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    Default Re: GitP PrC Contest XXXI: Wibbly Wobbly Timey Wimey... Stuff

    Timeless Knight



    "No matter who, when, or where. I will be there." - A Knight
    "..." - Lynk, a mythical Timeless Knight rumoured to have grown so powerful that he sent himself back in time.


    BECOMING A TIMELESS KNIGHT

    Timeless Knights do not come from the ordinary mortal realm, instead coming from a world far beyond the Outer Realms, and travelling from time memorial. Any applicant to thier cause must be able to survive the flows of the universe itself, and pass through the gates of time that they have locked thier realm within. Few applicants ever reach these guardhouses, but they are almost assured to be allowed within to be trained in an art of combat long forgotten, from far in the future that has happened.

    ENTRY REQUIREMENTS

    An extended life span (no maximum age or >300 years)
    Able to cast Plane Shift
    Power Attack
    Knowledge (Planes) (12)
    Lawful Alignment



    Class Skills

    Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Any, each must be taken seperately), Listen (Wis), Profession (Wis), Ride (Dex), Swim (Str)

    Skills Points at Each Level: 6 + int

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Temporal Law, Knight's Oath
    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Timebound Body

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Moment's Respite

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Indomitable

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Foresight

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Knight's Skin

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    |Timeguard

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    |

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |Crisis of Time[/table]

    Weapon Proficiencies: Timeless Knights are profiecient with all simple and martial weapons, all types of armour, and with shields (except tower shields)

    CLASS ABILITIES

    Temporal Law : All time must be balanced, quickening of time for a moment requires slowed time at another moment, to slow time for all requires a quickened moment to balance the equation. The Timeless Knight may make adjustments to the timeline with his abilities at the cost of sand from his Hourglass*. The Timless Knight automatically gains his Hourglass, a gift from Time itself, upon gaining this ability. He may use any ability from the Time list below, as long as he meets the prerequisites for its use. Knights generate 1 Sand at level 1, 3 at level 3, 6 at level 6, 9 at level 9 and 12 at level 10.

    The Hourglass : The hourglass is an expression of the power the Timeless Knight has been granted over the ordinary flow of time. The hourglass does not need to be a physical object, and may merely exsist within the Knight's mind, though they may recieve one from Time, if they wish. The hourglass may be created of any material, and in any form, as long as its shape and function are to track the passing of time. No matter what it is created out of, once it recieves the belief of the Knight to be a sacred hourglass, it henceforth counts as being forged out of Mithril for all intents and purposes. The Knight may not replace this physical Hourglass at any point, or maintain more than one, but even if it is destroyed, he may still use his powers. However, the Hourglass, while functional, must never leave his person.

    Knight's Oath : The Knight's oath requires a few things of every Timeless Knight ; That they remain forever Lawful, and that they visit the Sanctuary of Time once per year. A Timeless Knight may not engage in lethal combat against another Timeless Knight. He may not worship any god or diety, for with time any of them may be overthrown. See below for Fallen Knights.

    Sand Abilities
    Spoiler
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    Slipstream ; (1 Sand/2 Rounds) The Knight may act as if under the effects of the Haste spell, this effect may stack with Haste or any Haste-like effects. This effect uses his swift action for the round as long as it is maintained.

    Temporal Movement ; (1 Sand) The Knight may automatically return to the position he started the round in as a swift action.

    Timewarped Strike ; (1 Sand) Your next attack ignores any defences that your enemy may have raised (Miss Chance, DR, immunity, incorperealness, etc). You must still hit, albiet, against thier Touch AC. This uses a Swift action to activate.

    Retroactive Repitition ; (2 Sand) You may repeat all of your actions of the previous round as a Standard action. This will still cost you the relevant spells/sand/manuevers per day. If you are unable to pay the required spells/sand/manuever cost, then that action is not performed. To activate this ability, you must use a Swift action.

    Time's Ally ; (2 Sand) You may cast Time Stop as if a Wizard with a Caster Level equal to your character level. The Time Stop automatically lasts the minimum time possible. This uses a Standard action.

    Quickened Reality (3 Sand/hour) You automatically go first in any initiative roll, beating the next highest score by one.

    Rewind ; (3 Sand/round) You may undo all actions of the previous rounds, all parties regaining thier spells, health and other resources that may have been spent. You do not regain the 3 Sand required to cast this. This takes up your Swift action on the new turn.

    Identity Paradox (3 Sand + 1 Sand/round) You may summon yourself from the end of the previous turn, as a Swift action, with all the stats you (past) had at the time (minus three Sand). He/you may take any actions, for as long as you (present) can pay the sand cost. Any spells or Sand that he uses must be accounted for on your Sand/Spells per day. You may dismiss yourself as a free action. You may summon another copy of yourself for +2 Sand and +1 Sand per round. This ability automatically uses your (present) Swift Action each turn.

    Time Break (4 Sand) You can remove any creature, friendly or hostile, from exsistance for d6 rounds. This is a touch attack that takes a standard action, and has a Will Save (DC 15 + Int Mod + Character Level) to negate the removal. If the Will Save is passed, then the target must pass a Fortitude Save (DC 10 + Int Mod + Character Level) or be stunned for one round.

    Chronomatic Rejuvination (6 Sand) You regain all of your spells and health as if starting a new day. This uses a Swift action. It does not restore any Sand.


    PLAYING A TIMELESS KNIGHT

    Brief description on how to play the class you are designing.

    Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.

    Advancement: This is a section on different options and paths that the class can go down when they advance in power.

    Resources: What resources might a member of this PrC be able to draw on..

    TIMELESS KNIGHTS IN THE WORLD

    A quote of somebody else talking about your class!

    A brief description of how your class is persevered in the world and how he interacts with the world.

    Daily Life: Some general information about the typical day in the life of your class.

    Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).

    Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

    NPC Reaction

    This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

    TIMELESS KNIGHTS IN THE GAME

    This is a good place to provide a quick note on how your class will effect game play statistically.

    Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.

    Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

    Sample Encounter

    Give an example of how one might encounter a member of this PrC.

    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by Kinslayer; 2011-11-08 at 03:50 PM.
    Rowe's Rule: the odds are five to six that the light at the end of the tunnel is the headlight of an oncoming train.