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View Full Version : [3.5 Base Class] Chrono Trigger - "You're Out of Time."



Balketh
2009-10-14, 10:13 PM
Chrono Trigger

"Believe me, I already know; You're out of Time."

- Anonymous Chrono Trigger

A Chrono Trigger is, at their very base, a pistoleer, and a highly agile and clever one at that. Their ability to move and make their shots count in any situation is like none ever seen, not only in that it is incredible, but it is quite often absurd, shrouding Chrono Triggers in disbelief. This is second only to their inherent ability to manipulate the flow and connections of Time.

Chrono Triggers affect and wield Time unlike the spells of a Wizard or Sorcerer, their powers come from natural talent and willpower rather than incantations and dusty tomes. Time, of course, is not without its own agenda. As a Chrono Trigger progresses and grows in power, they begin to perceive Time differently to others, and they use this to their advantage, whether they know it or not.

A Chrono Trigger can make improbable shots, skip bullets around corners, deflect oncoming projectiles and even spells, hit everyone in the room with the same bullet, and even unleash more shots than is physically possible in a split second, filling a room with lead.

How they came to gain their access to Time's bounty differs with each Chrono Trigger, but the common ground between them is that they all wield pistols with disturbing prowess. Their talents vary from Chrono Trigger to Chrono Trigger, but regardless of what path they choose, they are infamous, wherever they go.

Adventures: Chrono Triggers can adventure for every reason under the sun. Their abilities often play a crucial role in the reason for their quests, dungeon raids and the like. They could be out for fame, fortune, bounty hunters pursuing targets across the lands, or on the run from Mages seeking to track them down for their powers, possibly even the first Hired Guns in the land. The sky's the limit for a Chrono Trigger's adventures.

Characteristics: Chrono Triggers are deft and clever, using tactics and strategy to work out intricate plans toward defeating the enemy ahead of time, if the opportunity is available. Most of these plans, at some point, involve throwing a disturbing amount of lead at the enemy, in one way or another. If planning isn't possible, then they throw everything they need to at their enemy to win, and they keep mobile at all times so the enemy has trouble pinning them down.

Role: Chrono Triggers bring heavy firepower to the party, blasting their enemies with a myriad of attacks at range. Unlike other ranged attackers though, a Chrono Trigger has no qualms about moving into the fray and attacking head on in melee, and are incredibly mobile when in battle. Their Time-based abilities only multiply their combat prowess, as well as provide some interesting utility

Background: A Chrono Trigger is only a Chrono Trigger because they have chosen pistols as their main weapon of choice; otherwise, many paths could have opened to them as a sort of Time Mage. Their previous careers are often combat based, but there are exceptions to every rule; They could have been in a military service, a bandit, perhaps a bounty hunter, or a young farmhand who took up the revolver to save his life. Usually their prior profession required, or granted them, their inherent celerity. It is common that they themselves created the pistols they value, as these gunpowder weapons are mostly, if not entirely unheard of in some settings. At some crucial point in their lives, through some means, they are granted the innate ability to manipulate Time. Whether they realise this ability or not, at that moment their career as a Chrono Trigger begins.

Races: Chrono Triggers need to be hardy to withstand the fickle nature of Time, but most importantly, they need to be agile. Chrono Triggers may be of any race, though those with Dexterity penalties often make for poorer Chrono Triggers.

Alignment: Any. Chrono Triggers come from all walks of life, and as such, can have any moral disposition.

Religion: Chrono Triggers are as varied as the winds. They may worship any god, though the majority seem to default to the idea that gods need not be worshipped, but respected. In this case, they have no religion, but respect the gods for what they are. Fharlanghn is a common god to the more religious Chrono Triggers, as they tend to travel a great deal, be it through Time or otherwise.

Other classes: Chrono Triggers are tough, but they are not meant to stand up to the brunt of the horde. Often, a Chrono Trigger is right at home when surrounded by a stalwart defender, anyone who can keep him alive, and preferably someone to do the talking.

Barbarians and Fighters are often seen as brutes, occasionally met with caution, but often frustration for their lack of finesse. Bards are usually applauded for their musical talents, but are irritating for their roundabout way of getting things done.

Clerics and Paladins are praised for their healing capabilities, but the praise is often kept quiet due to the wide berth Chrono Triggers give them over occasional religious fanaticism. Druids and Rangers are appreciated for their care of the lands and creatures, and their abilities and magics rarely go to waste.

Monks are respected for their values and beliefs, and a blind eye is not turned their awe-inspiring abilities, though their values can occasionally stand in the way of what needs to be done. Rogues are eyed with caution and suspicion, and Wizards and Sorcerors are admired for their knowledge, but pitied for their slow, tedious magical processes.

Game Rule Information

Abilities: Above all else, a Chrono Trigger must be agile, accurate, and quick. As such, Dexterity is their main ability score. Chrono Triggers can often become engaged in melee, so Strength is an excellent score to have, but sometimes things cannot be avoided, and thus a decent Constitution score is great for keeping them alive. Other than that, Intelligence is a good choice for skills and the like.

Alignment: Any.

Hit Dice: D8

Class Skills

Class Skills: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Info (Cha), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Skill Points at First Level: (4 + Intelligence modifier)x4
Skill Points at Each Additional Level: 4 + Intelligence modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Features|Improving Features|Hit|Damage|AC

1st|
+1|
+2|
+2|
+0|Aeon Reloader, Sharpshooter|-|
+1|
+0|
+0

2nd|
+2|
+3|
+3|
+0|Talents|Talent|
+1|
+0|
+0

3rd|
+3|
+3|
+3|
+1|End of Time, Guns Akimbo|-|
+1|
+0|
+0

4th|
+4|
+4|
+4|
+1|Bullet Time, Evasion|Talent|
+2|
+1d6|
+1

5th|
+5|
+4|
+4|
+1|Uncanny Dodge, Rinse & Repeat|-|
+2|
+1d6|
+1

6th|
+6/+1|
+5|
+5|
+2|Martial Marksman|Talent, Aeon Reloader|
+2|
+1d6|
+1

7th|
+7/+2|
+5|
+5|
+2|Leapshot, Rebound|Guns Akimbo|
+3 |
+1d6|
+1

8th|
+8/+3|
+6|
+6|
+2|Lightning Draw|Talent x2, Imp. Uncanny Dodge|
+3|
+1d6|
+2

9th|
+9/+4|
+6|
+6|
+3|Countershot|Martial Marksman|
+3|
+1d6|
+2

10th|
+10/+5|
+7|
+7|
+3|Just In Time|Talent, Imp. Evasion|
+4 |
+1d6|
+2

11th|
+11/+6/+1|
+7|
+7|
+3|Distracting Shot|-|
+4|
+1d6|
+2

12th|
+12/+7/+2|
+8|
+8|
+4|-|Talent, Just In Time, Countershot|
+4|
+2d6|
+3

13th|
+13/+8/+3|
+8|
+8|
+4|Stop|-|
+5|
+2d6|
+3

14th|
+14/+9/+4|
+9|
+9|
+4|Hair Trigger|Talent x2|
+5|
+2d6|
+3

15th|
+15/+10/+5|
+9|
+9|
+5|Passage of Time|-|
+5|
+2d6|
+3

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Leaden Rain|Talent|
+6|
+2d6|
+4

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Never Say Die|-|
+6|
+2d6|
+4

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Temporal Devastator|Talent|
+6|
+2d6|
+4

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Mysterious Stranger|-|
+7|
+2d6|
+4

20th|
+20/+15/+10/+5|
+12|
+12|
+6|End of Days|Talent|
+7|
+2d6|
+5[/table]

Weapon and Armour Proficiencies: Chrono Triggers are proficient with one-handed firearms and all Simple Weapons. In addition, they are also proficient with the Kukri, Sap, Bolas, Hand Crossbow, and Shuriken. They are proficient in light armour, but not shields.

Aeon Reloader (Ex/Se): A Chrono Trigger's power flows through his guns, and often at an alarming rate. In order to continue this power flow, their guns must be loaded at all times. At 1st level, the Chrono Trigger gains the Rapid Reload feat as a bonus feat, even if they do not meet the prerequisites for it. From 6th level on, Aeon Reloader becomes a Supernatural feature. The guns begin to absorb ambient magical energy from the Chrono Trigger, and they start to rip bullets from alternate time-lines, phasing them into empty chambers, with the bullet casing phasing out. The Chrono Trigger no longer needs to reload their guns, but they may choose to do so at will.

Sharpshooter (Ex): The Chrono Trigger's perception of Time begins to change, as they find they can take more and more time with their shots. Starting at 1st level, the Chrono Trigger gains +1 Insight bonus to all attack rolls made with their guns, ranged or melee, and gains +1 more every 3 levels thereafter (+2 at 4th, +3 at 7th, etc). In addition, the Chrono Trigger learns where best to shoot each creature he meets, and how to make the most of each shot. At 4th level, the Chrono Trigger deals an additional +1d6 damage per gun, and at 12th, this bonus increases to +2d6. The type of damage is based on the attack used (IE: Bludgeoning/Piercing if a shot, Bludgeoning if a pistol whip type attack, Slashing if a bladed type attack.) Sharpshooter only works on targets within a range of 60'. Any further, and it is too difficult for the Chrono Trigger to fire as quickly as they do, and still be so accurate.

Talents: As they grow in power and experience, Chrono Triggers start to expand their list of abilities. Some are demonstrations of true power, while others are unexpected, and in some cases downright absurd, but they often give the Chrono Trigger the edge he needs to succeed. These 'Talents' are acquired in many ways throughout the Chrono Trigger's career, be it through ingenuity on the battlefield, learning a trick or two from watching others, or just plain luck that manifests into a useful ability. One thing is for certain, however; The Talents of the Chrono Trigger are always useful.

Beginning at 2nd level, and every two levels thereafter, the Chrono Trigger may choose a Talent that he meets the prerequisites of. At 8th and 14th, the Chrono Trigger may choose an additional Talent.

End of Time (Su): Upon reaching 3rd level, the Chrono Trigger is introduced, forcefully, to a new ability. They are unceremoniously removed from the local time-stream, as well as all party members within 30', and transported to the End of Time, which appears to be a piece of a dark, shabby cobblestone street intersection, 40' by 40' wide, with a single oil lamp burning in the centre. The 'square' of street intersection floats in a black void, dotted by the dimmest of lights which could be mistaken for stars. The square is surrounded by an 10' high, unbreakable, black wrought iron fence; any will to climb it fades almost instantly, as does any will to jump or fly over it. The Chrono Trigger responsible for this quickly notices a small, again indestructible wooden gate on the fence, and somehow knows that this door, when touched, will return all present to their own Time.

This feature functions much like the spell Rope Trick. Once per day, the Chrono Trigger may perform a 5 minute ritual involving quiet concentration, and up to their class level + 2 companions, a maximum of 12, may enter the End of Time; familiars, animal companions, and any other such companions, such as crafted golems or other creatures gained by class feature or feats are transported for free. No trace of the party's exit from their original location or Time is left. Creatures in the End of Time are hidden, and unaffected by Time in any way. They are beyond the reach of all spells, area of effect or otherwise (including divinations), unless those spells work can reach the end of Time. Full Rests within the End of Time are allowed, and any equipment left when the party leaves, remains, and is safe from all ill effects of Time; food doesn't rot, armour doesn't rust, etc.

When the party is ready to leave, they need only touch the wooden gate, and be transported back to the exact location they left from. There is a catch, however. Moving even one person to the end of Time leaves a temporal wave in the flow of Time. This wave remains so long as anyone is in the End of Time, and it affects the ability to leave the End of Time, and anyone in it. When attempting to return, the Chrono Trigger and party are forced to adhere to the path the wave has created, returning them to a Time proportional to the Time spent in the End of Time. In layman's terms, Time that passes in the End of Time, passes in the original Time. For example, if the Chrono Trigger spends 5 hours in the End of Time, they will return 5 hours after they left.

If 12 hours pass since the Chrono Trigger arrived, and any living creature remains in the End of Time, all creatures within are immediately exited as would occur if they touched the wooden gate, with all equipment they consider to be a part of their 'standard' pack dumped at their feet if not on their person or in their possession.

The End of Time need not look so bleak and unforgiving in your game. You may change the appearance of the End of Time when you first receive the ability if you so wish, but all mechanical features remain the same. The appearance must also be open. For example, an endless rolling plain under an eternally blue sky.

Guns Akimbo (Ex): One gun just isn't enough for the Chrono Trigger. They need to be able to dispense maximum damage, and leaving one hand idle is downright inefficient. From 3nd level on, when wielding single-handed firearms, the Chrono Trigger receives only -2/-2 penalties for fighting with a weapon in the offhand. Taking the Two-Weapon Fighting feat reduces this penalty to 0/0. Efficiency with this offhand weapon is important, and Chrono Triggers capitalise on this. At 7th level and after, when the Chrono Trigger makes an attack or full-attack action, they may make a number of attacks with their offhand weapon equal to the number of attacks they are afforded with your primary weapon.

For example, if the Chrono Trigger may make two attacks with their primary gun, they may make two attacks with the gun in their offhand in the same turn. This does not increase the number of shots that may be made with per-turn/encounter/day abilities such as Spellbouncer or Temporal Devastator. For example, only one spell per turn may be reflected with Spellbouncer, and only one Temporal Devastator shot may be made per encounter.

Bullet Time (Ex): The Chrono Trigger slowly begins to see the world differently as their perception of Time changes; having spent a long period of time under the effects of Time, their reflexes being to increase dramatically. At 4th level, and every 4 levels thereafter, the Chrono Trigger gains +1 Dodge bonus to AC. This Dodge bonus stacks with all others, and is exactly the same as a normal Dodge bonus. It is lost when Dodge bonuses are normally lost.

Evasion (Ex): At 4rd level, the Chrono Trigger's celerity begins to show, as they can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Chrono Trigger is wearing light armor or no armour. A helpless Chrono Trigger does not gain the benefit of Evasion.

Uncanny Dodge (Ex): Upon reaching 5th level, the Chrono Trigger has become so skilful and quick that he can react to danger before it even occurs. He retains his Dexterity and/or Dodge bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity and/or Dodge bonus to AC if immobilised. If a Chrono Trigger already has Uncanny Dodge from a different class he automatically gains Improved Uncanny Dodge instead.

Rinse & Repeat (Su): Any Chrono Trigger will tell you, one bullet at a time just doesn't cut it. From 5th level on, once per encounter, the Chrono Trigger's guns can pull the bullet they just fired from an alternate time-stream, and bring it into this one. Use the same roll as the attack this bullet is following against the AC of the target to determine if it hits. The bullet flies along the exact same trajectory as the first one, a mere inch from it. This second bullet does not benefit from any class features or talents except Sharpshooter and Skipshot.

Martial Marksman (Ex): The Chrono Trigger soon realises that they cannot stay away from the fray forever. Accepting this, they perfect their ability to fire into, and out of, melee. At 6th level, the Chrono Trigger receives the feat Precise Shot, even if they do not have the prerequisites for it. Upon reaching 9th level, the Chrono Trigger has mastered the art of fighting with pistols in melee; he no longer provokes attacks of opportunity for shooting or fighting with his guns while in melee.

Leapshot (Ex): Chrono Triggers thrive on mobility. By harnessing their prowess, and a minor helping hand from Time, they can make extraordinary leaps without breaking stride, or breaking a sweat. From 7th level on, they gain +4 to all Jump checks. In addition, once per turn, the Chrono Trigger may make a jump as a part of their move action as if they had a running start. During this jump, they may use their standard action to attack normally. Chrono Triggers may not use full-round actions during the jump.

Rebound (Ex): An opponent in their way is nothing more than a hurdle to a Chrono Trigger. Starting at 7th level, Chrono Triggers gain +4 to all Tumble checks. In addition, when the Chrono Trigger makes a successful Tumble through a threatened square, or through an enemy's square, they launch a painful kick to the closest enemy in or adjacent to the square they pass through, dealing 1d6 + Strength Modifier bludgeoning damage to each enemy. They may also choose to use one enemy as a springboard, dealing double Strength Modifier damage to him, and utilising the Leapshot class feature to leap off his face (if possible, otherwise his body), and in any direction they please.

This jump counts as a use of the Leapshot class feature. Add the height of the enemy leapt off of to the height of the jump roll to calculate the total height the Chrono Trigger reaches. The full features of this ability can only be successfully used on creatures up to one size larger or smaller than the Chrono Trigger. Any larger, and the damage is negated, but the leap may still be completed, though only a maximum of 6' may be added to the total jump height. Any smaller, and the creature is knocked prone, dealt 2d6 + (Strength Modifier x 2) bludgeoning damage, but the jump cannot be completed, and the Chrono Trigger lands in the square behind the creature. This ability does not provoke attacks of opportunity.

Lightning Draw (Ex): When the Chrono Trigger reaches 8th level, he can never again be bested in arming himself, because he is just too damn fast. From 8th level on, at any time, anywhere, whenever the Chrono Trigger is physically able to touch his guns, he may draw them instantly as a free action, and he may sheathe them the same way. With this feature, the Chrono Trigger is the fastest draw, bar none. Unless confronted by another Chrono Trigger with this feature, or a Time mage of some sort, the Chrono Trigger will be able to draw faster than anyone else, every time, unless they chooses to lose wilfully. If they do come across a Chrono Trigger or Time Mage, it is up to the DM to determine who is faster.

Improved Uncanny Dodge (Ex): A Chrono Trigger of 8th level or higher can no longer be flanked. This defence denies a rogue the ability to sneak attack the Chrono Trigger by flanking him, unless the attacker has at least four more rogue levels than the target has Chrono Trigger levels. If the Chrono Trigger already has Uncanny Dodge from a second class, he automatically gains Improved Uncanny Dodge instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank the character.

Countershot (Ex): Beginning at 9th level, the Chrono Trigger begins to exploit failed attacks with a counterattack. Once per encounter, the Chrono Trigger can counter a missed melee attack that he was the target of, with an attack of opportunity. This attack counts toward your total limit of attacks of opportunity that round. Upon reaching 12th level, the Chrono Trigger's ability to counterattack improves. He can now countershot missed ranged attacks that he was the target of, and the limit of Countershots in a round increases to half the Chrono Trigger's Dexterity Modifier. These extra countershots may only be made if the Chrono Trigger can make that many extra attacks of opportunity in a round.

Just In Time (Su): The Chrono Trigger's ability to manipulate Time truly begins to shine at 10th level. Not just some random trip to a desolate slice of nothing, or some meagre slowing and speeding of bullets, beginning at 10th level, for a duration to a maximum of three rounds per encounter, as an immediate action, the Chrono Trigger can wilfully step out of the local time-stream. They may leave for a minimum of one round, to a maximum of three rounds. If they return before they have spent three rounds out of the time-stream, the Chrono Trigger may activate Just in Time again, but they may only stay out of the time stream for a total of three rounds per encounter. For example, if a Chrono Trigger leaves the time-stream for two rounds, and then returns, they still have one round in which they may leave the time-stream again. Once a total of three rounds have passed, they reappear in the local time-stream, exactly where they left.

While out of the local Time, the Chrono Trigger is completely hidden, utterly invincible, immune to all magic (including divination) unless it can reach to the end of Time, and they may watch the surrounding area is if they were still in their original position. Of course, they cannot move from their square, or in any way affect the local time-stream or anyone in it, until they return to it. When the Chrono Trigger returns to the time-stream, they reappear exactly where they left. If an Anti-Magic Field is put over the area the Chrono Trigger is due to return to, they are instead returned to the edge of the field, as close as they can be placed to their original location.

The Chrono Trigger's potential prowess, their room for growth, has no limits. Upon reaching 12th level, the Chrono Trigger figures out how to capitalise on the Time passed while he has been absent from the local time-stream, and puts it to use. For every consecutive round that passed while the Chrono Trigger was absent from the local time flow, he may reappear up to his speed in distance from his original position. For example, if a Chrono Trigger with 30' speed left the time-stream for two rounds, then returned, they could reappear within their 60' of their original position. They could then leave for another round, bringing their total rounds out of the local time-stream up to 3, and on return, reappear within 30' of their original position. No wall, spell, or other obstruction may prevent them from passing, except for an Anti-magic Field.

If the square that the Chrono Trigger returns to is occupied, and the object or creature occupying the square can be moved and is only up to one size larger than the Chrono Trigger, the object or creature is shunted 5' in a random direction, and receives 1d6 bludgeoning damage, as well as any ill effects from being moved in that direction. If the object is larger, or cannot be moved, the Chrono Trigger is ripped back out of the time-stream, and forcefully thrown anywhere within 20' of that location, suffering 1d6 bludgeoning damage, and landing prone. This is particularly important if the Chrono Trigger wishes to enter a room, or cross a wall, and they cannot see the other side.

Imp. Evasion (Ex): Gained at 10th level, this ability works like Evasion, except that while the Chrono Trigger still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Chrono Trigger does not gain the benefit of Improved Evasion.

Distracting Shot (Ex): Spells are a deadly thing, and can stop any party member in their tracks. Fortunately, Chrono Triggers have a solution. From 11th level on, once per encounter, as an immediate action, the Chrono Trigger may fire a shot toward the offending spellcaster, rolling for an attack as usual. The damage rolled is not inflicted, however, as the shot never hits the caster. Instead, the small black ball explodes a foot from the caster, making a very loud noise, and creating a lot of smoke and sparks. This washes over the caster, causing an immense, physical distraction. They must make a Concentration check, or lose the spell. The DC for the check is 5 + the damage rolled. If the shot is duplicated with Rinse & Repeat, add 5 to the DC, as the distraction is more intense.

Stop (Su): Sometimes things just need to Stop. A rampaging creature needs to be halted, an escaping criminal needs to freeze, a dragon need be stopped before he can spew deadly flames on the party. Upon reaching 13th level, once per encounter, as a standard action, the Chrono Trigger can shoot a target, making a standard attack roll to hit. On impact, the bullet does no damage. Instead, the target of the attack makes a Will save. If they fail, they are frozen in place, losing their next round of actions, or their current round, if they haven't acted yet. They are considered to be paralysed until their next set of actions (standard, move and swift) has been wasted, though they are not actually paralysed, and cannot be cured of it by standard conventions.

Hair Trigger (Ex): By 14th level, the Chrono Trigger is deadly, and they begin to show it. The Chrono Trigger fully threatens all squares within 15' of himself. Within 30' of himself, the Chrono Trigger still threatens, but move actions do not provoke attacks of opportunity. They are still limited to one attack of opportunity per round, more with Combat Reflexes.

Passage of Time (Su): Mobility is a crucial part of the Chrono Trigger's arsenal, and by 15th level, they can truly demonstrate it. Once per encounter, as part of a move action, the Chrono Trigger may fiddle with Time, simultaneously speeding themselves and slowing the world. They rush forward, up to their speed in distance, with intense velocity, and they may turn without restriction, unlike a Charge. This movement has many effects. They provoke no attacks of opportunity what so ever for this movement, as it is so fast, it is almost instant. If the Chrono Trigger passes through a square adjacent to someone, friend or foe, they must make a Fortitude save or be dazed. The Chrono Trigger is moving at such a rate, that they can cross bodies of water, difficult terrain at full speed, pass through fire unharmed (including a magical wall of fire if it is also not some sort of wall that physically prevents someone from passing), or even across gaps of air, but they cannot move up, unless a jump is made as a standard action.

If a jump is made during or after this rush, add +10 to the jump check for determining distance and height. The Chrono Trigger must begin their movement on solid ground. If their movement ends, and they are not on solid ground, they fall to whatever fate awaits them. If this feature is used to Charge an opponent, the Chrono Trigger does not have to move in a straight line. In addition, they deal +5d6 bludgeoning damage on any melee attack, or +5d6 bludgeoning and piercing damage on any shot during or at the end of the charge, as long as the attack is in the direction they are charging. For example, if they shoot backward during the charge, they do not gain the damage bonus on that attack. If Passage of Time is used to Bullrush someone, add a +6 modifier to the Chrono Trigger's strength check.

Leaden Rain (Su): The Chrono Trigger has always been skilled at dispensing a vast amount of lead at enemies, but upon reaching 16th level, they become a world of hurt. Once per day, as a swift action, the Chrono Trigger may throw caution to the wind, and activate this ability, dispensing Hell. They gain two extra attacks in a round, four in a full-attack action. This lasts for two rounds. The two extra attacks per round may be used without a full-attack action. These extra attacks are basic attacks, and benefit from every feature Chrono Triggers have that affects a regular shot, such as Sharpshooter. All extra attacks given by this feature use the Chrono Trigger's highest BAB -5. So, for a highest BAB of +20, the Chrono Trigger's extra attacks would all be made at +15, etc. Of course, any action that specifies the number of shots it requires is unaffected by this feature, such as Distracting Shot or Temporal Devastator.

Never Say Die (Ex) The Chrono Trigger has had his share of near death experiences, hopefully not more than he cares to remember, and due to this he has become tenacious, tough, 'never give up, never surrender, Never Say Die.' From 17th level on, once per day, the Chrono Trigger automatically succeeds a single save-or-die roll caused by any ability, spell, feature or otherwise. Additionally, the Chrono Trigger can still fight well beyond the limit of most mere mortals. He can act unhindered from 0 to -10 hit points, and when reduced to between -11 and -19 hit points, instead of beginning to die, the Chrono Trigger automatically becomes stable.

When reduced to -11 hit points or less, the Chrono Trigger may choose to act disabled rather than dying. This decision must be made as soon as the Chrono Trigger's hit points are at -11 or less, even if it is not his turn. If they do not choose to act disabled, they fall immediately unconscious. This feature acts much like the feat Diehard, and as such, the Diehard feat cannot be taken by Chrono Triggers, unless they multiclass up to three levels of other classes and will not reach this feature.

In addition, once per day, when the damage of an attack will reduce a Chrono Trigger to -11 or less hit points, he can resist it, instead only dropping to a minimum of -10 hit points. He's that tenacious.

Temporal Devastator (Su): The Chrono Trigger has been all about firing as many bullets as they possibly can at their targets, as quickly as possible. Up until now. Once per day, as a full-attack action, the Chrono Trigger focuses every ounce of energy they have into a single bullet, specifically, speeding it up to atrocious speeds. When fired, the Chrono Trigger is forced back 5', taking 1d8 bludgeoning damage if anything their size or larger is behind them, or taking 1d6 bludgeoning damage and falling prone if it is smaller than them. The bullet rips through the local time-stream, and if it impacts the target, deals 50d6 damage.

If the creature dies, it disintegrates, turning into fine motes of dust. Any items, armour, or anything it was holding remains intact, however. A successful Fortitude save of 20 + the Chrono Trigger's Dexterity Modifier lowers the damage to 4d6 bludgeoning damage, a standard attack. When used against an object, the shot simply disintegrates as much as one 10' cube of nonliving matter. Thus, the attack disintegrates only part of any very large object or structure targeted. The shot affects even objects constructed entirely of force, such as Forceful Hand or a Wall of Force, but not magical effects such as a Globe of Invulnerability or an Antimagic Field.

Mysterious Stranger: Sometimes Time has its own Agenda. Some even believe Time is sentient. Every now and then, something happens that makes the Chrono Trigger wonder if this is true. From 19th level onward, once per day, as a free action, The Chrono Trigger can make Time send a friend his way. At the end of the round this feature is activated on, before the next, a strangely familiar Mysterious Stranger appears, takes a full turn of actions, then disappears again. This Mysterious Stranger is, indeed, The Chrono Trigger, from the future, although the Current Chrono Trigger doesn't know this if this is the first time the feature has been utilised.

He has none of the benefits, buffs, limitations or debuffs the Chrono Trigger has. (For example, if the Current Chrono Trigger is paralysed, the Future Chrono Trigger won't be. Likewise, if the Current Chrono Trigger is blessed, the Future Chrono Trigger won't be.) Any abilities already spent by the Current Chrono Trigger, remain spent for the Future Chrono Trigger's turn. You may have the Future Chrono Trigger perform a free turn of actions for you, before he returns to his own Time.

Anything he attempts to leave that is from the Future is taken with him, and anything he tries to take from the Current Time is left behind. At the end of combat, if he doesn't know already, the Chrono Trigger realises that the Mysterious Stranger was indeed himself, and that he must repeat the actions of his Future self, whether he likes it or not. For one round (six seconds out of combat), the Chrono Trigger disappears from the Current Time, and returns shortly after.

End of Days (Su): At 20th level, the Chrono Trigger has reached their pinnacle, and gains their most powerful ability, where they may truly bring about the end of days on their opponents. To all present, it may seem as if the world is ending, when the Chrono Trigger unleashes this storm of death and destruction. Once per day, as a full-attack action, the Chrono Trigger stops Time outright, for everyone but himself. He then can make a choice.

The Chrono Trigger may take a full attack against anyone within 30' of himself that he chooses, albeit with no class features added or Talent bonuses whatsoever, excluding Sharpshooter and Guns Akimbo. Each full attack taken must use all its attacks on the target of the full attack, they may not be split. Or, they may focus their ability, and take two full-attack actions against one creature, with full bonuses. This ability may not be used in conjunction with any other Chrono Trigger feature that increases the number of attacks made, bullets shot, or specifies the number of shots made in the feature, such as Temporal Devastator, Passage of Time, Rinse & Repeat or Leaden Rain.

Sidebar: Guns, Crafting and Other Tidbits
The Chrono Trigger's guns are his own. In most cases, as a first sign of the Chrono Trigger's abilities, they are projected into the future, and bear witness to some incredible feat of bravery, and often given amazing insight into the workings of the Revolver. Upon returning to their own Time, for one fluff reason or another, they are compelled to make these fantastic, far off weapons. In order for them to become enchanted, the Chrono Trigger must make the guns himself by making a 20 DC Craft (Gunsmithing) check for them to be Masterwork at least. To add enhancement bonuses, the Chrono Trigger must make a 20 + Total Enhancement bonus DC Craft (Gunsmithing) check (IE: +1 enhancement bonus would mean a 21 DC). or, if the DM is feeling generous, he may decide to add enchanted guns to the loot throughout the game. The range increment of the guns, as well as features with range limits, can be increased with feats like Farshot, or Talents in the future.

The Chrono Trigger's guns are always incredibly sturdy, like that of a sword, and thus, can be used in melee. Most masterwork revolvers made by Chrono Triggers have blades running along the underside of the barrel, making them useful as slashing weapons as well as bludgeoning. This choice must be made as soon as the game starts by any starting Chrono Trigger, as well as the moment any gun is created by the Chrono Trigger. The DM specifies if the gun is bladed if it is found.

{table=head]Light Weapon: Revolver|Cost|Dmg|Critical|Range Increment|Weight|Type

Revolver (6)|Varies|2d6|x2|30ft|2lbs|Piercing and Bludgeoning

Revolver, Melee|Varies|1d6|x2|-|2lbs|Bludgeoning

Revolver, Bladed Melee|Varies|1d6|x2|-|2lbs|Slashing[/table]

An interesting rule: The Chrono Trigger may not take the feats Rapid Shot or Manyshot, for balance reasons.

That's all for now.
Sidebar: What I Need Help With: UPDATED
Balancing has been done pretty well. The only names I'm iffy about right now are 'Leaden Rain' and 'Rinse and Repeat'. Any ideas would be nice. What I'm mostly after now are opinions on fluff. What do people think? Would you play it?

Thanks for any help.

Balketh
2009-10-14, 10:14 PM
Talents

Talents flow in 'trees'. The Skipshot 'tree', for example, has four Talents: Skipshot, Improved Skipshot, Ricochet, and Impossible Ricochet. Each Talent in a tree will have a prerequisite of the previous talent. Some Talents don't have a tree, or the tree is very small. Often, these will require talents from other trees. The maximum number of Talents in one tree is five, with the fifth talent often being exceptionally powerful.

Talents in orange are yet to be written up fully, but added to give you an idea of what is to come.




Skipshot
Prerequisites: N/A.

The Chrono Trigger has discovered that bullets need not fly in a straight line. Any shot that is taken can be skipped off of walls, around corners, and even skilfully behind shields. When taken, this Talent allows the Chrono Trigger to fire around corners at a -2 penalty, although he must be able to know the position of his target in order to hit it. If the Chrono Trigger as a way of pinpointing the location of the target, such as a line of sight through the wall, or through abilities such as Tremorsense or Blindsense, etc, they may shoot around corners without penalty.


Improved Skipshot
Prerequisites: Skipshot, +4 Base Attack Bonus.

As Time passes, the Chrono Trigger learns how to better skip bullets, even in the most unlikely of places, and off the most unlikely of things. The Chrono Trigger may now ignore all cover except total cover when shooting. In addition, the Chrono Trigger can ignore any and all Shield AC on their targets given by a physical object (IE: a shield, dual wielding, etc). Magical Shield AC cannot be bypassed with this Talent.


Ricochet


Impossible Ricochet




Pistol Whip
Prerequisites: N/A

Melee is a dangerous thing for ranged support, but the Chrono Trigger doesn't take kindly to that notion. As a standard action, the Chrono Trigger can smack an opponent in melee with the handle of their pistol, dealing standard revolver bludgeoning damage (including Sharpshooter and any other bonuses), and the target must make a Fortitude save of (10 + 1/2 the Chrono Trigger's level + Dexterity modifier) DC or be Dazed for one round. This Talent may not be used as a part of a full-attack action.


Gunnerang
Prerequisites: Pistol Whip, +4 Base Attack Bonus.

The Chrono Trigger learns quickly that smacking opponents in the face at melee range doesn't do much but make them angry. So they learn to do it at range. Once per turn, as a standard action, the Chrono Trigger can spin, and then hurl one of his pistols at an enemy, rolling for hit with a ranged weapon as usual. On hit, the attack does standard revolver bludgeoning damage (including Sharpshooter and any other bonuses), and the target must make a Fortitude save of (15 + 1/2 the Chrono Trigger's level + Dexterity modifier) DC, or be Dazed for one round. Even after contact, the gun returns to the Chrono Trigger, though he must make an AC 10 melee attack roll to catch it. If he fails, the gun drops into his square. This Talent may not be used as a part of a full-attack action.


Improved Gunnerang
Prerequisistes: Pistol Whip, +8 Base Attack Bonus

Following the previous Talent, the Chrono Trigger learns to throw harder, and figures out how to add a little spice to the attack. Once per encounter (not counting as a Gunnerang use), as a standard action, the Chrono Trigger may hurl their gun as if they were performing a Gunnerang attack, making the attack roll and all. Once hurled, however, the gun causes standard revolver bludgeoning damage (including Sharpshooter and any other bonuses) on hit to the target, with a Fortitude save of (20 + 1/2 the Chrono Trigger's level + Dexterity modifier), or be Stunned for one round. In addition, the Chrono Trigger can throw just right, causing the Revolver to shoot at a secondary target of their choice for standard revolver damage, including the Sharpshooter class feature, and any other on-weapon bonuses (Not including Skipshot, or any of it's improvements). Again, the gun returns to the Chrono Trigger, though he must make an AC 10 melee attack roll to catch it. If he fails, the gun drops into his square. This Talent may not be used as a part of a full-attack action.




Gun Parry


Bullet Deflect


Bullet Reflect


Spell Deflect


Spellbreaker




Ranged Trip


Ranged Disarm/Trip Bonus


Crippling Shot




Impossible Disarm




Headshot

Balketh
2009-10-14, 10:15 PM
Reserved for Feats/Items

Balketh
2009-10-14, 10:16 PM
Sorry for the 4x post, but there we go. Class is up!

Read the last Sidebar to know what I need help with.

A few Talents will go up soon. I have no items OR feats as of yet.

Tavar
2009-10-14, 10:45 PM
Well, the "getting a second full round" is a powerful ability, as action advantage is the thing that makes spells like time spot and Celerity so powerful. On the other hand, since this is more of a damage class than a batman wizard, it might not be too bad. Hell, there's a tome of Battle Maneuver that does pretty much the same thing(restriction:you have to take a full attack), and that's usable once per encounter.

Balketh
2009-10-14, 10:53 PM
Well, mind you Tavar, it IS once per day, and it IS probably for level 19.

Also, don't count out the Batman part just yet. Let me tell you why.

Imagine this, a Talent you can get around level 4-6: You hurl your gun, like a boomerang, at an enemy. It strikes them, does damage, dazes them if they fail a save, and returns to your hand in the same action. And it's improvement talent? When it hits, it's a stun instead of a daze, and the gun fires at another target, doing a normal shot of damage if it hits.

How's THAT for Batman-y? XD

Tavar
2009-10-14, 11:53 PM
I was more referring to Batman style wizards, which can do obscene things with extra actions. Right now, though, I feel the ability to get an extra full round of actions wouldn't be particularly unbalancing.


Now, on to an actual critique of the class.


Hit Dice: D8

Class Skills

Class Skills: Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Info (Cha), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Skill Points at First Level: (6 + Intelligence modifier)x4
Skill Points at Each Additional Level: 6 + Intelligence modifier

Weapon and Armour Proficiencies: Chrono Triggers are proficient with one-handed firearms and all Simple Weapons (except any two-handed simple weapon, Shortspear, Javelin, light or heavy crossbow). In addition, they are also proficient with the Kukri, Sap, Bolas, Hand Crossbow, and Shuriken. They are proficient in light armour, but not shields.
Doesn't seem too bad, though you might consider dropping the skills to +4


Aeon Reloader (Ex): A Chrono Trigger's power flows through his guns, and often at an alarming rate. In order to continue this power flow, their guns must be loaded at all times. At 1st level, the Chrono Trigger gains the Rapid Reload feat for free, even if they do not meet the prerequisites for it. From 5th level on, the guns begin to absorb ambient magical energy from the Chrono Trigger, and they start to rip bullets from alternate time-lines, phasing them into empty chambers, with the bullet casing phasing out. The Chrono Trigger no longer needs to reload their guns, but they may choose to do so at will.
Nice and flavorful, plus it's relevant to play. Good class feature, though 5th level might be a bit early for the advanced ability.


Sharpshooter (Ex): The Chrono Trigger's perception of Time begins to change, as they find they can take more and more time with their shots. Starting at 1st level, the Chrono Trigger gains +1 to all attack rolls made with their guns, ranged or melee, and gains +1 every 3 levels thereafter (+2 at 4th, +3 at 7th, etc). In addition, the Chrono Trigger learns where best to shoot each creature he meets, and how to make the most of each shot. At 1st level, the Chrono Trigger deals an additional +1d6 damage per gun, increasing by +1d6 at 4th, 8th, 12th and 16th (+2d6 at 4th, +3d6 at 8th, etc). The type of damage is based on the attack used (IE: Bludgeoning/Piercing if a shot, Bludgeoning if a pistol whip type attack, Slashing if a bladed type attack.)
I'm leary about letting it be an untyped bonus. Changing it to insight would fix this in my mind.

Sharpshooter should probably be limited to some distance(maybe 60 ft or so).


Talents: As they grow in power and experience, Chrono Triggers start to expand their list of abilities. Some are demonstrations of true power, while others are unexpected, and in some cases downright absurd, but they often give the Chrono Trigger the edge he needs to succeed. These 'Talents' are acquired in many ways throughout the Chrono Trigger's career, be it through ingenuity on the battlefield, learning a trick or two from watching others, or just plain luck that manifests into a useful ability. One thing is for certain, however; The Talents of the Chrono Trigger are always useful.


Beginning at 2nd level, and every two levels thereafter, the Chrono Trigger may choose a Talent that he meets the prerequisites of. At 8th and 14th, the Chrono Trigger may choose an additional Talent. At level 20, the Chrono Trigger reaches the pinnacle of their power, and is given access to five more Talents of their choice.
Need to see the talents to judge this ability, but at the moment it could either tip a powerful class to overpowered, or be some nice little abilities that add fun tricks, but not too much power. If they are good, you could always reduce the rate that they're granted. Right now, if I'm reading this right, they et 16 talents over the course of the class, so reducing the number might not be a bad idea in any case.


Double Barrel (Ex): One gun just isn't enough for the Chrono Trigger. They need to be able to dispense maximum damage, and leaving one hand idle is downright inefficient. From 2nd level on, when wielding single-handed firearms, the Chrono Trigger receives no penalties for fighting with a weapon in the offhand. Efficiency with this offhand weapon is important, and Chrono Triggers capitalise on this. At 6th level and after, when the Chrono Trigger makes an attack or full-attack action, they may make a number of attacks with their offhand weapon equal to the number of attacks they are afforded with your primary weapon.

For example, if the Chrono Trigger may make two attacks with their primary gun, they may make two attacks with the gun in their offhand in the same turn. This does not increase the number of shots that may be made with per-turn/encounter/day abilities such as Spellbouncer or Temporal Devastator. For example, only one spell per turn may be reflected with Spellbouncer, and only one Temporal Devastator shot may be made per encounter.
Guns Akimbo!!! (http://tvtropes.org/pmwiki/pmwiki.php/Main/GunsAkimbo).
I like this ability, but I think it's gained to fast. Make it simulate the two weapon fighting feat at first, then later decrease the penalties.


End of Time (Su): Upon reaching 3rd level, the Chrono Trigger is introduced, forcefully, to a new ability. They are unceremoniously removed from the local time-stream, as well as all party members within 30', and transported to the End of Time, which appears to be a piece of a dark, shabby cobblestone street intersection, 40' by 40' wide, with a single oil lamp burning in the centre. The 'square' of street intersection floats in a black void, dotted by the dimmest of lights which could be mistaken for stars. The square is surrounded by an 10' high, unbreakable, black wrought iron fence, and any will to climb it fades almost instantly. The Chrono Trigger responsible for this quickly notices a small, again indestructible wooden gate nearby, and somehow knows that this door, when touched, will return all present to their own Time.

This feature functions much like the spell Rope Trick. Once per day, the Chrono Trigger may perform a 5 minute ritual involving quiet concentration, and up to their class level + 2 companions, a maximum of 12, may enter the End of Time; familiars, animal companions, and any other such companions, such as crafted golems or other creatures gained by class feature or feats are transported for free. No trace of the party's exit from their original location or Time is left. Creatures in the End of Time are hidden, and unaffected by Time in any way. They are beyond the reach of all spells, area of effect or otherwise (including divinations), unless those spells work can reach the end of Time. Full Rests within the End of Time are allowed, and any equipment left when the party leaves, remains, and is safe from all ill effects of Time; food doesn't rot, armour doesn't rust, etc.

When the party is ready to leave, they need only touch the wooden gate, and be transported back to the exact location they left from, exactly one second after they had left. If 12 hours pass since the Chrono Trigger arrived, and any living creature remains in the End of Time, all creatures within are immediately exited as would occur if they touched the wooden gate, with all equipment they consider to be a part of their 'standard' pack dumped at their feet if not on their person or in their possession.

The End of Time need not look so bleak and unforgiving in your game. You may change the appearance of the End of Time when you first receive the ability if you so wish, but all mechanical features remain the same. The appearance must also be open. For example, an endless rolling plain under an eternally blue sky.
Waaaaaaayyyy to good. Rope Trick is a very good spell, and this gets rid of the only real downside of using it: that you're using up time. Drop that aspect of it, and it's not too bad.


Evasion (Ex): At 3rd level, the Chrono Trigger's celerity begins to show, as they can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Chrono Trigger is wearing light armor or no armour. A helpless Chrono Trigger does not gain the benefit of evasion.
Okay, seems standard.


Bullet Time (Ex): The Chrono Trigger slowly begins to see the world differently as their perception of Time begins to change. During combat, and other critical situations, things begin to slow down noticeably, while he remains the same. At 4th level, and every 4 levels thereafter, the Chrono Trigger gains +1 Dodge bonus to AC, as attacks progressively get slower and slower to him.
Might want to specify exactly when they don't get the bonus(such as if they're surprised, helpless, etc).


Shot Duplicator (Su): Any Chrono Trigger will tell you, one bullet at a time just doesn't cut it. From 4th level on, once per encounter, the Chrono Trigger's guns can pull the bullet they just fired from an alternate time-stream, and bring it into this one. The bullet flies along the exact same trajectory as the first one, a mere inch from it. This second bullet does not benefit from any class features or talents except Sharpshooter and Skipshot.
Specify if you need to make a new attack roll for the shot, or if it uses the old roll.


Uncanny Dodge (Ex): Upon reaching 5th level, the Chrono Trigger has become so skilful and quick that he can react to danger before it even occurs. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilised. If a Chrono Trigger already has Uncanny Dodge from a different class he automatically gains Improved Uncanny Dodge instead.
Okay, seems standard.


Martial Marksman (Ex): The Chrono Trigger soon realises that they cannot stay away from the fray forever. Accepting this, they perfect their ability to fire into, and out of, melee. At 6th level, the Chrono Trigger receives the feat Precise Shot, even if they do not have the prerequisites for it. In addition, the Chrono Trigger no longer provokes attacks of opportunity for shooting or fighting with their guns while in melee.
All ranged characters should be able to get this at some point. My only concern is that the "no longer provokes" part comes to soon. This might be another thing that could be delayed a few levels.


Leapshot (Ex): Chrono Triggers thrive on mobility. By harnessing their prowess, and a minor helping hand from Time, they can make extraordinary leaps without breaking stride, or breaking a sweat. From 7th level on, they gain +4 to all Jump checks. In addition, once per turn, the Chrono Trigger may make a jump as a part of their move action as if they had a running start. During this jump, they may use their standard action to attack normally. Chrono Triggers may not use full-round actions during the jump.
Flavorful, cool, and not broken. This is a keeper.


Rebound (Ex): An opponent in their way is nothing more than a hurdle to a Chrono Trigger. Starting at 7th level, Chrono Triggers gain +4 to all Tumble checks. In addition, when the Chrono Trigger makes a successful Tumble through a threatened square, or through an enemy's square, they launch a painful kick to a maximum of two enemies in or adjacent to the square they pass through, dealing 1d6 + Strength Modifier bludgeoning damage to each enemy. They may also choose to use one enemy as a springboard, dealing double Strength Modifier damage to him, and utilising the Leapshot class feature to leap off his face, and in any direction they please.

This jump counts as a use of the Leapshot class feature. Add the height of the enemy leapt off of to the height of the jump roll to calculate the total height the Chrono Trigger reaches. The full features of this ability can only be successfully used on creatures up to one size larger or smaller than the Chrono Trigger. Any larger, and the damage is negated, but the leap may still be completed, though only a maximum of 6' may be added to the total jump height. Any smaller, and the creature is knocked prone, dealt 2d6 + (Strength Modifier x 2) bludgeoning damage, but the jump cannot be completed, and the Chrono Trigger lands in the square behind the creature. This ability does not provoke attacks of opportunity.
I'm not sure the kick part of this ability really flows with the rest of the class. Really, I'd just drop it, as it seems rather complicated as well.


Lightning Draw (Ex): When the Chrono Trigger reaches 8th level, he can never again be bested in arming himself, because he is just too damn fast. From 8th level on, at any time, anywhere, whenever the Chrono Trigger is physically able to touch his guns, he may draw them instantly as an immediate action, and he may sheathe them the same way. Neither actions count toward the limit of swift or immediate actions the Chrono Trigger has for that round. In addition, the speed of the Chrono Trigger approaches the borders of supernatural; they gain +3 to all Initiative rolls.
Better call it a free action, which is what you're actually describing here.
I'd also either drop the initiative, or make in non-stacking with Improved initiative. This class is already dex focused, and you should cut back in some areas.

Improved Uncanny Dodge (Ex): A Chrono Trigger of 8th level or higher can no longer be flanked. This defence denies a rogue the ability to sneak attack the Chrono Trigger by flanking him, unless the attacker has at least four more rogue levels than the target has Chrono Trigger levels. If the Chrono Trigger already has Uncanny Dodge from a second class, he automatically gains Improved Uncanny Dodge Instead, and the levels from the classes that grant Uncanny Dodge stack to determine the minimum rogue level required to flank the character.
Okay, seems standard.


Countershot (Ex): Beginning at 9th level, the Chrono Trigger begins to exploit failed attacks with a counterattack. Once per encounter, the Chrono Trigger can counter a missed melee attack with an attack of opportunity. This attack counts toward your total limit of attacks of opportunity that round. Upon reaching 12th level, the Chrono Trigger's ability to counterattack improves. He can now countershot missed ranged attacks, and the limit of Countershots in a round increases to half the Chrono Trigger's Dexterity Modifier. These extra countershots may only be made if the Chrono Trigger can make that many extra attacks of opportunity in a round.
This seems okay. Nothing to really comment.


Just In Time (Su): The Chrono Trigger's ability to manipulate truly begins to shine at 10th level. Not just some random trip to a desolate slice of nothing, or some meagre slowing and speeding of bullets, beginning at 10th level, for a duration to a maximum of three rounds per encounter, as an immediate action, the Chrono Trigger can wilfully step out of the local time-stream. As such, they are completely hidden, utterly invincible, immune to all magic (including divination) unless it can reach to the end of Time, and they may watch the surrounding area is if they were still in their original position. Of course, they cannot move from their square, or in any way affect the local time-stream or anyone in it, until they return to it. The Chrono Trigger may perform this ability as many times as they wish, but they must remain out of the time-stream for a minimum of one round, up to a maximum of three rounds per encounter. When the Chrono Trigger returns to the time-stream, they reappear exactly where they left.

The Chrono Trigger's potential prowess, their room for growth, has no limits. Upon reaching 12th level, the Chrono Trigger figures out how to capitalise on the Time passed while he has been absent from the local time-stream, and puts it to use. For every consecutive round that passed while the Chrono Trigger was absent from the local time flow, he may reappear up to his speed in distance from his original position. For example, if a Chrono Trigger with 30' speed left the time-stream for two rounds, then returned, they could reappear within their 60' of their original position. No wall, spell, or other obstruction may prevent them from passing, except for an Anti-magic field.

If the square that the Chrono Trigger returns to is occupied, and the object or creature occupying the square can be moved and is only up to one size larger than the Chrono Trigger, the object or creature is shunted 5' in a random direction, and receives 1d6 bludgeoning damage, as well as any ill effects from being moved in that direction. If the object is larger, or cannot be moved, the Chrono Trigger is ripped back out of the time-stream, and forcefully thrown anywhere within 20' of that location, suffering 1d6 bludgeoning damage, and landing prone. This is particularly important if the Chrono Trigger wishes to enter a room, or cross a wall, as they cannot see the other side.
This seems powerful. Not quite sure on balance, as they're heavily restricted. I think my problem would be gone if you removed the part about them being able to observe things while using this ability.


Imp. Evasion (Ex): Gained at 10th level, this ability works like Evasion, except that while the Chrono Trigger still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Chrono Trigger does not gain the benefit of Improved Evasion.
Okay, seems standard.


Distracting Shot (Ex): Spells are a deadly thing, and can stop any party member in their tracks. Fortunately, Chrono Triggers have a solution. From 11th level on, once per encounter, as an immediate action, the Chrono Trigger may fire a shot toward the offending spellcaster. No damage is inflicted, as the shot never hits the caster. Instead, the small black ball explodes a foot from the caster, making a very loud noise, and creating a lot of smoke and sparks. This washes over the caster, completely stripping them of their spell. No save.
Right now, this ability is broken so bad, it's not even funny. Once per encounter, you get to say no, with no save or attack roll. At least add an attack roll, and personally, I'd say that to be really balanced, it should instead do the following: roll damage, but deal none to the caster. Instead, the caster must make a Concentration check as if you had done a normal readied attack against them, with the damage you rolled acting as the damage that you dealt.


Stop (Su): Sometimes things just need to Stop. A rampaging creature needs to be halted, an escaping criminal needs to freeze, a dragon need be stopped before he can spew deadly flames on the party. Upon reaching 13th level, once per encounter, as a standard action, the Chrono Trigger can shoot a target, making a standard attack roll to hit. On impact, the bullet does no damage. Instead, the target of the attack is frozen in place, losing their next round of actions, or their current round, if they haven't acted yet. They are considered to be paralysed until their next set of actions (standard, move and swift) has been wasted, though they are not actually paralysed, and cannot be cured of it by standard conventions. No save.
Again, this is broken bad. I'm not even sure it can be saved, but one possibility would be to have the affected creature immune to spell effects (effectively, a reverse time stop). Even then, it should allow a save. Action Advantage is that good.


Threatening (Ex): By 14th level, the Chrono Trigger is deadly, and they begin to show it. The Chrono Trigger threatens all squares within 30' of himself. They are still limited to one attack of opportunity per round, more with Combat Reflexes.
This is really, really good. No one can more within 30 feet of you(except 5 foot steps) without provoking. How about adding a line that movement doesn't provoke.


Passage of Time (Su): Mobility is a crucial part of the Chrono Trigger's arsenal, and by 15th level, they can truly demonstrate it. Once per encounter, as part of a move action, the Chrono Trigger may fiddle with Time, simultaneously speeding themselves and slowing the world. They rush forward, up to their speed in distance, with intense velocity, and they may turn without restriction, unlike a Charge. This movement has many effects. They provoke no attacks of opportunity what so ever for this movement, as it is so fast, it is almost instant. If the Chrono Trigger passes through a square adjacent to someone, friend or foe, they must make a BLANK save or be dazed. The Chrono Trigger is moving at such a rate, that they can cross bodies of water, difficult terrain at full speed, pass through a wall of fire unharmed, or even across gaps of air, but they cannot move up, unless a jump is made as a standard action.


If a jump is made during or after this rush, add +10 to the jump check for determining distance and height. The Chrono Trigger must begin their movement on solid ground. If their movement ends, and they are not on solid ground, they fall to whatever fate awaits them. If this feature is used to Charge an opponent, the Chrono Trigger does not have to move in a straight line. In addition, they deal +5d6 bludgeoning damage on any melee attack, or +5d6 bludgeoning and piercing damage on any shot during or at the end of the charge, as long as the attack is in the direction they are charging. For example, if they shoot backward during the charge, they do not gain the damage bonus on that attack. If Passage of Time is used to Bullrush someone, add a +6 modifier to the Chrono Trigger's strength check.
The save should probably be a fortitude save. Otherwise, it seems okay, except for the part where they can pass through anything. How about giving them a bonus on reflex saves instead?


Superfast Attacks (Su): The Chrono Trigger has always been skilled at dispensing a vast amount of lead at enemies, but upon reaching 16th level, they become a world of hurt. Once per day, as a swift action, the Chrono Trigger may throw caution to the wind, and activate this ability, dispensing Hell. They gain two extra attacks in a round, four in a full-attack action. This lasts for two rounds. The two extra attacks per round may be used without a full-attack action. These extra attacks are basic attacks, and benefit from every feature Chrono Triggers have that affects a regular shot, such as Sharpshooter. Of course, any action that specifies the number of shots it requires is unaffected by this feature, such as Distracting Shot or Temporal Devastator.
You need to define the BaB that these shots are made at. Otherwise, while powerful, doesn't seem gamebreaking.


BLANK 1: The two BLANK abilities are both as of yet unnamed, and not hammered out. See the sidebar at the bottom of the features section for more information as to how you can help us help you help us all.
This ability is frankly, way to broken. Totally game breaking.:smallbiggrin:


Temporal Devastator (Su): The Chrono Trigger has been all about firing as many bullets as they possibly can at their targets, as quickly as possible. Up until now. Once per day, as a full-attack action, the Chrono Trigger focuses every ounce of energy they have into a single bullet, specifically, speeding it up to atrocious speeds. When fired, the Chrono Trigger is forced back 5', taking 1d8 bludgeoning damage if anything their size or larger is behind them, or taking 1d6 bludgeoning damage and falling prone if it is smaller than them. The bullet rips through the local time-stream, and if it impacts the target, deals 60d6 damage. If the creature dies, it disintegrates, turning into fine motes of dust. Any items, armour, or anything it was holding remains intact, however. A successful Fortitude save halves the damage taken. When used against an object, the shot simply disintegrates as much as one 10' cube of nonliving matter. Thus, the attack disintegrates only part of any very large object or structure targeted. The shot affects even objects constructed entirely of force, such as Forceful Hand or a Wall of Force, but not magical effects such as a Globe of Invulnerability or an Antimagic Field.
You need to define the save. Considering that it's based off Disintegrate, 16+ relevant ability mod seems appropriate. Even then, though, the damage is too high. Average damage =210, with a successful save dealing only 105. Way too powerful. At best, this in it's current form could be the capstone. Still, I'd drop the damage to 20d6+1/4levels(giving a much more reasonable 87.5 damage at level 20).


BLANK 2: See BLANK 1.
See response to Blank 1.


End of Days (Su): At 20th level, the Chrono Trigger has reached their pinnacle, and gains their most powerful ability, where they may truly bring about the End of Days on their opponents. To all present, it may seem as if the world is ending, when the Chrono Trigger unleashes this storm of death and destruction. Once per day, as a full-attack action, the Chrono Trigger stops Time outright, for everyone but himself. He then can make a choice. The Chrono Trigger may take a full attack against anyone within range of his guns that he chooses, albeit with no class feature or Talent bonuses whatsoever, including Sharpshooter but excluding Double Barrel, or they may focus their ability, and take two full-attack actions against one creature, with full bonuses. This ability may not be used in conjunction with any other Chrono Trigger ability, such as Temporal Devastator, Passage of Time or Superfast Attacks.
Not sure about this abilitiy. On one hand, it seems to mimic the Hail of Arrows ability, which is always cool. On the other hand, 2 full attacks against one target seems OP'ed. I'd limit it to within 1 range increment in any case, and for the first one limit it to 1 creature per class level(this leaves it open for epic play).




Overall, I think this class is possibly a bit OP'ed right now. Good ideas would be to either drop talents or make many of the class features(counter shot, stop, etc) talents instead of class features.


Edit: good lord, that took about an hour to do. That's one wordy class.

Balketh
2009-10-15, 01:16 AM
I was more referring to Batman style wizards, which can do obscene things with extra actions. Right now, though, I feel the ability to get an extra full round of actions wouldn't be particularly unbalancing.

Yep, understood there.



Doesn't seem too bad, though you might consider dropping the skills to +4

I'll consider it.



Nice and flavorful, plus it's relevant to play. Good class feature, though 5th level might be a bit early for the advanced ability.

Well, It's a pain in the bum to reload constantly, and after level 5, you start to pick up speed on the number of attacks you do. I could bump it to 6 or MAYBE 7, but any more, and it's getting to be WAY too much of pain to reload.



I'm leary about letting it be an untyped bonus. Changing it to insight would fix this in my mind.

Yeah, insight works. Dunno why I didn't think of that before.



Sharpshooter should probably be limited to some distance(maybe 60 ft or so).

Makes sense.



Need to see the talents to judge this ability, but at the moment it could either tip a powerful class to overpowered, or be some nice little abilities that add fun tricks, but not too much power. If they are good, you could always reduce the rate that they're granted. Right now, if I'm reading this right, they et 16 talents over the course of the class, so reducing the number might not be a bad idea in any case.

Before I saw your post, I dropped the total number of talents down to 12. May drop it back to the originally intended 10 if the talents are overly powerful, but each talent will have restrictions. IE: You won't be able to get the spell-reflector before 15th, etc. As I've seen, they don't add too much power, and they add some fun tricks definitely.



Guns Akimbo!!! (http://tvtropes.org/pmwiki/pmwiki.php/Main/GunsAkimbo).
I like this ability, but I think it's gained to fast. Make it simulate the two weapon fighting feat at first, then later decrease the penalties.

Well, the idea is that you start TWF from the beginning. But perhaps 0 penalties from 2nd level is a bit much. I suppose maybe 4th. But 3.5e TWF is awful, which is why I'm avoiding it entirely.



Waaaaaaayyyy to good. Rope Trick is a very good spell, and this gets rid of the only real downside of using it: that you're using up time. Drop that aspect of it, and it's not too bad.

Hm. Well, that was the idea. It IS the end of time. It can only be accessed once per day, and since time doesn't pass in there, you can't use it again until 24 hours AFTER you come out. Where as Rope Trick can be used frequently, this is much more limited per day. I may put it back to Time Passes While You're In Here'.



Might want to specify exactly when they don't get the bonus(such as if they're surprised, helpless, etc).

The bonus is just a dodge bonus. You don't get it when you don't get dodge bonuses. I'll put it in there anyway.



Specify if you need to make a new attack roll for the shot, or if it uses the old roll.

Old roll, definitely. As it goes with the exact same shot as the first. If that misses? The new shot's gonna miss.


All ranged characters should be able to get this at some point. My only concern is that the "no longer provokes" part comes to soon. This might be another thing that could be delayed a few levels.

Maybe I'll bring it in at 8th.



I'm not sure the kick part of this ability really flows with the rest of the class. Really, I'd just drop it, as it seems rather complicated as well.

Well, the idea is to leap over them, and kick them in the face as you go. Maybe it should be just one enemy, as two now doesn't make sense. But it's not really complicated. Successful Tumble = Some damage + a Leapshot with added height. If the creature is too big, your kick's going to do nothing, but the jump will work. If the creature is too small, you're going to crush them, and not be able to jump properly. Simple!



Better call it a free action, which is what you're actually describing here.
I'd also either drop the initiative, or make in non-stacking with Improved initiative. This class is already dex focused, and you should cut back in some areas.

The +3 Init is a small difference anyway, so it can go. And yes, it's a free action, but the idea is that you even beat someone with Quick Draw. You are the quickest. Otherwise, it's just Quick Draw, not enough.



This seems powerful. Not quite sure on balance, as they're heavily restricted. I think my problem would be gone if you removed the part about them being able to observe things while using this ability.

Well, the idea is they can only observe. They can't move, or do ANYTHING else, all they can do is look. But even then, when you try to reappear behind a wall, NOTHING guarantees the square on the other side is unoccupied unless you can physically see past the wall/door/etc.



Right now, this ability is broken so bad, it's not even funny. Once per encounter, you get to say no, with no save or attack roll. At least add an attack roll, and personally, I'd say that to be really balanced, it should instead do the following: roll damage, but deal none to the caster. Instead, the caster must make a Concentration check as if you had done a normal readied attack against them, with the damage you rolled acting as the damage that you dealt.

Okay, firstly, it has an attack roll. You have to hit for it to do anything.

Secondly, your idea was my original one. Now that after doing this class, my memory of D&D is more refreshed, your idea makes sense.

I'll change it so that it's a normal attack, and the damage done doesn't apply, and is instead the DC for a Concentration check. Damage for this class, on a normal shot, is high, so that works anyway. Still gives good casters a chance to avoid.



Again, this is broken bad. I'm not even sure it can be saved, but one possibility would be to have the affected creature immune to spell effects (effectively, a reverse time stop). Even then, it should allow a save. Action Advantage is that good.

Actually, it's not that broken. Yes, it needs a save. Standard Will save, I believe. But case in point about it's supposed broken-ness. Hold Person: 2nd level. Hold Monster, is what, 5th? This is 13th. I think a slightly OP'd version of Hold Person/Monster, 1/encounter, at 13th, is even a little underpowered, but this move makes sense. Staying as it is, but with Will save.



This is really, really good. No one can move within 30 feet of you (except 5 foot steps) without provoking. How about adding a line that movement doesn't provoke.

At 30', moving is a bit off, yeah. But looking at every spiked chain build in existence, I'll make it so that you provoke all AoO's within 15', and provoke all AoO's except movement within 30'.



The save should probably be a fortitude save. Otherwise, it seems okay, except for the part where they can pass through anything. How about giving them a bonus on reflex saves instead?

Changed it to a Fort before I read your post. And it's not 'anything'. I'd love to see how much damage a DM deals out to a Chrono Trigger who uses this against a brick wall :D. You can cross water up to your movement speed, cross through some fire, though I'll specify probably not magical walls of fire, and cross open air gaps like a jump.

A reflex save bonus makes a lot of sense, but this class is powerful enough without it. And since this feature is strictly on-use, a reflex save bonus on it wouldn't be of much use.



You need to define the BaB that these shots are made at. Otherwise, while powerful, doesn't seem gamebreaking.

BAB for the non-full-attack shots will be made at standard BAB progression, though I'm going to take a page from the Races of War sourcebook, and make the maximum penalty on the BABs for these extra attacks -5. So, you'll have two standard attacks at -5 to your max BAB, and for the full attack, four attacks at -5 to your max BAB.

So, a full attack, at level 20, with this ability, would look like this: 20, 20, 15, 15, 15, 15, 15, 15, 10, 10, 5, 5. This being with both guns, with Double Barrel.

Basically, with one gun, you get 4 attacks at level 20 on a full attack. So that's 20, 15, 10, 5. Then you get 2 attacks (4 total for both guns), from Superfast Attacks. These two attacks are at Max BAB-5. So 20-5=15.

So it's 20, 15, 15, 15, 10, 5.

Then it's just those, for the other gun as well.

God I wish I could have designed this class with Races of War in mind, the changes in there are EXCELLENT.



This ability is frankly, way to broken. Totally game breaking.:smallbiggrin:

This ability has been removed due to its massively overpowered nature, and replaced with something I've yet to write up.



You need to define the save. Considering that it's based off Disintegrate, 16+ relevant ability mod seems appropriate. Even then, though, the damage is too high. Average damage =210, with a successful save dealing only 105. Way too powerful. At best, this in it's current form could be the capstone. Still, I'd drop the damage to 20d6+1/4levels(giving a much more reasonable 87.5 damage at level 20).

Sure. I'll work on the save.

Now, you've got to consider this class's average damage on a full attack at this level. Level 18, you've got full gun damage, right? That's 6d6 per gun. On a full attack, with Double Barrel, you get 8 attacks, 4 with each gun. 6x8=48d6.

Average damage on a full attack is 168. So 210 is a good step up for an ability as such. Possibly even a bit weak of a stepup for this damage.

But, on writing this, the damage output here MAY be a bit too much. I'll probably tone it down, and then tone the this down. Later though, I have to go in a moment.



Not sure about this abilitiy. On one hand, it seems to mimic the Hail of Arrows ability, which is always cool. On the other hand, 2 full attacks against one target seems OP'ed. I'd limit it to within 1 range increment in any case, and for the first one limit it to 1 creature per class level(this leaves it open for epic play).

As a capstone? I feel it fitting, damage wise. The idea was only within 30' anyway, though I must have forgotten to mention it. And two full attacks, currently, is OP, but once the damage is toned down, won't be.

Thanks for the snappy response. I'll get on these changes later. Gotta go!

Realms of Chaos
2009-10-15, 02:04 AM
Hmm...

I just counted the class features of this class, including improvements to previous class features, the bonus to hit and damage with the gun, and the AC bonus.

The total came up to over 40. :smalleek:

There are 2 possible ways that I see to fix this problem.

1. Drop the talents and make one or two more "general" enhancements for your gun to put in the dead levels.
2. turn some of your preexisting abilities into talents. Several of them, such as the attacks that disrupt casters or that stop foes, seem ideal for such a transformation.

As it is, the ability seems well-rounded and making more abilities for this thing is probably pushing the limits.

Either way, I'd condense your "Features" and "Improving Features" columns into a single "class features" column, as is done with most classes.

Balketh
2009-10-15, 03:33 AM
See, that's what irritates me.

There are normally not enough class features with bases.

And I don't count 'improvements' as features. So when Evasion becomes Improved Evasion, that's not a 'feature' to me. That's just building on what's passed. Like, all the 'improvements' Sharpshooter goes through. They're not individual features. +1d6 isn't a feature, that's crap. Sharpshooter is the feature. The increases are a way of keeping the class viable, instead of making features at levels 1-3 that you often stop using as you get higher and higher, where you're forced to make higher level features just to replace lower level ones.

I mean, look at the Fighter. One feature. That's a load of crap. Sure, a billionty extra feats, but the original feats offered weren't worth stocking up on entirely. It was bad.

And, I mean, do you count the Monk's increasing AC and hand to hand damage as individual features? I sure don't. It just doesn't make sense. Counted how I see it, I have 23 features.

And I prefer to have an abundance of features. I get that I'm breaking a convention here, I'm not counting any of my improving things as features. And I'm going to keep it that way, because I'm sick of "+1 AC every 5 levels" counting as 4 features, or '+1d6 sneak attack damage every other level' as 10 class features. That's just one good feature to me, that stays useful as you get more experience. That's how I like it.

If I ever run a game? That's what I'll encourage in classes. Also, the use of Races of War as a part of the main rules wherever possible. Excellent changes in that book.

I get what you're saying though, most definitely. It's packed. But I feel it's packed just under the limit.

If quite a few more people feel the same way, or industrious feels there are too many abilities to balance in his game, I may make a few things Talents. I'm not above dropping a few of 'em.

Balketh
2009-10-15, 07:38 AM
Again, sorry for the double post, but I'm letting you know of a bunch of balance changes made, as well as their strong reasoning. All changes have been discussed at length between myself and Cog N Taz, an experienced player, so I feel they are balanced.


Sharpshooter: The attack bonus was changed to an Insight bonus, as it makes sense not to leave it untyped. The range of Sharpshooter was limited to 60', this just made sense and has given me ideas for a Talent or two. Most importantly, the damage bonus to each gun has been lowered to a total of +2d6 to greatly balance damages across the class. I feel this helps to bring the power level down to an acceptable, but still awe-inspiring level.

Added a weapon table for Guns in the first Spoiler.

Double Barrel is now gained at 3rd and 7th.

Evasion is now gained at 4th

Shot Duplicator is now gained at 5th

Aeon Reloader is now gained at 1st and 6th

Martial Marksman is now gained at 6th and 9th.

The Dodge Bonus gained from Bullet Time has now been specified as to how it interacts with other Dodge Bonuses and losing dodge bonuses.

Specify old roll for Shot Duplicator. The attack roll for the second bullet created by Shot Duplicator (still need a new name for this, seriously, it's terrible, help!), has been specified to use the same result as the first roll.

Rebound only lets you deliver one kick now, as two thematically didn't make sense.

The +3 init on Lightning Draw has been removed, and the feature has been respecified to say that the Chrono Trigger is the fastest draw, with VERY few exceptions.

Distracting Shot has been changed to specifically state that an attack roll must be made for it to hit, as any normal attack would need. Secondly, the feature has changed its function. Now, damage is rolled. This damage, +5 = Concentration Check Modifier for the spellcaster. Rules for use of this feature with Shot Duplicator have been specified, it only adds +5, instead of another whole attack. The reason for the +5, is because not only was the damage lowered AFTER the decision to change this feature was made, but the concentration check in response to damage is actually 10 + damage dealt. As this move is an immediate action, it was deemed fair that +5 was enough.

A Will save was added to the Stop Feature.

Threatening (need a new name here too, though this is sorta okay for now), now provokes full AoOs up to a 15' radius around the Chrono Trigger, but from 15' to 30', does not provoke AoOs from movement.

Superfast Attacks: (Now guys, of all my moves, this one seriously needs a new name) Uses your Max BAB -5 for all extra attacks given.

Temporal Devastator now has a save for only 4d6 instead of half, and that save is now: (20 + Dex Mod)DC.

Added "Never Say Die" level 17 feature.

Added "Mysterious Stranger" level 19 feature.

Added Sharpshooter bonus BACK to End of Days, because the damage dealt by the multi-enemy attack option could be achieved with a regular full attack action split between two enemies if Sharpshooter wasn't applied to the multi-enemy attack. Basically, a full attack action split between two enemies was literally the Capstone's first option, but only between two enemies.

That's all for now. Gotta make a character/BG now, then I'll be throwing some Talents up, if I'm still awake. I'll definitely be putting up at least two, I have to since the character I have to make is level 2, and thus gets 1 Talent.

industrious
2009-10-15, 07:52 AM
Alright. First of all, congratulations for crafting the class in a week. I applaud you. The class makes me think of Wanted. Now then, to fix it.

Skills: Drop to 4+Int modifier

Talents: I don't think they're necessary. None of them are up, so I can't really tell, though.

Aeon Reloader: Rapid Reload as a bonus feat is fine. Change the "no need to reload" part at higher levels to a supernatural ability.

Double Barrel: Take a -2 attack penalty if you go guns akimbo. Using a single pistol should give you slightly better accuracy (Hot Fuzz). Taking TWF drops the penalty to 0, though.

End of Time: Time spent at The End is also spent wherever you left.

On the Guns: An anachronism. The Chrono Trigger's first indication of his power over time is his design of the guns. By projecting himself into a far future, he has managed to see the use and utility of the strange metal wands that the warriors of this far off time wield.

Additionally, for the guns, if the Chrono Trigger wants to upgrade or enchant them, they must make a Craft(gunsmithing) check equal to DC 20+the total enchantment bonus (include special abilities) of the gun after the enchantments. Making the guns masterwork is a DC 20 check. The Chrono Trigger cannot take 10 on this check.


Forbidden Feats: now includes Combat School (Guns Akimbo) and TWF (from Races of War)

Balketh
2009-10-15, 08:08 AM
Okay, I get the skill drop.

Talents are necessary to add choice to the class. Otherwise, every Chrono Trigger is the same. They're not overpowered, and if they are? I can make them not be. It's just that easy.

Admittedly, I was thinking the same thing with the second half of Aeon Reloader, so that's okay.

EoT makes sense, I can fluff it in.

The guncraft checks are fine, the anachronism is fine. Double Barrel is where my first issue comes in. The class is meant to be entirely guns akimbo, and you only go to one pistol if you screw up and get disarmed, as the whole thing is balanced around dual pistols. I get that I can add accuracy to the single pistol, but the other part leads into my next arguement:

Forbidden feats.

Not sure what Combat School (Guns Akimbo) is, but I've not seen it and thus don't think I want it.

But banning TWF is pointless. Firstly, the features I get at higher levels are given at level two with RoW TWF. That's fine, you could say I can't get the feat under level 7, that'd be okay, but denying the class access to the other features is just unjustified.

What if, I changed it so that the so that you still have a -2 penalty when TWFing, but allowing me to take RoW's TWF drops it (as it does anyway).

EDIT: That is, unless, you meant the feats are forbidden to everyone, not just me. If that's true, then I can't really argue it

industrious
2009-10-15, 10:14 AM
Your solution sounds good for the TWF problem.

Combat School is a feat from races of war that gives some very nice bonuses to people who are wielding a certain chosen set of weapons. For example Combat School(Classic) gives bonuses for those wielding a sword and shield. Combat School (guns akimbo) would give bonuses for duel-wielding guns. Except that you can't use it.

imp_fireball
2009-10-15, 05:29 PM
I think the 60d6 damage ability should disintegrate items, because 60d6 straight damage is a lot (no class I've seen has just been given a straight up 180 damage on average ability without twinking). Falling prone is a good draw back, but that's seriously enough damage to remove the threat right away in that they won't be able to take advantage of your prone state.

Especially if it's once per encounter. The party can find a million ways to back up the CT when he falls prone. If the attack disintegrates a boss's carried items, than that forces the player to mull over his decisions a bit more. Perhaps even go through the grating steps required to defeat the boss in the first place.

So that's just my two cents.


On the Guns: An anachronism. The Chrono Trigger's first indication of his power over time is his design of the guns. By projecting himself into a far future, he has managed to see the use and utility of the strange metal wands that the warriors of this far off time wield.

IMO, he should have more choice of guns than just revolvers. Sure, revolvers are super handy, but make a more expensive pair of pistols that say shoot farther or have higher crit threat but less damage, etc. Also, wouldn't revolvers take longer to reload than magazine feds?

Also what if a chrono trigger multiclasses? Take monkey grip and exotic wep. prof. and suddenly they can use sawed off shotguns! Much less range but more damage.

Also, for fluff they can't really travel through time at first level, can they? Instead, OP should word that they dream of the future and get glimpses of such a weapon.

That way, it opens up campaign ideas for pre-ordained destiny themes and that sorta thing. :smallcool:

industrious
2009-10-15, 05:36 PM
Mysterious Stranger actually duplicates an epic spell. Perhaps instead of giving him a whole round of action, move him so that the opponent is considered flanked, and just give him attacks of opportunity instead?

Imp: That's what I was going for with the "projecting" idea. Not actually traveling there, but traveling there in spirit.

Balketh
2009-10-15, 06:56 PM
Travelling in spirit, yes, so they can't affect anything is the best idea.

Well, firstly Imp, the problem is the Chrono Trigger has only seen the guns from the future. Unless he's in an age where guns are common, they're not going to have ever HEARD of a shotgun. I do want there to be more variety of guns, but I'm not introducing Western to D&D here. I want to keep it within some realms of possibility for now.

Secondly, reloading a revolver is a LOT quicker than a crossbow, if you do it every day; believe me, some men can reload, bullet-by-bullet, so fast it makes you wonder if they're cheating.

Thirdly: Temporal Devastator: it's once per day, he only goes prone when something smaller than him is behind him, and think of it like this: Sorcerers get the ability to have 3 copies of Disintegrate at level 12. Wizards, 1, at level 11, both getting more as they progress.

By level 18, when the CT can throw out 1/day, Wizards can throw out 4/day, which, if all hit, is an average of 504 damage, Sorcerers? 6/day, average of 756 damage. It's really not that much for me to be able to only do average 210, once a day, starting at level 18, when wizards and sorcerers could do that from ~12 on.

And really, we're not even counting some classes like Clerics, who get save-or-die spells around level 5.

As for Mysterious Stranger: He's not actually there for a whole round, he's there for his turn. AoOs won't be used, because he remains for exactly his turn, then goes before anyone can act. So, in a round progression, let's say it's this:

Tobias, Industrious, Imp. Fireball, Orc, Orc, Orc.

If Tobias uses Mysterious Stranger on his turn, suddenly, it looks like this: Tobias, Industrious, Imp. Fireball, Orc, Orc, Orc. (The Round Ends) Mysterious Stranger's Turn (The Round Begins)

Also, I have issues with the wording on Time Duplicate. Firstly, I think it gives back certain lost abilities. Secondly, it's not really giving you a free round at all, it takes you out of the current time for a full round, in combat, just after.

Lastly, case in point. You recently wanted to play a class with this ability, and not only that, have accepted the class outright.

The Sandman's level 14 feature is actually far more powerful than mine. Firstly, the Sandman's target lasts for 1 round every 3 levels the Sandman has. At 19th? That'd be six rounds. Secondly, if the Sandman brings in another Sandman, or himself, he technically has 1/4 extra ticks to use. Thirdly, it comes in at full health. I may not have specified, but the Future CT would only have the same current HP as the Current CT, not full, even though he only lasts for one turn.

I mean, comparatively, From Another Time craps all over Mysterious Stranger, and MS has more limits, including Time (And thus the number of actions given), Health, Used Abilities Remaining Used Entirely, etc.

And my ability doesn't let you copy the Dragon if you succeed. <__<

And I'm not saying From Another Time is overpowered. I love it. It's a great move. I just don't see how you're getting all bent out over my lesser version...

So yeah, with that argument, what do you think now? Can I leave them as is?

industrious
2009-10-15, 07:43 PM
Leave it as is. I was confused as to how exactly the ability worked, and as such misread it.

Additionally, I have some suggestions for the some ability names.

Superfast Attacks: Swifter than Thialfi. It's from from Norse mythology; Thialfi was a peasant who attempted to race thought, without knowing who it was that he was facing. Obviously, he lost.

Double Barrel: Guns Akimbo.

Shot Duplicator: A stitch in time.

Threatening: Hair Trigger.

Balketh
2009-10-15, 08:13 PM
Awesome, thank you.

For Swifter than Thialfi. That's a bit obscure, don't you think? The fluff works, don't get me wrong, but it's just a little too out there, I think. If you'd said Hermes, perhaps, I would've gotten it straight away. ;P

Guns Akimbo works.

A Stitch In Time: The only issue here is that The Sandman already has a move with this name, and they're fundamentally different moves. Theirs allows a reroll, where as mine doubles up a single bullet.

I like Hair Trigger, though. That's good. :D

Also, posted some Talents. I hope they give you an idea of what Talents will be like. ;P

industrious
2009-10-15, 08:30 PM
I'd give Skip Shot a -2 penalty to attack rolls if they're around a corner. Otherwise, they're good.

Thialfi-Obscure, yes. But the point is that its beyond mortal capabilities. Also, I like Norse mythology.

For Shot Duplicator, then, perhaps "Rinse and Repeat"?

Balketh
2009-10-15, 08:33 PM
Sure, Skipshot can have a -2, makes sense. That covers all the faults that CAN come from ricocheting, which is slightly balanced as the CT gets more and more skilled, and we can talk about how feats like Blind-Fighting or things like Tremorsense affect it later.

Rinse and Repeat is better than Shot Duplicator. Sold.

Also, made all changes except 'End of Time's passing of time. (and the two you just suggested, obviously) I need to write out my BG/Finish my sheet. I've only got a couple hours left before the deadline!

imp_fireball
2009-10-15, 08:40 PM
Well, firstly Imp, the problem is the Chrono Trigger has only seen the guns from the future. Unless he's in an age where guns are common, they're not going to have ever HEARD of a shotgun. I do want there to be more variety of guns, but I'm not introducing Western to D&D here. I want to keep it within some realms of possibility for now.

Well, if you give the player a choice of guns from a variety of modern guns, it's not like they're going to completely tear down the class with the argument of 'zomg too much flavor opposing flavor!'. Unless that's exactly what you fear.

As for fluff, there's a logical fallacy in your argument, in that if a man sees the future through whatever means and designs a relatively high tech gun from it, chances are he'd acknowledge the existence of other guns within that realm of time as well unless he is incredibly narrow minded.
Why would every man who glimpsed the future decide to go for the same pistol design every time?

But of course, it's your homebrew and it's my two cents. :smallsmile:


If Tobias uses Mysterious Stranger on his turn, suddenly, it looks like this: Tobias, Industrious, Imp. Fireball, Orc, Orc, Orc. (The Round Ends) Mysterious Stranger's Turn (The Round Begins)

Another way of wording that is that the mysterious stranger has lowest initiative automatically, even if somebody else rolls a 1.

Balketh
2009-10-15, 08:55 PM
That is a good way of wording it, Imp, yes.

And think of it like this:

The CT gets ported, most likely, to the Old West. After all, we're in an age where Swords and Sorcery is the daily life, so the Old West, if they were on the same timeline, would be thousands of years ahead.

There are three most common guns there.

The Rifle. The Shotgun. And the Revolver.

And, of course, the most common of those is the Revolver (In Popular culture, not IRL.)

And, possibly due to seeing positive things with the revolver, such as following a young man around for a bit, who's much like the CT, finding out he's a good person, then watching as he saves a family from Bandits using dual revolvers, this would leave an impression on the CT, that this technology is one of the better.

Honestly, I'll take just about any decent reasoning to restrict the class to pistols only, and, currently, the reason is pretty strong.

Also, there's a fallacy in your description of my fallacy.

He may very well acknowledge the existence of other guns, most definitely as there are varied types of bladed weapons.

But can you imagine trying to think of them if he's never seen them before? For a technology he's never ever seen before, it would be like trying to reinvent the sword, really. The chances of him being able to reliably make a proper Rifle, when he only barely knows how to make a revolver, is so slim it's not funny.

imp_fireball
2009-10-15, 09:45 PM
That is a good way of wording it, Imp, yes.

And think of it like this:

The CT gets ported, most likely, to the Old West. After all, we're in an age where Swords and Sorcery is the daily life, so the Old West, if they were on the same timeline, would be thousands of years ahead.

There are three most common guns there.

The Rifle. The Shotgun. And the Revolver.

And, of course, the most common of those is the Revolver (In Popular culture, not IRL.)

And, possibly due to seeing positive things with the revolver, such as following a young man around for a bit, who's much like the CT, finding out he's a good person, then watching as he saves a family from Bandits using dual revolvers, this would leave an impression on the CT, that this technology is one of the better.

Honestly, I'll take just about any decent reasoning to restrict the class to pistols only, and, currently, the reason is pretty strong.

Also, there's a fallacy in your description of my fallacy.

He may very well acknowledge the existence of other guns, most definitely as there are varied types of bladed weapons.

But can you imagine trying to think of them if he's never seen them before? For a technology he's never ever seen before, it would be like trying to reinvent the sword, really. The chances of him being able to reliably make a proper Rifle, when he only barely knows how to make a revolver, is so slim it's not funny.

1. If he barely knows how to make a revolver, wouldn't he be rightly interested in trying to create other guns (inventor's curiosity. The Thomas Edison mind set is pretty much what drove the scientific revolution so quickly)? Being an adventurer, he probably has the mind set of someone who wishes to continue working just for the sake of discovery and utility. Also, if he can barely make a revolver, chances are the revolver is utter crap, or he has gone through several failed designs before finely getting something that works perfectly and looks awesome. Which would take a long time.

2. I'm not saying he should be allowed to use other weapons besides pistols. Pistols fall into his combat style and that's alright. It's just that you should allow him to create other weapons, but if he wants to use them, he has to take exotic wep. prof. He might design these weapons, thinking 'I'll never have time to practise and learn how to use these. Too much of my schedule is already taken up learning pistols and a kung fu discipline that revolves entirely around them! But oh well, maybe I could sell the designs for the shotgun and gain even more fame and admiration because that's how I roll.'

3. He'd be able to think of the designs of other weapons simply because chances are he might see them when he travels to the future/other universe/wherever separated by time/space. There's no fallacy in my observation of your fallacy. :P

4. If you want to be a little more logical, don't have him create the weapons. Have an engineer from the future give him the designs (and then he can just follow the instructions and build a pistol and munition, test it to ensure it works, etc.). But then that still doesn't answer the question of why create pistols and not shotguns... Perhaps, by GM fiat, the CT must always simply ask for a design for a pistol instead, regardless of player argument and/or whining.

"Remarkable weapon sir! This one is particularly powerful and wieldy..." "Yessir, that there is the one I calls my boomstick*." "Oh, well... how fitting. But could I ask whatever is that hand cannon right there? So stunningly efficient!" "That there's an S&W six shooter. My grand mother gave it to me as a gift on my birthday, she did. I use it to hunt possums I do. Sometimes my boy plays with it." "Well perhaps I could use it." "Hell naw! I'd quickly judge you and say it's a toy gun, mister." "I'm sorry, did you say you let your toddler first born play with it?" "And it seems only fitting he do, mister. It's a toy gun, what harm could it do?" "Then perhaps you could part with it, maybe? Possibly? Hopefully?" "****** boomstick* Leave afore I kills yah dead, yah no good beggin' nut." "*sighs* Very well."

*later on* "Looks like I only had the time to steal the design notes of the S&W from S&W head quarters. No time to go back for that 'boomstick'. Terribly unfortunate that I couldn't locate any design notes with any mention of a 'boomstick'. Alas, for now I must part from this realm of existence *time warps back to present*"
*Shotgun

While that story would probably work, it seems un-plausible that it'd happen every time. :smalleek:


(In Popular culture, not IRL.)

The revolver was pretty common IRL, actually.


For Shot Duplicator, then, perhaps "Rinse and Repeat"?

How 'bout 'impossible double tap', since it's just like modern's double tap except that duplicating your bullet means you can apply an effect like 'fiery burst' to damage twice from one enchanted bullet?

Balketh
2009-10-15, 10:50 PM
You don't enchant the bullets. You enchant the gun. :P Whatever effect the bullet has, it still has to leave the barrel, and that's where the enchant is applied. IE: It catches fire, or it's electrically charged, etc etc.

Secondly, if one barely knows how to make a really complicated object that needs to be precise within a certain limit to stop it from blowing up in your hand. So, it's dangerous off the bat. Unless the topic of that object is their deep passion, they're not going to sit there and think 'I wonder what OTHER types of magic fire wands I can make? Maybe... Longer barrel, no spinny chamber, bigger bullets-OH, with more shots packed into them. Yeah.' In D&D times? That's just not going to happen. Especially when they're probably freaking out about getting ripped into the future.

Thirdly, look, you're just not going to be able to use shotguns with this class. It doesn't work like that. Sure, you can warp shells in, but shotguns even in two hands can be unwieldy, so having two of them in one, even with the right feats, drops accuracy tremendously, not to mentioned the spread and power of the shot dropping horrifically over distance, which is important to the class. Shotguns are a shoot-once-in-the-chest-to-deal-with-it thing. You couldn't fight very well with two of them in melee because of the way you have to hold them and their size, where as revolvers are light and small, and can be held like that and still fought with, quite a few of the talents wouldn't work with them, and firing a shotgun, say, six to eight times in a few seconds is going to knock even the heartiest man off his feet, let alone let him shoot everyone in the room. That's why they only have automatic shotguns in modern times, because they have recoil dampening systems. In D&D? Full, 100% recoil. Heck, even three shots quickly would knock your aim way off.

To me, it just won't work.

Fourthly, I'm fairly sure I'm right when I say that, no, you're not going to be able to successfully make a rifle when you only just know how to make a revolver. The idea is that the CT has had a close, long look at the revolver, over an hour or two. They've seen it work, seen the designs, whatever, and they've only glimpsed other guns, and only rifles at that. It can be very hard for someone a couple thousand years out of their time period to recognise the difference between a shotgun and a rifle, when they just watched it take someone's head off.

Sure, they can elongate the barrel. That doesn't make a rifle. That makes a stupidly hard to wield revolver. Their minds can wander too, but as you said, this would take ages to perfect, going through not only designs, but tests, and the like. The Chrono Trigger, initially, is building a copy of what they learned in the future, over about a week or so, probably with help. From there, they start to use two revolvers, their abilities develop around them, and they don't think to invent new guns because things are going so well, instead, they improve the revolvers.

And, chances are, the Chrono Trigger isn't an inventor. Sure, it can happen, and the player can talk to the DM then about making other guns, but most CTs are often... Acrobats, Soldiers, Bounty Hunters, etc. Not brilliant minds that could drive scientific revolutions, or even close to that. They go off of necessity, because nothing else works with their abilities.

Fifthly, no interacting with the future at level 1. That's too much to just 'let go'. For most of these anachronisms, I'd wager, it won't be by choice. All events here are purposely weighed so that the CT gets the general knowledge to make a Revolver. That's how it works.

Sixthly, yes, the Revolver was common IRL, but it wasn't the most common. Rifles were more prevalent in the Old West as main weapons due to their range and power over speed. Revolvers were often a backup.

'Impossible Double Tap' is okay, but it doesn't imply anything at all about Time, which is how the second bullet comes about. Good idea though, would've used it if Rinse & Repeat hadn't come up. :P

Regardless of how you phrase it, this has been a fascinating discussion, and making this class has been an interesting experience. I'll be tweaking, and adding Talents as I go. Any opinion on Fluff or Crunch is welcome.

Thanks again for reading all this.

imp_fireball
2009-10-16, 01:05 AM
Designing a revolver requires fundamental knowledge of firearms. The design of a shotgun is simpler than that of a revolver. They already know that the bigger the bullet, the more damage, so what do they think of a shotgun? Bigger bullet, more damage... whoops, having that big of a cylinder is unwieldy. What if I did something else, like providing another way of distributing the shell into the chamber... hm, it'd need a cranking mechanism. Designing the cranking mechanism to work automatically may require to many internal parts or too much precision (perhaps it'd even jam easily). I'll try something hand operated, like an outside crank that needs pumping. I got all this spare time, may as well! *begins sketching out a drawing after brain storming*


this would take ages to perfect

Just like it takes ages to perfect a revolver. Design merely begins with a way of looking at things. That's all. You could have a society that designed rifles (with their barrels designed to spin the bullet) and then began importing revolvers, finding the idea of revolvers absurd yet fascinating.

Coming up with the idea is quite simple. The imagination and brain can work wonders when they've witnessed something as extraordinary as teleporting through time and discovering the revolver.
----

Also, you say the CT can't use shotguns and give all these mechanical reasons why (even though the feats should prove it), but your justifications have no fodder. The whole idea behind D&D is being able to take a class and create anything you want out of it. The listed fluff shouldn't confine the character to the same story every time, since then the class gets old fast. That's why I'm irked by classes like paladins.



'Impossible Double Tap' is okay, but it doesn't imply anything at all about Time, which is how the second bullet comes about. Good idea though, would've used it if Rinse & Repeat hadn't come up. :P

It's got enough to do with time that manipulating time is impossible to any on looker. Hence the name?


They go off of necessity, because nothing else works with their abilities.

I think the easiest solution could be that they discovered a magic 'data sphere' (from an ancient civilization, or extraplanar entity, or anything under the sun) that gave them knowledge of revolvers and only revolvers. And then go from there. Because actually living for any amount of time in the future could have major suspension of disbelief consequences if you expect everything to shift back to normal when they head to the present again. Doesn't matter if they don't have any friends who will believe them. I'm not saying they should be insane or anything as a result of this. :smalleek: Just y'know.

Oh and finally, just because shot guns are incredibly unwieldy doesn't mean you should completely suckle all creativity out of it. Remember that it's D&D where the impossible is possible. That's what fantasy is - unless you wanna take it to sci-fi land where only the improbable is possible.

Balketh
2009-10-16, 02:08 AM
The point is moot, really, if that's your continued argument. The class is a Pistol-Class. If you want to adapt it to other firearms for your games, good! Do so! Have fun!

But I made the class for dual wielding pistols, and that's how the fluff will show it.

And don't say the impossible is possible in D&D. Regardless of whether I'm in D&D or real life, I'm not ever going to have a girlfriend! XD

So yeah, apart from that whole shotgun-topic-thing, anyone got anything else they want to mention about the class?

As for me, I'll be putting up a bulk of Talents later, then I'll organise and balance them a bit, and whatever I feel can become a Talent will go in at a respectable place once it's balanced.

Ubergeek
2009-10-17, 01:34 PM
I'm assuming this is a reference to the game "Crono Trigger?"

I didn't read the whole thing, but this looks pretty cool and flavorful. For me, flavor is everything.

Balketh
2009-10-17, 08:21 PM
Thanks, Ubergeek.

While the name, (and the third level feature) are references to the game, nothing else about the class is. Just want to make sure everyone gets that.

I'll throw in a few more talents today, hopefully, and add a little more fluff to the main sheet, a couple parts I forgot.

Later, I'll do up a Chrono Trigger Statblock, and just really try to mimic the general feel of the books when you're reading about a class. :D

EDIT: Also, after checking, the game is actually spelt Chrono Trigger. With the H.

Siegel
2009-10-18, 08:10 AM
What happens,

when a CT uses his Mysterious Stranger ability and his future self kills him ?

TIME PARADOX !!!

Balketh
2009-10-19, 04:43 AM
Time rejects your reality and substitutes it with it's own.

IE: Can't happen. If you try, Time steps in and tells you to bugger off. <.<

Toliudar
2009-10-19, 10:40 AM
I think putting in saves for the "hold monster" effect is a good idea. How are you working out the DC of that will save?

Balketh
2009-10-19, 10:50 PM
The same way you work out all nondescript will saves. 10 + 1/2 Class level + Relevant ability mod, so, in case of Stop, probably Dex, as it's a shoot-versus-mind thing.

And yes, Stop already has a save, the Will save I just mentioned. I'll have to edit in the Dex part, of course.