Author Topic: Chrononaut [Gramarie Prestige Class]  (Read 6380 times)

Offline Arcanist

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Chrononaut [Gramarie Prestige Class]
« on: December 27, 2012, 07:19:04 PM »
The Chrononaut

"Time is money... Actually Time is the non-spatial continuum in which events occur linearly usually in the direction of increasing entropy"

image credit JessiBeans of deviantart.com

The Chrononaut are explorers first and foremost who explore not just singular locations in the multiverse, but multiple moments in that same multiverse. Most people spend their entire lives trying to find a Chrononaut only to never encounter one, however on rare occasions they select a very lucky person to travel with them throughout time and space.

Requirements: To become a Chrononaut you must meet all of the following requirements.
Gramarie: Any 2 YGGD (one of which must be Polarcane Flux) & 2 ELDK Principles (one of which must be Atypical Ballistics)
Skills: Concentration 13 ranks, Forgery 13 ranks, Knowledge (The Planes) 5 ranks
Specialization: Must be specialized in Yggdratecture or Eldrikinetics

Hit Die: d4
Skill Points at Each Additional Level: 6 + Int modifer

Class Skills: A Chrononaut's class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (the Planes) (Int), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), and Use Magic Device (Cha).

The Chrononaut


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Principles


Bonus Principles
1st+0+2+2+0Yggdrakinetic Applications, Journey (To, but not from)
+0
+1
2nd+1+3+3+0Journey (From, but not to), ETT (Self)
+1
+1
3rd+1+3+3+1Journey (Stasis), ETT (Other)
+2
+1
4th+2+4+4+1Journey (Anywhere in between), ETT (Dimension Door), Doctorate principles
+3
+2
5th+2+4+4+1Journey (Dawn of Time), Temporal Casualty
+4
+3

All of the following are class features of the Chrononaut.

Weapon and Armour Proficiencies: As a Chrononaut, you gain no additional weapon or armor proficiencies.

Yggdrakinetic Application: A Chononaut specializes in the transportation of objects and people across time and space, through the combined applications of Yggdratecture Semi-spaces and Eldrikinetic Engines. Upon entering this prestige class you are treated as if you specialized in both Yggdratecture and Eldrikinetics disciplines, can select specialist and doctorate level principles from either of these disciplines. In addition to this, at 1st, 4th and 5th level you obtain access to 3 specific Principles in addition to the principle you would normally gain at that level at the following levels

  • At 1st level you gain access to either Incongruous Pathways or Unnatural Propulsion
  • At 4th level you gain access to either Uncanny Cosmology or  Strange Locomotion
  • At 5th level you gain access to either Abstruse Causality or Immaterial Travel

At 4th level you gain access to Doctorate-level principles, and can refer to yourself as a doctor of any discipline you attain that level of knowledge in.

Journey (Su): A Chrononaut's particular research into Eldrikinetic Engines and Yggratecture Semi-space finally enlightens them to discover a cheap and effective method of travel to anywhere... or when...

  • At 1st level, you make your first great discovery towards Time Travel: An interesting use of the Polarcane Flux Principle.
(click to show/hide)
  • At 2nd level, through more research and experimentation with the Time Flux you learn how living beings interact with it. This allows you and anyone you designate access to use one of your Time Fluxes and use it to travel through time as if you were an object. In addition to this, you gain a mastery over how to delay your arrival slightly longer to minutes or even hours. When applying Push to your Time Flux you can designate whether you or the object being launched through is delayed by 1 round for every 100 push, 1 minute for every 100 push or 1 hour for every 200 push.
  • At 3rd level, you discover that by filling a Semi-Space with a Time Flux bubble you can travel slightly farther into the future. When generating 200 push to travel 1 hour into the future, you may instead travel 1 day forward for every 200 push.
  • At 4th level, you make an astounding discovery in the field of Yggdratecture and Eldrikinetic temporal applications: The ability to travel back in time. When setting up a Time Flux Semi-Space you may enhance it so that it may also have the ability to travel backwards as well as forwards in Time. When traveling through time you must be wary about accidentally encountering a past or future self lest you incur the backlash of the Blinovich Limitation Effect which states that:

    "Any such temporal action (such as time travel) that would jeopardize the existence of said Time traveler is an impossibility, for example. A Time Traveler could not go back in time and encounter himself without creating a paradox, thus the Universe will cause both subjects (The past and future Time Traveler) to forget the entire event. An encounter, however is acceptable so long as both parties remain ignorant of the fact that each other is not their future (or past) self. This prevents a Time Traveler from altering his own timeline to any major effect. In addition to this, altering major world changing events, such as the outcome of a war, is also an impossibility since such an event, regardless of how ancient or distant, would alter the Time Travelers timeline. Attempting to do so creates a Temporal Conflict between a fact and a possibility that is to say, the predetermined event cannot fulfill itself due to the meddling of the Time Traveler, thus causing the Universe to force the event to be. These universal laws dictates that altering a fixed event in history is an impossibility since the Universe will merely replace the pieces missing and ensure that the events will occur regardless."

    You also gain the option to make your Semi-Spaces mobile by building a Gravity Flux around the entrance to your Semi-Space. The Semi-Space must be bound to a mobile object (like a police box or a car or a boat) for this. After you set up the Gravity Flux you must create a Two-Part Engine utilizing an Orthogonal-Submerging Engine outside the Semi-Space, with the Gravity Flux. After this you must create a Control Point using HEUR 245 to guide the point of gravity and the Pussiance used to power the Engines to actually guide the Mobile Semi-Space you must direct the gravity in the direction you wish to travel and use the Engine to push yourself in that direction. Finally, before even considering lift off, you must close off the Semi-space and make it capable of traveling through a Vacuum and having a Life support system in place. Create a Door made out of an Orange Filter. It will allow you to enter and exit as you please, without letting the oxygen escape the ship. After that, create a Biostructure that inhales Carbon Dioxide and converts it into Oxygen and and another that does the reverse.

    Note: If you lack any of the required Principles for this option you cannot create a Mobile Semi-Space until you do. In addition to this, you also gain the ability to transfer Heuristic Circuits through Semi-Spaces.
  • At 5th level, you obtain an absolute mastery of Time Travel. Now you may use a Demiplane that you created with the Timeless trait to travel backwards and forwards through time by years at a rate of 1 year for every 1,000 push generated. This also functions while in a Semi-Space filled with a Time Flux bubble.

ETT (Emergency Temporal Teleport) (Ps): Time Traveling is dangerous work and adventuring while time traveling is even more dangerous (for obvious reasons), thus at 2nd level you develop a technique that allows you to escape a situation that would prove too lethal for you to endure. Once per day per class level, you may eject yourself from the time stream as if subject to a Time Hop ability as an Immediate Action and at 3rd level you may subject a creature to this as a Standard Action. At 4th level you may be subject to a Psionic Dimension Door once per day per class level as a Move Action. These power are manifested at your 1/2 your HD.

Temporal Causality (Ex): Being exposed to the Cosmic effects of Time and endless potential drastically changes you. You cease to age and become immune to any and all penalties of aging, however you still continue to gain benefits for a high age category for your race. When a Chrononaut dies he gains the option to have himself be subjected to a special Reincarnation spell. The Chrononaut does not lose a level or constitution for this effect and does not change his race, however he does regrow lost limbs as if subject to a Regeneration spell. The Chrononaut may only perform this once per week.

------------------------------------------------------------------------------

Notes: I am very self-conscious about my Homebrew so please, be gentle  :blush
EDIT: Adjusted the layout a little bit, added in the Time Flux and centralized the mechanics around it, adjusted the rules for Paradoxes (actually making it a class feature) which made events set in stone (meaning you can't change the events of the past to affect the future), created an in class explanation for how Time Machines work and how to create one, in Sir's Blueprint layout it would look something like this:

Quote from:
Blueprint: Spaceship
Principles Necessary: YGGD 101, YGGD 212, ELDK 101, ELDK 276, Any ARCD Transformer to generate Puissance for the Engines, HEUR 245, HEUR 101, BIOY 101 and KALD 207
Prestige Class: 4th level Chrononaut or Dreamason with Rabbit Hole
Explaination: Oddly enough Space Travel is not that hard with Gramarie. In fact, it is easier then interplanar travel and can be performed slightly earlier... What I don't like however is that the easiest method is also the slowest method. The falling rules still remain in effect when adjusting the gravity around an object in a Flux meaning that the maximum speed for a Spaceship without an ELDK engine attached to it moves fairly slow at just 10ft per round... I found a way around that, that I am fairly proud of to say the least...

  • First things first, we need a frame for the ship, I am partial towards using a Police box. We need to apply a Semi-Space to that frame to allow a place for you to inhabit. I recommend the Frame be Large sized
  • Now apply an engine to the frame using the Submerging Engine (I have a need for speed so I'd like to personally use an engine 3 times the size so that my large frame can move at 60ft/round) which allows the Frame to be pushed towards gravity. The Engine must be connected to a WoodOut which is being fed Puissance through. I recommend 4 GoldInts (I'd use 12) with 4 (again 12) rocks with Continual Flame to generate enough ebbs to get the required 8 ebbs (24 for me) to get the engine moving at 30ft/round... HOLD YOUR HORSES! You ain't done yet...
  • After setting up your Engine and power source you now need to set up a control panel... No, not for your Engine. It is automatically going to be sending you towards gravity, what you need to do is set up a Polarcane Flux (Gravity) around the Frame and apply a Nonstatic Instruction linked to the Flux to send commands that tells the Flux where to direct gravity
  • Hey! Look at you! Your almost done making your Spaceship! Isn't that fantastic!? Anywho! Now comes the easy part. What you are going to want to do is create a Biostructure that inhales Carbon Dioxide and exhales Oxygen (I recommend creating two so you have a nice balance and your one Biostructure doesn't suffocate when you leave your ship). After that you now create a vacuum sealed door out of an Orange Filter.
  • Travel the universe in style in your brand new spaceship... Just make sure you avoid anything that might shout "EXTERMINATE!" at you.

Patent Holder: Arcanist
« Last Edit: December 29, 2012, 02:54:52 AM by Arcanist »

Offline Omnicrat

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Re: Chrononaut [Gramarie Prestige Class]
« Reply #1 on: December 27, 2012, 10:46:57 PM »
Any PrC that makes you a time lord by the end of it should be at least 10 levels, maybe even be epic!

Seriously, though, all the time stuff I've ever seen has seemed overpowered to me.

Offline Arcanist

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Re: Chrononaut [Gramarie Prestige Class]
« Reply #2 on: December 27, 2012, 10:56:33 PM »
Any PrC that makes you a time lord by the end of it should be at least 10 levels, maybe even be epic!

Lol, I love this message... so much! I never liked most Doctor Who Homebrew because it is... Well... Kind of unbalanced. Seriously a Time Lord is so friken hard to stat out in 3.5 it's a headache in a half to balance thanks to that Regeneration ability they have.  So I decided that since I kind of gimped the class so hard with that Time Paradox rule it's impossible to use this prestige class for anything beyond research, exploring and discovery... So I figured "Eh... Why not let them explore time and space forever as the Doctor?"

Would you believe me that one of the ideas for this class was to give the character Leadership in the form of a Companion?  :lmao

Seriously, though, all the time stuff I've ever seen has seemed overpowered to me.

It's the Time Paradox clause that makes this balanced. Even if you go back in time to kill someone, it won't affect your world at all meaning you have to use your most powerful ability to help you... TIME! Yes the power behind the Chrononaut is that it effectively removes the ultimate weakness of the Gramarist. It's dependency on time for creating principles :)

Offline Omnicrat

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Re: Chrononaut [Gramarie Prestige Class]
« Reply #3 on: December 28, 2012, 12:57:58 AM »
see: overpowered - A gramarist with no restrictions.

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Re: Chrononaut [Gramarie Prestige Class]
« Reply #4 on: December 28, 2012, 01:19:40 AM »
see: overpowered - A gramarist with no restrictions.

There is no method of actually balancing Time Travel, which is why I added the Paradox Machine. It removes the most broken feature of actually Time Travel which is the use of Time Assassins and Time Assassinations. Meaning the only thing the Gramarist can do is prepare Gramarie for the world. For example, a Chrononaut can travel back in time along with his other Gramarist buddies to a point where there aren't even Baccalaureate Principles and effectively create a world from scratch. Sometimes the current world of a Gramarist already has to much Gramarie for them to work on. It's kind of like working on a Chalkboard full of scribbles.

The Chrononaut cannot perform many acts of violence with the Eldrikinetics (ignoring a Ballistic Engine and falling damage) as with Yggdratecture (ignoring loading a semi-space with something deadly and emptying it on someone). I like these two Principles because it forces you to think more strategically (that's actually what I like about Gramarie in the first place). It requires that you use your brain to put 2 ideas together to find the winning answer :)

THAT! and being able to call yourself "The man who never would" just makes me roll around in sheer happiness :lmao

More or less, this prestige class is an attempt to allow a Gramarist to play a Time Lord (without going through the hustle and bustle of actually being one) :p

Offline sirpercival

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Re: Chrononaut [Gramarie Prestige Class]
« Reply #5 on: December 28, 2012, 04:25:23 PM »
A PEACH in stream-of-consciousness, as I usually do.

The Chrononaut

"Time is money... Actually Time is the non-spatial continuum in which events occur linearly usually in the direction of increasing entropy"
Lol.

Quote
The Chrononaut are explorers first and foremost who explore not just singular locations in the multiverse, but multiple moments in that same multiverse. Most people spend their entire lives trying to find a Chrononaut only to never encounter one, however on rare occasions they select a very lucky person to travel with them throughout time and space.
Eeeenteresting.  I keep wondering if I should start watching Dr. Who...

So now the real question is if you can make time manipulation interesting without being hilariously borked.  I've made a couple timey classes before (and am in the process of editing/updating Stratovarius's Past, Present, & Future project), so I know a little bit about how tough that is.

Quote
Requirements: To become a Chrononaut you must meet all of the following requirements.
Gramarie: Any 2 YGGD & 2 ELDK Principles
Skills: Concentration 13 ranks, Forgery 13 ranks
Specialization: Must be specialized in Yggdratecture or Eldrikinetics
Straightforward -- you get your 2nd magisterial principle at 9th level, so 11th is a good entry point.

Quote
{game rule info}
Chassis is standard for gramarie stuff, so cool... though maybe Ref would make more sense than Fort for a 2nd good save?

Quote
Yggdrakinetic Application: A Chononaut specializes in the transportation of objects and people across time and space, through the combined applications of Yggdratecture Semi-spaces and Eldrikinetic Engines. Upon entering this prestige class you are treated as if you specialized in both Yggdratecture and Eldrikinetics disciplines, can select specialist and doctorate level principles from either of these disciplines. In addition to this, at 1st, 3rd and 5th level you gain access to one bonus principle that must be spent on either an Eldrikinetic or Yggdratecture principle.
Maybe put the bonus principles on the table somewhere?  This could get lost in the shuffle very easily.  Also, 7 principles over 5 levels?  That seems like too much, it's far more than any other prc and also more than the base class (in addition to the class features).  And, you never explicitly spell out in the text when they get doctorate principles.  Text > table.

Quote
At 1st level, you discover an interesting feature of Semi-Space. By applying a certain level of push to an object and sending it through a Semi-space you can generate enough energy to delay that objects arrival by a number of rounds equal to the amount of push generated from the object. This creates a Time Leaping Semi-Space. Objects can be delayed in arrival by 1 round for every 100 push. Living creatures may not enter a Time Leaping Semi-Space.
Interesting.  Is the required push in addition to the normal push, or is it a rider effect?  Also, using this basically requires the semi-space to be connected to others, which may or may not be available to a given character at the time they get the ability.  And, what happens to creatures or objects while they are suspended?  Maybe say "as the time hop power, without any chance of ending the hop early"?

Personally, I would change the wording on this to make it a new polarcane flux option.  Not only does it make it a little more intuitive, but that way you can just send objects through the bubble from the regular world, without having to deal with connected semi-spaces.
Quote
At 2nd level, you make a more significant change to your body allowing you to enter a Time Leaping Semi-Space, however now objects and yourself can be delayed by hours at the same rate. (1 hour per 100 push).
This isn't worded very clearly.  From what I can tell, there are two abilities: (1) you can enter a Time-Leaping Semi-Space (can't you do this anyway, unless it's too small in which case you still can't do it?), and (2) you can delay by hours instead of rounds (which seems like an enormous duration jump).  If that's the case, at the very least separate it into two sentences, and the first one needs to be more fully explained.
Quote
]At 3rd level, you learn how to create a special kind of Semi-space that exist outside of time. You are treated as if you are in a Timeless plane while here. Time continues to move outside of the semi-space thereafter. 1 round of apparent time inside the Timeless Semi-Space is treated as 1 year on the tethered plane. A Timeless Semi-Space is an bound to a fixed point. It may also be moved around via the use of an Orthogonal Engine and the use of Polarcane Geometry to adjust it's directional motion. While you are inside this Timeless Semi-Space you may not prepare any Principles, also a Timeless Semi-Space may only be opened and closed by the creating Chrononaut and anyone else he/she designates.
So, this has some problems.  First, I would tie it to Abstruse Causality, and basically say that the Timeless trait now applies to everything.  Second issue is that Timeless planes make aging and stuff apply retroactively, so you should probably explicitly counter that.  Next, the third sentence isn't really necessary -- of course time is going to continue outside of the semi-space.  Finally, I think you need to tweak the wording on the ELDK part of this.  If you like, I can take a stab at it, but I don't want to step on your toes.
Quote
At 4th level, you make an astounding discovery in the field of Yggdratecture and Eldrikinetic temporal applications gaining a mastery over 4th dimensional perception. You become able to travel along the fine lines of the Time-Space continuum allowing you to reverse the effects of a Timeless Semi-Space. You may now adjust a Timeless Semi-space or a Time Leaping Semi-Space to reverse the flow of time around the plane that it is tethered to at the same rate as moving forward. You may not, however travel to the beginning of time. Any attempt to do so results in the Timeless Semi-Space cycling back to the Chrononauts original time (that is the following round after they first stepped into their Timeless Semi-Space). In addition to this, by cleaver application of a Two-Part Engine (Orthogonal-Submerging) and the use of the subjective gravity of Polarcane Geometry you can produce a much more faster moving Timeless Semi-Space. In addition to this you may also send a Timeless Semi-Space through a Time Leaping Semi-Space for a more accurate fix on what time you would be traveling to. In effect you can also choose the year, day, hour and minute of your destination.
"Cleaver application" sounds rather... sinister.  :D And "much more faster" isn't great grammar.  This whole thing needs to be reworded, and also is just as broken as Teleport Through Time, without any xp cost or chance of failure.  :(  Also, the "Beginning of Time" isn't well-enough defined.  You need to include some sort of definition for it, otherwise "I'm going to the beginning +0.3 seconds" is totally allowed.

Personally, I think this sort of thing should be a plot device ("plot magic") and not an ability granted to a PC via a class, especially with no restrictions or guidelines to its use.  It's too hard, as a DM, to gameplan around this ability... if you're not playing a campaign which is specifically designed to allow (or even encourage) this sort of thing, it's a world-breaker.
Quote
At 5th level, No section of time is forbidden to you. Stepping into your Timeless Semi-Space allows you to choose anywhere and when you'd like to travel to by simply thinking of that time and that place. The Timeless Semi-Space creates an Incongruous Pathway to the desired location. In addition to this you are granted access to the Dawn of Time and become able to access the raw elements of time.
Can't the first part of this be done anyway at the previous level?  I'm confused...

Also, what are the raw elements of time?  What do they do?  What can you do with them?

Quote
Time Paradoxes
Traveling through time often has may perils as even the tiniest event can drastically change an entire timeline, so to adjust for that the Chrononauts Time Leaping Semi-Space and Timeless Semi-space are equipped with a small device called a Paradox Machine. A Paradox Machine allows the Chrononaut to enter any particular section of time and space without causing to much of an effect. In essence it tethers the Chrononaut to a specific section of reality, more specifically their native section of reality allowing them to perform as much change as they'd like without any real consequences to their timeline. The traveling of Chrononauts are what cause and create many alternate realities. It is impossible to remove or destroy a Paradox Machine from a Timeless Semi-Space as well as a Time-Leaping Semi-Space.
This should really be included as a separate class feature, and put on the table.  Also, I don't think there's a clear-enough definition of what it actually does or how it works.  If you tell me what it's supposed to do in plain terms I may be able to help you work something out mechanically... though do note that this is only useful once you reach 4th level and can go backwards (since going forwards doesn't cause paradoxes).

Quote
ETT (Emergency Temporal Teleport) (Su): Time Traveling is dangerous work and adventuring while time traveling is even more dangerous (for obvious reasons), thus at 2nd level you develop a technique that allows you to escape a situation that would prove too lethal for you to endure. Once per day of subjective time (24 hours for you) you may eject yourself from a foreign timeline to your original timeline (that is the time you originate from before you traveled). At 2nd level you may perform this as a Full-Round Action, at 3rd level this becomes a Standard Action, at 4th this becomes a Move Action and finally at 5th level this becomes an Immediate Action.
Hm.  How do you go to different timelines? Does this ability mean you can go "forward" by X rounds and then as an immediate action jump backward and redo stuff at normal speed?  If so, ick.  It's like temporal reiteration but with major ridiculousness and bookkeeping.  If not, then I have no idea what this does, at least until 4th level.

Quote
Temporal Causality (Ex): By using the power of the Timeless Semi-Space in conjuncture with the Time Leaping Semi-Space you can travel to the precise moment that Time began. Being exposed to the Cosmic effects of raw Time and endless potential drastically changes you. You cease to age and become immune to any and all penalties of aging, however you still continue to gain benefits for a high age category for your race. When a Chrononaut dies he has the option to make a new character with a few restrictions. First, the newly made character has the exact same levels, skills, ability scores and race as the previous character, although details such as height, weight and even gender do not have to be constant and secondly the Chrononaut is fatigued and cannot perform this again until he gets 8 hours of subjective rest.
So... you always have the option to make a new character, don't you?  So what happens?  Does the new version of you immediately enter where the old one left off?  If so, it's kind of like jumping timelines to an alternate where the original didn't die.  And, it completely removes any fear of dying, especially since by the time you get to this high of a level, the fatigue thing is trivial (you'll probably even be immune to it).  Though I guess you can't die multiple times in the same day and still cover this.  Either way, it feels like a very strange capstone... maybe instead make it so that 1/day you can simply nullify (maybe by jumping timelines) an effect which would otherwise kill you?  That's much more in line with similar capstones.

Quote
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Notes: I am very self-conscious about my Homebrew so please, be gentle  :blush
I think you did pretty well for your first time!  There are some problems, of course, but it's a flavorful class with some cool abilities.
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Offline Arcanist

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Re: Chrononaut [Gramarie Prestige Class]
« Reply #6 on: December 28, 2012, 10:04:46 PM »
Quote from:
Eeeenteresting.  I keep wondering if I should start watching Dr. Who...

So now the real question is if you can make time manipulation interesting without being hilariously borked.  I've made a couple timey classes before (and am in the process of editing/updating Stratovarius's Past, Present, & Future project), so I know a little bit about how tough that is.

Time Travel is REALLY hard to grasp, I don't actually believe that I have the capability to capture it, but I tried too at least. I might take a look on over to Past, Present, & Future  for more insight into the idea of a Time Traveling Scientist.

And yes... Watch Doctor Who... Love Doctor Who... Live Doctor Who...  :bigeyes

Quote from:
Chassis is standard for gramarie stuff, so cool... though maybe Ref would make more sense than Fort for a 2nd good save?

I used the Transcholar as a base for the saves. Honestly, since this is supposed to be a time traveling adventurer it should be more along the lines of having all 3 be good saves (but that feels like it is too much...). If you have the ability to hope into a Time Machine, you should be fighting things that threaten the entire Multiverse on a daily basis since nothing really quantifies to you as a threat. For example: The Doctor fights the Daleks, a race of Omni-hating Xenophobes with a lot of guns, and a lot of brains. They are a constant threat to the entire universe at all times, because of how ape-shit deadly they are. So as a Time Traveler you should be fighting Adamantine Clockwork Horrors by the thousands. I got comments about how anything that makes you a Time Lord as a capstone should be an Epic Prestige class and I actually thought about it for a minute...

Quote from:
Maybe put the bonus principles on the table somewhere?  This could get lost in the shuffle very easily.  Also, 7 principles over 5 levels?  That seems like too much, it's far more than any other prc and also more than the base class (in addition to the class features).  And, you never explicitly spell out in the text when they get doctorate principles.  Text > table.

The reason I gave bonus principles is because originally the class required for you to have a number of principles for gaining access to their abilities, but I left that out because of how many complaints I saw on the Transcholar about how specific the training is, but what I noticed from this is that you actually have to focus out the training to accomplish exactly what the prestige classes' goal should be. I'll just make the bonus principles more specific towards the goals of the Chrononaut  :)

Thank you for correcting me :D

Quote from:
Interesting.  Is the required push in addition to the normal push, or is it a rider effect?  Also, using this basically requires the semi-space to be connected to others, which may or may not be available to a given character at the time they get the ability.  And, what happens to creatures or objects while they are suspended?  Maybe say "as the time hop power, without any chance of ending the hop early"?

Personally, I would change the wording on this to make it a new polarcane flux option.  Not only does it make it a little more intuitive, but that way you can just send objects through the bubble from the regular world, without having to deal with connected semi-spaces.

I actually like the idea of making it a new Polarcane Flux option. Originally it was meant to function as a Rider effect where you road the exact same push through the Semi-Space into another section of time equal to the amount of push generated divided by 100 (for example 500 divided by 100 is obviously 5 rounds of delay).

You did however give me a good idea for a Flux option that only allows for the semi-space to  function on a different time frame equal to the amount of push being generated into it

Time: This Polarcane Flux has a slightly modified flow of time. Inside the bubble, time flows at a slightly different pace, however the flow is proportionate to the amount of force or "Push" generated inside of it at a 100:1 ratio. Any object in motion traveling through a Time Flux has it's arrival time delayed by a few rounds equal to 1 round for every 100 push generated through the Flux. For example an object fired out of Ballistic Engine transfers 400 points of Push allowing it to be delayed to a maximum of 4 rounds. The amount of rounds the objects arrival is delayed by is determined by the person launching the object into the Flux. Objects launched into the Flux can have a delay of 0 rounds as to where it travels instantaneously through the flux. Living creatures cannot travel through a Time Flux.

Hows that? Does that look pretty to you? :) I'll edit the 2nd ability to be an extension upon this flux that grants the option to delay an objects travel by hours and for you to adjust yourself to be able to endure the Time Flux.

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This isn't worded very clearly.  From what I can tell, there are two abilities: (1) you can enter a Time-Leaping Semi-Space (can't you do this anyway, unless it's too small in which case you still can't do it?), and (2) you can delay by hours instead of rounds (which seems like an enormous duration jump).  If that's the case, at the very least separate it into two sentences, and the first one needs to be more fully explained.

I like this kind of criticism  :)

I'll adjust it to make it more clear in it's ability and expand it a little to include minutes in time as well as hours. I'll make it more clear and tie it into the new Flux that I made recently. Might tie it in so that first you need to create a Semi-Space and then inside that Semi-Space you have to create a Time Flux allowing you to travel forward rounds, minutes and hours into the future  :)

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So, this has some problems.  First, I would tie it to Abstruse Causality, and basically say that the Timeless trait now applies to everything.  Second issue is that Timeless planes make aging and stuff apply retroactively, so you should probably explicitly counter that.  Next, the third sentence isn't really necessary -- of course time is going to continue outside of the semi-space.  Finally, I think you need to tweak the wording on the ELDK part of this.  If you like, I can take a stab at it, but I don't want to step on your toes.

Hmm... I'd have to make it as a bonus principle since you can't take Abstruse Causality for this prestige class until 5th level (since you don't have Doctorate level Principles at that point and you need YGGD 371 which is a Doctorate Principle). However this does give me an interesting idea for an advanced use of the Time Flux in that it allows you to apply the Timeless trait to anything inhabiting the Fluxes bubble. Personally, I don't really know how to apply that to it. I was thinking about making it an option to create a TARDIS that can only go forward in time (for now) and using a Two-Part Engine (The Push of the object being pushed down towards gravity which is now being controlled by a Gravity Flux) to create the Push necessary for the Time-Leaping Semi-Space to leap forward in time. This thought gives me an idea for making a Two-Part Flux (Fluxes that can inhabit other Fluxes, FLUX-CEPTION!)

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"Cleaver application" sounds rather... sinister. :D  And "much more faster" isn't great grammar.  This whole thing needs to be reworded, and also is just as broken as Teleport Through Time, without any xp cost or chance of failure.    Also, the "Beginning of Time" isn't well-enough defined.  You need to include some sort of definition for it, otherwise "I'm going to the beginning +0.3 seconds" is totally allowed.

I'm familiar with Teleport through time and I am not claiming to have the best Grammar.  I was considering using the top quote to be "Well the problem with your scientist is that they still believe that time is linear when in reality it is just a big ball of timey, whimy... Stuff"   :p Time Travelers are NOT known for having excellent grammar (Homebrewers on the other hand? WELL It helps)

I'm also going to be blunt here, I hate XP cost. I like what Pathfinder did with the whole 1xp = 5gp, but that is just me and now that you mention it, I should actually include for Temporal drift, because... WELL Time Travel isn't exactly a science (even though it is) so it's going to take a while to figure out how to land with pin point accuracy (5th level capstone?) It's not quite as broken as Teleport Through Time since Teleport Through Time since it completely removes the option of creating important and relevant Paradoxes. I might want to make note of this though...

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The introduction of time travel into any campaign can be fraught with peril, so tread carefully. Players will wonder how much they can mess with the timeline, and you may run into instances of the grandfather paradox. Further, changes made very far back in time cannot really be worked out completely because of the chaotic aspect of events. Thus, it is simplest to use the rule that changes in time are minor and somehow time smooths them out. This argues for a determinism and predestination in the ways of your world, but you can say that once events have transpired, small perturbations are possible (this person lives rather than dies, but does not contribute to events in a meaningful way), but the large-scale events themselves somehow happen anyway. If the cause is changed, another cause comes along. In the case of someone killing their own grandfather, the PC might find that he is the same but has a different family when returning to the present. As long as you keep the knowledge of how to travel in time restricted, your campaign will not fall apart.

However due to the Paradox Machine a different timeline (or "reality") is created each time you travel back in time and you still remain tethered to your native Timeline. Your Native Timeline is the section of time and space in which you were in before you Time Traveled to that destination or Chain Time Traveled to that destination.

Ex. You hop on into your TARDIS for the 1st time ever and travel to the end of time and then immediately after you travel to the dawn of time and then after spending a week of relative time there you travel to the moment when the Dinosaurs get extinct. Immediately upon exiting your TARDIS a T-Rex attacks you causing you to ETT away forcing you to return to your point of Origin being, right before you entered your TARDIS.

Your Native Timeline right before you entered your Time Machine for the first time ever and resets everytime you return to that point in time :)

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Personally, I think this sort of thing should be a plot device ("plot magic") and not an ability granted to a PC via a class, especially with no restrictions or guidelines to its use.  It's too hard, as a DM, to gameplan around this ability... if you're not playing a campaign which is specifically designed to allow (or even encourage) this sort of thing, it's a world-breaker.

Most time travel games are episodic in nature as detailed in the DM's guide. Sure, time traveling might have an overlaying plot (See Psyren), but generally it is too chaotic unless the campaign is built around it. Having a Chrononaut in a campaign can prove very annoying since it's effectively having a guy that can skip to the end of the book to find out how it ends, however it can be done creatively... I hate that :shakefist Now that you make me think about it Gramarie already requires you to fairly Cleaver in your design and use of Principles and adding Time Travel to the equation is only adding more Cleaverness to an already Cleaver design.

It also does make me think about the whole "skipping to the end of the book" thing... I mean is the fact that the Chrononaut can travel to the future from that point mean that the future is set in stone? Hell no, If reading/watching Time Travel fiction and watching Doctor Who has taught me anything, it's that the future is NEVER set in stone, requiring me to think outside of the universe on this one. If the Chrononaut travels to the future, from point A and skips point B, C, D, etc. all the way to Z does that mean that is how those specific events will occur regardless? Can the Chrononaut, not travel to other timelines as well and see the altering of events?  Of course he can! but under what circumstances do these events occur? and how does he trigger them without forcing the Paradox Machine to activate and create an entirely different timeline? This is a hard puzzle to solve isn't it? (but thinking on the 4th dimension is often hard no matter what so eh...).

For a non-episodic campaign that the Chrononaut can participate in? WELL It's a little difficult to use since the Chrononaut was made for travel and exploration of time itself. Think of it as an Adventurer that goes above and beyond to experience adventure. I might do something like what you did for the Transcholar and give the Chrononaut something that it can use for singular timeline adventuring (perhaps allowing it to subject itself to a Time Hop and Dimension Door as a standard action once/day/class level and eventually cancel your Time Hop mid way without having to make a Wisdom check?)

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Can't the first part of this be done anyway at the previous level?  I'm confused...

At the previous level the Beginning of Time isn't accessible (I'll be more clear on what the beginning of time is).

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Also, what are the raw elements of time?  What do they do?  What can you do with them?

The Raw Elements of Time are effectively the building blocks of creation. The material used in the original construction for the Prime Material Plane (or in more a more scientific explanation, The Higgs Boson, The first Divine Energy, whatever you wanna call it.)

I never originally thought of rules for using the Raw Elements of Time, but now that I think about it I have something in mind for using it  to allows a Demiplane, to become a True Plane. It would be an interesting way to explain why former Demiplanes (Ravenloft from the Demiplane of Dread, The Plane of Shadow from The Demiplane of Shadow) have become known to expand into True Planes.

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This should really be included as a separate class feature, and put on the table.  Also, I don't think there's a clear-enough definition of what it actually does or how it works.  If you tell me what it's supposed to do in plain terms I may be able to help you work something out mechanically... though do note that this is only useful once you reach 4th level and can go backwards (since going forwards doesn't cause paradoxes).

I was afraid of this... The vagueness of the Time Paradox rule is going to be the end of me... Honestly, I know this might be asking for much, but could you help me out on how to make it as clear cut, that creating a Paradox does not alter the timeline that the Chrononaut originated from and creates an alternate Timeline.

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Hm.  How do you go to different timelines? Does this ability mean you can go "forward" by X rounds and then as an immediate action jump backward and redo stuff at normal speed?  If so, ick.  It's like temporal reiteration but with major ridiculousness and bookkeeping.  If not, then I have no idea what this does, at least until 4th level.

An alternate Timeline is any series of events that is altered by your sudden involvement through the use of Time Travel. For example A girl spills your drink and I go back in time to ensure that she never did that and immediately perform a Full Round action to return to my timeline. In that timeline your drink was still spilt over by that girl. It's not to much bookkeeping considering that you just being in a place where you don't belong can create a different timeline. Say for example that I time travel to a point where I do not belong (I am dead, or was never/am not born for example), from that point onward that it is a different timeline meaning that my default return point is before I entered that timeline.

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So... you always have the option to make a new character, don't you?  So what happens?  Does the new version of you immediately enter where the old one left off?  If so, it's kind of like jumping timelines to an alternate where the original didn't die.  And, it completely removes any fear of dying, especially since by the time you get to this high of a level, the fatigue thing is trivial (you'll probably even be immune to it).  Though I guess you can't die multiple times in the same day and still cover this.  Either way, it feels like a very strange capstone... maybe instead make it so that 1/day you can simply nullify (maybe by jumping timelines) an effect which would otherwise kill you?  That's much more in line with similar capstones.

Think of it this way, you die and then are immediately subjected to a Reincarnation spell without losing a level. I hadn't thought about immunity when I first made that ability so I'm just gonna go on up and adjust that now to make it 1/day. It was supposed to capture the Time Lord's ability to regenerate after suffering effects that would kill you
(click to show/hide)

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I think you did pretty well for your first time!  There are some problems, of course, but it's a flavorful class with some cool abilities.

Hmm... You're peach was interesting in that it made me think about all the things that I could still have fit into this. It was incredibly useful to say the least :) I'm going to let you respond before I implement any changes :)

EDIT: I got impatient :(
« Last Edit: December 29, 2012, 02:55:46 AM by Arcanist »

Offline sirpercival

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Re: Chrononaut [Gramarie Prestige Class]
« Reply #7 on: December 29, 2012, 02:54:23 PM »
Hmmm..... I am now of the opinion that you're trying to cram too much into 5 levels (particularly when it comes to bonus principles). 

Fee free to disregard, but honestly I would completely retool this into a 10-level prc.  I have some ideas for time-based abilities for other disciplines, if you're interested -- you could design the PrC more like one of the existing ones, with one time-based discovery for each discipline, and then some non-Gramarie time-related abilities based on Paradox manipulation or something (I have some ideas there too, mostly based on my work for Chronal Adept and Splitter).

And, if you keep it at a Lvl11 entry, this would also allow you to have actual no-holds-barred time travel as a 20th-level capstone.  I'm not as horrified about that, actually.  And, if you do this, I would suggest making this a Universalist class instead of a YGGD/ELDK class, because reasons (see below).

(click to show/hide)

Other resources for Time-based abilities:
P,P,&F, which I don't think truly applies to what you want to do here.
Garryl's Agraramel, Time-Sifter, and Chronologist.
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Offline Arcanist

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Re: Chrononaut [Gramarie Prestige Class]
« Reply #8 on: December 29, 2012, 09:11:38 PM »
Hmmm..... I am now of the opinion that you're trying to cram too much into 5 levels (particularly when it comes to bonus principles).

The way I redesigned it actually made it have less then before and includes a wee bit more detail for everything. Honestly the only thing this class gets is 3 more Principles up on a regular Gramarist (But for actually using one of it's class features you are required to know 10 Principles meaning you only have 2 Principles that you can actually choose for yourself out of this entire Prestige Class by the time you reach it's capstone. I added in the bonus Principles so that it leaves the player with a little bit more options for playing as a Chrononaut.

And even then, including ETT the only thing the Chrononaut can do with those things is run away or move an enemy out of the fight for at a maximum of 10 rounds.

Fee free to disregard, but honestly I would completely retool this into a 10-level prc.  I have some ideas for time-based abilities for other disciplines, if you're interested -- you could design the PrC more like one of the existing ones, with one time-based discovery for each discipline, and then some non-Gramarie time-related abilities based on Paradox manipulation or something (I have some ideas there too, mostly based on my work for Chronal Adept and Splitter).[/quote]

And, if you keep it at a Lvl11 entry, this would also allow you to have actual no-holds-barred time travel as a 20th-level capstone.  I'm not as horrified about that, actually.  And, if you do this, I would suggest making this a Universalist class instead of a YGGD/ELDK class, because reasons (see below).

Do you mean that 11th level would be your first level? or that 11th is when you 1st qualify. No-holds-barred time travel in the hands of a PC intimidates me. Without rules and regulation for Time Travel you get scenarios where the Time Traveler is pretty much using it as a solution for every problem they encounter, the way it is right now? I believe that it pretty much only allows for information gathering and adventuring (Yes, you can interact with the past, since if it is a major event, it will occur regardless).

As for making it a Universalist PrC instead of a Dual-Specialized PrC? Hmm... WELL I have a problem with that on a more personal note. One that affects the versatility of the Gramarist. Since the only REAL way to improve and enhance the Universalist is to allow them to use Specialist disciplines.

(click to show/hide)

A Slow effect Time Flux? Well, I had an idea where the Chrononaut would be able to launch a Flux with an Orthogonal Engine in it at a create with a Ballistic Engine to allow the Create Chrononaut to combat effective Yggdrakinetics  (Using the fluxes to allow them to BFC a 5ft bubble). Just an idea... Over all, I like these ideas, but adding the ascended metal of Chrome seems like an interesting idea for an ALCH/ARCD Dual-Specialization PrC, but allowing it to create ascended metals? Ehh... Idk... From a design point of view, it appears that specialization is the way to go here.

a Translucent Filter would make anything encased in it immune to the flow of time. Living creatures beyond it cease aging and may interact during a Time Stop Spell. A Haste or Slow spell shatters it... just a thought :p

Other resources for Time-based abilities:
P,P,&F, which I don't think truly applies to what you want to do here.
Garryl's Agraramel, Time-Sifter, and Chronologist.

These are all wondrous ideas. My main deal with making Gramarie PrC is that, I don't like them getting added on systems to it like Spellcasting or Infusions or whatever. It takes away from the idea of a character running around with just Science and a lazer beam (Eldritch Blast) to back them up.

I do like the idea you suggested in the Campaign thread where they have Invocations :D

Offline sirpercival

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Re: Chrononaut [Gramarie Prestige Class]
« Reply #9 on: December 29, 2012, 09:23:17 PM »
Do you mind if I try writing up my own version of this, using the ideas I had and pilfering some from this one?  Maybe you'll like it!
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Offline Arcanist

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Re: Chrononaut [Gramarie Prestige Class]
« Reply #10 on: December 29, 2012, 09:30:13 PM »
Do you mind if I try writing up my own version of this, using the ideas I had and pilfering some from this one?  Maybe you'll like it!

Sure, lets see what you can do :)

I'm not an experienced Homebrewer... Let's face it and I am not going to pretend I am. I might have a neat idea once in a while, but it's not perfect  :P