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

    TEMPORAL WARRIOR

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    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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    I left the Special requirement a bit ambiguous to allow for weirder entries, as I feel that most of the abilities presented below should not be limited to “true” casters and thus note that, this prestige class could be available to Binders, Shadowcasters, Psionic classes, and other weird, magical peoples. If I can be bothered, I’ll probably throw down some adaptations for such in the near future.



    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

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

    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[/table]

    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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    Eyes-in-time
    Divination
    Level: Temporal Warrior* 2, Wu Jen (Metal) 2, Duskblade 2
    Components: V, S, F; See text
    Casting Time: 1 minute
    Range: Personal
    Target: You and one or more coins.
    Duration: 1 minute/caster level
    Saving Throw: None
    Spell Resistance: No

    By attuning the properties of yours coins, you are able to see to stretch the nature of past and future to the present, painting a picture through steel and copper.

    When casting this spell, you must choose a metal coin, which determines the scope of how far back or how far into the future you may see. Images from the past and present collide, painting a picture through the lens of your coin, allowing you to see things from the goblin rogue heading behind the barrel ahead sometime in the past minute to the layout of a now ruined dungeon. When peering through the coin, you are subject to a penalty to all spot, search, and listen checks as you try to sort out the useful information from the mundane. In the case that you are looking for someone specific, your spot check goes against their hide check, plus the base DC as per the table below.

    When casting eyes-in-time, you choose which coins to imbue for this spell. You may safely hold one coin up to your eyes with a hand without stress and it takes a move action to switch to a different coin.

    {table=head]
    Distance back in time
    |
    Penalty to Spot, Listen, and Search
    |
    Base Spot DC to notice something useful
    |
    Coin needed as a Focus


    Up to 1 round/caster level
    |
    -5
    |
    0
    |
    Copper piece


    Up to 1 minute/caster level
    |
    -4
    |
    10
    |
    Silver piece


    Up to 1 day/caster level
    |
    -3
    |
    20
    |
    Gold Piece


    Up to 1 year/caster level
    |
    -2
    |
    30
    |
    Platinum Piece


    [/table]
    *Special: Temporal Warriors may lessen the penalty to spot, listen, and search checks while using this spell by their Temporal Warrior level.

    Path Seen, Path Wandered
    Divination
    Level: Temporal Warrior 6, Duskblade 5
    Components: V, S
    Casting Time: 1 swift action
    Range: Close (25 ft. + 5 ft./2 levels)
    Target: One creature.
    Duration: 1 round
    Saving Throw: None
    Spell Resistance: Yes (harmless)

    With a quick world, your vision splits, seeing two worlds through your eyes

    When you cast this spell, until your next turn, the subject of this spell rolls two d20s for each attack and skill check he makes, taking the higher of the two dice rolls per roll.

    Blooded Fate
    Divination/Conjuration [teleportation]
    Level: Temporal Warrior 8
    Components: V, S, M; see-text
    Casting Time: 1 minute
    Range: see text
    Target: One creature.
    Duration: 1 day/caster level; see text
    Saving Throw: Will partial; see text
    Spell Resistance: Yes


    This spell acts in two parts, targeting any one creature on the same plane as the caster at the time the spell is cast. First, the targeted creature must make a Will save against. Failure means that up to the next one day per caster level, the caster of this spell knows when and where from the creature uses any means of teleportation magic. As long as the destination of any of these teleportation effects are on the same plane as the caster, he also knows where to the target is heading. Success prevents this knowledge from reaching the caster, as does a Mindblank spell or power, but does not stop the second part of the effect.

    Whether or not the first will save succeeded or not, anytime during the duration of this spell, the caster may decide to tamper with the gears of the universe, "discharging" the energy of the spell. Doing so ends the benefits of the first portion of the spell. The next time the targeted creature is subject to any teleportation spell or effect, instead of going to the intended destination of the teleportation, the subject lands somewhere within 30 ft. of caster of the spell. In the event that the targeted creature does not teleport throughout the remaining duration of the spell, this effect is wasted.

    It is possible to reveal all the effects of this spell via means of Detect Magic and the usual means, but only the first portion is capable of being dispelled normally and as such, most magic is not capable of removing the "locked fate" of the creature's next teleportation. Mage's Disjunction, Wish, Miracle, and Reality Revision can defeat the second part of the spell. Other 9th level spells may also defeat the lock, at the DM's discretion. This spell is not capable of overcoming teleportation effects above 9th level spells, such as Nailed to the Sky or other [epic] abilities.

    Material Component: At last one ounce of blood, skin, or hair from the targeted creature



    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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    Once per encounter per Transplanar Warrior level as a standard action, you may create a pair of small, ring-gate like portals which each cover a 5-foot square, but they need not adhere to any surface. These portals must be within both close range of each other and you, based off your caster level for teleportation spells. You may move each portal up to 30 ft. as a move action. These portals may not be damaged by attacks, but any spell or ability that can dispel teleportation spells or abilities will end this ability. They last for one round per class level.

    At 2nd level, anyone who is adjacent to or in the same square as one of these gateways may attack as though they were standing in the other gateway‘s square, including areas they would threaten. Anyone attacking through these portals takes a -5 penalty on their attack rolls. Creatures may not move through these gateways, even though they may threaten through them. Spells and ranged attacks may also be fired through them, allowing the Temporal Warrior to shoot around corners with moderate ease, as long attacker is adjacent to one of the Gateways, the ranged attack safely travels through the other to its destination, allowing a Temporal Warrior and his allies to safely shoot around corners.

    At 4th level, you may create a pair of gateways as a move action instead of a standard action and move them as a swift action. At this level, the Obsidian Gateways become more stable, allowing you to pass through them. Due to the inherent (and fragile) nature of the Obsidian Gateways, only you and other Temporal Warriors of 4th level and higher may pass through them. It takes no additional movement to travel through the Obsidian Gateways. The Temporal Warrior simply needs to enter the square with one gateway, paying movement as normal, before being teleported to the other gateway's square. Thus, a Temporal Warrior could 5 ft. step from one gateway's square to the other gateway's or even charge through the gateway, avoiding any difficult terrain between the two ends.

    Ranged attacks and spells also become easier to fire through the Obsidian Gateways at 4th level. Now, as long as a creature has line of sight through the portals, even if neither person is not adjacent to one of them, a creature may launch an attack through one gateway and have it come out the other gateway and in whichever direction he chooses. To determine distance traveled for purposes of spells and range increments, count out the distance from the attacker to the first portal and then count twice the distance from the second portal to the intended target.

    At 6th level, you become more adapt at maneuvering your obsidian gateways around, hindering foes while aiding allies. The base -5 penalty is modified by half your Temporal Warrior level. For the Temporal Warrior and any of his allies, the penalty is reduced by 1/2 your Temporal Warrior level. For enemies, however, 1/2 your Temporal Warrior level is added to the penalty. Thus, a 6th level Temporal Warrior and his druid ally could attack through his Obsidian Gateways with only a -2 penalty rather than the normal -5 while their red dragon opponent would instead take a -8 penalty to attack through it.

    At 8th level, you may create a pair of gateways as a swift action instead of a standard or move action and move them as a free action once per round. You may still use a swift action, move action, or both to move the gateways additional times in one round, however.

    Also at 8th level, your control has stabilized your portals to the point where they can now accommodate living creatures. Large-sized and smaller creatures may use the obsidian gateways to travel from one gateway to the other. Although this allows for enemies to use your gateways against you, they must make a Will Save (DC 10 + 1/2 Temporal Warrior level, rounded down + key spellcasting modifier) each time they wish to travel through the portals. Once they fail, the are effectively "locked" from moving through the portals for 24 hours, although they may still launch attacks and other effects through the Obsidian Gateways as per normal.


    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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    This is another catch-all class feature. There are a lot of various pseudo-dimension door spells that allow for multi-jumps once per round as either a move/standard action, and I’m too lazy to hunt each of them down in kind.


    Temporal Regeneration (SLA):
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    By reaching through time, you are able to grab yourself from the near future once per day as a standard action that does not provoke attacks of opportunity. This ability functions similarly to the fission power with a few modifications. For purposes of Dispel Magic and similar effects, treat this ability as a 7th level spell with a caster level equal to your hit dice. For purposes of interacting with an antimagic field, your clones have spell resistance equal to 10 + your Temporal Warrior level.

    By pulling through time to the near future, you’re able to copy yourself into the present. This alternate future self appears within 30 ft. of you when you use this ability. Your duplicate thinks and acts exactly as you do and follows your orders, although it will not do anything you wouldn’t do yourself. Your duplicate has all your abilities but none of your psionic or magical equipment (it does possess a duplicate of all your mundane equipment, clothing, armor, and implements, as well as mundane versions of any psionic or magical equipment you have). Your duplicate has all other physical traits you had at the time you manifest this power. Your duplicate is under all of the same spells, powers, and other effects affecting your person at the time you used this ability, expect that their remaining duration is half of what it otherwise would be, rounded down. Your duplicate has the same amount of HP as you do at the time you use this ability.

    You and your duplicate share your remaining power points (if you have any), remaining spell slots, your remaining usages of pertinent special abilities for the day, and so on. Because your duplicate is from your future, you must take care not to invoke a paradox. For example, a wizard 6/temporal warrior 7 who uses this ability to generate a clone has only one 5th level spell slot left for the day at the time his duplicate is created. If the future duplicate uses that 5th level spell slot on the first round he is “created,” and then the next round the “original” wizard used that same spell slot, he would invoke a paradox, damaging both the “original” and the duplicate.

    Typical paradoxes involve your future self killing the present you, using more spells than you have prepared between you and your duplicated self, and more. Generally, if the character somehow creates an impossible scenario for his future self to do (like the aforementioned wizard with his 5th level spells), paradox occurs. What counts as a paradox is subject to the DM’s final ruling, but if the player can make a case for him to be able to justify gaining more 5th level spells (say, through the use of a pearl of power he already has on his person, unused for the day), then paradox need not occur.

    In the event that a paradox does occur, however, it need not be the end of the Temporal Warrior. Most of the time, the fabric of space-time simply shunts energy to the “disturbance,” resulting in one or more of the duplicates being damaged (see table below). However, each time a paradox happens, there is a small chance that an Inevitable is created, bent on the task of hunting down the Temporal Warrior in question.

    You can have only one future duplicate in existence at one time; thus, your duplicate could not use this class feature to spawn another alternate future self. You cannot use fusion or metaconcert with your own duplicate, or share any other power or effect that pools abilities (the sum of you and you is still just you). Similarly, attempting to use powers such as claws of the vampire or vampiric blade to hurt your duplicate only damages your duplicate; these powers do not heal you. Empathic transfer and similar powers are likewise ineffective (transferring wounds to yourself isn’t a good healing strategy).

    All spells affecting the duplicate creature, either the original or the duplicate, end when the Temporal Regeneration ends. All damage, including hit point damage, ability damage, ability drain, and ability burn damage, is added together.

    Ten minutes after this ability has been used, the Temporal Warrior disappears for however long he was summoned before coming back to where he was when he left unharmed. If the future duplicate died during the summoning, the Temporal Warrior still returns as normal, although probably a little distressed about just whta happened.


    Paradox Events
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    {table=head]Paradox Event|Backlash|Duration|Inevitable interaction?

    Overused Spellslot|
    1d6 damage/CL to each "duplicate"
    |
    Instantaneous
    |
    No

    Overused Class Feature|
    -1 Penalty on all d20 rolls to both duplicates, stacks with self
    |
    24 hours
    |
    No

    Self-slaughter|
    One negative level
    |
    24 hours, after which the negative level dissipates safely
    |
    Roll a d100. On a result 1-50, nothing happens. On a 51-90, a Marut is tasked with hunting down the Temporal Warrior. On a 91-100, a Quarat (Fiend Folio 102) is tasked with hunting down the Temporal Warrior

    Negligent use of time magic*|
    None*
    |
    None*
    |
    Yes, Quarats (FF, 102) are notorious for delivering sentences.

    [/table]
    *Note: Most low level spells such as haste or celerity that tap into the time stream don't cause Inevitables to hunt down "disturbances." Generally, for something to qualify as "negligent," it must either be repeated ad nauseam or invoke the use of a spell or power that results in honest to goodness time travel in excess of a one year's worth of time. Generally, a Temporal Warrior won't have the ability to generate anything that warrants the interaction of a Marut or Quarat, but this table is not an end-all, be-all list. On the other hand, this isn't meant as an excuse to start throwing high CR monsters at the Temporal Warrior, either.


    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
    Last edited by Thrice Dead Cat; 2011-12-07 at 03:51 PM.


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    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
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    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.