Rifter (3.5e Class)

Rifter
Rifters are warriors, or warrior/spellcaster hybrids that utilize teleportation and touch attacks to help mitigate the gap between them and higher-leveled monsters. There is no denying that the gap between spellcasters and martial classes is a very wide one, and this class is focused on two principles. The first is to greatly reduce the impact of the iterative attack penalty, the second is to allow for far greater flexibility in positioning. At the same time, it's not meant to be a "dipping" class, and the capstone reflects this.

On another wiki, I called this Phaser, but I changed the name during relocation. I elected to ignore more minor details and rules regarding teleportation but I feel that should be left to the person running the game. Including if their powers are considered Arcane, Divine, Psionic, or some other form of power.

Making a Rifter
Rifters on their own have no exceptional combat abilities. Their effectiveness is based almost entirely on how well it can synergize with the rest of its levels. Due to this being intended as an auxiliary class, it does not count against the player when considering multiclass penalties.

Abilities: The Rifter is not dependent on any abilities whatsoever. It's meant as a class that anyone can utilize provided they have an actual need to use it.

Races: The class may be more common among magical or psionic races. Such races are often among those with flight, great speed, or teleportation.

Alignment: Any.

Starting Gold: 5d4x10. (125 gp)

Starting Age: As Wizard

Saving Throws: A Rifter has Reflex and one other saving throw of his choice as Good saving throws, the remaining is a Poor saving throw.

{| class="zebra d20" Hit Die: d8 ! rowspan="2" | Level ! rowspan="2" | Base Attack Bonus ! colspan="2" | Saving Throws ! rowspan="2" | Special ! Good Save || Poor Save Class Skills (Skill Points::4 + Int modifier per level, &times;4 at 1st level) The Rifter may choose any five skills to be class skills, plus Knowledge (The Planes) (int), Craft (int), and Profession (wis).
 * 1st||class="left" | +1 || +2 || +0
 * class="left" | Immaterial Weapon
 * 2nd||class="left" | +2 || +3 || +0
 * class="left" | Teleport
 * 3rd||class="left" | +3 || +3 || +1
 * class="left" | Mastery
 * - class="noalt"
 * colspan="9" class="skill" |
 * class="left" | Mastery
 * - class="noalt"
 * colspan="9" class="skill" |

Class Features
All of the following are class features of the Rifter.

Weapon and Armor Proficiency: Proficient with all simple and martial weapons, and is proficient with medium armor and shields.

 : For a number of rounds per day equal to his class level, a 1st level Rifter may rewrite the physical properties of his wielded weapons, unarmed attacks, and natural attacks as a swift action. These rounds need not be spent consecutively. When any part of the weapon is faced with significant resistance, it turns immaterial, allowing it to bypass solid matter. When an attack is made with the weapon, it is resolved as a touch attack that ignores cover, but it cannot affect anything with no constitution score such as objects, undead, and constructs. Ranged weapons bestow the property onto ammunition, and the effect ends when the Rifter wills it so or lets go of the object. Rifters cannot use this power on anything they cannot make an attack roll with.

 : As a move action, the Rifter may teleport himself and equipment up to his max load up to five feet per class level plus an additional ten feet (20 feet at level 2). He is considered to be 'leaving' his starting square for purposes of attacks of opportunity. If a willing target is within half of his teleportation range, the Rifter may switch places with him provided neither's carried weight exceeds his max load; this does not provoke an attack of opportunity for the target. Effects that prevent teleportation such as dimensional anchor also prevent use of this ability. The Rifter must have a line of sight to his destination.

 : At third level, the Rifter has mastered his abilities. He may now use Teleport as a swift action, and its range is now based on his Character Level rather than his Class Level. If the Rifter chooses to switch places with someone during teleportation, he may perform any action on the ally during transit provided he has the remaining actions to do so. Immaterial Weapon also benefits from this class ability, the number of rounds per day now based on his character level.

Epic Rifters
Rifters have no need to take any levels beyond the third level. Their abilities continue to progress beyond 20th level if they have attained the capstone.

Playing a Rifter
Religion: Rifters have the same religious tendencies of their race and other classes. They may lean towards Gods with the Travel or War domain otherwise.

Other Classes: Rifters tend to work well with classes who are capable of getting into tactical positions with ease, by agility, trickery, or teleportation. Their views on how easy it is to move around a battlefield often causes them to lose patience with allies who are unable to get into a proper position.

Combat: Depending on classes taken, a Rifter may do anything from instantly close the distance between the enemy commander to quickly end the battle, or stand between a wounded ally and his attacker.

Advancement: Rifters work best when combined with physical combat, or close-range magic. An assassin with levels in Rifter can easily perform a death attack and vanish in mere seconds, and a fighter can instantly close the gap between himself an an archer on a roof. Clerics with levels in this class are very capable of reaching an ally who has fallen in battle, even if he himself is surrounded.

Rifters in the World
""I saw some evil wizard gloating about his master plan like a villain in a play. He thought he was safe thirty yards above us. It took me two seconds to get behind him and send him falling to his death. He didn't even have Feather Fall prepared. What's this world coming to?""

Daily Life: Assassins, spies, secretive messengers, delivery men, or explorers. The ability to teleport opens up many possibilities for someone's life.

Organizations: There is generally no organization of Rifters, but members of the class may be found among spellcasters, thieves, and psions.

NPC Reactions: Reactions are often similar to how people react to other wielders of the supernatural.

Rifter Lore
Characters with ranks in Knowledge (The Planes, Psionics, or Arcana) can research Rifters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.


 * }

Rifters in the Game
Adaptation: If your world uses psionics, teleporting wizards, or makes extensive use of the planes, Rifters will fit right in. Many of them are normal citizens of planes who developed their techniques to fight on equal terms with Outsiders

Sample Encounter: A single archer who can teleport a few dozen yards can make for a very difficult encounter, or a very useful ally.