AgraramelThe 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
1st | +0 | +0 | +2 | +2 | Potential, FlashStep, Temporal Anomaly, Skirmish +1d6/+1, Chrono-Trigger |
2nd | +1 | +0 | +3 | +3 | There's Always Time, Temporal Reversal 1 |
3rd | +2 | +1 | +3 | +3 | Time Warp, Ageless |
4th | +3 | +1 | +4 | +4 | Temporal Anomaly, Visions From the Past, Temporal Reversal 2 |
5th | +3 | +1 | +4 | +4 | Age Manipulation, Skirmish +2d6/+2 |
6th | +4 | +2 | +5 | +5 | Visions From the Future, Temporal Reversal 3, Time Hole |
7th | +5 | +2 | +5 | +5 | Temporal Anomaly, A Moment Forever , See it Coming |
8th | +6 | +2 | +6 | +6 | Temporal Stasis, Temporal Reversal 4 |
9th | +6 | +3 | +6 | +6 | Time for Action, Skirmish +3d6/+3 |
10th | +7 | +3 | +7 | +7 | Temporal Anomaly, Advanced Time Compression, Temporal Reversal 5 |
11th | +8 | +3 | +7 | +7 | Timeless Battlefield |
12th | +9 | +4 | +8 | +8 | Stasis Field, Temporal Reversal 6 |
13th | +9 | +4 | +8 | +8 | Temporal Anomaly, Age of Dust, Skirmish +4d6/+4 |
14th | +10 | +4 | +9 | +9 | Time Share, Temporal Reversal 7 |
15th | +11 | +5 | +9 | +9 | Chrono-Cross |
16th | +12 | +5 | +10 | +10 | Temporal Anomaly, Temporal Reversal 8 |
17th | +12 | +5 | +10 | +10 | Time Duplicate, Skirmish +5d6/+5 |
18th | +13 | +6 | +11 | +11 | Causality Break, Temporal Reversal 9 |
19th | +14 | +6 | +11 | +11 | Temporal Anomaly |
20th | +15 | +6 | +12 | +12 | Time 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:
- Quintessence: You may create one ounce of Quintessence per Moment spent.
- Snatch: You can attempt to grab spell components, arrows, or similar small objects within your reach as a free action. If the item is attended, the target may make a reflex save against your melee attack roll to resist; if they fail, you end up holding the item, and their action fails if it was employing that item. You must have a free hand to use this ability. Additionally, you may pick up an unattended item within your reach as a free action, or draw or stow an item in your possession as a free action. Each usage of this ability costs one Moment. This ability counts as Quick Draw for prerequisites.
- Draw Fire: You attempt to distract enemies, safely provoking attacks of opportunity from them in hopes of catching them off-balance. By expending one Moment as a free action, you may provoke an attack of opportunity from every enemy that threatens you, all of which automatically miss. Any who take this Attack of Opportunity are considered Flat-Footed towards you for your first attack on them in the following round, as if you'd successfully Bluffed them.
- Contrail: You may choose to use this trick by expending one Moment any time you move. This ability is considered part of the action you used to move, and does not take up any other action. Any square you pass through immediately becomes filled with condensation clouds formed by the shock of your passage. These squares behave as if filled with Obscuring Mist. These clouds disperse after one round per Agraramel level.
- Defensive Awareness: When taking a full defense action, you may additionally concentrate on responding more efficiently to threats nearby. By expending one Moment as a free action, you may move up to your full movement rate, even if it isn't your turn.
- Faster: All of your listed modes of movement improve by 15'. You may take this Anomaly more than once, and its benefits stack.
- Air Dodge: You may rapidly move through the air as though you had a perfect fly speed, changing directions as often as you want, by expending two Moments per 5' of movement. If you end your movement in mid-air, you will fall and take falling damage normally. This ability is a free action.
- Pop (5th level): Once per round as a free action, you may spend Potential to teleport 5 feet per Moment spent, as Dimension Door (except that this effect does not end your turn).
- Delayed Reaction: Whenever you move out of a space, you threaten enemies as if you were still in that space until the beginning of your next turn.
- Surf the Shockwave: If you are subjected to an area attack which allows a reflex saving throw for half damage, you may spend a Moment to attempt to have the power of the effect carry you to its edge without hurting you. Make a Balance check against the DC of the effect's reflex save. If you succeed, you move to the nearest edge of the effect and you take no damage. If you fail, make the reflex save as normal.
- Deflect: If you are within 5' of the origin of a non-conical area of effect, you may expend Potential to deflect the effect. For every Moment that you spend, you may move the origin of the effect up to 10' in any direction. If you are within 5' of the origin of a conical area of effect, you may expend Moments to change the direction of the cone by 45 degrees per Moment expended.
- Block: If a line of effect passes within 5' of you, you may choose to block that line of effect with yourself, causing it to hit you or your square instead of its original target. For example, you could intercept an arrow, taking damage as if it had hit its original target, or you could intercept a Fireball, causing it to detonate in your square. This costs one Moment.
- Standing Still: Your incredible speed and precision make you able to see through an opponent's dodges and parries as if they didn't exist. You may spend one Moment as a free action to make your target flat-footed against your next attack.
- Keyhole: You have all the time in the world to line up shots. You ignore any concealment less than total, and you may fire into melee without penalty. This does not cost any Moments, and counts as Precise Shot for prerequisites.
- After Image: You may expend 3 Moments as a swift action to create an illusion of yourself, as the spell Mirror Image. This image lasts for one round, though you may expend an additional 3 Moments at the beginning of your next turn to maintain a Mirror Image that you created earlier using this Temporal Anomaly. You may maintain as many of these images as you want. Images created using this ability interact with actual castings of Mirror Image as if they were part of the spell.
- Friction: By rubbing your hands together really really fast, you can make fire. You gain Produce Flame, as the spell, as a supernatural ability usable at will, using your Agraramel class level as the caster level. Each usage costs 1 Moment.
- Sonic Boom: By moving really fast in a straight line, you can create a powerful blast of air. Any time you move ten or more feet in a straight line, you may choose to generate a Gust of Wind effect in roughly the direction of the movement (up to about 45 degrees of deflection). This effect uses your Agraramel class level as its caster level and costs one Moment.
- Hide in Plain Speed: You literally move so fast that you can't be seen. By spending 7 Moments as part of any movement of at least 10', you benefit from the effects of Greater Invisibility until the end of your next turn. True Seeing and other such effects do not reveal you.
- Spelltrail: When you cast a spell (or activate a magic item) with an area of effect, you may choose to trail it behind you as you move instead of using its normal area of effect. When you do this, determine the number of 5' squares that its area fills. For the next ten minutes or until you have moved that number of squares, whichever comes first, every square you leave is immediately filled with that spell effect. This costs one Moment.
- Judo: Immediately following a successful Trip attempt, you may expend Potential to throw the enemy. This is like the Violent Thrust ability of Telekinesis, except that it allows an opposed reflex save instead of a will save and it has no weight limit. The target is thrown 10' per Moment expended.
- Missed Me!: You may cause a single ranged attack to miss you by spending 1 Moment. For example, a Agraramel could expend 3 Moments to cause three Scorching Rays to automatically miss. If you spend an additional Moment you may cause that ranged attack to instead target something else within 10', and the attack is treated as if it had been originally aimed at the new target.
- Before Its Time: After a successful attack, you can spend 5 moments to accelerate all magical effects on the target to the end of their duration. Make a dispel check as though using a targeted greater dispel magic effect, except that the modifier is equal to your class level instead of your caster level. Only non-permanent spells can be dispelled this way.
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:
Animal Growth, Arcane Lock, Blink, Clone, Contingency, Cure (any) Wounds, Death Knell, Delay Poison, Destruction, Dimensional Lock, Diminish Plants, Disintegrate, Erase, Expeditious Retreat, False Life, Featherfall, Foresight, Gentle Repose, Harm, Haste, Heal, Inflict (any) Wounds, Knock, Legend Lore, Make Whole, Mending, Moment of Prescience, Open/Close, Permenancy, Plant Growth, Purify Food and Drink, Raise Dead, Regenerate, Rusting Grasp, Simulacrum, Slay Living, Slow, Temporal Stasis, Timestop, Undeath to Death
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).
This class combines elements of the
Time Mage,
Speedened, and
Agraramel classes, each of which had elements that I liked, but overall wasn't totally pleased with (or they weren't finished). Of the three, Garryl's Agraramel by far had the most interesting fluff, so I decided to use that for the name, and flavor it accordingly. Do note that this class is balanced for my reboot of the Fall of Pun-Pun game (which uses modified Tome rules), and so might be somewhat overpowered compared to standard D&D classes.