-Baldur-
2009-10-15, 07:10 PM
So, just considering designing a class. I've seen a few around here that address the issue of time, but none that really hit what I think it should be on the head. This isn't a design, so no tables or spoilers. Just simply putting a level by level proposal out there to see what all you good people think. If the reaction is positive, then design shall be done!
Chronoranger
Full BAB progression, Average Fort, Full will and average reflex.
Time Mastery Style
The Chronoranger will get a choice at first level whether or not he specializes in Past or Future time mastery. Past will allow him to undo actions, damage taken, failed saves etc. Future will allow him to make extra movement, an extra attack, take another full turn etc. Usable at will, twice per day. The user cannot undo death, but can undo damage. Past and Future time mastery class features are immediate actions, and can be taken on anyones turn.
Track- At every second level the Chronoranger gains the ability to track/trace clues through time. This includes tracks that were covered, tracks faded by weather, faded/broken clues, forgetful individuals, corpses (speaking to the corpse when they were alive, not "Speak to Dead" ability.) etc. The ability improves at a rate of one hour times twice the Chronorangers class level. Two at first, four at second, six at third and so on.
Time Seeds- the user expends these at a rate of 5 seeds per activation of an ability (10 with stronger abilities, 15 with the strongest). These abilities are seperate from the Time Mastery, even if they allow a similar or the same ability. The user gains 20 seeds at his first level, which then increases at a rate of 10 seeds per every level in the Chronoranger class.
Time Seed Abilities (Very basic)
Reverse the flow- The user can go back a round and undo an action/change something.
Speed the flow- The user can jump into the future, allowing another action, the ability to induce extra damage, or to withhold an enemy from making an action.
Temporal shift The user can jump forward (or backward) in time and snatch a held weapon or item held by a target. Must succeed on a Will save.
Waters of time The user drenches his enemies in the waters of time, making them temporarily lose one class level per every 4 levels of Chronoranger Class Level. The levels are returned after one round.
Lengthen the flow The user elongates a time based effect at a rate of 1 round per every three Chronoranger class levels.
Time Skip The user skips through time to increase his movement. Adding on +10 feet per every 5 seeds spent.
Time Force The user slows time so much that he can direct and force a ranged object (be it spell, mundane, or item) in a certain direction (around a corner, increasing the distance travelled, over an object, etc) at a rate of 5 seeds per direction/20 foot range increment)
Horror of the Time Warp The user grabs a nearby enemy (Will save, not strength to grapple) and jumps into the Time Warp with them. This lasts one round per every 15 seeds expended. The enemy is subjected to the tortures of an unprotected mind in the warp, and is reduced by 1 Int, 1 Will, 1 char, and 3d10 HD per every round spent in the warp, once the enemy exits the warp, these effects stay in place for 1 round per every 5 Chronoranger class levels. However, due to the strain of confining their mind in the warp, the Chronoranger cannot use any time based abilities for 2 rounds after exiting, and suffers the fatigue effect.
Time Stop The user stops time, allowing him to perform 1 round per every 20 seeds expended. He may perform whatever actions he wishes under these circumstances, including other time based abilities. Allowing him to stack multiple time reverses or accelerations, but only to actions that directly affected him, or that he directly affected.
Stealing Time The user may feed off of an enemies life essence, essentially making him younger, and the recipient older. The enemy must make a Will Save or have 1 year stolen per 15 seeds expended. The user can then transfer this life essence to another party member (if they have been magically aged, and only if they have been magically aged) at a cost of 10hp and 5 seeds per year transferred. Time manipulation of this magnitude costs the user greatly.
Time Immunity At a rate of 5 seeds per round expended, any spell with a "duration" effect, now no longer effects the Chronoranger.
Shield of time The user erects a shield made of the Time Warp, allowing a 15 foot wide by fifteen foot high by 15 foot long square shield to be erected directly in front of his person. This shield stops all time based effects, spells, enchantments, objects enchanted with a time based effect, or time breath weapons, from passing through. This ability costs 30 seeds per round.
Secrets of the Ages The Chronoranger has traveled to the start and ends of time, mastering the knowledge, but unable to share the secrets due to the mind bursting pressure such information contains. He may whisper but one secret per week, at a cost of 100 seeds. This secret reverberates through the room at the Chronorangers instruction, affecting all party members as if a "Heal", "Bless", "Shield" spell were cast on all and affecting his enemies as if under a "Paralysis" and "Cause Critical Wounds" spell were cast. All enemies must succeed on a Will Save. Further to this, four level appropriate undead are summoned, gatekeepers of the secrets of time.
So far these are the majority of the abilities that I have. Any more suggestions, feedback would be welcome.
He will have proficiency in all martial weapons, light but not medium armour, all shields except tower.
To overpowered? To underpowered? Not enough abilities? There won't be any flavour just yet, as I said this is a proposal. Not a full fledged design.
Not enough track and trace/discover ranger type abilities? Favoured enemies? Combat abilities?
Help me out here!
Chronoranger
Full BAB progression, Average Fort, Full will and average reflex.
Time Mastery Style
The Chronoranger will get a choice at first level whether or not he specializes in Past or Future time mastery. Past will allow him to undo actions, damage taken, failed saves etc. Future will allow him to make extra movement, an extra attack, take another full turn etc. Usable at will, twice per day. The user cannot undo death, but can undo damage. Past and Future time mastery class features are immediate actions, and can be taken on anyones turn.
Track- At every second level the Chronoranger gains the ability to track/trace clues through time. This includes tracks that were covered, tracks faded by weather, faded/broken clues, forgetful individuals, corpses (speaking to the corpse when they were alive, not "Speak to Dead" ability.) etc. The ability improves at a rate of one hour times twice the Chronorangers class level. Two at first, four at second, six at third and so on.
Time Seeds- the user expends these at a rate of 5 seeds per activation of an ability (10 with stronger abilities, 15 with the strongest). These abilities are seperate from the Time Mastery, even if they allow a similar or the same ability. The user gains 20 seeds at his first level, which then increases at a rate of 10 seeds per every level in the Chronoranger class.
Time Seed Abilities (Very basic)
Reverse the flow- The user can go back a round and undo an action/change something.
Speed the flow- The user can jump into the future, allowing another action, the ability to induce extra damage, or to withhold an enemy from making an action.
Temporal shift The user can jump forward (or backward) in time and snatch a held weapon or item held by a target. Must succeed on a Will save.
Waters of time The user drenches his enemies in the waters of time, making them temporarily lose one class level per every 4 levels of Chronoranger Class Level. The levels are returned after one round.
Lengthen the flow The user elongates a time based effect at a rate of 1 round per every three Chronoranger class levels.
Time Skip The user skips through time to increase his movement. Adding on +10 feet per every 5 seeds spent.
Time Force The user slows time so much that he can direct and force a ranged object (be it spell, mundane, or item) in a certain direction (around a corner, increasing the distance travelled, over an object, etc) at a rate of 5 seeds per direction/20 foot range increment)
Horror of the Time Warp The user grabs a nearby enemy (Will save, not strength to grapple) and jumps into the Time Warp with them. This lasts one round per every 15 seeds expended. The enemy is subjected to the tortures of an unprotected mind in the warp, and is reduced by 1 Int, 1 Will, 1 char, and 3d10 HD per every round spent in the warp, once the enemy exits the warp, these effects stay in place for 1 round per every 5 Chronoranger class levels. However, due to the strain of confining their mind in the warp, the Chronoranger cannot use any time based abilities for 2 rounds after exiting, and suffers the fatigue effect.
Time Stop The user stops time, allowing him to perform 1 round per every 20 seeds expended. He may perform whatever actions he wishes under these circumstances, including other time based abilities. Allowing him to stack multiple time reverses or accelerations, but only to actions that directly affected him, or that he directly affected.
Stealing Time The user may feed off of an enemies life essence, essentially making him younger, and the recipient older. The enemy must make a Will Save or have 1 year stolen per 15 seeds expended. The user can then transfer this life essence to another party member (if they have been magically aged, and only if they have been magically aged) at a cost of 10hp and 5 seeds per year transferred. Time manipulation of this magnitude costs the user greatly.
Time Immunity At a rate of 5 seeds per round expended, any spell with a "duration" effect, now no longer effects the Chronoranger.
Shield of time The user erects a shield made of the Time Warp, allowing a 15 foot wide by fifteen foot high by 15 foot long square shield to be erected directly in front of his person. This shield stops all time based effects, spells, enchantments, objects enchanted with a time based effect, or time breath weapons, from passing through. This ability costs 30 seeds per round.
Secrets of the Ages The Chronoranger has traveled to the start and ends of time, mastering the knowledge, but unable to share the secrets due to the mind bursting pressure such information contains. He may whisper but one secret per week, at a cost of 100 seeds. This secret reverberates through the room at the Chronorangers instruction, affecting all party members as if a "Heal", "Bless", "Shield" spell were cast on all and affecting his enemies as if under a "Paralysis" and "Cause Critical Wounds" spell were cast. All enemies must succeed on a Will Save. Further to this, four level appropriate undead are summoned, gatekeepers of the secrets of time.
So far these are the majority of the abilities that I have. Any more suggestions, feedback would be welcome.
He will have proficiency in all martial weapons, light but not medium armour, all shields except tower.
To overpowered? To underpowered? Not enough abilities? There won't be any flavour just yet, as I said this is a proposal. Not a full fledged design.
Not enough track and trace/discover ranger type abilities? Favoured enemies? Combat abilities?
Help me out here!