Author Topic: Time and Space [Tome] Base Classes  (Read 4032 times)

Offline phaedrusxy

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Time and Space [Tome] Base Classes
« on: January 29, 2013, 04:15:41 PM »
Warper


How 'bout the power... to move you?

The Warper learns how to feel space and intuitively bend it to his will, allowing him to move he and his allies in unexpected ways, and hinder the movement and attacks of his enemies.

Ability Scores: Wisdom is the primary ability score for a Warper, as it determines the saving throw DCs of all of his abilities. Dexterity or Strength may also be important, depending on what kinds of weapons the Warper decides to focus on using.

Hit Dice: d8
Class Skills: Balance, Climb, Concentration, Disable Device, Escape Artist, Hide, Jump, Knowledge (any), Listen, Move Silently, Profession, Search, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, Use Magic Device

Skills/Level: 6+Int

Weapon Proficiencies: All simple and martial weapons
Armor Proficiencies: All armor and shields (except exotics).
Alignment: Any

LevelBase
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st+0+0+2+0Phasing Attacks, Hammer Space, Bend Blows, Spatial Sense, Treacherous Space
2nd+1+0+3+0Warp Rift, Far Filch
3rd+2+1+3+1Recall
4th+3+1+4+1Reality Stutter, See the Paths
5th+3+1+4+1Warp Sense, In All Places
6th+4+2+5+2Greater Teleport, Phasing Attacks (Swift)
7th+5+2+5+2Xeno's Treadmill, Follow the Lead
8th+6/+1+2+6+2Warp Reach, Self-Flank
9th+6/+1+3+6+3Crowd Dispersal
10th+7/+2+3+7+3Universal Teleport
11th+8/+3+3+7+3Warp Lock, Unlocked Space, Phasing Attacks (Free)
12th+9/+4+4+8+4Perfect Reality Stutter
13th+9/+4+4+8+4Seize the Heart
14th+10/+5+4+9+4Co-location
15th+11/+6/+1+5+9+5Gate
16th+12/+7/+2+5+10+5Implosion
17th+12/+7/+2+5+10+5Planar Bubble
18th+13/+8/+3+6+11+6Planar Inversion
19th+14/+9/+4+6+11+6Genesis
20th+15/+10/+5+6+12+6Dimensional Being

Any Warper ability that offers a save has a DC of 10 + 1/2 character level + Wisdom modifier.

Phasing Attacks (Su): The Warper learns how cause his weapons to bypass the space occupied by his enemy's armor and natural armor, allowing him strike vital areas unhindered by much of their defenses. As a move action, he may cause his next attack to be resolved as a touch attack (melee or ranged). At 6th level, this becomes a swift action, and at 11th level, it becomes a free action.

In addition, the Warper can use this ability to bypass other obstacles, both magical and mundane. Attacks made using this ability ignore cover (including total cover, if the Warper can still accurately target), can strike incorporeal creatures with no miss chance, and can bypass effects like Wind Wall, Walls of Force, etc. The Warper's attacks can bypass up to one inch of material per class level in this way (Force effects count as 6 inches thick for this purpose). These attacks may also pass into co-terminous planes (such as the Ethereal, or the inside of a Rope Trick), but materials and effects which block teleportation and travel through the Astral plane can also block these attacks (but see Unlocked Space).

Bend Blows (Su): The Warper bends the path of incoming attacks, granting her a deflection bonus to armor class equal to half her level (rounded up).

Hammer Space (Su): At 1st level, a Warper gains access to a minor extradimensional space that she can use to store items.  As a swift action she can store one unattended item which she is touching, retrieve one item from the space, or exchange one item which she is touching with an item already stored in the space. The space can store up to a maximum of her class level plus Wisdom modifier in items, each of which must weigh no more than her heavy load.  A willing creature can also be stored in place of an item, but there is no air in the extradimensional space and the creature must hold its breath until retrieved.

When using this ability to exchange one item for another (such as replacing an original document with a Forgery), anyone witnessing the exchange must make a Spot check (DC 10+ 1/2 the Warper's level + the Warper's wisdom modifier) or fail to notice the exchange. Do note that this initial check only determines whether the action of exchanging the items is noticed, not whether the difference between the items is identified.

At 3rd level, this becomes a free action but is still usable only once per round.

At 6th level, the Warper may retrieve or stow up to her class level in items each round as a free action, as long as they are each touched by her during the exchange (or already in the Hammer Space).

Treacherous Space (Su): At 1st level, a Warper can make space around her bend in uncomfortable ways, making movement difficult.  She can create an aura that causes enemies to treat all squares near her as difficult terrain. Unlike normal difficult terrain, this also affects flying and incorporeal creatures. The maximum radius of this ability is 5' per two class levels (rounded up), but the Warper may reduce the size to as little as she likes when she first activates the aura, or as a swift action after it is active. This aura is also activated or deactivated as a swift action, but requires no actions to maintain.

Spatial Sense (Su):  At 1st level, a Warper gains an intuitive sense for the surrounded space.  She is always aware of all open spaces within 10' per class level, as well as any dimensional anomalies like invisible portals (even inactive ones), dimensionally locked spaces, etc. This special sense does not require Line of Effect, and extends into any coterminous planes of existence.

This ability also allows the Warper to detect difficult traps within her Spatial Sense (as the rogue's Trapfinding ability), but she still needs to make a normal Search check to notice them if they do not include some kind of dimensional anomaly.

Warp Rift (Su): At 2nd level, a Warper can create invisible holes in space that unwary creatures may fall through.  As an immediate action the Warper can create a Warp Rift which connects any two squares within Short range. Any creature stepping into either one of those squares then must make a Reflex save or be instantly teleported to the other one. Each Warp Rift lasts for 1 minute per Warper level and then dissipates. A Warper may ignore the effects of Warp Rifts if he chooses, and his Spatial Sense ability also allows him to see them. Neither end of the Warp Rift may be created inside of a solid object, but they may be created in a square in which a creature is currently standing. If so, the creature must make an immediate Reflex save or be instantly transported to the other end of the Warp Rift. If at any time the space a creature is arriving at is occupied, then they are instead transported into the nearest open space. If the warper wishes, she may make the portals work in one direction only. She may also dispel one or all of them as a free action on her turn.

At 6th level, the Warper can create a one-ended portal that instead leads to an extradimensional space. Creatures that fall into this remain trapped there for the duration of the effect unless they have an ability that lets them travel from one dimension to another. At the end of the duration, they reappear in the spot from which they disappeared. The warper may enter or exit any of these dimensional spaces as a move action, taking willing creatures (1 per class level) with him.

At 9th level, the duration on this ability becomes 1 hour per level.

At 12th level, they are permanent.

Far Filch (Su):  At 2nd level, a Warper learns how to teleport items from her enemy's hands into hers.  As a move action she can teleport an item within Close range to her hands.  If the item is attended, the holder receives a Reflex save to negate.

Recall (Su): At 3rd level, a Warper can attune herself to a safe location.  Doing so takes an hour of meditation at the site.  Afterwords the Warper can teleport herself to the site with a standard action, regardless of distance or even if the site is on a different plane.  A Warper may have a number of sites attuned equal to her level at any given time, and may replace a previously attuned location with a new one as part of the hour of meditation to attune the new site.

Reality Stutter (Su): At 4th level, a Warper can continually teleport in place, flckering in and out of reality.  This provides the benefits of Blink.  The Warper can choose to suppress or restart this ability as a swift action. 
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See the Paths (Su): At 4th level, a Warper continually emanates an Anticipate Teleportation (SpC) effect within 30'.  The Warper can choose to exclude any creature or object from the effects of this ability, if she wishes (even if she is unsure whom or what the incoming target is).  In addition, the Warper is immune to the effects of Anticipate Teleportation and Greater Anticipate Teleportation, and neither warns the caster nor is delayed by the spell.

Warp Sense (Ex): By 5th level, the Warper's sense of the space around him has become honed to the point that he can sense the distortions in it caused by creatures and objects. He gains the effect of a Burrowing Transdimensional Touchsight out to 10' per class level as a constant effect. He may use his Warper level in place of ranks in Psicraft for the check for Burrowing.

In All Places (Ex): At 5th level, a Warper's location is so unstable from continual teleportation that she becomes hard to locate with magic.  She continually benefits from the effects of Nondetection, with a caster level equal to her character level. 

Greater Teleport (Su): At 6th level, a Warper can use Greater Teleport at will, though she can only transport herself and her equipment with this ability.

Follow the Lead (Su): At 7th level, a Warper can follow foes across the cosmos.  If a creature within Long range is affected by a teleportation spell or effect, the Warper may teleport to any open space within Close range of the transported creature's new location as an immediate action.

Xeno's Treadmill (Su): At 7th level, the Warper may as a free action choose one creature or object that he can see/sense. The creature/object is considered to be infinitely far from him for the purposes of all attacks or spells they target him with until the beginning of his next turn. Any attacks it uses against him seem to move progressively slower as they approach, stopping when they reach halfway. This even applies to attacks that they make while adjacent to him or in his space. If the target tries to approach the Warper bodily, they also get progressively slower but never reach him as well.

Strangely, this has no affect at all on their capacity to attack or approach anyone else, including allies who are adjacent to the Warper. Any abilities which allow the target to teleport, or bypass intervening space with their attacks (such as a Sharn's hex portals), also allow them to also bypass this ability. Only one target may be affected by this ability at a time.

Warp Reach (Su): By 8th level, due to transient distortions that the Warper causes in the space around him, he is able to attack creatures farther away than he should be able to. His reach extends by 5'.

Self-Flank (Su): At 8th level, by warping space, you are able to hit an enemy from all sides at the same time. You no longer need an ally to be considered flanking any target you attack.

Crowd Dispersal (Su): At 9th level, a Warper can attempt to teleport any number of creatures within Close range away from him as a Move action. These creatures may be teleported to any other locations within short range. The Warper must be able to see the target creature and intended destination. The targets receive a Will save to negate this effect. Any attempt to teleport a target inside a solid object immediately fails.

Universal Teleport (Su): At 10th level, a Warper's teleportation can reach any corner of the multiverse.  As a standard action she can teleport a touched creature anywhere on any plane.  An unwilling target receives a Will save to negate this effect. If a group of creatures links hands with the Warper, the Warper may instead teleport them all at once (up to one per Warper level).

Warp Lock (Su): At 11th level, a Warper has such control over the paths of teleportation that she can twist her enemies escape plans to her advantage.  Whenever a creature within Long range uses a teleportation spell or effect, the Warper may redirect the creature to any other open space in Long range as a free action (even if it isn't the Warper's turn). 

Unlocked Space (Ex): At 11th level, nothing stands in the way of a Warper's teleportations.  The Warper's abilities ignores all affects that specifically prevent teleportation or dimensional travel.  This includes affects such as Dimensional Anchor and the Monk's Grand Master Style that stops teleportation, but not generic affects that prevent using spell-like/supernatural abilities (such as Anti-magic Field) or prevent you from taking actions (such as being stunned). He or she is also permanently under the effects of Freedom of Movement, as her teleportation abilities allow her to slip any impediment or bonds.

Perfect Reality Stutter (Su): At 12th level, a Warper is perfectly in tune with her teleportation.  When she uses Reality Stutter, she acts as if under the effect of Greater Blink (SpC) instead of Blink.
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Seize the Heart (Su): At 13th level, a Warper gains incredibly fine control over their teleportations, and may remove vital parts of a creature's anatomy. This works as the psi-power Decerebrate, except as follows:
1) at the Warper's option, he may instead render the target dead rather than catatonic by removing its heart, entire brain, or another vital organ. This only kills or completely incapacitates creatures with a definable anatomy which have vital organs or components that they cannot function without (usually this means that they aren't immune to critical hits. in questionable cases, the DM may ask for an appropriate Knowledge check).

2) However, it may also be used to excise a portion of an inanimate object (up to 1 cubic foot per Warper level), or of a creature which is immune to critical hits. In such cases, it does 1d6 damage per Warper level, and may also produce one of the following effects:


Blind, Deaf, and Mute: You remove the creature's head. It can no longer see, hear or speak (unless it doesn't need a head for that).
Lame: You remove part or all of a creature's leg. It's movement speed is reduced to 1/4th normal, and it loses its Dexterity bonus to AC.
Missing Arm: The creature loses the function of any natural weapons associated with one of its limbs (which can be a tentacle or whatever). If it was holding a weapons or other object in that limb, it may appear in the Warper's hand if desired.

Surgical removal of other body parts is possible, depending on the creature's anatomy (removing specific eyestalks of a beholder, etc), but the specific penalties or other consequences will be up to the DM.

Co-location (Su): At 14th level, the Warper gains the ability to exist in two locations at once. This ability may be activated or deactivated as a free action (once per round), and may only be used for one round per Warper level per day (minimum 1 round duration). This effectively creates a duplicate of the Warper anywhere he wishes, even on another plane of existence. This duplicate has the full range of all the Warper's capabilities, including those from magic items and special abilities, and its own full set of actions each round.

However, this is not really a "duplicate". Both copies are actually the same individual, so any effect which affects one of them also affects the other automatically, including damage taken, charges used from magic items (or items which are destroyed or disarmed), etc. They also share completely their full sensory inputs (so they both see what the other sees, etc). When the Warper ends this effect (or when one of the two versions are killed), he must choose which copy is the "real" version. The other disappears.

Gate (Su): At 15th level, the Warper's mastery of space has become complete. He may use the travel of the Gate spell as a spell-like ability at will.

Implosion (Su): At 16th level, the Warper learns to open a tiny tear in space which can suck in an enemy, crushing them as they pass through it, and depositing their remains into the inter-planar void. He can use Implosion at will as a spell-like ability. In addition, this ability may target an object of up to 10 cubic feet per Warper level.

Planar Bubble (Su): At 17th level, the Warper may duplicate the effects of a Planar Bubble spell, at will. However, the Warper can choose to emulate any plane he wishes (not simply his native plane), and he and any allies he designates are treated as natives of whatever plane he chooses to emulate.

Planar Inversion (Su): At 18th level, the Warper may permanently swap out a piece of one plane with a piece of another one. This affects 100' radius centered on the Warper, and is usable at will. So yes, given enough time he could turn the entire Material Plane into the Plane of Fire, or whatever. Hopefully someone stops him before his madness is finished if he tries that, though. :)

Genesis (Su): At 19th level, the Warper may use Genesis as a SLA once per day. This costs him no XP.

Dimensional Being (Ex): At 20th level, the Warper permanently transcends the limitations of space. He may now use Greater Teleport as a free action, even if it is not his turn. He may even use this as a reaction to avoid attacks, but only if he can perceive the attacker somehow and is not flat-footed. He also counts as being in all places at once, or no place, at all times, whichever is most beneficial to him. This basically lets him choose whether to be affected by any effects for which he is targeted with, or choose to be within the area of area affects, or not. This includes mundane attacks as well as all magical effects.

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« Last Edit: Yesterday at 03:25:36 PM by phaedrusxy »
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Offline phaedrusxy

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Re: Time and Space [Tome] Base Classes
« Reply #1 on: January 29, 2013, 04:16:02 PM »
Agraramel
The Thief of Time


"You know, the very powerful and the very stupid have one thing in common: they don't alter their views to fit the facts; they alter the facts to fit their views."

The Agraramel is a brilliant person whose obsession with time leads them to learn how to store it, steal it, and then use it to do impossible things.

Ability Scores: Understanding and manipulating Time is incredibly complicated. So Intelligence is the Agraramel's most important ability score (and the one that the saving throws of their abilities are based off of). Depending on their chosen fighting style, Dexterity, Strength, and Constitution are likely to be important as well.

Hit Dice: 1d6

Starting Gold: as Rogue
Starting Age: as Sorcerer
Proficiencies: Simple Weapons, one Martial Weapon of choice,  Light Armour, and Bucklers
Class Skills: Balance, Bluff, Climb, Concentration, Disable Device, Disguise, Gather Information, Hide, Jump, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Spot, Tumble, Use Magic Device

Skill Points: 4+Int

LVLBABFortRefWillSpecial
1st+0+0+2+2Potential, FlashStep, Temporal Anomaly, Skirmish +1d6/+1, Chrono-Trigger
2nd+1+0+3+3There's Always Time, Temporal Reversal 1
3rd+2+1+3+3Time Warp, Ageless
4th+3+1+4+4Temporal Anomaly, Visions From the Past, Temporal Reversal 2
5th+3+1+4+4Age Manipulation, Skirmish +2d6/+2
6th+4+2+5+5Visions From the Future, Temporal Reversal 3, Time Hole
7th+5+2+5+5Temporal Anomaly, A Moment Forever , See it Coming
8th+6+2+6+6Temporal Stasis, Temporal Reversal 4
9th+6+3+6+6Time for Action, Skirmish +3d6/+3
10th+7+3+7+7Temporal Anomaly, Advanced Time Compression, Temporal Reversal 5
11th+8+3+7+7Timeless Battlefield
12th+9+4+8+8Stasis Field, Temporal Reversal 6
13th+9+4+8+8Temporal Anomaly, Age of Dust, Skirmish +4d6/+4
14th+10+4+9+9Time Share, Temporal Reversal 7
15th+11+5+9+9Chrono-Cross
16th+12+5+10+10Temporal Anomaly, Temporal Reversal 8
17th+12+5+10+10Time Duplicate, Skirmish +5d6/+5
18th+13+6+11+11Causality Break, Temporal Reversal 9
19th+14+6+11+11Temporal Anomaly
20th+15+6+12+12Time Is On My Side, Temporal Reversal 10

Class Features:

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 full round action gathering the wasted moments of others to completely fill your potentiometer to its capacity (you cannot refill your potentiometer during any round in which you gained extra actions by any means).
   If you lose your potentiometer, you can still spend potential from it through the link backwards in time to 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. Converting another item into 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 than your class level when using an ability. If you use more than one ability in a round, this limit applies to each separately, not as a cumulative limit.

Flash Step (Su): The most basic use of Potential is the ability to move really quickly. By expending Potential as an immediate action, a Agraramel may move 5' per Moment spent. This movement can be via any mode for which they have a movement speed. For example, a Agraramel with a land speed could expend 2 Moments to instantly move 10', moving himself out of the area of a Fireball. They can exceed their normal movement speed with this ability, assuming they spend enough moments to do so.

Temporal Anomalies (Su): At first level and every three levels after that (4th, 7th, 10th, etc), the Agraramel gains one ability chosen from the following list. Those powered by Potential do not draw attacks of opportunity. Any prerequisites are listed in parenthesis after the name:
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Skirmish (Ex): A Agraramel moves so fast that her enemies find it difficult to attack her and effectively defend themselves from her attacks, and she learns how to exploit this. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet, and a +1 dodge bonus to AC until the beginning of her next turn. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level) as does the dodge bonus to AC (+1 at 1st, +2 at 5th, etc).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The Agraramel must be able to see the target well eough to pick out a vital spot and must be able to reach such a spot. Agraramels can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. This extra damage counts as Sneak Attack for all purposes where it matters.

Chrono-Trigger (Ex):
The Agraramel may treat any of the following spells as being on his class list for the purpose of activating spell-trigger items:

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Stolen Time (Su): Whenever you make a successful Skirmish Attack, you can also steal your target's moment of inattention for yourself. You gain a number of Moments equal to the Skirmish damage dice you dealt.

Temporal Reversal (Su):
Starting at second level, the Agraramel learns how to speed up the natural healing processes of his body. He gains Fast Healing 1, which increases by 1 for every two class levels.

There's Always Time (Su): The Agraramel's ability to slow time in order to react allows him to never be caught flat-footed. In addition, he may always act during a surprise round. However, each time he uses this ability to prevent himself from being caught flat-footed or to act in a surprise round that he otherwise couldn't have, he must spend one Moment as a free action (usable even when it is not his turn, or if he is flat-footed). This ability counts as Uncanny Dodge for the purposes of prerequisites.

As part of the free action used to activate this ability, the Agraramel may also give himself an insight bonus to initiative checks for the rest of the encounter equal to the number of extra Moments he chooses to spend on this ability.

Time Warp (Sp):
At third level, the Agraramel gains the ability to speed up or slow down Time for others. As a standard action, he may target any number of creatures within Close range and affect them with either a Slow or Haste effect. A Will save (DC 10 + half level + Int mod) allows them to resist this ability. This is a third-level effect and requires the expenditure of one Moment per target.

Ageless (Ex):
At third level, the Agraramel becomes permanently "Adult", never growing older and suffering the penalties for ageing. Bonuses are also not gained, and the character will never die of old age.

Visions From the past (Sp):
At level four the Agraramel gains the ability to view the past. By spending a Full Round action and one Moment, he can see the everything that happened in the surrounding area (limited by his normal field of vision) during the past day. Spending consecutive Full Round actions and Moments allows this ability to be extended by one day per Moment and Full Round action spent. If anything was in place to block Scrying and Divinations at the time, he is unable to see anything during that time.

During the usage of this ability, the Agraramel's consciousness is so engrossed in analyzing the deluge of information that he is considered Helpless, Blind, and Deaf. After he stops concentrating on this ability, he is also Dazed for a number of rounds equal to the number he spent concentrating on it.

Age Manipulation (Sp):
Starting at level five, the Agraramel gains power over age: firstly he may alter his own appearance to seem younger or older, granting up to a +5 Enhancement bonus on Disguise checks to simply not appear as himself. This costs no Moments and lasts as long as he likes.

Secondly, he may temporarily modify the ages of targets within Short range as a Standard action by spending 5 Moments per target. They must pass a Fortitude save or be subject to one of the following:
  • Old: the target is rendered Blind, Deaf and Exhausted
  • Young: the target is treated as one size category smaller and suffers a -10 penalty to Strength and a -4 penalty to Dexterity and Constitution.

This second effect lasts for one round per level. Used on Immortal creatures without age, it has no effect. Used on Dragons, Young temporarily reduces them by 1 Age Category (minimum Wyrmling), and Old has no effect. This is a third-level effect.

Visions From the Future (Sp):
At level six the Agraramel gains the ability to view the most probable future. By spending a Full Round action and one Moment, he can see all of the events most likely to occur in the surrounding area (limited by his normal field of vision) during the next day, not including any actions taken by him (so it could show "Cao Cao's forces will strike from the East at midnight, they are 10,000 strong" but would not say who wins unless he had no intention of being there to change this). Spending consecutive Full Round actions and Moments allows this ability to be extended by one day per Moment and Full Round action spent. If anything will most likely be in place to block Scrying and Divinations at a given time, he is unable to see anything.

During the usage of this ability, the Agraramel's consciousness is so engrossed in analyzing the deluge of information that he is considered Helpless, Blind, and Deaf. After he stops concentrating on this ability, he is also Dazed for a number of rounds equal to the number he spent concentrating on it.

Time Hole (Sp):
At level six, the Agraramel learns how to drop people into small time holes, placing them outside of time for a few seconds. As a Standard action, he may designate a target in Close range, and they must make a Will save or be sucked into a time hole. This functions as the Time Hop power. This costs 3 Moments, and may also affect an additional target within 30' of the first for each 3 extra Moments spent.

See it Coming (Ex):
At level seven, the Agraramel foresees most attacks before they arrive. He may add his Intelligence modifier as a Resistance bonus on saving throws, and as an Insight bonus to Armor Class and to Initiative (note that this bonus to initiative will not stack with any insight bonus from his There's Always Time ability).

A Moment Forever (Su): Beginning at 7th level, you can spend 3 moments as a swift action to stop time (as the time stop spell) for 1 round. For every 3 additional moments you spend, you can stop time for 1 additional round.
   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.

Temporal Stasis (Sp):
At level eight, the Agraramel can cast Temporal Stasis as a spell-like ability at will. This costs 8 Moments.

Time for Action (Su): Starting at 9th level, you can spend 9 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.

Advanced Time Compression (Sp):
At tenth level, the Agraramel learns how to speed up the healing process so that wounds that would have taken weeks to recover only take a moment. He may cast Heal by spending 10 Moments.

Timeless Battleground (Su): Beginning at 11th level, whenever a creature within Long range 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 by spending one Moment. Additionally, you can dismiss the effect (for yourself only) as a free action, even if the ability is not ordinarily dismissable.

If the prevailing temporal conditions would normally prevent actions (such as with the time hop power), you can spend the time you've brought with you in your Potentiometer instead, allowing you to take your normal allotment of actions each round by spending one Moment. This also allows the other creature to take a limited number of actions during each round that you act, 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.

Stasis Field (Su):
Starting at level twelve, the Agraramel may generate an aura that places those nearby into stasis. Using this ability requires spending 6 Moments and a standard action for each round that it is maintained. The aura extends out to a 30' radius, and anyone caught in the aura must immediately make a Fortitude save or be affected. Every round they are still in the effect, they must save again (whether affected already or not - every round is a new chance to break free, or to be trapped).

A target who fails the save immediately ages one year (physically), and can perform no actions during that round, however they can also not be affected by any creature or effect, except for the Agraramel and the effects he generates. Those taken to the end of their life by this effect appear normal until the aura leaves their occupied space, where they immediately drop dead (or turn to dust).

Age of Dust (Sp):
At level thirteen, the Agraramel gains the ability to age things not only to death, but to the point where they have turned to dust. With a Standard action, he may make a melee touch attack against an opponent. If successful, they must make a Fortitude save or be reduced to dust. This is not a [Death] effect and works even on objects (treat as Disintegrate). If they save, they cannot be affected by this again for one minute. The effective spell level is seven and requires 10 Moments to activate.

Time Share (Su): Starting at 14th level, you can share your powers with your allies. If you spend additional moments while using an ability powered by moments which only affects yourself, you may also grant one ally within 30 feet the benefits of that ability. For every ally affected, this costs 1 extra moment.

Time Regression (Sp):
At fifteenth level, the Agraramel can turn the clock back completely to avert disaster. He may spend a standard action and 15 Moments turning the clock back, emulating the Time Regression psionic power. He pays no experience point cost, but when he returns to the round in which he first used Time Regression, his standard action and Potential are still spent. This is considered to be a ninth-level effect.

Time Duplicate (Sp): While all other friends may abandon the Agraramel, he may rest assured that he will always have an ally in himself. At 17th level, by spending a swift action and 17 Moments, you call upon the services of another potential version of yourself from the near future. This ability functions as the time duplicate epic spell, but in addition a high level Agraramel may extend the time that his duplicate exists for. The cost to extend the effect is 17+1 per round the duplicate has been in existence already and is paid at the beginning of the Agraramel's turn each round. When the duplicate vanishes, the Agraramel himself also vanishes for one round for each round the duplicate was in existence as if he'd been the subject of a Time Hop power (except he does not exist, anywhere, and cannot be affected in any way, including using his own powers). However, he is able to store the moments of his non-existence, and when he returns his Potentiometer is full.

Causality Break (Su): At 18th level, an Agraramel can excise his foes from Time, permanently destroying them and undoing their recent actions. You make a single attack as a standard action and spend 18 Moments. If it hits, your target must make a Will save, DC 10+half your Agraramel level+your Intelligence modifier, or be wiped from existence as the connection between its past and present is severed. In addition, the resulting localized paradox erases a small portion of your target's influence on the timeline. Any actions your target took on its last turn are undone, as per the time regression power, except that only the effects of your target's actions are reversed. The effects of any abilities triggered by, actions taken in response to, or actions taken as a result of these reversed actions remain, and any resources used to activate them remain expended even if their trigger condition is rendered impossible retroactively. Only your target's actions are wiped from the timeline; its life and effects on the world are otherwise unchanged, and any equipment it carried falls to the ground where it stood.

Time Is On My Side (Su): The Agraramel's awareness of time has expanded to the point where even Death can't stop him. As long as he has at least one Moment stored in his Potentiometer, he can escape even certain Death. If at any time the Agraramel would be killed or destroyed, one Moment is automatically drawn from his Potentiometer (this requires no action on his part, and even happens if he is incapacitated), and he instead disappears in a flash of paradox, and reappears in the same location at a later time of his choice fully healed and restored, with all conditions removed (both harmful and beneficial).

(click to show/hide)
« Last Edit: May 19, 2024, 11:06:04 AM by phaedrusxy »
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Offline phaedrusxy

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Re: Time and Space [Tome] Base Classes
« Reply #2 on: January 30, 2013, 07:27:42 PM »
Linking Garryl's awesome psionic PrC here so I don't forget it.

A pretty cool time-themed PrC that can advance casting or psionics. As written it is very race specific, but easy to adapt.

A cool time-themed psionic/warlock duel-class PrC.

Absolutely amazing Time/Space-themed Psion PrC by TheDementedOne.

Eldariel's Ephemeral Blade is an amazing ToB/Psi duel-progression class with a Time theme.
« Last Edit: January 31, 2013, 11:26:53 PM by phaedrusxy »
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Offline DavidWL

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Re: Time and Space [Tome] Base Classes
« Reply #3 on: February 15, 2013, 02:32:28 PM »
Hi PhaedrusXY,

The Warper is one of my favorite classes.  I've added it to the extremely small list of links in my signature post.

It is flexible without being a God caster, and has a vast amount of cool factor.  Great class!

Below I have more detailed comments and thoughts.

Best,
David
« Last Edit: February 16, 2013, 11:35:27 PM by DavidWL »

Offline DavidWL

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Re: Time and Space [Tome] Base Classes
« Reply #4 on: February 15, 2013, 02:56:13 PM »
Quote
Hit Dice: d8
Class Skills: Balance, Climb, Concentration, Disable Device, Escape Artist, Hide, Jump, Knowledge (any), Listen, Move Silently, Profession, Search, Sleight of Hand, Spellcraft, Spot, Survival, Tumble, Use Magic Device

Skills/Level: 6+Int

Weapon Proficiencies: All simple and martial weapons
Armor Proficiencies: All armor and shields (except exotics).

I like it.  Something like a tier 2 or 3 version of a Rogue.  Very cool.

Quote
Phasing Attacks (Su):


Cool.  Very good at hitting in combat, but with the opportunity cost (move/swift action), not overpowered.  Gives him some level appropriate offense, which is good.  He doesn't hit that hard, but that's fine.

The attention to detail so that it includes ethereal, etc. is very cool.

Quote
Hammer Space (Su):

Cool and flavorful.  I have images of him attacking iteratively, and switching out the kind of arrow or weapon between attacks.  Like it.

Quote
Treacherous Space (Su):
Also very cool - I start to become a broken record.

I think I'd add that this also effects burrowing or earthglide ... below as well as around and above.

Spatial Sense (Su):  Cool.  Makes sense both with flavor and as a fixed rogue substitute.

Quote
Warp Rift (Su):

Cool.  And very flexible
* Immediate action lets you set up yourself or a team mate, who can choose to fail the save.  (Charge "too" far or past barriers).
* Use it between iterative attacks, etc.

Can you clarify ... I assume that normally facing doesn't change when teleported / warped ... is this something the warper can specify?  Perhaps as a higher level perk? 

Quote
Recall (Su):

Good, and powerful defensively (especially at this level).  However, there should be some way to rejoin the party as well ...

Perhaps you could attune yourself to an item or person as well?

Quote
Reality Stutter (Su):


Cool and powerful. 

Question:  When blinking, does this get in the way of your own attacks ... when I read it in the SRD, I don't think so.

Quote
See the Paths (Su):


"In addition, the Warper is immune to the effects of Anticipate Teleportation"
- Can the warper drop this immunity, so that he can "disappear" when he teleports, if so desired?

Quote
Warp Sense (Ex):

So cool, all by itself this is sometimes why I want to play a high-level psion.

Quote
Xeno's Treadmill (Su):

Cool and powerful.  And I tend to agree there should be no save (you don't effect the creature, but rather the space around.

That said, this hamstrings a big boss rather seriously.

Also, if we look at the total defensive abilities:
+1/2 level deflection
can't be charged / hard to approach
blinking ~ 50% miss
immediate action to put teleporting traps in between
... this is really quite a lot by level 7, given that there are also a whole suite of other abilities as well ...

Quote
Self-Flank (Su):


Also observe about the to-hit abilities:

- ignore armor / natural hardness
- blink --> +2 to hit and ignore dex
- flank --> +2 to hit again

I'm actually sort of ok with this, given that he doesn't hit that hard, but just wanted to mention it.

Quote
Crowd Dispersal (Su):

Cool level appropriate ability

Quote
Unlocked Space (Ex):

Cool and makes sense.

Quote
Perfect Reality Stutter (Su):


Except for the ability to avoid an attack as a readied action (which ain't bad!) what does this gain?  I think I might be reading the spell descriptions wrong.

Quote
Co-location (Su):

Very cool - fits with the psychics 6th level timestop.

Quote
Dimensional Being (Ex):

Nice tome-like capstone, however, if you want to keep playing past 19, it would be good for it to be a little bit less.  One thing is "if killed I come back", a different thing is "I cannot be effected by anything".


Offline DavidWL

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Re: Time and Space [Tome] Base Classes
« Reply #5 on: February 15, 2013, 03:03:27 PM »
Final thoughts:

I think most of the coolest abilities come in the first 7 levels, and that 11 levels is the next breakpoint.

Amusingly enough, I think the powers of the first 7 levels are better than the powers of the last 13 ...

To be explicit:
(Phasing Attacks, Hammer Space, Treacherous Space, Reality Stutter, Warp Sense)
>>
(Gate -> doesn't need another way to travel that much,
Implosion -> another save or lose
Perfect Reality Stutter -> another way to avoid attacks as a readied action ... )

End result is that I'm saying some of the cool stuff earlier on could be spread later, and some more abilities could be added to the less awesome later levels.

Best,
David

Offline VennDygrem

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Re: Time and Space [Tome] Base Classes
« Reply #6 on: February 16, 2013, 06:56:40 PM »
Some responses to David:

Facing isn't really a big part of D&D 3.5, if at all, and I don't believe it's part of Tome games either. However, some DMs can allow it as an option. However, I'd say it could be an unspoken rule that the Warper can choose which direction the target is facing after a teleport. It wouldn't really make much sense that they can't.

As for Reality Stutter, yeah, it gets in the way of your attacks, the same way the Blink spell does. You have a 20% miss chance on your attacks while it's active. So, you either deal with the miss chance until you get Perfect Reality Stutter, or you do other things with your actions. You've got plenty of things to do with your actions, so it's not a huge deal. Perfect Reality Stutter, essentially, gets rid of your 20% miss chance and means you can act as though either Ethereal or not at any given time, and there's no chance of you becoming material when moving through objects unless you end your move there. So walk through the floor just about as much as you want, then come out and attack without a miss chance, and move in any direction you like as though flying with a perfect move speed. You just can't gain the benefits of being material and ethereal simultaneously; in most cases, you only need the benefits of one or the other at any given time, though I'm sure there are some cases you'd need both. If that's all you want, though, play a "Son/Daughter of Silence" (which I am, in a PbP game here. That reminds me, I've got to update my turn...)

For See the Paths, you wouldn't want to 'disappear' due to anticipate teleportation, since that means the enemy gets a chance to set up a nasty surprise for you. If you really need to disappear, teleport somewhere, or phase through walls/objects using Reality Stutter. Or Plane Shift to the Ethereal Plane for a round, or however long you want

Self Flank shouldn't be a big problem. Sure it's a free +2 to hit against anything that isn't immune to flanking, but it's literally no worse than moving up to an enemy across from one of your allies (aka normal flanking). So as you said, shouldn't be a problem.

Oh, also, that capstone ability isn't foolproof. If you get caught unaware (ie: flatfooted), then you're vulnerable. Well, so long as the attack can affect an ethereal creature (assuming, your Perfect Reality Stutter is up).

It's nice to see someone appreciating something that I spent a lot of time poking and prodding Phaedrus about to make sure it took shape. :D

Oh, and as for the back end of abilities, I quite like them. Sort of feels like "Ok, so I can go anywhere I want now, I have perfect mastery over where I or my allies or my enemies are, now it's time to work on my celestial gardening." Which isn't a bad thing. Kind of like Dr. Manhattan, except for the complete loss of individual identity and losing touch with your fellow sentient lifeforms. Definitely lots of running away to Mars, though.

Offline phaedrusxy

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Re: Time and Space [Tome] Base Classes
« Reply #7 on: February 16, 2013, 10:15:57 PM »
I do think you should have the option of allowing yourself to be affected by Anticipate Teleport. Will tweak that. Glad you like it.  :D
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Offline phaedrusxy

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Re: Time and Space [Tome] Base Classes
« Reply #8 on: January 03, 2024, 10:08:20 PM »
I'm going to try upgrading these to 5th edition. A quick and easy version of the Warper would be to make it a monk archetype. The monk's unarmored AC makes sense easily, as do many other base monk abilities. Here is what I'm thinking for abilities granted by the archetype:

Warper Monk Archetype
The monk gains the ability to cast a small number of spells using Ki points. Their DCs and spell attacks are based on Wisdom.

Level 3: Warp Strike & Warp Sense
  • Warp Strike: The Warper may spend 2 Ki points to use Misty Step as a bonus action, and gains advantage on the first attack after teleporting.
  • Warp Sense: Due to their ability to sense empty spaces (or lack thereof), the Warper gains permanent advantage on Perception checks for detecting hidden creatures or objects.
Level 6: Expanded Warp Abilities
  • The Warper gains the ability to cast Blink and Web (the "Web" is a distortion in space, and so is not flammable), each costing 3 Ki points.
Level 11: Enhanced Teleportation
  • The Warper gains the ability to cast Teleport as a spell for 4 Ki points.
  • Additionally, he may now cast Misty Step as a reaction.
Level 17: Co-location
  • At 17th level, the Warper gains the ability to exist in two locations at once. This ability may be activated or de-activated as a reaction, and may only be used for one round per Warper level per day (minimum 1 round duration per use) and costs 3 ki points per round of use. This effectively creates a duplicate of the Warper anywhere he wishes, even on another plane of existence. This duplicate has the full range of all the Warper's capabilities, including those from magic items and special abilities, and its own full set of actions each round.
  • However, this is not really a "duplicate". Both copies are actually the same individual, so any effect which affects one of them also affects the other automatically, including damage taken, charges used from magic items (or items which are destroyed or disarmed), etc. They also share completely their full sensory inputs (so they both see what the other sees, etc). When the Warper ends this effect (or when one of the two versions are killed), he must choose which copy is the "real" version. The other disappears. Effects that block Teleportation will prevent this from working.


The Time Thief seems like it would work pretty well as a rogue archetype (or bard, but I'm going with rogue here) based off Arcane Trickster.

Time Thief Rogue Archetype

3rd Level - Time Thief Spellcasting
    Gain the ability to cast spells, with Intelligence as your spellcasting ability.
Speedcasting: The Time Thief may cast spells from a customized spell list focused on time and movement manipulation. The Time Thief may cast any spell from this list with a casting time of 1 action as a bonus action instead. If the Time Thief has the ability to cast any other spells, the casting time for them is not modified by this ability.
Cantrips: Learn two cantrips from the Time Thief spell list.
Spells Known of 1st-Level and Higher: Knows three 1st-level spells from the Time Thief spell list starting at 3rd level. As they progress, they gain new spells known and spells per day as the  Arcane Trickster Rogue Archetype at higher levels.
Chrono-Trigger:
The Time Thief (Agraramel) may treat any of the following spells as being on his class list for the purpose of activating spell-trigger items:
(click to show/hide)
[/list]

3rd Level - See it Coming
    AC equals 10 + Dexterity modifier + Intelligence modifier when not wearing armor or wielding a shield.
    Always act in a round, even if surprised.

6th Level - Quickened Haste
  • Cast Haste on yourself as a bonus action, without using a spell slot, once per short rest.
9th Level - Stasis Field
  • As an action the Time Thief may cast Hold Monster once per short rest without using a spell slot. Intelligence is your spellcasting ability for this spell.
17th Level - Momentary Stop
  • As an action the Time Thief may cast Time Stop once per short rest, without using a spell slot.
Time Thief Spell List
Cantrips: Mage Hand, Prestidigitation, Minor Illusion, Message, Frostbite, Ray of Frost, Control Flames, Gust, Guidance, Dancing Lights, and Light.
1st Level: Expeditious Retreat, Longstrider, Jump, Shield
2nd Level: Blur, Misty Step, Rope Trick, Slow
3rd Level: Blink, Tiny Hut, Protection from Energy, Haste
4th Level: Dimension Door, Freedom of Movement
« Last Edit: January 04, 2024, 09:52:19 PM by phaedrusxy »
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Offline phaedrusxy

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Re: Time and Space [Tome] Base Classes
« Reply #9 on: Yesterday at 03:27:43 PM »
After some more recent playtesting, decided to remove the original Dispersal ability at 3rd level, but keep the 9th level Crowd Dispersal (which was an upgrade to it). Being able to teleport creatures as an attack action proved to be too powerful, especially in some environments (i.e. flying ships, ledges near cliffs, etc). The Warper already gets Recall at 3rd, which is enough by itself. (This is for the 3.5 version, obviously).
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