1. - Top - End - #6
    Barbarian in the Playground
     
    RogueGuy

    Join Date
    May 2011
    Location
    Here
    Gender
    Male

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

    Stillsword

    Spoiler
    Show


    As unintuitive as it may sound, the first thing you will learn here at Chronia is that time does not exist. Yes, I am aware of the general understanding that time flows, and it is the cause of all things. But once you think about it, you will begin to realize that if time really flows, it would have to have a speed. The speed of time is one second per second. If that sounds meaningless to you, then do away with it, and get ready for your courses here. - Sazel Nariis, Master Stillsword

    Stillswords are a hybrid philosophical and military order of fighter scholars who embrace the truth that time in its purest form is nothing but an abstract concept made up by humans to better quantify the universe. It is true that there are special laws, special forces that incur cause and effect upon reality, but once you get those out of the way, once all you have in a space is solid, chemically stable matter that is not interacted with, absolutely nothing new happens, thereby proving that time is an illusion given by an association of factors working in tandem, and not a factor in itself.

    Stillswords learn abilities that allow them to mitigate or even void interactions between objects to such extreme levels as to functionally remove them from reality.

    BECOMING A STILLSWORD

    ENTRY REQUIREMENTS

    BaB: +6
    Skills: Balance OR Concentration 6 ranks, Knowledge (Arcana) 6 ranks
    Feats: Weapon Focus (any type of sword)
    Special: Must pass the entry exam into Chronia

    Class Skills

    The Stillsword's class skills (and the key ability for each skill) are....Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Intimidate (Cha), Knowledge (Arcana, The Planes, Architecture and Engineering) (Int), Move Silently (Dex), Profession (Wis), Tumble (Dex), Use Magic Device (Cha)

    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Permeabilities, Least Still Space|1

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Time Denial, Stillstrider|2

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Bonus Feat, Lesser Still Space|4

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Forcewrap, Suppress Reactiveness|7

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Regular Still Space|11

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Bonus Feat, Flashstrike|16

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Greater Still Space, Ripple Effect|22

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Delay Amputation, Membrane Sharpness|29

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Bonus Feat, Sublime Still Space|37

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    |Still Mastery, Mens Nihil|46 [/table]

    Weapon Proficiencies: The Stillsword gains proficiency with all martial weapons and light and medium armor.


    Least/Lesser/Regular/Greater/Sublime Still Space (Su): The signature ability of a Stillsword is to create an area, initially cubic, where he can remove external influences and internal reactions as much as possible so as to give the illusion of time being stopped there. Every 2 levels after the first (3, 5, 7 etc) this ability is replaced with a stronger variant.

    Regardless of the variant, this ability takes a swift action to use, cannot be used two rounds in a row, cannot be used on a target already affected by it and cannot be used more than int mod times per encounter. Also regardless of the variant, the target can escape the effect (the effect still occurs in the space where the target was) with a successful Ref save. The Save DC is 10 + Class Level + Int mod. If the target is shorter than the cube's edge, the save DC increases by 2. Targets that are more than 2 times shorter than the edge are not given a save at all, and targets that don't fit in the space are simply shunned out of it.

    Least: Select an area within 100 feet of you in any direction (the sky included). Everything in an up to 5 feet cube will look as if it is stopped in time (basically, it is a flavor of Petrified, except instead of being turned to stone, creatures and objects retain their normal material. Also, it works on objects, undead and constructs aswell, even though they are normally immune to petrification). The target's metabolism is completely stopped: if he has wounds, they do not bleed, if he just died, the soul cannot leave the body, and aging stops. The targets freeze in the position they were when the ability was used, both as shape and as position: so if a Still Space is generated around a bird in the sky, the bird will not fall, but will simply remain motionless within the Space. Creatures within a Still Space do not think, so for them the time inside the Space seems to be zero. A Still Space has an invisible membrane (its contents are not invisible though) with Hardness equal to your Int Mod and 11 hit points. Treat this membrane as being made of force. If the membrane is broken, the Still Space's effect disappears. Furthermore, the Still Space disappears anyway after 3 rounds.

    Lesser: Like Least, except range is 100 feet + 10 feet*Int mod/2, and the membrane has 21 hit points and disappears after 4 rounds.

    Regular: Like Lesser, except edge of Still Space is up to 10 feet, the membrane still has 21 hit points but disappears after a full 24 hours if undamaged.

    Greater: Like Regular, except range is line of sight, the Hardness becomes Int modX2 and the membrane has 36 hit points.

    Sublime: Like Greater, except radius of Still Space is up to 15 feet, and the membrane has 55 hit points. Furthermore, the membrane has Fast Healing 5 and must be destroyed to free the target (it does not dissipate on its own).

    Permeabilities: A Stillsword can apply special traits called Permeabilities to his Still Spaces. These are divided into 2 categories, Thickenings and Loosenings. A Still Space cannot have the same Permeability applied twice to it, moreover, all Permeabilities applied to a given Still Space must belong to the same category.

    If a Still Space is created with a Permeability applied to it, its casting time increases to a standard action. If more than one is applied, the casting time increases to a full round action. A Stillsword can, as a free action, remove all the Permeabilities from an existing Still Space, regardless of who created it. Moreover, a Stillsword can apply Permeabilities to any existing Still Space, doing this takes a swift action. Permeabilities cost

    Permeabilities have a quality requirement for Still Spaces they are applied to (for instance Quality: Lesser means that it can be applied to any Still Space that is better than Least). A Stillsword learns 1 Permeability per class level, and he may choose any of them, regardless if he can meet the quality requirements or not.

    The counterfluxes used for permeabilities are refilled by 1 hour of meditation. This can be done only once per day.

    Spoiler
    Show


    Multilayered Membrane
    Type: Thickening
    Counterflux cost: 1
    Minimum Quality: least

    Adding layers to a Still Space, the Stillsword increases its hardness by 2.

    Disrupt Light
    Type: Thickening
    Counterflux cost: 1
    Minimum Quality: least

    The light falling onto the membrane is absorbed, leaving the outside of the Still Space as opaque and pitch black.

    Single-layered Membrane
    Type: Loosening
    Counterflux cost: 1
    Minimum Quality: least

    Removing layers from a Still Space until just one is left, the Stillsword decreases its hardness by 2.

    Kinetic Allowance
    Type: Loosening
    Counterflux cost: 1
    Minimum Quality: least

    The objects within the Still Space suffer the effects of gravity normally. If something were to fall out of the Still Space, it goes through the membrane as if it didn't exist. If this happens to a creature with a flying speed, if the fly speed is perfect it can hover right away in midair, otherwise it must succeed on a reflex save with a DC of 25 - 2 per failed save, which it is allowed to make once per 50 feet of fall. If the reflex save succeeds, the flying creature stops halfway (so, for instance, if a creature fails the first 2 saves but succeeds on the third, it will end up 50+50+25=125 feet lower from its original position).

    Clairfilter
    Type: Thickening
    Counterflux cost: 2
    Minimum Quality: lesser

    The Stillsword makes the contents of a Still Space unnoticeable for divination magic of any form or level.

    Thermodinamic Lockdown
    Type: Thickening
    Counterflux cost: 2
    Minimum Quality: lesser

    Preventing the movement of molecules, the Stillsword drastically reduces the temperature inside the Still Space. After the Still Space disappears, all the creatures that were within receive 1d4 points of nonlethal frostbite damage for every round they spent inside. Creatures immune to frostbite are immune to this effect.

    Metabolic Release
    Type: Loosening
    Counterflux cost: 2
    Minimum Quality: lesser

    The creatures inside the Still Space still age and are affected by hunger, thirst, poisoning and disease normally.

    Mental Release
    Type: Loosening
    Counterflux cost: 2
    Minimum Quality: lesser

    The creatures inside the Still Space are still able to think, though they may not move. They are affected normally by any mind-affecting effects that they had on them prior to entering the Still Space and are affected by sleep deprivation normally.

    Avert Light
    Type: Tightening
    Counterflux cost: 4
    Minimum Quality: regular

    The inside of the Still Space becomes invisible, light passing through it as if it's not even there. Magical abilities able to see through invisibility can see through this, but creatures on the ethereal plane CAN'T.

    Avert Magic
    Type: Tightening
    Counterflux cost: 4
    Minimum Quality: regular

    The Still Space does not collapse if near or in an anti-magic field, can't be dispelled, and can't be detected by Detect Magic or the like. Additionally, the membrane of the Still Space can't take damage from spells.

    Allow Magic
    Type: Loosening
    Counterflux cost: 4
    Minimum Quality: regular

    Magic can be used through the membrane of the Still Space. Any buffs, debuffs, conditions, transformations of the target occur right after the membrane disappears, direct damage can't be dealt this way.

    Allow Preparation
    Type: Loosening
    Counterflux cost: 4
    Minimum Quality: regular

    While within the Still Space, the target can gain power points, pray for divine spells and ready maneuvers normally.

    Bar Space
    Type: Tightening
    Counterflux cost: 6
    Minimum Quality: greater

    Creatures and objects on the outside of the Still Space can move through it and its content as if it wasn't there. The membrane is treated as incorporeal, but takes 1 point of damage per round.

    Bar Energy
    Type: Tightening
    Counterflux cost: 6
    Minimum Quality: greater

    The membrane of the Still Space no longer takes damage from fire and electricity, negative energy and positive energy.

    Allow Mind Contact
    Type: Loosening
    Counterflux cost: 6
    Minimum Quality: greater

    Not only can the target within the Still Space think, but if it has the ability to communicate telepathically, it can use it, and others can use telepathy on it. Moreover, all mind-affecting abilities can be used on the target ignoring the membrane.

    Allow Swipes
    Type: Loosening
    Counterflux cost: 6
    Minimum Quality: greater

    Slashing and piercing melee weapons (only) can be used to attack creatures within the Still Space as if there is no membrane. The weapon must be long enough so you can hit the target without your hand entering the Still Space.

    Incarceration
    Type: Loosening
    Counterflux cost: 6
    Minimum Quality: sublime

    Creatures within the Still Space are completely unaffected by it, but the membrane becomes unpassable both from the inside and from the outside. Also, creatures within the Still Space may not teleport outside, now may creatures outside the Still Space teleport inside.

    Cesation of Existence
    Type: Tightening
    Counterflux cost: 9
    Minimum Quality: sublime

    The contents of the Still Space simply cease to be and do not come back, save for the effects of Miracle, Wish and Reality Revision.



    Time Denial (Su): The strong disregard for viewing time as something tangible and literal along with his own supernatural powers prevent a Stillsword from interacting with time altering spells and powers. He is immune and cannot be affected in any way, shape or form by Slow, Haste, Time Stop, Temporal Stasis, Augury, Divination, Time Hop, Temporal Acceleration, Time Regression, and Quintessence, nor can he cast or manifest any of them.

    Stillstrider: When a Stillsword stands next to a Still Space, he can, by moving into it, reappear wherever he wants at the edge of the Still Space without any movement being expended. (example: the Stillsword has 4 squares in front of him, a 1 square wide Still Space, and then 4 squares in the same straight line beneath the space. If he were to walk this distance, it would be treated as 8 squares instead of 9)

    Bonus Feats: At levels 3, 6, and 9, a Stillsword may take a feat from the bonus fighter list that they qualify for.

    Forcewrap: A level 4 Stillsword learns to construct a thin, almost unnoticeable membrane that follows the surface of unmoving objects, which prevents all kinetic energy from reaching them. The Stillsword must be touching the object, and the object must be Medium in size at most. Wrapping an objects requires a full round, unwrapping takes a free action, and a Stillsword can't wrap two objects at the same time.

    Wrapped objects can't be sundered nor destroyed in any other way. The wrap disappears if the Stillsword becomes unconscious or goes to sleep, but is otherwise irremovable. A Wrapped weapon gains the benefit of being treated as a Force weapon, but loses any special traits it may have from the type of metal it is composed by. A Force weapon can strike ethereal and incorporeal foes normally.

    Suppress Reactiveness (Su): Int Mod times per day, as a free action with line of sight range, a Stillsword may target a potion or magic item (does NOT allow a will save). This can only be done once per round. If it is a potion, for 10 minutes it will have no effect when drunk (and not even afterwards). If it is a magic item (item infused with magic, intelligent item, enhanced item, charged item like a rod or wand, artifact etc), for 10 minutes it will lose all its magical properties.

    Flashstrike (Su): A level 6 Stillsword has the ability to generate a proto-membraneless still space around a target for a split second before hitting him in melee combat. The attacked target loses its dex to AC, but because of the concentration he needs to time the flash, the Stillsword doesn't land a critical with his hit regardless of the roll.

    Ripple Effect (Su): A level 7 Stillsword can intermittently stop and release causality around him, resulting in a sequential, seemingly motionless world of snapshots, that only the Stillsword is familiar with. In a 200 feet area around him, everyone gains concealment, but characters with levels in the Stillsword class ignore this concealment. This ability can be suppressed or activated by the use of a swift action.

    Delay Amputation (Su): If, by any means, you have your limbs, fingers, even head cut off in such a way that raw blunt force didn't completely crush your bones in those areas, you can still retain them like nothing happened for Int Mod minutes. You will not bleed during this time, but the wounds will not heal themselves either - though they can be healed by magic or other such means.

    Membrane Sharpness (Su): If a level 8 Stillsword wielding a slashing or piercing weapon affected by Forcewrap attacks, he may ignore the DR and hardness of the target.

    Still Mastery: A level 10 Stillsword (also called a Master Stillsword) can pass through Still Space membranes like they did not exist. Also, he is aware of and can close any and all Still Spaces within 1 mile of his position as a free action. Additionally, he is no longer limited to Int mod Still Spaces per encounter. Instead, he can use any number of Still Spaces during an encounter, the first Int Mod being free, and all others costing 1 counterflux to create.

    Mens Nihil (Ex): The mind of a level 10 Stillsword still works normally within a Still Space, and he notices the passing of time.

    PLAYING A CLASS NAME

    Combat: Stillswords are all about crowd control, and taking out a good bunch of the opponents quickly. Since their signature ability, Still Space, is a swift action, they can go about their normal attacking routine right away - with weapons that can't be sundered, no less. And the more they advance in power, the more terrifying their Still Space becomes - up to the point where using it basically kills the target.

    Advancement: Stillswords advance in power by studying the physical world so as to better understand processes and therefore remove them more easily.

    Resources: Get him a really good masterwork sword, and he's good to go.

    CLASS NAME IN THE WORLD

    I don't like them, with their uncanny logic and wacky beliefs. But when thugs need to be brought to justice, I know there's simply nobody more qualified for the job.


    Daily Life: Most Stillswords spend their days training and patrolling, not the most fun or varied experience ever, but they are at times sent to follow the tracks of pretty interesting and highly dangerous people.

    Notables: Stillswords are rather recent, Yerst Hydlyn founding their order about 400 years ago. He was a martial artist, arcanist and philosopher, and served as the head advisor of king Nisen for most of his reign. When the king died of old age, his will put Yerst in charge, and from this position, he created the Stillswords. The movement became so popular that it expanded out of Nisen's small kingdom, reaching far realms. Not all Stillswords are influential, upstanding members of society, though. Take, for instance, Jeon's initiate group, a band of 12 Stillswords who ravaged the land on themselves, bringing numerous towns down until an army of 50'000 barely managed to kill them.

    Organizations: There is, in fact, a Stillsword Guild that operates on a multinational level, and about two thirds of the Stillswords are members.

    NPC Reaction

    NPC's find Stillswords to be annoying smartasses, but know they can depend on them for protection.

    CLASS NAME IN THE GAME

    This class will have a great impact on groups, since they would no longer depend strongly on caster debuffs.

    Adaptation: Stillswords can be adapted so as to use primal energy or essentia to stop things in place, or if that doesn't fit the setting, that they only use force effects on a very small scale and in very varied ways.

    Encounters: Stillswords can be encountered in the army, guarding several entrances or artifacts and at their headquarters.