Dimensional Assault feat chain build - PF1


Advice


So I was kinda thinking about making a melee character that used the Dimensional feat chain to get to and clobber the squishies that think they are protected. Then jump away again.

Neat concept, but I'm getting hung up on the very first requirement. Abundant Step class feature or the ability to cast Dimension Door.

Monk 12, Magus 10, Summoner 7, ...

I don't really want a concept that only comes online in the last 1/3 of the campaign and Summoner isn't exactly a melee chassis.

Is there a better way to do this that I am forgetting?


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Flicking Step I think is intended to allow non-caster martial types access to the chain. But you can't take it until 9th level. There's also teleportation mastery which can be picked up as early as 4th level (based on the skill pre-req) but you'd only be able to use it once per day. Not sure useful it is having multiple feats, much less an entire build that hinges on a once per day ability. :/


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The fastest way to qualify is really cheeky, but can be done at 5th level. You qualify using the Teleportation Mastery feat. A Weapon Master Fighter 4 / Barbarian 1 (you can substitute any class with strong fortitude saves) can use their Fighter bonus feat on Advanced Weapon Training and use that to select an Item Mastery feat. This leaves your regular 5th level feat available for Dimensional Agility.

Other than that, 7th is the earliest it's possible to get Dimensional Agility, and even then most builds are waiting until 9th. The combination of high prerequisites and a long feat chain severely limits what kinds of builds can realistically go for the Dimensional Dervish approach. It comes so late that just stopping at Dimensional Agility and using Quickened Dimension Door is a much more appealing alternative, one that doesn't incur a tight range limit on you (although it does consume your swift action economy, which can be a big deal for some builds). If you had some way of getting Dimension Door as a SLA you could qualify earlier, but I don't believe anything other than the Item Mastery route is possible. The Shift power of the Teleportation subschool wizard is sometimes mentioned, but it's a supernatural ability that works like Dimension Door rather than a spell-like ability proper so it doesn't qualify you for the feat (it does benefit from the feat, however)

7th level is the earliest you can conventionally qualify. Summoner, Travel Domain Cleric, Witch, and Wizard can all qualify. The Summoner isn't conventionally a melee attacker, but he's a 3/4 BAB 6-level caster who doesn't care about spell DC's or require much in the way of feat investment so you can definitely build him that way if you want. Cleric is well-suited to pulling this off, although you'll need to invest even more feats to get around the limit on domain slots so you can cast ddoor more than once per day. Witch is the interesting one, since Strength patron Witches usually delay their entry into Eldritch Knight until after they have 8 levels of Witch to get their 4th level patron spell, which means you could take Dimensional Agility as your 7th level feat and start the feat chain early. For a Wizard, though, if you're aiming for EK then you really don't want to delay.

In terms of 9th level entry you have Eldritch Knight builds, Horizon Walkers, and Unchained Monks. Magus and other 6-level casters qualify at 11th level.

LordKailas wrote:
Flicking Step I think is intended to allow non-caster martial types access to the chain. But you can't take it until 9th level. There's also teleportation mastery which can be picked up as early as 4th level (based on the skill pre-req) but you'd only be able to use it once per day. Not sure useful it is having multiple feats, much less an entire build that hinges on a once per day ability. :/

Keep in mind that Teleportation Mastery is not a combat feat, and can't be taken as a Fighter bonus feat as a result. So although you can qualify at 4th you can't take it until 5th.

Flickering Step has the interesting property of allowing you to treat the Dimensional Agility feat chain as combat feats, but the fact that it takes up your 9th level feat slot and requires you to have Fighter levels to benefit from that means I can't see a good way of using that.


Mine comes online at level 3. A single dip in Arcanist gives you Dimensional Slide, a 10' Teleport that can be done as part of your Movement and does not interfere with your round. The rest of the build is combining Panther and Snake Style to move all over the battlefield getting bonus attacks.

My build is a Goblin, but it would work just as well as a Halfling with that Alternate Racial Trait that gives you a 30' Move and substituting Risky Striker and Power Attack for Roll with It and Tangle Feet.

10' Range and 3/day is enough for me, but Dimensional slide goes up 10'/level and 1/day/2 levels.

Synthesis Summoner is a melee chassis.

Horizon Walkers get DimDoor at Level 3 Horizon Walker, but the prereq for HW is 6 Ranks in a skill, meaning you can't start taking that until level 6, and that means you will be a level 9 character before you get DimDoor.

At level 8, Clerics with the Travel Domain get Dimensional Hop, which also does not disorient, and can be used as a Move Action.


Scott Wilhelm wrote:
A single dip in Arcanist gives you Dimensional Slide, a 10' Teleport that can be done as part of your Movement and does not interfere with your round

Dimensional Slide does not meet the prerequisites for Dimensional Agility. It's definitely an alternative that comes online much earlier, but it wouldn't be quite the same either in terms of range or potential.


Dasrak wrote:
Scott Wilhelm wrote:
A single dip in Arcanist gives you Dimensional Slide, a 10' Teleport that can be done as part of your Movement and does not interfere with your round
Dimensional Slide does not meet the prerequisites for Dimensional Agility. It's definitely an alternative that comes online much earlier, but it wouldn't be quite the same either in terms of range or potential.

Yes. I am offering an alternative that comes online much sooner than any other offered. That is what the OP asked for.

Since Dimensional Slide doesn't disorient the user, you don't even need the Dimensional Agility Feat.

Grand Lodge

Depending on how much retraining you can do, you can get everything online at level 8-9.

But you pretty much have to retrain all your base feats. Flickering Step for non-casters and non-monks, abundant step for (unchained) monks. Get either of those, retrain your 3rd, 5th, and 7th level feats to Dimensional Agility, Dimensional Assault, Dimensional Dervish. 9th/11th level feat can be Dimensional Savant.


Scott Wilhelm wrote:
I am offering an alternative that comes online much sooner than any other offered.

Except you aren't. Dimensional Agility requires "Ability to use the abundant step class feature or cast dimension door". Not only does Dimensional Slide not in any way reference Dimension Door, it's also a supernatural ability, thus you don't cast anything when using it. You simply don't qualify for the feats. Dito for the teleportation subschool's Shift ability, it's supernatural and not spell-like.

Grand Lodge

You can cast dimension door with a scroll or wand. Does RAW prevent that?


*Khan* wrote:
You can cast dimension door with a scroll or wand.

No you can't - activating either isn't casting a spell, you're activating a magic item. "A scroll is a spell that is mostly finished. (...) All that’s left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on)." CRB pg. 458 - that's not actually casting. "Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken." CRB pg. 458

The scroll description especially goes on and on about how you're "activating a scroll", and how doing so provokes "as casting a spell does", which would not be worded that way if you actually were casting a spell.

Grand Lodge

Derklord wrote:
*Khan* wrote:
You can cast dimension door with a scroll or wand.

No you can't - activating either isn't casting a spell, you're activating a magic item. "A scroll is a spell that is mostly finished. (...) All that’s left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on)." CRB pg. 458 - that's not actually casting. "Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken." CRB pg. 458

The scroll description especially goes on and on about how you're "activating a scroll", and how doing so provokes "as casting a spell does", which would not be worded that way if you actually were casting a spell.

Hmm - so use magic device skill does not even help here.


Derklord wrote:
Scott Wilhelm wrote:
I am offering an alternative that comes online much sooner than any other offered.
Except you aren't. Dimensional Agility requires "Ability to use the abundant step class feature or cast dimension door". Not only does Dimensional Slide not in any way reference Dimension Door, it's also a supernatural ability, thus you don't cast anything when using it. You simply don't qualify for the feats. Dito for the teleportation subschool's Shift ability, it's supernatural and not spell-like.

When you use my method, you dont' even need Dimensional Agility. Dimensional Agility is a Feat that overcomes a drawback of the Dimension Door Spell:

Dimension Door wrote:
After using this spell, you can’t take any other actions until your next turn.

Dimensional Slide does not have this drawback. You can use it in the middle of your move and keep moving or start attacking, or whatever else it is you want to do next.

So, sure, I can't take

Dimensional Agility wrote:
you can take any actions you still have remaining on your turn.

But why would I want to? Dimensional Agility is just an offset to a problem that other people have.

Derklord wrote:
Except you aren't.

Oh, but I am! I have offered a martial build that uses tactical teleporting to gain battlefield advantage. It works, and it starts working at level 3.


Scott Wilhelm wrote:
I have offered a martial build that uses tactical teleporting to gain battlefield advantage.

That wasn't what the Op asked for, though. To do what the OP wants ("melee character that used the Dimensional feat chain to get to and clobber the squishies that think they are protected. Then jump away again.") you need Dimensional Dervish.

Your "alternative" doesn't fulfill the OP's request, and is thus no alternative at all.


Derklord wrote:
Your "alternative" doesn't fulfill the OP's request, and is thus no alternative at all.

I'm quite certain it does, and is therefore a splendid alternative. I think the OP was requesting a better way to make a teleporting martial character. Why do I think so? Well,

Revolving Door Alternate wrote:
Is there a better way to do this that I am forgetting?

If "this" means

Revolving Door Alternate wrote:
get to and clobber the squishies that think they are protected. Then jump away again.

then "this" is exactly what my build does! And if "better" means

Revolving Door Alternate wrote:

Monk 12, Magus 10, Summoner 7, ...

I don't really want a concept that only comes online in the last 1/3 of the campaign

Then "better" is exactly how my build does it! I offered a concept that does what the OP asked for--pop in and out of select spots in combat, clobber squishies, then pop out again via a "better way," a way that comes online at level 3 instead of level 9+. 3 is better than 9: it is 6 better.

I don't get what your problem is. I am clearly giving good advice.


Scott Wilhelm wrote:


If "this" means

Revolving Door Alternate wrote:
get to and clobber the squishies that think they are protected. Then jump away again.
then "this" is exactly what my build does!

How does your build "jump away again"?


Derklord wrote:
Scott Wilhelm wrote:


If "this" means

Revolving Door Alternate wrote:
get to and clobber the squishies that think they are protected. Then jump away again.
then "this" is exactly what my build does!
How does your build "jump away again"?

My build uses a level in Arcanist for, among other things, the Dimensional Slide Arcane Exploit.

I wrote:

Goblin

Level 1, Brawler1: Unarmed 1d4, Sneak Attack 1d6, Combat Expertise
2B2: Improved Feint

Feint as a Move Action, Attack as a Standard Action, lock in your Sneak Attack Damage.

3B2Arcanist1 Dimensional Slide, Roll with It

Dimensional Slide is a tactical teleport with a 10' range that you can do as part of your move. This should make it easier to achieve Flanking. I like the idea of having several ways of locking in your Sneak Attack Damage. At level 3, this character can Feint and teleport to Flank.

This Goblin can now use Magic Wands such as Greater Invisibility and Blink. It's unlikely that he will get one by level 3, but this is another Growth area for the character and potentially another way to lock in SAD.

In my build description, I said Dimensional Slide has a 10' range. Actually,

Dimensional Slide wrote:
allowing her to move up to 10 feet per arcanist level

For my character, in my judgement, 10' is enough, but it every additional level in Arcanist will increase the range by 10', and for a lot of characters, extra levels in Arcanist will not go amiss.

As you said, Dimensional Slide is lacking the language that makes it a Spell, but it is also lacking the language of Dimension Door that says that you can't take any further actions the round you use it. You can pop in, then make your attack just like you could otherwise move up and attack. You can't pop in and Full Attack,

Dimensional Slide wrote:
This ability is used as part of a move action or withdraw action

BONZAI!! the Goblin gets around this problem by by not relying on the Full Attack Action, but by using Panther and Snake style Feats in conjunction to get lots of Free Action Attacks and Attacks of Opportunity.

Derklord wrote:
How does your build "jump away again"?

By using Dimensional Slide again the next round.

Dimensional Slide wrote:
1 point from her arcane reservoir

A level 1 Arcanist starts with 4.

Dimensional Slide wrote:
The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level.

The Feat that Bonzaii!! is really missing out on is not Dimensional Agility, but rather Dimensional Dervish, which lets you Dim Door as a Swift Action, then Full Attack, and Dimensional Slide does not offer a path to Dimensional Dervish. Again, my character build is more about moving all over the battlefield rather than standing still and Full Attacking. But if your character does work by full attacking, that is a limitation of Dimensional Slide. In that way, it is not as nice, but it is has a lot of what a DimDoor build has at a muuuuch lower cost. So I offer it as a viable alternative.

Also, I feel compelled to point out, that since my suggestion only costs a single level dip, there is no reason why the OP can't use my suggestion to get the tactical teleport online right away, then when his Fort Save gets up to +6--at level 3, mine is +3--then take
Dasrak's suggestion to use Teleportation Mastery. Say take a level in Fighter, then a level in Alchemist, and then your Fort Save is +7, and you can take Teleport Mastery as your Level 5 Feat, which is the earliest Dasrak says you can get it anyway.


Scott Wilhelm wrote:
Derklord wrote:
How does your build "jump away again"?
By using Dimensional Slide again the next round.

You realize your post was wasted because this was literally the only thing I asked, right?

I'm pretty sure the OP was talking about teleporting away in the same round, because if you aren't worried about staying a round in melee range to the enemies, you probably don't need to teleport away the second round anyway.

Not that a teleporation range of 10 ft. (or a few more if you want to waste more levels into a 1/2 BAB class on a melee character) works to "clobber the squishies that think they are protected."


Derklord wrote:
You realize your post was wasted

You gave the impression that you'd benefit from an explanation of my build. It wasn't wasted on you if you read it. And if you didn't, well, you aren't my only reader, are you?

Derklord wrote:
I'm pretty sure the OP was talking about teleporting away in the same round

Maybe. He didn't say so. Dimension Door doesn't allow for that, either, you know. You don't get to do something like that until you get Dimensional Dervish, 3 Feats in.

Furthermore, as I pointed out in the post you said was a waste, following my suggestion does not prevent the OP from getting the Teleportation Mastery Feat at Level 5 as per Dasrak's suggestion.

Derklord wrote:
Not that a teleporation range of 10 ft. (or a few more if you want to waste more levels into a 1/2 BAB class on a melee character) works to "clobber the squishies that think they are protected."

Like I said, I offered an alternative that is less good, but comes online much earlier than any other suggestion offered on this thread. At the cost of a 1 level dip, you get a tactical teleport that doesn't not end your round, can be done as part of the Move, and can be done 4/day. With a 2nd level dip, you can get all that with a range of 20' five times/day, which is still a much cheaper option than any other mentioned.

If the OP's goal is to just like make sure the enemy wizard isn't safe, then the build I offered is great for that. DS only has a range of 10', but that would be enough to teleport behind the first rank of fighters and then charge the enemy wizard, or it is just enough to achieve flanking. We're talking about a Goblin who will be taking most of his levels in Unchained Rogue, so this character can very easily have a lot of Ranks in Tumble, and the build calls for that. If we're talking about distances much more than 20', probably the way to make sure the evil Wizard isn't safe to cast bad spells is to just have an archer with a Readied Action. How do you make sure that that archer has a clean line of fire at the wizard? How about a nice, short-ranged Teleport...


I'm just brainstorming, here.

If someone else DimDoors you, your round doesn't end: only the caster's Round ends. The Dimensional Agility Feats are for the caster. You don't need them if you are just the passenger.

So, what if you had a Familiar or Animal Companion that could Dimension Door, and then it could teleport you?

What if the party Wizard just had her Familiar hop onto your shoulder, then used Share Spells and/or Deliver Touch Spells?

Familiar wrote:
Share Spells: The wizard may cast a spell with a target of “You” on his familiar... Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.”
Dimension Door wrote:
Target you and touched objects or other touched willing creatures

Does this combine with Dasrak's Idea?

Teleportation Mastery wrote:
Benefit(s): You can cause an item that has a conjuration spell of 3rd level or higher in its construction requirements to cast dimension door.

That Feat says you are "casting dimension door," so I think we're in business.

So, you could have an Eldritch Guardian Fighter who dips levels in other stuff to get the +6 Fort Save really fast, and use Share Spells to have your Familiar be the "Toucher" of your Dimension Door Spell.

I guess? Does anyone see a problem with this? If so, can anyone think of a creature with Dimension Door that can be an Animal Companion or an Improved Familiar?


I wrote:
What if the party Wizard just had her Familiar hop onto your shoulder, then used Share Spells and/or Deliver Touch Spells?

I think we agree that that works. The party Wizard DimDoors you, or has his Familiar DimDoor you, then you get to Full Attack or whatever.

The problem with this is that it requires the party work as a team, and it depends on the Wizard having nothing else better to do that round than transport you, and Wizards always seem to have something better to do.

I wrote:
So, what if you had a Familiar or Animal Companion that could Dimension Door, and then it could teleport you?

Does anyone know of an Improved Familiar that can DimDoor? If they can, we win at D&D.

I wrote:
So, you could have an Eldritch Guardian Fighter who dips levels in other stuff to get the +6 Fort Save really fast, and use Share Spells to have your Familiar be the "Toucher" of your Dimension Door Spell.

The problem I see here is that even if the Familiar can be designated the Toucher, the PC is still the Caster, and DimDoor still takes a Standard Action to cast. This isn't a way to fastrack to DimDoor + Full Attack in 1 Round like you can with Dimensional Agility. My other way with Dimensional Slide is better than this.

I wrote:
So, what if you had a[n]... Animal Companion that could Dimension Door, and then it could teleport you?

An Animal Companion can learn the Teleportation Mastery Feat. They get a +6 Fort Save at level 9. They get 8 Skill Points at level 9, so they can spend 4 of those on Use Magical Device, I suppose, if they have an Intelligence of 3 or higher. Animal Companions with 3 or higher Intelligence can take any Feat and any Skill, pretty much.

If you use your Animal Companion this way, you still don't get this ability until level 9, but don't have to have been building your character up to this all that time. You can pretty much get that at level 9 by having your AC take the Feat and Skills and then giving it the magic item. You might have to re-train your AC, but that shouldn't be too bad. Again, this option is not quite as good as your having Dimensional Agility, but it is also less expensive.


You can do some really crazy stuff with this by level 9.
Go slayer for 6 levels and then horizon walker for 3. Take astral plane for your terrain dominance. This gives you DDoor 3+wis mod times a day as an SLA. Take dimensional agility or you 9th level feat and then retrain to get the other feats in the chain so that you can flank with yourself.


Syries wrote:

Depending on how much retraining you can do, you can get everything online at level 8-9.

But you pretty much have to retrain all your base feats. Flickering Step for non-casters and non-monks, abundant step for (unchained) monks. Get either of those, retrain your 3rd, 5th, and 7th level feats to Dimensional Agility, Dimensional Assault, Dimensional Dervish. 9th/11th level feat can be Dimensional Savant.

I must admit, I never considered retraining all my earlier feats to get all those at level 9. That would allow me to use one of the other almost methods at lower levels and get rid of them at level 9. It would be expensive, but might just be worth it. I will have to consider.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Revolving Door Alternate wrote:

So I was kinda thinking about making a melee character that used the Dimensional feat chain to get to and clobber the squishies that think they are protected. Then jump away again.

Neat concept, but I'm getting hung up on the very first requirement. Abundant Step class feature or the ability to cast Dimension Door.

Monk 12, Magus 10, Summoner 7, ...

I don't really want a concept that only comes online in the last 1/3 of the campaign and Summoner isn't exactly a melee chassis.

Is there a better way to do this that I am forgetting?

I don't know about "better," but:

1) A bard can learn dimension door at 10th level. Arcane duelists and magicians also gain the Arcane Bond feature at 5th level (magicians can choose either a familiar or a weapon), allowing them to craft/upgrade their bonded weapon without needing the Craft Magical Arms and Armor feat. Plus, bards get heroism as a 2nd-level spell to boost their combat ability. Being able to self-heal (with wands, at least) helps a bit, as well. Burst damage isn't as high as a magus using Spellstrike, though.

2) As mentioned, synthesist summoner is a melee chassis. You lose a bit by only having a single set of actions (as opposed to having both the character's and the eidolon's), but are much tougher and can more easily boost both caster/skill and combat ability scores.

3) Eldritch knight was mentioned. One possible route is inspired blade swashbuckler 1 (take Fencing Grace at 1st level)/blade adept arcanist 6 (take the Spell Strike magus arcana as your exploit at arcanist 5 and the feat Extra Arcanist Exploit (Eldritch Blade) at arcanist 6)/eldritch knight. One benefit of eldritch knight is the bonus combat feats can be used for other feat choices displaced by the Dimensional Agility/Dimensional Assault/Dimensional Dervish feat chain.

TL;DR: If you want a purely martial version, go with the Teleportation Mastery route mentioned by Dasrak above. If you want a combat-capable character that can cast dimension door multiple times per day at the earliest level possible, then go with a synthesist summoner. If you are OK with waiting a bit more (10th/11th level) to qualify, then bard, magus, or eldritch knight might work.


I wrote:
If someone else DimDoors you, your round doesn't end: only the caster's Round ends. The Dimensional Agility Feats are for the caster. You don't need them if you are just the passenger.... Does anyone know of an Improved Familiar that can DimDoor? If they can, we win at D&D.

Ratlings! You have to be Chaotic Evil to have a Ratling Familiar, but they can use Dimension Door 3/day. So, your Ratling can deliver you to the sweet spot on the battlefield, and you can deliver your Full Attack (or something better if you have it.)


If you have a magic item that teleports such as Cloak of the Dark Tepestry, Shadojumper's Tunic, Ring of Return, Boots of Teleportation or a Cape of the Montebank, you can put it on your Animal Compnaion or Familiar, and they can teleport you.

A Bracelet of friends or a Ring of Transposition would work similarly, though less well because that would require your familiar to physically move to the desired spot, then teleport you.

Compared with the other magic items, the Cloak of the Dark Tapestry is so cheap, you can by a few

Grand Lodge

The nice thing about full-BAB martials is you usually only NEED power attack for damage output. The rest of your feats are supplementary unless you have other specific tactics in mind. Though in your case your specific tactic is to use DimDervish, so retraining pretty much everything except power attack isn’t really a bad thing.

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