WarperHow '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, Climb, Concentration, Disable Device, Escape Artist, Hide, Jump, Knowledge (any), Listen, Move Silently, Profession, Search, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, Use Magic Device
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. If the warper wishes, she may make the portals work in one direction only. She may also dispel one or all of them as a free action on her turn.
At 6th level, the Warper can create a one-ended portal that instead leads to an extradimensional space. Creatures that fall into this remain trapped there for the duration of the effect unless they have an ability that lets them travel from one dimension to another. At the end of the duration, they reappear in the spot from which they disappeared. The warper may enter or exit any of these dimensional spaces as a move action, taking willing creatures (1 per class level) with him.
At 9th level, the duration on this ability becomes 1 hour per level.
At 12th level, they are permanent.
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.
Instead of Blink, the Warper can choose the ability to use Fly at will, as the spell.
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.
Instead of Greater Blink, the Warper can choose the ability to use Greater Invisibility at will, as the spell.
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.
Here is a link to the
original, which I think is great in concept, but lacking in delivery. In particular, some of the abilities are too powerful, others too weak, and I don't like the order they're attained in. The below is an attempt to retool the class. It is still a work in progress (time to go to bed here...
).