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Old 11-10-2011, 12:51 PM   Top  -  End  -  #10
Thrice Dead Cat
Ogre in the Playground
 
 
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Default Re: GitP PrC Contest XXXI: Wibbly Wobbly Timey Wimey... Stuff

TEMPORAL WARRIOR

Spoiler

An Elven Temporal Warrior shaking off the effects of an enemy spell.
Art by John Zeleznik, shamelessly ripped from Time Spiral: Trickbind by WotC

”Careful! You’re minutes away from the cliff, but that red smell above could be anything from a dragon to, well…, I don’t want to think about it.” - דּוֹר, an "ancient" Temporal Warrior

Many times things go missing or events fall into place in such a manner that people often feel the forces of invisible hands guiding them. Times, being what they are – and more importantly, are not, few people find out the truth. Immortal men may be capable of slamming themselves into mountains with wary a scratch, high mages may be able to carve the same stone into nothing more than a gnomish lawn ornament, but it is an odd breed capable of taking himself to where the mountain was a hill.

BECOMING A TEMPORAL WARRIOR

The most common Temporal Warriors are spellcasters with some knack for time magic. Most find themselves (sometimes literally) down this road either through the use of weak teleportation spells or powers. A few individuals, though, aren’t dedicated mages but rather lucky fools, who, through a one-time passing through an ally's magic, found himself – wizened - creating a paradox that “he” knew must be fulfilled.

ENTRY REQUIREMENTS
BAB: +3
Skills: Knowledge (Arcana) 6 ranks, Knowledge (The Planes) 6 ranks, Spellcraft 6 ranks.
Spellcasting: Ability to cast at least two spells with the (teleportation) descriptor, one of which must be second level or higher; Ability to cast 3rd level spells.
Feats: Somatic Weaponry (Complete Mage, Page 47), Extend Spell
Special: Must have traveled to another “time,” even if only through a brief moment, either through the use of a conjuration [teleportation] power, psionic power such as Time Hop, the Flicker mystery, or other abilities.
Special: Must be proficient with at least one exotic weapon. For purposes of this class, racial weapons such as the Dwarven Urgosh or Elven Thinblade count for this requirement, even if they aren't "exotic" for the would-be Temporal Warrior.

Designer’s Notes
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Class Skills

The Temporal Warrior's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana), Knowledge (History), Knowledge (Psionics), Knowledge (Religion), Knowledge (The Planes), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex)


Skills Points at Each Level: 4 + Int

Hit Dice: d6

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpellcasting
1st
+1
+0
+2
+2
Transtemporal Pouches, Eyes-in-Time+1 level of spellcasting class
2nd
+2
+0
+3
+3
Obsidian Gateways (standard), Mobile Spellcasting-
3rd
+3
+1
+3
+3
Unstable Passage+1 level of spellcasting class
4th
+4
+1
+4
+4
Obsidian Gateways (move, ranged)+1 level of spellcasting class
5th
+5
+1
+4
+4
Temporal Shift-
6th
+6
+2
+5
+5
Obsidian Gateways (penalties)+1 level of spellcasting class
7th
+7
+2
+5
+5
Temporal Regeneration+1 level of spellcasting class
8th
+8
+2
+6
+6
Obsidian Gateways (swift, travel)-
9th
+9
+3
+6
+6
Delayed Trek+1 level of spellcasting class
10th
+10
+3
+7
+7
Living Nexus, Contractual Immortality+1 level of spellcasting class

Weapon Proficiencies: Temporal Warriors find time for odd things. As such, at first level, gain one exotic weapon or armor feat of their choice.

Transtemporal Pouches (Su): At first level, you create a minor network between yourself and a spell component pouch through the fabric of time and space. Doing so takes one full-round action, and you may only have one such connection at any time. This connection allows you to access the contents of that spell component pouch as long as you are within close range to it, based on your caster level when you made the connection. The connection lasts until a new one is made or the Temporal Warrior dismiss it. This ability also allows you to use material components and focuses even if all of your hands are already holding an item. Most Temporal Warriors use this ability to hide their spell component pouches within their robes, rather than leaving them outside on their belts, where they could otherwise be sundered. Only the Temporal Warrior who created the connection may benefit from it. The Temporal Warrior may not grab any material components worth more than 1 GP at a time not currently on his person nor may he grab “unique” items such as artifacts that would be sorely missed from past or present through this ability.

Additional Spells known: Upon entering the Temporal Warrior class, you gain knowledge of the Eyes-in-time, Path Seen, Path Wandered, and Earthen Blood spells (see "Supplemental Material" below), adding them to your spells known (for spontaneous casters), class list (for clerics), or your spellbook or prayerbook.

Supplemental Material
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Spellcasting: At each level expect 2nd, 5th, and 8th, you gain new spells per day, spells known, and an increase in caster level as if you gained a level in another spellcasting class to which you belonged before choosing this prestige class. You do not, however, gain any other increase in benefits from your old class. If you have multiple applicable spellcasting classes before becoming a Temporal Warrior, you must choose which one gains the extra casting when you become a Temporal Warrior.

Obsidian Gateways (Su):

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Mobile Spellcasting: You gain Mobile Spellcasting (Complete Adventurer, Page 111) as a bonus feat at 2nd level, even if you do not meet the prerequisites. If you already have Mobile Spellcasting, choose a different feat for which you meet the prerequisites.

Unstable Passage (Su): Beginning at 3rd level, you may use the Flicker mystery (Tome of Magic, Page 146) up to your spellcasting modifier times per day (INT for Wizards, CHA for sorcerers and Bards, Wis for Clerics) as an immediate action. If you have more than one possible modifier, choose whichever is higher. A hypothetical Archivist 6/Temporal Warrior 3 would use the better of his INT and WIS scores to determine how many uses per day of Unstable Passage, for example. The caster level for this ability is equal to your HD. Rather than touching on the Plane of Shadow, however, you briefly alternate back and forth in time and space between the two places before settling on the latter.

Temporal Shift (Ex): Whenever you are under the effects of the Flicker mystery or any sort of conjuration [teleportation] spell with a duration longer than instantaneous that allows for multiple “jumps” like the Dimension Jumper spell (Complete Mage, page 102), you may trick opponents by showing them your possible future positions. Whenever you use your Unstable Passage class feature or similar spells and effects, you may generate shadowy duplicates of the target of said ability.

While under the effects of Temporal Shift, a you may designate any square once per round as a free action within 30 ft. or wherever your teleportation magic could take you, whichever distance is shorter. For purposes of determining flanking bonus, you counts as being in both the square you occupy and the square you designated as Temporal Shift effectively “shadows” the target in time, although you need not ever move to the designated square. Enemies are able to distinguish between the real you and the duplicates enough to place attacks accurately, but that does not stop them from being flanked, even if they are currently only facing the Temporal Warrior himself.


Designer’s notes
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Temporal Regeneration (SLA):
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Paradox Events
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Delayed Trek (Su): Timing is everything. Especially to people who have more time on their hands than others. Starting at 8th level, when using Obsidian Gateways, a Temporal Warrior may cause everything that passes through the gateways to be delayed by up to ½ his Temporal Warrior Level rounds (rounded down, maximum of 5 rounds of delay). Choosing to delay something is not an action in and of itself, but rather happens each time someone or something travels through the Obsidian Gateways. Separately keep track of each attack, spell or creature delayed by Delayed Trek.

Delaying attacks, spells, and similar abilities can be done safely and will cause such things to appear after the allotted time, although they probably won't hit their targets. Enemies attacking and traveling through the Obsidian Gateways may make a will save (DC 10 + Temporal Warrior level + key ability score modifier for spellcasting). Success means the attacks or creature travels through the portals undisturbed, failure means the attacks or creature is delayed by however long the Temporal Warrior set the delay when he created the Obsidian Gateways. Allies (and their attacks) do not have to worry about being delayed, although they can choose to be, if they so desire.

A Temporal Warrior may try to delay anything kept in his Obsidian Gateways longer than what he had originally planned, but doing so is dangerous. To do so, the Temporal Warrior must spend a move action and make a Will Save (DC 10 + 1 per spell, attack, effect, and creature currently delayed + 2 per previous will save). Success means he is able to delay one thing in his Obsidian Gateways for one extra round. Failure results in one of the things (roll randomly) being released prematurely against the Temporal Warrior. For example, a Temporal Warrior currently delaying two claw attacks and and the breath weapon of a great wyrm red dragon each by two rounds attempts to make a will save DC 13 as a move action to delay the breath weapon by an extra round. If he succeeds, at the end of the Temporal Warrior's turn, the two claw attacks would have only one round left before being released, but the breath weapon would still be held back by two rounds. If he failed, then there would be an equal chance he would be hit by either one of the two claw attacks or the breath weapon, rolled randomly.

Similarly, a Temporal Warrior may prematurely release everything in his Obsidian Gateways by spending a move action and making a Will Save (DC 10 + 1 per spell, attack, effect, and creature currently delayed + 1 per round delayed of the longest delayed thing). Doing so can be used to shunt all attacks and effects out of the Obsidian Gateways safely, but see below.

Even if the Temporal Warrior doesn't tamper further with what goes into his gateway after setting his initial delay, creatures standing nearby must still be careful. When attacks, spells, and effects are released, their player (or DM, in case of NPCs and monsters) decides in which direction and against what they go. Thus, if an NPC dragon's full attack of a claw, claw, and bite attacks of a 17, 12, and natural 20, respectively, were all delayed by 1 round by Delayed Trek, the DM would decide the next round against which creature's AC those attacks (and their damage) would go against.

Living Nexus (SLA; see text): The best kept secret of Temporal Warriors is also one of their most dangerous. While Temporal Regeneration may occasionally result in the wayward Zelekhut or even a few Maruts, given repeated-use; it is the Living Nexus that truly draws the ire of Inevitable-kind. Now whenever the Temporal Warrior uses Temporal Regeneration, he may generate up to one duplicate per every five HD he possesses. The duplicates may still use all their spells and abilities as per Temporal Regeneration, but doing so easily invokes Paradox as the fabric of space-time hunts down the “aggressors.”

While you are able to safely cast spells as normal, if you have more than one duplicate in existence at a time, whenever one of your duplicates uses a spell or ability with a limited number of uses per day, each version of you automatically invokes a Paradox Event, as per the table found under Temporal Regeneration.

In the event that someone attempts to use Dispel Magic or similar abilities on your duplicates, they may only ever remove one duplicate in a single use of the spell or ability.

Lastly, you may now use Temporal Regeneration twice per day, although none of your duplicates may make use of Living Nexus or Temporal Regeneration.

Contractual Immortality (Ex): The hardest promises to keep are those to yourself. Temporal Warriors of 10th level know that more than most anyone else. Through extensive study and application of Temporal Regeneration and reverse applications of the haste-spell, you have reached out into the void and gripped your own heart. Although Temporal Warriors must still wage war with the ravages of time, they need not fall down and die. Once you reach 10th level, you no longer have a maximum age penalty. You also are able to peel back the years slightly, reducing all current and future aging penalties by one-half (-0 at middle aged, -1 at old age, -1 at venerable). You may still die due to poisons, diseases, hit-point damage, and other things that would otherwise kill you, as this class feature only stops "old age" from doing you in.



PLAYING A TEMPORAL WARRIOR

While being trained in odd and possibly ancient arts, you know first hand that times can be relentless: especially when you're the one generating them. Having possibly encountered your own future (or past) self, you may have a strong opinion about predestination, although even amongst expert chronomancers there is much debate. As few people understand the complexities of of time and teleportation, even learned men may see you as nothing more than a wayward Swiftblade, having specialized in teleportive spells rather than the more traditional haste.

Due to the training needed in one "ancestral weapon," you're likely to come from some odder racial subcultures, from the proud Dwarven Urgosh Brigade Steeps, to the Elven Thinblade Fencers, to just plain weird little buggers like the Halfling Rockchamps.

Combat: Being equal parts swordmaster and mage, combat can come easily to you. The fact that you can easily break lines of soldiers with your Obsidian Gateways to redoubling "fair" fights with yourself.

Advancement: Most Temporal Warriors come from mixed backgrounds of sword and sorcery, leading to a large number of Gith and Elves entering the fields of study. As such, there is a large overlap between the Gish-caste of the Gith, the Duskblades and Bladesingers of Elven culture, and even the short-lived Human Abjurant Champions. As honest-to-Boccob time travel is difficult beyond ancient, world shaking magic, most Temporal Warriors find themselves shunning these "impossible" studies in favor of learning other combative tricks.

Resources: Having some odd sense in regards to time, your character may be able to convince even the most stubborn of dwarves about future dangers with the right words. Other times, dumb luck with things like Sending can create a waterfall effect. However, such powers often come at a price, and it is well known among Temporal Warriors that most Inevitables do not appreciate their stitches in time.

TEMPORAL WARRIORS IN THE WORLD

Subject: 607 passes of the Citadel's Primary Gear, 101 of the Secondary, and 7 of the Tertiary in age. Appearance is weathered with 13 lacerations from assault. Assault: Subject knew his fate upon discerning Tempu Primus, attempted to escape via "clone" before Tempu Primus initiated Temporal Stasis. Clone rendered inoperable as subject fled. Three quadrary sweeps later, subject found dead with aforementioned lacerations. Clone not recovered: presumed destroyed. - Tempu Primus, rumored to be one of the oldest Quarat, on dispatching a renegade Githyanki Temporal Warrior

Even among Temporal Warriors, there is a great debate over just who and what was the first of their kind. Because of their homes on the Astral Seas, a small sects of Githyanki claim to have been the first to master the chrono-portive powers commonly used by their own Gish. Some elves argue that it was Artin who first mastered the use of "Firsh'roth," commonly rendered as "Dark Gates." A few dragons claim to know the "truth," but most of them just use their knowledge of Artin and others as excuses for extending their own titles.

Daily Life: Most Temporal Warriors live their lives day to day like other individuals. Some worry about the eventual attack from Inevitables, others shrug and move on without care. Those that come from from the racial traditions of the Gith and Elves tend to spend their days as they would normally: either as soldiers among the Astral Plane or working as equal parts teacher and warrior as Elven shock-troopers.

Notables: A now millennium-old Artin (CG Elf Duskblade 10/Temporal Warrior 10) still instructs young Duskblades (PHB 2) in his home settlement, although few of his students have taken to his own specialization. Although it is difficult to gauge his age due to extended time on the Astral Plane, a middle-aged Gish Zazoz (NE Githyanki Wizard 6/Temporal Warrior 9) regularly assaults unprepared adventurers to the Astral Plane through his Obsidian Gateways.

Organizations: Amongst the Gith, there is a known sect of separatists who make hit and run attacks against their former queen. Although just as likely to attack unprepared travelers as they would their former companions, Zazoz has been known to take in those willing (and foolish) enough to aid in assaults against the Lich-Queen's warriors. Artin and Gerago Crystalbeard, a dwarf psion, have collaborated in creating a small college dedicated to further their races understandings of time and space.

NPC Reactions and Temporal Warrior Lore

Most elves tend to give Temporal Warriors a bit of respect, if for no other reason being able to understand Artin's archaic Elven. Partly due to their associations with elves and partly due to the arcane-bent of their studies, few dwarves have much opinion and view Temporal Warriors the same way they would a wizard or sorcerer: with caution. Humans and other races without much interaction with the studies required to be Temporal Warriors see them like they would any other spellcaster: with either amusement, awe, or downright fear.

Because of Gish Zazoz, Githyanki, Githzerai, and Mind Flayers almost universally respond with out and out aggression towards known Temporal Warriors.

Characters with ranks in either Knowledge (Arcana) or Knowledge (The Planes) may also research into Temporal Warriors. When the players make a knowledge check, use the information below to determine what they know.

DC 10: Temporal Warriors are wizards who use teleportation magic to trick their foes.

DC 15: Temporal Warriors are masters of maneuverability, capable of launching volleys around corners without fear. Most Temporal Warriors have some connection to elves or githyanki.

DC 20: Strong Temporal Warriors are able to exist in multiple places at once, but doing so often draws the attention of Inevitables. Their Obsidian Gateways can even suspend creatures in time and space, for short bursts.

DC 25: These spellcasters have a strong martial heritage. Knowledge checks of of this level and higher also reveal information about Artin and other prominent Temporal Warriors. With a DC 25 Gather Information check, the PCs may be able to arrange a meeting with either Artin or one of Zazoz's Prime-bound servants.

TEMPORAL WARRIOR NAME IN THE GAME

Due to their connections with space and time, Temporal Warriors could fit with nearly any distant, long-lived races. As their primary ability is largely one that deals with short-ranged assaults and attacks, it is possible that the PCs could run into various hit-and-run thieves or contract killer-styled Temporal Warriors who use their abilities to bypass various defenses and for their goal before leaving with nary a trace.

Adaptation: As presented, the Temporal Warrior is equal parts mage and battle tactician, but the core abilities could easily be adapted to allow for psionic or shadowcasting advancement. As vesiges exist beyond both space and time, having Temporal Warriors being agents of Primus, The One and the Prime or Zceryll, The Starspawn are equally likely possibilities, too.

Encounters: As a DM, Temporal Warriors could offer for a quick assault before fleeing or setting up for another volley of shots through their portals. For higher level characters, the players may feel overly confident against a lone warrior before he joins himself in combat to try to even the odds.

Sample Encounter

A pair of strange looking thieves have recently been using strange portals to steal their ill-gotten gains. With a bit of investigative work or simply by having the poor luck of being the next targets, the PCs may find themselves against Gemini

EL 13: Gemini prefers hit and run attacks. As a Duskblade, his primary focus is on short assaults with his heavy-hitting spells. Being a Dvati, he prefers to only have one of his bodies jump through the portals at a time to assess his opponents, only bringing in his full power if he feels that he can take on all of his opponents.

If things ever look truly dire and he is unable to escape, Gemini will use his Temporal Regeneration ability for the day, sacrificing his two future bodies before running away like the coward he is.

If you do not have access to Dragon Compendium, Gemini can be duplicated by two human twins instead.


Gemini
Male Dvati (Dragon Compendium) Duskblade 5 (PHB 2)/Temporal Warrior 7
Init +1, Senses: Listen +, Spot +,
Languages Common, Dvati, Draconic, Elven
------------------------------------------------
AC 17, touch 11, flat-footed (16)
hp 71 (12 HD)
Fort +10, Ref +7, Will +9
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +16/+11/+1 Greathammer (1d12+5) or +16 Greathammer (1d12+5+spell)
Base Atk +12, Grp +16
Atk Options: Arcane Channeling, Quickcast
Combat Gear +1 Greathammer, Masterwork Longbow, 40 arrows
Spells known:
3rd (4/day) - Dispelling Touch, Ray of Exhaustion
2nd (8/day) - Touch of Idiocy, Dimension Hop, Eyes-in-time
1st (9/day) - Ray of Enfeeblement, Shocking Grasp, Blade of Blood, Color Spray, Stand
0th (6/day) - Acid Splash, Touch of Fatigue
Supernatural Abilities: Transtemporal Pouches, Eyes-in-time, Obsidian Gateways, Unstable Passage
Spell-like Abilities: Temporal Regeneration
-----------------------------------------------
Abilities Str 16, Dex 12, Con 18, Int 17, Wis 10, Cha 8
SQ Darkvision 60 ft, Twins, Quickcast 1/day, Armored Mage
Feats Extend Spell, Somatic Weaponry, Sanctum Spell, Combat Casting (B), EWP (Greathammer), Power Attack
Skills Concentration +19, Jump +11, Knowledge (Arcana) +18, Spellcraft +20, Tumble +10
Possessions +2 Headband of Intellect, +2 Amulet of Health, +2 Gauntlet's of Ogre's Strength, +1 Mithril Breastplate, Spell Component Pouch
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Last edited by Thrice Dead Cat : 12-07-2011 at 03:51 PM.
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