Path of War Archetypes or Looking for ways to use an at will short range teleport


Advice and Rules Questions


I'm currently working on a level 8 character who is based on my old 4e character, the Tea Cup Assassin.

In 4e the assassin class had an item called a Ki Focus that allowed him to switch his weapon out with any weapon he was prof with and give the new weapon his Ki Focus enchantment effects.

Pathfinder recently released a similar item, a set of gloves that gave whatever improvised weapon you're wielding the enchantment on the gloves. So the tea cup assassin can come about with that again now.

But thats only one part of it. The character was a changeling, so he often switched between different appearances though his default look was a catfolk appearance Which would be This here

I might have to drop the ability to shift appearances and use a magic item like a hat of disguise or something for that, as I want to keep the catfolk appearance.

Which comes around now to the next two aspects of him, which is his ability to teleport. Someone suggested that I use the Path of War, with the Veiled Moon, which does seem to mimic a lot of the assassin stuff from 4e.

Cause this character pretty much abused the teleport. In 3.5 he was a warlock with Flee the Scene and would abuse it even more. (Along with Flying at will with perfect maneuverability)

I'm trying to get a lot of the whimsical aspects of this character who could kill you with anything in the room. So I'm looking through the classes of PoW but cannot find anything that is a perfect fit. Nothing that I can see that uses Veiled Moon uses Cha as its initator stat.


Wizard 1 with Conjuration (Teleportation) school specialisation plus whatever you want for your base class. You get teleportation equal to 5 feet per 2 Wizard levels 3 + Int modifier per day.

As a bonus, you can now cast Disguise Self as it's on your spell list.

Alternatively, Shadowdancer gets Shadow Jump at 4th level, 40 ft. per day. Horizon Walker gets Dimension Door 3 + Wisdom modifier per day.

Travel Domain clerics get Dimensional Hop too, at 8th level, 10 ft. per cleric level.


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Just use the Warlord, and then take the Unorthodox Method trait to swap one of the disciplines you don't think you'll use for Veiled Moon.

Admittedly, stalker and harbinger make better assassins (harbinger even get's in-class at-will teleport), and have veiled moon but neither are charisma based.

Grand Lodge

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You could go kitsune and pick up the ability to shapeshift into anyone you've seen to replicate the changeling shapeshift ability.


Milo v3 wrote:

Just use the Warlord, and then take the Unorthodox Method trait to swap one of the disciplines you don't think you'll use for Veiled Moon.

Admittedly, stalker and harbinger make better assassins (harbinger even get's in-class at-will teleport), and have veiled moon but neither are charisma based.

I think Harbinger actually would work well with it, even if its not cha based. At least its not Wis based giving me an up hill battle with the stats.


Drop Dead Studios "Spheres of Power" has you cover for both the shape-shifting and the at will teleport. You can do both at first level with some options left over if you went with a spherecasting class or you can dip into it with a few feats if you already have a class in mind.


If you have enough spare feats on any full BaB chassis getting to Martial Training V is an option but doesn't kick in fully until 11th level. You'll have the option of a few short range teleport effects until then. And as out of combat manoeuvres (arguably) refresh automatically every round you can take MT IV and Fading Leap at level 9 for unlimited out of combat short range teleports.


So far the Harbringer is working well enough, even though I don't yet have the shapeshifting aspect yet.

took Catch off guard to remove the penalty with using the weapons in melee.
Chair Breaker to break my improvised weapons and get a 1d4
Throw Anything to throw my improvised weapons without penalty
and lastly two-weapon Fighting so I can use two improvised weapons at a time.

Also have Surprise weapon for +2 to attack rolls with improvised weapons and gloves improvised might.

I'm not sure how the gloves work with something like Automatic bonus Progression though.

I've got one more free trait and at level 11 I plan on either retaining Throw anything into Improvised Weapon Mastery or just taking IWM.

My primary Improvised weapons right now are arrows as you can draw them freely.


Night Terror Vigilante. It's from the Divergent Paths: Fool's Errand book from Dreamscarred Press.

Stealth-based character, check.

Charisma-based initiator, check.

Has Veiled Moon, check.

Specializes in improvised weapons, check.

Gets bonuses to disguise, check.

You can read the playtest documents here. An Amulet of Mighty Fists will apply its effects to your improvised weapons. At level 8, you can use anything in the environment as an improvised weapon. You don't even need to pick it up first. Smash your enemy's face into a teapot sitting on a nearby table! And your maneuver recovery lets you move and stealth even while being observed as a full round action.

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