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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Some kind of hell
    Gender
    Male

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

    Wibbly Wobbly Timey Wimey... Stuff

    ---

    People assume that time is a strict progression of cause to effect, but *actually* from a non-linear, non-subjective viewpoint - it's more like a big ball of wibbly wobbly... time-y wimey... stuff.

    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

    Giant in the Playground PrC Contest XXXI

    The contest begins with the posting of this thread and will run through midnight of December 9th.

    Soon after a poll will be opened for everyone to vote for their favorite that will last until midnight of December 19th.

    Rules

    1) You will be creating an 'original' prestige class. You will be making a prestige class with "Time" as a theme. This could be anything from a group of chronomancers who expand upon a new set of time-spells, a group of time traveling knights who right wrongs before they happen, priests of a clock-work god that utilize pocket watches for a divine focus, or wielders of bizarre time-warping psychics that can alter time around their local area with a thought. Any Wizards of the Coast 3.5 source or Pathfinder source is allowable for material. Get to it!

    2) Entries must include name, complete class, and fluff, combat related and role playing related. Incomplete entries at the deadline will be disqualified.

    3) Entries must be 3.5, using the standard format below.

    4) Post all entries in this thread. Post all conversation, questions, etc here in the chat thread).

    5) Maximum of one entry per participant (gotta save up those creative juices for the next one too!)

    6) Entries must be your own work, and must not be copied for other places. Only new work may submitted; no previously posted work will be accepted. Such entries will be disqualified. Such entries will be disqualified.

    7) No reserving posts. Feel free to tweak your class, but the initial post must include the basics.


    _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/

    And here's helpers if you need it!

    (Fax Celestis' Prestige Class Creation Thread)
    (Djinn_In_Tonic's What to make and How to make it special!)
    Last edited by ErrantX; 2011-12-05 at 11:27 PM.
    Chris Bennett
    Author and Lead Developer of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.

    My extended homebrew signature!

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Some kind of hell
    Gender
    Male

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

    PRESTIGE CLASS NAME



    Quote of Some Kind by a member of the class!

    A general description of whatever the class is!

    BECOMING A CLASS NAME

    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    :
    :
    :
    :
    :

    Class Skills

    The Class Name's class skills (and the key ability for each skill) are....

    Skills Points at Each Level: x + int

    Hit Dice: dx

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

    1st|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    2nd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    3rd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    4th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    5th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    6th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    7th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    8th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    9th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability

    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability[/table]

    Weapon Proficiencies: A place to put the different proficiencies.
    Put all the different class abilities in here!

    PLAYING A CLASS NAME

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

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

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

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

    CLASS NAME IN THE WORLD

    A quote of somebody else talking about your class!

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

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

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

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

    NPC Reaction

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

    CLASS NAME IN THE GAME

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

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

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

    Sample Encounter

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

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


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions

    Spoiler
    Show

    [color=maroon][size=5][b]PRESTIGE CLASS NAME [/b][/size][/color]

    [IMG]http://Picture URL[/img]

    [i]Quote of Some Kind by a member of the class! [/i]

    A general description of whatever the class is!

    [size=4][color=maroon]BECOMING A CLASS NAME [/color][/size]

    How you would normally become a member of this prestige class.

    [b]ENTRY REQUIREMENTS[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]
    [b]:[/b]

    [b][size=3][color=maroon]Class Skills[/color][/size][/b]

    The Class Name's class skills (and the key ability for each skill) are....

    [b]Skills Points at Each Level: [/b]x + int

    [b]Hit Dice:[/b] dx

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

    1st|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    2nd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    3rd|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    4th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    5th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    6th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    7th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    8th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    9th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability

    10th|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|[center]+x[/center]|Class Ability[/table]

    [b]Weapon Proficiencies[/b]: A place to put the different proficiencies.
    Put all the different class abilities in here!

    [color=maroon][size=4][b]PLAYING A CLASS NAME[/b][/size][/color]

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

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

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

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

    [size=4][color=maroon][b]CLASS NAME IN THE WORLD[/b][/color][/size]

    [i]A quote of somebody else talking about your class![/i]

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

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

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

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

    [size=4][color=maroon][b]NPC Reaction[/b][/color][/size]

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

    [color=maroon][size=4][b]CLASS NAME IN THE GAME[/b][/size][/color]

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

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

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

    [size=4][color=maroon][b]Sample Encounter[/b][/color][/size]

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

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


    [size=4]Name[/size]
    alignment/Gender/Race/Levels
    [b]Init[/b] +0, [b]Senses[/b]: Listen +, Spot +,
    [b]Languages[/b]
    ------------------------------------------------
    [b]AC[/b] , touch , flat-footed ()
    [b]hp[/b] ( HD)
    [b]Fort[/b] +, [b]Ref[/b] +, [b]Will[/b] +
    ------------------------------------------------
    [b]Speed[/b] ft. ( squares)
    [b]Melee[/b]
    [b]Base Atk[/b] +, [b]Grp[/b] +
    [b]Atk Options[/b]
    [b]Combat Gear[/b]
    [b]Spells Prepared[/b]
    [b]Supernatural Abilities[/b]
    -----------------------------------------------
    [b]Abilities[/b] Str , Dex , Con , Int , Wis , Cha
    [b]SQ[/b]
    [b]Feats[/b]
    [b]Skills[/b]
    [b]Possessions[/b]
    Last edited by ErrantX; 2011-11-04 at 10:17 PM.
    Chris Bennett
    Author and Lead Developer of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.

    My extended homebrew signature!

  3. - Top - End - #3
    Ettin in the Playground
     
    Amechra's Avatar

    Join Date
    Dec 2010
    Location
    Where I live.

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

    PALADIN OF THE LOST HOUR
    Spoiler
    Show

    Time is a valuable thing. Stop wasting it.

    A general description of whatever the class is!

    BECOMING A CLASS NAME

    How you would normally become a member of this prestige class.

    ENTRY REQUIREMENTS
    :
    :
    :
    :
    :

    Class Skills

    The Class Name's class skills (and the key ability for each skill) are....

    Skills Points at Each Level: x + int

    Hit Dice: dx

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

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Live between Seconds, Out of Synch (Defense)|-|0

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Resynchronization, Carpe Diem (Move Action)|+1 Class Level|1

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Move Outside Time (Self)|+2 Class Levels|1

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Out of Synch (Offense)|+3 Class Levels|2

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Carpe Diem (Standard Action)|+4 Class Levels|2

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Fluid Time (Immediate Action), Move Outside Time (Others)|-|3

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Out of Synch (Movement)|+5 Class Levels|3

    8th|
    +6
    |
    +2
    |
    +6
    |
    +6
    |Carpe Diem (Full-Round Action)|+6 Class Levels|4

    9th|
    +6
    |
    +3
    |
    +6
    |
    +6
    |Ruin the Moment|+7 Class Levels|4

    10th|
    +7
    |
    +3
    |
    +7
    |
    +7
    |Time's Archer|+8 Class Levels|5[/table]

    Weapon Proficiencies: A Paladin of the Lost Hour does not gain any new proficiencies.
    Put all the different class abilities in here!

    PLAYING A CLASS NAME

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

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

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

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

    CLASS NAME IN THE WORLD

    A quote of somebody else talking about your class!

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

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

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

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

    NPC Reaction

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

    CLASS NAME IN THE GAME

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

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

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

    Sample Encounter

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

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


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by Amechra; 2011-11-06 at 08:47 PM.
    Quote Originally Posted by segtrfyhtfgj View Post
    door is a fake exterior wall
    If you see me try to discuss the nitty-gritty of D&D 5e, kindly point me to my signature and remind me that I shouldn't. Please and thank you!

  4. - Top - End - #4
    Bugbear in the Playground
     
    TheGeckoKing's Avatar

    Join Date
    Oct 2009
    Location
    In a flying castle
    Gender
    Male

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

    Timebreaker Savage

    Spoiler
    Show


    See you next week! - Barbarous Flux, about to use a Timebreaker Strike

    An odd lot of warriors, the Timebreaker Savages are barbarians who rather than improve themselves via simple mundane training take a second route to power and blend their inborn rage with the power of time itself, bending, warping and even breaking it over their knee in an attempt to utterly annihilate their opponents.

    Becoming a Timebreaker Savage

    To become a Timebreaker Savage requires skills in striking things with power and above average reflexes, as well as martial skill, basic knowledge of magic and history and the ability to fly into a rage.

    ENTRY REQUIREMENTS
    BaB: +6
    Skills: Knowledge (Arcana) 2 ranks, Knowledge (History) 2 ranks
    Feats: Power Attack, Improved Initiative
    Special: Must have the Uncanny Dodge or Improved Uncanny Dodge ability, and must be able to use the Rage or Frenzy ability, or a similar ability that replaced a Rage ability as an Alternate Class feature.

    Class Skills

    The Timebreaker Savage's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Concentration (Con), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana), Knowledge (History), Listen (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

    Skills Points at Each Level: 4 + int mod.

    Hit Dice: d8

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Armoured Mage, Spellcasting, Lightning Fast Fury|2|1|—|—|—

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Steal the Years 1/encounter|3|1|0|—|—

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Speedy Steps|3|2|1|—|—

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Steal the Years 2/encounter|4|2|2|0|—

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Timecrush Rebuke|4|3|2|1|—

    6th|
    +6
    |
    +5
    |
    +5
    |
    +2
    |Steal the Years 3/encounter|4|3|3|2|0

    7th|
    +7
    |
    +5
    |
    +5
    |
    +2
    |Step Through Time|5|3|3|2|1

    8th|
    +8
    |
    +6
    |
    +6
    |
    +2
    |Steal the Years 4/encounter|5|4|3|3|2

    9th|
    +9
    |
    +6
    |
    +6
    |
    +3
    |Lightning Speed|5|4|4|3|2

    10th|
    +10
    |
    +7
    |
    +7
    |
    +3
    |Timebreaker Strike|5|4|4|3|3[/table]

    Unless otherwise stated, the Save DC's for a Timebreaker Savage's abilities are equal to 10 + Timebreaker Savage levels + Wis Mod.

    Weapon Proficiencies: A Timebreaker Savage gains no new proficiencies.

    Armoured Mage (Ex): The Timebreaker Savage's spells come from mostly a deeper understanding with few complex movements, and so this allows the Timebreaker Savage to cast spells from spellcasting granted by this class in light or medium armour and any shields (but not a tower shield) without any arcane failure chance.

    Spellcasting: A Timebreaker Savage casts arcane spells, which are drawn from the Timebreaker Savage's spell list below. When a Timebreaker Savage gains access to a new level of spells, they automatically know all the spells for that level on the Timebreaker Savage's spell list. A Timebreaker Savage can cast any spell they know without preparing it ahead of time. Essentially, their spell list is the same as their spells known list.

    To cast a Timebreaker Savage spell, a Timebreaker Savage must have a Wisdom score of 10 + the spell's level. The Difficulty Class for a saving throw against a Timebreaker Savage's spell is 10 + the spell's level + the Timebreaker Savage's Wisdom modifier. Like other spellcasters, a Timebreaker Savage can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, you receive bonus spells for a high Wisdom score (PHB 8).

    A Timebreaker Savage need not prepare spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. Additionally, unlike other spellcasting, a Timebreaker Savage may cast these spells while in a Rage or a Frenzy (or similar ability: see Special Requirements).

    Timebreaker Savage Spell List:
    1st level spells: Accelerated Movement (SpC), Benign Transposition (SpC), Delay Disease (SpC), Expeditious Retreat (PHB), Expeditious Retreat, Swift (SpC), Nerveskitter (MoF), Snake's Swiftness (SpC), True Strike (PHB)
    2nd level spells: Allegro (SpC), Baleful Transposition (SpC), Bear's Endurance (SRD), Lesser Celerity (PHB II), Quick March (SpC), Swift Haste (SpC), Snake's Swiftness, Mass (SpC)
    3rd level spells: Bear's Endurance, Mass (SRD), Bladestorm (SpC), Blink (SRD), Divination (PHB), Haste (PHB), Slow (PHB), Snake's Swiftness, Mass (MiniHB)
    4th level spells: Aura of Evasion (SpC), Blink, Greater (SpC), Celerity (PHB II), Death Pact (SpC), Delay Death (SpC), Dimension Door (PHB), Freedom of Movement (PHB)

    Lightning Fast Fury (Ex): At 1st level, the Timebreaker Savage learns to become faster and more alert while raging. While in a Rage, frenzy or similar ability (see prerequisites), the Timebreaker Savage gains a +2 bonus to Dexterity. Additionally, Timebreaker Savage and Barbarian levels stack for determining the power of the Timebreaker Savage's rage, including increased bonuses the rage grants and whether or not the rage still tires them.

    Steal the Years (Su): At 2nd level, the Timebreaker Savage develops the signature technique of their group - the ability to hit people so hard they get slammed through the timestream and physically age. As a standard action once per encounter, the Timebreaker Savage may make one melee attack at any creature within reach. If it connects, then the creature must make a Will Save or age one age category, up to a maximum of Venerable. However, aged victims do not gain the hindsight of experience normal ageing grants and so do not gain mental bonuses like normal ageing endows. Creatures that do no age or have age categories instead take one point of ability damage to each of their physical scores per failed will save, as the ravages of time simply flay the victim's body. You cannot age a creature past Venerable with this ability.
    The ageing process can be reversed with a Remove Curse or Regenerate spell, but it takes a casting of the spell for each age category the victim has been unnaturally aged. Timeless creatures who took ability damage instead heal their ability damage in the normal ways.
    A Timebreaker Savage gains another use per encounter of this ability at 4th, 6th and 8th level.

    Speedy Steps (Ex): At 3rd level, the Timebreaker Savage gains increased speed from exposure to the flow of time. The Timebreaker Savage gains a +20 untyped bonus to all of their movement speeds, and retroactively gain this bonus to any other types of movement they might gain later. While raging/frenzying/etc, this bonus increases to +60ft.

    Timecrush Rebuke (Su): At 5th level, the Timebreaker Savage can, with a flurry of lightning speed, crush anyone foolish enough to strike back at the barbarian. The Timebreaker Savage may now make double the normal amount of AoO's the Timebreaker Savage would normally be allowed against a victim, including factoring in things like a Rogue's Opportunist ability and the Combat Reflexes feat.

    Step through Time (Psi): At 7th level, the Timebreaker Savage can slip into a pocket of safe time for a little while. The Timebreaker Savage can, 1/encounter as an immediate action, Time Hop forward in time three rounds. This ability otherwise works as the power, but only affecting the Timebreaker Savage.

    Lightning Speed (Su): At 9th level, the Timebreaker Savage becomes saturated with the flow of time's energies, and is faster for it. The Timebreaker Savage is continually under the effects of a Haste spell, with a caster level equal to the Timebreaker Savage's caster level. Additionally, the Timebreaker Savage, while raging, may now make two extra attacks in a round at his highest base attack bonus (this includes full-attacks too), which stacks with any other extra attacks (like those granted by the Whirling Frenzy ACF).

    Timebreaker Strike (Su): At 10th level, the Timebreaker Savage perfects their skill and channels it into one, soul-rending strike. Once per encounter as a standard action, the Timebreaker Savage may choose to designate a single melee attack to be a Timebreaker Strike. If the attack fails, then it does not count as the one use per encounter of this ability. If the attack is successful, then the target dies instantly as their body is sent to a week in the future, leaving their shredded soul behind. The victim is treated as dying of old age because of the time energies involved and so requires a Wish or Miracle to come back. When this ability succeeds, initially there is no body left behind. One week later however, the victim's body reappears in the exact same spot where the victim died, in the same condition before it's death.

    Playing a Timebreaker Savage

    To play a Timebreaker Savage is to flout the laws of time for glory and riches and to approach speeds no other warrior could.

    Combat: A Timebreaker Savage is best served by buffing itself and allies with spells, before wading in and weakening its opponents by Stealing their Years. Once weakened and battered, a high level Timebreaker Savage can simply use their Timebreaker Strike and assure that no, the cleric isn't going to raise them again.

    Advancement: Timebreaker Savages are best served with Barbarian levels, although some take interest in the Sublime Way, and others explore their magical aptitude with Sorcerer and Wizard levels. A rare few even take up Clerichood by worshipping gods of Time and Fate.

    Resources: Timebreaker Savages are on their own on the most part, being made up of a scatted lot of warriors, but a Timebreaker Savage can always benefit from meeting with other spellcasters to trade tips, tricks and knowledge of spells.

    Timebreaker Savages in the world

    Oh sweet Pelor, not that madman again...... - Cleric Starbright of the Order of Illumination, talking about a Timebreaker Savage

    Daily Life: The typical day of a Timebreaker Savage is not that different from a barbarian's day, only that they make some time to practise their new found skills and hone their spellcasting.

    Notables: A notable Timebreaker Savage is one of the earliest ones - Clockwork Carl (Male Personality CN Warforged Barb 4/Fighter 6/Timebreaker Savage 10). Named because of the primitive clockwork mechanisms used to fix old battle wounds, Carl was famous for his obsession with Time Dragons, or rather owning one as a pet. He travelled far and wide and to nearly all the planes of existence known in creature to find one and in a happy ending, was last seen holding the reigns of a Time Dragon by his fellow Timebreaker Savages in the Temporal Energy Plane, visibly laughing his gears off.

    Organizations: The Timebreaker Savages view themselves as almost a brotherhood, and many Barbarian Lodges can be found hidden in lost ruins, old buildings and even in the Temporal Energy Plane.

    NPC Reaction

    People are not too fond of Timebreaker Savages, what with them being raging beserkers wielding the timestream and then hitting it until it does what they want, and even in a simplistic view, they run around like a blur with sharp pointy objects.
    Not very safe.

    Timebreaker Savages in the game

    People are not too fond of Timebreaker Savages, what with them being raging beserkers wielding the timestream and then hitting it until it does what they want, and even in a simplistic view, they run around like a blur with sharp pointy objects.
    Not very safe.

    Adaptation: The Timebreaker Savages have no underlying fluff, and so are easy to place in any setting, although it could be based on magic learned from Draconic texts, or it could be cybernetic enhancements rather than magic.

    Encounters: Timebreaker Savages are normally encountered in the heat of battle, whizzing across the battle like a bold from the blue.
    Last edited by TheGeckoKing; 2011-11-18 at 12:48 PM.
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  5. - Top - End - #5
    Bugbear in the Playground
    Join Date
    Dec 2009
    Location
    Canada
    Gender
    Male

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

    Timeless Knight



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


    BECOMING A TIMELESS KNIGHT

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

    ENTRY REQUIREMENTS

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



    Class Skills

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

    Skills Points at Each Level: 6 + int

    Hit Dice: d10

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

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

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

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

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

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

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

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

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

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

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

    CLASS ABILITIES

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

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

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

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

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

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

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

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

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

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

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

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

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


    PLAYING A TIMELESS KNIGHT

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

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

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

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

    TIMELESS KNIGHTS IN THE WORLD

    A quote of somebody else talking about your class!

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

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

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

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

    NPC Reaction

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

    TIMELESS KNIGHTS IN THE GAME

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

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

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

    Sample Encounter

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

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


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by Misery Esquire; 2011-11-08 at 03:50 PM.

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

    Join Date
    May 2011
    Location
    Here
    Gender
    Male

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

    Stillsword

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

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

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

    BECOMING A STILLSWORD

    ENTRY REQUIREMENTS

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

    Class Skills

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

    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

    PLAYING A CLASS NAME

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

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

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

    CLASS NAME IN THE WORLD

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


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

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

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

    NPC Reaction

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

    CLASS NAME IN THE GAME

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

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

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

  7. - Top - End - #7
    Ogre in the Playground
     
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    Default Re: GitP PrC Contest XXXI: Wibbly Wobbly Timey Wimey... Stuff

    The Watchmaker



    ”You see, when a watch breaks, no big deal. People come to me, and I fix it. Lickety split. But when time breaks, that's when problems start to arise. And then I have to go to it. And fixing time, that’s no simple task, I tell you.” – Silaris Orthis, Watchmaker

    Watchmakers are kindly old folks who spend their days making and repairing watches. Sometimes, however, time itself starts to break down. Then the Watchmaker goes off, sporting a cane and some Victorian style clothing to fix the anomaly. After all, who better to fix time than those who know it so well?

    Becoming a Watchmaker

    ENTRY REQUIREMENTS
    Alignment: Any non-evil
    Skills: Profession (Watchmaker) 6 ranks, Knowledge (History) 4 ranks
    Age: Must be in the "old" or "venerable" age categories
    Base will save: +4

    Class Skills

    The Class Name's class skills (and the key ability for each skill) are: Craft (Int), Diplomacy (Cha), Gather information (Cha), Knowledge (Geography), Knowledge (History), Listen (Wis), Open lock (Dex), Profession (Wis), Search (Int), Sense motive (Wis), Speak language

    Skills Points at Each Level:6 + int

    Hit Dice: d8

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Check the time, Watchmaker's vigour, Know thy future/1 day, Reform time/1 week

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Watchmaker's fighting style

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Know thy future/2 day, Reform time/2 week, Ashes to ashes and dust to dust

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Intricate handiwork

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Know thy future/3 day, Reform time/3 week, Know the time

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Improved Watchmaker's fighting style, Not enough time

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Know thy future/4 day, Reform time/4 week

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6/+1
    |Youthful spirit

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6/+1
    |Know thy future/5 day, Reform time /5 week

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7/+2
    |Maker forever, Imprison mind/1 week, Greater Watchmaker's fighting style[/table]

    Weapon Proficiencies: A Watchmaker is proficient with simple and martial weapons.

    Check the time (Su)
    At will a Watchmaker may attempt to track any disturbances in time. From something like detecting that a Time Stop spell was used all the way to a full blown temporal anomaly. The Watchmaker may make either a spot or perception check. You get a bonus to spot or perception checks to detect anomalies equal to your Watchmaker class levels.

    Know thy future (Su)
    The Watchmaker makes a touch attack to show the future that is to come. The subject must make a will save (10 + ˝ the Watchmaker's HD + the Watchmaker's charisma modifier) to shrug it off. Otherwise they are shaken for (2D6 + Watchmaker's class levels) rounds. Whether or not the save was made this ability also confers a +4 circumstance bonus to diplomacy to get the subject to get them to stop messing around with time. This ability is usable once per day, with a further every other level. This is a mind effecting ability.

    Reform Time (Su)
    Upon encountering an anomaly, the Watchmaker may attempt to close it via a charisma check. The Watchmaker's charisma modifier is tripled for this ability. If the anomaly DC is equal to half the Watchmakers HD the check is automatically passed. If more than one Watchmaker attempts to close the same anomaly, the total HD of all of them is tallied for auto success. Otherwise it follows the same rules as "Aid another". This ability is usable once per week, with a further use every other level.

    Suggested Anomaly DCs:
    Minor Anomaly
    DC: 10
    Example: Spring lasts a couple of weeks longer than normal
    Serious Anomaly
    DC: 25
    Example: The day/night cycle is a couple of hours out of alignment with the rest of the world
    Major Anomaly
    DC: 40
    Example: A closed time loop

    Watchmakers Vigour (Ex)
    As a gift from the gods for protecting time, the Watchmaker's youthful endurance returns in full form. The Watchmaker no longer takes a constitution penalty for aging and any constitution points lost due to aging are returned.

    Watchmaker's fighting style
    The Watchmaker has learned in his travels that fighting is unavoidable, and is rather difficult due to his old age. To counter this, Watchmaker's have developed various fighting techniques to better defend themselves. Canes and walking sticks no longer count as improvised weapons. Additionally, all attacks with, non-improvised, weapons now get a +2 to attack and damage rolls.

    Ashes to ashes and dust to dust (Su)
    The Watchmaker knows that nothing is eternal, least of all eternity itself, and that age gives it's rewards. A Watchmaker may, at will, magically age any inorganic matter no larger than a padlock. This could be used to make a lock easier to open or give a watch some character with a surface blemish. Additionally, a Watchmaker is immune to the effects of "Know thy future".

    Intricate handiwork
    Years spent creating and maintaining small, delicate time pieces have stilled the Watchmaker's hands. The Watchmaker regains his dexterity, as per the Watchmaker's Vigour class feature.

    Know the time (Su)
    This functions as, and replaces, Check the time. However, any anomaly with a DC double the Watchmaker's HD are automatically detected.

    Improved Watchmaker's fighting style
    The Watchmaker has learned that against distracted opponents is the best way to win, and given his age defeating opponents as fast as possible is probably a good idea. Any attacks made against flat footed, shaken, stunned, etc, opponents gain a further +3 to attack and damage rolls. Additionally, any weapon wielded by the Watchmaker counts as his alignment for overcoming damage reduction.* True Neutral Watchmaker's gain a +3 to all attack and damage rolls instead. This ability stacks with Watchmaker's fighting style.

    *A note: A Neutral [something] or [something] Neutral only gain the [something] for damage reduction, while a LG, for example, Watchmaker's weapons would count as both Lawful and Good, a Chaotic Neutral Watchmaker's weapon counts as Chaotic.

    Not enough time (Su)
    A Watchmaker may, once per encounter, use Time Stop as spell like ability with a caster level equal to the Watchmaker's character level.

    Youthful spirit
    All the running and fighting that the Watchmaker does rekindles the fire of his youth. The Watchmaker regains his strength, as per the Watchmakers vigour class feature.

    Maker forever
    The Watchmaker's type changes to Outsider (Native). Additionally the Watchmaker may no longer die of old age.

    Imprison mind (Su)
    There are some individuals so hell bent on messing with time that not even death is enough to stop them. For these people, the Watchmaker must imprison their mind. To use this feature, make a ranged touch attack and the subject must make a will save (DC 20 + ˝ the Watchmaker's HD + the Watchmaker's charisma modifier) if it fails, the subject's mind is imprisoned and it is rendered permanently comatose. This ability will not work on those who do not threaten time.

    Greater Watchmaker's fighting style
    The Watchmaker's fighting techniques have become much better, outmatching younger and stronger foes. The Watchmaker's weapons gain a further +5 to attack and damage rolls, this stacks with a TN Watchmaker's bonus, Improved and normal Watchmaker's fighting style class features. Additionally, a Watchmaker gains an AC bonus equal to half his character level, rounded up. This bonus is always active.

    PLAYING A WATCHMAKER

    Since a lvl 1 Watchmaker regains his lost constitution, a Watchmaker should be in the front lines, stunning stronger foes to give himself and his allies more precious seconds to strike the foe with.

    Combat: Watchmakers should be in the front lines, stunning stronger foes with Know thy future. Higher level Watchmakers take this even further, using their regained dexterity and strength, as well as more powerful fighting techniques make the Watchmaker a pain in the arse against foes, especially those with low will saves.

    Advancement: At higher Watchmaker levels, dipping into fighter for a couple of levels, for the bonus feats, would give the Watchmaker a more expanded repertoire of attacks.

    Resources: Watchmakers are, generally, watch makers and as a result often has access to supplies or transportation that would be appropriate for a watch maker of his skill and renown.

    WATCHMAKERS IN THE WORLD

    "One day he just, showed up. A kindly old man who asked me if there was a wizard or some such nearby. I told him to follow the ominous clod of doom. He walked off and a few hours later he came back and the cloud was gone. I asked him who he was and just stated "A Watchmaker"" - A towns person, when asked about anything strange.

    Many Watchmakers live in small towns or villages. Virtually everyone sees him as just an artisan who sometimes ups and vanishes. Most adventuring Watchmakers were so before becoming a Watchmaker, though there are some who see their renewed spirits as a message to go and see the world.

    Daily Life: Most town bound Watchmakers spend their days as a local artisan, goes to town meetings and just generally lives a normal life. Until he gets wind of some temporal oddity.

    Notables: Silaris Orthis currently the oldest and most powerful Watchmaker, repairing time anomalies that are virtually impossible to close.

    Organizations: Beyond standard artisan collectives, Watchmakers tend not to gravitate towards any particular organization. While they will aid each other when they meet, they do not have any organizational structure in and of themselves.

    NPC Reaction

    Most ordinary folks don't really recognise a Watchmaker as anything other than a sharply dressed old person. To ordinary folks that know of the Watchmakers, are helpful and kind to them. Often pointing them in the direction of oddities that they don't really understand.

    WATCHMAKERS IN THE GAME

    Watchmakers are often a good choice for old or venerable characters, meaning that it is possible for a player's favourite character to continue on in the game, no matter how old he or she gets.

    Adaptation: Watchmakers will fit into any campaign that features clockwork as part of it's technology.

    Encounters: PCs are often likely to encounter Watchmakers traveling to or from temporal anomalies. Since all Watchmakers are non-evil most PC's may often stop and have a chat with the Watchmaker.
    Last edited by Sgt. Cookie; 2011-12-03 at 12:39 PM.
    Open the lid and snatch a homebrewed treat from Cookie's Jar

    Ponytar by Dirtytabs

    Quote Originally Posted by DudeWhyAreAllTheNamesTaken(Imgur)
    Chaotic neutral. Might rob you blind. Might save your life. Might do both.

  8. - Top - End - #8
    Ogre in the Playground
     
    zagan's Avatar

    Join Date
    Jul 2007

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

    PROCRASTINATOR


    Why must you hurry so ? We have all the time in world, we’ll do that later.
    Carin Muin, Procrastinator

    The urge to push an unpleasant task at a later date is quite common. After all it’s normal to not want to do unpleasant thing. Some people, often call lazy, often wish for the ability to push anything and everything unpleasant to later. Sometimes they discover a way to do exactly that, it require much more study and dedication than what they are accustomed but it’s worth it. If they succeed they become Procrastinator.

    BECOMING A PROCRASTINATOR
    Nearly anyone with the require skill can become a procrastinator, that said those able to inflict harmful condition with regularity gain a fair amount of power from this class. Spellcaster could also gain some power from it but they would lose a great amount of spellcasting power.

    ENTRY REQUIREMENTS
    Skills: Concentration 8 ranks, Spellcraft or Psicraft 4 ranks, Knowledge (the planes) 4 ranks
    Feats: Iron Will
    Special: Must have suffered from at least ten different harmful conditions (see sidebar) during your adventuring carer so far.

    Class Skills
    The Class Name's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Disguise (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (the planes) (Int), Perform (Cha), Psicraft (Int), Spellcraft (Int), Spot (Wis), Survival (Wis)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |I’ll do that later (damage), You don’t need that yet

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Take it easy

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |I’ll do that later (condition)

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Not so fast

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |I’ll do that later (targeted magical effect), Wait a little

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Not so soon

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |I’ll do that later (ability damage)

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Just a little longer

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |I’ll do that later (area magical effect)

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |You’ll do that later, I forgot about that
    [/table]

    Weapon Proficiencies: You gain no proficiency with any weapon or armor.

    I’ll do that later (Su): Procrastinator posses the unique ability to delay harmful effect that affect them, they may do so via a combination of supreme concentration and a little bit of time manipulation. Starting at first level, you can as an immediate action delay an effect you would have suffer, which effect depend on your level see below. The effect is delayed for a number of rounds equal to half your class level, minimum one maximum five, after that it take effect as normal. Also you can as a free action end the delay of an effect, in that case you it take effect immediately. You may not have more effects delayed at once than your Constitution modifier. You can otherwise use this ability at will. You cannot delay an effect if you already delayed it once. If between the moment you delay an effect and the moment the effect apply you’ve gained a benefit that would reduce of negate the effect in question, the benefit apply as if you’ve posses it when you first delayed the effect. For example if you choose to delay 10 points of damage from an attack, in the following round an ally cast a spell that grant you damage reduction 5 and then you end the delay, you would take only 5 points of damage.
    • At first level you can only delay damage, this damage can come from any source and be in any amount.
    • At third level you gain the ability to delay harmful condition (see sidebar). The duration of those condition does not change, only the moment upon which it begin to affect you.
    • At fifth level you gain the ability to delay magical effect targeting you (see sidebar). You can only delay a magical effect if you are it’s only target and you must choose to delay before making any saving throw related to the magical effect. If a magical effect would deal damage, inflict an harmful condition or deal ability damage (see below) that you could delay you cannot delay the inflict condition after having delayed the magical effect itself.
    • At seventh level you gain the ability to delay ability damage. This otherwise work like delaying normal damage.
    • At ninth level you gain the ability to delay magical effect affecting an area and magical effect affecting multiple target. You can only delay such magical effect if you are included in it’s area or if you are one of it’s target. When you delay an area magical effect when it take effect it’s in its original area even if its creator of the effect has moved or is dead. When you delay a magical effect (see sidebar) with multiple target when it take effect it affected all the original target even if they are outside the normal range of the effect.


    You don’t need that yet (Su): Procrastinator can also use their time manipulation ability to delay an effect that would heal their foes. Starting at first level you can as an immediate action delay an effect that would heal or remove an harmful condition. You can only delay such effect if it target only one creature and if that creature is within 30ft. The effect is delayed for a number of rounds equal to one third of your class level, minimum 1, maximum 3. If an healing effect take effect on a dead creature it has no effect and if a effect that remove a condition take effect after the condition in question dissipated it has no effect either. Once you have used this ability you do not need to remain within 30ft of the affected creature to maintain the delay. You can use this ability twice per encounter.

    Take it easy (Su): Procrastinator are by nature patient and able to wait for long period, with a little creative time manipulation they may force other creature to wait. Starting at second level you can as standard action, that does not provoke attack of opportunity, target any one creature within 30ft of you and at the same time you must chose one of the following: martial maneuvers, psionic powers, psi-like abilities, spells, spell-like abilities or supernatural abilities. If the target creature failed a Will save (DC 10 + class level + Cha modifier) it must wait 1d4 rounds after using an ability of the chosen type before being able to use any other ability of the same type. For example if a wizard is subject to this effect and spells was selected he must wait 1d4 rounds after casting a spell before he can cast another one. This effect last until the end of the encounter and a creature can only be the subject of this ability once per encounter. Once you have used this ability you do not need to remain within 30ft of the affected creature to maintain the delay. You can otherwise use this ability at will.

    Not so fast (Su): When a creature make a series of attacks, there is a slight delay between each of them. A procrastinator can with a little effort increase this delay by a noticeable margin. Starting at fourth level you can as standard action, that does not provoke attack of opportunity, target any one creature within 30ft of you. If the target creature failed a Will save (DC 10 + class level + Cha modifier) it lose a number of attack when making a full-attack action. The attacks are simply lost, the increase delay between attack meaning that the creature does not have time to finish. The creature lose 25 % of it’s attack if you are level four or five, 50% if you are level six or seven and 75% if you are level eight or higher, calculate the number of lost attack when the creature announce that it make a full-attack and then round down to the closest round number. For example a level 16 fighter wielding a longsword in two hands can normally make up to four attack during a full-attack if affected by Not so fast he could make only three, two or even only one attacks depending on your level. A dragon normally able to attack six times during a full attack (one bite, two claws, two wings and a one tail slap) if affected by Not so fast it could only make five, three or two attacks depending on your level. You can use the table below to quickly determine the number of lost attack. This effect normally last until the end of the encounter but an affected creature can spend one full-round action doing nothing (this does not provoke attack of opportunity) to end the effect prematurely. A creature can only be the subject of this ability once per encounter. Once you have used this ability you do not need to remain within 30ft of the affected creature to maintain the delay. You can otherwise use this ability at will.
    Note: An affected creature can still attack as a standard action normally, making only one attack unless it posses an ability that would allow it to make more attack. In the same way this does not prevent a creature from making attack of opportunity.

    Table: Not so fast effect
    Spoiler
    Show

    {table=head]
    Normal number of attacks
    |{colsp=3}Number of lost attacks
    |
    25%
    |
    50%
    |
    75%
    |

    1
    |
    0
    |
    0
    |
    0
    |

    2
    |
    0
    |
    1
    |
    1
    |

    3
    |
    0
    |
    1
    |
    2
    |

    4
    |
    1
    |
    2
    |
    3
    |

    5
    |
    1
    |
    2
    |
    3
    |

    6
    |
    1
    |
    3
    |
    4
    |

    7
    |
    1
    |
    3
    |
    5
    |

    8
    |
    2
    |
    4
    |
    6
    |

    9
    |
    2
    |
    4
    |
    6
    |

    10
    |
    2
    |
    5
    |
    7
    |

    11
    |
    2
    |
    5
    |
    8
    |

    12
    |
    3
    |
    6
    |
    9
    |

    [/table]


    Wait a little (Su): Procrastinator often feel that the world move far too fast, leaving them behind but they can impose on other the same sort of feeling. Starting at fifth level, you can as standard action, that does not provoke attack of opportunity, target any one creature within 30ft of you. The targeted creature place in the initiative change so that it act last during the round. This does not allow a creature to act more than once during any given round, if the creature is affected by this ability after acting during the round it will act last during the following round. For example in an encounter with a procrastinator and one of it’s ally, a wizard, against three lions and a druid, with the following initiative order wizard, lion 1, lion 2, druid, procrastinator, lion 3. In the first round immediately after the druid act the procrastinator use Wait a little on the druid changing his place in the initiative order to immediately after the third lion but because the druid already act this round he would only act at the end of the following round after everyone else. A creature can only be the subject of this ability once per encounter. You can otherwise use this ability at will.

    Not so soon (Su): Sometimes when a foe is impaired in some way, it might be beneficial to increase the duration of those impairment. Procrastinator know how to delay the end of such impairment. Starting at sixth level, you can as standard action, that does not provoke attack of opportunity, target any one creature within 30ft of you that is currently affect by an harmful condition (see sidebar). The duration of this harmful condition increase by half it’s normal duration, round down but minimum one additional round and maximum one additional hour. For example a creature that should be confused for 10 rounds, would instead be confused for 15 rounds. A creature can only be the subject of this ability once per encounter. Once you have used this ability you do not need to remain within 30ft of the affected creature to maintain the extended duration. You can otherwise use this ability at will.

    Just a little longer (Su): After practicing a little more with its Not so soon ability, procrastinator discover that they can do similar thing directly with magical effect. Starting at eight level, you can as standard action, that does not provoke attack of opportunity, target any one magical effect within 30ft of you with a duration other than instantaneous or permanent. If the targeted magical effect affected multiple creature, summon multiple creature or object, create multiple creature or object, or similar then they must all be within 30ft of you when you use this ability for it to function. The duration of this magical effect increase by half it’s normal duration, round down but minimum one additional round and maximum one additional hour. If a magical effect inflict an harmful condition that you could extend with your Not so soon ability you cannot extend the inflict condition after having extend the magical effect itself. Once you have used this ability you do not need to remain within 30ft of the affected creature to maintain the extended duration. You can use this ability three times per day.

    You’ll do that later (Su): Being able to delay your own problem is great but sometime it’s one of your ally that need it more, to that effect procrastinator have developed a way to delay their allies problem. Starting at tenth level you can use your I’ll do that later ability on any one allies within 30ft of you, it's still an immediate action. While this allow you to delay any effect list under I'll do that later on an ally, you still cannot delay an an area magical effect or on with multiple target if you are not in the area or one of its target even if one of your allies his. You may not delay more than one effect on any given allies at the same times. Once you have used this ability you do not need to remain within 30ft of the affected creature to maintain the delay. You cannot prematurely end the delay of an effect on an ally.

    I forgot about that (Su): It is well know that procrastinator have a tendency to forget to do things, but you can take advantage of that. Starting at tenth level when an effect you have delayed via your I’ll do that later ability would take effect you can choose to forget about it, a free action. The effect in question simply dissipate never taking place. You cannot forget an effect before the normal end of it’s delay, five rounds now, if you choose to prematurely end a delay you cannot forget the effect in question. You can use this ability once per encounter.

    Sidebar: Harmful Condition and Magical Effect
    Spoiler
    Show

    • For the purpose of the procrastinator class harmful condition are as follow: blinded, confused, dazed, dazzled, deafened, exhausted, fascinate, fatigue, frightened, immobilizedToM p140, nauseated, negative level, panicked, paralyzed, petrified, shaken, sickened and stunned.
    • For the purpose of the procrastinator class harmful condition are as follow: spells, spell-like abilities, supernatural abilities, psionic power and psi-like abilities.




    PLAYING A PROCRASTINATOR
    In the beginning of your career as a procrastinator your play style won’t change much simply gaining a few defensive option with your I’ll do that later ability. Later you’ll gain ability that can greatly handicap spellcaster and warrior. Toward the end of your career you will also be able to increase the duration of useful spells from an ally.
    Combat: In combat your first priority should be to locate those able to cast spell, or with similar ability and impose a delay on their action. After that you should either target warrior to limit their attack or spellcaster again to delay their turn. If a foe is affected by an harmful condition do not forget to extend it’s duration or prevent their removal.
    Advancement: Any and all path are open to you, procrastinator increase your option and defensive capability but does not restrict you in any way. The only real limit is that it does not progress any class ability so choosing ability that do not depend on class level is recommend.
    Resources: None in particular, procrastinator are not particularly prone to group with each other. That said they are frequently associate with spellcaster for their ability to increase the duration of their spells.

    PROCRASTINATOR IN THE WORLD
    Procrastinator ? Yes, I knew one. Useful against monster but lazy, like you wouldn’t believe.

    Procrastinator are often perceived as very lazy creature, always pushing thing for later. Still people who know of their ability are willing to deal with those quirk because they are useful allies.
    Daily Life: You wake up, late if possible. Prepare yourself for the day, taking your time, and then do nothing for as long as possible, before going back to sleep.
    Notables: Very few procrastinator can be called notable, still at least one is well know Nelo restal. He was a wizard who studied the nature of time while he was much weaker in pure magic than most of his colleagues he was able to endure much more than them. This particular fact grant him a little fame, for the originality if nothing else.
    Organizations: No official procrastinator organization exist, too much work. But they are frequently member of organizations dedicated to the study of time and sometimes they are member of the church of CyndorCD p121

    NPC Reaction
    Procrastinator are often perceived as lazy people, which is often very true but those that know them consider them very useful in dealing with monster and spellcasters in particular.

    PROCRASTINATOR IN THE GAME
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: Procrastinator can be used in any setting without trouble.
    Encounters: Procrastinator will often be used in conjunction with creature able to inflict statue effect to increase their duration and/or as part of group and charged with disrupting their foe strategy.

    Sample Encounter
    The lazy nephew.
    EL 9 (but used as an ally): The party has been hired by the commander of the guard to investigate strange happening in the hills. Because he does not trust them he send his lazy nephew to accompany the party. While not really strong, compared to the PC, and quite lazy, the nephew will prove himself useful in a supporting role during any encounter.

    The lazy nephew (elite array)
    CN Male Human
    Bard 5/Procrastinator 4
    Init +1, Senses: Listen +9, Spot +1
    Languages Common
    ------------------------------------------------
    AC 18, touch 12, flat-footed 17 (+1 dex, +4 armor, +2 shield, +1 deflection)
    hp 75 (9 HD(5d6+4d8)
    Fort +10, Ref +7, Will +12
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee Mwk Dagger +6 (1d4-1, 19-20/*2)
    Ranged +1 Light Crossbow +8 (1d8, 19-20/*2)
    Space 5ft Reach 5ft
    Base Atk +6, Grp +5
    Combat Gear Crossbow Bolt (20)
    Spells Know (CL 9th)
    2nd: (2/day) Blur (DC 14), Detect Though (DC 14), Glitterdust (DC 14)
    1st: (4/day) Cure Light Wound (DC 13), Feather Fall (DC 13), Silent Image (DC 13)
    0: (3/day) Light, Mage Hand, Message, Open/Close (DC 12), Prestidigitation (DC 12), Read Magic
    Spell-like Abilities Abilities Fascinate
    Supernatural Abilities Countersong, Inspire Courage +2, Inspire Competence, I’ll do that later (damage, conditions), You don’t need that yet, Take it easy, Not so fast (25%)
    -----------------------------------------------
    Abilities Str 8, Dex 13, Con 18, Int 10, Wis 12, Cha 15
    SQ Human trait, Bardic Knowledge (+5), Bardic Music (Countersong, Fascinate, Inspire Courage +2, Inspire Competence; 5/day)
    Feats Human: Iron Will, 1st: Lingering SongCAd p111, 3rd: Song of the HeartECS p60, 6th: Practiced Spellcaster CAr p82, 9th: SubsonicsCAd p112
    Skills Concentration +16, Hide +9, Knowledge (the planes) +12, Listen +9, Perform (oratory) +14, Spellcraft +12 (+14 to decipher scrolls), Survival +1 (+3 on other planes), (Use Magic Devices +14 (+16 with scroll)
    Possessions Amulet of Health +2, +1 Studded Leather Armor, +1 Buckler, +1 Light Crossbow, Mwk Dagger, Cloak of Resistance +1, Ring of Protection +1, 30gp (Total market value: 11997gp)
    Last edited by zagan; 2011-11-11 at 09:30 AM.
    Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

    My homebrewer's Extended Signature
    My character :
    Spoiler
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    Mirar, Bizarre human Focused Conjurer/Master specialist (summoning specialist)
    Xilef, shifter Druid 8//Barbarian 5/Weretouched master 3
    Other Character.

  9. - Top - End - #9
    Halfling in the Playground
     
    Dr Strangelove's Avatar

    Join Date
    Oct 2007

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

    Antecedent Investigator



    Quote of Some Kind by a member of the class!

    The solving of murders is a complicated business. Witnesses are confused and unclear, evidence is distorted or confusing, motives are unclear, and sometimes you just don't have any leads at all. And that's without the complication of magic. But there's an easy way to find out who committed a murder.

    Ask the dead person who killed them, or go back in time and look.

    Antecedent investigators have trained themselves to project their consciousness back in time in order to better serve the cause of justice. It is a difficult and ultimately heartbreaking path: to see the past without the ability to change it.

    BECOMING AN ANTECEDENT INVESTIGATOR

    It is possible to begin slipping through time on your own, and for this reason seasoned investigators keep an ear for those who claim to see the past. A character who takes the first level in this class might soon find themselves visited by an unwanted mentor.

    ENTRY REQUIREMENTS
    Skills: Concentration 4 ranks, Gather Information 8 ranks, Search 8 ranks, Sense Motive 8 ranks
    Special: Must have assisted in the solving of at least one murder

    Class Skills

    The Antecedent Investigator's class skills (and the key ability for each skill) are....
    Bluff, Concentration, Decipher Script, Diplomacy, Gather Information, Hide, Intimidate, Knowledge (local), Knowledge (history), Listen, Move Silently, Open Lock, Search, Sense Motive, Sleight of Hand, Spot

    Skills Points at Each Level: 6 + Int

    Hit Dice: d8

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

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Temporal reach, Intervals, Death Is A Doorway

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |Impose memory (object)

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Synchronisation, locate object

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Impose memory (undead)

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Time Is A Window, locate creature

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Impose memory (constructs)

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |See the past

    8th|
    +6/1
    |
    +2
    |
    +6
    |
    +6
    |Impose memory (attended objects)

    9th|
    +6/1
    |
    +3
    |
    +6
    |
    +6
    |Discern location

    10th|
    +7/2
    |
    +3
    |
    +7
    |
    +7
    |Asynchronicity, Impose memory (creatures)[/table]

    Weapon Proficiencies: Investigators are proficient with all simple and martial weapons.

    Temporal reach: As they increase in experience and skill, investigators can reach further back in time. Unless otherwise noted, their past-related abilities have the following reach according to investigator level: 1st - 24 hours, 2nd - 3 days, 3rd - 1 week, 4th - one month, 5th - six months, 6th - one year, 7th - 10 years, 8th - 50 years, 9th - 100 years, 10th - 1000 years.

    Intervals: it requires tremendous focus and strength of will to pierce the veil of time. An investigator has a pool of interval points equal to their investigator level, which refreshes to full after a normal rest period.

    Death Is A Doorway: While touching a corpse who died or the scene of a death which occurred within their temporal reach, an investigator may use an interval and a full-round action to make a Gather Information check regarding any subject as if the person was still alive and willing to talk. Raising the topic of the person's death incurs a -10 penalty due to the lingering trauma, and they may not have seen anything useful.

    Impose memory: an investigator can force creatures and objects to assume physical states from their past. This requires an interval and a move action. The target takes a Will save (if it is entitled to one) with DC 10 + investigator's class level. If the target was in the desired state within the investigator's temporal reach it takes its save at -10. If the save is failed the target assumes the desired state for a number of rounds equal to investigator's class level. Due to temporal resonance issues, this may never be used on allies. An investigator slowly learns to use this ability on a wider range of targets.
    2nd level - objects (nonmagical and unattended). An investigator might cause a door to be unlocked, briefly fix a wrecked mechanism, repair a scroll destroyed by mould or restore a fallen tree.
    4th level - undead. Upon failing their save an undead creature begins to revert to the corpse with which they were created, taking 2d6 damage per investigator class level. If this damage destroys them they do not revert when the imposed memory effect ends. The ability might also be used to bring a vampire out of animal or gaseous form.
    6th - constructs. Upon failing their save a construct begins to revert to the raw materials used to construct it, taking 2d6 damage per investigator class level. If this damage destroys them they do not revert when the imposed memory effect ends.
    8th - attended objects (magical or nonmagical). An investigator might turn a vorpal sword into a hunk of ore, collapse or repair a bridge, or turn a palisade into a very long, thin forest.creatures (all types).
    10th - An investigator might force a polymorphed wizard into her original form or turn a rampaging werewolf back to a man. It could also impose various status conditions, if the target has experienced those conditions before. This ability may not be used to deal damage to creatures (as when used against undead or constructs) unless they have died and been resurrected.
    Errata -
    Spoiler
    Show
    The investigator may only impose physical states. They may not revert a wizard to before she prepared her daily spells, or to before she cast her buffs. A target could be reduced to the body of an infant, but they would retain their intellect, Wis/Cha/Int scores and any spellcasting ability (though somatic components might prove difficult).

    Objects worn or carried by a target are not affected, though they may be targets themselves. An enchanted item forced to become raw materials reverts to its normal state at the end of the effect, even if it was damaged or destroyed while nonmagical. When used against areas rather than single objects, such as a bridge or wall, the ability may affect one 10ft cube per investigator level. The investigator cannot alter magical states, and cannot make a magical item revert to a higher level of charge, or trick it into re-using an ability limited by uses per day.

    Killing undead with this ability will yield the appropriate corpse and the gems used to pay for the create undead spell. Constructs will leave behind the materials from which they were made.


    Synchronisation: An investigator of 3rd level has some control over their own time-stream. They are immune to slow and may spend one interval to cast haste on themselves, with a caster level equal to their character level.

    Locate object: an investigator of at least 3rd level may spend one interval to use locate object as a spell-like ability with caster level equal to their character level. Objects seen in the past by the investigator count as familiar.

    Time Is A Window (Ex): An investigator of at least 5th level may project their consciousness backwards in time to the extent of their temporal reach. This requires a full round of concentration and one interval for each round of the past observed. The investigator observes from their current physical position in the present. They may not move, but they rotate their point of view. Use of this ability includes full sensory experience of the past: the investigator might hear a familiar footstep or identify a poison by smell. The investigator is not physically or magically present and cannot be detected.

    Locate creature: An investigator of at least 5th level may spend one interval to use locate creature as a spell-like ability with caster level equal to their character level. Creatures seen in the past by the investigator count as familiar.

    See the past: An investigator of at least 7th level has a better grasp of chronomantic principles and can control their observation of the past with ease. When using Time Is A Window, they may move their point of view at 60ft/round as if flying, and see as if affected by true seeing.

    Discern location: An investigator of at least 9th level may spend three intervals to use discern location as a spell-like ability. Objects or creatures seen in the past count as seen for the purposes of the spell.

    Time stop: An investigator of 10th level has total control of their personal time stream, and may spend five intervals and a swift action to use time stop as a spell-like ability. It functions as the spell, with caster level equal to the investigator's character level, but the duration is always one round.

    PLAYING AN ANTECEDENT INVESTIGATOR

    The investigator is not an incredibly strong combat class, but it is incredibly useful for characters involved in intrigue or mystery. Your ability to converse with the dead and see the past won't answer all your questions, but it should give you plenty of clues. Your spell-like abilities will help you track down enemies, and impose memory gives you some interesting combat options.

    You can also assist in less obvious ways - if a trap has killed someone within your temporal reach, that's a place of death and you can talk to them to find out what happened (with a Gather Information check). Impose memory might be able to spring the trap from a safe distance if it's been tripped within your temporal reach. When you reach later levels, entire areas may be returned to their original state.

    Combat: For your first few levels your impose memory ability cannot reach very far back, but as you progress you become limited only by your imagination.
    Spoiler
    Show
    Early levels
    Your temporal reach is nothing to write home about, but you still have some options. If you're outdoors and it's rained recently, try turning some dirt to mud under enemy feet.

    Middle levels
    Apart from dealing significant damage to undead and constructs, you can now affect large swathes of the battlefield. Anything built within your temporal reach can suddenly become unbuilt - such as buildings and trapped areas. Most water has recently been ice, so enjoy freezing large areas of it.

    Late levels
    Even powerful enemies like dragons and liches might be inside your temporal reach at this point, and more likely to fail their saves. Although returning a creature to an earlier form doesn't prevent them from changing back, it does force them to expend time to do so. Also note that your enemies' equipment is no longer safe.


    Advancement:

    New Feats
    Spoiler
    Show
    Empower Memory - you may increase the save DC of your impose memory ability by spending a number of additional intervals up to half your investigator level (rounded down). Each additional interval spent increases the save DC by 2.

    Enhanced Reach - your temporal reach is as if you had an additional level in investigator. At 10th level your reach is 10,000 years.

    Additional Intervals - you gain two extra intervals per day. This feat may not be taken more than once.


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

    ANTECEDENT INVESTIGATORS IN THE WORLD

    There's no point lying to One-Eyed Jack 'bout what you did. He's his own witness for everything.

    Antecedent investigators are often seen working in large cities or for important officials. They are particularly skilled at solving crimes but are also useful for gathering information of any kind. An investigator might be assigned to sniff out treason for the king, hunt down a vicious serial killer or discover the identity of an evil transmuter hiding in town.

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

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

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

    NPC Reaction

    Antecedent investigators are generally seen as mildly creepy, but their obvious uses and pursuit of justice prevent them from being ostracised. High-level investigators are constantly bombarded with employment offers by historians, rulers and archmages hoping to learn the secrets of the past.

    CLASS NAME IN THE GAME

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

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

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

    Sample Encounter

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

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


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by Dr Strangelove; 2011-11-10 at 12:53 AM.
    Avatar by Dizposition.

  10. - Top - End - #10
    Troll in the Playground
     
    OldWizardGuy

    Join Date
    Jul 2009
    Location
    Michigan
    Gender
    Male

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

    TEMPORAL WARRIOR

    Spoiler
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    An Elven Temporal Warrior shaking off the effects of an enemy spell.
    Art by John Zeleznik, shamelessly ripped from Time Spiral: Trickbind by WotC

    ”Careful! You’re minutes away from the cliff, but that red smell above could be anything from a dragon to, well…, I don’t want to think about it.” - דּוֹר, an "ancient" Temporal Warrior

    Many times things go missing or events fall into place in such a manner that people often feel the forces of invisible hands guiding them. Times, being what they are – and more importantly, are not, few people find out the truth. Immortal men may be capable of slamming themselves into mountains with wary a scratch, high mages may be able to carve the same stone into nothing more than a gnomish lawn ornament, but it is an odd breed capable of taking himself to where the mountain was a hill.

    BECOMING A TEMPORAL WARRIOR

    The most common Temporal Warriors are spellcasters with some knack for time magic. Most find themselves (sometimes literally) down this road either through the use of weak teleportation spells or powers. A few individuals, though, aren’t dedicated mages but rather lucky fools, who, through a one-time passing through an ally's magic, found himself – wizened - creating a paradox that “he” knew must be fulfilled.

    ENTRY REQUIREMENTS
    BAB: +3
    Skills: Knowledge (Arcana) 6 ranks, Knowledge (The Planes) 6 ranks, Spellcraft 6 ranks.
    Spellcasting: Ability to cast at least two spells with the (teleportation) descriptor, one of which must be second level or higher; Ability to cast 3rd level spells.
    Feats: Somatic Weaponry (Complete Mage, Page 47), Extend Spell
    Special: Must have traveled to another “time,” even if only through a brief moment, either through the use of a conjuration [teleportation] power, psionic power such as Time Hop, the Flicker mystery, or other abilities.
    Special: Must be proficient with at least one exotic weapon. For purposes of this class, racial weapons such as the Dwarven Urgosh or Elven Thinblade count for this requirement, even if they aren't "exotic" for the would-be Temporal Warrior.

    Designer’s Notes
    Spoiler
    Show

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



    Class Skills

    The Temporal Warrior's class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana), Knowledge (History), Knowledge (Psionics), Knowledge (Religion), Knowledge (The Planes), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex)


    Skills Points at Each Level: 4 + Int

    Hit Dice: d6

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

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |Transtemporal Pouches, Eyes-in-Time|+1 level of spellcasting class

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Obsidian Gateways (standard), Mobile Spellcasting|-

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Unstable Passage|+1 level of spellcasting class

    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    |Obsidian Gateways (move, ranged)|+1 level of spellcasting class

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    |Temporal Shift|-

    6th|
    +6
    |
    +2
    |
    +5
    |
    +5
    |Obsidian Gateways (penalties)|+1 level of spellcasting class

    7th|
    +7
    |
    +2
    |
    +5
    |
    +5
    |Temporal Regeneration|+1 level of spellcasting class

    8th|
    +8
    |
    +2
    |
    +6
    |
    +6
    |Obsidian Gateways (swift, travel)|-

    9th|
    +9
    |
    +3
    |
    +6
    |
    +6
    |Delayed Trek|+1 level of spellcasting class

    10th|
    +10
    |
    +3
    |
    +7
    |
    +7
    |Living Nexus, Contractual Immortality|+1 level of spellcasting class[/table]

    Weapon Proficiencies: Temporal Warriors find time for odd things. As such, at first level, gain one exotic weapon or armor feat of their choice.

    Transtemporal Pouches (Su): At first level, you create a minor network between yourself and a spell component pouch through the fabric of time and space. Doing so takes one full-round action, and you may only have one such connection at any time. This connection allows you to access the contents of that spell component pouch as long as you are within close range to it, based on your caster level when you made the connection. The connection lasts until a new one is made or the Temporal Warrior dismiss it. This ability also allows you to use material components and focuses even if all of your hands are already holding an item. Most Temporal Warriors use this ability to hide their spell component pouches within their robes, rather than leaving them outside on their belts, where they could otherwise be sundered. Only the Temporal Warrior who created the connection may benefit from it. The Temporal Warrior may not grab any material components worth more than 1 GP at a time not currently on his person nor may he grab “unique” items such as artifacts that would be sorely missed from past or present through this ability.

    Additional Spells known: Upon entering the Temporal Warrior class, you gain knowledge of the Eyes-in-time, Path Seen, Path Wandered, and Earthen Blood spells (see "Supplemental Material" below), adding them to your spells known (for spontaneous casters), class list (for clerics), or your spellbook or prayerbook.

    Supplemental Material
    Spoiler
    Show

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

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

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

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

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


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


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


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


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


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

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

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

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

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


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

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

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

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



    Spellcasting: At each level expect 2nd, 5th, and 8th, you gain new spells per day, spells known, and an increase in caster level as if you gained a level in another spellcasting class to which you belonged before choosing this prestige class. You do not, however, gain any other increase in benefits from your old class. If you have multiple applicable spellcasting classes before becoming a Temporal Warrior, you must choose which one gains the extra casting when you become a Temporal Warrior.

    Obsidian Gateways (Su):

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

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

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

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

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

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

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


    Mobile Spellcasting: You gain Mobile Spellcasting (Complete Adventurer, Page 111) as a bonus feat at 2nd level, even if you do not meet the prerequisites. If you already have Mobile Spellcasting, choose a different feat for which you meet the prerequisites.

    Unstable Passage (Su): Beginning at 3rd level, you may use the Flicker mystery (Tome of Magic, Page 146) up to your spellcasting modifier times per day (INT for Wizards, CHA for sorcerers and Bards, Wis for Clerics) as an immediate action. If you have more than one possible modifier, choose whichever is higher. A hypothetical Archivist 6/Temporal Warrior 3 would use the better of his INT and WIS scores to determine how many uses per day of Unstable Passage, for example. The caster level for this ability is equal to your HD. Rather than touching on the Plane of Shadow, however, you briefly alternate back and forth in time and space between the two places before settling on the latter.

    Temporal Shift (Ex): Whenever you are under the effects of the Flicker mystery or any sort of conjuration [teleportation] spell with a duration longer than instantaneous that allows for multiple “jumps” like the Dimension Jumper spell (Complete Mage, page 102), you may trick opponents by showing them your possible future positions. Whenever you use your Unstable Passage class feature or similar spells and effects, you may generate shadowy duplicates of the target of said ability.

    While under the effects of Temporal Shift, a you may designate any square once per round as a free action within 30 ft. or wherever your teleportation magic could take you, whichever distance is shorter. For purposes of determining flanking bonus, you counts as being in both the square you occupy and the square you designated as Temporal Shift effectively “shadows” the target in time, although you need not ever move to the designated square. Enemies are able to distinguish between the real you and the duplicates enough to place attacks accurately, but that does not stop them from being flanked, even if they are currently only facing the Temporal Warrior himself.


    Designer’s notes
    Spoiler
    Show

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


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

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

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

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

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

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

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

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


    Paradox Events
    Spoiler
    Show

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

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

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

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

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

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


    Delayed Trek (Su): Timing is everything. Especially to people who have more time on their hands than others. Starting at 8th level, when using Obsidian Gateways, a Temporal Warrior may cause everything that passes through the gateways to be delayed by up to ˝ his Temporal Warrior Level rounds (rounded down, maximum of 5 rounds of delay). Choosing to delay something is not an action in and of itself, but rather happens each time someone or something travels through the Obsidian Gateways. Separately keep track of each attack, spell or creature delayed by Delayed Trek.

    Delaying attacks, spells, and similar abilities can be done safely and will cause such things to appear after the allotted time, although they probably won't hit their targets. Enemies attacking and traveling through the Obsidian Gateways may make a will save (DC 10 + Temporal Warrior level + key ability score modifier for spellcasting). Success means the attacks or creature travels through the portals undisturbed, failure means the attacks or creature is delayed by however long the Temporal Warrior set the delay when he created the Obsidian Gateways. Allies (and their attacks) do not have to worry about being delayed, although they can choose to be, if they so desire.

    A Temporal Warrior may try to delay anything kept in his Obsidian Gateways longer than what he had originally planned, but doing so is dangerous. To do so, the Temporal Warrior must spend a move action and make a Will Save (DC 10 + 1 per spell, attack, effect, and creature currently delayed + 2 per previous will save). Success means he is able to delay one thing in his Obsidian Gateways for one extra round. Failure results in one of the things (roll randomly) being released prematurely against the Temporal Warrior. For example, a Temporal Warrior currently delaying two claw attacks and and the breath weapon of a great wyrm red dragon each by two rounds attempts to make a will save DC 13 as a move action to delay the breath weapon by an extra round. If he succeeds, at the end of the Temporal Warrior's turn, the two claw attacks would have only one round left before being released, but the breath weapon would still be held back by two rounds. If he failed, then there would be an equal chance he would be hit by either one of the two claw attacks or the breath weapon, rolled randomly.

    Similarly, a Temporal Warrior may prematurely release everything in his Obsidian Gateways by spending a move action and making a Will Save (DC 10 + 1 per spell, attack, effect, and creature currently delayed + 1 per round delayed of the longest delayed thing). Doing so can be used to shunt all attacks and effects out of the Obsidian Gateways safely, but see below.

    Even if the Temporal Warrior doesn't tamper further with what goes into his gateway after setting his initial delay, creatures standing nearby must still be careful. When attacks, spells, and effects are released, their player (or DM, in case of NPCs and monsters) decides in which direction and against what they go. Thus, if an NPC dragon's full attack of a claw, claw, and bite attacks of a 17, 12, and natural 20, respectively, were all delayed by 1 round by Delayed Trek, the DM would decide the next round against which creature's AC those attacks (and their damage) would go against.

    Living Nexus (SLA; see text): The best kept secret of Temporal Warriors is also one of their most dangerous. While Temporal Regeneration may occasionally result in the wayward Zelekhut or even a few Maruts, given repeated-use; it is the Living Nexus that truly draws the ire of Inevitable-kind. Now whenever the Temporal Warrior uses Temporal Regeneration, he may generate up to one duplicate per every five HD he possesses. The duplicates may still use all their spells and abilities as per Temporal Regeneration, but doing so easily invokes Paradox as the fabric of space-time hunts down the “aggressors.”

    While you are able to safely cast spells as normal, if you have more than one duplicate in existence at a time, whenever one of your duplicates uses a spell or ability with a limited number of uses per day, each version of you automatically invokes a Paradox Event, as per the table found under Temporal Regeneration.

    In the event that someone attempts to use Dispel Magic or similar abilities on your duplicates, they may only ever remove one duplicate in a single use of the spell or ability.

    Lastly, you may now use Temporal Regeneration twice per day, although none of your duplicates may make use of Living Nexus or Temporal Regeneration.

    Contractual Immortality (Ex): The hardest promises to keep are those to yourself. Temporal Warriors of 10th level know that more than most anyone else. Through extensive study and application of Temporal Regeneration and reverse applications of the haste-spell, you have reached out into the void and gripped your own heart. Although Temporal Warriors must still wage war with the ravages of time, they need not fall down and die. Once you reach 10th level, you no longer have a maximum age penalty. You also are able to peel back the years slightly, reducing all current and future aging penalties by one-half (-0 at middle aged, -1 at old age, -1 at venerable). You may still die due to poisons, diseases, hit-point damage, and other things that would otherwise kill you, as this class feature only stops "old age" from doing you in.



    PLAYING A TEMPORAL WARRIOR

    While being trained in odd and possibly ancient arts, you know first hand that times can be relentless: especially when you're the one generating them. Having possibly encountered your own future (or past) self, you may have a strong opinion about predestination, although even amongst expert chronomancers there is much debate. As few people understand the complexities of of time and teleportation, even learned men may see you as nothing more than a wayward Swiftblade, having specialized in teleportive spells rather than the more traditional haste.

    Due to the training needed in one "ancestral weapon," you're likely to come from some odder racial subcultures, from the proud Dwarven Urgosh Brigade Steeps, to the Elven Thinblade Fencers, to just plain weird little buggers like the Halfling Rockchamps.

    Combat: Being equal parts swordmaster and mage, combat can come easily to you. The fact that you can easily break lines of soldiers with your Obsidian Gateways to redoubling "fair" fights with yourself.

    Advancement: Most Temporal Warriors come from mixed backgrounds of sword and sorcery, leading to a large number of Gith and Elves entering the fields of study. As such, there is a large overlap between the Gish-caste of the Gith, the Duskblades and Bladesingers of Elven culture, and even the short-lived Human Abjurant Champions. As honest-to-Boccob time travel is difficult beyond ancient, world shaking magic, most Temporal Warriors find themselves shunning these "impossible" studies in favor of learning other combative tricks.

    Resources: Having some odd sense in regards to time, your character may be able to convince even the most stubborn of dwarves about future dangers with the right words. Other times, dumb luck with things like Sending can create a waterfall effect. However, such powers often come at a price, and it is well known among Temporal Warriors that most Inevitables do not appreciate their stitches in time.

    TEMPORAL WARRIORS IN THE WORLD

    Subject: 607 passes of the Citadel's Primary Gear, 101 of the Secondary, and 7 of the Tertiary in age. Appearance is weathered with 13 lacerations from assault. Assault: Subject knew his fate upon discerning Tempu Primus, attempted to escape via "clone" before Tempu Primus initiated Temporal Stasis. Clone rendered inoperable as subject fled. Three quadrary sweeps later, subject found dead with aforementioned lacerations. Clone not recovered: presumed destroyed. - Tempu Primus, rumored to be one of the oldest Quarat, on dispatching a renegade Githyanki Temporal Warrior

    Even among Temporal Warriors, there is a great debate over just who and what was the first of their kind. Because of their homes on the Astral Seas, a small sects of Githyanki claim to have been the first to master the chrono-portive powers commonly used by their own Gish. Some elves argue that it was Artin who first mastered the use of "Firsh'roth," commonly rendered as "Dark Gates." A few dragons claim to know the "truth," but most of them just use their knowledge of Artin and others as excuses for extending their own titles.

    Daily Life: Most Temporal Warriors live their lives day to day like other individuals. Some worry about the eventual attack from Inevitables, others shrug and move on without care. Those that come from from the racial traditions of the Gith and Elves tend to spend their days as they would normally: either as soldiers among the Astral Plane or working as equal parts teacher and warrior as Elven shock-troopers.

    Notables: A now millennium-old Artin (CG Elf Duskblade 10/Temporal Warrior 10) still instructs young Duskblades (PHB 2) in his home settlement, although few of his students have taken to his own specialization. Although it is difficult to gauge his age due to extended time on the Astral Plane, a middle-aged Gish Zazoz (NE Githyanki Wizard 6/Temporal Warrior 9) regularly assaults unprepared adventurers to the Astral Plane through his Obsidian Gateways.

    Organizations: Amongst the Gith, there is a known sect of separatists who make hit and run attacks against their former queen. Although just as likely to attack unprepared travelers as they would their former companions, Zazoz has been known to take in those willing (and foolish) enough to aid in assaults against the Lich-Queen's warriors. Artin and Gerago Crystalbeard, a dwarf psion, have collaborated in creating a small college dedicated to further their races understandings of time and space.

    NPC Reactions and Temporal Warrior Lore

    Most elves tend to give Temporal Warriors a bit of respect, if for no other reason being able to understand Artin's archaic Elven. Partly due to their associations with elves and partly due to the arcane-bent of their studies, few dwarves have much opinion and view Temporal Warriors the same way they would a wizard or sorcerer: with caution. Humans and other races without much interaction with the studies required to be Temporal Warriors see them like they would any other spellcaster: with either amusement, awe, or downright fear.

    Because of Gish Zazoz, Githyanki, Githzerai, and Mind Flayers almost universally respond with out and out aggression towards known Temporal Warriors.

    Characters with ranks in either Knowledge (Arcana) or Knowledge (The Planes) may also research into Temporal Warriors. When the players make a knowledge check, use the information below to determine what they know.

    DC 10: Temporal Warriors are wizards who use teleportation magic to trick their foes.

    DC 15: Temporal Warriors are masters of maneuverability, capable of launching volleys around corners without fear. Most Temporal Warriors have some connection to elves or githyanki.

    DC 20: Strong Temporal Warriors are able to exist in multiple places at once, but doing so often draws the attention of Inevitables. Their Obsidian Gateways can even suspend creatures in time and space, for short bursts.

    DC 25: These spellcasters have a strong martial heritage. Knowledge checks of of this level and higher also reveal information about Artin and other prominent Temporal Warriors. With a DC 25 Gather Information check, the PCs may be able to arrange a meeting with either Artin or one of Zazoz's Prime-bound servants.

    TEMPORAL WARRIOR NAME IN THE GAME

    Due to their connections with space and time, Temporal Warriors could fit with nearly any distant, long-lived races. As their primary ability is largely one that deals with short-ranged assaults and attacks, it is possible that the PCs could run into various hit-and-run thieves or contract killer-styled Temporal Warriors who use their abilities to bypass various defenses and for their goal before leaving with nary a trace.

    Adaptation: As presented, the Temporal Warrior is equal parts mage and battle tactician, but the core abilities could easily be adapted to allow for psionic or shadowcasting advancement. As vesiges exist beyond both space and time, having Temporal Warriors being agents of Primus, The One and the Prime or Zceryll, The Starspawn are equally likely possibilities, too.

    Encounters: As a DM, Temporal Warriors could offer for a quick assault before fleeing or setting up for another volley of shots through their portals. For higher level characters, the players may feel overly confident against a lone warrior before he joins himself in combat to try to even the odds.

    Sample Encounter

    A pair of strange looking thieves have recently been using strange portals to steal their ill-gotten gains. With a bit of investigative work or simply by having the poor luck of being the next targets, the PCs may find themselves against Gemini

    EL 13: Gemini prefers hit and run attacks. As a Duskblade, his primary focus is on short assaults with his heavy-hitting spells. Being a Dvati, he prefers to only have one of his bodies jump through the portals at a time to assess his opponents, only bringing in his full power if he feels that he can take on all of his opponents.

    If things ever look truly dire and he is unable to escape, Gemini will use his Temporal Regeneration ability for the day, sacrificing his two future bodies before running away like the coward he is.

    If you do not have access to Dragon Compendium, Gemini can be duplicated by two human twins instead.


    Gemini
    Male Dvati (Dragon Compendium) Duskblade 5 (PHB 2)/Temporal Warrior 7
    Init +1, Senses: Listen +, Spot +,
    Languages Common, Dvati, Draconic, Elven
    ------------------------------------------------
    AC 17, touch 11, flat-footed (16)
    hp 71 (12 HD)
    Fort +10, Ref +7, Will +9
    ------------------------------------------------
    Speed 30 ft. (6 squares)
    Melee +16/+11/+1 Greathammer (1d12+5) or +16 Greathammer (1d12+5+spell)
    Base Atk +12, Grp +16
    Atk Options: Arcane Channeling, Quickcast
    Combat Gear +1 Greathammer, Masterwork Longbow, 40 arrows
    Spells known:
    3rd (4/day) - Dispelling Touch, Ray of Exhaustion
    2nd (8/day) - Touch of Idiocy, Dimension Hop, Eyes-in-time
    1st (9/day) - Ray of Enfeeblement, Shocking Grasp, Blade of Blood, Color Spray, Stand
    0th (6/day) - Acid Splash, Touch of Fatigue
    Supernatural Abilities: Transtemporal Pouches, Eyes-in-time, Obsidian Gateways, Unstable Passage
    Spell-like Abilities: Temporal Regeneration
    -----------------------------------------------
    Abilities Str 16, Dex 12, Con 18, Int 17, Wis 10, Cha 8
    SQ Darkvision 60 ft, Twins, Quickcast 1/day, Armored Mage
    Feats Extend Spell, Somatic Weaponry, Sanctum Spell, Combat Casting (B), EWP (Greathammer), Power Attack
    Skills Concentration +19, Jump +11, Knowledge (Arcana) +18, Spellcraft +20, Tumble +10
    Possessions +2 Headband of Intellect, +2 Amulet of Health, +2 Gauntlet's of Ogre's Strength, +1 Mithril Breastplate, Spell Component Pouch
    Last edited by Thrice Dead Cat; 2011-12-07 at 03:51 PM.
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    Quote Originally Posted by Wings of Peace View Post
    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
    Quote Originally Posted by Doc Roc View Post
    Seriously, can we kill this misconception now? A wizard is never late, nor is he early. He shops for precisely what he means to.


    Winner of Junkyard Wars 31.

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

    {table=head]Level | BAB | Fort | Ref | Will | Special
    1 | +0 | +2 | +2 | +2 | Monk Abilities, Rythmic Dance 1/day (+2)
    2 | +1 | +3 | +3 | +3 |
    3 | +2 | +3 | +3 | +3 | Rythmic Dance 2/day
    4 | +3 | +4 | +4 | +4 |
    5 | +3 | +4 | +4 | +4 | Rythmic Dance 3/day (+4, x2)
    6 | +4 | +5 | +5 | +5 |
    7 | +5 | +5 | +5 | +5 | Rythmic Dance 4/day
    8 | +6 | +6 | +6 | +6 | Spell Absorption
    9 | +6 | +6 | +6 | +6 | Rythmic Dance 5/day
    10 | +7 | +7 | +7 | +7 | Dance of Death* [/table]
    Last edited by KotserB; 2011-11-21 at 01:41 PM.
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  12. - Top - End - #12
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    Default Re: GitP PrC Contest XXXI: Wibbly Wobbly Timey Wimey... Stuff

    WEAVER OF THE THREADS THAT BIND



    “Do not wish to pursue this foolishness. I have seen all of its outcomes even before you thought about it. In none of them does the ending seem too good for you. Or perhaps you are curious to see the infinite ways in which you shall die?" – Julian Locke, a Weaver of the Thread that Binds


    Time. An event, a measurement, an entity so mysterious, its true nature lost even to the gods, its truth the ageless immortals can only hope to comprehend. Some say it flows, like a river, originating from the spring of the distant past, making its way through the fleeting present, and ending into the sea of the ever obscured future. Others say it is nothing; not an event, or even a thing. It does not flow. It is only a concept, a form of rationalization for the seemingly ordered events we see as the passing of Time. For some, it has definite beginning and a definite end; an alpha and an omega. To others, Time is cyclic; it is an endless cycle of destruction and rebirth. But there are a few who have been given the knowledge of the Threads that Bind, by Time itself. It is them who understand Time is all of this, at the same time it is not. They walk among mortals and immortals alike, not too different from you or me. The only difference is the power they possess.

    They call themselves the Weavers of the Threads that Bind.


    BECOMING A WEAVER OF THE THREADS THAT BIND

    One cannot just become an Weaver. Rather, one is chosen to become a Weaver. Weavers themselves do not know why they are chosen, why they have become who they are, or how they become so. And Time does not seem to have any preference; known Weavers have come from a vast variety of class, race, and power. But they all do share one common experience: at some point in their life, their threads had been cut short.


    ENTRY REQUIREMENTS
    Skills: Knowledge (history) 6, Knowledge (the planes) 6
    Feats: Improved Initiative, Iron Will
    Special: Must qualify with one of the following: Be able to cast 2 5th level spells per day excluding the ones gained from high casting ability score or domains, have a BAB of +7 from a single class, or have 88 Power Points per day.
    Special: Must have died in the process of doing something to fulfill one’s desire, and a strong will to live to carry on their task, at the point when the other requirements are all met. The body will disappear for a week and return to the spot where she died, given life anew and more.

    Class Skills

    The Class Name's class skills are as follows: Appraise (Int), Craft (Int), Concentration (Con), Decipher Script (Int), Gather Information (Cha), Knowledge (history) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis)

    Skills Points at Each Level: 4 + Int mod

    Hit Dice: d8

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Duality of Existence, Knowledge of All Things Bound

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Favored by the Threads that Bind, Combat Weaving (Entangling Threads)

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Sense the Tremors

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Combat Weaving (Strangling Threads)

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Severing the Threads that Bind

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Combat Weaving (Existence Overlap)

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Dance of the Threads

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    |Combat Weaving (Isolate Thread)

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    |Blind Weaver

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    | Platonia: World of Forms, Combat Weaving (Symphony of the Threads) [/table]


    Weapon Proficiencies: The Weaver of the Threads that Bind does not gain any proficiency in any weapon, armor, or shield.


    Duality of Existence: As the warrior or the magus is called to become a Weaver, she is imbued with the knowledge possessed by Time, and she learns of the truth of her new existence: that she exists as neither a Weaver nor her old self, she exists as both. As the Weaver gains levels, she advances one of the following (chooses one at her discretion if she is eligible for more than one) progressions:

    Spoiler
    Show
    Spellcasting: At each level except at 1st, 5th, and 9th, the Weaver gains new spells per day, spells known, and an increase in caster level as if she gained a level in another spellcasting class to which the Weaver belonged before choosing this prestige class. The Weaver does not, however, gain any other increase in benefits from her old class. If the Weaver has multiple applicable spellcasting classes before becoming a Weaver, she must choose which one gains the extra casting.

    Maneuvers/Stances: At each odd-numbered level, the Weaver gain a new maneuver known from Devoted Spirit, Diamond Mind or Riven Hourglass, Tiger Claw, and White Raven disciplines. The Weaver must meet the prerequisite for the maneuver to learn it. The Weaver adds the Weaver full Weaver levels to her initiator level to determine her total initiator level and her highest-level maneuvers known. At 3rd level, 6th level, and 9th level, the Weaver gains an additional maneuver readied per day.

    At 5th level, the Weaver gains a new martial stance known from the Devoted Spirit, Diamond Mind or Riven Hourglass, Tiger Claw, and White Raven disciplines. The Weaver must meet a stance's prerequisite to learn it.

    Class Ability: The Weaver can choose to progress a class abilities such as Sneak Attack, Favored Enemies, Rage, and others. Abilities that gain higher versions, like the Ranger's Combat Style, can also be selected for the purpose of this ability. The Weaver adds the her full Weaver levels to the class level having the ability she wishes to progress for determining at what levels she acquires them. For classes with more than one ability progression, the Weaver chooses one.

    PP per Day/Powers Known/Maximum Power Level Known: The Weaver gains additional Power Points per day as written in the table Psionics. The Weaver gains additional powers know at a rate as written in the table. The values written per level stack for Power Points per day and Powers Known (A level 3 Weaver will have PP/ day equal to her PP/day from her base class +8 + 10 + 11 = PP/day from base class + 29 and powers known equal to Powers known from her base class +1 +1 +1 = Powers known from her base class + 3). Also, at 1st, 4th, 6th, and 9th levels, the Weaver gains one level on her Maximum Power Level Known.

    {table=head]Level|Power Points Per Day|Powers Known|Maximum Power Level Known
    1st|
    +8
    |
    +1
    |
    +1 to Maximum Power Level

    2nd|
    +10
    |
    +1
    |
    -

    3rd|
    +11
    |
    +1
    |
    -

    4th|
    +12
    |
    +1
    |
    +1 to Maximum Power Level

    5th|
    +14
    |
    +1
    |
    -

    6th|
    +16
    |
    +1
    |
    +1 to Maximum Power Level

    7th|
    +18
    |
    +1
    |
    -

    8th|
    +20
    |
    +1
    |
    -

    9th|
    +21
    |
    +1
    |
    +1 to Maximum Power Level

    10th|
    +22
    |
    +1
    |
    -
    [/table]


    Knowledge of All Things Bound (Ex): With death comes the calling. With the calling comes acceptance. With acceptance comes rebirth. And with rebirth comes knowledge unbound. By accepting the call of Time, the Weaver is bestowed with the knowledge of everything that transpired, is transpiring, or will transpire, for they are all one and encompassed by the Threads that Bind. At 1st level, the Weaver uses her highest mental ability as the key ability for her Knowledge (history). She also gains a bonus to her Knowledge (history) equal to her class level. The Weaver can replace any Knowledge check with her Knowledge (history) check.

    In addition, for 3 + the Weaver’s highest mental ability modifier number of times each day, the Weaver can use her Knowledge (history) check to replace any skill check with a mental ability as its key ability or give an insight bonus equal to her highest mental ability mod for skills that have a physical ability as its key ability. This ability does not affect any skill check used against another Weaver of the Threads that Bind that has the Severing the Threads that Bind ability.


    Favored by the Threads that Bind (Ex/Su): As a being chosen by Time, the Weaver is unlike any other, receiving protection directly from the Threads that Bind itself. At 2nd level, the Weaver gains fast healing equal to her class level. Also, as an immediate action, the Weaver can choose to forego the benefits of fast healing to recover hit point or remove any harmful effects on her. The Weaver can restore hit points equal to her highest mental ability modifier multiplied by her fast healing value, and she can remove any and all harmful effects that can be removed by a limited wish spell. She can also target others, requiring her to touch her target. The Weaver's fast healing and can only be recovered after 8 hours of rest. Healing and removing harmful effects are supernatural abilities.


    Combat Weaving (Su): As the Weaver begins to understand more of her powers, she begins to see how to manipulate the Threads to aid her in combat. Beginning at 2nd level and every even level thereafter, the Weaver gains new abilities, reflecting her growing knowledge of how Time works.

    Entangling Threads: At 2nd level, all physical or magical attacks by the Weaver that hit inflict slow on the target for 1d4 rounds, with a save DC equal to 10 + class level + the Weaver’s highest mental ability modifier. In case of multiple attacks in one round, all attacks have this property. The slow effect has to wear off before another instance of this ability could be applied on the same target.

    Strangling Threads: At 4th level, the Weaver gains an insight bonus equal to her class level to all types of damage against any target affected by any time altering effects that the Weaver herself cast. Furthermore, whenever a target is hit by this bonus damage, the target suffers a -1 penalty on all saves for 1d4 rounds. This penalty stacks up to a maximum of -5. The duration is reset to the latest instance that this ability is triggered.

    Existence Overlap: At 6th level, as a standard action, the Weaver can create copies of herself. The Weaver can create a number of copies up to a number equal to the number of attacks granted by her BAB for each instance that this ability is used, and this ability can be used up to a number of times per day equal to her highest mental ability modifier. These copies appear within 60 feet from the Weaver and can act immediately upon creation. They have the same AC and attack bonuses as the Weaver, but they cannot do anything except perform melee attacks. The attacks are melee touch attacks, and when they hit, instead of inflicting damage, they inflict slow for 1d4 rounds on the target with no saving throws and vanish. The clones also vanish when they receive damage of any sort, but they also inflict slow for 1d4 rounds on the attacker regardless of the manner of attack. These clones dissipate after 1d4 rounds.

    Isolate Thread: At 8th level, for a number of times per day equal to the Weaver’s highest mental ability mod, as an immediate action, whenever the Weaver hits an opponent by any form of attack or is hit by any form of attack, she can alter the threads around her target or attacker. For 1d4 rounds, the target is removed from the current reality; what the target perceives from this point on is a loop in time that diverges from the actual present timeline beginning at the moment the Weaver’s attack hits or is hit by an attack by the target. All the actions the target does during the duration of this ability do not actually affect anything around him or her, but he or she believes it to be so, and he or she can still be attacked or damaged as normal. The target can negate this effect by rolling a successful Will save with a DC equal to 10 + class level + the Weaver’s highest mental ability modifier.

    Symphony of the Threads (Su): At 10th level, once per encounter, the Weaver can project an aura with a radius of 60 feet as a swift action for a number of rounds equal to half her class level rounded down. Within this aura, the Weaver claims dominion and extends her own threads, apart from the main thread, and can freely alter the time of all creatures as a free action on her turn, or as an immediate action. The effects that the Weaver can bestow or remove are as follows: haste, slow, and temporal stasis. Inflicting temporal stasis does not need a touch attack; as long as the creature is within the range of the aura, the effect automatically hits. Saves are granted as normal, with the DC equal to 10 + class level + the Weaver’s highest mental ability modifier. The Weaver can inflict only one time effect per creature per round, and she can only either bestow or remove a time effect on each creature per round. The Weaver can only affect a number of creatures equal to her highest mental ability modifier at any given time. For creatures affected with time effects, the effects must either wear off or be removed by the Weaver or others before they can be affected with the same time effect.

    The Weaver can also forego the normal function of this ability to instead move through a different dimension of Time, making it seem that everything has ceased to move except her. This has the same effect as the time stop spell. As all time altering effects, this ability, in all its uses, does not affect another Weaver with the Severing the Threads that Bind ability.


    Sense the Tremors (Ex): By being attuned to the Threads that Bind, the Weaver notices every ripple and every movement of everything that has Time. She is also drawn to any fluctuations in the Threads, such that what happens when someone tries to manipulate time. At 3rd level, the Weaver gains perception to any living being within a radius of 30 feet, as if she has blindsight, only better. The Weaver does not have to have line of sight with any creature to know its whereabouts, as long as it is within the range of this ability; she knows a creature is there just by the mere fact that it exists. This also means no effect, magical or otherwise, can block this ability from detecting a creature. At 9th level, the range extends to 60 feet.

    The ability also allows the Weaver to detect any disturbances in Time, and she can sense any use of time magic within 10 miles at 3rd level, and by focusing herself in one full round action, she can ascertain the relative power of these disturbances (similar to Aura Strength when using detect magic). By 9th level, the Weaver can sense any disturbance in time within 100 miles, and by focusing herself in one full round action, she can home in on one such disturbance and detect what type of disturbance it is (ie if magic, what spell it is). This feature, as well as the blindsight feature of this ability, does not work on other Weavers who have the Severing the Threads that Bind ability.


    Severing the Threads that Bind (Ex/Su): By being chosen, the Weaver is removed from the threads that bind all things, from Time itself. At 5th level, the Weaver becomes immune to the ravages of time. As such, she ceases to age, therefore she is not subject to penalties on physical ability scores due to age, but still gains the bonuses to mental ability scores. She does not lose the penalties she has already accrued before becoming a Weaver. The Weaver also becomes immune to all time altering effects targeted at her from any source, though she can choose which ones can affect her or not.

    The Weaver can also impart this ability to other creatures or objects for a number of times per day equal to her highest mental ability modifier. But being not chosen by Time, they react differently. Instead, when they are cut off from the Threads that Bind, their Time stops, and they remain locked in time and space, as if under the temporal stasis spell. This use of the ability is a supernatural effect. The Weaver has to touch the object or creature in order for this ability to work, and it requires a standard action. The target can make a Fort save with a DC equal to 10 + class level + the Weaver’s highest mental ability modifier to resist the effect. Objects or creatures affected by this ability cannot be damaged or moved by any means. Releasing objects or creatures from this effect is a free action.


    Dance of the Threads (Ex/Su): At 7th level, the Weaver can freely make tiny jumps between the different Threads to escape the brunt of damage from any source, and in some instances, negate them completely. She gains damage reduction DR/- equal to her class level.

    As an immediate action, the Weaver can choose to negate all damage or negative effects she suffered for the whole round, as if that round never happened. However, this comes at the cost of losing her damage reduction for the rest of the day. This part of the ability is a supernatural effect. The Weaver recovers her damage reduction after 8 hours of rest.


    Blind Weaver (Ex/Su): At 9th level, the Weaver has mastered the intricacies of the Threads such that he has no problem tracing the location of any object or creature in existence without much thought and effort. By spending a full round action in concentration, the Weaver can find any object she has seen once, or just through a description, or seeing someone who has seen the object or creature. Also, once per day, as a standard action, the Weaver can ride the Threads to the location of any object or creature. This ability functions like a greater teleport spell, except this also works even across planar boundaries. This teleport ability is a supernatural effect.


    Platonia: World of Forms (Su): The Weaver becomes an embodiment of Time herself, and can exert her own existence as she sees fit. At 10th level, as an immediate action, the Weaver of the Threads that Bind can choose any reality for a given point in time, such that she suddenly appears at any other point in space within 1 mile from her current location, as she assumes another ‘Now’, for a number of times per day equal to her highest mental ability modifier.

    When the Weaver uses this ability, she has an option to leave a copy of herself at her previous location, but doing so costs another 2 uses of the ability (appearing in another place and leaving a copy costs 3 uses of the ability). This copy is exactly the same as the Weaver in all aspect, and can even perform any ability she knows except this one. However, all copies and the real Weaver share the same pool of uses per day for all her abilities that have uses per day (including spells, maneuvers, class abilities from other classes, etc.), and all of them share the limitations of abilities in terms of when they are usable (ie when one copy executes a maneuver, no other copy, even the Weaver, can use that maneuver unless the copy that initiated it recovers it). Also, only one copy can use an ability that has a duration of more than one round at any given time, such as Rage or the Symphony of the Threads ability. Copies last for 1d6 rounds, after which they dissipate into nothingness. Only two copies can exist simultaneously; creating a third one dissipates one of the existing clones.


    PLAYING A WEAVER OF THE THREADS THAT BIND

    Being a Weaver does not necessarily give one an unique set of playing style as a class. The playing style of one particular Weaver would be largely affected by her base class/classes; a melee focused class becoming a Weaver uses the abilities of a Weaver very differently from a caster becoming one.

    Combat: At lower levels, the Weaver will rely more on her base class abilities with a hint of her Weaving abilities to inflict slow and added damage to her foes. As the Weaver increases in levels, she can begin to employ her abilities in tandem with her base class' abilities. For those with melee base classes, you can use Isolate Thread offensively, either by initiating it through melee attacks or by provoking attacks, while casters or ranged fighters can use them defensively when being picked out by stealthy enemies or casters. At higher levels, the Weaver can use Existence Overlap and Symphony of the Threads to control the battlefield, and you can effectively pick out which opponent to focus on first.

    Advancement: The Weaver is independent of any class one might wish to take, as the abilities of the class serve to be supplemental or different all together, although there might be some that would complement it more than others.

    Resources: The Weaver does not particularly need of any resource, except maybe magical items to boost mental ability scores, as most of her abilities work off her highest mental ability score.

    WEAVERS OF THE THREADS THAT BIND IN THE WORLD

    "Yes, yes! I remember now! I used to play with him when we were but wee little lads. But, how?! I am old and withered, and yet he still looks like how he looked like back then when he left this village!! ...or is that his son? - old man Frau, on a Weaver going back to his old village.

    Weavers sprout from any race, of any age, and of any class. And they are a rare breed, something that is dependent on the whims of the Threads. Different Weavers cope up with the change differently; some are largely unaffected, continuing their lives like normal, others grow a sense of justice, believing their new life to be given for doing good, while others are corrupted by the sheer power, knowledge, and the prospect of eternal life.

    Daily Life: A Weaver's daily life is not too different from what she used to do, or entirely different at all, depending on how they took the change. Most of them will try to find the reasons why they have become who they are.

    Notables: It is hard to identify Weavers, as most of them try to hide their identity, moving from place to place when they have stayed long enough for their physical appearance to have changed. Most try live on the road and other still live a life of solitude, away from all civilization. But there are those who marked some of the darkest times in history, when they used their powers to claim dominion of their own planes, or even multiple ones. One such event happened 500 years ago, when an exiled githyanki named Kii'na was given the powers of the Threads, corrupting him and sending him into a rampage, destroying and killing everything in his plane, and he was about to bring his madness into other planes when an unknown warrior appeared, seemingly possessing the same powers of the githyanki, and vanquished the latter in single combat.

    Organizations: Since Weavers are so rare, the probability of one meeting another Weaver, much less come together and form some sort of organization. However, there is an unspoken respect between individual Weavers, knowing full well the abilities that they possess, and chooses to maintain a distance between each other, unless they have similar goals, or are faced with conflict of interests.

    NPC REACTION

    Most people have not heard of a Weaver, and when they see the Weaver displaying her abilities, they could easily mistake her as a wizard or other class capable of time magic. Those few who have heard of one, though, would react according to the rumor they have heard of the class.

    WEAVERS OF THE THREADS THAT BIND IN THE GAME

    The Weaver's abilities make it a class that can supplement any base class. Duality of Existence allows the character to select which type of progression especially when multi-classed, increasing the synchronization of the class with its base class, and most of the rest of the abilities are independent of any class ability, but provide added options to what their base classes already have.


    Adaptation: Since Time exists in all settings, it is very easy to integrate this class into all settings.

    Encounters: If the players have committed serious transgressions to time, (ie abusing time magic for personal ends or using it over and over) this may very well attract the attention of a fanatic Weaver to come and punish them. Weavers can also be very appropriate for the main antagonist of the game, as the class and its abilities are perfect for, say, a madman hellbent on conquering the entire planes.
    Last edited by GuyFawkes; 2011-12-08 at 01:33 PM.

  13. - Top - End - #13
    Bugbear in the Playground
     
    bindin garoth's Avatar

    Join Date
    Jan 2011

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

    HEXER OF TIME



    ”Time itself is nothing but a tool; a weapon deadlier than any other made.” – Raygon, a Hexer of Time

    Art by ~Lemon-style at deviantart.com

    What is time?

    Some view it as a stream of infinite possibilities, ever-changing. Others view it as an intangible force that keeps this world going. However, to some, it is but a tool. A tool whose quality cannot be determined, and its uses only limited by the users imagination. A tool above all others.

    Some Hexblades yearn for this power, trying to learn how to curse time itself. Their arcane energies, while strong, cannot do this alone. He needs to dive into his soul, and bring for the power of Incarnium, along with his curse, to gain the might weapon called time.

    BECOMING A HEXER OF TIME

    Hexer’s of Time are often an uncaring bunch, and rarely take on disciples or write down their findings. As such, most often one can only become a Hexer of Time through trial and error, many making mistakes that end with them lost in time, never to be found again. Those that do manage to discover the secret, however, gain control over time and find that they have an ever powerful tool.

    ENTRY REQUIREMENTS
    Hexblade’s Curse 2/day
    Incarnium Radiance 1/day
    Dark Companion (Hexblade ACF)
    Feat Extra Cursing Feat

    New Feat: Extra Cursing
    Spoiler
    Show


    Prerequisites: Hexblade’s Curse.
    You have become more skilled at channeling the cursed arcane energies within your body. You may use your Hexblade’s curse an additional time per day.

    Special: This feat may be taken a number of times up to your Charisma modifier, however bonuses from items and temporary sources (such as spells) do not count towards this limit. In addition, each time you take this feat, the number of daily uses of the Hexblade’s Curse it gives is increased by 1. For example, if a Hexblade took this feat 3 times, he would gain a total of 6(1+2+3) extra uses of his Hexblade’s Curse.



    Class Skills

    The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int)
    Skills Points at Each Level: 4 + int

    Hit Dice: d8

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

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Spellcasting, Hexblade’s Curse, Meldshaping, Cursed Moments, Hexing Expertise

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Chakra Binds(Crown, Hands, Feet)

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Hexed Soul

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Cursed Moments

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Chakra Binds(Arms, Brow, Shoulders)

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |Black Soul Companion

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Cursed Moments

    8th|
    +6
    |
    +6
    |
    +2
    |
    +6
    |Chakra Binds(Neck and Waist) or Chakra Bind(Heart)

    9th|
    +6
    |
    +6
    |
    +3
    |
    +6
    |Hexed Time

    10th|
    +7
    |
    +7
    |
    +3
    |
    +7
    |Cursed Moments, Time Lord[/table]

    Weapon Proficiencies: A Hexer of Time does not gain any weapon or armor proficiencies

    Meldshaping(Su): At each level, the Hexer of Time increases his Meldshaper level, the number of Soulmelds he can shape, the number of Chakra binds he can create, and his Essentia pool as if he had gained a level in a Meldshaping class to which he belonged prior to gaining the Hexer of Time level. He does not, however, gain any other abilities of that class, such as new tiers of Chakra binds. If he had more than one Meldshaping class before becoming a Hexer of Time, he must decide to which class to add each level for the purpose of determining his Essentia pool, Meldshaper level, and the number of Soulmelds and Chakra binds available.

    Spellcasting(Su): At each level the Hexer of Time gains new spells per day, spells known, and an increase in caster level as if she gained a level in another spellcasting class to which the Hexer of Time belonged before choosing this prestige class. The Hexer of Time does not, however, gain any other increase in benefits from her old class. If the Hexer of Time has multiple applicable spellcasting classes before becoming a Hexer of Time, she must choose which one gains the extra casting.

    Hexing Expertise(Su): Hexer’s of Time learn to expertly wield their cursing powers, and gain a number of daily uses of their Hexblade’s curse equal to their charisma modifier. In addition, add your Hexer of Time and Incarnate levels to your Hexblade levels to determine the DC of the Hexblade’s curse and for the greater and dire versions of the curse.

    Cursed Moments(Su): You have learned how to curse time itself, and to manipulate it to give you an advantage in combat. At levels 1, 4, 7, and 10, choose one of the abilities below. Activating any of these abilities is a free action, however only one of them can be activated in any single round, and you cannot use your Hexblade curse in the same round as a Cursed Moment. Each Cursed Moment takes up one daily use of your Hexblade Curse. Any saves involved with a Cursed Moment uses the save DC of your Hexblade’s curse, including any bonuses from feats or items (such as ability focus).
    Spoiler
    Show

    Removed From Time: You have learned to separate yourself from time, disappearing in order to escape. You disappear from the material plane for up to your Charisma modifier rounds. You are aware of what happens within 30ft of where you used this ability, but you may not cast spells nor use any ability while removed from time. Rejoining the timestream is a free action that can only be done on your turn, reappearing anywhere within 30ft of where you left the time stream.

    Time Heals All Wounds: By expanding a daily use of your curse, you heal an amount of hp equal to you charisma modifier x ˝ your class levels.

    Repeat: By manipulating time into repeating itself, you can cause a target to repeat it’s last move. An opponent failing it’s will save is forced to repeat its last action for a number of rounds equal to your charisma modifier. It gets a new save each round to end the effect. If it is not cappable of repeating it's actions then it gets a +2 to it's save. If it still fails, however, it cannot do anything that round.

    Fast Forward: You speed up the personal time of yourself or one of your allies. The target of this ability gains a +20ft time bonus to speed, and a +2 time bonus to attack rolls. This lasts for a number of rounds equal to your charisma modifier. These bonuses improve to +30ft and +4 attack roll bonus at level 5, and a +6 bonus to attack rolls and a +40ft speed bonus at level 10.

    Slow Time: You slow down the time around you briefly, giving you more time to perceive the world around you. You gain a +4 time bonus to ac and reflex saves. This lasts for a number of rounds equal to your charisma modifier. This improves to a +6 bonus at level 5, and a +8 bonus at level 10.

    Skip: Just as you are being targeted, you cause a slip in the timestream and attempt to skip to the time where the ability is over, completely avoiding it. You use this ability as an immediate action in response to an opponent targeting you with an attack, spell, spell-like, or supernatural ability. If the opponent is targeting you, they must make a will save. If they fail the save, you cause a gap in the time stream, which causes the attack or spell (or spell-like or supernatural ability) to be completely avoided. Success indicates that the attack or ability continues as normal.

    Delayed Effect: You have learned to delay effects and release them later as needed. When you use this ability, you must cast a spell or use a spell-like or supernatural ability afterwards within one round, or the use is lost. When you use the spell, spell-like, or supernatural ability, the effects to don’t occur. Instead, any time thereafter, you may use the spell, spell-like, or supernatural ability at any time as a swift or immediate action. You may only have one delayed effect at a time.

    Pause: Your curse has become potent enough to stop time temporarily. An opponent targeted by this effect must make a will save or become stunned for 1d4 rounds. You may not gain this ability until you have at least 7 class levels.

    Extend: Your curse can manipulate time, allowing it to draw out effects over time and make them last longer. Target any one spell, spell-like, or supernatural ability currently in effect within 30ft of you that has a duration of longer than instantious. The remaining duration of the effect is doubled.

    Shorten: Time is but a stream, and your curse has become potent enough to cut time short. Target any one spell, spell-like, or supernatural ability currently in effect within 30ft of you that has a duration of longer than instantious. The remaining duration of the effect is reduced to 1d4 rounds.

    Age: Time is merely your tool to use against others. With this ability, an opponent you target must make a fortitude save or age extremely fast, causing their body to wither and rot away. An opponent who suffers this curse takes a penalty to their strength, dexterity, or constitution score equal to one-half of your class levels for an hour, as their body becomes old an feeble. This effect does not, however, give the opponent any of the normal benefits and penalties of aging. A successful save negates this effect. This effect can be used on the same foe multiple times, each time chosing a different ability score.


    Chakra Binds: As the Hexer of Time attains higher levels, he can bind his Soulmelds and magic items to new Chakras, gaining new powers based on the combination chosen.

    At 2nd level, he can bind Soulmelds to his Least Chakras (Crown, Feet, Hands), in addition to any other Chakras available.

    The Lesser Chakras (Arms, Brow, Shoulders) become available at 5th.

    At 8th, the Hexer of Time has a choice: he may open the two Greater Chakras (Throat and Waist), or he may instead open the Heart Chakra. He makes this choice upon reaching 8th level, and once made he cannot change it.

    Hexed Soul(Su): Your cursed abilities have grown very strong, to the point where even your soul is corrupted. You may now use your Incarnium radiance ability to fuel your Cursed Moments ability, and you gain an additional number of uses of your Incarnium Radiance ability equal to half of your class levels. In addition your Hexer of Time class levels now stack with your incarnate levels to determine the strength of your Incarnium Radiance ability.

    Black Soul Companion(Su): Your Dark Companion feeds off of your essentia, gaining strength as it does so. Treat it as a soulmeld for the purposes of how much essentia you may invest in it, and for the purpose of feats and class features. However, it does not count against your limit of soulmelds shaped.
    Spoiler
    Show

    {table=HEAD] Essentia | Effect
    1 | You may cast spells as if you were standing where you dark companion is, including for purposes of line of sight.
    2 |Time itself starts to warp around the dark companion. All foes within 5ft of the dark companion take a -5ft penalty to all movement speeds.
    3 | The penalties inflicted from you dark companion are increased by 1
    4 | Time is warped even futher by your companion. Now all enemies within 5ft suffer a -10ft penalty to all speeds. In addition, you companion gains a 30ft flight speed with perfect maneuverability.
    5 | The original penalties from your dark companion now effect foes out to 10ft.
    6 | The penalties inflicted from your dark companion are increased by 1, stacking with the previous increase.[/table]


    Hexed Time(Su): You abilities effect time itself, and you have mastered time to the point where you can directly gain power from it. You gain access to the time domain, gaining it domain ability and access to all of its spells (at the levels you can cast). In addition, you may cast each spell from the list once a day as a spell-like ability, however each casting cost one of your daily Hexblade Curse uses. You may only cast a spell whose level is no greater than 1/2 your character level.

    Time Lord(Su):You have become one with time itself. As a result of this merging, you can completely stop time for brief moments, allowing you to interrupt others. As an immediate action, you may release a burst of energy, stopping time briefly due to the unfocused energies used. This allows you to make a standard action as a part of the immediate action used to activate this. However, because time is stopped, no one else can act, even if they could normally use an immediate action.

    This can only be used once per encounter. In addition, you have separated yourself from the timestream, and stop aging. You no longer suffer any penalties for aging, nor can you die of old age, although you may still continue to gain the benefits of aging. In addition, you become immune to any ability which can age you or turn back time on you in any way, and can act whenever another casts the Time Stop spell. If another casts the spell, you may attack them and cast spells at them, but you may not target, directly or indirectly, any opponent who cannot take actions during the timestop.

    PLAYING A HEXER OF TIME

    Hexer of Time are a fickle bunch, rarely staying in one place for too long, and often can be found as travelers and mercenaries. The see time as an abstract tool, and often do not pay attention to the amount of time goes by. And why should they? They can command time itself.

    Combat: Hexers of Time are melee combatants. They rely on their on their command over time, along with their Incarnium abilities, to give them an edge in combat. Rarely, one will become an archer of sorts, but this tends to be rare. However, some to use their spell casting to weaken their targets before closing it. Not many do this, as their mastery of the arcane arts is very limited when compared to that of a wizard.

    Advancement: As a Hexer of Time relies on both Incarnium and his curing abilities, he comes to the crossroads at the end of the class. Which to advance, meldshaping or hexblade? Thanks to their Hexing Expertise ability, their curse ability will not suffer if they take either path, making both viable. However, a select few progress into the Soulcaster prestige class, sacrificing their cursing abilities for both spell and meldshaping. The ones that do this are very few in number, as a Hexer of Time focuses on their cursing power. Those that do go and join the Soulcaster ranks, however, may chose cursed moments whose power is not affected by this choice, such as Time Heals All Wounds.

    Resources: A Hexer of Time has very few resources, especially if his powers are known. People tend to look down upon these “cursed ones” already, let alone those who can use their abilities to manipulate time. However, a few do go on to form small groups of people who do accept them. Those that don’t often become hired swords.

    HEXER OF TIMES IN THE WORLD

    ”Can’t Catch up! Too fast!” – Argoth, a mercenary hired to kill a Hexer of Time.

    Hexers of Time are often a lonely bunch. They tend to travel alone, however by relying on their time-manipulating abilities, they have managed to survive against several campaigns kings and others have held against Hexers of Time. Those fighting against Hexers of Time often find themselves unable to counter due to their time manipulation, and often find themselves aged or worse due to these time abilities.

    Daily Life: Hexers of Time often travel, either to advance their abilities or to find an employer. Those that don’t travel usually hide their abilities, and must be very careful to hide them, least they be chased out. Some even become tricksters, playing pranks on others and using their time abilities to hide.

    Notables: Raygon is propbably the most well-known Hexer of Time. He is known for his contribution to the Battle of Garodoth, when an army 300 strong was fighting to control a key fort in the war. The defending army was roughly of equal size. Raygon, unfortunate for them, had been relaxing nearby and got caught up in the battle. He, very angry at both, manipulated the time of both armies. causing the soldiers to rapid age and become old men, resulting in a stalement where nether army could advance.

    Organizations: Hexers of Time rarely group together; the most anyone will normally is perhaps a master and apprentice, but even that is rare. Often, however, Hexer's of Time will join up other adventuring parties to hone and advance their powers.

    NPC Reaction

    Hexers of Time are looked down upon even more than normal Hexblades. Hexers of Time are often chased out of villages and towns because of their powers, if known to the public. Otherwise they are treated as a magical swordsman most of the time.

    HEXERS OF TIME IN THE GAME

    Hexers of Time are specifically from advancing Incarnate and Hexblade classes, leaving them some versatility in the form of spells and meldshaping, in addition to their cursed moment abilities. Their choices of spells and meldshaping will deterime what they can do in a day, although for most these are secondary benefits and will primarily rely on their curse and cursed moments abilities.

    Adaptation: Hexers of Time do not have much room for reflavorment due to the specific abilities and flavor of the class, however, one could take a more divine approach and say that the abilites were granted by a god pittying the cursed mortal or rewarding them for being a devout follower.

    Encounters: Hexers of Time will often be found by themselves, most likely as a hired sword of sort. It is possible that a Hexer of Time was hired to take care of the PC's, or he may approach the PC's and offer his services to the PC's to help with their current goal. Very rarely, the PC's may find themselves in a area that's been warped by time because of the Hexer of Time's abilities; in this case, the PC's may of heard rumors or been hired to investigate.

    Sample Encounter

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

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


    Name
    alignment/Gender/Race/Levels
    Init +0, Senses: Listen +, Spot +,
    Languages
    ------------------------------------------------
    AC , touch , flat-footed ()
    hp ( HD)
    Fort +, Ref +, Will +
    ------------------------------------------------
    Speed ft. ( squares)
    Melee
    Base Atk +, Grp +
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities
    -----------------------------------------------
    Abilities Str , Dex , Con , Int , Wis , Cha
    SQ
    Feats
    Skills
    Possessions
    Last edited by bindin garoth; 2011-12-20 at 12:47 PM.
    homebrew

    Interesting Stuff: Spellshapers, Metroid as Incarnum



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  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Oct 2007
    Location
    Some kind of hell
    Gender
    Male

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

    Bump to get us back on the front page. December 9th is the cut off time.

    -X
    Last edited by ErrantX; 2011-12-05 at 11:27 PM.
    Chris Bennett
    Author and Lead Developer of Path of War
    Freelancer

    My credits:
    Path of War and Path of War Expanded: An OGL Tome of Battle for the Pathfinder game system, for Dreamscarred Press.
    Psionics Augmented: Psychic Warrior and Psionics Augmented: Soulknife for Dreamscarred Press.

    My extended homebrew signature!

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