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Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Winner]
Chronoshifter
Time is not on anyone's side.
-- Henry Radozin, chronoshifter
Time is my ally
Time is my foe
Those who oppose, from I
To you, woe!
Time governs all. It waits for no one--except the chronoshifter. Disrupting the flow of time and destroying its proper cycles are the chronoshifter's area of expertise.
Adventures: Typical chronoshifters adventure to gain more control over time, usually so they can change its flow, as so many are dissatisfied with it. Some wish to live longer and have a chance at a longer life, while others attempt to spite time itself by controlling it.
Characteristics: A chronoshifter uses chronoshifts, allowing him to change time's flow in certain areas and even within creatures' bodies. Chronoshifts provide a huge variety of abilities, allowing the chronoshifter to function is most situations at least adequately.
Alignment: Lawful chronoshifters are fairly rare, while chaotic ones are far more common. Good and evil have no special hold over chronoshifters, generally, though the variety is much greater on the moral scale.
Religion: Religious beliefs are fairly rare among chronoshifters. Some worship gods and goddesses with time as part of their domain, but most don't, as the whole idea of being a chronoshifter is to mess with time. Possible deities chronoshifters would worship include Cyndor (god of continuity) and Labelas Enoreth (goddess of history).
Background: A chronoshifter's abilities are discovered early in life, though they are undeveloped and chaotic. As a child, a chronoshifter might slow time around him so he can sneak out of the house with little effort and get back before his parents even know, or he might defend his friends or himself with distortions in time. Most chronoshifters don't officially take up the name until later in life, however, when they can control their abilities properly and when they know the consequences of attempting to control time.
Races: Short-lived races like humans and half-orcs tend to be more common among chronoshifters, since controlling time in what little time they have is a strong and common ambition. However, elves and other long-lived races often have chronoshifters, though fewer, to help shape history and keep it.
Other Classes: Chronoshifters get along with few other classes. Barbarians might find chronoshifters too focused on breaking the fabrics of time than enemies, while clerics and paladins might see the chronoshifter as an affront to their chosen deity. Wizards sometimes get along just fine with chronoshifters, as both have world-changing abilities that often fit together well.
Role: As a versatile caster-like class, the chronoshifter is able to fulfill a few roles, sometimes at once. His combat ability and overall sturdiness is extremely low, but with strong supporting abilities, crowd control, and utility, the chronoshifter tends to make up for it easily. In battle, the chronoshifter takes on a battlefield controller-type role or a supporting role often, but he can dish out decent damage with a few chronoshifts, as well. Outside of battle, chronoshifters have a few utilities from chronoshifts, a big knowledge-base from skills, and even the ability to scout.
GAME RULE INFORMATION
Chronoshifters have the following game statistics. Abilities: Wisdom allows the chronoshifter to manipulate time more effectively in many ways, adding to chronoshift save DCs and Will saving throws, important for avoiding warps and other dangers. Dexterity grants bonuses to initiative, allowing the chronoshifter to use his potentially game-changing powers more quickly. Constitution buffs up his pathetic hit point total. Alignment: Any. Hit Die: d4. Starting Age: As cleric. Starting Gold: 5d4x10 gp.
Class Skills
The chronoshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier
CHRONOSHIFTER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Chronoshift Level
Shift Points
1st
+0
+0
+0
+2
Chronoshifting, shift points
1
2
2nd
+1
+0
+0
+3
Prepared chronoshift
1
4
3rd
+1
+1
+1
+3
-
2
6
4th
+2
+1
+1
+4
Rushed chronoshift 1/day
2
8
5th
+2
+1
+1
+4
Prepared chronoshift
2
10
6th
+3
+2
+2
+5
-
3
12
7th
+3
+2
+2
+5
Future sight 1/encounter
3
14
8th
+4
+2
+2
+6
Prepared chronoshift
3
16
9th
+4
+3
+3
+6
-
4
18
10th
+5
+3
+3
+7
Rushed chronoshift 2/day, timesight
4
20
11th
+5
+3
+3
+7
Prepared chronoshift, timeless body
4
22
12th
+6/+1
+4
+4
+8
-
5
24
13th
+6/+1
+4
+4
+8
Extended Life Span, future sight 2/encounter
5
26
14th
+7/+2
+4
+4
+9
Prepared chronoshift
5
28
15th
+7/+2
+5
+5
+9
-
6
30
16th
+8/+3
+5
+5
+10
Rushed chronoshift 3/day
6
32
17th
+8/+3
+5
+5
+10
Extended Life Span, prepared chronoshift
6
34
18th
+9/+4
+6
+6
+11
-
7
36
19th
+9/+4
+6
+6
+11
Future sight 3/encounter
7
38
20th
+10/+5
+6
+6
+12
Prepared chronoshift, ultimate chronoshift
7
40
Class Features
All of the following are class features of the chronoshifter.
Weapon and Armor Proficiency: Chronoshifters are proficient with all simple weapons, but not with any armor or shields.
Chronoshifting: A chronoshifter's namesake, chronoshifting is the art of manipulating time by force of will and understanding of the universe. Grabbing the threads of time, the chronoshifter can do amazing things. The process of chronoshifting is risky, however. Time was not meant to be twisted in the way the chronoshifter so loves to do. Sometimes, time will actively resist the chronoshifter, creating chaotic effects, including possibly destroying sections of time itself. When the chronoshifter uses a chronoshift, he must make a Will save of DC 5 + twice the level of the chronoshift + the number of chronoshifts used within the last minute. Success means nothing, while failure brings some sort of risk, called a "warp," to the chronoshift, as designated in each individual chronoshift. The warp's effects are in addition to whatever effects the chronoshift would have. Any immunity the chronoshifter possesses doesn't affect warps. If a chronoshift allows a saving throw to avoid some or all of its effects, the save DC is equal to 15 + Wis modifier + the number of chronoshifts used within the last minute.
A chronoshifter can only chronoshift once per round and every chronoshifting ability (hereafter referred to as chronoshifts) requires a standard action to use unless otherwise noted. As well, all chronoshifts are supernatural in nature unless otherwise noted. Finally, the chronoshifter can use a specific chronoshift only once every two rounds.
A chronoshifter knows all chronoshifts of every level available to him.
Shift Points: The chronoshifter is limited in his time-manipulating ways by a number of shift points, as given in the table above. Chronoshifts cost a number of shift points equal to their level. A chronoshifter can recover shift points by spending a minute to focus on the flow of time. The amount recovered is equal to 1/3 the chronoshifter's level (minimum 1).
Prepared Chronoshift: At 2nd level, a chronoshifter is able to prepare one chronoshift for the day. The cost of a prepared chronoshift is 1 less than normal. This reduction only applies once per day. In addition, any time the chronoshifter uses a prepared chronoshift that affects multiple squares, he may exempt a single square from being affected. The chronoshifter cannot avoid his own chronoshifts in this manner.
The chronoshifter can prepare any chronoshift of a level equal to one lower than the highest level available to him (minimum level 1).
At 5th level, and at every third level after (8th, 11th, 14th, 17th, 20th), the chronoshifter can prepare another chronoshift every day or focus more energy into a single chronoshift, further reducing its cost and granting another square to exempt from its effects.
Rushed Chronoshift: At 4th level, the chronoshifter is capable of using a chronoshift as a swift action instead of a standard action, effectively allowing for two chronoshifts to be used in one round. However, there is a 25% chance the rushed chronoshift will automatically subject the chronoshifter to its warp. A rushed chronoshift has no effect on the Will save DC to avoid warps.
The chronoshifter can rush a chronoshift once per day at 4th level, twice per day at 10th level, and three times per day at 16th level. In addition, at 10th level, the chronoshifter is allowed one risk-free use of a rushed chronoshift. The chronoshifter must still make a Will save to avoid the chronoshift's warp, but there is no percentage chance that he will automatically fail. At 16th level, he is allowed another risk-free rushed chronoshift. These risk-free rushed chronoshifts are in addition to their more risky counterparts gained at the same levels.
Future Sight (Su): At 7th level, a chronoshifter can see into the future, if only a few moments, allowing him to discover how a creature will act. Once per encounter, the chronoshifter can look into a creature's future as a free action. Through this future sight, he discovers one action the creature will perform on its next turn. That creature must perform the specified action on its next turn or be dazed for 1 round. A successful Will save of DC 10 + 1/2 class levels + Wis modifier causes the creature to instead be nauseated for 1 round. If the creature cannot perform its action (such as if it was going to heal a creature that is dead by its turn), then it may act as normal.
At 13th and 19th levels, the chronoshifter can see one additional action a creature will take. The actions the chronoshifter can see can either be split up among several rounds or seen in one round, and can be split among multiple creatures or seen on one. Regardless of how many actions the chronoshifter sees a creature doing, the creature is dazed or nauseated for only 1 round if it doesn't take the action or actions.
DM Note:
Spoiler
You choose the action the chronoshifter sees. Make it something interesting, though. "Breathing fire in this cone" and showing the cone to the chronoshifter player would be a fine use of the ability. "Drawing a longsword" isn't, unless it's some sort of magical sword that has very powerful capabilities and the players are aware of that fact.
Timesight (Su): At 10th level, the chronoshifter gains a certain kind of insight into time's shifting nature. Whenever someone other than the chronoshifter affects time, he is aware of it and its general purpose.
Timeless Body (Ex): At 11th level, a chronoshifter no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the chronoshifter still dies of old age when his time is up.
Extended Life Span (Ex): At 13th and 17th levels, the chronoshifter gains the Extended Life Span epic feat.
Ultimate Chronoshift: At the peak of his time-twisting ability, the chronoshifter learns one chronoshifting ability so powerful and so dangerous that time itself is torn asunder. The chronoshifter chooses one ultimate chronoshift to learn at 20th level from the ultimate chronoshift list. All ultimate chronoshifts take longer than normal chronoshifts to use, different Will save DCs to avoid warps, and XP costs (each specified in individual chronoshift entries). As well, an ultimate chronoshift that allows a saving throw has a DC of 20 + Wis modifier + twice the number of chronoshifts used within the last minute. The DC is based on when the chronoshifter starts the ultimate chronoshift, but creatures subject to saving throws don't make the save until after it is completed. While using an ultimate chronoshift, the chronoshifter is in a state of deep meditation, traversing the paths of time with his mind. If he takes damage, he may choose to come out of this state, though it breaks the chronoshift's effects and subjects him to a Will save to avoid its warp. He need not come out of his meditation if he does not will it, however. Ultimate chronoshifts cost 30 shift points.
Level 1 Chronoshifts:
Spoiler
Age Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature or object Duration: 3 rounds Saving Throw: Fortitude negates (object)
The chronoshifter points at the target living creature or object, rapidly aging it. A targeted creature suffers from a -2 penalty to Strength, Dexterity, and Constitution. A targeted object sometimes rusts or weakens. A door's lock, for example, might rust and become easier to bash open or its tumblers might become easier to push, making picking the lock easier. The actual age of the creature or object targeted is not affected.
Warp
The chronoshifter takes a -2 penalty to Strength, Dexterity, and Constitution for the duration.
Looking into the past, the chronoshifter allows his target to learn from past mistakes. The target gains a +1 insight bonus to the next attack roll, damage roll, saving throw, or skill check made in the same round. This chronoshift requires only a swift action.
Warp
After the bonus is used (or after the duration is over), the chronoshifter takes a -1 penalty on his next attack roll, damage roll, saving throw, or skill check.
Damage Lag Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates (harmless)
When the chronoshifter uses this chronoshift, any damage the target suffers for 1 round is delayed until the beginning of the chronoshifter's turn next round.
The target can be prematurely healed of damage that would be forced on him if the proper magics are used, such as a cure light wounds spell. This chronoshift requires only an immediate action.
Warp
If the target suffers damage during this chronoshift (even if it is cured), in the next round, the chronoshifter takes 1d3 damage.
Distort Range: Close (25 ft. + 5 ft./2 levels) Area: 10-ft.-radius spread Duration: 1 round Saving Throw: None
Upon using this chronoshift, the chronoshifter mixes past, present, and future, making the designated area distorted both in appearance and feeling. Anyone who enters the area becomes sickened.
Warp
The distortion is centered on the chronoshifter.
Time Bomb Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round; see text Saving Throw: Reflex half
This chronoshift causes the target creature to feel a heavy presence of something dangerous coming; an explosion of time coming soon. The creature is not aware exactly of what will happen—it simply senses danger. At the end of the chronoshifter's next turn, the target and any creatures within 5 feet of the target suffer 1d4 damage per level of the chronoshifter (to a maximum of 5d4 damage). A successful Reflex save reduces this damage by half.
Warp
Roll 1d2. On a result of 1, the bomb explodes immediately and has a blast radius of 30 feet, not 5 feet. On a result of 2, the bomb takes 2 rounds to explode.
Level 2 Chronoshifts:
Spoiler
Accelerate Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 3 rounds Saving Throw: Fortitude negates (harmless)
The chronoshifter directly modifies the flow of time in the target's body, forcing it to work in overdrive. This chronoshift causes the target creature to speed up over time, gaining a 10-foot movement speed bonus to all movement speeds. In addition, the target gains a +1 bonus to attack rolls, Reflex saves, and dodge bonus to AC. Both of these benefits apply in each round for 3 rounds after using the chronoshift.
If this chronoshift is used more than once on a single target, the duration renews, but the bonuses reset upon use.
Chrono Barrier Range: Close (25 ft. + 5 ft./2 levels) Effect: 20-ft.-radius barrier trap Duration: 1 hour/level (D) Saving Throw: Reflex negates; see text
Delving into the fabrics of time, the chronoshifter creates a trap for any who would step into it. A successful Reflex save allows would-be-captured creatures to avoid being trapped, moving to the nearest square outside the barrier (If there's a tie for closest square, randomly determine it with a die roll or coin toss.). While trapped, creatures can move around inside the barrier, but cannot move outside it. The barrier automatically stops all attacks from going inside it from the outside and vice-versa. A barrier may be created partially or entirely in solid material, as the barrier is made of folds in time itself, and so is not subject to many physical rules of the universe. If a creature is too large to be caught in the barrier's radius, it gains a +4 bonus on its Reflex save to avoid the barrier. If it fails, however, it is caught within as normal and the barrier simply expands to accommodate it. The chronoshifter can keep only one barrier up at a time. The chronoshifter may dismiss the barrier as a standard action at any time.
Warp
The trap is centered on the chronoshifter and any creatures that are caught in the radius must make Reflex saves to avoid being captured, including the chronoshifter. The chronoshifter may not dismiss the barrier until at least 1 hour has passed and he may not recover shift points while trapped involuntarily, nor may he or any allies caught within rest. If the chronoshifter intended to set the barrier over himself and his allies and succeeds on his Will save to avoid this warp, it is considered voluntary entrapment.
Decelerate Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 3 rounds Saving Throw: Fortitude negates
The chronoshifter directly modifies the flow of time in the target's body, forcing it to work more slowly. This chronoshift causes the target creature to slow down over time, taking a 10-foot movement speed penalty to all movement speeds. In addition, the target suffers a -1 penalty to attack rolls, Reflex saves, and dodge bonus to AC. Both of these penalties apply in each round for 3 rounds after using the chronoshift. A creature's movement speed can only be reduced to 5 feet for any given speed.
If this chronoshift is used more than once on a single target, the duration renews, but the penalties reset upon use.
Warp
The chronoshifter becomes fatigued.
Roar of Time Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Permanent Saving Throw: Will negates
The chronoshifter forces sounds from hundreds of years of history upon the target, causing deafness.
Warp
The chronoshifter is deafened for 1 week.
Rush of Time Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Permanent Saving Throw: Will negates
The chronoshifter floods the consciousness of the target with images from hundreds of years of history, causing blindness.
Warp
The chronoshifter is blinded for 1 week.
Level 3 Chronoshifts:
Spoiler
Condition Lag Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates (harmless)
When the chronoshifter uses this chronoshift, any status conditions the target suffers for 1 round are delayed until the beginning of the chronoshifter's turn next round.
The target can be prematurely cured of status conditions that would be forced on him if the proper magics are used, such as a restoration spell. This chronoshift requires only an immediate action.
Warp
If the target suffers a status condition during this chronoshift, the chronoshifter also suffers from it for the duration and the duration is increased by 1 round if it has a duration in rounds, 1 minute if it has a duration in minutes, and so on. If the duration is permanent, this warp instead makes the effect more potent, usually by forcing higher penalties (at most 50% higher). If the target or chronoshifter are immune to the status condition in question, this warp does nothing.
Delay Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates
The target of this chronoshift cannot act for 1 round. The creature is not stunned, paralyzed, dazed, or anything else. It simply cannot act. However, the target also cannot be harmed. On the following round, the creature acts normally as it would have in the previous round.
Warp
The chronoshifter cannot act for 1 round.
Knockback Bomb Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round; see text Saving Throw: Reflex negates; see text
This chronoshift works like time bomb, except this bomb also causes any creature that takes damage from it to be pushed 5 feet away from the direction of the blast. This bomb can deal a maximum of 10d4 damage rather than 5d4 damage. The target is pushed in a random direction, as determined by a roll of 1d8. A successful Reflex save reduces damage by half and allows creatures to avoid being knocked back.
Warp
Roll 1d2. On a result of 1, the bomb explodes immediately and has a blast radius of 40 feet. On a result of 2, the bomb takes 2 rounds to explode.
Time Heals All Wounds Range: Touch Target: Touched creature Duration: 1 round; see text Saving Throw: None
The chronoshifter speeds the flow of time of the touched creature's wounds, quickly mending any damage done. This heals 2d8 + 1/level hit points and grants 5 + 1/level temporary hit points for 1 round.
Warp
The chronoshifter takes on the wounds of the creature he heals, taking as much damage as he heals and suffering "negative hit points" for 1 round, equal to the number of temporary hit points granted. These negative hit points work in the same way temporary hit points work, except they reduce hit points instead of adding to them. The negative hit points cannot kill the chronoshifter outright, but can reduce him to as low as -9 hit points.
Time Is Ticking Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Up to 3 rounds; see text Saving Throw: Will negates; see text
Quickening time's flow in the target's body, the chronoshifter forces the creature to make a Will save or suffer 1d6 + 1/level damage each round for 3 rounds. If the creature makes any Will save, the chronoshift's effects end. If it fails, it has to make another save in the following rounds to avoid damage again. After all 3 rounds have passed, the creature must make one final Will saving throw or die.
A creature cannot be hit again by this chronoshift while still affected by it.
Warp
The chronoshifter takes 2d6 damage for 2 rounds.
Level 4 Chronoshifts:
Spoiler
Acceleration Field Range: Close (25 ft. + 5 ft./2 levels) Area: 20-ft.-radius emanation Duration: 3 rounds Saving Throw: Fortitude negates (harmless)
This chronoshift works exactly like the chronoshift accelerate, except in a 20-foot radius.
Warp
The chronoshifter becomes exhausted.
Aging Field Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius emanation Duration: 3 rounds Saving Throw: Fortitude negates (object)
This chronoshift works like the age chronoshift, except in a 20-ft.-radius. In addition, the penalties increase to -4 to Strength, Dexterity, and Constitution and objects age even more, rusting more completely or weakening much more. Again, the actual ages of targets in the area do not change.
Warp
The emanation is centered on the chronoshifter and the chronoshifter is automatically affected by the field.
Deceleration Field Range: Close (25 ft. + 5 ft./2 levels) Target: 20-ft.-radius emanation Duration: 3 rounds Saving Throw: Fortitude negates
This chronoshift works exactly like the chronoshift decelerate, except in a 20-foot radius.
Warp
The chronoshifter becomes exhausted.
Hold Initiative Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless)
The chronoshifter forces a single creature to the last position in initiative. If the creature has already acted this round, it gains another turn. This chronoshift can only be used on a single creature once per encounter, even if it succeeds on a Will saving throw to avoid the effect.
Warp
The chronoshifter is moved to the last position in initiative and is considered flat-footed until his turn in the next round. The chronoshifter does not gain an extra turn if he already acted, unlike the target of this chronoshift.
Push Initiative Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless)
The chronoshifter forces a single creature to the first position in initiative. If the creature has not acted yet this round, it loses its turn. This chronoshift can only be used on a single creature once per encounter, even if it succeeds on a Will saving throw to avoid the effect.
Warp
See hold initiative.
Level 5 Chronoshifts:
Spoiler
Interval Bomb Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/2 levels Saving Throw: Reflex half; see text
The chronoshifter sets time explosions to detonate several times over many rounds. Every round until the end of its duration, the target takes 3d6 + 1/level damage. Creatures within 5 feet of the target also take damage. A successful Reflex save each round halves the damage.
Warp
Roll 1d2. On a result of 1, each explosion's radius is increased to 60 feet. On a result of 2, the explosions only occur every other round (1st, 3rd, 5th, and so on).
Pocket Leap Range: Personal; see text Target: You; see text Duration: 1 round Saving Throw: Reflex half; see text
The chronoshifter creates a pocket in time and steps inside it for 1 round. During this time, he is simply nonexistent. After the duration, he pops out of the pocket in a square up to his highest movement speed away and deals 7d6 damage in a 10-foot-radius emanation centered on the square he comes out of. A successful Reflex save halves the damage. The chronoshifter does not make a saving throw against the chronoshift itself and, indeed, is not allowed one in the first place.
Warp
The chronoshifter takes half the damage himself and is also dazed for 1 round after coming out of the pocket.
Time's Up Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Up to 2 rounds; see text Saving Throw: Will partial; see text
The chronoshifter marks a single creature for death, shifting its last days forward to the present. The creature must make a Will saving throw or die. This is a death effect. If the creature succeeds or is immune to death effects, it must make another saving throw of the same DC in the next round or suffer 3d6 + 1/level damage.
A creature cannot be marked again while still affected by this chronoshift.
Warp
The chronoshifter becomes dazed for 1 round and suffers 4d6 damage the round after unless he succeeds on a Will saving throw of DC 10 + the number of chronoshifts used within the last minute. Success allows the chronoshifter to avoid being dazed.
Total Lag Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 2 rounds Saving Throw: Will negates (harmless)
Any negative effects the target suffers in the round this chronoshift is active are delayed for 2 rounds and take effect at the beginning of the chronoshifter's turn 2 rounds after using this chronoshift. Damage and effects suffered in the round between the chronoshift's active round and when the target is subject to its effects affect the chronoshifter normally.
The target can be prematurely cured of status conditions that would be forced on him if the proper magics are used, such as a restoration spell. In the same way, damage can be healed prematurely. This chronoshift requires only an immediate action.
Warp
If the target suffers damage during the round this chronoshift is active, the chronoshifter takes 50% of that damage at the beginning of his next turn. This applies both to hit point damage and ability damage (If all of the damage is healed, he instead takes 2d6 damage. If all ability damage is healed, he instead takes 1 ability damage to the ability score that would have been affected.). If the target would suffer from a status condition, copy the condition lag chronoshift's warp, then double the extra duration if applicable.
DM Note:
Spoiler
If the target is subject to an effect that doesn't work with the above warp, determine the warp by relating the penalty to the effect itself.
Touch of Infinity Range: Touch Target: Touched creature Duration: 1 round Saving Throw: Will negates (harmless)
Touching the target creature, the chronoshifter shows the target exactly how long time can go on for it, assuming, of course, it sticks with the chronoshifter. This touch of hope grants the creature a +2 morale bonus to all checks for 1 round.
Warp
The chronoshifter suffers a -3 morale penalty on all checks for 1 round.
Level 6 Chronoshifts:
Spoiler
Backward Motion Range: Personal Target: You Duration: 1 round Saving Throw: None
The chronoshifter moves up to his speed, leaving his essence in the past. If he would be subject to harm, he can take an immediate action to move back to any square he moved through with this chronoshift. This chronoshift requires only a move action, but the chronoshifter cannot use any other chronoshift this round.
Warp
The chronoshifter is treated as flat-footed and takes a -20-foot penalty to all movement speeds for 1 round.
Day's End Range: 1 mile Area: 1-mile-radius emanation, centered on you Duration: See text Saving Throw: None
Night falls immediately in the area. Sunlight disappears and moonlight replaces it. Then, time stops in the area until the rest of the world catches up, at which point, it starts again. Creatures in the area can act normally for the duration.
Warp
The chronoshifter falls asleep for 1 day.
Forward Motion Range: Personal Target: You Duration: 1 round Saving Throw: None
The chronoshifter moves up to his speed and then marks where he plans on moving next round, projecting his essence forward in time. If he would be subject to harm, he can take an immediate action to move forward to any square he planned on moving to in the next round. This chronoshifter requires only a move action, but the chronoshifter cannot use any other chronoshift this round.
Warp
The chronoshifter is treated as flat-footed and takes a -20-foot penalty to all movement speeds for 1 round.
Night's End Range: 1 mile Area: 1-mile-radius emanation, centered on you Duration: See text Saving Throw: None
Day comes immediately in the area. Sunlight appears and moonlight disappears. Then, time stops in the area until the rest of the world catches up, at which point, it starts again. Creatures in the area can act normally for the duration.
Warp
The chronoshifter is blinded permanently, the sunlight burning his eyes as he summons it. Magical aid cures the blindness as normal.
With this chronoshift, the chronoshifter creates a copy of the touched creature for 1 round, which is actually a possible future self called forth to act. During this round, the copy can do anything the creature can normally do. However, it cannot make the same action the touched creature makes. If the creature casts fireball, for example, the copy cannot cast fireball, due to it being from a different path in the future for the creature. Making a full attack and making a single attack are considered different, as are making a full attack after a charge and just making a full attack. This restriction has no bearing on the copy's movement, passive abilities, or defenses. At the end of the round, the copy dissipates into the possible future.
Warp
The chronoshifter takes 3d4 Wisdom damage.
Level 7 Chronoshifts:
Spoiler
Cloying Vacuum Bomb Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: Instantaneous Saving Throw: Reflex partial; see text
The chronoshifter sets the ultimate time explosion on the target, forcing a slew of status conditions on all creatures within 20 feet of the target and pulling all creatures that are hit to within 5 feet of the target. If they cannot all fit in the eight squares around the creature, they are moved as close as possible. All creatures hit are blinded, deafened, fatigued, sickened, and take 4 ability damage to every ability score. In addition, they all take 10d6 + 1/level damage. A successful Reflex save halves damage and ability damage and negates blindness, fatigue, and sickening. Deafening occurs regardless of the save. Each creature hit must make the saving throw.
Warp
Roll 1d2. On a result of 1, the explosion's radius is increased to 100 feet. On a result of 2, the explosion is centered on a square adjacent to the chronoshifter, as determined by a roll of 1d8.
Future Success Range: Personal Target: You Duration: 1 round Saving Throw: None
The chronoshifter prepares himself for success by moving forward and backward in time quickly, allowing him to catch enemies off-guard. This chronoshift adds +10 DC to the chronoshifter's next chronoshift used within 1 round. This chronoshift requires only a swift action.
Warp
The chronoshifter takes a -10 penalty on all saving throws for 1 round.
Reverse Evolution Range: Medium (100 ft. + 10 ft./level) Area: 20-foot cone Duration: 2 rounds Saving Throw: Fortitude partial; see text
The chronoshifter causes all creatures hit to revert to earlier forms of themselves. Depending on the setting, different creatures will change into different forms. However, all changes are purely detrimental. Upon changing, creatures in the area lose all class features, including spells, skills, racial abilities, and take a -10 penalty to Intelligence (minimum 1) for the duration. A successful Fortitude save allows the creatures to retain their forms, but each still takes a -4 penalty to Intelligence and all skills for the duration.
Warp
The chronoshifter suffers the same effects as any creatures in the area. He gets a Fortitude save as normal to avoid the brunt of the effects.
DM Note:
Spoiler
If your setting doesn’t fit with this chronoshift, consider refluffing it to be like baleful polymorph. The effects should remain the same.
Rewind Range: Medium (100 ft. + 10 ft./level) Area: 60-ft.-radius emanation, centered on you Duration: Instantaneous Saving Throw: None
The chronoshifter causes the entire last round to replay itself within the area, effectively reversing any effects that happened in the last round. Any damage incurred, spell slot spent, and so on is rewound and restored. The cost of this chronoshift is not restored. The round then starts anew once more. A chronoshifter cannot use this chronoshift in the round after first using it, but any other chronoshift may be used as such, disregarding the normal rules for chronoshifting.
Warp
Any effects the chronoshifter was responsible for in the round before the rewound one are also rewound and he becomes dazed for 1 round. This does not restore any resources the chronoshifter may have used.
Time Knows No Death Range: Touch Target: Living creature touched Duration: 1 round Saving Throw: Will negates (harmless)
Touching the target, the chronoshifter bends time so that if danger would come to the creature, it would be circumvented. If the target would die during the round this chronoshift is in effect, the target does not die and its hit points are completely restored.
This chronoshift is extremely draining. The chronoshifter gains one negative level upon using it for 1 hour. This negative level never results in permanent level loss.
Warp
The chronoshifter gains three negative levels instead of one.
Ultimate Chronoshifts:
Spoiler
Erase Range: 1 mile Area: 1-mile-radius, centered on you Duration: Instantaneous Saving Throw: Fortitude or Will partial; see text Will DC: 38 Shifting Time: 1 day XP Cost: 10,000
Everything in the area is subject to being erased from history 1 day after using this chronoshift. Nothing in the area dies or disappears. It all simply never existed. Every creature in the world's memory of the area and whatever was contained in it is reduced to feelings of déjŕ vu or nothing at all.
Creatures equal to or of a higher level than the chronoshifter are allowed a Fortitude save in the area to resist being utterly erased. Creatures outside the area of equal or higher level are allowed a Will save to resist the memory erase. If a creature inside the area is not erased, the memories of it stay within everyone's minds as normal. Success on a saving throw to resist this effect still brings terrible consequences, however. Any creature inside the area that succeeds on its Fortitude save takes 3d6 Constitution and Charisma damage instantly. Creatures outside the area that succeed are unaffected.
Warp
The chronoshifter's most recently-attained magical possession worth at least 3,000 gp that he still possesses is erased from existence. If he doesn't have a magical possession worth at least this much, the item with the highest gold value he owns is erased. In addition, he takes 3d6 Wisdom damage.
DM Note:
Spoiler
Warn the chronoshifter of this spell's repercussions if he doesn't consider it carefully. Not only is every creature in the area erased, but since their histories are, as well, everything that came about as a result of that creature is also erased.
Future Rewritten Range: 10 miles Area: 10-mile-radius spread, centered on you Duration: Instantaneous Saving Throw: Will partial; see text Will DC: 32 Shifting Time: 1 hour XP Cost: 10,000
This chronoshift utterly wipes out the fates and futures of all creatures, living or otherwise, within the radius and replaces them with new ones. These can either be randomly selected destinies for the creatures of the chronoshifter can designate specific futures for the creatures, though he cannot specify futures for particular individuals--only for the entire affected population.
The exact effects of this ultimate chronoshift depend on what the chronoshifter chooses for the creatures within the region specified. Usually, creatures have rewritten skill sets, abilities, and often entirely different careers from then on. The chronoshifter himself cannot be affected, though allies may be if they choose.
Creatures equal to or of a higher level than the chronoshifter are allowed a Will save to avoid personal future rewriting. Success, however, is dangerous in itself, as each creature who succeeds on this saving throw suffers 6d4 Wisdom damage instantly.
Warp
The chronoshifter becomes confused permanently and suffers 5d6 Wisdom damage. Only effects such as greater restoration, heal, lesser wish, miracle, and wish can cure the permanent confusion.
Immortality Range: 1 mile Area: 1-mile-radius emanation, centered on you Duration: Instantaneous Saving Throw: None Will DC: 30 Shifting Time: 1 day XP Cost: 10,000
The chronoshifter and everyone within the radius is rendered immortal, unable to die from old age, starvation, dehydration, and disease. Any other source of death is still possible. While disease cannot outright kill the affected creatures, its other effects still work as normal. Constitution damage from diseases cannot reduce an affected creature's Constitution below 1.
Warp
The chronoshifter ages 20 years instantly and suffers 3d6 Wisdom damage as well as 2d6 Strength, Dexterity, and Constitution damage.
Time's End Range: 10 miles Area: 10-mile-radius spread, centered on you Duration: Instantaneous Saving Throw: Fortitude partial; see text Will DC: 38 Shifting Time: 1 day XP Cost: 15,000
The world effectively ends in the specified area. Everything in the area dies except for the chronoshifter and any number of specified creatures within 1 mile of the chronoshifter. Plant life will never grow in the area again and all sources of water dry up. After 1 week, the area becomes completely uninhabitable and anything entering the area must leave or die in 1 hour.
Creatures equal to or of a higher level than the chronoshifter are allowed a Fortitude save in the area to resist destruction. Time is not trifled with lightly, though. Success on this saving throw causes the creature to take 5d4 Constitution damage and suffer from blinding, deafening, and exhaustion. The blindness and deafness are permanent, though exhaustion works normally.
Warp
Time lashes out at the chronoshifter for causing such destruction. The chronoshifter dies and his soul is trapped in a stasis field that only exists in the folds of time.
DM Note:
Spoiler
The chronoshifter may be allowed to escape this soul trap through an adventure. Perhaps his allies have been trapped as well and they all need to escape. Be creative.
Re: Time's Ally and Enemy [3.5 Base Class][MUHA Winner]
Shadowshifter
I know Time's secrets.
- Elanwei Solimor, shadowshifter
A chronoshifter messes with time, bending it to his will and effectively ruining time's continuum. A shadowshifter takes it a step further, covering up everything with darkness, subtlety, and skillfulness. Time itself won't even know what hit it until it's too late.
Hit Die: d6.
Requirements
To qualify to become a shadowshifter, a character must fulfill all of the following criteria. Skills: Bluff 5 ranks, Disguise 5 ranks, Escape Artist 5 ranks, Hide 7 ranks, Knowledge (history) 5 ranks, Sleight of Hand 5 ranks, Tumble 5 ranks. Feats: Improved Initiative. Special: The character must have used at least one 3rd-level chronoshift.
Class Skills: The shadowshifter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 6 + Int modifier
SHADOWSHIFTER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Chronoshifting
1st
+0
+0
+2
+2
Shadowshifting
+1 level of existing chronoshifting class
2nd
+1
+0
+3
+3
Invisible shifting
+1 level of existing chronoshifting class
3rd
+2
+1
+3
+3
Shadow strike
-
4th
+3
+1
+4
+4
Improved shadowshifting, invisible shifter
+1 level of existing chronoshifting class
5th
+3
+1
+4
+4
Shadow assault
-
Class Features
All of the following are class features of the shadowshifter.
Weapon and Armor Proficiency: Shadowshifters gain no additional weapon or armor proficiencies.
Chronoshifting Level/Shift Points: At 1st, 2nd, and 4th levels, the shadowshifter gains shift points and new chronoshift levels (if applicable) as if she had taken levels in the chronoshifter class.
Shadowshifting: A shadowshifter uses chronoshifts in a different way than would be normally assumed, infusing each thread of time she manipulates with shadows and mystique. Whenever the shadowshifter uses a chronoshift, she can make a Bluff, Disguise, Escape Artist, Hide, Sleight of Hand, or Tumble check immediately after as a free action. If the shadowshifter is in plain sight while making a Hide check in this way, she takes a -10 penalty on the check.
Shadowshifting otherwise works exactly like chronoshifting.
Invisible Shifting: At 2nd level, a shadowshifter has mastered the art of subtlety. By spending an additional shift point when using a chronoshift, the chronoshift and its effects become entirely invisible. The effects remain the same.
Shadow Strike (Su): At 3rd level, after using a chronoshift, the shadowshifter can attack an enemy as a swift action and apply any precision damage abilities she has by spending 2 additional shift points. If she has no precision damage abilities, she simply deals an additional 1d6 damage. The target enemy must be within 30 feet for the precision damage to apply, as normal.
Improved Shadowshifting: At 4th level, the shadowshifter is able to make a Hide check in plain sight at no penalty after using a chronoshift.
Invisible Shifter (Su): The shadowshifter can spend 4 additional shift points while using a chronoshift to turn invisible for 1 round. Any action that would turn the shadowshifter visible while under the effects of an invisibility spell do the same here.
Shadow Assault (Su): At 5th level, after using a chronoshift, the shadowshifter can make a full attack against an enemy as a swift action and apply any precision damage abilities she has on each attack by spending 8 additional shift points.
Battleshifter
The forces of Time rage on forever, as do I.
- Lakin Resta
With prowess in combat and in chronoshifting, the battleshifter is a force to be reckoned with. Fusing time in his weapon, he strikes down upon his foes with great power. Many fear the battleshifter, for he is one who can control time with pure force and maybe a bit of rage. Even time bewares, as the battleshifter has no mind to spare those who cross him.
Hit Die: d10.
Requirements
To qualify to become a battleshifter, a character must fulfill all of the following criteria. Skills: Heal 5 ranks, Knowledge (history) 5 ranks. Feats: Combat Expertise or Power Attack. Special: The character must have used at least one 3rd-level chronoshift. As well, the character must craft a time weapon, which can be any kind of weapon infused with the essence of time.
DM Note:
Spoiler
Infusing a weapon with the essence of time could have side effects. Don't make them negative, necessarily, but maybe the character has to undergo a small trial in the folds of time to be able to craft the weapon or something. If you're not up to it, no big deal, but be creative when the character wants to craft the weapon.
Class Skills: The battleshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier
BATTLESHIFTER
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Chronoshifting
1st
+1
+2
+0
+2
Battleshifting, time weapon
+1 level of existing chronoshifting class
2nd
+2
+3
+0
+3
Precognition
+1 level of existing chronoshifting class
3rd
+3
+3
+1
+3
Chronostrike
-
4th
+4
+4
+1
+4
Time guard
+1 level of existing chronoshifting class
5th
+5
+4
+1
+4
Chronoassault
-
Class Features
All of the following are class features of the battleshifter.
Weapon and Armor Proficiency: Battleshifters gain no additional weapon or armor proficiencies.
Chronoshifting Level/Shift Points: At 1st, 2nd, and 4th levels, the battleshifter gains shift points and new chronoshift levels (if applicable) as if he had taken levels in the chronoshifter class.
Battleshifting: A battleshifter is aggressive with chronoshifts, infusing each with power and vigor. After using a chronoshift, the battleshifter gains either a +1 bonus on attack rolls or a +1 bonus to AC for 1 round. The bonus increases by 1 at every level.
Battleshifting otherwise works exactly like chronoshifting.
Time Weapon: All battleshifters create their own time weapons. The battleshifter automatically gains the feat Weapon Focus (time weapon). The time weapon is infused with the essence of time, which allows it to augment the battleshifter's time-based abilities in combat. When the battleshifter uses a chronoshift that deals damage while wielding the time weapon, he deals an additional 1d6 damage. This damage increases to 2d6 at 3rd level and 3d6 at 5th level.
Precognition (Ps): At 2nd level, the battleshifter is able to see small bits of the future through his time weapon. This grants the battleshifter a continuous precognition effect. However, this bonus can only be used once per encounter.
Chronostrike (Su): At 3rd level, a battleshifter gains the ability to attack while using a chronoshift. By spending 3 additional shift points, the battleshifter can infuse a chronoshift into his time weapon and attack with it, allowing him to attack at the same time as using a chronoshift once per round. The attack applies Power Attack or Combat Expertise for free up to a bonus equal to the number of levels in battleshifter the battleshifter has. This free bonus does not count toward the normal limits of either feat, nor does it take any attack bonus whatsoever. The battleshifter may then use the feat to apply higher bonuses or he may leave it as is. If the battleshifter has both Power Attack and Combat Expertise, he may apply both if he wishes, gaining free bonuses with both feats. If the attack misses, so does the chronoshift, but the battleshifter need not make a Will save to avoid the warp in this case.
Time Guard (Su): At 4th level, the battleshifter's body becomes protected by time's flow. He is treated as always being affected by blur. In addition, once per day, he can strike while blurring himself even more, making it impossible to react. The next attack the battleshifter makes is an automatic hit.
Chronoassault (Su): At 5th level, a battleshifter can make a full attack, applying one chronoshift to each strike and gaining the free bonuses as with chronostrike. This costs 3 additional shift points per attack made.
Re: Time's Ally and Enemy [3.5 Base Class][MUHA Winner]
Chronoshifting Feats
Chronoshift Focus [Chronoshifting] You have a favorite chronoshift, which becomes easier and less dangerous to use. Prerequisites: Chronoshifter level 3rd. Benefit: Choose one chronoshift you are able to use. You gain a +2 insight bonus on your Will saving throw to avoid its warp and it costs 1 less shift point than normal. This feat cannot reduce a chronoshift's shift point cost to less than 0. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chronoshift.
Danger Shift [Chronoshifting] You crank up the power of your chronoshifts while making them more dangerous. Prerequisites: Chronoshifter level 6th. Benefit: Whenever you use a chronoshift, you may choose to take a penalty on your Will save to avoid the warp up to your base Will saving throw bonus. This number is added to the DC of the chronoshift.
Extra Shift Points [Chronoshifting] You increase your connection to time, granting you more power when you need it. Prerequisites: Chronoshifter level 1st. Benefit: You gain 2 extra shift points. For every four levels of any chronoshifting class you possess, you gain another 2 shift points. These levels stack.
Greater Chronoshift Focus [Chronoshifting] You focus even more on your favorite chronoshift. Prerequisites: Chronoshift Focus. Benefit: Choose one chronoshift you have applied Chronoshift Focus to. You gain another +2 insight bonus on your Will saving throw to avoid its warp (considered from the same source, so it does stack) and it costs another 1 less shift point than normal. This feat cannot reduce a chronoshift's shift point cost to less than 0. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chronoshift to which you have applied the Chronoshift Focus feat.
Improved Prepared Chronoshift [Chronoshifting] Your prepared chronoshifts become even easier to use. Prerequisites: Prepared chronoshift class feature. Benefit: Your prepared chronoshifts cost 2 shift points less than normal and allow you to exempt an additional square from being affected. This feat cannot reduce a chronoshift's shift point cost to less than 0. Normal: Your prepared chronoshifts cost 1 shift point less than normal and allow a single square to be exempt from a chronoshift that affects multiple squares.
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
Seems to be all good mechanics-wise, and I like the fluff. Still, I'm wondering why the duration of most shifts isn't more than a few rounds, and am also thinking you could probably get away with a 3/4 BAB progression, although I could be wrong about that.
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Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
Quote:
Originally Posted by Pyromancer999
Seems to be all good mechanics-wise, and I like the fluff. Still, I'm wondering why the duration of most shifts isn't more than a few rounds, and am also thinking you could probably get away with a 3/4 BAB progression, although I could be wrong about that.
Mostly because you can use them again after two rounds, meaning the duration can effectively be renewed constantly on a bunch of chronoshifts or you can choose to use other chronoshifts.
I could probably get away with 3/4, yeah, though it doesn't really fit since the chronoshifter never really has to attack. It would be more of a nicety to the battleshifter/shadowshifter.
Also, I'm super excited that someone finally commented.
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
I like the class concept, and even the general function of most of the abilities, but the numbers themselves really need some boosting, in my opinion. The big problem the class has (ironically, for a time-based class) is its action economy is pretty awful. A lot of the Chronoshifts cause fairly minor numeric effects, and then have very short durations, and carry a risk of hindering yourself in some way, but they cost a standard action to use.
Don't get me wrong, there are also some good ones. Distort isn't amazing, but it's pretty clearly the best of the first levels. Chrono Barrier is awesome and Rush of Time is very solid. None of the third levels really stand out (except Delay, but probably not for the reason it's supposed to). Hold and Push Initiative are great tactical options in the White Raven Tactics vein. Time's Up is a save-or-die every two rounds; can't beat that. Forward and Backward Motion are interesting and help your action economy, and Split Paths is great. Most of the 7th levels are solid, though Time Knows No Death is probably a bit costly for the effect provided, and Future Success may even be too strong (combo with Time's Up for a hard to beat save-or-die).
The Ultimates, excepting Immortality, might be game-breaking even with their steep cost and high risk. Flat wiping out everything in a span of miles, with no save, might be too much even at 20th level. At the very least, I'd give a save to anyone equal or higher level than the Chronoshifter.
The various Lag Chronoshifts are particularly problematic. Giving up your standard action to delay effects one round is a net loss for you, because the turn you got for delaying the effects you just gave up getting the delay. The two round delay isn't necessarily a loss, but is still a gamble, since you're betting on suffering a negative effect that would cause at least two rounds of incapacitation; otherwise you're just giving up a turn. These should probably be immediate actions.
Chrono Barrer and Delay also have something of a loophole in that they provide an impervious defense. Chrono Barrier can make the entire party basically immune to ranged attacks, and Delay renders the target flat invulnerable, although also unable to act. I'm not sure if these are going to be situational enough that they aren't major problems, but they're worth considering.
__________________
"A role playing game is three things: it is an interactive story, a game of chance, and a process in critical thinking."
"If brevity is the soul of wit, I'm witty like a vampire."
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
Quote:
Originally Posted by Quellian-dyrae
I like the class concept, and even the general function of most of the abilities, but the numbers themselves really need some boosting, in my opinion. The big problem the class has (ironically, for a time-based class) is its action economy is pretty awful. A lot of the Chronoshifts cause fairly minor numeric effects, and then have very short durations, and carry a risk of hindering yourself in some way, but they cost a standard action to use.
I was very afraid of going overboard with the class.
Quote:
Don't get me wrong, there are also some good ones. Distort isn't amazing, but it's pretty clearly the best of the first levels. Chrono Barrier is awesome and Rush of Time is very solid. None of the third levels really stand out (except Delay, but probably not for the reason it's supposed to). Hold and Push Initiative are great tactical options in the White Raven Tactics vein. Time's Up is a save-or-die every two rounds; can't beat that. Forward and Backward Motion are interesting and help your action economy, and Split Paths is great. Most of the 7th levels are solid, though Time Knows No Death is probably a bit costly for the effect provided, and Future Success may even be too strong (combo with Time's Up for a hard to beat save-or-die).
Knockback Bomb is funny if the chronoshifter intentionally fails his Will save and rolls a 1.
Yeah, it is kind of meh. Negative levels hurt. I'll see what I can do to shore up that one.
Quote:
The Ultimates, excepting Immortality, might be game-breaking even with their steep cost and high risk. Flat wiping out everything in a span of miles, with no save, might be too much even at 20th level. At the very least, I'd give a save to anyone equal or higher level than the Chronoshifter.
I had a lot of fun with those.
That said, allowing a save for things of equal or higher level than the chronoshifter sounds good to me. Everything else can rot and blow up or whatever.
Seriously, though, I had a ton of fun with them. I really want to keep them for funsies.
Quote:
The various Lag Chronoshifts are particularly problematic. Giving up your standard action to delay effects one round is a net loss for you, because the turn you got for delaying the effects you just gave up getting the delay. The two round delay isn't necessarily a loss, but is still a gamble, since you're betting on suffering a negative effect that would cause at least two rounds of incapacitation; otherwise you're just giving up a turn. These should probably be immediate actions.
You're right on that, looking through them once more.
Quote:
Chrono Barrer and Delay also have something of a loophole in that they provide an impervious defense. Chrono Barrier can make the entire party basically immune to ranged attacks, and Delay renders the target flat invulnerable, although also unable to act. I'm not sure if these are going to be situational enough that they aren't major problems, but they're worth considering.
Well, Delay says that in its description, so it's not a loophole, I think.
Chrono Barrier was meant to block attacks on anyone inside from the outside and vice-versa. I didn't really think about attacks from the other side. It's kind of creative, though. Since the PCs can't attack back without moving out of its cover, it's probably okay, though. Thoughts?
EDIT: Added in some saving throws on the ultimate chronoshifts, changed rushed chronoshift to allow risk-free uses at 10th and 16th levels (in addition to the riskier version), and made Time Knows No Death easier on the chronoshifter. It also fully heals the target and the stipulation for going lower than 0 hit points was removed, instead making the condition "if the creature would die."
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
Quote:
Originally Posted by Temotei
Well, delay says that in its description, so it's not a loophole, I think.
Chrono barrier was meant to block attacks on anyone inside from the outside and vice-versa. I didn't really think about attacks from the other side. It's kind of creative, though. Since the PCs can't attack back without moving out of its cover, it's probably okay, though. Thoughts?
I just figured the intent of the power was a "get this enemy out of my face" power (a job it does fairly poorly, since you're basically giving up your action for a chance at denying theirs, and your allies can't even beat them up in the meantime), while it actually potentially works best as a panic button defense.
And yeah, I don't think Chrono Barrier is necessarily a game-breaker. Although I wasn't really thinking of it as a "wall" either, so that just adds another layer to it. I was thinking, drop it over your party, and anyone who wants to attack you has to get within 20' to do so. With its duration, it could be a solid "safe camp" spell like rope trick, but since you can dismiss it, unless you get the Warp, you don't really have to worry about being trapped.
Still, enemies can still enter, you can't shoot out, and it's not selective so you can't necessarily lure the enemies in and then scoot all your guys out. That said, it can situationally be a game changer, and easily beats out the other Chronoshifts of its level. Even without taking advantage of the defensive benefits, it's a powerful battlefield control effect. To be honest, though, it's probably my favorite of the Chronoshifts. It's a very tactical power.
__________________
"A role playing game is three things: it is an interactive story, a game of chance, and a process in critical thinking."
"If brevity is the soul of wit, I'm witty like a vampire."
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
Quote:
Originally Posted by Quellian-dyrae
I just figured the intent of the power was a "get this enemy out of my face" power (a job it does fairly poorly, since you're basically giving up your action for a chance at denying theirs, and your allies can't even beat them up in the meantime), while it actually potentially works best as a panic button defense.
It's a potential use, for sure, but it's better used defensively, as you pointed out. However, taking out a key enemy during a big battle while your allies down weaker ones can change a battle sometimes. The ability to do that is a nice one to have.
Quote:
And yeah, I don't think Chrono Barrier is necessarily a game-breaker. Although I wasn't really thinking of it as a "wall" either, so that just adds another layer to it. I was thinking, drop it over your party, and anyone who wants to attack you has to get within 20' to do so. With its duration, it could be a solid "safe camp" spell like rope trick, but since you can dismiss it, unless you get the Warp, you don't really have to worry about being trapped.
Still, enemies can still enter, you can't shoot out, and it's not selective so you can't necessarily lure the enemies in and then scoot all your guys out. That said, it can situationally be a game changer, and easily beats out the other Chronoshifts of its level. Even without taking advantage of the defensive benefits, it's a powerful battlefield control effect. To be honest, though, it's probably my favorite of the Chronoshifts. It's a very tactical power.
I'm glad you like it. It's one of my favorites, too.
In the post above, I edited in changes, in case you didn't see.
Quote:
EDIT: Added in some saving throws on the ultimate chronoshifts, changed rushed chronoshift to allow risk-free uses at 10th and 16th levels (in addition to the riskier version), and made Time Knows No Death easier on the chronoshifter. It also fully heals the target and the stipulation for going lower than 0 hit points was removed, instead making the condition "if the creature would die."
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
This class is quite awesome. I've long held the view that time is the most powerful force there is, and wished there were more spells using it in 3.5. That last chronoshift, in particular, really caught my eye. "The world effectively ends in the specified area." I never thought I would see that in a non-epic effect, but the drawbacks are well chosen.
One thing I might houserule when using this class is that aging applies a penalty to all ability scores, not just the physical ones. There's the whole thing with getting better at Spot as you get older, but there's also this class not affecting those who use mental stats too much, assuming I haven't missed something in a chronoshift somewhere. I just skimmed over them so I will have to take another look.
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
Quote:
Originally Posted by Baron Corm
This class is quite awesome. I've long held the view that time is the most powerful force there is, and wished there were more spells using it in 3.5. That last chronoshift, in particular, really caught my eye. "The world effectively ends in the specified area." I never thought I would see that in a non-epic effect, but the drawbacks are well chosen.
I'm very happy to hear you like it. That one is my favorite chronoshift.
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One thing I might houserule when using this class is that aging applies a penalty to all ability scores, not just the physical ones. There's the whole thing with getting better at Spot as you get older, but there's also this class not affecting those who use mental stats too much, assuming I haven't missed something in a chronoshift somewhere. I just skimmed over them so I will have to take another look.
They still like Constitution like everyone else and Dexterity helps them stay alive with some AC. Really, their ability dependencies are like a Wisdom-based wizard, so I don't see a problem with leaving the aging penalties/bonuses as-is unless that's a houserule you always use.
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
I'm reviving this to give a quick change log and a request after the chronoshifter has seen play.
First, prepared chronoshift now allows the chronoshifter to shape his chronoshifts to avoid harming allies.
Age and aging field now have a 3-round duration rather than a 2-round duration. This puts distort at a clear advantage for pure numbers and power at early levels, but allows age to shine with duration. Aging field just derives from that.
All of the "Lag" chronoshifts now allow creatures within a Close range to be affected. The chronoshifter is usually not in that much danger. When he is, he can still use these shifts on himself, but now, he'll actually be able to make use of the shifts more than once per session. If the target is affected by something, the chronoshifter feels the pain, just like before, so allies need not worry when the chronoshifter protects them.
Chrono barrier now clarifies that it can be used in walls and other solid objects without hindrance. In addition, creatures too large for the barrier get a bonus to their save, but are trapped if they fail, the barrier increasing in size. Creatures who succeed on their saving throw to avoid the barrier move to the closest square outside of it. Finally, the chronoshifter and his allies cannot rest and the chronoshifter can't recover shift points while trapped involuntarily.
Knockback bomb's maximum damage was increased to 10d4 up from 5d4 (time bomb's maximum). The knockback effect on it isn't enough to warrant the increased cost and danger in using the shift.
Erase's warp now has a minimum gold value on the most recently-attained magic item. If you don't have anything worth that much, your most valuable item is destroyed.
Request:
Future sight is currently pretty boring. A bonus to initiative and AC, while nice, doesn't really feel like something special to get when you level up. I want to fix this without making it too powerful.
Ideas so far:
Add bonus on Will saves to avoid warps with prepared chronoshifts.
Add 25% chance to avoid prepared chronoshift's warp automatically.
Both of these are also not that interesting or fun to play with, hence my not adding them. Thoughts on this would be greatly appreciated.
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
How about an ability that allows him to remember lost time. What I mean by that is: What if he remembers when someone else changes time or time itself has been changed? It's not really likely to come up that often, but makes a nice role playing hook.
Or, if you want to keep the Future Sight sort of idea, you could make it limited use and then force others on the field to announce their turn before you even take yours.
Alternatively you could allow him to use Future Sight to delay a chronoshift's effects for a couple of rounds. But that could get insane fast.
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
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Originally Posted by eftexar
How about an ability that allows him to remember lost time. What I mean by that is: What if he remembers when someone else changes time or time itself has been changed? It's not really likely to come up that often, but makes a nice role playing hook.
I could do that. It'd barely affect anything and be a nice level-filler.
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Or, if you want to keep the Future Sight sort of idea, you could make it limited use and then force others on the field to announce their turn before you even take yours.
This is really cool. I like this.
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Alternatively you could allow him to use Future Sight to delay a chronoshift's effects for a couple of rounds. But that could get insane fast.
That'd be hella scary to balance. I'll keep out of that territory.
New abilities. What do you think?
Future Sight (Su): At 7th level, a chronoshifter can see into the future, if only a few moments, allowing him to discover how a creature will act. Once per encounter, the chronoshifter can look into a creature's future as a free action. Through this future sight, he discovers one action the creature will perform on its next turn. That creature must perform the specified action on its next turn or be dazed for 1 round. A successful Will save of DC 10 + 1/2 class levels + Wis modifier causes the creature to instead be nauseated for 1 round. If the creature cannot perform its action (such as if it was going to heal a creature that is dead by its turn), then it may act as normal.
At 13th and 19th levels, the chronoshifter can see one additional action a creature will take. The actions the chronoshifter can see can either be split up among several rounds or seen in one round, and can be split among multiple creatures or seen on one. Regardless of how many actions the chronoshifter sees a creature doing, the creature is dazed or nauseated for only 1 round if it doesn't take the action or actions.
DM Note:
Spoiler
You choose the action the chronoshifter sees. Make it something interesting, though. "Breathing fire in this cone" and showing the cone to the chronoshifter player would be a fine use of the ability. "Drawing a longsword" isn't, unless it's some sort of magical sword that has very powerful capabilities and the players are aware of that fact.
Timesight (Su): At 10th level, the chronoshifter gains a certain kind of insight into time's shifting nature. Whenever someone other than himself alters time or affects it on the same plane he is currently on, he is aware that time has been affected and of its general purpose, such as making someone live longer, or a powerful chronoshift being used. This "timesight" is constant, but rarely notifies him unless the effect on time is significant. What is significant varies among chronoshifters. Eventually, he learns to tune out those events that mean little to him while focusing on those that are meaningful.
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
Not exactly what I was thinking for Future Sight, but being able to demand that someone do something might be more useful.
I think Timesight looks fine, though I wonder if it could be less verbose. I don't know if you need to limit it to one plane, because I assume that someone messing with time would probably mess with all of it.
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
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Originally Posted by eftexar
I think Timesight looks fine, though I wonder if it could be less verbose. I don't know if you need to limit it to one plane, because I assume that someone messing with time would probably mess with all of it.
I forgot to respond to this.
Dropped the majority of the ability, leaving the meaning the same. I don't know why I wrote that much to convey so little meaning.
Anyway, edits are made in the official chronoshifter entry. Any thoughts?
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
I don't really have many more thoughts on the Chronoshifter. With the exception of a time based discipline I saw once, this probably ranks at the top of my list of time control classes.
I have about three or four of my own time classes I haven't posted because I'm not happy with any of them.
The Shadowshifter and Battleshifter look fine, but I sort of wish the first advanced mysteries and the other gave maneuvers. I've always thought prestige classes that combine different forms of magic were cool.
Besides, mysteries are weak enough even if you granted three levels worth across the prestige class it wouldn't give too dramatic a power boost.
On a second glance, Chronoassualt is an incredibly powerful ability. A Chronoshift to every attack seems a bit excessive regardless of cost.
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
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Originally Posted by eftexar
On a second glance, Chronoassualt is an incredibly powerful ability. A Chronoshift to every attack seems a bit excessive regardless of cost.
The issue with it is that if you have enough chronoshifting levels to make it meaningful in that regard, you'll likely miss with many of your attacks and if you go the other way with more attack bonuses, you'll be using weaker chronoshifts anyway. Also, since the class itself requires six levels of chronoshifter, you're already kind of gimped on attack bonus by the time you get there--at least for a while. It's a very powerful feature, but it has some problems that keep it down.
I have been mulling over making a martial prestige class for the chronoshifter. I just haven't made it yet. It's a cool idea, though.
Mysteries for the shadowshifter is a good idea, too. I'll think about that, too.
Oh, and I'm glad you think highly of this. Thanks. It feels good.
In the case of granting maneuvers, I'd add that chronostrike can be used when initiating strikes, add some martial maneuver requirement(s), add a martial maneuver progression, and probably take out a level of chronoshifting advancement (likely the first one). You could also play with the class features, taking out precognition and time guard and add in some unique stances or something.
Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]
The warp mechanic worries me slightly. 3.5 would be great if casters had to deal with feedback dangers (like in 2nd ed for example), but with this much of a potential downside, most players are just going to avoid it. Suggestion to change warp, although it may take a lot of work: make it so that each chronoshift has two forms, a weak version and a slightly stronger version, and one only risks warp if one uses the stronger version. Alternatively, maybe have the risk of warp start off smaller than it currently does, but get higher the more you use the same chronoshift (fluffed as resulting from messing with time too much the same way).
Overall, this is a minor issue, and I'd play this class as is.