[Class] Warper

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Prak
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Post by Prak »

I'm just a bit confused that this class doesn't have a basic psychic force attack called "Mind Bullets" when you pull a quote from Wonderboy.
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Avoraciopoctules
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Post by Avoraciopoctules »

Nice class! I've been reading a lot of Suikoden LPs lately, and I'm tempted to use something like this as an NPC if I ever run a Logistics & Dragons game using Tome rules again.

I agree with CatharzGodfoot that another kind of straightforward attack option might be nice. How about warping in some random debris to fall on enemy targets? Reflex half versus a bit of physical damage in an area?
Last edited by Avoraciopoctules on Tue Sep 17, 2013 3:24 am, edited 1 time in total.
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Vebyast
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Post by Vebyast »

Another attack option is unnecessary mechanically; between using Dispersal to teleport people up into the air for 2d6 falling damage per level and using Warp Rend for 1d8 damage per level, this class has plenty of damage available. Flavor-wise, no idea.
Last edited by Vebyast on Wed Sep 18, 2013 3:27 am, edited 1 time in total.
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Pixels
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Post by Pixels »

The flavor I put on Warp Rend is that you are teleporting little bits of their flesh away, but it could just as easily be you teleporting things INTO them, like splinters of wood, bolts, caltrops, rocks, etc. Basically, the idea was to have some way to use teleportation as a basic attack, and however you want to execute that is great by me.

@Prak_Anima: As fun as mind bullets would be, they don't fit thematically.

@codeGlaze: Feel free to use, adapt, or reproduce the class however you see fit. As far as I am concerned it is under the WTFPL. Credit would be lovely if you feel like it though.
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Post by shirak »

Teleporting things into people would allow you to teleport poison into humans, holy water into undead and silver into werewolves. Teleporting random bits of matter from the surrounding area still needs to take into account putting bits of lava into the Red Dragon.

In short, I'd say leave it as is.
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Post by JonSetanta »

"Recall" comes far too soon in my opinion.
Word of Recall does the same or similar at a much higher level.

Also, class lacks any method of dealing good damage (such as with Warp Rend) at level 1.
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Post by PhaedrusXY »

Earlier this year I found this class and really liked it, but it wasn't exactly what I needed. So I expanded it to 20 levels and rearranged things a bit. Here is the final result. You guys can feel free to tear it apart, ignore it, or whatever you want. A PC of mine has been using it in a game and so far it seems to be working OK (the game is a PbP, so not a lot has happened since we started using it unfortunately). The table is messed up. If you want to see the original and the discussion about how it was modified, you can go to the original thread here.

Warper

Image
How 'bout the power... to move you?

The Warper learns how to feel space and intuitively bend it to his will, allowing him to move he and his allies in unexpected ways, and hinder the movement and attacks of his enemies.

Ability Scores: Wisdom is the primary ability score for a Warper, as it determines the saving throw DCs of all of his abilities. Dexterity or Strength may also be important, depending on what kinds of weapons the Warper decides to focus on using.

Hit Dice: d8
Class Skills: Balance, Concentration, Disable Device, Escape Artist, Hide, Knowledge (any), Listen, Move Silently, Profession, Search, Sleight of Hand, Spellcraft, Spot, Survival, Tumble

Skills/Level: 6+Int

Weapon Proficiencies: All simple and martial weapons
Armor Proficiencies: All armor and shields (except exotics).
Alignment: Any


Level Base
Attack Bonus Fort
Save Ref
Save Will
Save Special
1st +0 +0 +2 +0 Phasing Attacks, Hammer Space, Bend Blows, Spatial Sense, Treacherous Space
2nd +1 +0 +3 +0 Warp Rift, Far Filch
3rd +2 +1 +3 +1 Recall, Dispersal
4th +3 +1 +4 +1 Reality Stutter, See the Paths
5th +3 +1 +4 +1 Warp Sense, In All Places
6th +4 +2 +5 +2 Greater Teleport, Phasing Attacks (Swift)
7th +5 +2 +5 +2 Xeno's Treadmill, Follow the Lead
8th +6/+1 +2 +6 +2 Warp Reach, Self-Flank
9th +6/+1 +3 +6 +3 Crowd Dispersal
10th +7/+2 +3 +7 +3 Universal Teleport
11th +8/+3 +3 +7 +3 Warp Lock, Unlocked Space, Phasing Attacks (Free)
12th +9/+4 +4 +8 +4 Perfect Reality Stutter
13th +9/+4 +4 +8 +4 Seize the Heart
14th +10/+5 +4 +9 +4 Co-location
15th +11/+6/+1 +5 +9 +5 Gate
16th +12/+7/+2 +5 +10 +5 Implosion
17th +12/+7/+2 +5 +10 +5 Planar Bubble
18th +13/+8/+3 +6 +11 +6 Planar Inversion
19th +14/+9/+4 +6 +11 +6 Genesis
20th +15/+10/+5 +6 +12 +6 Dimensional Being

Any Warper ability that offers a save has a DC of 10 + 1/2 character level + Wisdom modifier.

Phasing Attacks (Su): The Warper learns how cause his weapons to bypass the space occupied by his enemy's armor and natural armor, allowing him strike vital areas unhindered by much of their defenses. As a move action, he may cause his next attack to be resolved as a touch attack (melee or ranged). At 6th level, this becomes a swift action, and at 11th level, it becomes a free action.

In addition, the Warper can use this ability to bypass other obstacles, both magical and mundane. Attacks made using this ability ignore cover (including total cover, if the Warper can still accurately target), can strike incorporeal creatures with no miss chance, and can bypass effects like Wind Wall, Walls of Force, etc. The Warper's attacks can bypass up to one inch of material per class level in this way (Force effects count as 6 inches thick for this purpose). These attacks may also pass into co-terminous planes (such as the Ethereal, or the inside of a Rope Trick), but materials and effects which block teleportation and travel through the Astral plane can also block these attacks (but see Unlocked Space).

Bend Blows (Su): The Warper bends the path of incoming attacks, granting her a deflection bonus to armor class equal to half her level (rounded up).

Hammer Space (Su): At 1st level, a Warper gains access to a minor extradimensional space that she can use to store items. As a swift action she can store one unattended item which she is touching, retrieve one item from the space, or exchange one item which she is touching with an item already stored in the space. The space can store up to a maximum of her class level plus Wisdom modifier in items, each of which must weigh no more than her heavy load. A willing creature can also be stored in place of an item, but there is no air in the extradimensional space and the creature must hold its breath until retrieved.

When using this ability to exchange one item for another (such as replacing an original document with a Forgery), anyone witnessing the exchange must make a Spot check (DC 10+ 1/2 the Warper's level + the Warper's wisdom modifier) or fail to notice the exchange. Do note that this initial check only determines whether the action of exchanging the items is noticed, not whether the difference between the items is identified.

At 3rd level, this becomes a free action but is still usable only once per round.

At 6th level, the Warper may retrieve or stow up to her class level in items each round as a free action, as long as they are each touched by her during the exchange (or already in the Hammer Space).

Treacherous Space (Su): At 1st level, a Warper can make space around her bend in uncomfortable ways, making movement difficult. She can create an aura that causes enemies to treat all squares near her as difficult terrain. Unlike normal difficult terrain, this also affects flying and incorporeal creatures. The maximum radius of this ability is 5' per two class levels (rounded up), but the Warper may reduce the size to as little as she likes when she first activates the aura, or as a swift action after it is active. This aura is also activated or deactivated as a swift action, but requires no actions to maintain.

Spatial Sense (Su): At 1st level, a Warper gains an intuitive sense for the surrounded space. She is always aware of all open spaces within 10' per class level, as well as any dimensional anomalies like invisible portals (even inactive ones), dimensionally locked spaces, etc. This special sense does not require Line of Effect, and extends into any coterminous planes of existence.

This ability also allows the Warper to detect difficult traps within her Spatial Sense (as the rogue's Trapfinding ability), but she still needs to make a normal Search check to notice them if they do not include some kind of dimensional anomaly.

Warp Rift (Su): At 2nd level, a Warper can create invisible holes in space that unwary creatures may fall through. As an immediate action the Warper can create a Warp Rift which connects any two squares within Short range. Any creature stepping into either one of those squares then must make a Reflex save or be instantly teleported to the other one. Each Warp Rift lasts for 1 minute per Warper level and then dissipates. A Warper may ignore the effects of Warp Rifts if he chooses, and his Spatial Sense ability also allows him to see them. Neither end of the Warp Rift may be created inside of a solid object, but they may be created in a square in which a creature is currently standing. If so, the creature must make an immediate Reflex save or be instantly transported to the other end of the Warp Rift. If at any time the space a creature is arriving at is occupied, then they are instead transported into the nearest open space.

Far Filch (Su): At 2nd level, a Warper learns how to teleport items from her enemy's hands into hers. As a move action she can teleport an item within Close range to her hands. If the item is attended, the holder receives a Reflex save to negate.

Dispersal (Su): At 3rd level, a Warper learns to teleport creatures short distances at will. As an attack action (which may take the place of a single attack within a full attack) she may teleport any creature within Short range of her to any other location within short range. The Warper must be able to see the intended destination. The target receives a Will save to negate this effect. Any attempt to teleport a target inside a solid object immediately fails.

Recall (Su): At 3rd level, a Warper can attune herself to a safe location. Doing so takes an hour of meditation at the site. Afterwords the Warper can teleport herself to the site with a standard action, regardless of distance or even if the site is on a different plane. A Warper may have a number of sites attuned equal to her level at any given time, and may replace a previously attuned location with a new one as part of the hour of meditation to attune the new site.

Reality Stutter (Su): At 4th level, a Warper can continually teleport in place, flckering in and out of reality. This provides the benefits of Blink. The Warper can choose to suppress or restart this ability as a swift action.

See the Paths (Su): At 4th level, a Warper continually emanates an Anticipate Teleportation (SpC) effect within 30'. The Warper can choose to exclude any creature or object from the effects of this ability, if she wishes (even if she is unsure whom or what the incoming target is). In addition, the Warper is immune to the effects of Anticipate Teleportation and Greater Anticipate Teleportation, and neither warns the caster nor is delayed by the spell.

Warp Sense (Ex): By 5th level, the Warper's sense of the space around him has become honed to the point that he can sense the distortions in it caused by creatures and objects. He gains the effect of a Burrowing Transdimensional Touchsight out to 10' per class level as a constant effect. He may use his Warper level in place of ranks in Psicraft for the check for Burrowing.

In All Places (Ex): At 5th level, a Warper's location is so unstable from continual teleportation that she becomes hard to locate with magic. She continually benefits from the effects of Nondetection, with a caster level equal to her character level.

Greater Teleport (Su): At 6th level, a Warper can use Greater Teleport at will, though she can only transport herself and her equipment with this ability.

Follow the Lead (Su): At 7th level, a Warper can follow foes across the cosmos. If a creature within Long range is affected by a teleportation spell or effect, the Warper may teleport to any open space within Close range of the transported creature's new location as an immediate action.

Xeno's Treadmill (Su): At 7th level, the Warper may as a free action choose one creature or object that he can see/sense. The creature/object is considered to be infinitely far from him for the purposes of all attacks or spells they target him with until the beginning of his next turn. Any attacks it uses against him seem to move progressively slower as they approach, stopping when they reach halfway. This even applies to attacks that they make while adjacent to him or in his space. If the target tries to approach the Warper bodily, they also get progressively slower but never reach him as well.

Strangely, this has no affect at all on their capacity to attack or approach anyone else, including allies who are adjacent to the Warper. Any abilities which allow the target to teleport, or bypass intervening space with their attacks (such as a Sharn's hex portals), also allow them to also bypass this ability. Only one target may be affected by this ability at a time.

Warp Reach (Su): By 8th level, due to transient distortions that the Warper causes in the space around him, he is able to attack creatures farther away than he should be able to. His reach extends by 5'.

Self-Flank (Su): At 8th level, by warping space, you are able to hit an enemy from all sides at the same time. You no longer need an ally to be considered flanking any target you attack.

Crowd Dispersal (Su): At 9th level, a Warper can affect all creatures within Close range with Dispersal as a Move action.

Universal Teleport (Su): At 10th level, a Warper's teleportation can reach any corner of the multiverse. As a standard action she can teleport a touched creature anywhere on any plane. An unwilling target receives a Will save to negate this effect. If a group of creatures links hands with the Warper, the Warper may instead teleport them all at once (up to one per Warper level).

Warp Lock (Su): At 11th level, a Warper has such control over the paths of teleportation that she can twist her enemies escape plans to her advantage. Whenever a creature within Long range uses a teleportation spell or effect, the Warper may redirect the creature to any other open space in Long range as a free action (even if it isn't the Warper's turn).

Unlocked Space (Ex): At 11th level, nothing stands in the way of a Warper's teleportations. The Warper's abilities ignores all affects that specifically prevent teleportation or dimensional travel. This includes affects such as Dimensional Anchor and the Monk's Grand Master Style that stops teleportation, but not generic affects that prevent using spell-like/supernatural abilities (such as Anti-magic Field) or prevent you from taking actions (such as being stunned). He or she is also permanently under the effects of Freedom of Movement, as her teleportation abilities allow her to slip any impediment or bonds.

Perfect Reality Stutter (Su): At 12th level, a Warper is perfectly in tune with her teleportation. When she uses Reality Stutter, she acts as if under the effect of Greater Blink (SpC) instead of Blink.

Seize the Heart (Su): At 13th level, a Warper gains incredibly fine control over their teleportations, and may remove vital parts of a creature's anatomy. This works as the psi-power Decerebrate, except as follows:
1) at the Warper's option, he may instead render the target dead rather than catatonic by removing its heart, entire brain, or another vital organ. This only kills or completely incapacitates creatures with a definable anatomy which have vital organs or components that they cannot function without (usually this means that they aren't immune to critical hits. in questionable cases, the DM may ask for an appropriate Knowledge check).

2) However, it may also be used to excise a portion of an inanimate object (up to 1 cubic foot per Warper level), or of a creature which is immune to critical hits. In such cases, it does 1d6 damage per Warper level, and may also produce one of the following effects:


Blind, Deaf, and Mute: You remove the creature's head. It can no longer see, hear or speak (unless it doesn't need a head for that).
Lame: You remove part or all of a creature's leg. It's movement speed is reduced to 1/4th normal, and it loses its Dexterity bonus to AC.
Missing Arm: The creature loses the function of any natural weapons associated with one of its limbs (which can be a tentacle or whatever). If it was holding a weapons or other object in that limb, it may appear in the Warper's hand if desired.

Surgical removal of other body parts is possible, depending on the creature's anatomy (removing specific eyestalks of a beholder, etc), but the specific penalties or other consequences will be up to the DM.

Co-location (Su): At 14th level, the Warper gains the ability to exist in two locations at once. This ability may be activated or deactivated as a free action (once per round), and may only be used for one round per Warper level per day (minimum 1 round duration). This effectively creates a duplicate of the Warper anywhere he wishes, even on another plane of existence. This duplicate has the full range of all the Warper's capabilities, including those from magic items and special abilities, and its own full set of actions each round.

However, this is not really a "duplicate". Both copies are actually the same individual, so any effect which affects one of them also affects the other automatically, including damage taken, charges used from magic items (or items which are destroyed or disarmed), etc. They also share completely their full sensory inputs (so they both see what the other sees, etc). When the Warper ends this effect (or when one of the two versions are killed), he must choose which copy is the "real" version. The other disappears.

Gate (Su): At 15th level, the Warper's mastery of space has become complete. He may use the travel of the Gate spell as a spell-like ability at will.

Implosion (Su): At 16th level, the Warper learns to open a tiny tear in space which can suck in an enemy, crushing them as they pass through it, and depositing their remains into the inter-planar void. He can use Implosion at will as a spell-like ability. In addition, this ability may target an object of up to 10 cubic feet per Warper level.

Planar Bubble (Su): At 17th level, the Warper may duplicate the effects of a Planar Bubble spell, at will. However, the Warper can choose to emulate any plane he wishes (not simply his native plane), and he and any allies he designates are treated as natives of whatever plane he chooses to emulate.

Planar Inversion (Su): At 18th level, the Warper may permanently swap out a piece of one plane with a piece of another one. This affects 100' radius centered on the Warper, and is usable at will. So yes, given enough time he could turn the entire Material Plane into the Plane of Fire, or whatever. Hopefully someone stops him before his madness is finished if he tries that, though. :)

Genesis (Su): At 19th level, the Warper may use Genesis as a SLA once per day. This costs him no XP.

Dimensional Being (Ex): At 20th level, the Warper permanently transcends the limitations of space. He may now use Greater Teleport as a free action, even if it is not his turn. He may even use this as a reaction to avoid attacks, but only if he can perceive the attacker somehow and is not flat-footed. He also counts as being in all places at once, or no place, at all times, whichever is most beneficial to him. This basically lets him choose whether to be affected by any effects for which he is targeted with, or choose to be within the area of area affects, or not. This includes mundane attacks as well as all magical effects.
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Post by ubernoob »

Xeno's Treadmill (Su): At 7th level, the Warper may as a free action choose one creature or object that he can see/sense. The creature/object is considered to be infinitely far from him for the purposes of all attacks or spells they target him with until the beginning of his next turn. Any attacks it uses against him seem to move progressively slower as they approach, stopping when they reach halfway. This even applies to attacks that they make while adjacent to him or in his space. If the target tries to approach the Warper bodily, they also get progressively slower but never reach him as well.
No save "You can't harm me" ability at level seven?
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Post by JonSetanta »

ubernoob wrote:
Xeno's Treadmill (Su): At 7th level, the Warper may as a free action choose one creature or object that he can see/sense. The creature/object is considered to be infinitely far from him for the purposes of all attacks or spells they target him with until the beginning of his next turn. Any attacks it uses against him seem to move progressively slower as they approach, stopping when they reach halfway. This even applies to attacks that they make while adjacent to him or in his space. If the target tries to approach the Warper bodily, they also get progressively slower but never reach him as well.
No save "You can't harm me" ability at level seven?
It seems like an endgame ability. Level 20.
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Post by PhaedrusXY »

Suggestions for fixing it? I like the flavor, and while I can pretty easily handle it as the DM by just having more than one enemy, giving enemies teleportation abilities, etc, I can understand why it is probably too strong as-is, especially at that level.

Other thoughts?
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Post by Maxus »

edit: doublepost
Last edited by Maxus on Thu Nov 21, 2013 6:43 pm, edited 1 time in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Post by Maxus »

PhaedrusXY wrote:Suggestions for fixing it? I like the flavor, and while I can pretty easily handle it as the DM by just having more than one enemy, giving enemies teleportation abilities, etc, I can understand why it is probably too strong as-is, especially at that level.

Other thoughts?
Make it a full-round action so you can null someone out at the cost of having to do nothing but that.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Post by JonSetanta »

PhaedrusXY wrote:Suggestions for fixing it? I like the flavor, and while I can pretty easily handle it as the DM by just having more than one enemy, giving enemies teleportation abilities, etc, I can understand why it is probably too strong as-is, especially at that level.

Other thoughts?
Look at the Psionic specialization for psychoportation. Copy those abilities.
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Post by PhaedrusXY »

What about if I change it to something radically nerfed, but still fitting the same fluff, like: as an immediate action you may double the effective distance between you and an enemy. So it takes them twice as much movement to reach you as it should, etc. This would include reach, so enemies without reach or ranged attacks would not be able to attack you at all in melee.

Is this too weak? Too strong? Would it be too strong if it affected everyone attacking the Warper (and not requiring an action)?
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Post by ubernoob »

PhaedrusXY wrote:What about if I change it to something radically nerfed, but still fitting the same fluff, like: as an immediate action you may double the effective distance between you and an enemy. So it takes them twice as much movement to reach you as it should, etc. This would include reach, so enemies without reach or ranged attacks would not be able to attack you at all in melee.

Is this too weak? Too strong? Would it be too strong if it affected everyone attacking the Warper (and not requiring an action)?
Honestly the whole ability seems like it's going to lead to arguments at the table no matter how you phrase it. I'd just give the class miss chance against ranged attacks or some shit. D&D does not handle being told "you are actually twice as far away" after the attack is declared well.
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Post by Pixels »

Just a minor nitpick: you switch gender pronouns throughout, because the bits I wrote use female pronouns, while the bits you wrote use male pronouns.

You clarified a few of the abilities nicely, e.g. Spatial Sense. Mind if I nab your wording?
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Post by PhaedrusXY »

Pixels wrote:Just a minor nitpick: you switch gender pronouns throughout, because the bits I wrote use female pronouns, while the bits you wrote use male pronouns.

You clarified a few of the abilities nicely, e.g. Spatial Sense. Mind if I nab your wording?
Of course not.
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Post by CatharzGodfoot »

Starting at 3rd level you carry a bunch of iron coffins in an extradimensional space and rock out with your creepy at-will SoD.

Everything else is really just gravy, but blink gives you a decent defense. At 5th level you are never ever surprised again. At 6th level you get greater teleport at will (the limitation is completely pointless since you can stash anything you want in the extradimensional space along with all the dead bodies).

It's hard to follow that up with +5' to reach and auto-flanking and make anyone excited. After all, everyone is already flat-footed to your blinking self.
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Post by ubernoob »

PhaedrusXY wrote: Phasing Attacks (Su): The Warper learns how cause his weapons to bypass the space occupied by his enemy's armor and natural armor, allowing him strike vital areas unhindered by much of their defenses. As a move action, he may cause his next attack to be resolved as a touch attack (melee or ranged). At 6th level, this becomes a swift action, and at 11th level, it becomes a free action.
Pretty reasonable on a class with medium bab and no bonus dice. This way you can power attack at least to scale your damage.
In addition, the Warper can use this ability to bypass other obstacles, both magical and mundane. Attacks made using this ability ignore cover (including total cover, if the Warper can still accurately target), can strike incorporeal creatures with no miss chance, and can bypass effects like Wind Wall, Walls of Force, etc. The Warper's attacks can bypass up to one inch of material per class level in this way (Force effects count as 6 inches thick for this purpose). These attacks may also pass into co-terminous planes (such as the Ethereal, or the inside of a Rope Trick), but materials and effects which block teleportation and travel through the Astral plane can also block these attacks (but see Unlocked Space).
I don't see this being particularly story breaking, except that you can't be thrown in jail. Then again, if a class called Warper could be thrown in jail it wouldn't be performing as advertised.
Bend Blows (Su): The Warper bends the path of incoming attacks, granting her a deflection bonus to armor class equal to half her level (rounded up).
Twice as good as a deflection item. No biggie.
Hammer Space (Su): At 1st level, a Warper gains access to a minor extradimensional space that she can use to store items. As a swift action she can store one unattended item which she is touching, retrieve one item from the space, or exchange one item which she is touching with an item already stored in the space. The space can store up to a maximum of her class level plus Wisdom modifier in items, each of which must weigh no more than her heavy load. A willing creature can also be stored in place of an item, but there is no air in the extradimensional space and the creature must hold its breath until retrieved.
Looks neat. No complaints.
When using this ability to exchange one item for another (such as replacing an original document with a Forgery), anyone witnessing the exchange must make a Spot check (DC 10+ 1/2 the Warper's level + the Warper's wisdom modifier) or fail to notice the exchange. Do note that this initial check only determines whether the action of exchanging the items is noticed, not whether the difference between the items is identified.
The class is 6+int. I don't see why you couldn't just use sleight of hand. In any case, since this is a skill DC and not a save DC it should scale by 1/level at least to not fall off the RNG. Everyone puts ranks into spot.
At 3rd level, this becomes a free action but is still usable only once per round.
Not sure how this makes a difference, but cool.
At 6th level, the Warper may retrieve or stow up to her class level in items each round as a free action, as long as they are each touched by her during the exchange (or already in the Hammer Space).
OK, so you can pop your whole party into combat as a swift action at sixth level (I assume your party has found a way to deal with the lack of air at this point).
Treacherous Space (Su): At 1st level, a Warper can make space around her bend in uncomfortable ways, making movement difficult. She can create an aura that causes enemies to treat all squares near her as difficult terrain. Unlike normal difficult terrain, this also affects flying and incorporeal creatures. The maximum radius of this ability is 5' per two class levels (rounded up), but the Warper may reduce the size to as little as she likes when she first activates the aura, or as a swift action after it is active. This aura is also activated or deactivated as a swift action, but requires no actions to maintain.
OK, our first combat ability. Off the top of my head, this means you are immune to charges forever and ever starting at level 1. I think this ability should be moved deeper into the class. Maybe level 4 or so? Just seems like "I am immune to charges" is too strong of an ability to give at first level.
Spatial Sense (Su): At 1st level, a Warper gains an intuitive sense for the surrounded space. She is always aware of all open spaces within 10' per class level, as well as any dimensional anomalies like invisible portals (even inactive ones), dimensionally locked spaces, etc. This special sense does not require Line of Effect, and extends into any coterminous planes of existence.

This ability also allows the Warper to detect difficult traps within her Spatial Sense (as the rogue's Trapfinding ability), but she still needs to make a normal Search check to notice them if they do not include some kind of dimensional anomaly.
More rogue niche stuff. I agree with this.
Warp Rift (Su): At 2nd level, a Warper can create invisible holes in space that unwary creatures may fall through. As an immediate action the Warper can create a Warp Rift which connects any two squares within Short range. Any creature stepping into either one of those squares then must make a Reflex save or be instantly teleported to the other one. Each Warp Rift lasts for 1 minute per Warper level and then dissipates. A Warper may ignore the effects of Warp Rifts if he chooses, and his Spatial Sense ability also allows him to see them. Neither end of the Warp Rift may be created inside of a solid object, but they may be created in a square in which a creature is currently standing. If so, the creature must make an immediate Reflex save or be instantly transported to the other end of the Warp Rift. If at any time the space a creature is arriving at is occupied, then they are instead transported into the nearest open space.
At will immediate action save (reflex) vs be teleported away. So more fuck yous to melees. I think this is a little powerful at level 2, maybe make it a standard action (so you can still say fuck you to melees, but you have to ready an action at least).
Far Filch (Su): At 2nd level, a Warper learns how to teleport items from her enemy's hands into hers. As a move action she can teleport an item within Close range to her hands. If the item is attended, the holder receives a Reflex save to negate.
OK, so now we have immediate action save vs reposition (better than any bullrush build ever), and now a move action save vs lose your weapon/implement/whatever. Seems like a lot of CC to have at level 2. The wizard is rocking grease and color spray, and those aren't at will.
Dispersal (Su): At 3rd level, a Warper learns to teleport creatures short distances at will. As an attack action (which may take the place of a single attack within a full attack) she may teleport any creature within Short range of her to any other location within short range. The Warper must be able to see the intended destination. The target receives a Will save to negate this effect. Any attempt to teleport a target inside a solid object immediately fails.
Conditional save or lose as an attack option. I'd add a clause about not being able to teleport them into the air. If that is your intention for warpers to be teleporting people high in the sky for falling damage, that's basically a save or die instead of a save or lose and should be switched to a standard action at the very least.
Recall (Su): At 3rd level, a Warper can attune herself to a safe location. Doing so takes an hour of meditation at the site. Afterwords the Warper can teleport herself to the site with a standard action, regardless of distance or even if the site is on a different plane. A Warper may have a number of sites attuned equal to her level at any given time, and may replace a previously attuned location with a new one as part of the hour of meditation to attune the new site.
Kinda videogamey, but this has huge story potential. I like it.
Reality Stutter (Su): At 4th level, a Warper can continually teleport in place, flckering in and out of reality. This provides the benefits of Blink. The Warper can choose to suppress or restart this ability as a swift action.
You get continuous blink effect before a wizard, but you also don't get solid fog at all. This will automatically win some published adventures, but other than that I don't see a problem. Just, something the DM has to think about when writing the story.
See the Paths (Su): At 4th level, a Warper continually emanates an Anticipate Teleportation (SpC) effect within 30'. The Warper can choose to exclude any creature or object from the effects of this ability, if she wishes (even if she is unsure whom or what the incoming target is). In addition, the Warper is immune to the effects of Anticipate Teleportation and Greater Anticipate Teleportation, and neither warns the caster nor is delayed by the spell.
I do not have my Spell Compendium on me, but IIRC, the way this would work is that anyone you tagged with any of your teleportation abilities would get delayed for one round before the teleport finished. Since you have teleports as attack options, move actions, and immediate actions, this will effectively let you juggle 2+ enemies every combat even if half the enemies are making their saves. I may be wrong on how that works, but if I'm right you might want to make a note about Warpers not being able to trigger it with their own abilities.
Warp Sense (Ex): By 5th level, the Warper's sense of the space around him has become honed to the point that he can sense the distortions in it caused by creatures and objects. He gains the effect of a Burrowing Transdimensional Touchsight out to 10' per class level as a constant effect. He may use his Warper level in place of ranks in Psicraft for the check for Burrowing.
Touchsight is literally the best third level power printed. And you're giving it as a supernatural ability the same level a psion can get it. With metapsionics. Touchsight says "NO U" to the hiding rules as it is. Move this shit back. Fifth level is way too early for continuous touchsight. Make it like level seven at least. Touchsight is basically foresight and true sight at the same time. That's ok because of the range limitation and the fact that psions don't get foresight, but to hand it out at fifth level is just too much.
In All Places (Ex): At 5th level, a Warper's location is so unstable from continual teleportation that she becomes hard to locate with magic. She continually benefits from the effects of Nondetection, with a caster level equal to her character level.
No biggie.
Greater Teleport (Su): At 6th level, a Warper can use Greater Teleport at will, though she can only transport herself and her equipment with this ability.
Well, your allies can be brought out of hammer space as a free action, so this limitation is not actually a limitation. As soon as you hit sixth level you hit scry and die territory. Personally, I don't like playing in those games. Leads to too many cops and robbers arguments.
Follow the Lead (Su): At 7th level, a Warper can follow foes across the cosmos. If a creature within Long range is affected by a teleportation spell or effect, the Warper may teleport to any open space within Close range of the transported creature's new location as an immediate action.
OK.
Xeno's Treadmill (Su): At 7th level, the Warper may as a free action choose one creature or object that he can see/sense. The creature/object is considered to be infinitely far from him for the purposes of all attacks or spells they target him with until the beginning of his next turn. Any attacks it uses against him seem to move progressively slower as they approach, stopping when they reach halfway. This even applies to attacks that they make while adjacent to him or in his space. If the target tries to approach the Warper bodily, they also get progressively slower but never reach him as well.

Strangely, this has no affect at all on their capacity to attack or approach anyone else, including allies who are adjacent to the Warper. Any abilities which allow the target to teleport, or bypass intervening space with their attacks (such as a Sharn's hex portals), also allow them to also bypass this ability. Only one target may be affected by this ability at a time.
I plain don't like this ability. "Infinitely far away" is just garbage wording. Spot checks get a -1 per 10 feat, so the enemy would not only be unable to target you, they would be unable to see you. Yeah, they can just target your teammates, but being immune to every BBEG forever... I just don't like it. I heartily suggest you just replace this with a SoL. Wizards just got phantasmal killer (save either of two saves or die), so if your ability is better than that you're giving too powerful of an ability too early.
Warp Reach (Su): By 8th level, due to transient distortions that the Warper causes in the space around him, he is able to attack creatures farther away than he should be able to. His reach extends by 5'.
Sure ok.
Self-Flank (Su): At 8th level, by warping space, you are able to hit an enemy from all sides at the same time. You no longer need an ally to be considered flanking any target you attack.
You don't have sneak attack dice or anything else that requires flanking. Whatever.
Crowd Dispersal (Su): At 9th level, a Warper can affect all creatures within Close range with Dispersal as a Move action.
See the above comments about indefinite action juggling.
Universal Teleport (Su): At 10th level, a Warper's teleportation can reach any corner of the multiverse. As a standard action she can teleport a touched creature anywhere on any plane. An unwilling target receives a Will save to negate this effect. If a group of creatures links hands with the Warper, the Warper may instead teleport them all at once (up to one per Warper level).
OK.
Warp Lock (Su): At 11th level, a Warper has such control over the paths of teleportation that she can twist her enemies escape plans to her advantage. Whenever a creature within Long range uses a teleportation spell or effect, the Warper may redirect the creature to any other open space in Long range as a free action (even if it isn't the Warper's turn).
OK.
Unlocked Space (Ex): At 11th level, nothing stands in the way of a Warper's teleportations. The Warper's abilities ignores all affects that specifically prevent teleportation or dimensional travel. This includes affects such as Dimensional Anchor and the Monk's Grand Master Style that stops teleportation, but not generic affects that prevent using spell-like/supernatural abilities (such as Anti-magic Field) or prevent you from taking actions (such as being stunned). He or she is also permanently under the effects of Freedom of Movement, as her teleportation abilities allow her to slip any impediment or bonds.
"I can do my schtick." OK.
Perfect Reality Stutter (Su): At 12th level, a Warper is perfectly in tune with her teleportation. When she uses Reality Stutter, she acts as if under the effect of Greater Blink (SpC) instead of Blink.
OK.
Seize the Heart (Su): At 13th level, a Warper gains incredibly fine control over their teleportations, and may remove vital parts of a creature's anatomy. This works as the psi-power Decerebrate, except as follows:
1) at the Warper's option, he may instead render the target dead rather than catatonic by removing its heart, entire brain, or another vital organ. This only kills or completely incapacitates creatures with a definable anatomy which have vital organs or components that they cannot function without (usually this means that they aren't immune to critical hits. in questionable cases, the DM may ask for an appropriate Knowledge check).

2) However, it may also be used to excise a portion of an inanimate object (up to 1 cubic foot per Warper level), or of a creature which is immune to critical hits. In such cases, it does 1d6 damage per Warper level, and may also produce one of the following effects:
And we get our first clearly defined attack that isn't "Indefinite action juggling" at level 13. I'd like to see fewer action juggle abilities (or move them back) and more stuff like this.
Blind, Deaf, and Mute: You remove the creature's head. It can no longer see, hear or speak (unless it doesn't need a head for that).
Lame: You remove part or all of a creature's leg. It's movement speed is reduced to 1/4th normal, and it loses its Dexterity bonus to AC.
Missing Arm: The creature loses the function of any natural weapons associated with one of its limbs (which can be a tentacle or whatever). If it was holding a weapons or other object in that limb, it may appear in the Warper's hand if desired.
OK. so you have the option of crippling them instead of killing them if you want. Kinda gorey, but regenerate/heal/reincarnate/etc exist.
Surgical removal of other body parts is possible, depending on the creature's anatomy (removing specific eyestalks of a beholder, etc), but the specific penalties or other consequences will be up to the DM.

Co-location (Su): At 14th level, the Warper gains the ability to exist in two locations at once. This ability may be activated or deactivated as a free action (once per round), and may only be used for one round per Warper level per day (minimum 1 round duration). This effectively creates a duplicate of the Warper anywhere he wishes, even on another plane of existence. This duplicate has the full range of all the Warper's capabilities, including those from magic items and special abilities, and its own full set of actions each round.

However, this is not really a "duplicate". Both copies are actually the same individual, so any effect which affects one of them also affects the other automatically, including damage taken, charges used from magic items (or items which are destroyed or disarmed), etc. They also share completely their full sensory inputs (so they both see what the other sees, etc). When the Warper ends this effect (or when one of the two versions are killed), he must choose which copy is the "real" version. The other disappears.
I don't like this. Cops and Robbers arguments about "simultaneous" and such nonsense. I'd rather you just give the class the ability to declare he has a Clone (per the spell) laying around and flavor it as this. Just randomly destroying the action economy is dumb. It wasn't a good idea when they printed synchronicity, it wasn't a good idea when wizards shapechanged into chronotyrns, and it wasn't a good idea when they printed swiftblades. But frankly, that seems to be most of your classes abilities. I think I disagree with writing a class around destroying the action economy on principal. Moving on.
Gate (Su): At 15th level, the Warper's mastery of space has become complete. He may use the travel of the Gate spell as a spell-like ability at will.
OK.
Implosion (Su): At 16th level, the Warper learns to open a tiny tear in space which can suck in an enemy, crushing them as they pass through it, and depositing their remains into the inter-planar void. He can use Implosion at will as a spell-like ability. In addition, this ability may target an object of up to 10 cubic feet per Warper level.
No complaints.
Planar Bubble (Su): At 17th level, the Warper may duplicate the effects of a Planar Bubble spell, at will. However, the Warper can choose to emulate any plane he wishes (not simply his native plane), and he and any allies he designates are treated as natives of whatever plane he chooses to emulate.
Oh god no. Argue with your DM about planar effects? I wish they had never printed that spell. Just asking for a headache.
Planar Inversion (Su): At 18th level, the Warper may permanently swap out a piece of one plane with a piece of another one. This affects 100' radius centered on the Warper, and is usable at will. So yes, given enough time he could turn the entire Material Plane into the Plane of Fire, or whatever. Hopefully someone stops him before his madness is finished if he tries that, though. :)

Genesis (Su): At 19th level, the Warper may use Genesis as a SLA once per day. This costs him no XP.

Dimensional Being (Ex): At 20th level, the Warper permanently transcends the limitations of space. He may now use Greater Teleport as a free action, even if it is not his turn. He may even use this as a reaction to avoid attacks, but only if he can perceive the attacker somehow and is not flat-footed. He also counts as being in all places at once, or no place, at all times, whichever is most beneficial to him. This basically lets him choose whether to be affected by any effects for which he is targeted with, or choose to be within the area of area affects, or not. This includes mundane attacks as well as all magical effects.
"You win the game at level 18" would have been easier to write.


In summary: Kind of shits all over melee challenges at levels before you should be able to beat them categorically. The attacks are weird (you don't have any attacks beyond teleporting people into the sky until level 13), but no one can ever ever ever get into melee with you. And you have a no save "Immune to one enemy" every combat starting at level seven, so from then on you just beat outright any challenge that has low amounts of enemies ("I am immune tot he strongest one, and I action juggle the other 4").

Since you went beyond just teleportation/travel and are going into action economy stuff, why not just give the class appropriate save or loses that are standard actions instead of this move action/immediate action stuff? I don't care if you give slow as a supernatural ability at level 5 since slow doesn't do any damage, has a short range, and you can't make anyone more slowed than slowed.

I may be wrong in my interpretation of how one or more things work, and if so please clarify in the writing. Looks overall interesting and unique, so that's better than 90% of homebrew stuff, but it looks like it destroys the action economy worse than a wizard and that seems bad.
ubernoob
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Post by ubernoob »

Where I think you could have flavor justification for giving it abilities that are not "Indefinite action juggle" --

Horizon Walker. In the DMG. "I travel, so I pick up themed abilities from Positive energy plane/demons/etc"

That would give you a whole set of options that are not "break the action economy" and still stay in the same flavor.
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Midnight_v
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Post by Midnight_v »

codeGlaze wrote:Mind if I put this up for inclusion in the current Tome PDF project?
Ewwww :razz:
Don't hate the world you see, create the world you want....
Dear Midnight, you have actually made me sad. I took a day off of posting yesterday because of actual sadness you made me feel in my heart for you.
...If only you'd have stopped forever...
PhaedrusXY
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Post by PhaedrusXY »

Thanks for the detailed review ubernoob. Yes, the class gets a bunch of action economy shenanigans, but since that's about all it gets (other than being the party's magic schoolbus) until later in the game, I'm OK with this.

For now, I am just adding a saving throw to Xeno's Paradox, and clarifying that the Warper can't teleport people into the air (I thought that was included in one of the writeups of how teleportation abilities work in general, but I guess it's specific only to spells). I may make further modifications when I have time.
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Post by Ice9 »

Teleportation spells can totally put people in the air; it's summoning that can't.

And actually, the class does have a direct attack before Seize the Heart. Universal Teleport lets you stick your enemies in the sun - or for that matter, the sun on some other plane. Which makes StH almost pointless, but it's a different kind of save and you get to keep their loot, so sure.
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Post by ubernoob »

PhaedrusXY wrote:Thanks for the detailed review ubernoob. Yes, the class gets a bunch of action economy shenanigans, but since that's about all it gets (other than being the party's magic schoolbus) until later in the game, I'm OK with this.
Have you playtested this? With actual people? Especially considering the anticipate teleport combo. Like, it may seem ok in theory (it doesn't instantly win the combat by itself like a grapplemancer does), but the reality seems like it's going to be a headache at the table for everyone. My complaint isn't "your class is better than CoDzilla," but "your class looks like it will cause even more problems at the table than Codzilla."

I don't expect combat not to be complicated at level 15, because that's crazytown levels. But you should definitely sit down with a couple buddies and playtest it at levels 4, 7, 11 just to be sure the action juggling isn't too much of a headache.

Now, this is a complaint I would also make of any class built around summoning hordes of minions (bogging down the table), so take that for what it is worth. In my book, streamlined play is an important design goal and it looks like your class fails that as written.
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Post by PhaedrusXY »

I am DMing a PbP with a guy playing one. The PCs are currently level 10, and have had one combat. I'm about to have one more against this guy one on one, since he split up from the party and an enemy has been watching and is going to take the opportunity to try and gank him. :biggrin: As far as evaluating it, things are complicated by the fact that everyone has a fair amount of homebrew in their characters, with quite a bit of it having been previously untested.

So it's been quite an adventure, both IC and OOC, but we're all having fun I think. The first battle spanned a couple of planes of existence, and took them through the whirling chaos of Limbo, a tornado (which was a portal), and into the middle of a raging battle in Ysgard. :viking: Due to some really crappy rolls on my part, the enemy didn't manage to do much to them, but did survive several rounds at least (which is more than most can claim vs. a party of 10th level Tome PCs :P ).
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