Pathfinder 2e Teleporting Homebrew

by hdbdgthwf

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Improved Thaumaturge Mirror

Reach Mirror‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ or ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Feat ‎ 1

Flourish Magical Manipulate Spellshape

‎ ‎ ‎ ‎ When you create a mirror duplicate, you may extend the range at which it is made. If the next action you use is Mirror's Reflection, you may increase the range which it may be created by 30 feet.

You may use this activity as a Free Action if you make a DC 11 Flat Check the next time you use Mirror's Reflection. On a fail, your Mirror is instead created 10 feet away from the intended location in a space your GM decides. This space cannot be in another object or creature, though can be in the air.

You may not use Reach Mirror while Immobilized.

Design Philosophy

‎ ‎ ‎ ‎ This feat was used to grant more mobility to what is normally a very stuck-in-place martial. Working similarly to meta-magic, the ability simply modifies an existing action, making it, in effect, a 2-action stride.

What differs from actually being a stride is that, on top of the movement benefit, it allows for a character to use their melee attacks in a fairly wide berth, rather than just 15 feet. While this does eliminate the potential for self-flanking, it does help improve reach, and thus mobility! The downside, however, is that because it is 2 actions, I cannot use it, then attack, then stride, so I am in the middle of a place I do not want to be, and will likely absorb a lot of attacks. While not the end of the world, it is also not a get out jail free card. I could, of course, stride twice instead of this (going 5 feet further than I could with this) but this offers some other possiblities.

The second paragraph offers a solution I thought would be interesting, allowing the 2-action mirror to become just 1, at the cost of a 50/50 risk of misplacing myself and likely being in a worse situation.

The traits I gave it are also important. Spellshape dictates a small handful of counters and eliminates some abuse cases, while Magical is kinda a given. Manipulate, on the other hand, allows any creature with a Opportunity Attack reaction to get their licks in. Flourish means I can only do it once, and not stack movements! I think they help add in some balance which may not be apparent. The fact it cannot be used while Immobilized prevents it from cheesing Grapples, and when restrained.

Reflavoured 'Fly' Feat Tree - Fetchling Teleport

Alternate Lightning Dash + Kineticist Dedication

‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎Infinite Psi Cantrip Amp

Infinite Mindscape ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Feat ‎ 4

Manipulate Occult Psychic Spellshape

‎ ‎ ‎ ‎ Choose one Psi Cantrip which is granted by your Conscious mind. (Tesseract Tunnel and Warp Step) If your next activity is spent to cast that spell, and it has a casting time less than 3 actions, you may gain the benefit of its amp effect for that casting without spending a focus point.

Special: You may select this feat multiple times, choosing a different Psy Cantrip each time.

Unfettered Leap ‎ ‎ ‎ ‎ ‎ ‎ to ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Feat ‎ 8

Frequency: Once per Round

Prerequisite: Unbound Step conscious Mind

Manipulate Psychic Occult Teleportation

‎ ‎ ‎ ‎ You have learned to bend space easily, warping with a thought, despite the risks. You gain the benefits of a Warp Step casting that has been amped, teleporting to a space within range.

If you spent three actions for this activity, the spell simply takes place and you teleport to the location.

If you only used one or two actions for the activity, instead make a flat check. The DC for this check is 7 if you spent two actions, or 13 if you spent one. On a failure, roll a d4 and consult the table below. You teleport up to your distance, and the result immediately takes place.

d4 Result
1 Your teleport goes arwy. You teleport to a space up to 15 feet away from your intended destination. It cannot be inside another creature's space or an object.
2 The ordeal exhausts you. You cannot use Unfettered Leap again for 1d4 rounds.
3 Seeing something incomprehensible between the realms, your mind reels. You become stupefied 2. The condition is reduced by 1 each round.
4 Off kilter from the miscalculated leap, you are flat-footed against all attacks until your next turn.
Design Philosophy

These feats are notably less balanced than the previous ones, designed around the Unbound Step subclass, which is considered rather weak. The idea is that, by increasing the action tax, it becomes harder to abuse the feats and leave a character just moving around, giving them moe control yet less direct influence. The second feat was made as a more dynamic, chaotic interpretation.

Portalist Archetype

Transplanar Wanderer‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Feat ‎ 4

Archetype: Transplanar Wanderer

Prerequisites: Expert in Occult

Archetype Dedication Occult

‎ ‎ ‎ ‎ You see the cracks in the world's weave, slipping through the faults to blink from one space to another. As you develop these powers, you learn to bring not only yourself through these cracks, but your allies and enemies too. You gain the Blink Step activity.

Quick ‎ ‎ Jaunt ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Feat ‎ 12

Archetype: Transplanar Wanderer

Prerequisites: Transplanar Wanderer Dedication

Frequency: Once per Round

Archetype Manipulate Occult Teleportation

‎ ‎ ‎ ‎ You can now briefly step between the realms, moving faster than ever. You teleport up to your speed to an empty space you can see.

Far Jump ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ ‎ Feat ‎ 14

Archetype: Transplanar Wanderer

Prerequisites: Astral Sidestep

Frequency: Once per Day

Archetype Manipulate Occult Teleportation

‎ ‎ ‎ ‎ Covering a vast distance without touching anything in between, you and yours can move without ever needing to travel. You spend 10 minutes mediating on the universe, searching for the best rift to travel through. At the end of this time, you open two portals, each able to fit a medium sized creature. One portal opens in your space, and the other in a space within 1 mile. You don't need to be able to see your destination, as long as you have been there in the past and know its relative location and distance from you. The portals remain open for 1 minute, but can be dismissed at any time. A creature may spend 10 feet of movement to travel from one portal to the other instantly.

Level (+2). The range increases by 1 mile.

 

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