The Agraramel, a thief of time.
(Note to self: Pilfer
Stratovarius's Echocaller and
my Time Sifter.)
This came to me in a dream. Well, the basic idea, anyways.
Base class
3/4 BAB
d6 HD
Good Ref
6+Int skills
Table: The Agraramel | HD: d6 |
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Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th | 11th | 12th | 13th | 14th | 15th | 16th | 17th | 18th | 19th | 20th |
| | | Base Attack Bonus | +0 | +1 | +2 | +3 | +3 | +4 | +5 | +6 | /+1 | +6 | /+1 | +7 | /+2 | +8 | /+3 | +9 | /+4 | +9 | /+4 | +10 | /+5 | +11 | /+6 | /+1 | +12 | /+7 | /+2 | +12 | /+7 | /+2 | +13 | /+8 | /+3 | +14 | /+9 | /+4 | +15 | /+10 | /+5 |
| | | Fort Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
| | | Ref Save | +2 | +3 | +3 | +4 | +4 | +5 | +5 | +6 | +6 | +7 | +7 | +8 | +8 | +9 | +9 | +10 | +10 | +11 | +11 | +12 |
| | | Will Save | +0 | +0 | +1 | +1 | +1 | +2 | +2 | +2 | +3 | +3 | +3 | +4 | +4 | +4 | +5 | +5 | +5 | +6 | +6 | +6 |
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Special | Moment of Inertia, Fast to Fight, Sneak Attack +1d6, Stolen Time | Trapfinding | A Moment Forever (1 round) | Time Share | Before Its Time, Sneak Attack +2d6, Time Warp 1/day | Accelerate (1 attack) | Timeless Battlefield | A Moment Forever (2 rounds), Time Warp 2/day | Sneak Attack +3d6 | Time for Action (standard) | , Time Warp 3/day | Accelerate (2 attacks) | A Moment Forever (3 rounds), Sneak Attack +4d6 | , Time Warp 4/day | | | Sneak Attack +5d6, Time Warp 5/day | A Moment Forever (4 rounds), Accelerate (3 attacks) | | , Time Warp 6/day |
| | | Maximum Potential | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 | 40 |
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Potential: By storing and releasing time, you can produce marvellous effects. You can designate an object you possess as your potentiometer, the device you use to store potential time. Any non-living, non-magical object can be made into a potentiometer, but most Agraramels choose objects that are somehow connected to time, such as hourglasses and stopwatches. A potentiometer looks and functions as a normal object of its type, except that it exudes a faint aura of Transmutation (CL 1st) and may appear slightly unusual at times. For example, a pocketwatch might appear to be stopped when observed, but always shows the correct time, or a knife may appear to pass through things moments before the cut appears.
Potential time is measured in moments. Your potentiometer can only store a certain amount of time at once, equal to your Intelligence modifier (minimum 0) plus twice your class level. Any excess potential is lost. Whenever you have a spare moment, you can store it in your potentiometer, adding one moment to the potential stored. This takes a swift action. You can also spend 1 minute to completely fill your potentiometer to its capacity.
If you lose your potentiometer, you can still spend potential from it through the link backwards in time when you still possessed it, but you can't add more potential to it. You can only have a single potentiometer at once, and creating a new potentiometer reverts any previous potentiometer into a mundane item. Creating a new potentiometer takes 1 hour of concentration and immediately fills the new potentiometer's potential to its maximum capacity.
Many abilities ask you to spend potential. You can never spend more moments in any one round than your class level. This limit count from the end of your turn to the end of your turn on the next round.
Fast to Fight (Su): You can spend moments as part of making an initiative check to gain a competence bonus on the check equal to the amount of moments spent.
Moment of Inertia (Su): You can spend moments as a swift action to increase your speed by 10 feet per moment spent for 1 round.
Sneak Attack (Ex): As the Spellthief. +1d6 at 1st and every 4 levels thereafter.
Stolen Time (Su): Whenever you make a successful Sneak Attack, you can also steal your target's moment of inattention for yourself. You can reduce the number of dice of Sneak Attack damage you deal by 1 to store 1 moment of potential. This effect applies even if this would reduce your Sneak Attack damage to 0.
Trapfinding (Ex): At 2nd level.
A Moment Forever (Su): Beginning at 3rd level, you can spend 3 moments as a standard action to stop time (as the
time stop spell) for 1 round. For every 5 additional moments you spend, you can stop time for 1 additional round, to a maximum of 5 rounds when you spend 23 moments.
If you affect multiple creatures at once with this ability (such as through Time Share), you can all perceive and interact with each other, although you still can't interact with unstopped creatures and objects.
Time Share (Su): Starting at 4th level, you can spend additional moments while using an ability that requires you to spend moments and only affects yourself. For every 2 additional moments spent, you can grant one ally within 30 feet the benefits of that ability (using the same number of moments your spent).
Before Its Time (Su): Beginning at 5th level, you can reduce the number of dice of Sneak Attack damage you deal by 1 and spend 5 moments to momentarily accelerate magical effects on the target. Make a dispel check as though using a targeted
greater dispel magic effect, except that the modifier is equal to your class level instead of your caster level. Only non-permanent spells can be dispelled this way. This effect applies even if this would reduce your Sneak Attack damage to 0.
Beginning at 5th level, you can reduce the number of dice of Sneak Attack damage you deal by 1 and spend moments to momentarily accelerate magical effects on the target. The remaining duration of any spells, conditions, or other effects affecting the target are reduced by 1 round per moment spend, ending them if this reduces their remaining duration to 0 rounds or lower. Instantaneous effects are not affected. This effect applies even if this would reduce your Sneak Attack damage to 0.
Time Warp (Su): Once per day starting at 5th level, you can remove your self from time for a few moments as a swift action. This functions as the
time hop power, except that it lasts only until the beginning of your next turn. When you return to normal time, you retrieve and store your lost time, allowing you to store a number of moments up to your Intelligence modifier (minimum 0). You can use this ability one additional time each day at 8th level and every 3 levels thereafter.
Accelerate (Su): Starting at 6th level, you can spend moments as part of a full attack. You make one additional attack at your highest Base Attack Bonus for every 6 moments spent.
Timeless Battlefield (Su): Beginning at 7th level, whenever a creature within 300 feet to which you have line of sight and line of effect is removed from the normal flow of time (such as through a
time hop power, a
time stop spell, or a similar effect) you can join them as an immediate action. Doing so requires you to use an ability, cast a spell, manifest a power, or activate an item you possess that would shift you out of the normal flow of time in a similar manner (whether through using the exact same ability yourself or by using similar effects such as using A Moment Forever to act alongside a creature that had manifested
temporal acceleration). Doing so uses up the resources required to use that ability normally (such as moments, power points for powers, spell slots for spells, and charges and daily uses for items) and lasts no longer than the effect you used would last, but can be done as part of the immediate action used to activate this ability (even if the normal action would be longer or shorter). Additionally, you can dismiss this effect as a standard action, even if the ability you used is not ordinarily dismissable. If the prevailing temporal conditions would prevent actions (such as with the
time hop power), you can bring your own time with you, allowing you to take your normal allotment of actions each round and the other creature to take only a limited number of actions, as though it was staggered. If the prevailing temporal conditions would normally prevent interaction with others (such as with the
time stop spell), you and the creature you join can interact with each other normally.
Time for Action (Su): Starting at 10th level, you can spend 10 moments as a swift action to gain a standard action (or a move action), or 15 moments to gain a full-round action (or a standard action and a move action, or two move actions). By spending 5 additional moments, you can use this ability as an immediate action instead of a swift action.
Other ability names:
Time heals all wounds: Grant a target a day's worth of natural healing.
Perfect Moment: Take 20 on a d20 roll.