Author Topic: Tactical Teleportation Items  (Read 36774 times)

Offline zugschef

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Tactical Teleportation Items
« on: December 19, 2011, 06:32:17 AM »
Now there are several items in the MiC which allow the user to teleport short distances. They all are a little bit different in that some are useable only once, or need LoE and LoS, or are usable as a swift/move/standard action.

  • Anklet of Translocation (1 400 gp; 2/day 10 ft. swift action teleport, needs LoE/LoS)
  • Bolt Shirt (5 000 gp; 1/day 60 ft. move action teleport, needs LoE/LoS)
  • Boots of Big Stepping (6 000 gp; CL +2 on teleportation spells; 3/day 60 ft. standard action Greater Teleport)
  • Boots of Swift Passage (5 000 gp; 5/day 20 ft. move action teleport, needs LoE/LoS)
  • Dimension Stride Boots (2 000 gp; 5 charges/day 20/40/60 ft. standard action teleport, needs LoE/LoS)

I personally tend to crown the Boots of Swift Passage as the cream of the crop, with the Anklet of Translocation a close step behind. A move action is much less worth than a swift action (much less a standard action), which is why i have the boots higher than the anklet. The Boots of Big Stepping are more of a out of combat utility item. The Dimension Stride Boots are cheap but suffer from both the need for LoE and LoS and a standard action activation. The Bolt Shirt just seems to be too expensive for what it does...

What do you guys think? Are there any other (maybe better) items?

Offline spacemonkey555

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Re: Tactical Teleportation Items
« Reply #1 on: December 19, 2011, 06:54:00 AM »
You can get an item familiar with a special purpose and dedicated power at level 10, for the cost of a feat and 50k gold. One of the special purpose powers is dimension door, which the item can cast for you on your turn.

Not the easiest item to get approved, I guess.

Offline Tshern

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Re: Tactical Teleportation Items
« Reply #2 on: December 19, 2011, 07:01:41 AM »
Belt of the Wide Earth allows you to convert a spell to Greater Teleport two or three times a day. That is mighty handy as you usually do not need more teleportations than that.
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Offline zugschef

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Re: Tactical Teleportation Items
« Reply #3 on: December 19, 2011, 07:26:33 AM »
Belt of the Wide Earth allows you to convert a spell to Greater Teleport two or three times a day. That is mighty handy as you usually do not need more teleportations than that.
it's actually just teleport not greater teleport, but still... casting teleport for tactical teleportation is just over the top.

Offline snow_white

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Re: Tactical Teleportation Items
« Reply #4 on: December 19, 2011, 09:23:11 AM »
Shadow Cloak [DotU p. 101] - +1 deflection bonus to AC, 3/day immediate action one of either: concealment for 1 round or teleport 10' LOS... its cheap too, weighing in at 5'500gp.

With this one you can dodge bullets =)
« Last Edit: December 19, 2011, 09:24:58 AM by snow_white »

Offline Tshern

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Re: Tactical Teleportation Items
« Reply #5 on: December 19, 2011, 11:44:12 AM »
Belt of the Wide Earth allows you to convert a spell to Greater Teleport two or three times a day. That is mighty handy as you usually do not need more teleportations than that.
it's actually just teleport not greater teleport, but still... casting teleport for tactical teleportation is just over the top.
Ah, you are right. In any case, should you acquire the item there is no need not to use it in case of an emergency. Certainly the short range ones do it at least as well, but I think at least a single caster should have this item in any party. The carrying capacity increase is just the icing, but useful nevertheless.
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Offline Kajhera

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Re: Tactical Teleportation Items
« Reply #6 on: December 19, 2011, 11:59:57 AM »
Wait, an item to get me Teleport for 8k? Awesome. Tshern man, you've just enabled a Planeshift vacation to Arborea to actually be plausible. Since I know the artificer we buy from is high enough level to make rings at least. :love Even if 3/4 of us are probably going to suffer Chaos / Good sickness there, I don't care I still want to visit.

Offline Tshern

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Re: Tactical Teleportation Items
« Reply #7 on: December 19, 2011, 12:20:04 PM »
Wait, an item to get me Teleport for 8k? Awesome. Tshern man, you've just enabled a Planeshift vacation to Arborea to actually be plausible. Since I know the artificer we buy from is high enough level to make rings at least. :love Even if 3/4 of us are probably going to suffer Chaos / Good sickness there, I don't care I still want to visit.
Double carrying capacity and Teleport in exchange of any fifth level or higher spell slot. Page 204 in MIC. It is rather neat, no denying that. Nice to know it helped someone.

You could always use Planar tolerance (4th level to Clerics, Druids and Rangers, 5th for Sorc/Wiz), Attune form (3rd level for Clerics and Druids, 4th for Sorc/Wiz) or Avoid planar effects (2nd level for Druids and Cleric, 3rd for Sorc/Wiz) from SpC. The last one of the three has a nasty duration of 1min/CL, but the others have at least 1h/CL. If you have a friendly Artificer, Planar tolerance actually has a duration of 1h/CL, affects creatures in a 20ft burst (1/CL maximum), but it can be accessed as a second level spell from the Elysium domain. That ought to help with travel sickness.
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Offline zugschef

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Re: Tactical Teleportation Items
« Reply #8 on: December 19, 2011, 12:27:11 PM »
Shadow Cloak [DotU p. 101] - +1 deflection bonus to AC, 3/day immediate action one of either: concealment for 1 round or teleport 10' LOS... its cheap too, weighing in at 5'500gp.

With this one you can dodge bullets =)
dunno about that one... to me it sounds a little better than it is, since you can only use it when you're attacked. it's still good, but it has no utility use.

concerning the belt... the entire Raiment of the Four set is quite nice. problems i see: the items take up slots you should probably fill with more powerful ones, and it's a set which means you can't just buy it or craft it unless you find at least one piece.

Offline Tshern

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Re: Tactical Teleportation Items
« Reply #9 on: December 19, 2011, 12:32:41 PM »
Shadow Cloak [DotU p. 101] - +1 deflection bonus to AC, 3/day immediate action one of either: concealment for 1 round or teleport 10' LOS... its cheap too, weighing in at 5'500gp.

With this one you can dodge bullets =)
dunno about that one... to me it sounds a little better than it is, since you can only use it when you're attacked. it's still good, but it has no utility use.
Stab yourself and teleport?

Quote
concerning the belt... the entire Raiment of the Four set is quite nice. problems i see: the items take up slots you should probably fill with more powerful ones, and it's a set which means you can't just buy it or craft it unless you find at least one piece.
Is this an official ruling? And the belt is an easy decision for a caster. The belt you really want is the Belt of Battle and I see no reason why these two could not be combined.
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Offline Maat Mons

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Re: Tactical Teleportation Items
« Reply #10 on: December 19, 2011, 02:16:28 PM »
Flail of Shadows: dimension door at will (to/from shadows only), 48,155 gp, Arms and Equipment Guide 106

Offline Tshern

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Re: Tactical Teleportation Items
« Reply #11 on: December 19, 2011, 02:19:38 PM »
Flail of Shadows: dimension door at will (to/from shadows only), 48,155 gp, Arms and Equipment Guide 106
Does it work just like Dimension door so that you cannot act after moving? If not, this will be one of my favourite items of all time.
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Offline The_Mad_Linguist

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Re: Tactical Teleportation Items
« Reply #12 on: December 19, 2011, 02:30:08 PM »
The Ritual of Shadow Walking (Lords of Darkness 125) isn't exactly an item, but it's pretty cool.

At will, standard action teleport through shadows 100'.  Deals 2 points of temp con damage and 2d4 hp every time you use it, though. 

Costs 500 gp and 2000 xp.

Offline Maat Mons

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Re: Tactical Teleportation Items
« Reply #13 on: December 19, 2011, 03:51:14 PM »
Flail of Shadows: dimension door at will (to/from shadows only), 48,155 gp, Arms and Equipment Guide 106
Does it work just like Dimension door so that you cannot act after moving?
It's command word activated dimension door at caster level 11.  So, unfortunately, you are prevented from taking actions.  On the plus side, you can take 3 medium creatures along with you, so it should be handy for getting the party around out of combat. 

If a flail of shadows is made as an intelligent item, could it activate its own dimension door ability to transport itself, bring you along as a touched creature, and spare you from losing actions? 

Offline Tshern

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Re: Tactical Teleportation Items
« Reply #14 on: December 19, 2011, 03:58:32 PM »
Flail of Shadows: dimension door at will (to/from shadows only), 48,155 gp, Arms and Equipment Guide 106
Does it work just like Dimension door so that you cannot act after moving?
It's command word activated dimension door at caster level 11.  So, unfortunately, you are prevented from taking actions.  On the plus side, you can take 3 medium creatures along with you, so it should be handy for getting the party around out of combat. 

If a flail of shadows is made as an intelligent item, could it activate its own dimension door ability to transport itself, bring you along as a touched creature, and spare you from losing actions?
Thanks for the reference. To be fair, the item is still rather nice even if the infinite uses may make a bit too expensive for its utility. In certain campaigns (with, say, a lot of jumping around or whatever) this could be a nice investment, especially if everyone can contribute.
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Offline Kremti

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Re: Tactical Teleportation Items
« Reply #15 on: December 19, 2011, 04:58:56 PM »
Suppose we can consider Shadow Hand maneuver items?  Especially nice if we can somehow get an access to move action teleport maneuver...

-K

Offline JaronK

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Re: Tactical Teleportation Items
« Reply #16 on: December 19, 2011, 05:31:27 PM »
The Ritual of Shadow Walking (Lords of Darkness 125) isn't exactly an item, but it's pretty cool.

At will, standard action teleport through shadows 100'.  Deals 2 points of temp con damage and 2d4 hp every time you use it, though. 

Costs 500 gp and 2000 xp.

Combine with Naberius or the Necropolitan template and giggle.

And yeah, the Shadow Hands are a cheap way to get teleportation too... 3kgp for standard action 6ft teleporting 1/encounter.  More money if you want Move or Swift actions.

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Offline Tshern

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Re: Tactical Teleportation Items
« Reply #17 on: December 19, 2011, 05:39:23 PM »
The Ritual of Shadow Walking (Lords of Darkness 125) isn't exactly an item, but it's pretty cool.

At will, standard action teleport through shadows 100'.  Deals 2 points of temp con damage and 2d4 hp every time you use it, though. 

Costs 500 gp and 2000 xp.

Combine with Naberius or the Necropolitan template and giggle.

And yeah, the Shadow Hands are a cheap way to get teleportation too... 3kgp for standard action 6ft teleporting 1/encounter.  More money if you want Move or Swift actions.

JaronK
And they can, I believe, be used in the sort non-traditional encounters as well. As in there is no need to be beating down enemies in order to use them, although those forms of combat are harder to define the maneuvers still hold utility out of regular physical combat.
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Offline zugschef

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Re: Tactical Teleportation Items
« Reply #18 on: December 19, 2011, 08:45:04 PM »
Shadow Cloak [DotU p. 101] - +1 deflection bonus to AC, 3/day immediate action one of either: concealment for 1 round or teleport 10' LOS... its cheap too, weighing in at 5'500gp.

With this one you can dodge bullets =)
dunno about that one... to me it sounds a little better than it is, since you can only use it when you're attacked. it's still good, but it has no utility use.
Stab yourself and teleport?

Quote
concerning the belt... the entire Raiment of the Four set is quite nice. problems i see: the items take up slots you should probably fill with more powerful ones, and it's a set which means you can't just buy it or craft it unless you find at least one piece.
Is this an official ruling? And the belt is an easy decision for a caster. The belt you really want is the Belt of Battle and I see no reason why these two could not be combined.
yes, it is official that you need one item of a set in order to forge other items of the set. so you could randomly find a set item at a vendor, but normally your dm will place it in a treasure.

stabbing yourself, or asking an ally to attempt to stab you, is kinda cheesy, don't you agree? i mean ok... it's raw... but well... definitely NOT as intended.

Offline Tshern

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Re: Tactical Teleportation Items
« Reply #19 on: December 19, 2011, 08:47:45 PM »
Quote or source for the ruling?

And, cheesy yes, but it works.
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