They may even use such spells to leave areas not connected to the Astral Plane (but must end in an area which is).
    Last edited by Zaydos; 2015-09-13 at 05:29 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  2. - Top - End - #2
    Dwarf in the Playground
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    Default Re: So I heard you like Teleportation (Feats, Domain, and PrC)

    Well, I want to make one. Does Dimension Jaunt count for Explosive Reintigration? Hahaha... Mwahahaha... MWHAHAHAHAHAHAHAHAHAHAHAAAAAAAA!
    Last edited by 1pwny; 2015-05-31 at 07:03 PM.
    I do stuff.

    I usually log on, look at some threads, post, watch for few minutes, then leave and come back the next day. If I don't respond to your replies immediately, don't take offence.

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  3. - Top - End - #3
    Titan in the Playground
     
    Zaydos's Avatar

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    Default Re: So I heard you like Teleportation (Feats, Domain, and PrC)

    Quote Originally Posted by somebody27else View Post
    Well, I want to make one. Does Dimension Jaunt count for Explosive Reintigration? Hahaha... Mwahahaha... MWHAHAHAHAHAHAHAHAHAHAHAAAAAAAA!
    I... I don't think so, but I'd have to double check.

    Reserve feats are Supernatural abilities so shouldn't work with it.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  4. - Top - End - #4
    Dwarf in the Playground
    Join Date
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    Default Re: So I heard you like Teleportation (Feats, Domain, and PrC)

    Awwwwwww......
    I do stuff.

    I usually log on, look at some threads, post, watch for few minutes, then leave and come back the next day. If I don't respond to your replies immediately, don't take offence.

    My Homebrewer's Signature

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