
Green Smashomancer |

So, I've been thinking for a while now, and I've decided that I want to try my hand at making Homebrewed classes. My first stab at it is a class that makes heavy use of my favorite Superpower; Teleportation. Sure the monk gets close... at level 12. And you can't really expect much from a melee wizard/sorcerer, which leaves options very limited.
So! As my own way of implementing it as a main feature of a class I got to work and created The Distortion Warrior.
While I was making it I wanted two things:
1. I'm trying to make a class similar in capability to the Barbarian, Paladin, and Ranger, as they represent the best martial classes have to offer in my opinion, in terms of combat, flavor, and utility in options.
2. Avoiding the usual "OP homebrew class" or under powering it in general.
I would like to see any (constructive) thoughts on any part of the class, but in particular there are a few points I'd like focus on especially:
- Is the d8 hit die enough? Would it hurt to go up to d10?
- Is the skill list large enough? Are there any you think I should add, or remove? Would it be safe to bump the number of points per level up to 6?
- Is Rift Aura too effective in comparison to similar "bonus to hit/damage" abilities like Rage, or smite?
- Are there any glaringly obvious rules abuse issues that seem overlooked?
- Does it have a sufficient number of downsides to keep it balanced? Is the poor Fort save and d8 enough to keep it in line?
- Most importantly, can ANYONE think of a shorter, catchier name than Distortion Warrior?
Any further ideas/criticisms/commendations? Please leave your comments below!
Also, if there are formatting issues, let me know.

Create Mr. Pitt |
I think it's an interesting idea, but the teleport powers may progress a bit too fast. This character would be able to snipe low-level casters far too easily. I am also wary of a character with a built in area effect that can also teleport. You've balanced it by making it a bit MAD, your fighter is required to have a number of different mental stats. I would lower the progression and synergy effects of teleport and the aura and fix all of the powers on a single mental stat to avoid to badly gimping your fighting abilities.
One simple fix might be a rule that you cannot teleport with an aura activated. At least until a certain level.

Create Mr. Pitt |
Possibly. I'd have to consider that. If I recall that's when you bring in the DC bonus to to force +4 to defensive casting. That's pretty vicious, I am not sure what easy defenses there are against that. I think Rift Aura probably requires a save. It's right on the border, but because it's an impact on enemies it should have a save. But if you keep its power tempered I think a single save per day is sufficient.
You've created a very powerful martial class. This character has more mobility than a wizard designed for mobility and has a significant aura effect. I think it can work nicely, but make sure there are no powers that can break a game dynamic. But as written you've built a nasty caster hunter and tactical hitter and I think that'd be a nice addition to the martial classes if balanced.

Green Smashomancer |

Possibly. I'd have to consider that. If I recall that's when you bring in the DC bonus to to force +4 to defensive casting. That's pretty vicious, I am not sure what easy defenses there are against that. I think Rift Aura probably requires a save. It's right on the border, but because it's an impact on enemies it should have a save. But if you keep its power tempered I think a single save per day is sufficient.
You've created a very powerful martial class. This character has more mobility than a wizard designed for mobility and has a significant aura effect. I think it can work nicely, but make sure there are no powers that can break a game dynamic. But as written you've built a nasty caster hunter and tactical hitter and I think that'd be a nice addition to the martial classes if balanced.
Good point, level 8 would be a massive kick to the pants of any caster at this point. I did intend to give it a way to deal with casters, since I've noticed many martials are at the mercy of just about anyone with 9 levels of spells. I may have gone overboard, though. Correct me if I'm wrong, but isn't level 8 the point where most casters start to pull ahead of martials?
And about the part I bolded... Well that's why I'm here!

Iorthol |
1 person marked this as a favorite. |

-I would drop medium armor, or give it an armor progression like the Magus.
-I would be wary of using "planes" in your description of how the character teleports, because that just sounds like it would confuse players. I think "Shifting through space" is sufficient.
-For Warp, I would suggest looking at the Wizard ability from the Conjuration [Teleportation] Arcane school ability Shift, as it's a straightforward starting point and is already written into an existing class. Also, I would suggests against using an ability stat to determine distance, a more standard rate would work better I think, and then leveling + feats for increased amounts of distance.
-Line of sight is a good requirment, though the additional information about cover vs partial cover isn't needed, that's more something for range attacks rather than movement.
-The limitations on carrying capacity/extra creatures is overly specific and complex. A simpler progression would be "Can only be used with a light load. Additionally at level 5, the Distortion Warrior may bring a single willing creature with them, and then an additional willing creature per 5 levels, for a total of 4 at level 20" or using the progression from the conjuration [teleportation] school, where more creatures decreases total travel distance.
-Warp should not be usable for malicious teleportation (aka teleporting unwilling creautres) until level 10, at which point it should recieve a specific ability for that purpose. Additionally, an easier method for teleporting while grappled would be making a combat maneuver for it, possibly a CMB modified to use Int/Cha instead of Str.
-For Rift Aura, I would have it start as a 5ft aura, then become 10, then 20, as the ability progresses. Instead of +1 to damage and -1 to opposing AC, another idea could be that the area of the Rift Aura gives a 10%, 20%, then 30% miss chance, and also cause the area of the distortion to be treated as rough terrain that cannot be cancled.
Another idea for Rift Aura, would be to change it thematically to be Temporal Rift, or such like that, where the point of origin and destination leave a 5-15 foot radius spread with the Rift Aura effects in that area.
-Going back to Warp and Dimensional Agility at level 5: Warp, as far as I've read, never becomes shorter than a standard action *Typing as they read* so gaining Dimensional Agility just gives them... More movement on that turn, I guess. It's rather pointless unless at some point before level 5, Warp becomes a move action. Generally speaking, the Warp ability is fairly useless to a warrior based class unless it allows attacks before/after the movement (Which is generally the strategy of a teleportation warrior)
-I really like the idea of using the warp aura to disrupt spellcasting, but I don't like that particular execution.
-Twisted Impact is a really cool ability idea. I feel like a better wording for a fantasy setting would be "A distortion warrior may touch an object and distort it's being, dealing damage" or something like that. Chemical makeup is a little sci-fi. This ability should happen in the build, but should be useful for damaging creatures too, such as something that is MORE effective against objects but still gives this warrior an ability to deal non-weapon damage to things.
-Dimensional Anchor is definitely a must-have for this kind of character. Yes yes.
-Rift Sunder is a cool ability, though I feel like 12th level is a little high.
-Shattering Touch, same comments as with Twisted Impact
-At 16th level you could bump this up to a Resilience Sphere.
-Dimensional Slash is a little complicated. "The Dimensional Warrior may make an attack as an immediate action once per round against an adjacent foe. This attack deals force damage instead of weapon damage." or something along those lines.
Other comments, I feel like a lot of these abilities could be put in a list of abilities to be selected every 2-3 levels, like Rogue Talents or Rage Powers, many of them are circumstantial and/or flavorful that seem like they would work better in selectable tiers like rage totems and whatnot. That would allow a character to specialize their particular style of time/space agility.
Additionally, I personally like the idea of a magic warrior of this variety combining Teleportation and Haste, because bursts of speed just make sense to me about this kind of magic. You could potentially add things like that into the build.
And as I said, Warp needs to progress in action type, Rift Aura could use work, and the offensive abilities would generally work better as selectables.
This is a really cool concept but the overall execution needs some work. I can see this working better as a 3/4 BAB class since in general the powers associated with this concept are more powerful, magical, and dynamic than what you would see in a normal full BAB class.
Edit: There are also WAY too many dead levels in this build. This is pathfinder! We don't deal in dead levels~

Green Smashomancer |

Really good stuff...Thank you for pointing out the issue with warp never getting faster, And I've implemented a lot of your ideas like simplifying some phrases, using Magus armor progression, Rift Aura's area of effect, and resilience sphere. There are some other things I'd like to go into more detail about though, like:
- I like the idea of making the area rough terrain, it fits really well with what I have in my head.
- I was thinking about using Rift Aura as a set of abilities, but I didn't feel like I came up with enough. I'd like to expand on that if you're willing to help out. We'll call them Rift Anomalies or Talents, something like that.
- Could you go into some detail about what is off-putting about this specific method of spellcaster disruption?
- I put up a first attempt at expanding Twisted Impact, what do you think?
- And finally, what do you mean about Shattering Touch? That it's too restrictive?
Thank you all again for your comments!

Iorthol |

Sure I'd be up for helping compile a list of Rift Anomalies.
Also I would like to know what your vision of this teleporting warrior is exactly. Personally my image of one is essentially a very specialized magus type, like whatshername from League of Legends, the dagger gal who zips about with her stabbins.
Hence my appeal for Haste + Teleport.
Specifically that means my mental image of this build omits a lot of scifi elements.
So, for the basics of how I imagine this class with a 2/level ability selection, is that they would have their main ability at level 1 (Warp) and then from there, abilities that scale with level, like how barbarians progress trap sense and DR, fighters progress armor/weapon training next to their feats (as well as bravery) and how rogues progress Sneak Attack.
Again, I feel like this is a heavily magic and skill class (not skills like skill points) so I believe 3/4 bab would be best. I think that something we could do for that progression could include some method for increasing attack accuracy, such as, when the warp lands, the Dimensional Warrior gains a bonus to hit and AC, or gains a modified haste bonus for a certain number of rounds after the warp, which would encourage them to be warping around even if it uses up a standard or move action.

Green Smashomancer |

Sure I'd be up for helping compile a list of Rift Anomalies.
Also I would like to know what your vision of this teleporting warrior is exactly. Personally my image of one is essentially a very specialized magus type, like whatshername from League of Legends, the dagger gal who zips about with her stabbins.
Hence my appeal for Haste + Teleport.
Specifically that means my mental image of this build omits a lot of scifi elements.So, for the basics of how I imagine this class with a 2/level ability selection, is that they would have their main ability at level 1 (Warp) and then from there, abilities that scale with level, like how barbarians progress trap sense and DR, fighters progress armor/weapon training next to their feats (as well as bravery) and how rogues progress Sneak Attack.
Again, I feel like this is a heavily magic and skill class (not skills like skill points) so I believe 3/4 bab would be best. I think that something we could do for that progression could include some method for increasing attack accuracy, such as, when the warp lands, the Dimensional Warrior gains a bonus to hit and AC, or gains a modified haste bonus for a certain number of rounds after the warp, which would encourage them to be warping around even if it uses up a standard or move action.
I haven't played LoL before, but from what I gather by your description, it isn't too far off, minus the haste. I can give you a rough idea of how I picture it: A dark blur distorting space itself to destroy their enemies, ancient forces long forgotten by civilization being harnessed to terrorize the enemies of the Distortion Warrior, unnerving them with his very presence.
EDIT: also, I'd be lying if I said it wasn't at least partially inspired by the 2:00 mark in this video which was on of my favorite games growing up. still is in fact.

Green Smashomancer |

In order to even out the distribution of class features I propose the following:
1. The distance allowed by warp increases by 10 ft. at level 3, then 20ft. every two levels thereafter.
2. every even level a Distortion Warrior gains a Rift Anomaly; an effect they use with their Rift (su), only being able to have one active at a time, and gaining access to a list of Greater Rift Anomalies at level 11(?)
Any thoughts?
EDIT: Make that "every 4 levels" every two feels like too much.

Elghinn Lightbringer |

Just saw this thread, and see Oceanshieldwolf got here first and pointed you to our Dimensional Samurai. Iorthol actually helped construct that one, so he's had some experience in creating teleporation-based warriors. (BTW, where you been Iorthol?)
In that vein, here's a Ftr/Wiz style MCA instead of a Sam/Wiz build. Feel free to mine it for ideas. Dimensional Warrior

Green Smashomancer |

Just saw this thread, and see Oceanshieldwolf got here first and pointed you to our Dimensional Samurai. Iorthol actually helped construct that one, so he's had some experience in creating teleporation-based warriors. (BTW, where you been Iorthol?)
In that vein, here's a Ftr/Wiz style MCA instead of a Sam/Wiz build. Feel free to mine it for ideas. Dimensional Warrior
Couldn't think of a shorter name for this type of class either, huh? XD
Thank you for the direction, I'll keep the Dimensional Warrior in mind.Of course, if you have any advice, feel free to share it too!

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Copy Pasted from a pervious thread about a similar topic:
Role: Blinkblades adventure for many reasons, frequently to hunt down rogue mages and demons for a bounty. An adventuring party will find a blinkblade's ability to strike quickly and unexpectedly a valuable asset. The blinkblade's mastery of teleportation magic aids the party outside of combat as well, allowing the party to bypass obstacles and escape danger.
Alignment: any.
Hit Die: d8.
Requirements:
Feats: Arcane Strike.
Skills: Acrobatics 6 ranks, Knowledge (planes) 6 ranks.
Spells: ability to cast at least one spell from the conjuration (teleportation) school (Returning Weapon being the earliest choice).
Special: Evasion class feature.
Class Skills: Acrobatics, Escape Artist, Knowledge (arcana), Knowledge (planes), Spellcraft, Use Magic Device.
Skill Ranks at Each Level: 4 + Int modifier.
BAB: 3/4 progression (same as Shadowdancer).
Saves: good Reflex, bad Fortitude and Will (same as Shadowdancer).
Class Features:
Blinkspace: A blinkblade may use dimension door as a spell like ability 1/day and an additional 1/day per level after 1st (max 9/day). At 3rd level a blinkblade may chose to use blinkspace as the spell teleport. At 5th level a blinkblade may chose to use blinkspace as the spell plane shift. At 7th level a blinkblade may chose to use blinkspace as the spell greater teleport.
Bonus Feats: Dimensional Agility at 2nd level, Dimensional Assault at 4th level, Dimensional Dervish at 6th level, Dimensional Maneuvers and Dimensional Savant at 8th level.
Sneak Attack: +1d6 at 1st level and every 2 levels beyond 1st (+5d6 at 9th level). This stacks with any sneak attack bonus the blinkblade may have from another source (such as another class).
Spells per Day: +1 level of existing spellcasting class at 2nd, 3rd, 4th, 6th, 7th, 8th, and 10th levels.
Dimensional Chase: At 2nd level a blinkblade may use her blinkspace ability to follow a creature that has teleported. She must use her blinkspace ability within 5 feet of the location the creature teleported from within 1 round of its travel. The blinkblade is teleported to the location the creature teleported to. If the blinkblade is adjacent to other willing creatures, she may take any number of them with her. The use of the blinkspace ability is wasted if not used in a valid location.
Reflexive Teleport: At 4th level a blinkblade may use her blinkspace ability as an immediate action 1/day.
Dimensional Harpoon: At 6th level a blinkblade may use her blinkspace ability to force a creature that has telepoted away back to her location. She must use her blinkspace ability within 5 feet of the location the creature teleported from within 1 round of its travel. The creature is teleported to the blinkblade's location, appearing in an adjacent space. The use of the blinkspace ability is wasted if not used in a valid location.
Anchoring Strike: At 8th level, anytime the blinkblade hits a creature with a melee attack it is barred from dimensional travel (as the Dimensional Anchor spell).
Unbounded: At 10th level, a blinkblade can use blinkspace at will. The blinkblade can no longer be prevented from dimensionally traveling by any means (including dimensional anchor), and automatically passes all concentration checks to cast spells of the conjuration (teleportation) school.
Linked previous thread about similar topic: link

Iorthol |

I'm all for Phase. That's cool crap there.
So I'm writing out a fully built Phase class to share and stuff, based on a combination of ideas in here and my own mechanics preferences.
... The blinkblade is awesome... I'm gonna farm that for ideas sooo much.
ELG: I've been doing non-paizo-forum stuff! I showed up today on a whim.

Iorthol |
1 person marked this as a favorite. |

I feel like this is a very good structure for the Phase's base concept. It has it's main 3 abilities, Inertia Pool, Warp, and Rush, to form the basis of it's combat, similar to weapon/armor training, rage, and smite evil. From there, all the other mentioned abilities can be added as Phase Arts, or into the empty levels 9, 13, 17, and 20 (capstoooone)
I suggest for phase arts that the ability have a required phase level, like magus arcana, alchemist discoveries, and rage powers.
Maybe for a capstone, you could have greater teleport + coup de poop
*Trollface*
Phase
Standard role: Mobility based light warrior.
Special abilities: Teleportation
Theme: Sub-magus, magically talented warriors.
d10!
Phase 1-1
1 1 2 2 0 Warp, Inertia Pool, Planar Knowledge
2 2 3 3 0 Phase Art
3 3 3 3 1 Rush +1
4 4 4 4 1 Phase Art
5 5 4 4 1 Agile Warp, Distortion
6 6 5 5 2 Phase Art
7 7 5 5 2 Rush +2
8 8 6 6 2 Phase Art
9 9 6 6 3 -
10 10 7 7 3 Swift Warp, Phase Art
11 11 7 7 3 Rush +3
12 12 8 8 4 Phase Art
13 13 8 8 4 -
14 14 9 9 4 Phase Art
15 15 9 9 5 Deft Warp, Rush +4
16 16 10 10 5 Phase Art
17 17 10 10 5 -
18 18 11 11 6 Phase Art
19 19 11 11 6 Rush +5
20 20 12 12 6 -, Phase Art
Weapon and Armor Proficiencies: The Phase is proficient with simple and martial weapons and light armor. He is not proficient with shields.
Warp: At level 1 the Phase gains the ability to teleport short distances as a standard action as if using Dimension Door (meaning the Phase cannot take actions after using Warp). This movement does not provoke attack of opportunity. The Phase cannot use Warp in the same turn that they use their move action to move. You must have line of sight to your destination, and you cannot take other creatures with you when you use this ability. You can move 5ft, plus 5ft per two Phase levels you possess. This ability costs 1 point from your Inertia Pool to use. Warp can only be used while wearing light or no armor, and while carrying no more than a light load.
Inertia Pool: Phase draws his power from a pool of magical and physical energy in order to produce effects. The number of points in a Phase's Inertia Pool is equal to his Phase level + his Charisma modifier. In addition to allowing them to use Warp, the Inertia Pool is used to fuel many of a Phase's Phase Arts, and a few other abilities listed below. As a swift action the Phase may:
*Gain a +1 damage bonus to attacks for 1 round. For every 5 Phase levels you possess, gain an additional +1 damage. This ability does not stack with the Arcane Strike feat (Because that's what it is dur hur)
*Take a 5-foot step. This does not count as your normal 5-foot step for the turn. This movement provokes attacks of opportunity as normal.
Planar Knowledge: The Phase is educated in Planar space, ranging from the ethereal and shadow to the elemental and outer planes. They recieve a bonus to Knowledge [Planes] checks equal to 1/2 their Phase level.
Phase Art: As a Phase develops their skill, they learn specialized skills that improve their extrodinary arts of speed and teleportation. Starting at 2nd level, a Phase gains a Phase Art, and an additional Phase Art at each even level beyond 2nd.
Rush: Starting at 3rd level, whenever a Phase uses their Warp ability, or spends a point from their Inertia Pool as a swift action, they become Rushed for 3 rounds, gaining a +1 competence bonus to hit and Reflex saves, a +1 dodge bonus to AC, and a +10ft bonus to move speed. While Rushed, a Phase may spend a point from his Inertia Pool as a free action to extend his Rush by another 3 rounds, starting at the beginning of his next turn. This bonus to hit, reflex saves, and AC increases by +1, and gains another +10ft bonus to move speed every 4 levels beyond 3rd (7, 11, 15, 19). Rush can only be used while wearing light or no armor, and while carrying no more than a light load.
Agile Warp: At 5th level the Phase's warp ability can be used as a move action. In addition he gains Dimensional Agility as a bonus feat even if he does not meet the prerequisits. The Phase's Warp ability is considered Dimension Door for the purposes of Dimensional Agility.
Distortion: Because the Phase constantly alters local space, at level 5, the Phase gains a companion in the form of a distortion in dimensional space. This Distortion has no intelligence or personality and follows the Phase's mental commands as though it were an extension of his being. The Distortion moves at the Warp's speed and may travel to the Phase's space whenever he teleports.
The Distortion is not coporeal or incoporeal, and cannot be attacked or damaged in any way. It can however be dispelled, which banishes it for 24 hours, at which point it reappears in the Phase's space, treat the Phase's caster level as his Phase level -3.
The space adjacent to the Distortion is considered rough terrain, and creatures in that space take a -2 penalty to AC and saves. This ability ceases to function while the Distortion shares a space with another creature. If Distortion shares a space with another creature, they must make a will save DC equals 10+ 1/2 the Phase's level + his Charisma Modifier or becomes Sickened or Shaken (The Phase's choice) as long as they share a space with the Distortion. If the creature leave the Distortion's space, the Sickened or Shaken effect continues as long as the Distortion moves into that creature's space again before the start of that creature's next turn. If the creature saves it cannot be affected by sharing a space with the Distortion for 1 minute.
Swift Warp: Starting at 10th level the Phase gains the ability to use Warp as a swift action. This ability cannot be used during a full round attack.
Deft Warp: At 15th level the Phase can use Warp as a free action up to twice per turn. This ability can be used during a full round attack.

Green Smashomancer |

I really like the direction Rush is going in, Phase Arts will fix the problem of the class having too many things at once, and Warp looks like it gets a much needed overhaul. I only have two gripes:
- The extra 5-foot step feels a bit weak to me, if it's inherently inferior to the wizards shift ability at level1
- As written, Swift Warp prevents Dimensional Dervish from working, as D-dervish is designed to allow a full round attack, and Swift warp specifically denies them that.
- Would it hurt to keep the good will save, and replace the good fort save?
- Would it be too much too fill those levels with a - next to their name with Bonus Feats? Just trying to put in my own 2cp, since you pointed out the empty level issue the class had before.
EDIT: I'm gonna start working on a new google doc, since the class has gotten a larger overhaul than I expected, and I'll start changing Rift Anomalies to Phase Arts. I'll post it here when it's complete.

Iorthol |

I was just trying to think of uses for the inertia pool besides warping and powering abilities, like how the key pool and arcane pool do stuff independent of other expenditures.
Also an extra 5ft step is super good :P
Also, Dimensional Dervish changes the effect of Dimension Door into the result of the feat's specifications. If a Phase were to use Warp for Dimensional Agility, they would replace all the normal movement, actions, limitations, with that listed in Dimensional Dervish.
If anything, the reflex save would become a will save. I've never heard of a full BAB d10 class not having a good fort save.
Honestly, with Rush active, having the class's good saves being fort and will would give the character pretty solid saves.

Drejk |

Sorry for editorial nitpicking but better presentation really helps keep attention of reviewers and helps them with looking for specific things in text.
Either increase HD to d10 or change the class to medium base attack progression and keep d8 - at the moment there is no reason for not keeping to Pathfinder standard of tying BAB to HD.
Warp should be rewritten to indicate that maximum range limit is daily in the description instead of example.
What does mean that "warp can't be used in attempt to harm creature"? Is distortion warrior unable to warp next to opponents to attack him?
Rift aura duration of half level + ability modifier is strange - any particular reason why it can't be more standard like number of rounds per day equal to class level or 4+Charisma bonus rounds per day plus 2 rounds per additional level?

Green Smashomancer |

** spoiler omitted **
Either increase HD to d10 or change the class to medium base attack progression and keep d8 - at the moment there is no reason for not keeping to Pathfinder standard of tying BAB to HD.
Warp should be rewritten to indicate that maximum range limit is daily in the description instead of example.
What does mean that "warp can't be used in attempt to harm creature"? Is distortion warrior unable to warp next to opponents to attack him?
Rift aura duration of half level + ability modifier is strange - any particular reason why it can't be more standard like number of rounds per day equal to class level or 4+Charisma bonus rounds per day plus 2 rounds per additional level?
Thanks for the formatting tips, I'll keep them in mind for the next draft.
I wanted to give them a bit of squishiness to counterbalance their abilities, hence, poor fort save, and d8.Warp will be written with the total possible distance in the description in the second draft. That would be more presentable.
I've rewritten the problem phrase (or Phase, gedit?) in Warp, that was a part of a section I had removed and not cleaned up properly.
On the Rift Aura thing, I just kind of didn't think to do that.
If anything, the reflex save would become a will save. I've never heard of a full BAB d10 class not having a good fort save
Well, we want to do something different with it, no? ;) Also, having the same saves would make it a little too magus-y for my liking.

Green Smashomancer |

So, here is a very rough draft of the List of Phase Arts that will be available to the class. Most of them are just abilities from ver 1.2 transferred over to the new format, and I'll add more detailed descriptions when I get back from work. For now I'd like to hear any ideas for additional Phase Arts, and any comments on already existing ones.
Thank you again for your help!

Oceanshieldwolf |
1 person marked this as a favorite. |

The space adjacent to the Distortion is considered rough terrain, and creatures in that space take a -2 penalty to AC and saves
Shouldn't this be "spaces"?
I like the list, very cool powers with thematic names.
* Distortion: I'm not sold on the distortion being akin to a companion, and would rather see it as an effect or ability, but if it fits your mind's eye flavor by all means keep it. If it were a companion, giving it a level of sentience would be actually be cool, but then, that's what archetypes are for. Having a dread area of distortion with it's own agenda and tactics could be way cool. You could even call the companion a phaede. Or phaedebeast...
* RIft Aura - the more I look at this, the more the Rift Aura reminds me of the direlock's dire zone, so I can see a whole slew of options for just how the Phase sets the vibrations on the Rift… right now you have one type of effect. The options are mind boggling. Lower Spell Resistance, hammer DR, impart conditions etc etc etc
- are the duration rounds necessarily consecutive?
* On the Rift Aura, and with my expressed similarity to the direlock, you could easily make an archetype that is a dedicated spell-killer.
* I think that contrary to Iorthol's concept, with all the Rifts and Phase Arts, this Phase should be a d8 HD, 3/4 BAB class.
___***___ So, there you go, some feedback, and at least two ideas for archetypes. I'm sure you can think of more, and I could too.___***___

Green Smashomancer |

Now, Distortion Warrior 2.0 The Phase
I've taken several ideas on here to heart. For example:
1. I have combined the previous powers into the list of options for Phase Arts
2. The Distortion and rift aura have been made into multi-tiered Phase Arts
I also like the ideas of the archetypes, in truth, the class started with spell-killing in mind. And I'm definitely using the debuff route for the Rift Aura.
Also, I would say no, the rounds do not need to be consecutive.
So, hows it looking? Ready to go?

Iorthol |

The original idea behind the Distortion was a copy-pasta mechanic of the shadow companion for the 3.5 hexblade out of the PHB2.
I always liked the idea of a companion that is not actually a creature. One of the things I liked a lot about the hexblade.
Technical hoo-hah: There is no such thing as Fighter Bonus Feats in pathfinder. Should instead say Combat Feats, or make a list of more specific feats allowable to the Phase. *Thinks there should be other abilities in those spots instead of just bonus feats* ;-;
xD Holy crap, I was kidding about the coup de grace capstone ability. That's totally broken. I mean, gaining an additional attack per turn as an immediate action is pretty sweet and goes with the theme, but the coup de grace, if it remains at all, should be 1/day or have a heavy inertia pool point cost.
Now I'm off to read and edit the phase art list! Woo!

Iorthol |
1 person marked this as a favorite. |

I think Warping without cost or action during a rush, and gaining an extra attack per turn (at the cost of your turn's swift action) is a nice capstone. The coup isn't really needed.
Ok, so concepts for Phase Arts.
I'm thinkin there should be categories of abilities. Warp arts, Rush arts, and Misc Arts. Warp arts and Rush arts can only have 1 ability used per warp or active at any 1 time as part of the Rush, in additional to other side-line abilities.
Rush Arts could be similar to Rage Powers in that they are abilities that can only be used during a Rush, some only usable 1/rush.
Warp Arts should be ways to make Warp more functional as a warrior type character. Some ideas I had was, gaining the benefits of Charge whenever they warp and attack in the same turn, leading to Charge based characters after level 5 when they get Agile Warp (So a level 6 minimum). Also things like Impact, which causes force damage in the start and end location of the Warp.
Examples Examples
-Burning Rush: Half of all damage delt during a Burning Rush is fire damage. The Phase takes 1d6 fire damage per round of Burning Rush.
-Burnout: The Phase may end their Rush prematurely, dealing 1d6 extra fire damage on their attacks, and an extra 1d6 fire damage for each round of Rush sacrificed this way. The Phase takes the full duration of their Burning Rush damage, for example, if Burnout is used on the First round of Burning Rush, the Phase takes 3d6 fire damage, and deals +3d6 fire damage on each attack. Uses one Inertia pool point.
-Hastened Rush: Gains an extra attack while Rushed, -2 to hit on all attacks. Does not stack with Haste
-Tactical Rush: The Phase also gains a bonus on CMB during a Rush equal to their bonus to hit granted by Rush.
-Instant Maneuver: Once per rush, the Phase may make a Trip, Bullrush, Disarm, Sunder, or Dirty Trick combat maneuver as a free action that does not provoke attacks of opportunity.
-Lightning Defenses: Increases the dodge bonus to AC provided by Rush by 50% while fighting defensively or using Combat Expertise, double it while using a total defense action.
-Enduring Rush: A rush lasts for 4 rounds instead of 3.
-Eternal Rush: A rush lasts for 5 rounds instead of 4.
Warp Arts
-Impact: Deals 1d4+ 1 per 2 Phase levels, force damage to all adjacent creature at the start and end of a Warp movement. Creatures adjacent to the start and end point of a movement only take damage once.
-Momentum: If the Phase uses Warp and travels no more than 5ft, roll their weapon damage dice twice for their attacks that round.
-Distracting Warp: When you Warp, you leave behind an illusion of yourself for 1 round, plus 1 additional round for every 4 Phase levels you posess. You must decide what this illusion does before you use Distracting Warp.
-Warp Armor: Convert the first X damage (x = phase level) into nonlethal damage for 1 round after using Warp, half this conversion for each round past the first during the same Rush.
-Blink Strike: Make a single attack against a target that is in the line of effect of your Warp as a full round action.
-Forceful Entry: Make a bull rush combat maneuver against each opponent adjactent to your Warp destination, using your Cha in place of your Str for your CMB, and your Phase level in place of your BAB. Costs 1 point from inertial pool.
-Drudge: Rather than gaining a Rush, opponents adjacent to the Warp destination make a will save DC 10+1/2Phase+Chamod or be Slowed as the spell for the same duration as your Rush.
Just as some ideas.

Green Smashomancer |

On that list, I'm really liking the majority of the ideas there, especially Burning Rush, Burnout, Tactical Rush, Impact and Drudge. Between those and what's already on the list, I think it really feels complete with options. Now the dread minutia of writing the details for all of those Arts down. Echh, I wonder if I should separate them into Warp, Rush, and Misc. lists?
Some ideas I had was, gaining the benefits of Charge whenever they warp and attack in the same turn, leading to Charge based characters after level 5 when they get Agile Warp (So a level 6 minimum).
EDIT: I may be wrong here, but doesn't Dimensional Assault do that same thing?

Green Smashomancer |

The Phase art list is complete finally, and I'm contemplating starting a new thread for it, as this one seems to have sputtered out.

Iorthol |

Some commentssess
Rift Aura: This ability is stupid expensive. You're already spending Inertia almost every turn for Warp and Rush, dumping 1-10 points per round on Rift Aura would bleed you dry in an instant. I would change this ability to cost 1 point for a number of rounds equal to Cha mod, I would make the bonus to hit an insight bonus (because typed bonuses are important to avoid imbalance) and have it scale at every 6 levels instead of every 4. I'm very adament about the point cost but not so much about the bonus progression.
Rift Projection: Needs adjusting in regard to my suggestion for the Rift Aura mechanic. Also I see you have the ability affect creatures in an area. Why not make it a burst effect, you hit a 5ft radius burst and any creatures caught in that burst grant that bonus to hit to you for the normal Rift Aura duration? In my head I imagine a little phasic burst and the creatures caught in it having this wibbly little body aura over them. Your targeted aura is fine too, just a suggested alternate idea.
Disrupting Aura: I like that this has a heavier action cost. The wording on your ability is funky though, it reads like you're granting the spellcaster +4 on concentration checks. "If the target creature attempts to cast a spell or use a SLA, they must make a concentration check with a -4 penalty or lose the spell." and then every 4 levels it gets tougher. I feel like you should also include that the target doesn't suffer any of the normal Rift Aura penalties since this one is pretty beef as is. I'm not so well versed on pathfinder concentration checks, is there a flat number or is there normally a DC?
Distortion: My original concept was a mechanic similar to the Hexblade's Dark Companion in the 3.5 Player's Handbook 2. The ability entry is here
Benefi t: At 4th level, you can create an illusory companion
resembling a panther, spun from the darkness of the night.
Doing so takes 24 hours and uses up magic materials that cost
100 gp. Once created, your dark companion stands with you
in battle, hindering your enemies’ defenses.
Any enemy adjacent to your dark companion takes a –2
penalty on its saves and to its AC. Your companion’s speed
is equal to yours (including all modes of movement you
possess) and it acts during your turn each round. It follows
your mental commands perfectly—in effect, it is merely an
extension of your will.
Your dark companion has no real substance, and thus
can’t attack or otherwise affect creatures or objects. It
occupies a 5-foot space. Even though any creature can
enter a dark companion’s 5-foot space without restriction,
it must occupy its own space in order to have any effect
on enemies. It is immune to any damage or other effects
that might harm creatures, though it can be dispelled or
suppressed just like a spell effect. Your dark companion is
treated as a spell whose level is equal to 1/4 your hexblade
level. If it is dispelled, it automatically reforms at your side
24 hours later.
A dark companion can’t create fl anking situations, nor
does it provoke attacks of opportunity from movement,
because enemies automatically recognize it as an illusion.
If it is more than 120 feet from you at the start of your turn,
or if you ever lose line of effect to it, it instantly reappears
adjacent to you.
I thought it'd be good to have the full rules text from the original concept in case I forgot any important details. Pick and choose as you will.
What do you think of the idea of being able to manifest the distortion once per day for free, and then be able to spend a point of inertia to resummon it an hour later if it's been dispelled?
Debilitating Distortion: I think it's a little excessive, inertia-wise, to use this ability. I think a more simple mechanic would be, for 1 point of inertia, the Distortion lets out a 5ft radius burst around itself, foes in the area make their save vs the listed debuff, for a number of rounds equal to the Phasewalker's Cha mod.
Dread Distortion: "As move action, the Phasewalker may attempt to intimidate any number of creatures affected by his Distortion. He recieves a bonus to this check equal to 1/2 his Phasewalker level, but takes a -1 penalty for each creature he attempts to intimidate beyond the first." And then intimidate checks have a standard number of rounds that the effect lasts for. You're spending 2 class abilities to be able to intimidate more than 1 person at a time, so I don't feel like it's something that justifies spending an inertia point.
Destructive Distortion: Woah that's a beefy amount of damage, and force damage is no laughing matter. This very much should cost Inertia points per use, maybe even have a limited number of times per day.
Distortion Prereqs: Destructive, Dread, Distended, and Debilitating don't really need to have all of them clumped together. I suggest just making each of them have a prereq of Distortion and not need all the others too. Also Distended Dread and Debilitating have pretty hefty requirements level wise. I think you can get away with all of those being 8.
Dimensional Prison: Ouch that's a hefty point cost. This is only a 4th level spell. I say, 1 point to use, and have a limited times per day. 1/day at level 8, and then one additional time every 6 levels, so 3/day at level 20. CL = Phasewalker level.
Disruptor: Same thing as Dimensional Prison, take the point cost down to 1 and make it limited per day. 1/day at 16, and one additional every 4 levels, so 2/day at level 20.
Fade: This is expensiiiive. Ok my suggestion- Level 4 phase art, 1 point, gains the effect of the Vanish spell. At level 10, the invisibility effect stops becoming illusory and becomes a planar physical effect, defeating invisibility purge and true seeing.
*Everfading, as a 6th level phase art, which allows the phasewalker to spend 2 points to gain Invisbility as the spell rather than Vanish*
Armor Assault: Do you want to include medium and heavy loads into these abilities too?
Twisted Impact: So this ability is essentially used to weaken the atomic structure of an object so it can later be sundered more easily?
The idea is cool, but your wording is... Complicated.
"The Phasewalker's armed and natural attacks deal extra damage to objects. This extra damage is equal to 1/2 the Phasewalker's level."
Rift Sunder: The Phasewalker adds his level in place of his base attack bonus on sunder combat maneuvers. If he spends 1 point from his inertia pool, his attacks ignore hardness for 1 round.
Extra Warp: Have you changed how Warp works? I thought it was a set distance and then uses inertia pool points. Anyway, as for what I know of the class abilities, this should say "Add 10ft to the maximum distance traveled when you use Warp, this may be taken up to 3 times, its effects stack"
Impact: This should probably be level 4 or 6.
Teleporting Prowess: I see there is no elaborated explanation for this, did you drop the concept? I feel like the Phasewalker should be able to CMB teleport from a grapple normally, and then maybe get a bonus to it or some other grappling effect from Teleporting Prowess.
... xD Oh man, I can just imagine a Phasewalker with Impact teleporting away from someone grappling them. Zip-BOOM.
Forceful Entry: Add in "If you succeed, you may not move with the bullrush against any creature bullrushed using this ability" Also, should say it costs 1 point of inertia in addition to the cost of using Warp.
Warp Armor: I feel like this could use a better name, like Imdomitable Teleporter
Blink Strike: This needs to specify that the target needs to be directly between the origin and destination of the warp, and have line of effect.
Drudge: Will save DC 10+ 1/2 Phasewalker level + Phasewalker Cha mod.
Tearing Warp: This should require a will save to negate, but if the Phase is already grappling, then they should skip the special combat maneuver. This ability costs 1 point of inertial pool in addition to the costs of using Warp.
*Tearing Shunt: Level 15, The Phasewalker may leave their victim of Tearing Warp off at any open square on the line of travel between their origin and destination.
*Greater Momentum: Whenever the Phasewalker uses Momentum, they do not take the penalty to hit while using the Power Attack feat.
Flash Warp: This is awesome xD I have nothing to add.
Burning Rush: Should add in "After a Warp, the Phasewalker may choose to enter a modified Rush called a Burning Rush" so that they can choose not to be on fire.
Phantom Rush: Very cool. F$!! you ghosts! Who you gonna call! >:D
Havoc Trooper: This is a neat touch, I can see that being a popular phase art.
*Phasic Getaway: When a Phasewalker beings to Rush, he may forgo all his other bonuses from Rush to instead double his Rush move speed bonus for the duration of his Rush.
*Long Warp (Level 8): The phasewalker may spend 2 points from his Inertia Pool to Dimension Door as the spell.
*Very Long Warp? (Level 12): The phasewalker may spend 3 points from his Inertia Pool to Teleport as the spell.
*Super Duper Long Warp! (Level 15): The Phasewalker may spend 3 points from his Inertia Pool to Plane Shift.
* = Newly suggested Phase Arts

Green Smashomancer |

Here's the most recent version of the class for your convenience, it should hopefully answer some of your questions about changes.
Concentration checks have a different DC based on the situation the caster is in, like casting defensively, violent motion, injured while casting, etc...
I think with the abilities that Distortion gets, they should pay for them each time, rather than get a freebie (likely the only one they'll need).
Rift Aura and it's ilk have been adjusted to "1 point for cha mod" duration.
Teleporting Prowess has a description now.
Twisted Impact has been changed as per your suggestion, wasn't sure how to simplify the description, and keep it on the fine line between "OP" and "Good."
Dimensional Prison has been changed to replicate forcecage 1/day, then 2/day at level/ 20. same for disruptor. To be honest, my 2;30 A.M. addled mind was thinking resilient sphere was the 7th level spell and forcecage was 4th. It was in this state that I thought 2d4+level every round was balanced; Destructive Distortion has been changed to 2d4+1/4 level in force damage.
Speaking of Distortion, these Arts are no longer prerequisites for one another, still alliterative as hell, though.
New Phase Art suggestions implemented.
hopefully, these last few adjustments will be all that's needed. Here's the new thread I've started for the Phase Arts specifically.

Create Mr. Pitt |
I like this. I am going to post with some suggestions tomorrow, but I think it's getting near playable. Do you envision the ability to warp into the air?
I think I might try to build a character like this, but instead of damage I want to focus on aura and terrain; I like the idea of a guy who can move everywhere in the battlefield and is capable of change the terrain or creating unique effects by moving there. Sort of a weird melee battlefield control type. I'll post the link to the thread here when I do (rather than distract from this one) because the work on this thread has been both thoughtful and interesting.

Green Smashomancer |

Thank you very much, I'd love to see an example build since I'm kind of poo at it. One of the first things I thought of that inspired me to try it was the ability to 'Port into the sky, and fall onto parapets or a Dragon mid-flight. Or like I've noted before, the 2:00 mark on this particular game. The blue one (vergil) is what pops into my head when I think "Teleport spam." Yes, even before Nightcrawler

Iorthol |

I just realized something about Phasic Getaway.
The ability should also say "The Phasewalker may use their move action to travel after using the Warp ability"
Edit for Dimensional Slash:
Dimensional Slash (su): At 20th level, Warp no longer costs points from the Phasewalker's Inertia Pool to activate. He may also make a single attack against a threatened opponent as an immediate action while Rushed. As long as he has at least 3 points in his Inertia Pool, he may spend all his available Interia Pool Points in order to make his immediate action attack considered a Coup de Grace.
Also the bonus feats should include feats that list Dimension Door as a prerequisite in addition to combat feats, so the phasewalker can pick up dimensional agility feats.
Also gettin some feats up in dis!
Extra Inertia Pool
Preq: Inertia Pool ability.
Effect: Increase your maximum Inertia Pool points by 4.
Special: This feat may be taken multiple times.
Extra Phase Art
Preq: Phase Art class feature.
Effect: You may select an additional Phase Art you qualify for.
Special: This feat may be taken multiple times.

SmiloDan RPG Superstar 2012 Top 32 |

Here is a teleporting fighter archetype I made a while back before the Dimensional Agility feats were published.
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge geography (Int), Knowledge planes (Int), Profession (Wis), Survival (Wis), Swim (Str).
Skill Ranks per Level: 2 + Intelligence modifier
Astral Shifting (Sp): At 3rd level, the Astral Marauder can teleport once per round as a move action. The Astral Marauder is limited to teleporting 10 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 1 class feature.
Swift Astral Shifting (Sp): At 7th level, the Astral Marauder can teleport once per round as a swift action. The Astral Marauder is limited to teleporting 20 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 2 class feature.
Sudden Astral Shifting (Sp): At 11th level, the Astral Marauder can teleport once per round as an immediate action; if this is done in reaction to an attack, there is a 50% chance the attack does not affect the Astral Marauder. The Astral Marauder is limited to teleporting 30 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 3 class feature.
Astral Spring Attack (Sp): At 15th level, the Astral Marauder can teleport twice per round, once as a swift or immediate action, and once as a move action. This allows the Astral Marauder to teleport, take a standard action (such as an attack), then teleport again in the same round. The Astral Marauder is limited to teleporting 40 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Training 4 class feature.
Astral Shifting Mastery (Sp): At 19th level, the Astral Marauder can teleport at will as a free action. If the Astral Marauder takes the full attack action, he can teleport between each attack as a free action. The Astral Marauder is limited to teleporting 50 feet per level each day, and must teleport in 5 foot increments.
This ability replaces the standard fighter’s Armor Mastery class feature.