Teleportation specialist, need options

RUMBLETiGER

Adventurer
I just finished reading the Steven Gould novel "Jumper". Good stuff.

And so, I'm contemplating a character design based around teleportation at will, as either an immidiate, swift or move action. Short range, in combat teleport and long range teleport options welcome. I'm trying to make a list of all the options available, and now to develop each further. I'd appreciate the input of my fellow Enworlders.

First, there's the classic Teleport and Greater Teleport spells. Level 5 and 7 respectively, not exactly something to build a character around. These are the long range options that such a character would ant to access.

Dimension Door is level 4, more in-combat utility, but still too high a level to build around.

Dimension Slide is a Psionic power at level 3. A little better.

Dimension Hop and Dimension Leap level 2. Now we're jumping around a battlefield at a low level, this seems cool.

However, all of these are Standard Actions to use. Not what I'm really imagining. Quickened versions of these spells and powers could do the job, but we've still got the matter of limited uses per day.

Tome of Battle has the Shadow Hand maneuvers:
Shadow Jaunt- Level 2, Standard Action to move 50'.
Shadow Stride- Level 5, Move action to move 50'. Now we're getting somewhere.
Shadow Blink- Level 7, Swift action to move 50'. That's what I'm talking about.

These are closer to what I'm looking for. As Maneuvers, they can be used endlessly. Typically for Swordsage, the refresh for these require a round of inactive meditation. The distance is really limited, but perhaps in combination with other teleportation options, this could fit well in the build.

Are there ways to quicken maneuvers? Waiting to access level 5 maneuvers (level 9 character) just to get a move action teleport isn't really what I have in mind.

Swift action spell Knights Move is a 3rd level divine spell. This has the duration I want, but it MUST be used to be adjacent to an enemy. In combat, swift action teleportation would often be used to attack an enemy, but I'd want something that would also allow teleporting away. Also, spells are limted per day. But this is worth considering.

The Reserve Feat Dimensional Jaunt grants the unlimited use short range teleport. However, it requires a level 4 teleport spell and is still a standard action to cast.

Dimension Jumper and Greater Dimension Jumper are looking better. Swift action to cast to trigger the ability, now you've got multiple use Move or Swift action short range teleports. This is great in that you only need to use the spell once or so per battle, but they're still higher level spells (5 and 9 respectively) and not something to build a character around.

The Abrupt Jaunt Wizard alternate class feature grants immediate action short ranged teleport at level 1. This is very good. The limit per day and very limited distance (10') aren't something to create a character around in itself, but as a single level dip to get the ability, it's likely worth working into a build. Intimidate action teleport is definitely something I'd want this character to accomplish. Are there ways to increase the number of times per day this could be used (in addition to raising the caster stat) or ways to increase range? Any feats that add to spell-like abilities?

....So, what else is out there? How might I combine these and other spells/feats/class abilities/magic items/etc into a character to make the most of teleportation abilities? Obviously a character who could at-will teleport as an immediate action would be game-breaking, but why not reach for the stars?
 
Last edited:

log in or register to remove this ad

Eberron Mark of Passage grants Dimension Leap, Dimension Door and Teleport with the corresponding Dragonmark feats. This would grant a limited use of these abilities to a non-caster. There are a variety of ways to expand on Drangonmarks.

Upon finding This List Of Teleport Spells, I'm tempted to make a Abupt Jaunt Wizard1/Sorcerer that selects mostly Teleport school spells, than take a single dip into Swordsage at a higher level to get the Move Action shadow maneuver.
 
Last edited:

There is no way to quicken maneuvers.

The Horizon Walker PrC can get Dimension Door once every 1d4 rounds, but it's still a standard action and you have to take 6 levels in the class to get there.

The Sun School feat plays well with teleporting/shadow pouncing. You might be able to get more out of teleporting and such by looking up builds based on that feat.
 


See if you can borrow the teleportation subschool from Pathfinder. It gives swift action 5 foot teleports.
On the Pathfinder front, the Travel domain for clerics is really cool. We have a priest with it in our current game who's teleporting around all the time, popping in and out of combat to heal people and avoid attacks of opportunity.

Of note, it lets you teleport as a move action, which makes all the difference in the world. You also get a lot of teleportation-related domain spells.

Cheers!
Kinak
 

Take a look at the Warlock. If you pick the Warlock version of Dimension Door as one of your abilities, you'll be able to use it at-will.

I don't have the sourcebook anymore, though, so I can't remember whether they had many/any other teleportation abilities.
 

I once made a Conjurer/Fighter/Spellsword/Eldritch Knight who used arcane strike and abrupt jaunt and . . . I think the spell is something like ghost touch or ghost strike (makes your weapon attacks bypass armor). I could teleport in at the end of the turn in the initiative order right before mine, full attack for a hell of a lot of damage, then teleport away if someone tried to counterattack. While wearing mithral full plate.

It was a bit ridiculous. Then again, I was 15th level or something.
 

While it doesn't give you "faster" teleports, have you looked at Wayfarer Guide in Complete Arcane? It gives you better accuracy, more people to bring along, and an extra teleport per day.
 

Oh, I'm a dolt. Back in 2007 E.N. Publishing released a prestige class for a group of teleporting guides, in the third adventure of War of the Burning Sky. They happened to also all be bards (the gimmick being "go everywhere and tell tales of your adventures"), but you could probably tweak things, if your GM approves.

Wayfarer 0.png

Wayfarer 1.png

Wayfarer 2.png

Wayfarer 3.png
 

Remove ads

Top