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View Full Version : D&D 3.x Class Azure Sandweaver: Temporal Invocation based Historian PEACH



Silva Stormrage
2019-06-20, 03:05 AM
Azure Sandweaver

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Info: While some manipulate time on grand scales and other seek to recklessly change the past others realize that even a minor adjustment to order of events and time can be devastating. Azure Sandweavers are often wanderers and researchers trying to diagnose and understand history and how singular events can impact history. Sandweavers are often historians and researchers trying to unravel the past.

Adventures: Sandweavers are quite commonly travelers and explorers. While quite a lot find studying past accounts as an adequate method of learning about the past many of their abilities require them to be nearby the location they are researching. This leads them to go out and delve into tombs, ruins and other such forgotten places.

Characteristics: Sandweavers generally have a broader perspective of current events, being almost required to be well versed in history just due to their nature. They have a tendency to be calm, see the bigger picture and be able to relate current events to their root causes and similar events in the past. This can often lead to them being thought of as dispassionate and cruel towards the current era.

Alignment: Sandweavers don't tend to follow any particular alignment. While some explore for knowledge sake some explore and research for their country or for personal power.

Religion: Sandweavers aren't generally religious though some worship dieties of knowledge to aid them in their quests or research but those are the exception.

Background: Sandweavers are most often tutored by another Sandweaver, often one in need of an extra hand or a research assistant. Sometimes they pick others up in universities or other places of learning while other times they find their pupils in the ruins they are researching. It is rare but not unheard of for a Sandweaver to be self taught, someone with psionic potential tapping into their innate power towards time.

Races: Sandweavers often come from long lived races. Those that can see history in it's fullest and are accustomed to see the present as a mere thread of the past. That is not to say other races can't become Sandweavers just it is slightly more rare.

Other Classes: Sandweavers often work well with Wizards and Archvisits but can sometimes find their exclusive focus on magical power to be somewhat odd and limiting. Likewise they can share bonds with Psions and Ardents but find their focus on their own personal mind to be narrow in focus.

Role: The main role an Azure Sandweaver plays is that of a primary spell caster who focuses on battlefield control and buffing allies. They in particular excel in being able to make sure allies efforts strike true and negating enemy’s defenses.


GAME RULE INFORMATION
Azure Sandweaver have the following game statistics.
Abilities: Intelligence is the most important ability for Sandweavers. Not only do most of their class abilities have DCs that depend upon their Intelligence modifier, but it also determines how much Temporal Essence they can store at a single time. Wisdom is their second most important feature as it determines the effectiveness of a fair amount of their defensive class features.

The Azure Sandweaver has multiple abilities that grant “Distortion” on a attacks or abilities.
New Key Word: Distortion

Azure Sandweavers understand cause and effect to a great degree, with a subtle adjustment of temporal energy they can cause effects to occur before actions taken to intercept them. Any ability the Azure Sandweaver has caused to become [Distorted] appears as normal to all observers. If no one takes any actions in response to the ability it functions normally and resolves attack rolls, damage, saving throws and other aspects normally. However, if any creature tries to react to the distorted ability with an immediate action, readied action, contingency or similar action their reactive abilities resolve after the distorted attack is finished.

For example, take the scenario where a spell caster casts a [Distorted] Magic Missile at an enemy who then casts Wings of Cover as an immediate action to block the Magic Missile. Instead of the Wings of Cover granting Total Cover before the magic missile finishes casting instead the magic missile would finish casting, strike the enemy dealing it’s damage and then the Wings of Cover spell would resolve granting the enemy Total Cover against the already cast Magic Missile (Wasting the Wings of Cover and the caster's immediate action). Likewise if the enemy had a contingency that activated upon a spell being cast on them the distorted magic missile would strike them and then the contingency would activate instead of the contingency activating before the magic missile struck them.


Hit Die: d6
Starting Age: As Wizard.
Starting Gold: As Wizard

Class Skills
The Azure Sandweaver’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Listen (Wis), Knowledge (All Skills Taken Individually) (Int), Perform (Oratory) (Cha), Psicraft (Int), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha), Use Psionic Device (Cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Azure Sandweaver


Level
Base Attack Bonus
Fort
Ref
Will
Special
Invocations


1st

+0

+0

+0

+2
Sands of Time, Temporal Essence: (1), Azure Sand Wave (1d8), Psicrystal Affinity
2


2nd

+1

+0

+0

+3
Historian of Time
3


3rd

+1

+1

+1

+3
Swirling Sand, Azure Sand Wave (2d8)
4


4th

+2

+1

+1

+4
Scan Intent, Temporal Essence: (2)
5


5th

+2

+1

+1

+4
Chrono Step (Move Action), Azure Sand Wave (Burst), Azure Sand Wave (3d8)
6


6th

+3

+2

+2

+5
Invocations (least or lesser)
8


7th

+3

+2

+2

+5
Swirling Sand (Barrier), Azure Sand Wave (4d8)
9


8th

+4

+2

+2

+6
Connected Manuscript
10


9th

+4

+3

+3

+6
Chrono Step (Standard Action), Azure Sand Wave (5d8)
11


10th

+5

+3

+3

+7
Temporal Essence: (3), Cascading Sand Wave
12


11th

+5

+3

+3

+7
Invocations (least, lesser, or greater), Azure Sand Wave (6d8)
14


12th

+6

+4

+4

+8
Improved Fading, Temporal Sync
15


13th

+6

+4

+4

+8
Chrono Step (Time Stop), Azure Sand Wave (7d8)
16


14th

+7

+4

+4

+9
Connected Narrative
17


15th

+7

+5

+5

+9
Eyes from Outside Time, Azure Sand Wave (8d8)
18


16th

+8

+5

+5

+10
Invocations (least, lesser, greater, or timeless), Temporal Essence (4)
20


17th

+8

+5

+5

+10
Chrono Step (Full Turn), Azure Sand Wave (9d8)
21


18th

+8

+6

+6

+11
Personal Infusion
22


19th

+9

+6

+6

+11
Eternal Foresight, Azure Sand Wave (10d8)
23


20th

+10

+6

+6

+12
Azure Avatar
24


Weapon and Armor Proficiencies: Sandweavers are proficient with all simple weapons as well as light armor and shields but not Tower Shields.



Temporal Essence: The Sandweaver can store small motes of temporally charged psionic energy which they use to power their abilities. The Sandweaver can store maximum amount of Temporal Essence equal to their intelligence modifier plus half of their class level. Temporal Essence can be used to infuse certain abilities and invocations granting them additional abilities similar to augmenting psionic powers with additional power points. A Sandweaver can only infuse a single point of Temporal Essence into a single ability. This limit increases to 2 at 4th level, 3 at 10th and 4 at 16th level. A Sandweaver restores his full stock of Temporal Essence after eight hours of restful sleep.

Invocations: A Sandweaver does not prepare or cast spells as other wielders of magic or psionics do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the temporal energy that he gathers in his journeys. A Sandweaver can use any invocation he knows at will, with the following qualifications:

A Sandweaver's invocations are psi-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a power can be ruined during manifesting. A Sandweaver is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a manifester would be. A Sandweaver can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock's invocations are subject to power resistance unless an invocation's description specifically states otherwise. A warlock's manifester level with his invocations is equal to his warlock level. Unlike other manifesters the Sandweaver also has a caster level for his other various abilities equal to his class level as well. Any effect that boosts caster level also boosts his manifester level for the purposes of his invocations.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Sandweaver's Intelligence modifier. Thanks to their invocations Sandweaver still gains the ability to maintain Psionic Focus despite not having a power point pool. Despite being Psi Like Abilities and not truly psionic powers a Sandweaver can use Metapsionics to augment their invocations. They can do so by expending a number of temporal essence equal to 1 + half the power point cost of the particular metapsionic feat. They do not need to expend psionic focus but the number of temporal essence expended this way still counts against the limit of Temporal Essence infused into a particular invocation. They still have to actually have the metapsionic feat in order to use it.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and timeless. A Sandweaver begins with knowledge of two invocations, which must be of the lowest grade (least). As a Sandweaver gains levels, he learns new invocations, as summarized on the advancement table and described below. A list of available invocations can be found following this class description.

At any level when a Sandweaver learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. In addition with 24 hours of constant meditation and focus a Sandweaver can swap any one invocation he knows with another of the same grade. This swap costs 25 XP per level of the new invocation.

Sands of Time (Su): The first ability any Sandweaver learns, the ability to decompose objects into temporal essence. A Sandweaver can over the course of a long period of time “Fade” an object, spending a single move action to fade a solid object each round. When a Sandweaver fades an object it slowly break apart causing an object causing it to age rapidly and turn to dust. Every ten minutes the Sandweaver spends fading an object they gain a single point of temporal essence which is further described below. Once an object is completely turned to dust the Sandweaver gains information about the object as if he had used the Invocation “Object Reading” on the object with the maximum amount of temporal essence infused into the invocation. He does not need to spend any actual temporal essence to gain this information. It takes around 10 minutes to turn any regular non magical object to dust, about an hour for any magical object or 24 hours for any object of hardness above 20, the hours spent fading an object does not need to be continuous. This ability does not work on artifacts or items with more than 10 cubic feet of volume. Fading an object causes it's hardness to decrease in proportion to how long the Sandweaver spends fading it. For example when fading a non magical object with hardness of less than 20 after 5 minutes the object's hardness would be decreased by half. For a magical object its hardness would be reduced by half after thirty minutes of fading the object.

Azure Sand Wave (Sp): The ability that gives the Sandweavers their name, they can produce a small storm of deep blue colored sand which they can use to attack their foes. They can use this Azure Sand in two particular fashions. Regardless of the form it takes the sand deals 1d8 magical slashing and piercing damage damage. This damage increases by 1d8 at 3rd and every odd level after that. The damage is reduced by damage reduction and other similar abilities but is still magical for the purposes of DR and affecting incorporeal creatures. All versions of the Azure Sand Wave allow a reflex save for half damage. The saving throw is equal to 10 + 1/2 the Sandweaver’s class level + their intelligence modifier. This ability is a second level spell for purposes of feats and other abilities. Despite being a spell like ability Azure Sand Wave can be enhanced by metapsionic feats via spending Temporal Essence in the same way as Invocations (See Above). Azure Sand Wave is not resisted by spell resistance.

There are two versions of this ability that the Sandweaver can use, Line or Burst. At level one they only have access to the line attack but at level 5 they gain access to the burst attack:
1) Line: They can produce a 5ft wide line of Azure Sand which is up to 100ft long which strikes anyone in it’s path with a flurry of scouring sand.
2) Burst: They can produce a 20ft radius burst centered on themselves creating a storm of Azure Sand which damages all other creatures in the radius.

A Sandweaver can infuse temporal essence into this ability for a variety of effects applying to the next cast of Azure Sand Blast.

For every point of temporal essence infused the DC increases by 2.
By infusing a single point of temporal essence this Azure Sand Wave becomes [Distorted]
For every point of temporal essence infused the damage of this Azure Sand Wave increases by 1d8.


Psicrystal Affinity: At 1st level, an Azure Sand Weaver gains Psicrystal Affinity as a bonus feat.


Historian of Time: (Ex)
Due to their exposure to various cultures, fields of study and other researchers Sandweavers have a wide array of information to apply. They are always treated as trained in every knowledge skill and get a +2 enchantment bonus on knowledge history checks as well as bardic lore checks (See Below). This bonus increases by one every 4 levels after this one (6th,10th,14th,18th) to a maximum of +6 at 18th level.

As a swift action and by spending one point of Temporal Essence the Sandweaver can supercharge this ability to glimpse into a creature's, or object's past. This functions as the Bardic Knowledge class feature of bards except instead of relying on information they gained from stories and wanderings it is simply from observing ripples in the timestream that the target has interacted with. After using this ability on a particular target the Sandweaver can not use it on the same target again to get another check until a full week has passed. This is a divination effect and can be used on any creature or object, not just notable and famous ones.

In addition, they gain assorted minor magical and psionic tricks similar to cantrips to aid them in their research. They may select two of these Historian Cantrips selected from the list below. They function like Invocations are usable at will and can be infused with temporal essence like normal. At 4th level and every 2nd level after he may select another cantrip.

Clock (0th) A simple but useful invocation, when you cast this invocation you can either 1) Know the current time or 2) Set an alarm for a given time. When you set an alarm it will telepathically ring in your ears. If you wish you can have this alarm also ring in the heads of other creatures within 30ft of you. This alarm can be set to go off at intervals or a certain time frame.

Detect Composition (0th) - When you cast this invocation you target one object you are holding. You learn how long ago it was since the object was created. If it was created within the past day you learn how many hours ago it was created. If it was created within the last year you learn how many days it has been. If it was created within the last century you learn how many years it has been. If it was created within one thousand years you learn how many decades ago it is has been. If it was created further than one thousand years ago you learn how many centuries it has been since it has been created. If the object wasn't ever manufactured you learn it is a naturally occurring object and learn when it was formed into its current shape.

In addition, you detect the general materials used to construct the object, though special or magical materials may require a knowledge check to properly identify beyond basics, if you have never heard of adamantine you would simply detect an adamantine weapon as an object made of a very durable metal. This does not help identifying any magical properties of the object nor does this help with identifying an object's purpose or intended use. This cantrip also doubles as detect poison due to being able to detect poisons in food or liquid targeted by this ability.

Detect Psionics (0th) – This invocation functions like the power Detect Psionics except you also gain the benefits of the spell Detect Magic while you concentrate.
Infusions:

If you spend 3 points of temporal essence then when you observe any ongoing effect long enough to determine the psionic or magical aura you can peer into the past to see when the effect when it was cast and make a psicraft or spellcraft check as appropriate to determine the effects of the spell or power. Due to the difficulty of seeing into the past you get a -5 penalty on the associated check and can only make this check on a spell or power in this way if it was cast in the last 24 hours.


Detect Secret Doors (1st) – This invocation functions like the spell Detect Secret Doors

Document (1st) – The Sandweaver uses his psionic power to transcribe his thoughts, notes and mental diagrams and images onto paper. This invocation allows him to create perfect photographic like drawings onto any paper or open notebook that he is holding. This allows him to write down or edit approximately 250 words or a draw/edit a single drawing of something the Sandweaver is currently observing per use. This also allows him to copy text from his personal journal onto regular pieces of paper or copy a diagram perfectly into his journal (See Below for his personal journal cantrip).
Infusions:

If you spend 2 points of temporal essence then any drawing duplicated by this invocation ignores any illusions or other magical obscurement. Essentially drawing the image as if the Sandweaver was viewing it with the spell True Seeing active. This does not actually give the Sandweaver true seeing and he must observe the drawing to note any differences between the drawing and his own vision.


Focused Research (1st) - When you manifest this invocation you must then proceed to spend at least one hour researching a topic. This invocation focuses the Sandweaver's mind during such a period and during the research period they may make any relevant knowledge checks with a +5 competence bonus. This invocation lasts for 24 hours.

Guidance (0th) – This invocation functions like the spell Guidance, except as noted here. A creature can only benefit from this invocation once every hour.

Memorize (0th) – When you manifest this invocation you get a +5 insight bonus on your next autohypnosis check made within a minute to memorize a phrase, text or similar piece of information.

Personal Journal (1st) – When you manifest this invocation you conjure a personal notebook for one hour. This notebook has infinite pages for you to write and jot notes down. The page reacts to your thoughts and you can simply mentally command it to write down your own thoughts into text or diagrams as appropriate. You can write down or erase text, images and similar but the book does not need ink or similar. However, the text and images are restricted to what you can personally draw or write by hand. If you have this journal out when you manifest any divination effect you can choose to automatically copy the information gained from the divination into your journal. In addition, when you flip through the pages you always instantly arrive at the section of the book you wish, regardless of how many pages were in between the sections. If you dismiss the book, it's duration runs out or it is destroyed you can simply resummon it, it retains all previously taken notes.

This book only functions in your hands, others can't write in it or perfectly flip to the appropriate section and can't leave a 100ft radius from you or it will instantly disappear. The book can't be used to hold any magical writings such as glyphs or explosive runes and can't function as a wizard or similar class's spellbook. It can only be used for mundane writings and charts.

Prestidigitation (0th) - As the spell Prestidigitation.

Premonition (1st) - This invocation functions as the spell Omen of Peril but the Sandweaver can only manifest this invocation once every 8 hours.

Scholar's Touch (1st) – As the spell "Scholar's Touch" (SpC) except as noted here.

Send Temporal Conversation (1st) - Contact one creature within 1 mile of your current location whom you have met before. You can telepathically communicate with them and have five minutes of conversation in an instant as you condense the time it takes to listen to your message.

Infusions:

If you spend 1 point of temporal essence you can share the information gained with this use of the invocation with another creature within close range (25ft + 5ft/2 ML). You can select this option multiple times allowing you to share information with multiple creatures.
If you spend 3 points of temporal essence the range of this invocation becomes anywhere on the same plane.


Trapfinding (1st) By using his ability to see various timelines a Sandweaver can perceive nearby static traps he might encounter. When he manifests this invocation they gain the benefits of the trapfinding class feature for one hour. This is a divination effect so the Sandweaver can not find traps warded against divination.
Infusions:

If you spend 1 point of temporal essence you can add your wisdom modifier as an insight bonus on your search checks made to find or disable traps.


Wordly Archeologist (0th) – This invocation grants the Sandweaver a +3 insight bonus on disable device checks and forgery checks to identify forgeries.


Swirling Sand: (Sp)
The Sandweaver can as a standard action create a swirling storm of sand surrounding themselves. This sand fills their square and grants them concealment against all other creatures but does not impact his own vision. It also does not allow the Sandweaver to hide without some other form of concealment. In addition while Swirling Sands is active any effect that hits, targets or has the Sandweaver in it's area of effect has a 50% chance of being shunted forward in time. This causes the effect to not occur on the turn it is applied but instead target the Sandweaver at the start of his next turn. It still effects everything that isn't the Sandweaver normally.

The effect shunted forward in time still targets the Sandweaver even if he is no longer a valid target such as moving outside the range of a fireball after the fireball has been shunted forward. He can however, use his turn to use a scroll of Protection from Fire which would reduce the incoming fireball's damage when it damage him at the start of his next turn.

The Sandweaver can dismiss Swirling Sand as a free action. The Sandweaver can have this barrier active for a number of minutes equal to his wisdom modifier per day. These rounds do not need to be consecutive.

At 7th level the Sandweaver's Swirling Sand ability improves becoming a solid barrier against attacks. He gains a bonus to AC equal to his wisdom modifier while the Swirling Sand ability is active. In addition, whenever an effect is shunted forward in time the Sandweaver can choose for it to be shunted up to a number of rounds equal 1 + half of his wisdom modifier (Minimum 2). He can choose for it to be shunted 0 rounds into the future, meaning it ends up not being shunted into the future and applies its effects immediately.


Scan Intent: (Su)
Sandweavers often have to go to ruins or ancient lost civilizations and finding documents or written carvings is useless without the ability to understand what they are reading. At 4th level the Sandweaver upon looking at a document, inscription or other form of writing/drawing can scan back to the point where the document was being written and get cursory glimpses at the intent the author had when writing the document via fluctuations in the time stream. This also functions on any spoken language the Sandweaver doesn't understand with the same principle. Instead of simply listening to a speaker the Sandweaver observes a few seconds in the past and observe the fluctuations in the timeline to get an understanding of what the speaker is saying.

In practice what this means is that the Sandweaver is essentially constantly under the effects of the spells Comprehend Languages and Read Magic. However, with this ability the Sandweaver can also understand metaphors and colloquialisms and get a general sense of meaning regarding inside references.

This is a divination effect.

Chrono Step: (Sp)
The Sandweaver can utilize his connection to the time stream to adjust and manipulate time on a personal level. Starting at 5th level he can "Steal" time from the future as a free action letting him extra actions in exchange for having fewer actions on the next turn. At 5th level he can steal a move action from his next turn. This allows him to take an extra move action but on his next turn he only has a standard and a swift action available to him.

At 9th level he may steal a standard action or a move action from his next turn. If he steals a standard action then he only has a move and a swift on his next turn.

At 13th level he may instead of stealing his own time he can duplicate the spell Time Stop for himself. This effect only lasts for one round. Using this version of Chrono step costs two daily uses and he can not use any version of Chrono Step again for 5 rounds.

At 17th level he may steal a full turn from his next turn. Allowing him to take another turn directly after he finishes his current turn. On his second turn he has his full set of actions except he can not take any immediate actions following this turn (As he stole his next turn's swift). After the Sandweaver finishes his second turn granted by this ability he is paralyzed and dazed (Ignoring any immunities the Sandweaver may have to those effects) which can't be prevented or removed in anyway. These conditions last until the end of his next turn. Using this version of Chrono Step costs 3 daily uses.

He may activate Chrono Step a number of times equal to 3 + his wisdom modifier per day and no more than once per round.

Connected Manuscript: (Sp)
At 8th level the Sandweaver becomes able to analyze a piece of writing and connect it to the actual event it is describing gaining information about the event or figuring out if the manuscript contains lies.

A Sandweaver can establish this connection by spending 10 minutes with a written document describing a first hand account of a non fictional event, a book, a letter or some other form of written word. Once the connection is established the Sandweaver looks through the timestream and uses the manuscript as an anchor to find the event in the ever shifting storm of time. The Sandweaver learns various things depending on the accuracy of the manuscript's depiction of the events. This is a divination effect and may reveal results that a standard history check would not allow the Sandweaver to learn (If the knowledge was lost to time for example).


Accurate and Detailed: The Sandweaver gains a +20 bonus on a Knowledge History check to learn about and identify details about that event.
Accurate but only sparse or commonly known details: The Sandweaver gains a +10 bonus on a Knowledge History check to learn about and identify details about that event.
Minor Fabrications and only sparse or commonly known details: The Sandweaver gains a -5 penalty on a Knowledge History check to learn about and identify details about that event.
Major Fabrications or not a first hand account: The Sandweaver learns it is fabricated but otherwise can't make a history check as he can not connect the writing to a specific event in the past.


If there are deliberate lies or minor fabrications the Sandweaver can discern those as well. How well he can discern them depends on his history check that he made above.


History Check
Result


< 15
Can not discern any fabrications or lies with the manuscript.


16-20
Can discern up to three fabrications or lies with the manuscript but does not help with identifying what actually happened


21-25
Can discern up to six fabrications or lies with the manuscript and for one of these fabrications (Rolled randomly) the Sandweaver learns what actually happened at the event.


26-30
Can discern up to ten fabrications or lies with the manuscript and for three of these fabrications (Rolled randomly) the Sandweaver learns what actually happened at the event.


31-40
Can discern all fabrications and lies with the manuscript and for five of these fabrications (Rolled randomly) the Sandweaver learns what actually happened at the event.


40+
Can discern all fabrications and lies with the manuscript and for all such fabrications Sandweaver learns what actually happened at the event



Cascading Sand Wave
At 10th level the Sandweaver can enhance their Azure Sand Wave with multiple Arid Invocations. They can enhance their Sand Wave with 2 Arid Invocations, one of up to the highest grade you can manifest and one of a grade at most one lower than the highest grade you can manifest. So an 11th level Sandweaver could add a Greater and a Lesser Arid Invocation to their Sand Wave.

In addition the Sandweaver adds their wisdom and their intelligence modifier to the damage dealt by their Azure Sand Wave.

Improved Fading:
At 12th level the Sandweaver erode objects and gains points of Temporal Essence ten times faster with Fading. Thus it only takes a minute to turn regular objects to sand. In addition he can now affect objects of up to 125 cubic feet.

Temporal Sync: (Ex)
At 12th level the Sandweaver has greater control over their own time. They are immune to any planar time trait that they wish to as well as being placed in stasis from effects like Temporal Stasis or being moved through time via Time Hop or similar abilities. In addition, if a creature in an accelerated timestream such as one under the effects of Time Stop gets within 30ft of the Azure Sandweaver or such a creature creates an effect or spell that targets the square the Azure Sandweaver is in the Azure Sand Weaver automatically become aware of it and can choose to sync their timestream with the other creature gaining the benefits of the accelerated timestop for the remaining duration as the other creature. Thus if someone under a timestop with 2 rounds remaining gets within 30ft of an Azure Sandweaver with this ability the Azure Sandweaver can choose to gain the benefits of time stop for 2 rounds (Rolling Initiative with the creature who created the effect if necessary).

Connected Narrative:
At 14th level when the Sandweaver uses their Connected Manuscript ability instead of targeting a first hand written account of the situation they can use their ability on a creature who was personally at the event they are trying to divine. The ability functions much the same as when used on a written account but the ability always counts as accurate and detailed and are not limited to the knowledge of the event the target was present for.

Eyes from Outside Time: (Su)
At 15th level the Sandweaver's can bypass wards against divinations and other such barriers impairing their research. If the Sandweaver activates any divination or clairsentience spell, power or effect while time is stopped (Meaning the Sandweaver is affected by time stop, temporal acceleration or a similar effect) or is otherwise outside the standard time stream (If the Sandweaver is under the effect of the psionic power time hop or a similar effect) his divination effects utterly ignore abilities such as Mind Blank or the Vecna Blooded Template.

In addition, while under the effect of Time Hop or a similar power the Sandweaver can take any purely mental action that only affects himself such as healing, divination or similar effects. In addition while under the effects of Time Hop, Temporal Acceleration or a similar power, he may use one such ability as a standard action assuming its normal casting time is an hour or less. He may only reduce a cast time in this way once per casting of Time Hop or similar ability.

Lastly due to their mental nature now being partially being outside time memory is immune to changes in the past and to any attempts to modify it in the present as well as getting a perfect photographic memory. If any effects change the past the Sandweaver is aware of how events occurred in the previous timeline and the current timeline and knows some sort of temporal effect caused that change. They aren't aware of what exactly caused the difference nor are they instantly aware of any changes and may only notice when they come face to face with any changes.
Personal Infusion: (Su)
The Sandweaver now has a greater ability to control his own flow of time. Now whenever the Sandweaver activates Time Stop, Temporal Acceleration or any similar effect the duration of the time stop is doubled. In addition, for every round he spends in a Time Stop like effect he gains one point of Temporal Essence via absorbing residual temporal energy.

Eternal Foresight: (Su)
At 19th level due to their connection to the time stream the Sandweaver is constantly being warned about impending danger. They are constantly under the effects of the spell Foresight.

Azure Avatar: (Ex)
At 20th level the Sandweaver becomes a true conduit of temporal energy. His skin begins to crackle with energy and motes of ephemeral blue sand float around him constantly. He continuously gains one point of Temporal Essence per round and his maximum pool of Temporal Essence improves by his wisdom modifier. In addition, he may choose to activate his Azure Sand Wave as a swift action or a standard action. If you cast Azure Sand Wave as a swift action it deals half of its normal damage.



Azure Scholar
You tend to find yourself less exploring deep dangerous tombs for knowledge and instead find yourself studying old tomes.
Requires: Azure Sandweaver levels 1st, 3rd, 7th.
Benefit: At the given levels, you do not gain the Swirling Sand ability or its upgrades.

Instead, you gain the following abilities.
At 1st level the Azure Sandweaver gains 6 skill points + int modifier instead of 4 + int modifier. This increase the amount of skill points gained for every subsequent level of Azure Sandweaver as well.
At 3rd level, the bonus you gain from your Historian of Time class feature increases by your wisdom modifier. In addition, you may select an additional two historian cantrips.
At 7th level, the Azure Sandweaver increases the maximum amount of Temporal Essence they can infuse by 1 on invocations that duplicate Divination spells or Clairsentience powers such as "Gaze Into the Past" and "Hindsight".



Extra Invocation
The Azure Sand Weaver gains an extra invocation through intense study
Prerequisite: Ability to Manifest Lesser Invocations
Benefit: You learn one additional invocation up to any grade that you qualify for.
Special: This feat may be selected multiple times, each time selecting a new invocation.

Psionic Disciple
The Azure Sand Weaver gains a more general understanding of psionics
Prerequisite: Ability to Manifest Greater Invocations
Benefit: When learning psionic powers from either Psionic Potential or Psionic Potential, Greater invocations you may now select any discipline powers rather than just Seer Discipline powers. In addition, you may select up to 3rd level psionic powers with the Psionic Potential invocation and 5th level with Psionic Potential, Greater invocation.

Scholar of Time
The Azure Sandweaver is adept at observing key facts from objects' and creatures' pasts and applying that knowledge in other fields.
Prerequisite: Historian of Time Class Feature.
Benefit: The bonus the Haruspex gains from his Historian of Time class feature now applies to all Intelligence Based skill and ability checks. The bonus it grants to these checks increases by 2. This bonus is further increased to 4 at 14th level.

Focused Training
The Azure Sandweaver specializes in one particular invocation
Prerequisite: Temporal Essence Class Feature.
Benefit: The Azure Sandweaver selects one invocation that they know. When manifesting that invocation the maximum amount of temporal essence they can infuse into that invocation for infusions or metapsionic feats is increased by 1.

Temporal Reservoir
The Azure Sandweaver can hold onto a larger pool of Temporal Essence
Prerequisite: Temporal Essence Class Feature.
Benefit: The Azure Sandweaver increases the maximum amount of Temporal Essence they may have at one time by 2.
Special: You can select this feat multiple times, its effects stack.

Temporal Metapsionics
The Azure Sandweaver use a metapsionic feat more efficiently
Prerequisite: Temporal Essence Class Feature, One metapsionic feat.
Benefit: The Azure Sandweaver selects one metapsionic feat they know. They now decrease the amount of temporal essence needed to apply that metapsionic feat his invocations by 1 point of temporal essence to a minimum of 1 temporal essence.
Special: You can select this feat multiple times, its effects do not stack and you must select a different metapsionic feat you know each time.

Arid Storm
The Azure Sandweaver improves their Azure Sand Wave
Prerequisite: Azure Sand Wave (5d8).
Benefit: The Azure Sandweaver increases the damage of their Azure Sand Wave by 1d8 damage and the saving throw DC by 1.
Special: You can select this feat multiple times. It increases the damage of the Azure Sand Wave by 1d8 each time. The bonus to saving throws does not stack.

Silva Stormrage
2019-06-20, 03:06 AM
Arid Invocations
Arid Invocations function similarly to Eldritch Essence invocations of Warlocks in that they modify a Sandweaver's Azure Sand Wave spell like ability. Using their psionic ability they some Arid Invocations can empower their Sand Wave to deal additional damage, apply effects to enemies damage or modify the area of the Sand Wave.

A Sandweaver can apply an Arid Invocation to modify the next casting of his Azure Sand Wave as a free action. A Sandweaver can normally only apply one Arid Invocation to a single Azure Sand Wave until 10th level when they gain their Cascading Sand class feature (See Above). Unless otherwise noted an Arid Invocation functions as Azure Sand Wave, deals damage as normal with the same area of effect and saving throw. When modified with an Arid Invocation your Sand Wave's spell level becomes the same level as the highest level Arid Invocation applied to it.

Some Arid Invocations can be infused with Temporal Essence. Each Arid Invocation and Azure Sand Wave have the same cap for Temporal Infusion. Thus at 4th level a Sandweaver could spend 2 Temporal Essence to enhance the DC of your Azure Sand Wave but then you would not be able to spend anymore points of Temporal Essence to infuse any Arid Invocations you may have used to modify the blast.

Least

Condensed Sand Ray: Turn your Sand Wave into a condensed ray of sand.
Sleeping Sand: Turns your Sand Wave into a wave that deals minor non lethal damage but also fatigues enemies.
Gripping Sand: Turns your Sand Wave into an attack which grabs and slows enemies at the cost of making it easier to dodge.
Expose Weakness: Your Azure Sand Wave reveals or creates weak points in creature's armor lowering their damage reduction.
Forceful Waves: Your Azure Sand Wave knocks foes back.
Sand Blast: Your Azure Sand Wave is a small 20ft cone.
Weaving Sand: Your Azure Sand Wave ignores cover.
Curling Sand: Your Azure Sand Wave can make one turn when used as a line attack.
Clinging Sand: Your Azure Sand Wave coats creatures in sand negating concealment and invisibility.

Condensed Sand Ray (1st) – The Sandweaver turns their next Azure Sand Wave into a focused ray. This means the Sandweaver makes a single ranged touch attack at any target within medium range (100ft +10/Manifester Level) and if they hit they deal their normal damage for an Azure Sand Wave plus one point of damage per manifester level. This ray has a *3 critical damage multiplier and critical hits on a roll of 19-20.

There is no reflex save for half damage. However, if there is another Arid Invocation applied to this Azure Sand Wave that has an additional effect on a failed reflex save then a creature struck must still make a reflex save to avoid the additional effect. Success still does not halve the damage from the ray.

Sleeping Sand (2nd) – The Sandweaver enhances their next Azure Sand Wave to become a wave of ethereal wisps of blue sand which cause fatigue and sleepiness to those struck. The next Azure Sand Wave deals 1d10 of nonlethal bludgeoning damage to any creature hit and causes any creature damaged by the Sand Wave to become fatigued for two rounds. This invocation can't cause creatures to become exhausted.
Infusions:

If you spend 1 point of temporal essence the fatigue this invocation produces lasts for one round per manifester level. However, it still can't escalate past fatigue.
If you spend 1 point of temporal essence this invocation deals Azure Sand Wave's normal damage as non lethal damage instead of only dealing 1d10.
If you spend 3 points of temporal essence this invocation causes all creatures damaged by this Sand Wave to become exhausted for 2 rounds instead of fatigued.


Gripping Sand (1st) – The Sandweaver turns their next Azure Sand Wave a slower attack but one that grabs opponents that it hits. Any creature who fails their reflex save against this Sand Wave is entangled for 1d4 rounds. Using this Arid Invocation decreases the saving throw DC of this Azure Sand Wave by 3.

Expose Weakness (2nd) – The Sandweaver modifies their next Azure Sand Wave to strike foes in such a way to expose weak spots. Any creature who fails the reflex save against this Azure Sand Wave suffers a -5 penalty to their damage reduction (Minimum 0) for 5 rounds. This reduction does not stack with itself or other Azure Sandweavers using this invocation.
Infusions:

If you spend 3 points of temporal essence the penalty to creature's damage reduction caused by this invocation increases by the Sandweaver's intelligence modifier.


Forceful Wave (2nd) – The Sandweaver modifies their next Azure Sand Wave to push and knock back foes struck by the attack. Any creature damage by the wave is knocked 10ft in any direction away from the point of origin of the Sand Wave (Usually the Sandweaver's current square but some Arid Invocations modify this). This movement does not provoke attack of opportunities.

Sand Blast (1st) – The Sandweaver modifies their next Azure Sand Wave blast out from their hands in a flurry of whirling sand. This changes the area of the Azure Sand Wave to be a 20ft cone instead of it's normal area.

Weaving Sand (2nd) – The Sandweaver modifies their next Azure Sand Wave to be nimble and fly around obstacles or obstructions. This Azure Sand Wave now ignores cover and soft cover and any creature in it's area ignores the benefits those provide against this Azure Sand Wave.

Curling Sand (2nd) – The Sandweaver modifies their next Azure Sand Wave to be able to turn once after it has been launched. This invocation only functions on Azure Sand Waves using the "Line" attack option. At any point in the Azure Sand Wave's path it may make a turn at any angle and finish the rest of it's distance hitting any creatures along its new trajectory. No creature can be affected twice by the same Azure Sand Wave in this method but if a creature is hit multiple times by this Azure Sand Wave the reflex save dc increases by 2.

Infusions:

If you spend 2 points of temporal essence you can make one additional turn at any point during the Azure Sand Line's path.



Clinging Sand (2nd) – The Sandweaver modifies their next Azure Sand Wave to stick and cling to any creature hit by it's rushing wave. Any creature who is damaged by this Azure Sand Wave loses the benefits of blur, invisibility, total concealment, concealment and similar effects as their body is completely coated in sand. Those who fail the reflex save against this Azure Sand Wave are blinded by sand in their eyes until they spend a move action to wipe away the sand. This sand clings to targets for five rounds.

Infusions:

If you spend 2 points of temporal essence the sand clings to the targets for one minute per manifester level.



Lesser

Chrono Impact: Enhances Azure Sand Wave to deal more damage to creatures struck by it.
Desert Lock: Enhances Azure Sand Wave to dimensionally lock enemies in place and slow their movement speed.
Chrono Distortion: Your Sand Wave becomes [Distorted] and deals it's damage as irresistible damage as the sand disrupts the flow of time.
Vast Desert: Your Sand Wave's area of effect doubles in size.
Selective Blast: Your Sand Wave ignores creatures in it's areas that you wish to avoid.
Desert Explosion: Azure Sand Wave becomes a 20ft burst from a point within medium range and deals its damage as fire.
Blinding Sands: Azure Sand Wave clings and sticks into creature's eyes.
Sands of Adjustment: Azure Sand Wave modifies the initiative value of those struck.
Looping Sands: You Azure Sand Wave rewinds targets struck causing them to appear back where they were hit.
Scanning Sands: You Azure Sand Wave analyzes traits about the creatures struck allowing you to gain a bonus or a reroll on a knowledge check to identify them.


Chrono Impact (3rd) – The Sandweaver channels additional energy into their next Azure Sand Wave. Using this invocation adds 1 additional dice of damage to the Sandweaver's Azure Sand Wave for every 4 manifester levels.

Desert Lock (4th) – The Sandweaver applies temporal energy into their next Azure Sand Wave tying them to their current position in the timeline. Any creature damaged by this Sand Wave is dimensionally locked as if affected by the power "Dimensional Anchor, Psionic" and has their movement speed reduced by 10ft as the temporal energies interrupt magical movement abilities. These penalties last for one minute per manifester level.
Infusions:

If you spend 1 point of temporal essence this invocation also applies a -2 penalty to reflex saves and AC to creatures affected by the dimensional anchor effect of this invocation.


Chrono Distortion (3rd) – The Sandweaver twists their next Azure Sand Wave into a wave of pure temporal energy. Using this invocation means that the next Azure Sand Wave is a blast of brilliant blue energy that deals normal damage but is automatically [distorted] and you can invest two points of temporal essence into your azure sand wave for free (You are still restricted by your normal cap). In addition, this is a wave of pure temporal energy that is not impacted by DR or energy resistances. Even creatures who have evasion still take half damage when they succeed on their saving throw vs this effect as the temporal nature of this attack make it impossible to fully dodge.

Vast Desert (4th) – The Sandweaver calls upon a massive amount of sand to widen their next Sand Wave. The Sandweaver's next Sand Wave has all of it's dimensions increased by 100%. Thus a Sand Wave that is a line would become a 10ft wide 200ft long line and a 20ft burst would become a 40ft burst.

A Sand Wave turned into a ray would only have it's range doubled.

Selective Blast (3rd) – The Sandweaver spends extra focus and energy in directing their next Azure Sand Wave. A Sand Wave modified by this invocation allows the Sandweaver to exclude any number of squares in the Sand Waves area of effect. Those squares are not affected by this Sand Wave or any of it's lingering effects.

Desert Explosion (5th) – The Sandweaver modifies their next Azure Sand Wave to condense itself and then explode at a point within medium range (100ft + 10ft/ML) in a burst of fire. This invocation allows your next Azure Sand Wave to explode from a point within medium range (100ft + 10ft/ML) dealing normal damage in a 30ft radius surrounding that point. This Azure Sand Wave deals all of it's damage as fire damage instead of slashing and bludgeoning and increases the reflex saving throw DC for half damage by 2.
Infusions:

If you infuse one point of temporal essence this attack deals half of it's damage as fire and the other half as irresistible temporal energy.


Blinding Sands (4th) – The Sandweaver focuses and aims their next Azure Sand Wave to blind foes. Any creature who takes damage and fails their reflex save against the next Azure Sand Wave is blinded by the sand. They may make a reflex save as a free action at the same DC at the end of each of their turns, success means they are no longer blinded by this invocation.

Sands of Adjustment (5th) – The Sandweaver modifies their next Azure Sand Wave to mess with time and rewind or accelerate creatures to a minor degree. Any creature who fails their reflex save against this affect has their place in the initiative order increased or decreased by 3 depending on what the Sandweaver wants. This can cause the turn order to shift but can not cause a creature to take multiple turns on a single round. This invocation doesn't impact the creature if they haven't rolled for initiative yet (Such as in a surprise round).
Infusions:

For each point of temporal essence you spend you can increase or decrease the creature's initiative score by 3.


Looping Sands (5th) – The Sandweaver causes their next Azure Sand Wave to anchor the creatures struck to their current location. Any creature who fails their reflex save and takes damage from this Azure Sand Wave are affected by a temporal loop. Right before the start of the Sandweaver's next turn any creature who is affected by the loop jumps back to the position they were at when they failed the reflex save against the Azure Sand Wave. This is not a teleportation effect, time simply rewinds for them personally. This also does not rewind anything about them other then their position.

Infusions:

If you spend 3 points of temporal essence this invocation now affects any creature who was damaged by the Azure Sand Wave instead of those who simply failed their saving throw.


Scanning Sands (5th) – The Sandweaver causes uses their magical and psionic energy infused in their next Azure Sand Wave to analyze and observe bits of information on the creatures struck. The Sandweaver can make an immediate knowledge check with the relevant skill to identify any creature damaged by this Azure Sand Wave, even if they have already made such a knowledge check already. This check has a +5 insight bonus on it's roll.

Infusions:

For every point of temporal essence you spend you can learn one of the following traits about the creature. An ability score, A saving throw Bonus, the creature's Regular AC, the creature's HD, the creature's caster or manifester level if they have one. For example by spending 1 point of temporal essence you could learn the intelligence score of every single creature hit by this Azure Sand Wave. If you spent 2 points of temporal essence you could learn all of the creature's intelligence scores and their bonus to will saving throws. You always learn the same traits from all creature's struck.



Greater

Slowing Sands: Enhances Azure Sand Wave to slow enemies hit.
Echoing Sands: Azure Sand Wave repeats at the start of your next turn.
Temporal Erosion: Azure Sand Wave dispels and removes ongoing effects.
Sand Storm: Azure Sand Wave persists as a storm of sand and wind.
Desert Aura: Azure Sand Wave persists around you damaging foes nearby.
Withered Echoes: Azure Sand Wave creates short lasting copies of enemies slain by it.
Desiccating Sands: Azure Sand Wave causes desiccation and dehydration to those hit
Greater Forceful Wave: Azure Sand Wave knocks creatures further back and can cause creatures to become prone.
Sand Drill: As Condensed Sand Ray except it pierces through multiple targets and deals extra damage.
Rapid Sandstorm: Azure Sand Wave deals reduced damage but is usable as a swift action.



Slowing Sands (5th) – The Sandweaver infuses temporal energy into their next Azure Sand Wave causing it to slow down creatures struck by the attack. Any creature who fails a saving throw and is damaged by a Sand Wave modified by this invocation is slowed as the spell for one round per three Manifester Levels.

Echoing Sands (6th) – The Sandweaver modifies their next Azure Sand Wave to repeat itself after it finishes. After the Sand Wave is manifested and crashes upon those in it's way the blue sand seems to rewind itself slowly over the course of the next round. This slow moving sand grants concealment to all those within the area of affect of the Sand Wave for one round. At the start of the Sandweaver's next turn the blue sand crashes forward again, this second Azure Sand Wave duplicates the first in all aspects (Size and area targeted, damage, modifications from spent temporal essence, etc) except it does not rewind and repeat itself again. If the Sand Wave was modified with Temporal Essence the Sandweaver does not need to spend the Temporal Essence a second time on the repeat.

Temporal Erosion (5th) – The Sandweaver modifies their next Azure Sand Wave to disrupt magical effects, dispelling them by throwing the magical effect through time until the magical effect's duration expires. The area affected by this Azure Sand Wave is targeted by an Area Dispel of the psionic power Dispel, Psionic augmented as normal for Psi Like Abilities. This dispel effect occurs before damage is dealt by the Azure Sand Wave, potentially removing defenses on creatures struck.

In addition, the Sandweaver gains a penalty or bonus to dispel a magical effect depending on how long of a duration the effect has remaining. If the spell will expire in under a minute the Sandweaver gains a +5 bonus on their dispel check. If the spell will expire in under ten minutes he gains a +3 bonus, if the spell will expire in an hour or less he gains no bonus or penalty, if the spell effect has more than an hour duration he gains a -5 penalty on his dispel check and if it lasts for more than 24 hours he gains a -10 penalty on his dispel check. If the spell effect is permanent than it can't be dispelled by this invocation. The Sandweaver only gains the most beneficial bonus or penalty to his dispel check.

Infusions:

If you infuse three points of temporal essence invocation casts two area dispel effects on the same area potentially dispelling two effects.
If you infuse four points of temporal essence invocation casts three area dispel effects on the same area potentially dispelling three effects.



Sand Storm (5th) – The Sandweaver modifies their next Azure Sand Wave to create a whirling storm of sand and debris. This invocation causes your next Azure Sand Wave to form a powerful storm of wind starting from a point within medium range (100ft + 10ft/ML) and expanding to a 30ft radius around that point. When this Sand Wave is first manifested is resolved normally except it's area of effect is a 30ft burst centered on that point.

After that the cloud of sand and debris functions as the spell Haboob (Sandstorm) except as noted here. Also, for as long as the storm remains at the start of the Sandweaver's turn every creature in that area of effect takes slashing and bludgeoning damage equal to one half of the Azure Sand Wave's base damage not counting feats, items or other arid invocations. Thus if manifested by an 11th level Azure Sandweaver creatures would take 3d8 damage (Half of 6d8). This damage does not apply any other effects from other Arid Invocations. This storm lasts for 1 round per manifester level. The Sandweaver can only have one Sand Storm active at a time, manifesting another one causes the first to dissipate.

Infusions:

If you infuse two points of temporal essence this instance of Sand Storm doesn't count against the one Sand Storm limit allowing you to have multiple Sand Storms active at a single time.



Desert Aura (5th) – The Sandweaver modifies their next Azure Sand Wave so that it swirls around them in a chaotic storm damaging all within the area. This Azure Sand Wave creates a 5ft radius around the Sandweaver for one round per caster level. Any creature who enters the area or ends their turn within the radius of the storm are affected by this Azure Sand Wave as normal. They must make reflex saves for half damage and are affected by additional Arid Invocations each time they take damage from this aura.

This invocation is taxing on the Sandweaver and they can only maintain it for 5 rounds per manifester level per day. Every 5 rounds beyond that time limit deals 1 point of ability burn to all the Sandweaver's ability scores. Unlike normal invocations they may dismiss this invocation as a free action.

Withered Echoes (5th) – The Sandweaver modifies their next Azure Sand Wave to create short lived temporal copies of enemies it slays. Any creature who is killed or destroyed by this Azure Sand Wave spawns a temporally created replica of themselves loyal to the Sandweaver. These copies have the exact statistics of the creature they copied except they have nonmagical copies of all of their former gear and have the same HP as they did right before the Withered Echoes modified Azure Sand Wave damaged them. They are created immediately and act on the Sandweaver's next turn. At the end of the Sandweaver's next turn they fade to blue dust which scatters into nothingness.

They can not spend or use any ability that expends experience points or uses material components. The Sandweaver does not share any particular shared senses with them nor can they telepathically communicate. They still have all their knowledge and aid the Sandweaver to the best of their abilities, fighting their former allies with no remorse or hesitation, they are mere hollow shells replicating the abilities and knowledge of the slain creature.

Desiccating Sands (5th) – The Sandweaver modifies their next Azure Sand Wave to siphon liquid and water from those struck. The Azure Sand Wave deals dessication damage (Sandstorm Pg 15) and anyone damaged by the attack is dehydrated. In addition, any creature who fails their reflex save against this Azure Sand Wave becomes vulnerable to fire and desiccation damage until the end of the Sandweaver's next turn. This vulnerability applies after the damage by this attack is dealt and does not apply to this Azure Sand Wave.

Infusions:

For each point of temporal essence infused the duration of the vulnerability increases by 1 round.


Greater Forceful Wave (6th) – As Forceful Wave except now creatures are knocked 20ft away and if they fail the reflex save they are knocked prone. In addition the saving throw against an Azure Sand Wave modified by this invocation is increased by 2.

Sand Drill (5th) – This invocation functions as Condensed Sand Ray except as noted here. You may now make an attack roll at the same attack bonus against every creature in a 150ft line. The Azure Sand Wave simply pierces through enemies hit by this attack thus striking all creatures behind the initial target instead of simply stopping.

Rapid Sand Storm (5th) – The Sandweaver modifies their next Sand Wave to be activated in a matter of moments in exchange for a large chunk of it's power. The Sand Wave is now usable as a swift action but it's damage is halved and it's reflex save DC is reduced by 2. This invocation has a 3 round cooldown
Infusions:

For each point of temporal essence infused the cooldown for this invocation is reduced by one round.



Timeless

Eternity Tsunami: Your Azure Sand Wave becomes a 180ft cone and creates difficult terrain as well as creating a lingering area of distorted time.
Time Erodes all Things: Your Azure Sand Wave duplicates a limited disjunction effect on creatures hit.
Cascading Sand Storm: Select one Greater, Lesser and Least Arid Invocation that you know. Apply all three to your Azure Sand Wave.
Temporal Virus: Your Azure Sand Wave snakes its way through the time stream to find a point where your foes were vulnerable.
Relentless Sandstorm: Your Azure Sand Wave creates a near unending barrier surrounding yourself.
Eternal Companion: Your Azure Sand Wave spawns an enhanced Sand Golem under your control.
Sand Nemesis: Your Azure Sand Wave allows you to spawn a duplicate of a creature struck by your attack under your control.
Ashen Decay: Your Azure Sand Wave draws so much liquid out of creatures damaged that it threatens to kill them outright.
Azure Burial: Your Azure Sand Wave creates enough sand that surrounds and binds a target that they become buried in it. Manifesting it again crushes those who are already buried
Wormhole: Your Azure Sand Wave creates a temporal wormhole causing spells and effects targeting the creature to become [Distorted]
History Erasing Sands: Remove creatures slain from the time stream all together



Eternity Tsunami (8th) – The Sandweaver modifies their next Azure Sand Wave to become a a 180ft cone instead of it's normal area and causes a horrible storm of temporal energy causing lingering damage and slowing creatures caught in the area. This storm lasts within the area of effect of this Azure Sand Wave causes that area to become difficult terrain and deals 5d6 damage to any creature who starts their turn in the area. In addition any creature damaged by this Azure Sand Wave including the initial attack and the 5d6 repeating damage is slowed for one round. This storm lasts for one round per manifester level.


Time Erodes all Things (9th) – The Sandweaver modifies their next Azure Sand Wave disrupt and remove magical effects within the area. Any creature dealt damage by this Azure Sand Wave has 3 random ongoing spell or psionic powers affecting them disjoined as the spell disjunction. In addition any ongoing spell or power active in the area such as Stinking Cloud or Wall of Ice is disjoined as disjunction. This invocation has a three round cooldown.

Infusions:

For three points of Temporal Essence this invocation disjoins all ongoing spell or power effects on creatures damaged by this Azure Sand Wave as disjunction. This still does not impact items.


Cascading Sand Storm (7th) – When modifying an Azure Sand Wave with this Arid Invocation the Sandweaver instead select a Greater, Lesser and a Least Arid invocation that they know. Apply these three Arid Invocations to their next Azure Sand Wave and treat them as a single Arid Invocation for purposes of class features and feats and other such abilities.

Temporal Virus (9th) – The Sandweaver sends their next Azure Sand Wave through the very fabric of time itself to strike the opponent at their state when they were most vulnerable. In essence any creature affected by this Azure Sand Wave is treated as if they had rolled a natural 1 on their reflex save for half damage. In addition any resistances or immunities the creature has to the Azure Sand Wave that have not been active continuously for the past week are ignored.


For example, if the Sandweaver had modified their Azure Sand Wave with this Arid Invocation and Desert Explosion and targeted two creatures with it a human with a ring of fire immunity and a fire elemental. If the human in the past week had ever taken off that ring even for a moment then their fire immunity would be ignored. However, the fire elemental has always been immune to fire so their racial immunity would still apply. Both are still treated as rolling a natural one on their reflex save regardless though which may impact other Arid Invocations applied to this Azure Sand Wave even if they don't take any damage.


Relentless Sandstorm (8th) – This functions as Desert Aura except as noted here. The radius of the storm is increased to 10ft, there is no limit to the number of rounds the Sandweaver can have this invocation active and while this invocation is active the Sandweaver is under the affects of their Swirling Sand class feature without using up any of that class feature's limited duration and the duration of this invocation is increased to one hour.

However, this power comes with drawbacks. For one you can not apply any other Arid Invocations to this instance of Azure Sand Wave. Finally the damage dealt by this invocation is halved compared to a normal Azure Sand Wave.

You can not have this invocation and Desert Aura activated at the same time, manifesting one while the other is active causes the first invocation to be dispelled.

Eternal Companion (8th) – When the Sandweaver modifies an Azure Sand Wave with this invocation he causes the sand produced by that wave to form into a temporary but powerful golem. After the Azure Sand Wave has been manifested the remains of the sand form into a golem in any square within the radius that the golem would fit. The Golem is completely loyal and takes his turn immediately on the same initiative as the Sandweaver. This golem has the same stats and appearances as a Sand Golem (Sandstorm pg 182) except the sand making up it's body is a deep blue. This Sand Golem also gains an insight bonus to it's attack rolls, ac and saving throws equal to the Sandweaver's intelligence modifier and a bonus to hit points equal to 5 times the Sandweaver's wisdom modifier. The Sand Golem can also lower it's spell resistance as a free action if it so wishes.

This golem lasts for one round per manifester level. If the Azure Sand Wave deals damage multiple times over the course of several rounds this golem is only spawned after the first instance of damage. After the golem is gone either through destruction or through it's duration expiring the Sandweaver must wait 10 minutes before creating another one.

Infusions:

For every point of Temporal Essence spent the insight bonus granted to the golem is increased by 2.


Sand Nemesis (8th) – When the Sandweaver modifies an Azure Sand Wave with this invocation it allows them to grab a copy of the creature from the past and duplicate it in a later round. On the next round after this Sand Wave was manifested the Sandweaver can spend a standard action to create a duplicate made of psionically infused sand of any creature damage by this Azure Sand Wave. These duplicates are created adjacent to the Sandweaver and have non magical duplicates of all the creature's gear but otherwise have the exact same statistics of the creature as when right before they were damaged by the Azure Sand Wave. This includes things like ongoing spell effects, expended spell slots and other status conditions. These duplicates are completely obedient to the Sandweaver and act immediately but are very short lasting only lasting until the end of the turn they were spawned. The Sandweaver can only make clones of creatures whose CR is less than or equal to his character level.

Infusions:

For every 2 points of temporal essence spent then the duration of the duplicates created by this invocation are increased by 1 round.



Ashen Decay (8th) – The Sandweaver modifies their next Azure Sand Wave to deal desiccation damage and attempt to rip the rest of the moisture from their body turning them into a dry desiccated husk. If the damage dealt by this Azure Sand Wave is more than half the creature's current hit points (Calculated before the damage is dealt) than they must also make a fortitude save or die as all the moisture from their body is ripped away. A successful fortitude save still renders the creature dehydrated. This effect works on all creatures, even undead and constructs who turn to dust or a similar material if they fail the fortitude save.

Azure Burial (8th) – The Sandweaver modifies their next Azure Sand Wave to entrap and bury opponents in the sand created by the wave. Any medium sized or smaller creature who fails the reflex save is buried under the sand and must attempt to free itself (See below). They are buried under an amount of sand so that they are incased by 10ft of sand on all sides. If the creature was in the air at the time they were incased than they plummet immediately as the sand surrounding them drops from the sky. They fall as normal objects fall falling 150ft in the first round and 300 feet in subsequent rounds. If the creature hits the ground they only take half normal falling damage due to the sand surrounding them absorbing some of the impact but they can't tumble to reduce that damage further. The Sand surrounding a particular target is treated as a single contiguous object for the purposes of spells and effects and has 100 HP per point of wisdom bonus of the Azure Sand Weaver with hardness 15. The sand makes saving throws as the Azure Sandweaver.

If this Azure Sand Wave strikes sand that is already burying a creature than the sand contracts around the buried creature dealing the full damage of the Azure Sand Wave automatically to the creature without a reflex save and the creature takes a -10 penalty on their saving throw versus any other effect the azure sand wave might inflict.


A buried creature can free itself with a dc 25 strength check or can be dug out by other creatures. In one minute a creature using only it's hands can clear sand and debris equal to five times it's heavy load limit and a tightly packed 5ft cube of sand weighs 7500 pounds. A shovel or appropriate equipment allows double the progress.


Infusions:

For every 2 points of temporal essence spent then size of creature that can be buried is increased by one.
If you spend 2 points of temporal essence then any creature who is buried has space and time around them frozen and they are affected as if by dimensional anchor and are prevented from accelerating or manipulating their own timestream via time stop, time hop or similar effects while they remain trapped in the sand and for 1d4+1 rounds afterwards.
If you spend 3 point of temporal essence the DC for a creature digging themselves out increases by your wisdom modifier.


Wormhole (8th) – The Sandweaver modifies their next Azure Sand Wave leave a gap in time for another ability or spell to exploit. Any creature who is damaged by this Azure Sand Wave has this temporal wormhole imbedded in their personal flow of time. At anytime during the next round the Sandweaver can cause any attack or effect targeting a creature imbedded with a wormhole to become [Distorted]. If the attack or effect affects multiple targets it is only distorted for the one with a Wormhole. The Wormhole fades in one round or until the Sandweaver has used it to cause a number of effects to become [Distorted] equal to the wormhole's limit (See below).

If a creature damaged by this Azure Sand Wave fails the reflex save for half damage the Sandweaver can cause a number of effects to become [Distorted] equal to their half of their intelligence modifier (Round up). However, if the creature succeeds on the reflex save than the Wormhole is less stable and the Sandweaver can only cause one effect to become [Distorted] before the Wormhole dissipates from that particular creature.

Infusions:

If you spend 3 points of temporal essence than your own invocations and abilities granted to you by the Azure Sandweaver class do not count against the limited number of effects that become [Distorted].



History Erasing Sands (9th): If a creature is killed by this Azure Sand Wave than they must make a will save right before they die. A failure means they are partially erased from history. They can not be ressurected and are treated as if their soul has been destroyed unless a wish or miracle is cast within the next minute to revive their soul. However, that might be tricky because this invocation also erases the memory and evidence of the creature's existence. Records, memories, all fade and creatures tend to overlook evidence of their previous existence. Creatures who could observe the creature in the round before they were erased are allowed a DC 25 will save to resist this effect and remember the creature.

The manifester must pay 1000 XP in order to actually cause this history erasure effect and they must pay it for each creature slain individually they wish to erase from history. If they don't pay for the creature than the creature is simply incredibly difficult to ressurect and requires a miracle or wish at any time not just within a minute of their death to do so.

Silva Stormrage
2019-06-20, 03:07 AM
Psionic Invocations
In addition to Arid Invocations Sandweavers gain various other invocations to round out their abilities. Activating these invocations is a standard action unless otherwise noted.

Least

Object Reading: Discover information about an object
React: Grants the target creature a bonus on initiative and traps.
Revert: Reverts a creature to a previous state restoring wounds.
Rewind: Allow a creature to reroll a previously missed attack.
Temporal Shift: Allow a creature to complete a move action as they begin.
Distort: The creature's next melee or ranged attack is [Distorted]
Disrupt: A single creature is struck by temporal energies damaging them.
Focus: Reroll a single failed knowledge of bardic lore check made last round.
Accelerate: A single creature has their movement speed rapidly increased
Historical Analysis: The Sandweaver focuses their mental state and gains an increased ability to understand and discern historical facts and trends.
Sensitivity to Psychic Impressions: As the psionic power
Temporal Stretch: Modify the duration of an existing spell or effect.
Peer into the Hourglass: Gaze into the past to observe what transpired.



Object Reading (1st) – The Sandweaver can observe an object's history to gain information about it's past, purpose and traits. A versatile invocation which many Sandweavers consider fundamental to their research. Upon spending a minute with an object the Sandweaver learns the name and race of the last individual who held the object (Other than the Sandweaver themselves), the object's hardness, general info on how the object was created or how the last owner gained the item and how the last owner of the object lost the item.
For every 3 additional manifester levels beyond 1st (4th,7th,10th, etc) the Sandweaver can select one additional piece of information from the following list.

The alignment of the last owner
The location where the object was created
The creator's original intent for the purpose of the item
How long it has been since the item has been created
How to activate/use the object
How the object was used by the previous owner



After using this invocation on an object the same Sandweaver can't do so again until 24 hours have passed. Due to the strong synergy with this invocation and temporal essence the Sandweaver can infuse twice the normal amount of temporal essence into this invocation. This invocation does not work on artifacts.
Infusions:

If you infuse one point of temporal essence you can increase your manifester level by 5 for this invocation. You can infuse multiple points of temporal essence to gain a stacking bonus to manifester level.
If you infuse one point of temporal essence you can learn minor details about one major event the item was involved in or nearby. The Sandweaver learns the name of the event if it is well known enough to have a name, a basic description of the event, the time and location of the event and the name and a mental image of whoever was holding or nearby the object during the event. You can spend multiple points of temporal essence to learn about multiple events with each additional point of Temporal essence giving you minor information about one more event. This option prioritizes recent events and events relevant to the Sandweaver.
If you infuse two points of temporal essence you can learn about the owner who owned the item before the previous owner, learning all the same information the Sandweaver learned about the previous owner. You can select this option multiple times infusing two more points of temporal essence to learn about the previous owner.
If you infuse four points of temporal essence the Sandweaver learns everything about the item as the Sandweaver cast Analyze Dweomer on the object.
If you infuse four points of temporal essence the Sandweaver learns how to temporally use the object gaining proficiency with the item and an insight bonus on any skill check with the item (UMD, Disable Device, or Open Lock) equal to their wisdom modifier for 10 minutes. This can't be used on newly created objects as there Sandweaver is copying past users skill and expertise with the item.
If you infuse six points of temporal essence the Sandweaver learns exactly how the object was created, what ingredients or rituals were used to create the object.
If you infuse eight points of temporal essence the Sandweaver learns everything about the item as the Sandweaver cast Analyze Dweomer on the object but this invocation now works on artifacts.


React(2nd) – The Sandweaver grants a target a +4 insight bonus on initiative checks and a +3 insight bonus to AC. This invocation lasts for one minute per ML and the Sandweaver can have a maximum number of ongoing instances of this invocation equal to his wisdom modifier.
Infusions:

If you spend 2 point of temporal essence the bonus to initiative and AC increase by 2.



Revert (2nd) – The Sandweaver can send target an ally within close range and send their body slightly back in time restoring their injuries. The creature heals them 2d8 + 2/ML hit points and up to 4 points of ability damage. This can heal a maximum amount of hit points equal and ability damage to the damage that creature took since the beginning of your last turn. This healing is not positive nor negative energy and can heal undead and constructs effectively.
Infusions:

If you spend 1 point of temporal essence manifesting this invocation becomes a swift action.


Rewind (2nd) – The Sandweaver can manifest this invocation as an immediate action whenever a creature within 30ft makes an attack roll or skill check. After seeing the success or failure of the attack roll or skill check you can force the creature to reroll by tweaking the flow of time and forcing an alternative event to take place. A successful will save negates this invocation. Once you use this invocation you can't use it again for five rounds. The Sandweaver can only target a creature with this invocation once every hour.
Infusions:

If you spend 1 point of temporal essence you can affect the target with this invocation again without having to wait an hour.
If you spend 1 point of temporal essence the cooldown is reduced to 1 round.
If you spend 2 points of temporal essence you can direct the flow of time to influence the alternative event and grant the target a +5 bonus or penalty on their reroll.
If you spend 3 point of temporal essence this invocation no longer has a saving throw.



Temporal Shift (1st) – The Sandweaver distorts cause and effect allowing a target creature to finish their next move action as soon as they start to move. In practice this is essentially similar to a teleportation effect to the end of their destination. However, they still can't move anywhere that they would not of been able to move in a single move action such as through impassible barriers and it is not disrupted by any effect that blocks teleportation. This movement does not provoke attack of opportunities and the creature does not suffer from effects that they would of taken by moving in that path such as damage from a wall of fire. They still must spend a move action to actually move to their destination however, this type of movement is disorientating and takes focus.
Infusions:

If you spend 2 points of temporal essence this invocation lasts for one round per manifester level. This allows all movement the creature takes to work as described above for as long as this invocation lasts.


Distort (1st) – The Sandweaver imbues a target creature within medium range (100ft + 10ft/ML) with temporal energy. The next melee or ranged attack that creature makes with a manufactured weapon or natural attack is [distorted].
Infusions:

If you spend 1 point of temporal essence this invocation also gives that attack a +5 bonus to hit due to the disorienting nature of the attack.


Disrupt (2nd) – The Sandweaver looks into a target's past and sends a flux of temporal energy into a creature's personal history disrupting their existence. The Sandweaver targets an intelligent creature within long range (400ft + 40ft/ML) which deals 1d8 damage plus 1d8 per two manifester levels and is entangled for 1d4+1 rounds due to the disorientating nature of the attack. A fortitude save halves this damage and reduces the entangle duration to 1 round. This is a divination effect.
Infusions:

If you spend 3 points of temporal essence this invocation also dazes the target if they fail their fortitude save and the fortitude save DC is increased by 2.


Focus(1st) – By holding on and reanalyzing the flow of time the Sandweaver recontextualizes information he might of previously overlooked. When you manifest this invocation you may reroll one knowledge or bardic lore check made in the last round with a +3 bonus. You can not reroll the same check multiple times.
Infusions:

If you spend 2 points of temporal essence the bonus increases to +5.
If you spend 2 points of temporal essence you may use this invocation as an immediate action to reroll a spot or listen check in addition to a bardic lore or knowledge check and you can use this invocation even when flatfooted.



Accelerate (1st) – The Sandweaver rapidly accelerates the targets movements allowing them to move more easily. This gives the target +10ft bonus to all movement types and gives them a +1 bonus to attack rolls. This invocation lasts for one minute per manifester level.
Infusions:

If you spend 1 point of temporal essence the movement speed for this invocation increases by 10ft. If you spend 3 points of temporal essence on this option their movement speed also doubles for all movement modes. Apply the doubling after the additive bonus to movement speed as normal.
If you spend 2 points of temporal essence the bonus to hit increases to +2 and they gain a corresponding bonus to AC.
If you spend 3 points of temporal essence the target gains an additional move action each turn.


Historical Analysis (1st) – The Sandweaver uses their psionic energy to focus their mental energy and gain a +10 insight bonus on Knowledge (History) and Sense Motive skill checks for one hour.
Infusions:

If you spend 1 point of temporal essence you can also gain a +5 insight bonus to any one knowledge skill or on bardic lore checks.


Sensitivity to Psychic Impressions (1st) – The Sandweaver uses their psionic energy observe information about the past. This invocation functions as the psionic power Sensitivity to Psychic Impressions except as noted here. The Manifestation time for this invocation is 10 minutes.
Infusions:

If you spend 3 points of temporal essence you can also gain a +5 circumstance bonus on bardic lore or knowledge checks regarding creatures or objects in the visions you saw.


Temporal Stretch (2nd) – The Sandweaver their control over time to try and modify an existing effect, making it last shorter or longer than normal. The Sandweaver selects one spell, spell like ability, supernatural ability or similar ability with a duration longer than one round targeting themselves or a creature within 30ft. The targeted effect's duration is either doubled or halved to a minimum of 1 round. This has no impact on permanent effects and an unwilling creature can resist this invocation with a successful will save. Due to this ability already manipulating time it is unable to influence effects such as Time Stop, Temporal Acceleration, Time Hop or similar effects. The effects of this invocation does not stack with itself.
Infusions:

If you spend 1 point of temporal essence you can manifest this invocation as a swift action when targeting an effect on yourself.


Peer into the Hourglass (2nd) – One of the most fundamental methods a Sandweaver has to observe the past. When you begin casting this invocation select a point in time in the past within one minute per manifester level of when you started manifesting this power. The Sandweaver spends 10 minutes manifesting this invocation during which they concentrate on a single point within long range (400ft + 40ft/ML). They do not need to be able to have line of sight or line of effect to this point. When this invocation is manifested the Sandweaver creates an unmoving magical scrying sensor at that location at the specified point in time in the past. The Sandweaver can see and hear from this sensor in all directions using any special senses they may have. The Sandweaver must concentrate on this invocation in order for them to continue observing the past and they can concentrate until the sensor reaches the point in time when the invocation was first manifested. Thus if the Sandweaver picks a point 3 minutes in the past they may only concentrate on this invocation for 3 minutes.

This invocation is a divination and scrying effect and can't observe the actions of creatures or locations warded against such effects. Such creatures and their effects simply fail to appear. For example, If a a swordsman had a mindblank spell active and stabbed someone the Sandweaver would simply see the wound appear on the creature with no discernible cause. Locations warded against divination are simply filled with an unpierceable black void and nothing can be detected within. The scrying sensor can not be detected by those in the past but if the location has spells or effects that detect scrying they detect this invocation when it is manifested in the present time.
Infusions:

If you spend 1 point of temporal essence the Sandweaver can move the sensor around at a speed of 30ft per round.
If you spend 2 points of temporal essence you can observe any point in the past within 10 minutes per manifester level.
If you spend 4 points of temporal essence you can observe any point in the past within 1 hour per manifester level.
If you spend 5 points of temporal essence you can observe any point in the past within 1 day per manifester level.



Lesser

Time Hop: As the power
Temporal Shift, Greater: Allow a creature to complete a move action without starting to take a move action.
Preservation: Preserves an object or creature by partially removing it from the time stream rendering it resistant to damage.
Temporal Insertion: Insert an action retroactively into the time stream.
Timestream Manipulation: The Sandweaver can either accelerate or slow down a creature's internal time stream.
Legend Lore, Psionic: As the power
Scan Protections: Observe a creature's resistances and protections.
Track: Via observing the timeline of a touched creature the Sandweaver can locate his past locations.
The Clock Turns Back: You rebuild objects or prevent them or creatures from being damaged.
Freeze: Freezes an unattended object in place for several rounds.
Overwhelm: Open up the vast expanse of time and forcibly throw the worst aspects into a creature's mind overwhelming their mind.
Second Chance: The Sandweaver infuses wisps of temporally infused sand into a recently slain creature allowing it to fight again briefly.
Gaze Into the Past: The Sandweaver duplicates the effects of the divination spell except it only works for past events.
Forced Dream: As the power


Time Hop (3rd) – The Sandweaver duplicates the effects of the Time Hop power except as noted here. The Sandweaver due to excellent control over temporal magics can dismiss an individual item or creature or all creatures affected from one of their time hops early as a standard action. When augmented each 2 power points spent augmenting it increases the DC by 1. This invocation has a three round cooldown.
Infusions:

If you spend 2 points of temporal essence this invocation has no cooldown.
If you spend 3 points of temporal essence the augment options for Time Hop cost 1 PP each.
If you spend 4 points of temporal essence this invocation can be manifested as a move action or swift action.


Temporal Shift, Greater (4th) – The Sandweaver has a greater understanding of movement and it's flow in the time stream and allows creatures to reach their destinations before they begin to move. This invocation grants the target a move action that can be taken right away. They can only use this action to move and their movement functions as if affected by the Temporal Shift invocation.
Infusions:

If you spend 3 points of temporal essence this invocation lasts for a round per manifester level on the target creature, granting them an extra move action at the start of their turn which can only be used for movement as described above.


Preservation (3rd) – The Sandweaver partially displaces an object or creature from the time stream rendering it resistant to damage and things affecting it. If manifested on a creature the creature reduces damage from all sources by 5 and gains a +2 bonus on fortitude and will saves. However, removing a creature partially from the timestream also hampers their ability to act to a degree giving them -10ft movement speed to all movement types, -2 penalty on reflex saves and a -1 on all attack rolls. When manifested on a creature this invocation lasts for one round per manifester level.

When cast on an object however, this invocation is a lot more effective. It increases the object's hardness by 10 and allows their hardness to reduce damage from force and other types of damage that normally bypass hardness such as adamantine weapons. This invocation can only be cast on objects that weigh less than 25 pounds per manifester level. This invocation lasts for one hour per manifester level when manifested on an object.
Infusions:

If you spend 1 point of temporal essence the a creature targeted by this invocation does not gain any penalties.
If you spend 2 points of temporal essence the damage reduced for a creature or the hardness of an object is increased by the Sandweaver's wisdom modifier.
If you spend 4 points of temporal essence this invocation's duration increases to one hour per manifester level for creatures and is permanent on objects.


Temporal Insertion (4th) – The Sandweaver can as a swift action inject a standard action into the past allowing it to resolve as if the target was in a previous state of existence. Using this ability inserts this effect into any targeted creature's past. It resolves at the time temporal insertion is cast, but is treated as affecting the targeted creatures in the previous rounds for all other intents and purposes.

For example, if the Sandweaver had a wand of fireballs he was using in combat and an enemy cast "Protection from Fire" on round 1. The Sandweaver could manifest this invocation and use his wand of fireballs on that enemy. The fireball deals its damage as if the enemy was in the previous round where he had not cast protection from fire thus he would take full damage from the fireball. The damage however, would still apply to his present self.

The Sandweaver can use this ability to heal a wider range of damage with their Revert invocation but it still can't change the past. Thus in the following situation concerning the Sandweaver an Ally 1 and an Enemy 1.
Round 1: Ally 1 is at half HP
Round 1: Enemy 1 deals just enough damage to kill Ally 1
Round 2: Sandweaver uses Temporal Insertion to manifest Revert healing Ally 1 in the past which if the invocation healed successfully then Ally 1 would have enough HP to live.

However, temporal insertion doesn't heal the past version of Ally 1 it heals the current version of Ally 1 which is a corpse and not a valid target for Revert. In order to change the past you need a more powerful invocation (See Timestream Injection Below)


Timestream Manipulation (4th) – The Sandweaver can either slow down or accelerate a creature's internal rate of time. If they accelerate a creature that creature is treated as if under the effects of the spell "Haste". A creature can only be safely accelerated by this invocation once every five minutes. For each additional time this invocation is cast upon during the same 5 minute interval then they suffer one point of constitution burn.

If the Sandweaver slows down a creature's internal rate of time the creature must make a fortitude save and a will save versus the temporal effects of this invocation. Failing the fortitude save stuns the target for 1d3 rounds as their body and brain is slowed down and unable to react properly. If they fail the will saving throw they are slowed for 1 round per ML due to the lingering temporal distortions disrupting their actions.

Legend Lore (4th) – The Sandweaver can delve into an object or creature's past and replicate the spell "Legend Lore" except as noted here. The Sandweaver does not need to provide the material component and focus for this invocation but they must spend the standard time manifesting it despite it being a psi like ability.
Infusions:

If you spend 2 points of temporal essence you can reduce the casting time by one step.
If you spend 2 points of temporal essence you can increase the information gained by one step.
If you spend 2 points of temporal essence you can use this invocation on non legendary items or creatures.



Scan Protections (5th) – This invocation functions like the spell Know Protections (MoF) except as noted here. First, there is no saving throw to resist this invocation and its casting time is a swift action. In addition, the Sandweaver learns the number of ongoing spell or psionic effects on the target creature as well as their magical aura as if they had concentrated with detect magic or detect psionics for three rounds on the creature. You may also use this invocation on an object to determine its hardness.
Infusions:

If you spend 1 point of temporal essence you can learn about any fast healing or regeneration the creature may have.
If you spend 1 point of temporal essence you can learn whether it is immune or resistant to any of the following, poison, disease, mind affecting abilities, ability damage or ability drain.
If you spend 1 points of temporal essence this invocation may be cast as a move action.
If you spend 2 points of temporal essence this invocation's targets every creature within a 20ft radius within range.
If you spend 3 points of temporal essence you can roll a spellcraft or psicraft check against each ongoing effect on the creature as if you were present when the effect was initially cast. Success means you learn the details of the effect as normal. In addition, you can target an ongoing spell effect instead of a creature and make an appropriate skill check as above to determine its effects. You gain a +10 insight bonus on this spellcraft check.


Track (5th) – Upon manifesting this invocation the Sandweaver's hand is covered in a blue aura and he must make a melee touch attack upon a creature within melee range. If he hits he can discern the physical route that the creature took in the past hour per manifester level. He does not get to see what the creature saw when he took that route, he simply knows the physical route the creature took relative to the Sandweaver's current location. He can recall this information for ten minutes per manifester level before it fades from his memory. Though he can always simply write down or memorize the information with the Autohypnosis skill. This ability can't track a creature's movements if while they were on a different plane of existence (Though you would know that they left the current plane and when and where they came back). This is a divination effect. A sleight of hand check versus an opponent's spot check is required to make this attack on a creature without them knowing about it.

For example, upon touching a creature in a marketplace he may learn that the target woke up in a house 4 miles north of the current location, traveled to a specific building about an hour or so southeast and spent several hours there then arrived at the marketplace and has been wandering about. He wouldn't learn what the creature was doing or what exactly any of those locations were unless he visited them himself.

Infusions:

If you spend 1 point of temporal essence this invocation lasts for one minute per manifester level. While this invocation is active the Sandweaver can pinpoint the target's physical location relative to the Sandweaver's own.
If you spend 3 points of temporal essence this invocation also allows you to see what the target saw while taking that path. You don't receive any information other than visual information.


The Clock Turns Back (4th) – This invocation has two functions, reconstruction and prevention.
Reconstruction: When the Sandweaver manifests this invocation in order to reconstruct something she must target a single object that was destroyed in the past minute. That object's internal clock is rewound and the object is repaired to full HP or at least the healthiest it was within the last minute. This can even repair magical items and restore their magical properties. This does not restore any charges spent on a magical item such as a wand nor does it recover the magical properties of consumables like scrolls or potions. If you activate a scroll, then destroy it and then reconstruct it the scroll will be rebuilt but the magic will be gone and the scroll won't be able to be activated again. This is the same with magical ammunition after it has been fired and hit a target, such items are only built to be used once. The Sandweaver can reconstruct any object that can be contained within a 10ft cube. Though they can repair larger objects such as a wall section by section if possible.

It is possible to restore non magical items that have been destroyed for longer than a minute but it requires an amount of diamond dust as a material components to restore the object equal to 1/6th of the market cost of the item.

Prevention: When the Sandweaver manifests this invocation in order to prevent harm they can target a single creature or object that can be contained within a 10ft cube. Either way this invocation lasts for ten minutes per manifester level and when the target is damaged this invocation activates to repair the damage. This invocation is much more effective at repairing objects and thus an object that is damaged or destroyed is repaired to the state it was before it took the attack, and then this invocation ends. When a creature under this invocations effects takes damage they are immediately healed 1d4+5 damage and then the invocation ends. This healing heals undead and constructs and is not based on positive energy.

Infusions:

If you spend 1 point of temporal essence the duration of this invocation when used for Prevention increases to one hour per manifester level.
If you spend 2 point of temporal essence the healing of this invocation when used for Prevention on creatures increases by 5.
If you spend 2 points of temporal essence this invocation may target objects who were destroyed within the past hour when used for Reconstruction.
If you spend 3 points of temporal essence this invocation when used for Reconstruction may target a creature and then reconstruct every single object that the creature was wearing or holding within the past minute.
If you spend 2 points of temporal essence this invocation may target objects who can be contained within a 20ft cube.
If you spend 4 points of temporal essence this invocation may target objects who can be contained within a 50ft cube.



Freeze (4th) – The Sandweaver rapidly pauses an object freezing it in place. Upon manifesting this invocation as an immediate action the Sandweaver targets one object that can be contained within a 10ft cube. That object freezes as if affected by the spell Temporal Stasis except the effect only lasts for one round per manifester level. The Sandweaver can freeze a contiguous surface or body of liquid with this invocation but can't affect gasses. The Sandweaver can't freeze objects that are intelligent or even attended objects due to their ability to actually interact with the flow of time. This invocation has a 3 round cooldown.
Infusions:

If you spend 2 points of temporal essence the volume limit of the object is a 15ft cube.
If you spend 3 points of temporal essence you can freeze a magical ray or similar magical projectile instead of a non magical object.
If you spend 4 points of temporal essence the volume limit becomes a 25ft cube.


Overwhelm (4th) – By selecting several terrible points in history and by composing and collecting the sheer weight of the past the Sandweaver can coalesce this information and shove it into an unsuspecting creature within close range (25ft + 5ft/2 Manifester Levels). If the creature fails a will save they take 1d4 wisdom damage per 6 ML and are dazed for one round and shaken for one minute. A success means they are shaken for one round. This is a mind affecting fear effect.

Second Chance (4th) – You can manifest this invocation on a creature who has died in the past round. By targeting the event of their death you can push it forward in time reviving the creature temporarily. The target's death or destruction is reversed and they are briefly alive in the same condition they were in right before the attack that killed them. After three rounds the target's death catches up to them and they instantly and irrevocably die regardless of any other effect or condition, even if they are removed from the time stream such as by Time Hop. Due to the sheer difficulty and dangers of manipulating a creature's very death this invocation can only be used safely on a creature once per week. Every additional time it is used within a week timeframe the target takes 4 points of constitution burn when they come back. If they do not have a constitution score they take 4 points of charisma burn. If they are immune to ability burn then the invocation simply doesn't function on them.

Infusions:

If you spend 3 points of temporal essence you can remove the event of the targets death completely from the time stream. This however is a lot more taxing on the individual. This invocation functions as the spell Revivify (SpC) except as noted here. This invocation can target any creature not just those valid targets to be raised by Raise Dead. Upon being raised the target takes 6 points of ability burn to all of their ability scores and are then set to 1 HP and are unconscious but alive and stable. They are unconscious even if they normally wouldn't be able to (Constructs and Undead for example) and will wake up in a round. If this ability burn would kill them then the invocation fails. If they are immune to ability burn the invocation fails. Finally, in order to use this infusion option the Sandweaver must also provide 500 GP worth of crushed Diamond Dust.


Gaze into the Past (4th) – By spending 30 minutes manifesting this invocation the Sandweaver can look into the past to duplicate the effects of the spell Divination except as noted here. This invocation can only give you advice, clues or information regarding past or present events that occurred up to 10 years ago, it can't see into the future. Because they are directly observing the past with this invocation instead of receiving the information from a third party they can make a Knowledge (History) check when they manifest this invocation to better parse the information they receive. If their check exceeds 30 than the short phrase received by this invocation is never in the form of a cryptic rhyme or riddle.
Infusions:

If you spend 2 points of temporal essence the cast time of this invocation is 10 minutes
If you spend 2 points of temporal essence you can gaze a hundred years into the past
If you spend 3 points of temporal essence the chance of getting a successful result is 100% instead of 70+ML%.
If you spend 3 points of temporal essence you can gaze a thousand years into the past
If you spend 4 points of temporal essence you do not have a limit on how far you can gaze into the past


Forced Dream (4th) – As the psionic power except as noted here. It is a Psychoportation discipline power and is no longer mind affecting as the Azure Sand Weaver duplicates its effects via temporal manipulation. It also has a target of personal instead of one creature.
Infusions:

If you spend 4 points of temporal essence you can target another creature with this power. If the target rewinds time than your memory of the now defunct timeline remains.

Silva Stormrage
2019-10-12, 03:21 AM
Greater

Timestream Injection: Insert your next action into the past changing the present.
Chulainn's Lance: Causes the target creature's next attack to become distorted and automatically hit.
Psionic Potential: Select a 2nd level or lower psionic power and use it at will.
Revert, Greater: As Revert but can restore more and heal more conditions.
Hindsight: As the spell.
Azure Echo: Creates a crystalline statue of sand that you can swap places with.
Temporal Reverb: A creature suffers the same effect as they did a previous round.
Temporal Acceleration: Speed up a creature's time stream to give them a round to act.
Circle of Productivity: By enchanting a large magical circle the Sandweaver can create a place where time flows differently.
Grand Archive: The pinnacle in book reading invocations, you can read entire libraries in a single action
Origin of Species: By analyzing the timeline of a creature you can discern their history, weaknesses and native abilities.
Perfect Structural Analysis: Gain insight onto an object's entire history.
Contingency: As the Power.
Manipulate Magic: Manipulate the temporal essence of spellcasting or psionic powers causing a variety of effects.


Timestream Injection (6th) – The Sandweaver invokes one of their more disruptive abilities. When manifesting this invocation as a swift action the Sandweaver can inject a standard action into the past round altering the past and present when he does so. The action he injects into the timestream resolves at any point the Sandweaver wishes in the previous round. The action can not be reacted to by those in the past with anything but continuous reactive effects such as spell resistance or spell turning. Even contingencies do not activate in response to the injected action. Once the action finishes the results of all actions in the past round that occur after the action was injected may be altered by the injection as if the action occurred in the past all along.

For example if the Sandweaver was struck by a raging barbarian in the previous round he may inject the invocation "Time Hop" into the past right before the barbarian attacks him. He would be affected by the invocation Time Hop and the barbarian's attack would simply strike empty air. This would cause the Sandweaver to healed as he never took the strike in the first place and he would still be under the effect of Time Hop in the present. This affects all actions after the injection. In this example if an ally cast a healing spell on the Sandweaver after the barbarian struck him the heal would now target empty air and be wasted causing the present Sandweaver to lose the HP he would of gained from the healing and causing the ally to expend a spell slot on nothing. Neither the barbarian or anyone else gets to change their actions in the past. The only thing that changes is the result of those actions.

This meddling in the time stream is disruptive to creature's memories and they recall both the original timeline and the modified timeline which can cause some confusion and headaches from foes and allies alike. This invocation has a one minute cooldown


Chulainn's Lance (6th) – The Sandweaver invokes a powerful reversal of order and causality on a creature. The creature's next attack roll within one round is [distorted] and is an automatic hit as this invocation adjusts the timeline so that the damage of the attack occurs before the attack is made. The paradox of such a contradiction forces the attack to land on the correct target.

However, the strain of the contradiction in the timestream causes the creature making the attack roll to become dazed at the end of their turn for one round. An unwilling creature can make a will save to negate this invocation.
Infusions:

If you spend 1 point of temporal essence and you target yourself with this invocation you are not dazed.
If you spend 4 points of temporal essence you can use this invocation as a move action.


Psionic Potential (6th) – The Sandweaver is still a psionic character despite their magical abilities, with training and research they can duplicate a psionic power as an invocation. Upon choosing this invocation the Sandweaver selects two psionic powers of 2nd level or lower from the Psion/Wilder power list (He may select Seer's discipline specific powers but no other discipline's specific powers) and manifesting this invocation functions as if the Sandweaver was manifesting one of those psionic powers as a PLA with a manifester level equal to 1/2 the Sandweaver's normal Manifester levels. Manifesting this invocation has the same manifesting time as the normal psionic power. The Sandweaver must spend any experience point cost of the psionic power when he manifests this invocation. If the psionic power selected has a saving throw use the psionic power's power level to determine it's saving throw DC not the invocation level of Psionic Potential.

The Sandweaver can not select Bestow Power or any other psionic power which transfers or generates power points for himself or other creatures.

Infusions:

If you spend 2 points of temporal essence the Psi Like Ability is manifested at the Sandweaver's normal manifester level.

Special: This invocation can be selected multiple times each time granting the Sandweaver another two psionic powers.

Revert, Greater (5th) – This invocation functions as Revert except as noted here. This invocation heals a number of hit points equal to 5d8 + 5/Manifester Level and up to 8 points of ability damage or drain. In addition, the target can make a second saving throw versus any effect that forced him to make a saving throw since the beginning of your last turn. If they succeed at the second saving throw the creature is treated as if he had passed the first saving throw for the severity of the effect. This does not restore any hit points or ability damage they suffered but it does end various conditions such as sickened or stunned.
Infusions:

If you spend 1 point of temporal essence manifesting this invocation becomes a swift action.


Hindsight (6th) – This invocation duplicates the effects of the spell "Hindsight" (SpC) except as noted here. It requires 24 hours to manifest but it has a 120ft radius and the Sandweaver is unable to select the "Day" option in the spell, normally only being able to learn about the past weeks, days, months or years ago.
Infusions:

If you spend 1 point of temporal essence you can select the "Day" option of the spell "Hindsight" normally.
If you spend 2 points of temporal essence the radius of this invocation becomes 120ft + 10ft per caster level.
If you spend 4 points of temporal essence you can manifest this invocation with a 10 minute cast time.
If you spend 5 points of temporal essence the radius of this invocation becomes 1000ft per caster level.


Azure Echo (6th) – As a swift action the Sandweaver can create a statue made up of hardened blue sand in his own likeness. This statue is formed after he moves out of his current square and appears as the Sandweaver did when he manifested this invocation. As an immediate action he may destroy any statue creature by this invocation and instantly swap his position and the statue's. This is not a teleportation effect, the Sandweaver is just rewinding his position to a previous point in time. After the swap is made the statue dissipates into motes of blue sand that fade into the wind. If the Sandweaver wishes he can cause any of his Azure Sandwaves to originate from one of this echoes that he can see instead of his own square.

The statues have 5 HP per ML and 10 Hardness and last for one minute per manifester level. The Sandweaver can have a maximum number of Sand Echoes active at any time equal to her wisdom modifier. Attempting to create anymore causes the attempt to simply fail.

Temporal Reverb (6th) – The Sandweaver reaches into a creature's past and duplicates one of the following effects: a spell, SLA, PLA, supernatural ability or a melee or ranged attack that the target was affected by in the last round. The ability or attack keeps the exact same damage/healing rolls, attack rolls, etc and the target keeps their saving throw results from the first time they were struck by the ability. If the effect duplicated affected multiple creatures only the target of Temporal Reverb suffers again. This invocation has a one minute cooldown between uses.

Temporal Acceleration (6th) – This invocation functions as the psionic power Temporal Acceleration except as noted here. First it is a standard action to activate. Second it's range is Close (25ft + 5ft/2 Manifester Levels) and can target other creatures. Lastly, a creature can only be affected by this invocation safely once per day. Every time they are affected by this invocation past that they suffer one point of constitution burn. If the target is immune to constitution burn or otherwise can't take constitution burn (Undead or Constructs for example) then the second and subsequent uses of this invocation simply fail on that target.

The Sandweaver himself can be affected by this invocation 3 times per day before suffering constitution burn.
Infusions:

If you spend 2 points of temporal essence the duration of the temporal acceleration increases by 1 round.


Circle of Productivity (6th) – In order to active this invocation the Sandweaver needs to draw and create an intricate magical circle up to 20ft radius. This circle takes about an hour to create regardless of size and is created from various sands and powders making it very fragile and easy to disrupt by outside forces. Once the circle is created the Sandweaver can invoke this invocation and disrupt the flow of time inside the circle.

Creatures inside the circle find that their actions that take longer periods of time to complete finish much quicker. Casting and manifesting times longer than one round have those times halved. Creatures spending the full time crafting in the circle are doubly productive when crafting magic or mundane items, for example letting them craft 2000gp of items per day for magic items if they spend the full time crafting inside the circle. Even creatures having intellectual debates find that a one hour debate between individuals in the circle only took 30 minutes. This has no real effect on combat or shorter actions, the circle simply stretches time when the same action takes place over a long period of time inside the circle. It can't do so when the action is resolved quickly.

The Sandweaver may only have one circle of productivity active at a time and it lasts for one week. Creating another one destroys the previous one. A creature must be actually inside the circle to benefit. Acorn of Far Travel and similar effects do not count for being inside a circle of productivity.
Infusions:

If you spend 4 points of temporal essence casting time reduction, crafting time productivity and other effects of the circle are done by a factor of 4 rather than 2.


Grand Archive (6th) – Manifesting this invocation takes a full minute but by scanning and analyzing any books open to read the Sandweaver can document and analyze all documents or books within medium range (100ft + 10ft/ML). When manifesting this invocation they can target any number of books, carvings, manuscripts or other such items within range hereafter referred to for simplicity as books. The Sandweaver does not need LoS or LoE to these books and automatically knows the location of any book within range. As long as the books are not behind any magical barriers or walls the Sandweaver can access them.

For every book he targets he learns the following information.

The author's name, race, age and gender. This applies to each author if there are multiple authors.
The author's intent behind and reason for writing the book. This applies to each author if there are multiple authors.
The details of the book as if he thoroughly read the book once.
Any magical properties of the book as if they cast the spell Analyze Dweomer on the book.


For spellbooks or similar items the Sandweaver does not learn how to cast the spells but he does gain knowledge of what spells are written in the books. In order to decipher each spell he must make a spellcraft check as normal (DC 20 + Spell level).

As a side effect simply learning this invocation reorganizes the Sandweaver's mind to hold such a massive amount of information and passively gives him a +5 bonus on all knowledge checks and grants the Sandweaver a perfect memory and they never forget anything if they do not want to.

Origin of Species (6th) – The Sandweaver selects one living creature within close range and does an in depth scan through the time-stream for historical and genetic information related to the creature. If the creature fails a will save then the Sandweaver learns the following information. This is a divination effect.

Basic information about the specie's origin (Whether they evolved naturally, were created by gods/mad scientist, etc) and minor information about their creator if they had one such as the creator's name and title.
The statblock of an average creature of their species including average ability scores and all (Ex), (Su), (Ps), (Sp) and natural abilities. This does not reveal abilities gained from class features or templates.
Basic historical information regarding this species including locations where large populations lived and migrated to, nations which held a large number of this species or similar information
Can make a single knowledge history check regarding this species with a +10 bonus to find more specific or forgotten information regarding this species.


Infusions:

If you spend 1 point of temporal essence and you hit the creature with a melee touch attack this invocation no longer has a saving throw to negate it's effects.
If you spend 3 points of temporal essence you also gain the above information on every template the creature has.


Perfect Structural Analysis (7th) – The Sandweaver touches one object and analyzes it's compositional makeup, it's history and it's purpose. He gains the following information. This is a divination effect. This ability does not work on corpses of creatures. After analyzing an object the Sandweaver gains a +10 insight bonus on any skill check required to use the object. This can work on artifacts and other hard to divine items, it doesn't target the object and instead scans the history surrounding the object.


All the information gained from a use of the invocation Object Reading with a maximum amount of temporal essence infused (The Sandweaver does not need to actually spend this temporal essence).
Knowledge of what the object is made out of.
Knowledge of what the purpose of the object was when it was created.
A one or two sentence description of how the object was made. "Created by an evil god in a grand ritual sacrificing X people". This does not give enough information to recreate the event creating the object.
All magical and mundane properties of the object and how to use all of its functionality.
A one or two sentence description of every important user of the item and what they used the item for. The DM decides what constitutes an important wielder but it should cover anyone who uses the item for years or for important events.


Infusions:

For one point of Temporal Essence you can manifest this on an item within Close Range. Attended items get a will save to resist.
For 4 points of temporal essence you can manifest this on every item within 30ft. All attended items get a will save to resist, with items on creatures getting a single will save to resist for all of their items.



Contingency (6th) – This functions as the power except as noted here. The Azure Sand Weaver can have three active contingencies at a time instead of 1. In addition, they may use any invocation one lower than the maximum grade they can cast instead of 6 level or lower powers. The companion power can only affect the manifester even if it could normally target multiple creatures.

Manipulate Magic (6th) – This invocation has a variety of different ways it can be used. When used the manifester selects one of the following options that modify spells, powers, SLAs, or PLAs.

Modify Magical Effect: As a standard action the Manifester can target one creature within medium range (100ft + 10ft/ML). The next spell or power they cast has it's duration doubled or halved (Minimum 1 round) depending on the manifester's choice as well as having the cast time reduced by one step (minimum standard action).
Slow Casting: As an immediate action the Manifester can target a creature current casting or manifesting a spell or power with a standard action or longer cast time within close range (25ft +5ft/2 ML). If the Manifester makes a ML check with a DC of 11 + the target's caster or manifester level as appropriate then the casting time of that spell or power becomes one round, meaning it will finish manifesting at the start of the target's next turn.
Analyze: You can as a swift action analyze one spell effect, creature or object as Analyze Dweomer except it also detects and analyzes psionic powers. You also learn when each spell or power was cast and its remaining duration.
Expire: You target one creature, object or spell effect within medium range. You can dispel up to 6 spell levels worth of non permanent or instantaneous effects on the target. If you know the list of the ongoing magical effects on the target (From Analyze or other effects) you can specifically target certain effects to be dispelled first. Otherwise the effects dispelled are random.
Restore: You can as a standard action restore one magical or psionic effect that was dispelled or disjoined in the last round. The if the spell was an ongoing spell effect on a creature they must be within 100ft and if the spell was cast on an area the center of the area must be within 100ft.
Permanency: This functions as either permanency or incarnate as appropriate except the normal experience point cost is quartered due to the Manifester's familiarity with temporal magics.


Infusions:

For each point of temporal essence infused when you manifest the Slow Casting option above it gives you a +2 bonus on your ML check.
For each point of temporal essence infused when you manifest the Expire option above it increases the amount of spell levels that can be dispelled by 2.
If you spend 2 points of temporal essence you can cast the Analyze option of this invocation as a free action.
For each point of temporal essence the number of you spend you can restore a spell or psionic effect that was dispelled 2 further rounds in the past. (IE If you spend 2 temporal essence you can restore an effect dispelled 5 rounds ago)



Timeless

Stasis: Render an Object Creature or Spell Effect frozen in time.
Psionic Potential, Greater: Select a 4th level or lower psionic power and use it at will.
Replicate: Drag a power or spell effect you observed from last round into the present.
Timeless Phoenix: Upon death or activation restores a creature to a previously healthy state.
Overwhelm, Greater: As overwhelm but can kill the subject.
Historia: Analyze and memorize a creature's entire past.
Time Regression: As the power
Azure Embodiment: Sync a creature with the everflowing stream of time to enhance their abilities.
Mutable Past: Adjust a creature's past allowing them to easily change past decisions.
Historical Reconstruction: View the past with near perfect recollection.
Time Hop, Mass: As the power
Temporal Acceleration, Greater: As Temporal Acceleration but faster


Stasis (7th) – The Sandweaver targets one object or creature within close range (25ft + 5ft/2 Manifester Levels) and renders them in a state of suspended animation for one round per manifester level as the spell Temporal Stasis. A fortitude save negates this effect.

Instead of freezing their target in time they may freeze a non passive or instantaneous spell, power or supernatural ability that they know of with a duration longer than one round affecting the target. That effect is automatically suppressed on the target for one round per manifester level. After that its duration resumes as normal, the effects duration was also put on pause while in stasis.

Infusions:

If you spend 1 point of temporal essence and 500 GP of diamond dust you can render the effects of this invocation permanent.
If you spend 4 points of temporal essence you can manifest this invocation as an immediate action targeting yourself only. This version of the invocation lasts for one round and you can't use this invocation for 5 rounds after using this infusion option.


Psionic Potential, Greater (8th) – As Psionic Potential but the Sandweaver can select any power 4th level or below.
Infusions:

If you spend 2 point of temporal essence the Psi Like Ability is manifested at the Sandweaver's normal manifester level.

Special: This invocation can be selected multiple times each time granting the Sandweaver another two psionic powers.

Replicate (9th) – By observing a spell or power they can identify when it leaves and enters the time stream and pull it out for future uses. When they manifest this invocation the Sandweaver may select any psionic power or spell used within the last minute they identified with a psicraft or spellcraft check and pull it into the current timeline. The Sandweaver then casts or manifests that same spell or power and may select targets, area, and other options as normal. If it is a psionic power they must chose the same augmentation options as the first power. They must pay any material component or experience point cost to power the effect and they must have any relevant foci. If they can't supply the necessary components then the invocation fails.

Manifesting this invocation is a standard action regardless of what casting time the spell or power observed was. This invocation has a five round cooldown. The Sandweaver can not replicate a spell or power that was cast via this invocation.

Timeless Phoenix (9th) – The Sandweaver can manifest this invocation on a creature with a touch. At any point within the next ten minutes per manifester level the creature touched can activate this invocation as an immediate action to instantly revert their body to the state it was when they had this invocation manifested upon them. This can revert damage, ability damage/drain, negative levels, ongoing spell effects and similar conditions and effects. It does not restore expended spell slots or similar expended abilities. This invocation automatically activates if the creature is killed, resurrecting them in a flash of blue light.

This ability does not truly remove those effects it merely reverts the creature to the same point as the initial manifestation. If they were suffering from any ability damage, ongoing spell effect or similar effect at that time then they would be under those effects again.

Once a creature is affected by this invocation regardless if they activate it or not they can't be affected for another week.

Overwhelm, Greater (7th) – As Overwhelm but the sheer weight of the timeline forced upon the subject can be lethal. If the creature fails the initial will save then they die due horror as their brain can't handle the information. A successful save results in them being shaken for one round per manifester level and taking 1d8+2 points of wisdom damage. This invocation has a three round cooldown


Historia (9th) – The ultimate divination ability to discern the. When manifesting this invocation you can select to learn about a creature or a region.

Creature: By manifesting this invocation as a standard action and touching a creature with a melee touch attack the Sandweaver can gaze upon the twisting strands of time and get a near perfect understanding of the creature's past. The Sandweaver gains perfect information of the subject's history within the past 3 years per manifester level. They get major details and information of the creature's past in the past five years per manifester level. They get moderate details on major events involving the creature within the past 10 years per manifester level. If the creature has lived longer than 10 years per manifester level they only get minor details regarding the creature's history from further than 10 years per manifester level in the past. These details are gained even if the creature has forgotten them and in fact this invocation can pick up details about events the target was never aware of. The Sandweaver is not digging through the creature's mind for this information but instead using the creature to divine the where in the timeline the creature was involved and observing that information. A successful will save negates this invocation. This is a divination effect.

Region:By manifesting this power for one week the Sandweaver can learn about the history or major events occurring in the area. If this invocation is manifested in the ruins of or an existing capital or major city than the Sandweaver learns about the founding, population and cultural details, major events and if relevant, the fall of the civilization. This invocation doesn't grant every possible piece of information but it does grant a good overview of why events happened, how they proceeded, cultural response and the results of those actions. For example it might tell of an ancient civilization that was prophesized to doom so they attempted to bind a great elemental in a grand ritual. It wouldn't necessarily tell you the location of the elemental or enough details to perform the ritual themselves. The exact details should be up to the DM but should be fairly detailed. If this version of the invocation is cast in a general area it gathers information such as from Commune with nature in a 10 mile per ML radius. It gathers all such information possible as well as shifts in that information from the past. This invocation can gather information from 1000 years per 10 manifester levels ago. So 2000 years ago for ML 20.

Infusions:

If you spend 4 points of temporal essence then you also learn in perfect detail the first 50 years of the creature's life.


Time Regression (9th) – As the psionic power except as noted here. The Sandweaver does not need to pay the experience cost for this invocation but after using it they must wait ten minutes before manifesting it again.
Infusions:

If you spend 5 points of temporal essence you can travel back in time up to five rounds.


Azure Embodiment (8th) – By imbuing a creature within close range (25ft + 5ft/2 Manifester Levels) with temporal energy they become an avatar of time. Cloaked in a crackling blue electricity every single melee or ranged attack with a weapon or natural attack is [Distorted]. In addition, the distorted nature of these attacks gives them a +5 insight bonus to their attack rolls. Finally, due to their connection to time once per round they may reroll any d20 roll they made and take the better result.

Still this magnificent power comes at a steep cost. Every round at the start of their turn the creature that is affected by this invocation takes one point of ability burn to a random ability score. This invocation lasts for three rounds. This invocation has a five round cooldown.


Mutable Past (8th) – By adjusting the past the Sandweaver can change or undo character decisions made in the past. This invocation duplicates the effects of the psionic power Psychic Reformation except as noted here. The Sandweaver can undo all such choices going back to the target's first level or HD. The manifestation time is a standard action and finally there is no experience point cost for this invocation. If the Azure Sandweaver targets himself he can not change previous decisions such that he can no longer manifest this invocation.

After being affected by this invocation a creature can not be affected by it again for a full week.

Historical Reconstruction (9th) – After an hour spent manifesting this invocation the Sandweaver may select one point in the past. The Sandweaver may select any point within one century per ML. Upon manifesting this invocation the Sandweaver can observe that point in time as if he was actually there. His body remains in the present as he is not actually time traveling, only observing the past, but his body remains in a coma while this invocation is active. Upon manifesting this invocation he finds himself in his current location however far back he decided to send himself. While this invocation is active he can view, listen to and act as normal as if he was actually in the past. However, he can not interact with the denizens or the environment of the past nor can they interact with him. While in the past he can fly and phase through objects as if he was ethereal but force effects still can't interact with him. The only exception to this is the Sandweaver's own divination invocation and similar effects can still interact with creatures and objects in the past. Time travels normally once he arrives.

Creatures and events in the past are recreated faithfully with this ability except for creatures, items and locations warded against divination spells and effects. Those things simply will fail to be seen/hear/detected by the Sandweaver and simply appear as empty space, though he may figure out something is amiss if he observes an entire room in a castle missing for unexplained reason.

Traveling to the past is never an exact measure. For every century the Sandweaver travels back in time his arrival point can be off by one month. Thus if one travels back 1000 years his destination point will be off by +/- 1-10 months.

Time Hop, Mass (9th) – As the psionic power except as noted here.

Infusions:

If you spend 3 points of temporal essence you can also selectively choose to include or exclude any creature in the area as well as any unattended object you wish that is less than 4000 pounds and smaller than huge sized. A will save negates this invocation for unwilling creatures and attended objects.
If you spend 2 points of temporal essence you can send them forward in time twice as long as normal.


Temporal Acceleration, Greater (9th) – As psionic power Temporal Acceleration except as noted here. While under the effects of this power you can manifest one Azure Sand Wave during the effect that is paused and occurs immediately after the temporal acceleration ends. Such an Azure Sand Wave has the maximum amount of Temporal Essence that can be infused in it reduced by 3. Once you use this invocation you must wait 3 rounds in a non accelerated time stream before you can use it again.

nxwtypx
2019-10-14, 03:38 PM
Alright, adjusted some invocations as well as added a couple more, readjusted Azure Sand Wave for the 10th time it feels like and added some new Feats and an ACF.

Does anyone have any comments? It won the base class challenge thread it was entered in but no one has had any comments so far XD

There's a huge amount to chew on here, but looking at it, this class works anywhere a warlock does.

Temporal shenanigans are not my favorite (time travel's a lame plot device) but my scan of things doesn't reveal any threats to a game's continuity.

From the top:


Is Swirling Sand's minute/class level duration per day? I presume it is.
I really like the Historian aspect of this class. Besides literal sandblasting hourglass powers, this class feels like a more interesting diviner than a diviner could be with a back of alt-Warlock.
Time Stop available 4 levels early at first seems concerning, but what's one round, between friends?
Azure Avatar is powerful, but 20-level capstones probably should be.

Silva Stormrage
2019-10-14, 11:26 PM
There's a huge amount to chew on here, but looking at it, this class works anywhere a warlock does.

Temporal shenanigans are not my favorite (time travel's a lame plot device) but my scan of things doesn't reveal any threats to a game's continuity.

From the top:


Is Swirling Sand's minute/class level duration per day? I presume it is.
I really like the Historian aspect of this class. Besides literal sandblasting hourglass powers, this class feels like a more interesting diviner than a diviner could be with a back of alt-Warlock.
Time Stop available 4 levels early at first seems concerning, but what's one round, between friends?
Azure Avatar is powerful, but 20-level capstones probably should be.


Yes there is quite a lot of material for the class which I imagine is a lot of work for a reviewer to go through XD. Still its also one of the reasons I need feedback. I know I missed a couple things in this pile :smallbiggrin:

1) Like Swirling Sands for example, nice catch on the duration.

2) Ya I focused on the historian/past time theme for two reasons 1) Magical Dungeon delving archaeologist style character seemed interesting and 2) Past based divinations are a LOT easier for the DM to manage than future ones. Thats also why as you noted there aren't any real "Change the past" mechanics beyond a couple rounds. Scry into the past and view it? Sure. Changing it breaks all sense of setting coherence in a clever player's hands.

3) Actually it is not early. Psions get temporal acceleration at 6th level and they get it as a swift action to activate. However, its personal only and PP's are a very finite resource so it definitely isn't strictly better than this version.

4) Ya the extra temporal essence isn't that major since combat won't last that long but the ability does essentially double their damage output. I frankly wasn't sure if I should halve the damage of the swift action use or not.

Thanks for the feedback!

Elves
2019-10-16, 09:53 AM
Maybe shorten the name to just Sandweaver to sound more like a base class? The name sounds more like a PRC atm...on that note a 10-level PrC adaptation of it might be interesting to see.

nonsi
2019-10-18, 12:15 AM
A Sandweaver begins with knowledge of one invocation

Conflicts with the table.




Can discern up to six fabrications or lies with the manuscript and for one (Rolled randomly) the Sandweaver learns what actually happened at the event.

For one . . . what?
This is articulated incoherently. It's not clear what this is supposed to be doing.
Don't force people to read till the end of the table and guess that you mean one/three/five fabrications.



Azure Scholar: AFAICT, Swirling Sand is not a 1st level ability.

Silva Stormrage
2019-10-24, 01:55 AM
Conflicts with the table.





For one . . . what?
This is articulated incoherently. It's not clear what this is supposed to be doing.
Don't force people to read till the end of the table and guess that you mean one/three/five fabrications.



Azure Scholar: AFAICT, Swirling Sand is not a 1st level ability.

Fixed both the invocation count issue (I didn't update that when I messed with the progression) and you are right that table was not clear as written.

For Azure Scholar at 1st level it increases the amount of skill points you gain for the remaining Azure Sandweaver class levels. I suppose I could reword that section but I think its pretty clear what the ACF does. I don't know of any other ACFs that mess with skill points in this manner so I don't have a reference for what the normal format would be.

As for the name. Ya a friend of mine was suggesting I leave it just at Sandweaver but that made me think too much of the Sand Shaper PRC for some reason.

Silva Stormrage
2020-03-28, 02:13 AM
Tweaked this class with a few changes that are mostly quality of life things after building a few characters with it.

1) Added cantrip like invocations to the Historian of Time class feature.
2) Tweaked some numbers regarding skill checks and bonuses/penalties.
3) Added several new Invocations, mostly trying to fix some low level utility and thematic problems. Building low level Azure Sandweavers showed that they had very few divination effects and most utility effects aren't worth spending 1/2 of your known invocations on.

Clinging Sand (Least Arid)
Rewind (Least)
Focus (Least)
Peer into the Hourglass (Least)
Scan Protections (Lesser)
The Clock Turns Back (Lesser)

khadgar567
2020-03-28, 07:35 AM
good to see this class is going strong

Silva Stormrage
2020-04-10, 01:52 AM
good to see this class is going strong

Glad to see you enjoy the class, I am pretty fond of the current state of the class but I may end up adding some invocations in the future if anything comes to mind or if anyone has any suggestions for things the class is missing.