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Old 08-03-2012, 01:47 AM   Top  -  End  -  #1
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
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Minnesota
Gender: Male
Default 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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialChronoshift LevelShift Points
1st+0+0+0+2Chronoshifting, shift points12
2nd+1+0+0+3Prepared chronoshift14
3rd+1+1+1+3-26
4th+2+1+1+4Rushed chronoshift 1/day28
5th+2+1+1+4Prepared chronoshift210
6th+3+2+2+5-312
7th+3+2+2+5Future sight 1/encounter314
8th+4+2+2+6Prepared chronoshift316
9th+4+3+3+6-418
10th+5+3+3+7Rushed chronoshift 2/day, timesight420
11th+5+3+3+7Prepared chronoshift, timeless body422
12th+6/+1+4+4+8-524
13th+6/+1+4+4+8Extended Life Span, future sight 2/encounter526
14th+7/+2+4+4+9Prepared chronoshift528
15th+7/+2+5+5+9-630
16th+8/+3+5+5+10Rushed chronoshift 3/day632
17th+8/+3+5+5+10Extended Life Span, prepared chronoshift634
18th+9/+4+6+6+11-736
19th+9/+4+6+6+11Future sight 3/encounter738
20th+10/+5+6+6+12Prepared chronoshift, ultimate chronoshift740

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


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


Level 2 Chronoshifts:
Spoiler


Level 3 Chronoshifts:
Spoiler


Level 4 Chronoshifts:
Spoiler


Level 5 Chronoshifts:
Spoiler


Level 6 Chronoshifts:
Spoiler


Level 7 Chronoshifts:
Spoiler


Ultimate Chronoshifts:
Spoiler

Last edited by Temotei : 05-07-2013 at 04:22 PM.
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Old 08-03-2012, 01:49 AM   Top  -  End  -  #2
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default 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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialChronoshifting
1st+0+0+2+2Shadowshifting+1 level of existing chronoshifting class
2nd+1+0+3+3Invisible shifting+1 level of existing chronoshifting class
3rd+2+1+3+3Shadow strike-
4th+3+1+4+4Improved shadowshifting, invisible shifter+1 level of existing chronoshifting class
5th+3+1+4+4Shadow 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


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
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialChronoshifting
1st+1+2+0+2Battleshifting, time weapon+1 level of existing chronoshifting class
2nd+2+3+0+3Precognition+1 level of existing chronoshifting class
3rd+3+3+1+3Chronostrike-
4th+4+4+1+4Time guard+1 level of existing chronoshifting class
5th+5+4+1+4Chronoassault-

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.

Last edited by Temotei : 05-07-2013 at 06:12 PM.
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Old 08-03-2012, 01:51 AM   Top  -  End  -  #3
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
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Minnesota
Gender: Male
Default 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.

Last edited by Temotei : 04-30-2013 at 04:27 AM.
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Old 08-04-2012, 01:21 PM   Top  -  End  -  #4
Pyromancer999
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Join Date: Jun 2010
Default 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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Old 08-04-2012, 01:45 PM   Top  -  End  -  #5
Temotei
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Join Date: Nov 2008
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Default Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]

Quote:
Originally Posted by Pyromancer999 View Post
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.

Last edited by Temotei : 08-04-2012 at 01:46 PM.
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Old 08-04-2012, 04:20 PM   Top  -  End  -  #6
Quellian-dyrae
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Default 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.
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Old 08-04-2012, 07:09 PM   Top  -  End  -  #7
Temotei
Firbolg in the Playground
 
 
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Default Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]

Quote:
Originally Posted by Quellian-dyrae View Post
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."

Last edited by Temotei : 08-04-2012 at 08:04 PM.
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Old 08-04-2012, 08:13 PM   Top  -  End  -  #8
Quellian-dyrae
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Default Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]

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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.
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Old 08-04-2012, 08:27 PM   Top  -  End  -  #9
Temotei
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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."
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Old 08-04-2012, 09:21 PM   Top  -  End  -  #10
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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.
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Old 08-04-2012, 09:40 PM   Top  -  End  -  #11
Temotei
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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.

Quote:
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.
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Old 04-30-2013, 03:44 AM   Top  -  End  -  #12
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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.

Last edited by Temotei : 04-30-2013 at 07:46 PM.
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Old 04-30-2013, 09:07 PM   Top  -  End  -  #13
eftexar
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Default 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.
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Old 05-01-2013, 07:16 PM   Top  -  End  -  #14
Temotei
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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.

Quote:
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.

Quote:
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


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.

Last edited by Temotei : 05-01-2013 at 07:55 PM.
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Old 05-01-2013, 09:15 PM   Top  -  End  -  #15
eftexar
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Default 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.
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Old 05-07-2013, 04:23 PM   Top  -  End  -  #16
Temotei
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Default Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]

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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?
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Old 05-07-2013, 05:22 PM   Top  -  End  -  #17
eftexar
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Default 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.
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Old 05-07-2013, 05:46 PM   Top  -  End  -  #18
Temotei
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Default Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]

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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.

Last edited by Temotei : 05-07-2013 at 06:15 PM.
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Old 05-07-2013, 09:06 PM   Top  -  End  -  #19
The Tyler
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Default Re: Time's Ally and Enemy [3.5 Base Class, Prestige Classes, and Feats][MUHA Entry]

This is probably one of the best time-based classes I've seen. I'll certainly be using it in some way or another. Maybe for a villain.

I like the thought of giving maneuvers to the Battleshifter, maybe with a unique discipline of its own?
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Old 05-07-2013, 09:32 PM   Top  -  End  -  #20
Temotei
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This is probably one of the best time-based classes I've seen. I'll certainly be using it in some way or another. Maybe for a villain.

I like the thought of giving maneuvers to the Battleshifter, maybe with a unique discipline of its own?
There are a few time-related disciplines made already. The ones on sirpercival's list with a quick search of "time" are:

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.

Last edited by Temotei : 05-07-2013 at 09:35 PM.
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Old 05-07-2013, 11:41 PM   Top  -  End  -  #21
JoshuaZ
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Default 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.
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