Is it possible to make a teleporting fighter


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I wanted to make a fighter that could teleport in the battlefield and attack in the same round. I beleive the lowest level teleportation spell is dimension door which is level 4. Adding quicken to it makes it level 8. Is there anyway to do this other than having a level 15 wizard. I wanted to make a teleporting fighter and hopefully at a far lower level than 15 if possible. Any suggestions?


If 3.5 and Forgotten Realms is allowed, no problem. But with PF, i'm thinking you might have to get a magic item that allows you to Dimension Door.

And it's a standard action, so you couldn't teleport and attack in the same round.


Tanis wrote:

If 3.5 and Forgotten Realms is allowed, no problem. But with PF, i'm thinking you might have to get a magic item that allows you to Dimension Door.

And it's a standard action, so you couldn't teleport and attack in the same round.

3.5 eberron also had the House Orien Dragonmarked PRC


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Take a looky at the Horizon Walker from Advanced players guide, they can get dimension door at level 9. More of a ranger prestige class though.

But be aware even if you COULD cast quickened dimension door you still cannot attack afterward, the spell specifically states you may not take actions after casting it (everyone glosses over that part).


Drack530 wrote:
I wanted to make a fighter that could teleport in the battlefield and attack in the same round. I beleive the lowest level teleportation spell is dimension door which is level 4. Adding quicken to it makes it level 8. Is there anyway to do this other than having a level 15 wizard. I wanted to make a teleporting fighter and hopefully at a far lower level than 15 if possible. Any suggestions?

Y, play a monk.

Gets dimension door as move action at lev12 for 2 ki points. Has about 10 ki points, so can dimension 5 times per day, if not using ki for something else.
While he will hit not as good as fighter, he hits tons better than wizard. Probably should not use an attack after dimension but a combat maneuver, as single attacks use 3/4 BAB and combat maneuvers use full bab.


Dimension Door allows you to attack and teleport, but not teleport and attack iirc.
You can take 1 level of specialist wizard with the Teleportation subschool from APG, it has a power that allows you to teleport a bit using a swift action, but it has some limitations in distance and uses per day.


It must be a class feature? What about work on magi items rules to create an helm or something similar to teleport?


I will admit, it is a neat idea. I know one of my friends would love the idea as well as in one of our other campaigns as he was a dwarf and would always complain of people running/flying away and it would take him numerous rounds to catch up with them again, and that’s if he could.

But the question you have to ask yourself, is to what extent (frequency) do you want to be able to do this? At least when I am building a character on a specific idea, it is something I want to be able to do often, because this is very much what my character ‘is’. But, with however neat teleporting fighter idea is, how much would you have to give up just to only do it a few times a day?

Now, if you were to able to convince your DM to allow you to play a half-demon, a demon that teleports at will… :)


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The Advanced Player's Guide has a subschool for Conjuration called Teleportation which allows you to shift a number of feet once per round as a swift action for 3 + INT modifier a day. The best you could do is to take 5-6 levels of wizard and 1 level of fighter and then go Eldritch Knight. It will allow you to teleport 10-15 feet per round and still make full-attacks. Your base attack will suffer, but you should be able to compensate by getting easily into flanking positions.

Assuming you'd have about 18 intelligence at level 10, you could have a base attack of +7/+2 and be able to shift 7 times a day.

An alternative would be to play a cleric with the travel domain. At level 8 you get the ability to teleport 10 ft per cleric level per day as a move action, which doesn't need to be used all at once. You'd only be able to make standard actions to attack though, so I'd recommend getting some feats like Vital Strike (or Channel Smite if you're evil).

Have fun teleporting!


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You know what would be really neat? A Magus Arcana that lets the Magus take a wizard school/subschool power.
Then the character can play a Magus with the Teleportation subschool, and is good to go.


Drack530 wrote:
I wanted to make a fighter that could teleport in the battlefield and attack in the same round. I beleive the lowest level teleportation spell is dimension door which is level 4. Adding quicken to it makes it level 8. Is there anyway to do this other than having a level 15 wizard. I wanted to make a teleporting fighter and hopefully at a far lower level than 15 if possible. Any suggestions?

Horizon Walker in 3.5 SRD:

http://www.d20srd.org/srd/prestigeClasses/horizonWalker.htm

6th level HW, choose Shifting(Planar) for Dimension door every 1d4 rounds where ever you go.

This build was made back in the day: http://www.giantitp.com/forums/showthread.php?t=80415

RPG Superstar 2012 Top 32

Quickjack:

Quickjack

BAB: +3/4
Good Saves: Reflex
Hit Dice: 1d8

Class Skills: Acrobatics, Bluff, Climb, Craft, Disable Device, Escape Artist, Knowledge (dungeoneering, geography, local, nature, planes), Linguistics, Perception, Profession, Sleight of Hand, Stealth, Survival, Swim.

Skill Ranks Per Level: 6 + Int modifier.

Quickjacks are proficient in all Simple Weapons, handaxe, longbow, rapier, scimitar, shortbow, shortsword, and throwing axe. Quickjacks are proficient in light armor, but not shields.

1. Dimensional Pocket, Skirmish +1d6, Trapfinding, Warp Pool
2. Bonus Feat, Dimensional Hop
3. Evasion, Fast Movement
4. Skirmish +1d6/+1 AC
5. Blink
6. Bonus Feat, Fast Movement, Uncanny Dodge
7. Dimensional Haven, Skirmish +2d6/+1 AC
8. Dimension Door
9. Fast Movement, Improved Uncanny Dodge
10. Bonus Feat, Skirmish +2d6/+2 AC
11. Improved Blink
12. Fast Movement, Improved Evasion
13. Improved Dimensional Haven (sustaining health), Skirmish +3d6/+2 AC
14. Bonus Feat, Teleport
15. Anchor Resistance, Fast Movement
16. Skirmish +3d6/+3 AC
17. Greater Teleport
18. Bonus Feat, Fast Movement, Freedom of Movement
19. Greater Dimensional Haven (Astral Body), Skirmish +4d6/+3 AC
20. Gate

Dimensional Pocket (Su). As long as the Quickjack has at least 1 point in his Warp Pool, he can access an extradimensional storage space. This extradimensional space can hold upto 10 pounds worth of gear per class level. Removing or stowing an object from the Dimensional Pocket is a free action.

Skirmish (Ex). As the Scout ability. It improves at levels 4, 7, 10, 13, 16, and 19.

Trapfinding (Ex). As the Rogue ability.

Warp Pool (Su). A Quickjack as a number of points in his Warp Pool equal to 1/2 his class level + Charisma bonus (minimum 1). The Quickjack can spend a Warp Pool point as a free action to gain a +20 bonus to Acrobatic skill checks to Jump for 1 round, gain a +4 Dodge bonus to AC for 1 round, or to increase his speed by +10 feet per Warp point spent for 1 round.

Bonus Feat. At levels 2, 6, 10, 14, and 18, the Quickjack may select a bonus feat from the following list of bonus feats. He must meet all requirements for the selected feat.

Acrobatic, Agile Manuvers, Alertness, Athletic, Blindfight, Combat Expertise, Deadly Aim, Dodge, Double Slice, Exotic Weapon Proficiency, Expeditious Dodge, Greater Two Weapon Fighting, Improved Critical, Improved Disarm, Improved Feint, Improved Initiative, Improved Precise Shot, Improved Trip, Improved Two Weapon Fighting, Lightning Stance, Martial Weapon Proficiency, Mobility, Point Blank Shot, Precise Shot, Pinpoiny Accuracy, Quick Draw, Rapid Reload, Rapid Shot, Shot on the Run, Spring Attack, Stealthy, Two Weapon Defense, Weapon Finesse, Weapon Focus, Whirlwind Attack, Wind Stance.

Dimensional Hop (Su). At 2nd level, by spending 1 point from his Warp Pool, the Quickjack can teleport up to 10 feet per point of his Charisma bonus (minimum 10 feet) as a swift action.

Evasion (Ex). At 3rd level, the Quickjack gains the rogue ability of the same name.

Fast Movement (Ex). At 3rd level, and every 3 levels beyond 3rd, the Quickjack's speed increases by 10 feet.

Blink (Su). At 5th level, the Quickjack gains the benefits of the Blink Spell as a swift action for 1 number of rounds equal to his Charisma bonus (minimum 1) by spending 1 point from his Warp Pool.

Uncanny Dodge (Ex). At 6th level, the Quickjack gains the rogue ability of the same name.

Dimensional Haven (Su). At 7th level, by spending 1 point from his Warp Pool as a standard action, the Quickjack can benefit from a Rope Trick effect (without the need to use a rope) with a caster level equal to the Quickjack's class level. At 13th level, the Quickjack gains the benefits of the Improved Dimensional Haven. All within the effects of the Dimensional Haven benefit from the effects of a Ring of Sustenance and heal a number of hit points equal to their hit dice each hour. At 19th level, the Quickjack can remain safe within his Dimensional Haven and use Astral Projection.

Dimension Door (Su). At 8th level, by spending 1 Warp Point as a swift action, the Quickjack can use a Dimension Door effect with a caster level equal to his class level.

Improved Uncanny Dodge (Ex). At 9th level, the Quickjack gains the benefits of the rogue's Improved Uncanny Dodge ability of the same name.

Improved Blink (Su). At 11th level, the Quickjack can benefit from the Improved Blink spell for a number of rounds equal to his Charisma bonus (minimum 1 round) by spending 1 Warp Point as a swift action.

Improved Evasion (Ex). At 12th level, the Quickjack gains the rogue ability of the same name.

Teleport (Su). At 14th level, the Quickjack can use Teleport with a caster level equal to his class level as a swift action by spending 1 Warp Point.

Anchor Resistance (Ex). At 15th level, the Quickjack gains Spell Resistance 15 + his class level against effects that would suppress his ability to teleport or use dimensional or astral travel.

Greater Teleport (Su). At 17th level, the Quickjack can use Greater Teleport as a swift action by spending 2 points from his Warp Pool.

Freedom of Movement (Ex). At 18th level, the Quickjack is protected with a constant Freedom of Movement effect.

Gate (Su). At 20th level, as a full round action, the Quickjack can spend 3 points from his Warp Pool and use a Gate effect.


Drack530 wrote:
I wanted to make a fighter that could teleport in the battlefield and attack in the same round. I beleive the lowest level teleportation spell is dimension door which is level 4. Adding quicken to it makes it level 8. Is there anyway to do this other than having a level 15 wizard. I wanted to make a teleporting fighter and hopefully at a far lower level than 15 if possible. Any suggestions?

A quick and easy way to at least be able to Dimension Door around a battlefield at will is to add some Incarnum...

Take the Shape Soulmeld Feat, select Blinkdog Shirt as your Soulmeld, and you can Dimension Door 10 feet at a time at will, although it's a standard action. If you take 2 levels of Totemist(opening up the Totem Chakra) you can Dimension Door as a Move Action, allowing you to attack in the same round. Each point of Essentia you invest increases the distance by 10 feet.

I know it's not quite the same as an actual Teleport spell, but for an at-will, potentially move-action ability it's pretty decent.


AvalonXQ wrote:

You know what would be really neat? A Magus Arcana that lets the Magus take a wizard school/subschool power.

Then the character can play a Magus with the Teleportation subschool, and is good to go.

That's actually an excellent idea, one I'll be rooting for.


There's always the Telflammar Shadow Lord PrC from FR 3.5...
He can shadow port and full attack.


Those are some good ideas. It would be cool if the Magus could obtain some type of teleportation abilities to use in conjuction with its powers.


Kryzbyn wrote:

There's always the Telflammar Shadow Lord PrC from FR 3.5...

He can shadow port and full attack.

I was wondering if anyone would mention them. The ability is called Shadow Pounce. You would have to "Pathfinderize" the class, but it has a host of good abilities. Unfortunately I don't think it is OGL so probably won't be officially imported into Pathfinder. It was in the Forgotten Realms: Unapproachable East book.


Isn't there a (most likely Tome of Battle) tactical feat out there that lets you make an unarmed strike attack whenever you teleport or dimension door somewhere? Combine with Snap-kick for two-attacks whenever you dimension door!


Shadowlord wrote:
Kryzbyn wrote:

There's always the Telflammar Shadow Lord PrC from FR 3.5...

He can shadow port and full attack.

I was wondering if anyone would mention them. The ability is called Shadow Pounce. You would have to "Pathfinderize" the class, but it has a host of good abilities. Unfortunately I don't think it is OGL so probably won't be officially imported into Pathfinder. It was in the Forgotten Realms: Unapproachable East book.

yeah...well...

I *MAY* have made a fey'ri rogue/shadowdancer/TFL for a high level FR game once...


Kryzbyn wrote:

There's always the Telflammar Shadow Lord PrC from FR 3.5...

He can shadow port and full attack.

This is what i was alluding to.

RPG Superstar 2012 Top 32

I DMed for a guy like that in a 1-shot that became a 2-shot. The dude was a power gamer who figured out how to get 3 sets of full attacks each round.

The Teflon dude gets a power that lets him make a full attack after each teleport effect he makes, and figured out a way to teleport as a standard action, a move action, and a swift action each round. It was pretty powerful, but it cost a lot of resources. I think it was a 12th level dungeon.

There were only 2 PCs, so it wasn't totally broken.


SmiloDan wrote:

I DMed for a guy like that in a 1-shot that became a 2-shot. The dude was a power gamer who figured out how to get 3 sets of full attacks each round.

The Teflon dude gets a power that lets him make a full attack after each teleport effect he makes, and figured out a way to teleport as a standard action, a move action, and a swift action each round. It was pretty powerful, but it cost a lot of resources. I think it was a 12th level dungeon.

There were only 2 PCs, so it wasn't totally broken.

That sounds a little to crazy to be true. Would be amazing but extreamly broken if it worked.


Drack530 wrote:
SmiloDan wrote:

I DMed for a guy like that in a 1-shot that became a 2-shot. The dude was a power gamer who figured out how to get 3 sets of full attacks each round.

The Teflon dude gets a power that lets him make a full attack after each teleport effect he makes, and figured out a way to teleport as a standard action, a move action, and a swift action each round. It was pretty powerful, but it cost a lot of resources. I think it was a 12th level dungeon.

There were only 2 PCs, so it wasn't totally broken.

That sounds a little to crazy to be true. Would be amazing but extreamly broken if it worked.

It's true.

And broken as a dogslicer after a natural 1.


yes you can't attack after dimension door .... BUT

with feats like step up and similair you don't need to attack your inside your AoO range and you can stay right up under their grill, hit them with an AoO if they're stupid enough to provoke it and pound on them proper next round

also the cleric tricker doamin from APG has a subset that allows you to teleport 10ft if somone misses you with a melee attack

you still need to be inside thier reach but it mean for medium you can teleport behind them and flank, or for larger creatuers move closers or further away from their reach range without provoking AoO

you can potentially move 15 feet as a free action each round

RPG Superstar 2012 Top 32

My all time favorite teleporting ability is from the Tome of Magic. The Shadowcaster has a 3rd level mystery (spell) called flicker which lets you teleport 5 feet per 2 levels once per round for 1 round per level, as an immediate action--and if done in response to an attack (sword or spell), there is a 50% chance it misses you.

I made some cloaks of flicker, gave them to a bunch of kenku rogue 3/swashbucklers 10, and had them teleport all over the place, flanking for a +6 bonus on their attack rolls (+2 flanking, +2 Improved Flanking class feature of swashbuckler, +2 Great Ally for being kenku) and gave them the daring outlaw feat from Complete Scoundrel, so they had 7d6 sneak attack and a +12 BAB. I think with Weapon Finesse, massive Dex, and magic weapons, they usually had a +24 or +30 to hit the PCs. But I dumped their Con, so they were pretty fragile if actually hit.


Inquisitor with the travel domain...

;)

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
Skull wrote:

Inquisitor with the travel domain...

;)

I was just going to say that, and it shocked me that we got this far into the thread before someone did


Galnörag wrote:
Skull wrote:

Inquisitor with the travel domain...

;)

I was just going to say that, and it shocked me that we got this far into the thread before someone did

Also remember when you do teleport, to shout out: "Nobody Expects the <insert deity here> Inquisition!"


SmiloDan wrote:

I DMed for a guy like that in a 1-shot that became a 2-shot. The dude was a power gamer who figured out how to get 3 sets of full attacks each round.

The Teflon dude gets a power that lets him make a full attack after each teleport effect he makes, and figured out a way to teleport as a standard action, a move action, and a swift action each round. It was pretty powerful, but it cost a lot of resources. I think it was a 12th level dungeon.

There were only 2 PCs, so it wasn't totally broken.

Just because it can happen doesn’t mean it should happen. The Shadow Lord PrC was designed to take advantage of its Shadowdancer-like ability to Shadow Jump, as well as its spell list which included Dimension Door and the Template you had to find a way to take which also gave you the Dimension Door spell like ability. All of that allows for one teleportation and full attack per round. But then all these splat books come out with ways of teleporting as a move action or a swift action and what used to be powerful but balanced is now horribly broken unless the DM calls BS and says you can't stack like that. My guess is your player was stacking maneuvers from The Tome of Battle: Book of Nine Swords with his Shadow Lord PrC. Two products that were not meant to be used together like that. It is another example, one of many in WotC, of the left hand not knowing what the right hand was doing.


Galnörag wrote:
Skull wrote:

Inquisitor with the travel domain...

;)

I was just going to say that, and it shocked me that we got this far into the thread before someone did

Surely, any cleric with the travel domain should work?


AvalonXQ wrote:

You know what would be really neat? A Magus Arcana that lets the Magus take a wizard school/subschool power.

Then the character can play a Magus with the Teleportation subschool, and is good to go.

That's actually what we are doing :)


Dazylar wrote:
Galnörag wrote:
Skull wrote:

Inquisitor with the travel domain...

;)

I was just going to say that, and it shocked me that we got this far into the thread before someone did
Surely, any cleric with the travel domain should work?

Personally I feel that an Inquisitor is closer to a fighter than a cleric. He/She is focused more on offense. If you look at abilities like his bane, but yes a cleric will work as well.


what about a shadowdancer? It is kind of a rogue but it could work.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Drack530 wrote:
I wanted to make a fighter that could teleport in the battlefield and attack in the same round. I beleive the lowest level teleportation spell is dimension door which is level 4. Adding quicken to it makes it level 8. Is there anyway to do this other than having a level 15 wizard. I wanted to make a teleporting fighter and hopefully at a far lower level than 15 if possible. Any suggestions?

It's called rolling a magus, and no it's not going to be a low level option.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Shadowlord wrote:
SmiloDan wrote:

I DMed for a guy like that in a 1-shot that became a 2-shot. The dude was a power gamer who figured out how to get 3 sets of full attacks each round.

The Teflon dude gets a power that lets him make a full attack after each teleport effect he makes, and figured out a way to teleport as a standard action, a move action, and a swift action each round. It was pretty powerful, but it cost a lot of resources. I think it was a 12th level dungeon.

There were only 2 PCs, so it wasn't totally broken.

Just because it can happen doesn’t mean it should happen. The Shadow Lord PrC was designed to take advantage of its Shadowdancer-like ability to Shadow Jump, as well as its spell list which included Dimension Door and the Template you had to find a way to take which also gave you the Dimension Door spell like ability. All of that allows for one teleportation and full attack per round. But then all these splat books come out with ways of teleporting as a move action or a swift action and what used to be powerful but balanced is now horribly broken unless the DM calls BS and says you can't stack like that. My guess is your player was stacking maneuvers from The Tome of Battle: Book of Nine Swords with his Shadow Lord PrC. Two products that were not meant to be used together like that. It is another example, one of many in WotC, of the left hand not knowing what the right hand was doing.

Actually it was more like the left hand not giving f@+! what the right hand was doing. When you're on a book a month schedule, you simply don't have the time.


The Elocator prestige class from Dreamscarred Press' Psionics Unleashed or Ultimate Psionics. Start out as a Psion (Nomad) and get Nomad's Step at 2nd Level (probably 7th-9th level in your overall Level). By 9th level of the Elocator you have "Dimension Spring Attack", allowing you to teleport, attack, and teleport in one round, 3/day. By Level 16 or so.


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Sweet unholy thread necromancy!

I'm guessing the whole Dimensional Agility line of feats didn't exist yet when this was started.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Zathyr wrote:

Sweet unholy thread necromancy!

I'm guessing the whole Dimensional Agility line of feats didn't exist yet when this was started.

Fighters however kind of lack the pre-reqs to make that chain of any use to them. Unless they're building their way to Eldritch Knight.


LazarX wrote:
Zathyr wrote:

Sweet unholy thread necromancy!

I'm guessing the whole Dimensional Agility line of feats didn't exist yet when this was started.

Fighters however kind of lack the pre-reqs to make that chain of any use to them. Unless they're building their way to Eldritch Knight.

As a straight fighter they lack the pre reqs, but a 3 level dip into Horizon Walker can get you Dimension Door as a spell like ability 3+wismod times a day. Shadow Dancer can also get a Dimension Door like ability at 4th level. The best part is, these classes don't require any spell casting at all to get into!

Grand Lodge

Boots of teleport. Anyone can now teleport.


Any Fetchling can Dimension Door starting at level 9. The Shadow Walker feat lets you convert a use of your Shadow Walk spell-like into Dimension Door. You have to take Shadow Ghost too in order to use it more than once though.


If your GM allows Psionics from Dreamscarred Press, you can take 2 lvls of Psion (Nomad). Their 2nd lvl ability is to teleport a number of feat as a standard action; and then there is a feat to reduce it to a move action. Combine with Vital strike as you lvl in fighter or something, you can focus on appearing, and stinging.


WHY DOES EVERYONE FORGET THIS PRESTIGE CLASS
http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/shadowdancer

Shadowdancer gets Hide in Plain Sight at first level and can start to teleport from shadow to shadow at lvl 4. Other cool abilities as well.

LOOK
IN
TO
IT


Who forgot about it? It was mentioned at least twice already in this very thread.


Dimension Door is a 4th-level spell. The Magus can take the Wand Wielder arcana as early as Level 3, and use either a wand or staff with Dimension Door inside. Pretty simple, really, though expensive.


Because Prestige Classes are the devil.

Now here's a question, how do you make something like dimensional agility work for a Hound Archon? CR 4 leaves a lot of room for character levels for the DM with a cruel mind and evil players.

Shadow Lodge

Snickersnack wrote:

WHY DOES EVERYONE FORGET THIS PRESTIGE CLASS

http://www.d20pfsrd.com/classes/prestige-classes/core-rulebook/shadowdancer

Shadowdancer gets Hide in Plain Sight at first level and can start to teleport from shadow to shadow at lvl 4. Other cool abilities as well.

LOOK
IN
TO
IT

Firstly:
9 posts before yours, shaggy1978 wrote:
what about a shadowdancer? It is kind of a rogue but it could work.
4 posts before yours, revaar wrote:
As a straight fighter they lack the pre reqs, but a 3 level dip into Horizon Walker can get you Dimension Door as a spell like ability 3+wismod times a day. Shadow Dancer can also get a Dimension Door like ability at 4th level. The best part is, these classes don't require any spell casting at all to get into!
Secondly:
Shadowdancer wrote:
Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. A shadowdancer can jump up to a total of 40 feet each day in this way; this may be a single jump of 40 feet or four jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (80 feet at 6th, 160 feet at 8th, and 320 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.

See, its not a spell-like ability. Its a Supernatural ability. So it doesn't count as casting Dimension Door. So it doesn't work with the dimensional agility line of feats that actually lets you do things after a dimension door. Seriously, Look In To It.


revaar wrote:
LazarX wrote:
Zathyr wrote:

Sweet unholy thread necromancy!

I'm guessing the whole Dimensional Agility line of feats didn't exist yet when this was started.

Fighters however kind of lack the pre-reqs to make that chain of any use to them. Unless they're building their way to Eldritch Knight.
As a straight fighter they lack the pre reqs, but a 3 level dip into Horizon Walker can get you Dimension Door as a spell like ability 3+wismod times a day. Shadow Dancer can also get a Dimension Door like ability at 4th level. The best part is, these classes don't require any spell casting at all to get into!

last i saw they FAQ'd shadow step to not count as DD for the feats--saying it's "like" dimension door, not ACTUALLY dimension door, so it doesnt meet the prereq (its also why teleportation wizards cant take the feats at LEVEL ONE).

guess this applies to snickersnack's post as well, but the guy above me covered that.

it's a real shame too--while i'd hate to give the wizards MORE power, shadowdancer with the dimensional feats is actually GOOD (and can sneak attack--if you have that--reliably for once!)


Get somebody to teleport you. If somebody else casts the spell, they are the ones who are debilitated, and you get all your actions.

There is a Ring of Transposition, which lets you magically switch places with your partner.

You can invest in a Wand of Dim Dor and either take 1 level in Wizard or give it to the party wizard.

My favorite: make an intelligent magic item that has the Dimension Door Power say 1/day.

Grand Lodge

There is the old Horizon Tripper build, which while substantially nerfed in PF still works.

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