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View Full Version : Custom Prestige class: The Time Mage



M. Handy
2012-07-05, 07:59 PM
This is an idea I've been playing with for quite a while. I finally feel like it's close to where it should be. It's a meta-mage who focuses on time magic, making it a decent support caster and possibly a fairly reliable support melee combatant. There are a fairly wide assortment of spells and class features, allowing for a good amount of customization. Some spells that would normally be considered higher level spells have been tweaked or scaled down. Temporal Stasis for example has been given a level-dependent DC which makes it difficult to use at lower TM levels. Déjà Vu has had its range reduced to "close".

Here it is. Comments are always welcome...

Time Mage

The Time Mage is a dexterity driven wizard. Warping the bounds of space and reality, Time Mages often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.

Requirements
To qualify to become a Time Mage, a character must fulfill all the following criteria.
Base Attack Bonus: +3
Skills: Concentration 4 ranks, Sleight of Hand 4 rank.
Metaphysics: Must have the ability to cast or manifest Haste, Slow, Hustle, or Deceleration.
Feat: Lightning Reflexes
Special: Must have Base Land Speed or Initiative Modifier permanently altered by a feat, class skill, or spell.

Class Skills
The Time Mage’s class skills (and the key ability for each skill) are:
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha).


Skill Points at each level each level: 4 + Int modifier.
Hit Die: D4.


Table: The Time Mage


{table=head]Level|BAB|Fort|Reflex|Will|Chrono Pts/day|Priori Known|Special

1|
1|
0|
2|
5|
1|
0|
Weapon Finesse|

2|
2|
0|
3|
5|
2|
1|
Chronology|

3|
3|
1|
3|
5|
3|
1|
Greater Initiative|

4|
4|
1|
4|
5|
4|
2|
Chronology|

5|
5|
1|
4|
5|
5|
2|
Increase Speed|

6|
6|
2|
5|
5|
6|
3|
Time Dilation|

7|
7|
2|
5|
5|
7|
3|
Chronology|

8|
8|
2|
6|
5|
8|
4|

9|
9|
3|
6|
5|
9|
4|
Chronology|

10|
10|
3|
7|
5|
10|
5|
Last Rite|
[/table]

CLASS FEATURES
All the following are class features of the Time Mage prestige class.

Weapon and Armor Proficiency:
A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).
Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells per Day: When a new Time Mage level is gained, the character gains new spells per day as if she had also gained 1/2 a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds 1/2 the level of Time Mage (rounding down) to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If the character came from a Psionic class, she gains two power points per level as well, but does not increase in manifester level.

Chrono Points: Each level the Time Mage's daily reserve of Chrono Points increases by one. These points may be used to activate Time Mage special abilities.

Priori Known: Priori are Time Mage special abilities that range from feat-like to spell-like abilities. They are selected from the priori list below. A Time Mage gains her first priori at level 2 and gains a new priori at levels 4, 6, 8, and 10. A Time Mage's capacity to activate priori is limited by her pool of Chrono Points.

Weapon Finesse: At Level 1, a Time Mage gains Weapon Finesse as a Bonus Feat. She need not meet the prerequisites.

Chronology (Sp): Beginning at 2nd level, a Time Mage who can cast Haste or Hustle gains access to the Speed Spell List. A Time Mage who can cast Slow or Deceleration gain access to the Delay Spell List. If she meets the prerequisites for both, she must chose which to draw spells from and may not switch once this decision is made. Each level Chronology comes up (including this one) choose 1 Time Mage spell from the appropriate list to add to your spells known.

Greater Initiative (Ex): At Level 3, the Time Mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.

Increase Speed (Ex): At Level 5, a Time Mage gains an enhancement bonus to her base land speed of 10ft or one equal to the Time Mage’s Dex Bonus x5ft, whichever is greater. A Time Mage in medium or heavy armor loses this extra speed while it is worn.

Time Dilation (Ex): At Level 6, a Time Mage receives an upgrade to the spell or power that granted her access to this prestige class. If haste or slow, its duration increases by a number of turns equal her dexterity modifier. If hustle, it affects the her for 2 rounds instead of one, granting an extra move action for each, but costing no extra Power Points. Multiple hustle effects do no stack. If deceleration, add the following effect: Additionally, the target creature takes a –1 penalty on attack rolls, AC, and Reflex saves.

Last Rite (Ex): At level 10, if you chose the Quick path, learn the spell Past Due. If you chose the Delay path, you learn the spell Stop.

Past Due (Sp): A Time Mage can target a single creature up to 40ft and force them to make a Will
save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target
fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die horrifically
as random body tissue ages to necrotic levels. Even if the Fortitude save is successful, the subject
still takes 3d6 points of damage. This may be used a number of times per day equal to her
Dexterity Modifier. Creatures with the Timeless Body class feature are immune to the aging
effects of this spell.

Stop (Sp): A time mage can stop a target at a range of 30ft. The target must make a Reflex
save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration
of 1d4 + caster's dexterity modifier rounds, during this time the target cannot take any action and
is completely helpless. Mutiple Stop effects do not stack. This may be used a number of times
per day equal to her Dexterity Modifier.



Quick Spell List: A Time Mage choosing spells from this list is considered to have a number of spells per day dexterity modifier +3.

Blur (Physical) (Sp): You must succeed on a melee touch attack. As a standard action, this
illusion grants the subject concealment (20% miss chance) against physical attacks for 1
min./level. A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen
opponent carries penalties of its own).

Reflect (Sp): As a standard action, use Spell Turning as a personal spell, with a duration of 2d10 +
dexterity modifier rounds. Spell Turning: Reflect 1d4+6 spell levels back at caster (Targeted/non-touch only)

Regen (Sp): Standard action. This spell may be cast at a range of 30ft. For 1 + caster's Dex Mod
rounds, the target heals HP damage at a rate of the caster's Dex mod + 1d6. A will save of
10+caster's dex mod negates this effect.

Swift Expeditious Retreat (Sp): This spell is cast as a swift action. Your speed increases by 30 ft.
for 1 round. This adjustment is treated as an enhancement bonus. There is no effect on other
modes of movement.

Teleporting Strike (Sp): As a standard action, teleport up to a distance of your base land speed +
(Dex Mod x5). She may then make a single melee attack on a target (if any) within 5ft. The target
is considered flatfooted and loses its Dex bonus to AC during this attack.

Time Jump (Sp): Similar to Time Hop. Duration: Dex mod + 1 rounds. As a standard action make
a melee touch attack. The subject of the power hops forward in time. In effect, the subject seems
to disappear in a shimmer of silver energy, then reappear after the duration of this power expires.
The subject reappears in exactly the same orientation and condition as before. From the subject’s
point of view, no time has passed at all. In each round of the power’s duration, on what would
have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to
return. The subject can act normally on its next turn after this power ends.
If the space from which the subject departed is occupied upon his return to the time stream, he
appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.

True Strike (Sp): As a standard action, you gain temporary, intuitive insight into the immediate
future during your next attack. Your next single attack roll (if it is made before the end of the next
round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that
applies to attackers trying to strike a concealed target.

Delay Spell List: A Time Mage choosing spells from this list is considered to have a number of spells per day dexterity modifier x2.

Déjà Vu (Sp): As a standard action, your mental impulse forces the subject (at a range of 25ft. + 5
ft./2levels) to repeat the actions it took on its previous turn. If the situation has changed in such a
way that the subject can’t take the same actions again, the subject stands still and takes no actions
for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity bonus to AC
even if it stands still. A will save of DC 10 + 1/2 your Time Mage level, but for every chrono
point you spend, this spell's save DC increases by 1.

Expeditious Retreat (Sp): As a standard action, this spell increases your base land speed by 30
feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of
movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this
spell affects your jumping distance (see the Jump skill). This spell remains in effect for 1
min.level.

Gentle Repose (Sp): As a standard action, you touch a corpse to preserve its remains so that they
do not decay. Doing so effectively extends the time limit on raising that creature from the dead
(see raise dead). Days spent under the influence of this spell don’t count against the time limit.
Additionally, this spell makes transporting a fallen comrade more pleasant. The spell also works
on severed body parts and the like. This spell lasts for one day per character level.

Reflect (Sp): Use Spell Turning as a personal spell, with a duration of 2d10 + dexterity modifier
rounds. Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)

Temporal Stasis (Sp): You must succeed on a melee touch attack to cast this Transmutation. As a
standard action you place the subject into a state of suspended animation. A fortitude save of the
caster's Time Mage Level + caster's dex mod negates this spell. For the creature, time ceases to
flow and its condition becomes fixed. The creature does not grow older. Its body functions
virtually cease, and no force or effect can harm it. This state persists until the magic is removed
(such as by a successful dispel magic spell or a freedom spell).

Teleporting Strike (Sp): As a standard action, teleport up to a distance of your base land speed +
(Dex Mod x5). She may then make a single melee attack on a target (if any) within 5ft. The target
is considered flatfooted and loses its Dex bonus to AC during this attack.

Priori List

Initiative Aura (Ex): Actiate this as a standard action. By spending 2 chrono points, project an aura that affects all allies within 30 feet (including yourself). Allies within this aura gain a +2 bonus to initiative. Your aura is dismissed if you become unconscious or slain, but otherwise it remains in effect even if you are incapable of acting. This aura effect lasts for 24 hours.

Speed Aura (Ex): Actiate this as a standard action. By spending 2 chrono points, project an aura that affects all allies within 30 feet (including yourself). Allies gain a 10ft bonus to base land speed if they begin their move action inside this aura. Your aura is dismissed if you become unconscious or slain, but otherwise it remains in effect even if you are incapable of acting. This aura effect lasts for 24 hours.

Evasion (Ex): As an immediate action spend 1 chrono point to gain the effects of the Evasion class skill for one round. If you already have evasion, you gain the effects of Improved Evasion instead.

Distant Time (Ex): As a swift action, spend 1 chrono point to activate this ability. The next touch spell you use is considered a ray (ranged touch) and may be cast at a range of 30ft.

Persistent Refusal (Ex): As a swift action, spend one of your chrono points to make another save against any effect that targets you and has a continuing duration. For example, on his turn, a Time Mage with this priori who fails a saving throw to resist the effect of a hold monster spell can spend a chrono point as a swift action to attempt another save.

Quick Spell (Ex): As a quick action, spend 2 chrono points to gain the effects of the meta feat “Quicken Spell” or “Quicken Power.”

Evasive Celerity (Ex): As an immediate action, spend one chrono point to activate this ability for 1 round/level. Your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a haste spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects.