Dimensional Jumper PP - teleporting melee character (PEACH)

Post/Author/DateTimePost
#1

emery_alan

Mar 26, 2010 21:32:18
Hello, this is my first attempt at a PP, custom-designed for a teleporting melee character. (I was hoping we'd get a Psionic Striker that could do this, but alas ...) Justification for my choices is below.

Dimensional Jumper
prerequisites: At least 3 Weapon powers and at least 3 Teleportation powers.

Features
Dimensional Blitz (11th): Once per round, when you teleport, you gain combat advantage against 1 target you teleport adjacent to until the end of your turn.

Jumper's Action (11th): When you spend an action point to take an additional action, you can teleport your speed either before or after the action.

Dimensional Adept (12th): Gain a teleportation utility power of 10th level or lower from your class or another class. If you choose a power from another class you must have at least 1 other power that shares its power source.

Blink (16th): As a move action, you can teleport 1 square.

Powers

Level 11:
Jumper's Reversal
Encounter - Arcane, Teleport, Weapon
Immediate Interrupt
Close burst 5
Special: choose the ability score you use when attacking with this power. This choice remains throughout the charcter's life.
Trigger: an enemy in the burst hits you
Target: the triggering enemy
Effect: Teleport 5, then make a Reveral Attack against the target
Reversal Attack
Melee or Ranged weapon
Attack: Ability vs AC
Hit: 1[w] + ability modifer damage

Level 20:
Omnipresent Onslaught
Daily - Arcane, Teleport, Weapon
Standard Action
Close burst 10
Special: choose the ability score you use when attacking with this power. This choice remains throughout the charcter's life.
Target: each enemy you can see in the burst
Effect: before each attack, you teleport to a space adjacent to the target, then make an Omni-Assault attack. You can only target each eligible creature once.
Effect: once you have attacked each eligible target, teleport back to your starting space.
Omni-Assault Attack
Melee weapon
Target: 1 creature
Attack: Ability vs AC
Hit: 1[w] + ability modifier damage




Justifications:
Dimensional Blitz: is similar to the Ghost Blade (swordmage) PP feature Here Nor There; that gives you CA for the next weapon attack you make before the end of your next turn.

Jumper's Action: Honored Ancestor (primal) ED feature Spirit Migration. It's a 24th level feature, but it's also a Primal, which does not have a lot of teleportation powers. Teleportation is very Arcane gimmick, and therefore I feel it would be easier for arcane characters to take advantage of.

Dimensional Adept: Admittedly, there are not a great many ways to choose a power from outside your class. However, I felt that by limiting the power to a teleportation power, and by limiting it to a class that you share a power source with, it wasn't upsetting much. I mean, you can basically pick from Dimensional Door, Warlock's Leap, Armathor's Step, and a few others.

Blink: very similar to the Warlock power Ethereal Sidestep (ph heroes), a 10th level utility. It's like getting a free utility power, but 6 levels higher than the power itself. It's also not a terribly useful power (except in a few specific situations), but very cool for teleportation addicts.

Jumper's Reversal: there are plenty of powers that let you teleport out of the way: Wizard's Escape (level 6 ... admittedly a valid choice for Dimensional Adept), and Dimensional Dodge (swordmage 10, which lets you teleport to the attacking enemy) to name 2. These are encounter powers that don't let you attack. Slaad's Gambit (Sorcerer 5) is a daily that lets you tp-dodge + attack, but it's a ranged Cha vs Will attack that deals 2d10. I felt that 8 levels later, an encounter weapon vs AC attack version was justifiable.

Omnipresent Onslaught: Back to the Ghost Blade PP, its level 20 is Omnipresent Assault. It is essentially the same power BUT: it relies on Int only, you have to be phasing or insubstantial, and it targets every enemy you can see (!!). My version lets you pick your Ability (a fair choice since this is a non-class specific PP), limits the range somewhat, and you don't have to be un-solid.


So ... what do you think?? Thanks!
#2

generalhenry

Mar 26, 2010 22:30:40
Paragon paths don't have 3E style prereqs 

they tie to class, race or power source 
#3

emery_alan

Mar 27, 2010 0:38:34
OK ... I guess 2 things, then.

First, any other feedback?

Second, I submit "Traveler's Harlequin" PP (dragon 382) that has prerequistites of 1 particular Skill, 1 particular Feat, and 1 particular role-playing decision. Also "Alchemist Savant" PP (eberron player's guide) with only 1 particular feat as a prereq.
#4

generalhenry

Mar 27, 2010 1:57:01
each of those in effect require one feat, maybe a background,  that's different from counting up powers.

imo a simple requirement of Arcane power source would be better.


The rest of it is fine. 
#5

sagil123

Mar 27, 2010 19:38:56

Jumper's Reversal seems a bit strong - you can automatically avoid a hit AND make an attack once per encounter. Maybe just make it an immediate reaction?


Blink on the other hand seems a bit weak. Maybe give it a teleport speed of 2 instead? This could turn it into a non-broken fey-charger, which seems to fit this concept rather well.

#6

emery_alan

Mar 28, 2010 20:14:02
GeneralHenry: thanks for the expanded feedback. I was reluctant to make the prereq "arcane" because I wanted any character who can teleport and make weapon attacks to be able to take this path. However, since nearly all of the teleport powers are arcane anyway, I guess it wouldn't be a big deal. Still, I want to see what anyone else thinks too.



Sagil123: as for Jumper's Reversal, the sorcerer can do it as a daily at level 5 (slaad's gambit). But I also see that at Level 10, a swordmage can do it without actually getting to attack, so maybe you're right.

On the other hand ... I never saw Fey Charger before. (It does seem broken since it doesn't expend the power). I was actually considering something like that instead of Jumper's Reversal, but I couldn't figure out how to word it. What I actually wanted was an effect like from the movie Jumper, when the emo kid charges Sam Jackson down the hall and flickers in and out of existence before punching him.

What I really wanted with that was to teleport every other square during the charge, and you can make the charge attack twice against up to 2 different targets (if the straight-line teleport takes you within range of 2 targets).

Barring that, a teleport-charge that also pushes 1 and prones the target.

Or barring that, dealing "ability mod" damage to each enemy you teleport "through" during the charge.

Do you think any of those are better or more appropriate powers? They're slightly better than the feat, but they get expended.



As for blink, I was reluctant to do an at-will teleport of 2, because you can almost always gain flanking without worrying about difficult/hindering terrain or attacks of opportunity. Maybe a slightly overpowered encounter balances out the slightly weak 16th ability?