PbP will help a lot with the Anticipate Teleportation juggling accounting. In real time, it will be more of a headache.PhaedrusXY wrote:I am DMing a PbP with a guy playing one. The PCs are currently level 10, and have had one combat. I'm about to have one more against this guy one on one, since he split up from the party and an enemy has been watching and is going to take the opportunity to try and gank him. As far as evaluating it, things are complicated by the fact that everyone has a fair amount of homebrew in their characters, with quite a bit of it having been previously untested.
So it's been quite an adventure, both IC and OOC, but we're all having fun I think. The first battle spanned a couple of planes of existence, and took them through the whirling chaos of Limbo, a tornado (which was a portal), and into the middle of a raging battle in Ysgard. Due to some really crappy rolls on my part, the enemy didn't manage to do much to them, but did survive several rounds at least (which is more than most can claim vs. a party of 10th level Tome PCs ).
As far as power level goes, at ninth level you get:
Now, by itself this would be a really good as is. Combined with the anticipate teleportation, this means you win all swarms of mooks encounters that come within close range forever. This is at will. You can juggle as many creatures as are in close range as you want. And if the DM throws a Big Bad at the party, you're immune to him because of this:Your Class wrote:Crowd Dispersal (Su): At 9th level, a Warper can affect all creatures within Close range with Dispersal as a Move action.
So what I'm really saying is that by level 9 no encounter can challenge your class ever. Like, you've written in to the class that at level nine no printed encounter can ever damage your class. That's dumb and overpowered even if your class did not also get massive action juggling abilities or immediate action disengage or at will teleportation.Your Class wrote: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.
Keep in mind, these are the big powerful effects that a ninth level wizard has access to (a limited times per day and with durations on everything)-
5th- (1 base, 1 specialization, 1 int because you don't have 28 int at level 9) Baleful polymorph (1/day), Telekinesis (1/day), Wall of Stone (1/day)
4th- (4/day) Polymorph (1/day), Charm Monster (1/day), Black Tentacles (1/day), Solid Fog (1/day)
Note how no where on that list is an at will "You can't harm me" ability as a free action. The closest thing to massive action denial would be solid fog/black tentacles, but both of those just keep you in place, not shunt you out of reality entirely, which is even better than a stun or daze because you can't possibly be immune to anticipate teleportation.
So yeah, the major concern I have with the class is being able to use anticipate teleportation off your own abilities. I can write off Xeno's Treadmill because whatever wizards get polymorph, but the anticipate teleportation action juggling is both broken AND a headache.
YMMV