Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Temotei

Pages: [1]
1
I just want to say that it was a pleasure judging the contest and I'd be happy to help with any future contests.  :)

Same goes for me. Great entries.  :clap

2
It's official; my entry is going to run over the 60k-character post limit. I could post the first part now, but I'd need to reserve a second post for the rest of the stuff. Reserving posts is a no-no, correct?

I can also just wait until everything's done and post at that point... whatever people prefer.

Reserving posts when you absolutely know you're going to use them so all of your posts are together is fine if you're going to use them all. It's reserving just to reserve posts that's discouraged.

3
Using 'psionics' as an example of a subsystem is kind of disingenous, because it's class accessed.

Affiliations, Contacts (in UA), heck Leadership feats, action points, the mythic or kingdom building rules in PF

All better examples of subsystems in line with what this guy is after.

Psionics is just the biggest subsystem in 3.5, hence the reference, I imagine. Everyone knows what it is.

Oh, and hey, guys. I'm judging.

4
Added a handful of Tome of Battle feats plus Chronoshift Dodge, Warp Slide, and Improved Warp Slide. I wrote them while I was really tired, so there are likely a bunch of flaws with them. Anyway, I'll be revising them over the course of the day, probably, but please feel free to comment.

5
Timesight should have some limitations. Otherwise, you're going to be flooded with white noise from every divination that gets cast, every Psion playing around with time-related powers (and there are a LOT), every Wizard with Haste, etc.

I tried to do that in the original, but it came out as really...long-winded.

I'll see what I can do.

6
Edited in a modified future sight and shorter version of timesight. I think this future sight is a lot more fun than a static bonus with a double bonus once per day. Timesight is mostly a flavor deal, but it's sort of fun and cool.

7
Mind if I do a few feats?

Not at all. I look forward to seeing more.

Quote
Blue-Shifted Wakfu Investment [Incarnum][Chronoshifting]
<Insert In-Joke in French>
Prerequisites: Must be able to Shape at least 2 Soulmelds, Prepared Chronoshift
Benefit: You may invest Essentia into a Prepared Chronoshift; if you do so, you may increase the number of times per day that you may increase the number of times per day that its cost may be reduced to equal [Essentia Invested + 1].

So, you invest essentia and get one use for each essentia invested? I think I read that right. So if you invest one essentia at 5th level, you get 1 + 2 = 3 reductions per day?

Would this apply to the shaping part of prepared chronoshift?


Also, I'm thinking of substituting future sight with this and adding another (minor) ability:

Future Sight (Su): At 7th level, a chronoshifter can see into the future, if only a few moments, allowing him to discover how a creature will act. Once per encounter, the chronoshifter can look into a creature's future as a free action. Through this future sight, he discovers one action the creature will perform on its next turn. That creature must perform the specified action on its next turn or be dazed for 1 round. A successful Will save of DC 10 + 1/2 class levels + Wis modifier causes the creature to instead be nauseated for 1 round. If the creature cannot perform its action (such as if it was going to heal a creature that is dead by its turn), then it may act as normal.

At 13th and 19th levels, the chronoshifter can see one additional action a creature will take. The actions the chronoshifter can see can either be split up among several rounds or seen in one round, and can be split among multiple creatures or seen on one. Regardless of how many actions the chronoshifter sees a creature doing, the creature is dazed or nauseated for only 1 round if it doesn't take the action or actions.

DM Note:
(click to show/hide)

Timesight (Su): At 10th level, the chronoshifter gains a certain kind of insight into time's shifting nature. Whenever someone other than himself alters time or affects it on the same plane he is currently on, he is aware that time has been affected and of its general purpose, such as making someone live longer, or a powerful chronoshift being used. This "timesight" is constant, but rarely notifies him unless the effect on time is significant. What is significant varies among chronoshifters. Eventually, he learns to tune out those events that mean little to him while focusing on those that are meaningful.

8
This is damn cool.  I have yet to give it a thorough read-through, but I'm in favor.

I'm glad you like it. This is the beginning of the porting from Giant in the Playground of my work. I'll probably just go in alphabetical order for my base classes.

Our D&D group got to level 6 and I played a straight chronoshifter, so I recently made some changes that I think make it better than it was before.

9
Chronoshifting Feats


Chronoshifting
Feats
PrerequisitesBenefit
Adamantine ShiftChronoshifter level 1st, one Iron Heart stanceExpend a readied maneuver after chronoshifting to make a powerful attack
Chronoshift DodgeChronoshifter level 1st, Dex 13Use a chronoshift and gain +1 AC and 1/- damage reduction
Chronoshift FocusChronoshifter level 3rdFavor a particular chronoshift
- Greater Chronoshift FocusChronoshift FocusFurther favor a particular chronoshift
Clarity ShiftChronoshifter level 1st, one Diamond Mind stanceExpend a readied maneuver after chronoshifting to gain a bonus on Will saves
Danger ShiftChronoshifter level 6thTrade Will save bonus against warp to raise DC of a chronoshift
Devoted ShiftChronoshifter level 1st, one Devoted Spirit stanceExpend a readied maneuver after chronoshifting to heal and protect an ally
Extra Shift PointsChronoshifter level 1stGain extra shift points
Ferocious ShiftChronoshifter level 1st, one Tiger Claw stanceExpend a readied maneuver after chronoshifting to make many attacks
Gloom ShiftChronoshifter level 1st, one Shadow Hand stanceExpend a readied maneuver after chronoshifting to create shadowy copies of yourself
Horizon ShiftChronoshifter level 1st, one Setting Sun stanceExpend a readied maneuver after chronoshifting to throw an enemy
Improved Prepared ChronoshiftPrepared chronoshiftPrepared chronoshifts cost less and grant greater control
Ivory General ShiftChronoshifter level 1st, one White Raven stanceExpend a readied maneuver after chronoshifting to grant flanking bonuses to yourself and an ally
Shift RecoveryChronoshifter level 1st, one martial maneuverRecover shift points while recovering maneuvers 1/encounter
Sirocco ShiftChronoshifter level 1st, one Desert Wind stanceExpend a readied maneuver after chronoshifting to move and set squares on fire
Stone ShiftChronoshifter level 1st, one Stone Dragon stanceExpend a readied maneuver after chronoshifting to gain a bonus on certain checks
Warp SlidePrepared chronoshiftUse a prepared chronoshift to move after failing a Will save against a warp
- Improved Warp SlideWarp SlideUse a prepared chronoshift to move more quickly after failing a Will save against a warp



Adamantine Shift [Chronoshifting]
Your prowess with the Iron Heart discipline allows you to strike quickly and efficiently while manipulating time.
Prerequisites: Chronoshifter level 1st, one Iron Heart stance.
Benefit: When you are in an Iron Heart stance and you use a chronoshift, you can expend a readied maneuver to make a single attack with a weapon as a swift action with a bonus equal to the level of the expended maneuver on attack and damage.

Chronoshift Dodge [Chronoshifting]
Time warps not only in retribution against you, but also in protection for you.
Prerequisites: Chronoshifter level 1st, Dex 13.
Benefit: After using a chronoshift, you gain a +1 dodge bonus to AC and 1/- damage reduction until the start of your next turn. This damage reduction stacks with all other sources of damage reduction.
Special: Chronoshift Dodge can be used in place of Dodge to qualify for a feat, prestige class, or other special ability. If you already have Dodge when you select Chronoshift Dodge, you can choose to lose the Dodge feat and gain a new feat in its place. You must meet the prerequisite for the new feat.

Chronoshift Focus [Chronoshifting]
You have a favorite chronoshift, which becomes easier and less dangerous to use.
Prerequisites: Chronoshifter level 3rd.
Benefit: Choose one chronoshift you are able to use. You gain a +2 insight bonus on your Will saving throw to avoid its warp and it costs 1 less shift point than normal. This feat cannot reduce a chronoshift's shift point cost to less than 0.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chronoshift.

Clarity Shift [Chronoshifting]
You use the calmness gained from training in the Diamond Mind discipline to regulate your shifts.
Prerequisites: Chronoshifter level 1st, one Diamond Mind stance.
Benefit: When you are in a Diamond Mind stance and you use a chronoshift, you can expend a readied maneuver to gain a bonus on Will saves equal to the level of the expended maneuver until the start of your next turn.

Danger Shift [Chronoshifting]
You crank up the power of your chronoshifts while making them more dangerous.
Prerequisites: Chronoshifter level 6th.
Benefit: Whenever you use a chronoshift, you may choose to take a penalty on your Will save to avoid the warp up to your base Will saving throw bonus. This number is added to the DC of the chronoshift.

Devoted Shift [Chronoshifting]
Your faith shows in both the Devoted Spirit discipline and in your chronoshifting.
Prerequisites: Chronoshifter level 1st, one Devoted Spirit stance.
Benefit: When you are in a Devoted Spirit stance and you use a chronoshift, you can expend a readied maneuver to heal yourself or an ally within 30 feet a number of hit points equal to twice the level of the maneuver expended. Being healed in this way grants divine protection, granting a sacred or profane bonus to all saves and AC equal to the level of the expended maneuver until the start of your next turn. The bonus is sacred if you are good or profane if you are evil. If you are neutral, you choose what type of bonus it is upon selecting this feat.

Extra Shift Points [Chronoshifting]
You increase your connection to time, granting you more power when you need it.
Prerequisites: Chronoshifter level 1st.
Benefit: You gain 2 extra shift points. For every four levels of any chronoshifting class you possess, you gain another 2 shift points. These levels stack.

Ferocious Shift [Chronoshifting]
The ferocity of the Tiger Claw discipline shows through as you warp time to allow for more strikes.
Prerequisites: Chronoshifter level 1st, one Tiger Claw stance.
Benefit: When you are in a Tiger Claw stance and you use a chronoshift, you can expend a readied maneuver to make a number of attacks equal to 1 + the level of the expended maneuver as a swift action. Each attack deals half damage.

Gloom Shift [Chronoshifting]
Misdirection learned from the Shadow Hand discipline allows you to fold the past and the future onto the present, bringing shadows of your past and future selves to the present for a short time.
Prerequisites: Chronoshifter level 1st, one Shadow Hand stance.
Benefit: When you are in a Shadow Hand stance and you use a chronoshift, you can expend a readied maneuver to create a number of shadowy copies of yourself equal to the level of the expended maneuver until the start of your next turn. Each copy grants you a 5% miss chance (stacking with each other, but not other miss chances) and if a copy is between you and a foe, you gain concealment against that foe (no other creature gains concealment, including the foe). Copies can appear in any square up to 10 feet away from you when created.

Greater Chronoshift Focus [Chronoshifting]
You focus even more on your favorite chronoshift.
Prerequisites: Chronoshift Focus.
Benefit: Choose one chronoshift you have applied Chronoshift Focus to. You gain another +2 insight bonus on your Will saving throw to avoid its warp (considered from the same source, so it does stack) and it costs another 1 less shift point than normal. This feat cannot reduce a chronoshift's shift point cost to less than 0.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chronoshift to which you have applied the Chronoshift Focus feat.

Horizon Shift [Chronoshifting]
You throw creatures through time with your training in the Setting Sun discipline.
Prerequisites: Chronoshifter level 1st, one Setting Sun stance.
Benefit: When you are in a Setting Sun stance and you use a chronoshift, you can expend a readied maneuver to make a touch attack to throw a creature in melee range up to 5 feet per level of the expended maneuver as a swift action. Being thrown in this way deals 1d4 nonlethal damage per level of the expended maneuver to the creature.

Improved Prepared Chronoshift [Chronoshifting]
Your prepared chronoshifts become even easier to use.
Prerequisites: Prepared chronoshift class feature.
Benefit: Your prepared chronoshifts cost 2 shift points less than normal and allow you to exempt an additional square from being affected. This feat cannot reduce a chronoshift's shift point cost to less than 0.
Normal: Your prepared chronoshifts cost 1 shift point less than normal and allow a single square to be exempt from a chronoshift that affects multiple squares.

Improved Warp Slide [Chronoshifting]
You react so quickly when avoiding a warp that it can practically be called a reflex.
Prerequisites: Warp Slide.
Benefit: Moving after failing a Will save against a chronoshift's warp effect and using a prepared chronoshift requires no action rather than a swift action. In addition, you can move up to twice your speed in this manner.
Special: If you have the Improved Prepared Chronoshift feat, you can move up to three times your speed when using a prepared chronoshift in this way.

Ivory General Shift [Chronoshifting]
Your training in the White Raven discipline allows you to take control of a battlefield in an instant.
Prerequisites: Chronoshifter level 1st, one White Raven stance.
Benefit: When you are in a White Raven stance and you use a chronoshift, you can expend a readied maneuver to grant yourself and an ally flanking benefits against a single enemy within 30 feet until the end of your next turn, regardless of you and your ally's positions.

Shift Recovery [Chronoshifting]
Focusing enough to recover your maneuvers gives you brief insight into the fabric of time, granting you more power over it.
Prerequisites: Chronoshifter level 1st, one martial maneuver.
Benefit: When you recover one or more expended maneuvers, you also recover 1 shift point. For every five levels of any chronoshifting class you possess, you gain another shift point. These levels stack. You can gain this benefit only once per encounter.

Sirocco Shift [Chronoshifting]
Your training in the Desert Wind discipline allows you to be very mobile while chronoshifting.
Prerequisites: Chronoshifter level 1st, one Desert Wind stance.
Benefit: When you are in a Desert Wind stance and you use a chronoshift, you can expend a readied maneuver to move up to 5 feet per level of the expended maneuver as a swift action. Any creature that steps into one of the squares you moved through in this manner is flat-footed and catches on fire for 1 round.

Stone Shift [Chronoshifting]
Earth empowers your chronoshifts as you blend your training in the Stone Dragon discipline with your abilities as a chronoshifter.
Prerequisites: Chronoshifter level 1st, one Stone Dragon stance.
Benefit: When you are in a Stone Dragon stance and you use a chronoshift, you can expend a readied maneuver to gain a bonus equal to the level of the expended maneuver on bull rush, overrun, and trip attacks, as well as on grapple checks until the end of your next turn.

Warp Slide [Chronoshifting]
You recoil from a warp, allowing you to dash out of danger before it takes effect.
Prerequisites: Prepared chronoshift.
Benefit: When you fail a Will save to avoid a warp's effect, you may expend a prepared chronoshift without gaining its benefits in order to move up to your speed as a swift action.
Special: If you have the Improved Prepared Chronoshift feat, you can move up to twice your speed when using a prepared chronoshift in this way.

10
Shadowshifter


I know Time's secrets.
- Elanwei Solimor, shadowshifter

A chronoshifter messes with time, bending it to his will and effectively ruining time's continuum. A shadowshifter takes it a step further, covering up everything with darkness, subtlety, and skillfulness. Time itself won't even know what hit it until it's too late.

Hit Die: d6.

Requirements
To qualify to become a shadowshifter, a character must fulfill all of the following criteria.
Skills: Bluff 5 ranks, Disguise 5 ranks, Escape Artist 5 ranks, Hide 7 ranks, Knowledge (history) 5 ranks, Sleight of Hand 5 ranks, Tumble 5 ranks.
Feats: Improved Initiative.
Special: The character must have used at least one 3rd-level chronoshift.

Class Skills: The shadowshifter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).

Skill Points at Each Level: 6 + Int modifier

SHADOWSHIFTER

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Chronoshifting
1st+0+0+2+2Shadowshifting+1 level of existing chronoshifting class
2nd+1+0+3+3Invisible shifting+1 level of existing chronoshifting class
3rd+2+1+3+3Shadow strike-
4th+3+1+4+4Improved shadowshifting, invisible shifter+1 level of existing chronoshifting class
5th+3+1+4+4Shadow assault-


Class Features
All of the following are class features of the shadowshifter.

Weapon and Armor Proficiency: Shadowshifters gain no additional weapon or armor proficiencies.

Chronoshifting Level/Shift Points: At 1st, 2nd, and 4th levels, the shadowshifter gains shift points and new chronoshift levels (if applicable) as if she had taken levels in the chronoshifter class.

Shadowshifting: A shadowshifter uses chronoshifts in a different way than would be normally assumed, infusing each thread of time she manipulates with shadows and mystique. Whenever the shadowshifter uses a chronoshift, she can make a Bluff, Disguise, Escape Artist, Hide, Sleight of Hand, or Tumble check immediately after as a free action. If the shadowshifter is in plain sight while making a Hide check in this way, she takes a -10 penalty on the check.

Shadowshifting otherwise works exactly like chronoshifting.

Invisible Shifting: At 2nd level, a shadowshifter has mastered the art of subtlety. By spending an additional shift point when using a chronoshift, the chronoshift and its effects become entirely invisible. The effects remain the same.

Shadow Strike (Su): At 3rd level, after using a chronoshift, the shadowshifter can attack an enemy as a swift action and apply any precision damage abilities she has by spending 2 additional shift points. If she has no precision damage abilities, she simply deals an additional 1d6 damage. The target enemy must be within 30 feet for the precision damage to apply, as normal.

Improved Shadowshifting: At 4th level, the shadowshifter is able to make a Hide check in plain sight at no penalty after using a chronoshift.

Invisible Shifter (Su): The shadowshifter can spend 4 additional shift points while using a chronoshift to turn invisible for 1 round. Any action that would turn the shadowshifter visible while under the effects of an invisibility spell do the same here.

Shadow Assault (Su): At 5th level, after using a chronoshift, the shadowshifter can make a full attack against an enemy as a swift action and apply any precision damage abilities she has on each attack by spending 8 additional shift points.




Battleshifter


The forces of Time rage on forever, as do I.
- Lakin Resta

With prowess in combat and in chronoshifting, the battleshifter is a force to be reckoned with. Fusing time in his weapon, he strikes down upon his foes with great power. Many fear the battleshifter, for he is one who can control time with pure force and maybe a bit of rage. Even time bewares, as the battleshifter has no mind to spare those who cross him.

Hit Die: d10.

Requirements
To qualify to become a battleshifter, a character must fulfill all of the following criteria.
Skills: Heal 5 ranks, Knowledge (history) 5 ranks.
Feats: Combat Expertise or Power Attack.
Special: The character must have used at least one 3rd-level chronoshift. As well, the character must craft a time weapon, which can be any kind of weapon infused with the essence of time.

DM Note:
(click to show/hide)

Class Skills: The battleshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier

BATTLESHIFTER

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Chronoshifting
1st+1+2+0+2Battleshifting+1 level of existing chronoshifting class
2nd+2+3+0+3Precognition+1 level of existing chronoshifting class
3rd+3+3+1+3Chronostrike-
4th+4+4+1+4Time guard+1 level of existing chronoshifting class
5th+5+4+1+4Chronoassault-


Class Features
All of the following are class features of the battleshifter.

Weapon and Armor Proficiency: Battleshifters gain no additional weapon or armor proficiencies.

Chronoshifting Level/Shift Points: At 1st, 2nd, and 4th levels, the battleshifter gains shift points and new chronoshift levels (if applicable) as if he had taken levels in the chronoshifter class.

Battleshifting: A battleshifter is aggressive with chronoshifts, infusing each with power and vigor. After using a chronoshift, the battleshifter gains either a +1 bonus on attack rolls or a +1 bonus to AC for 1 round. The bonus increases by 1 at every level.

Battleshifting otherwise works exactly like chronoshifting.

Time Weapon: All battleshifters create their own time weapons. The battleshifter automatically gains the feat Weapon Focus (time weapon). The time weapon is infused with the essence of time, which allows it to augment the battleshifter's time-based abilities in combat. When the battleshifter uses a chronoshift that deals damage while wielding the time weapon, he deals an additional 1d6 damage. This damage increases to 2d6 at 3rd level and 3d6 at 5th level.

Precognition (Ps): At 2nd level, the battleshifter is able to see small bits of the future through his time weapon. This grants the battleshifter a continuous precognition effect. However, this bonus can only be used once per encounter.

Chronostrike (Su): At 3rd level, a battleshifter gains the ability to attack while using a chronoshift. By spending 3 additional shift points, the battleshifter can infuse a chronoshift into his time weapon and attack with it, allowing him to attack at the same time as using a chronoshift once per round. The attack applies Power Attack or Combat Expertise for free up to a bonus equal to the number of levels in battleshifter the battleshifter has. This free bonus does not count toward the normal limits of either feat, nor does it take any attack bonus whatsoever. The battleshifter may then use the feat to apply higher bonuses or he may leave it as is. If the battleshifter has both Power Attack and Combat Expertise, he may apply both if he wishes, gaining free bonuses with both feats. If the attack misses, so does the chronoshift, but the battleshifter need not make a Will save to avoid the warp in this case.

Time Guard (Su): At 4th level, the battleshifter's body becomes protected by time's flow. He is treated as always being affected by blur. In addition, once per day, he can strike while blurring himself even more, making it impossible to react. The next attack the battleshifter makes is an automatic hit.

Chronoassault (Su): At 5th level, a battleshifter can make a full attack, applying one chronoshift to each strike and gaining the free bonuses as with chronostrike. This costs 3 additional shift points per attack made.

11
Chronoshifter


Time is not on anyone's side.
-- Henry Radozin, chronoshifter

Time is my ally
Time is my foe
Those who oppose, from I
To you, woe!

Time governs all. It waits for no one--except the chronoshifter. Disrupting the flow of time and destroying its proper cycles are the chronoshifter's area of expertise.

Adventures: Typical chronoshifters adventure to gain more control over time, usually so they can change its flow, as so many are dissatisfied with it. Some wish to live longer and have a chance at a longer life, while others attempt to spite time itself by controlling it.

Characteristics: A chronoshifter uses chronoshifts, allowing him to change time's flow in certain areas and even within creatures' bodies. Chronoshifts provide a huge variety of abilities, allowing the chronoshifter to function is most situations at least adequately.

Alignment: Lawful chronoshifters are fairly rare, while chaotic ones are far more common. Good and evil have no special hold over chronoshifters, generally, though the variety is much greater on the moral scale.

Religion: Religious beliefs are fairly rare among chronoshifters. Some worship gods and goddesses with time as part of their domain, but most don't, as the whole idea of being a chronoshifter is to mess with time. Possible deities chronoshifters would worship include Cyndor (god of continuity) and Labelas Enoreth (goddess of history).

Background: A chronoshifter's abilities are discovered early in life, though they are undeveloped and chaotic. As a child, a chronoshifter might slow time around him so he can sneak out of the house with little effort and get back before his parents even know, or he might defend his friends or himself with distortions in time. Most chronoshifters don't officially take up the name until later in life, however, when they can control their abilities properly and when they know the consequences of attempting to control time.

Races: Short-lived races like humans and half-orcs tend to be more common among chronoshifters, since controlling time in what little time they have is a strong and common ambition. However, elves and other long-lived races often have chronoshifters, though fewer, to help shape history and keep it.

Other Classes: Chronoshifters get along with few other classes. Barbarians might find chronoshifters too focused on breaking the fabrics of time than enemies, while clerics and paladins might see the chronoshifter as an affront to their chosen deity. Wizards sometimes get along just fine with chronoshifters, as both have world-changing abilities that often fit together well.

Role: As a versatile caster-like class, the chronoshifter is able to fulfill a few roles, sometimes at once. His combat ability and overall sturdiness is extremely low, but with strong supporting abilities, crowd control, and utility, the chronoshifter tends to make up for it easily. In battle, the chronoshifter takes on a battlefield controller-type role or a supporting role often, but he can dish out decent damage with a few chronoshifts, as well. Outside of battle, chronoshifters have a few utilities from chronoshifts, a big knowledge-base from skills, and even the ability to scout.

GAME RULE INFORMATION
Chronoshifters have the following game statistics.
    Abilities: Wisdom allows the chronoshifter to manipulate time more effectively in many ways, adding to chronoshift save DCs and Will saving throws, important for avoiding warps and other dangers. Dexterity grants bonuses to initiative, allowing the chronoshifter to use his potentially game-changing powers more quickly. Constitution buffs up his pathetic hit point total.
    Alignment: Any.
    Hit Die: d4.
    Starting Age: As cleric.
    Starting Gold: 5d4x10 gp.

Class Skills
The chronoshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spot (Wis).

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CHRONOSHIFTER

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Chronoshift
Level

Shift
Points
1st+0+0+0+2Chronoshifting, shift points12
2nd+1+0+0+3Prepared chronoshift14
3rd+1+1+1+3-26
4th+2+1+1+4Rushed chronoshift 1/day28
5th+2+1+1+4Prepared chronoshift210
6th+3+2+2+5-312
7th+3+2+2+5Future sight 1/encounter314
8th+4+2+2+6Prepared chronoshift316
9th+4+3+3+6-418
10th+5+3+3+7Rushed chronoshift 2/day, timesight420
11th+5+3+3+7Prepared chronoshift, timeless body422
12th+6/+1+4+4+8-524
13th+6/+1+4+4+8Extended Life Span, future sight 2/encounter526
14th+7/+2+4+4+9Prepared chronoshift528
15th+7/+2+5+5+9-630
16th+8/+3+5+5+10Rushed chronoshift 3/day632
17th+8/+3+5+5+10Extended Life Span, prepared chronoshift634
18th+9/+4+6+6+11-736
19th+9/+4+6+6+11Future sight 3/encounter738
20th+10/+5+6+6+12Prepared chronoshift, ultimate chronoshift740

Class Features
All of the following are class features of the chronoshifter.

Weapon and Armor Proficiency: Chronoshifters are proficient with all simple weapons, but not with any armor or shields.

Chronoshifting: A chronoshifter's namesake, chronoshifting is the art of manipulating time by force of will and understanding of the universe. Grabbing the threads of time, the chronoshifter can do amazing things. The process of chronoshifting is risky, however. Time was not meant to be twisted in the way the chronoshifter so loves to do. Sometimes, time will actively resist the chronoshifter, creating chaotic effects, including possibly destroying sections of time itself. When the chronoshifter uses a chronoshift, he must make a Will save of DC 5 + twice the level of the chronoshift + the number of chronoshifts used within the last minute. Success means nothing, while failure brings some sort of risk, called a "warp," to the chronoshift, as designated in each individual chronoshift. The warp's effects are in addition to whatever effects the chronoshift would have. Any immunity the chronoshifter possesses doesn't affect warps. If a chronoshift allows a saving throw to avoid some or all of its effects, the save DC is equal to 15 + Wis modifier + the number of chronoshifts used within the last minute.

A chronoshifter can only chronoshift once per round and every chronoshifting ability (hereafter referred to as chronoshifts) requires a standard action to use unless otherwise noted. As well, all chronoshifts are supernatural in nature unless otherwise noted. Finally, the chronoshifter can use a specific chronoshift only once every two rounds.

A chronoshifter knows all chronoshifts of every level available to him.

Shift Points: The chronoshifter is limited in his time-manipulating ways by a number of shift points, as given in the table above. Chronoshifts cost a number of shift points equal to their level. A chronoshifter can recover shift points by spending a minute to focus on the flow of time. The amount recovered is equal to 1/3 the chronoshifter's level (minimum 1).

Prepared Chronoshift: At 2nd level, a chronoshifter is able to prepare one chronoshift for the day. The cost of a prepared chronoshift is 1 less than normal. This reduction only applies once per day. In addition, any time the chronoshifter uses a prepared chronoshift that affects multiple squares, he may exempt a single square from being affected. The chronoshifter cannot avoid his own chronoshifts in this manner.

The chronoshifter can prepare any chronoshift of a level equal to one lower than the highest level available to him (minimum level 1).

At 5th level, and at every third level after (8th, 11th, 14th, 17th, 20th), the chronoshifter can prepare another chronoshift every day or focus more energy into a single chronoshift, further reducing its cost and granting another square to exempt from its effects.

Rushed Chronoshift: At 4th level, the chronoshifter is capable of using a chronoshift as a swift action instead of a standard action, effectively allowing for two chronoshifts to be used in one round. However, there is a 25% chance the rushed chronoshift will automatically subject the chronoshifter to its warp. A rushed chronoshift has no effect on the Will save DC to avoid warps.

The chronoshifter can rush a chronoshift once per day at 4th level, twice per day at 10th level, and three times per day at 16th level. In addition, at 10th level, the chronoshifter is allowed one risk-free use of a rushed chronoshift. The chronoshifter must still make a Will save to avoid the chronoshift's warp, but there is no percentage chance that he will automatically fail. At 16th level, he is allowed another risk-free rushed chronoshift. These risk-free rushed chronoshifts are in addition to their more risky counterparts gained at the same levels.

Future Sight (Su): At 7th level, a chronoshifter can see into the future, if only a few moments, allowing him to discover how a creature will act. Once per encounter, the chronoshifter can look into a creature's future as a free action. Through this future sight, he discovers one action the creature will perform on its next turn. That creature must perform the specified action on its next turn or be dazed for 1 round. A successful Will save of DC 10 + 1/2 class levels + Wis modifier causes the creature to instead be nauseated for 1 round. If the creature cannot perform its action (such as if it was going to heal a creature that is dead by its turn), then it may act as normal.

At 13th and 19th levels, the chronoshifter can see one additional action a creature will take. The actions the chronoshifter can see can either be split up among several rounds or seen in one round, and can be split among multiple creatures or seen on one. Regardless of how many actions the chronoshifter sees a creature doing, the creature is dazed or nauseated for only 1 round if it doesn't take the action or actions.

DM Note:
(click to show/hide)

Timesight (Su): At 10th level, the chronoshifter gains a certain kind of insight into time's shifting nature. Whenever someone other than the chronoshifter affects time, he is aware of it and its general purpose. The chronoshifter may designate certain types of effects he is aware of at different times in order to lessen the mental burden of constant time flow changes.

Timeless Body (Ex): At 11th level, a chronoshifter no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the chronoshifter still dies of old age when his time is up.

Extended Life Span (Ex): At 13th and 17th levels, the chronoshifter gains the Extended Life Span epic feat.

Ultimate Chronoshift: At the peak of his time-twisting ability, the chronoshifter learns one chronoshifting ability so powerful and so dangerous that time itself is torn asunder. The chronoshifter chooses one ultimate chronoshift to learn at 20th level from the ultimate chronoshift list. All ultimate chronoshifts take longer than normal chronoshifts to use, different Will save DCs to avoid warps, and XP costs (each specified in individual chronoshift entries). As well, an ultimate chronoshift that allows a saving throw has a DC of 20 + Wis modifier + twice the number of chronoshifts used within the last minute. The DC is based on when the chronoshifter starts the ultimate chronoshift, but creatures subject to saving throws don't make the save until after it is completed. While using an ultimate chronoshift, the chronoshifter is in a state of deep meditation, traversing the paths of time with his mind. If he takes damage, he may choose to come out of this state, though it breaks the chronoshift's effects and subjects him to a Will save to avoid its warp. He need not come out of his meditation if he does not will it, however. Ultimate chronoshifts cost 30 shift points.

Level 1 Chronoshifts:
(click to show/hide)

Level 2 Chronoshifts:
(click to show/hide)

Level 3 Chronoshifts:
(click to show/hide)

Level 4 Chronoshifts:
(click to show/hide)

Level 5 Chronoshifts:
(click to show/hide)

Level 6 Chronoshifts:
(click to show/hide)

Level 7 Chronoshifts:
(click to show/hide)

Ultimate Chronoshifts:
(click to show/hide)

12
Introduce Yourself / Re: 'Sup folks? I'm Sgt. Cookie
« on: April 29, 2013, 04:03:22 AM »
We've gotten so many refugees from GitP. :D

That downtime, man.  :-\

Welcome, Sgt. Cookie.

13
Homebrew and House Rules (D&D) / Re: Astronomer (3.5 base)
« on: April 25, 2013, 11:25:25 PM »
Quick spelling deal: I think orrey should be orrery, right?

I'm most likely going to be looking through this for a while. I'll get back to you with comments once I finish.

14
Introduce Yourself / 'Allo.
« on: April 24, 2013, 09:26:53 PM »
Hey, everyone. I'm Temotei (Tim if you'd prefer). Just introducing myself as is the standard. I've been on Giant in the Playground for several years now. I'm an avid D&D 3.5 homebrewer and I love to play, as well.

So, hi.

Pages: [1]