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Temotei
2012-08-03, 01:47 AM
Chronoshifter

Time is not on anyone's side.
-- Henry Radozin, chronoshifter

Time is my ally
Time is my foe
Those who oppose, from I
To you, woe!

Time governs all. It waits for no one--except the chronoshifter. Disrupting the flow of time and destroying its proper cycles are the chronoshifter's area of expertise.

Adventures: Typical chronoshifters adventure to gain more control over time, usually so they can change its flow, as so many are dissatisfied with it. Some wish to live longer and have a chance at a longer life, while others attempt to spite time itself by controlling it.

Characteristics: A chronoshifter uses chronoshifts, allowing him to change time's flow in certain areas and even within creatures' bodies. Chronoshifts provide a huge variety of abilities, allowing the chronoshifter to function is most situations at least adequately.

Alignment: Lawful chronoshifters are fairly rare, while chaotic ones are far more common. Good and evil have no special hold over chronoshifters, generally, so the variety is much greater on the moral scale.

Religion: Religious beliefs are fairly rare among chronoshifters. Some worship gods and goddesses with time as part of their domain, but most don't, as the whole idea of being a chronoshifter is to mess with time. Possible deities chronoshifters would worship include Cyndor (god of continuity) and Labelas Enoreth (goddess of history).

Background: A chronoshifter's abilities are discovered early in life, though they are undeveloped and chaotic. As a child, a chronoshifter might slow time around him so he can sneak out of the house with little effort and get back before his parents even know, or he might defend his friends or himself with distortions in time. Most chronoshifters don't officially take up the name until later in life, however, when they can control their abilities properly and when they know the consequences of attempting to control time.

Races: Short-lived races like humans and half-orcs tend to be more common among chronoshifters, since controlling time in what little time they have is a strong and common ambition. However, elves and other long-lived races often have chronoshifters, though fewer, to help shape history and keep it.

Other Classes: Chronoshifters get along with few other classes. Barbarians might find chronoshifters too focused on breaking the fabrics of time than enemies, while clerics and paladins might see the chronoshifter as an affront to their chosen deity. Wizards sometimes get along just fine with chronoshifters, as both have world-changing abilities that often fit together well.

Role: As a versatile caster-like class, the chronoshifter is able to fulfill a few roles, sometimes at once. His combat ability and overall sturdiness is extremely low, but with strong supporting abilities, crowd control, and utility, the chronoshifter tends to make up for it easily. In battle, the chronoshifter takes on a battlefield controller-type role or a supporting role often, but he can dish out decent damage with a few chronoshifts, as well. Outside of battle, chronoshifters have a few utilities from chronoshifts, a big knowledge-base from skills, and even the ability to scout.

GAME RULE INFORMATION
Chronoshifters have the following game statistics.
Abilities: Wisdom allows the chronoshifter to manipulate time more effectively in many ways, adding to chronoshift save DCs and Will saving throws, important for avoiding warps and other dangers. Dexterity grants bonuses to initiative, allowing the chronoshifter to use his potentially game-changing powers more quickly. Constitution buffs up his pathetic hit point total.
Alignment: Any.
Hit Die: d4.
Starting Age: As cleric.
Starting Gold: 5d4x10 gp.

Class Skills
The chronoshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spot (Wis).

Despite the chronoshifter explicitly not being a spellcaster, he is still able to take ranks in Craft (alchemy).

Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CHRONOSHIFTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Chronoshift Level
Shift Points


1st
+0
+0
+0
+2
Chronoshifting, shift points
1
2


2nd
+1
+0
+0
+3
Prepared chronoshift
1
4


3rd
+1
+1
+1
+3
-
2
6


4th
+2
+1
+1
+4
Rushed chronoshift 1/day
2
8


5th
+2
+1
+1
+4
Prepared chronoshift
2
10


6th
+3
+2
+2
+5
-
3
12


7th
+3
+2
+2
+5
Future sight 1/encounter
3
14


8th
+4
+2
+2
+6
Prepared chronoshift
3
16


9th
+4
+3
+3
+6
-
4
18


10th
+5
+3
+3
+7
Rushed chronoshift 2/day, timesight
4
20


11th
+5
+3
+3
+7
Prepared chronoshift, timeless body
4
22


12th
+6/+1
+4
+4
+8
-
5
24


13th
+6/+1
+4
+4
+8
Extended Life Span, future sight 2/encounter
5
26


14th
+7/+2
+4
+4
+9
Prepared chronoshift
5
28


15th
+7/+2
+5
+5
+9
-
6
30


16th
+8/+3
+5
+5
+10
Rushed chronoshift 3/day
6
32


17th
+8/+3
+5
+5
+10
Extended Life Span, prepared chronoshift
6
34


18th
+9/+4
+6
+6
+11
-
7
36


19th
+9/+4
+6
+6
+11
Future sight 3/encounter
7
38


20th
+10/+5
+6
+6
+12
Prepared chronoshift, ultimate chronoshift
7
40



Class Features
All of the following are class features of the chronoshifter.

Weapon and Armor Proficiency: Chronoshifters are proficient with all simple weapons, but not with any armor or shields.

Chronoshifting: A chronoshifter's namesake, chronoshifting is the art of manipulating time by force of will and understanding of the universe. Grabbing the threads of time, the chronoshifter can do amazing things. The process of chronoshifting is risky, however. Time was not meant to be twisted in the way the chronoshifter so loves to do. Sometimes, time will actively resist the chronoshifter, creating chaotic effects, including possibly destroying sections of time itself. When the chronoshifter uses a chronoshift, he must make a Will save of DC 5 + twice the level of the chronoshift + the number of chronoshifts used within the last minute. Success means nothing, while failure brings some sort of risk, called a "warp," to the chronoshift, as designated in each individual chronoshift. The warp's effects are in addition to whatever effects the chronoshift would have. Any immunity the chronoshifter possesses doesn't affect warps. If a chronoshift allows a saving throw to avoid some or all of its effects, the save DC is equal to 15 + Wis modifier + the number of chronoshifts used within the last minute.

A chronoshifter can only chronoshift once per round and every chronoshifting ability (hereafter referred to as chronoshifts) requires a standard action to use unless otherwise noted. As well, all chronoshifts are supernatural in nature unless otherwise noted. Finally, the chronoshifter can use a specific chronoshift only once every two rounds.

A chronoshifter knows all chronoshifts of every level available to him.

Shift Points: The chronoshifter is limited in his time-manipulating ways by a number of shift points, as given in the table above. Chronoshifts cost a number of shift points equal to their level. A chronoshifter can recover shift points by spending a minute to focus on the flow of time. The amount recovered is equal to 1/3 the chronoshifter's level (minimum 1).

Prepared Chronoshift: At 2nd level, a chronoshifter is able to prepare one chronoshift for the day by spending five minutes to do so. The shift point cost of a prepared chronoshift is 1 less than normal. This reduction only applies once per day. In addition, any time the chronoshifter uses a prepared chronoshift that affects multiple squares, he may exempt a single square from being affected. The chronoshifter cannot avoid his own chronoshifts in this manner.

The chronoshifter can prepare any chronoshift of a level equal to one lower than the highest level available to him (minimum level 1).

At 5th level, and at every third level after (8th, 11th, 14th, 17th, 20th), the chronoshifter can prepare another chronoshift every day or focus more energy into a single chronoshift, further reducing its cost and granting another square to exempt from its effects.

Rushed Chronoshift: At 4th level, the chronoshifter is capable of using a chronoshift as a swift action instead of a standard action, effectively allowing for two chronoshifts to be used in one round. However, there is a 25% chance the rushed chronoshift will automatically subject the chronoshifter to its warp. A rushed chronoshift has no effect on the Will save DC to avoid warps.

The chronoshifter can rush a chronoshift once per day at 4th level, twice per day at 10th level, and three times per day at 16th level. In addition, at 10th level, the chronoshifter is allowed one risk-free use of a rushed chronoshift. The chronoshifter must still make a Will save to avoid the chronoshift's warp, but there is no percentage chance that he will automatically fail. At 16th level, he is allowed another risk-free rushed chronoshift. These risk-free rushed chronoshifts are in addition to their more risky counterparts gained at the same levels.

Future Sight (Su): At 7th level, a chronoshifter can see into the future, if only a few moments, allowing him to discover how a creature will act. Once per encounter, the chronoshifter can look into a creature's future as a free action. Through this future sight, he discovers one action the creature will perform on its next turn. That creature must perform the specified action on its next turn or be dazed for 1 round. A successful Will save of DC 10 + 1/2 class levels + Wis modifier causes the creature to instead be nauseated for 1 round. If the creature cannot perform its action (such as if it was going to heal a creature that is dead by its turn), then it may act as normal.

At 13th and 19th levels, the chronoshifter can see one additional action a creature will take. The actions the chronoshifter can see can either be split up among several rounds or seen in one round, and can be split among multiple creatures or seen on one. Regardless of how many actions the chronoshifter sees a creature doing, the creature is dazed or nauseated for only 1 round if it doesn't take the action or actions.

DM Note:
You choose the action the chronoshifter sees. Make it something interesting, though. "Breathing fire in this cone" and showing the cone to the chronoshifter player would be a fine use of the ability. "Drawing a longsword" isn't, unless it's some sort of magical sword that has very powerful capabilities and the players are aware of that fact.

Timesight (Su): At 10th level, the chronoshifter gains a certain kind of insight into time's shifting nature. Whenever someone other than the chronoshifter affects time, he is aware of it and its general purpose. The chronoshifter may designate certain types of effects he is aware of at different times in order to lessen the mental burden of constant time flow changes.

Timeless Body (Ex): At 11th level, a chronoshifter no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the chronoshifter still dies of old age when his time is up.

Extended Life Span (Ex): At 13th and 17th levels, the chronoshifter gains the Extended Life Span (http://www.d20srd.org/srd/epic/feats.htm#extendedLifeSpan) epic feat.

Ultimate Chronoshift: At the peak of his time-twisting ability, the chronoshifter learns one chronoshifting ability so powerful and so dangerous that time itself is torn asunder. The chronoshifter chooses one ultimate chronoshift to learn at 20th level from the ultimate chronoshift list. All ultimate chronoshifts take longer than normal chronoshifts to use, different Will save DCs to avoid warps, and XP costs (each specified in individual chronoshift entries). As well, an ultimate chronoshift that allows a saving throw has a DC of 20 + Wis modifier + twice the number of chronoshifts used within the last minute. The DC is based on when the chronoshifter starts the ultimate chronoshift, but creatures subject to saving throws don't make the save until after it is completed. While using an ultimate chronoshift, the chronoshifter is in a state of deep meditation, traversing the paths of time with his mind. If he takes damage, he may choose to come out of this state, though it breaks the chronoshift's effects and subjects him to a Will save to avoid its warp. He need not come out of his meditation if he does not will it, however. Ultimate chronoshifts cost 30 shift points.

Level 1 Chronoshifts:
Age
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature or object
Duration: 3 rounds
Saving Throw: Fortitude negates (object)

The chronoshifter points at the target living creature or object, rapidly aging it. A targeted creature suffers from a -2 penalty to Strength, Dexterity, and Constitution. A targeted object sometimes rusts or weakens. A door's lock, for example, might rust and become easier to bash open or its tumblers might become easier to push, making picking the lock easier. The actual age of the creature or object targeted is not affected.

Warp
The chronoshifter takes a -2 penalty to Strength, Dexterity, and Constitution for the duration.

Brief Hindsight
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)

Looking into the past, the chronoshifter allows his target to learn from past mistakes. The target gains a +1 insight bonus to the next attack roll, damage roll, saving throw, or skill check made in the same round. This chronoshift requires only a swift action.

Warp
After the bonus is used (or after the duration is over), the chronoshifter takes a -1 penalty on his next attack roll, damage roll, saving throw, or skill check.

Damage Lag
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates (harmless)

When the chronoshifter uses this chronoshift, any damage the target suffers for 1 round is delayed until the beginning of the chronoshifter's turn next round.

The target can be prematurely healed of damage that would be forced on him if the proper magics are used, such as a cure light wounds spell. This chronoshift requires only an immediate action.

Warp
If the target suffers damage during this chronoshift (even if it is cured), in the next round, the chronoshifter takes 1d3 damage.

Distort
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: 1 round
Saving Throw: None

Upon using this chronoshift, the chronoshifter mixes past, present, and future, making the designated area distorted both in appearance and feeling. Anyone who enters the area becomes sickened.

Warp
The distortion is centered on the chronoshifter.

Time Bomb
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round; see text
Saving Throw: Reflex half

This chronoshift causes the target creature to feel a heavy presence of something dangerous coming; an explosion of time coming soon. The creature is not aware exactly of what will happen—it simply senses danger. At the end of the chronoshifter's next turn, the target and any creatures within 5 feet of the target suffer 1d4 damage per level of the chronoshifter (to a maximum of 5d4 damage). A successful Reflex save reduces this damage by half.

Warp
Roll 1d2. On a result of 1, the bomb explodes immediately and has a blast radius of 30 feet, not 5 feet. On a result of 2, the bomb takes 2 rounds to explode.

Level 2 Chronoshifts:
Accelerate
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates (harmless)

The chronoshifter directly modifies the flow of time in the target's body, forcing it to work in overdrive. This chronoshift causes the target creature to speed up over time, gaining a 10-foot movement speed bonus to all movement speeds. In addition, the target gains a +1 bonus to attack rolls, Reflex saves, and dodge bonus to AC. Both of these benefits apply in each round for 3 rounds after using the chronoshift, stacking with each other.

If this chronoshift is used more than once on a single target, the duration renews, but the bonuses reset upon use.

Warp
The chronoshifter becomes overcharged (http://www.giantitp.com/forums/showpost.php?p=13520749&postcount=1).

Chrono Barrier
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-radius barrier trap
Duration: 1 hour/level (D)
Saving Throw: Reflex negates; see text

Delving into the fabrics of time, the chronoshifter creates a trap for any who would step into it. A successful Reflex save allows would-be-captured creatures to avoid being trapped, moving to the nearest square outside the barrier (If there's a tie for closest square, randomly determine it with a die roll or coin toss.). While trapped, creatures can move around inside the barrier, but cannot move outside it. The barrier automatically stops all attacks from going inside it from the outside and vice-versa. A barrier may be created partially or entirely in solid material, as the barrier is made of folds in time itself, and so is not subject to many physical rules of the universe. If a creature is too large to be caught in the barrier's radius, it gains a +4 bonus on its Reflex save to avoid the barrier. If it fails, however, it is caught within as normal and the barrier simply expands to accommodate it. The chronoshifter can keep only one barrier up at a time. The chronoshifter may dismiss the barrier as a standard action at any time.

Warp
The trap is centered on the chronoshifter and any creatures that are caught in the radius must make Reflex saves to avoid being captured, including the chronoshifter. The chronoshifter may not dismiss the barrier until at least 1 hour has passed and he may not recover shift points while trapped involuntarily, nor may he or any allies caught within rest. If the chronoshifter intended to set the barrier over himself and his allies and succeeds on his Will save to avoid this warp, it is considered voluntary entrapment.

Decelerate
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates

The chronoshifter directly modifies the flow of time in the target's body, forcing it to work more slowly. This chronoshift causes the target creature to slow down over time, taking a 10-foot movement speed penalty to all movement speeds. In addition, the target suffers a -1 penalty to attack rolls, Reflex saves, and dodge bonus to AC. Both of these penalties apply in each round for 3 rounds after using the chronoshift, stacking with each other. A creature's movement speed can only be reduced to 5 feet for any given speed.

If this chronoshift is used more than once on a single target, the duration renews, but the penalties reset upon use.

Warp
The chronoshifter becomes fatigued.

Roar of Time
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates

The chronoshifter forces sounds from hundreds of years of history upon the target, causing deafness.

Warp
The chronoshifter is deafened for 1 week.

Rush of Time
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates

The chronoshifter floods the consciousness of the target with images from hundreds of years of history, causing blindness.

Warp
The chronoshifter is blinded for 1 week.


Level 3 Chronoshifts:
Condition Lag
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates (harmless)

When the chronoshifter uses this chronoshift, any status conditions the target suffers for 1 round are delayed until the beginning of the chronoshifter's turn next round.

The target can be prematurely cured of status conditions that would be forced on him if the proper magics are used, such as a restoration spell. This chronoshift requires only an immediate action.

Warp
If the target suffers a status condition during this chronoshift, the chronoshifter also suffers from it for the duration and the duration is increased by 1 round if it has a duration in rounds, 1 minute if it has a duration in minutes, and so on. If the duration is permanent, this warp instead makes the effect more potent, usually by forcing higher penalties (at most 50% higher). If the target or chronoshifter are immune to the status condition in question, this warp does nothing.

Delay
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates

The target of this chronoshift cannot act for 1 round. The creature is not stunned, paralyzed, dazed, or anything else. It simply cannot act. However, the target also cannot be harmed. On the following round, the creature acts normally as it would have in the previous round.

Warp
The chronoshifter cannot act for 1 round.

Knockback Bomb
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round; see text
Saving Throw: Reflex negates; see text

This chronoshift works like time bomb, except this bomb also causes any creature that takes damage from it to be pushed 5 feet away from the direction of the blast. This bomb can deal a maximum of 10d4 damage rather than 5d4 damage. The target is pushed in a random direction, as determined by a roll of 1d8. A successful Reflex save reduces damage by half and allows creatures to avoid being knocked back.

Warp
Roll 1d2. On a result of 1, the bomb explodes immediately and has a blast radius of 40 feet. On a result of 2, the bomb takes 2 rounds to explode.

Time Heals All Wounds
Range: Touch
Target: Touched creature
Duration: 1 round; see text
Saving Throw: None

The chronoshifter speeds the flow of time of the touched creature's wounds, quickly mending any damage done. This heals 2d8 + 1/level hit points and grants 5 + 1/level temporary hit points for 1 round.

Warp
The chronoshifter takes on the wounds of the creature he heals, taking as much damage as he heals and suffering "negative hit points" for 1 round, equal to the number of temporary hit points granted. These negative hit points work in the same way temporary hit points work, except they reduce hit points instead of adding to them. The negative hit points cannot kill the chronoshifter outright, but can reduce him to as low as -9 hit points.

Time Is Ticking
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Up to 3 rounds; see text
Saving Throw: Will negates; see text

Quickening time's flow in the target's body, the chronoshifter forces the creature to make a Will save or suffer 1d6 + 1/level damage each round for 3 rounds. If the creature makes any Will save, the chronoshift's effects end. If it fails, it has to make another save in the following rounds to avoid damage again. After all 3 rounds have passed, the creature must make one final Will saving throw or die.

A creature cannot be hit again by this chronoshift while still affected by it.

Warp
The chronoshifter takes 2d6 damage for 2 rounds.


Level 4 Chronoshifts:
Acceleration Field
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 3 rounds
Saving Throw: Fortitude negates (harmless)

This chronoshift works exactly like the chronoshift accelerate, except in a 20-foot radius. The chronoshifter may specify that only allies are affected.

Warp
The chronoshifter becomes exhausted.

Aging Field
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation
Duration: 3 rounds
Saving Throw: Fortitude negates (object)

This chronoshift works like the age chronoshift, except in a 20-ft.-radius. In addition, the penalties increase to -4 to Strength, Dexterity, and Constitution and objects age even more, rusting more completely or weakening much more. Again, the actual ages of targets in the area do not change.

Warp
The emanation is centered on the chronoshifter and the chronoshifter is automatically affected by the field.

Deceleration Field
Range: Close (25 ft. + 5 ft./2 levels)
Target: 20-ft.-radius emanation
Duration: 3 rounds
Saving Throw: Fortitude negates

This chronoshift works exactly like the chronoshift decelerate, except in a 20-foot radius. The chronoshifter may specify that only enemies are affected.

Warp
The chronoshifter becomes exhausted.

Hold Initiative
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)

The chronoshifter forces a single creature to the last position in initiative. If the creature has already acted this round, it gains another turn. This chronoshift can only be used on a single creature once per encounter, even if it succeeds on a Will saving throw to avoid the effect.

Warp
The chronoshifter is moved to the last position in initiative and is considered flat-footed until his turn in the next round. The chronoshifter does not gain an extra turn if he already acted, unlike the target of this chronoshift.

Push Initiative
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)

The chronoshifter forces a single creature to the first position in initiative. If the creature has not acted yet this round, it loses its turn. This chronoshift can only be used on a single creature once per encounter, even if it succeeds on a Will saving throw to avoid the effect.

Warp
See hold initiative.


Level 5 Chronoshifts:
Interval Bomb
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/2 levels
Saving Throw: Reflex half; see text

The chronoshifter sets time explosions to detonate several times over many rounds. Every round until the end of its duration, the target takes 3d6 + 1/level damage. Creatures within 5 feet of the target also take damage. A successful Reflex save each round halves the damage.

Warp
Roll 1d2. On a result of 1, each explosion's radius is increased to 60 feet. On a result of 2, the explosions only occur every other round (1st, 3rd, 5th, and so on).

Pocket Leap
Range: Personal; see text
Target: You; see text
Duration: 1 round
Saving Throw: Reflex half; see text

The chronoshifter creates a pocket in time and steps inside it for 1 round. During this time, he is simply nonexistent. After the duration, he pops out of the pocket in a square up to his highest movement speed away and deals 7d6 damage in a 10-foot-radius emanation centered on the square he comes out of. A successful Reflex save halves the damage. The chronoshifter does not make a saving throw against the chronoshift itself and, indeed, is not allowed one in the first place.

Warp
The chronoshifter takes half the damage himself and is also dazed for 1 round after coming out of the pocket.

Time's Up
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Up to 2 rounds; see text
Saving Throw: Will partial; see text

The chronoshifter marks a single creature for death, shifting its last days forward to the present. The creature must make a Will saving throw or die. This is a death effect. If the creature succeeds or is immune to death effects, it must make another saving throw of the same DC in the next round or suffer 3d6 + 1/level damage.

A creature cannot be marked again while still affected by this chronoshift.

Warp
The chronoshifter becomes dazed for 1 round and suffers 4d6 damage the round after unless he succeeds on a Will saving throw of DC 10 + the number of chronoshifts used within the last minute. Success allows the chronoshifter to avoid being dazed.

Total Lag
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 2 rounds
Saving Throw: Will negates (harmless)

Any negative effects the target suffers in the round this chronoshift is active are delayed for 2 rounds and take effect at the beginning of the chronoshifter's turn 2 rounds after using this chronoshift. Damage and effects suffered in the round between the chronoshift's active round and when the target is subject to its effects affect the chronoshifter normally.

The target can be prematurely cured of status conditions that would be forced on him if the proper magics are used, such as a restoration spell. In the same way, damage can be healed prematurely. This chronoshift requires only an immediate action.

Warp
If the target suffers damage during the round this chronoshift is active, the chronoshifter takes 50% of that damage at the beginning of his next turn. This applies both to hit point damage and ability damage (If all of the damage is healed, he instead takes 2d6 damage. If all ability damage is healed, he instead takes 1 ability damage to the ability score that would have been affected.). If the target would suffer from a status condition, copy the condition lag chronoshift's warp, then double the extra duration if applicable.

DM Note:
If the target is subject to an effect that doesn't work with the above warp, determine the warp by relating the penalty to the effect itself.

Touch of Infinity
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)

Touching the target creature, the chronoshifter shows the target exactly how long time can go on for it, assuming, of course, it sticks with the chronoshifter. This touch of hope grants the creature a +3 morale bonus to all checks for 1 round.

Warp
The chronoshifter suffers a -4 morale penalty on all checks for 1 round.


Level 6 Chronoshifts:
Backward Motion
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

The chronoshifter moves up to his speed, leaving his essence in the past. If he would be subject to harm, he can take an immediate action to move back to any square he moved through with this chronoshift. This chronoshift requires only a move action, but the chronoshifter cannot use any other chronoshift this round.

Warp
The chronoshifter is treated as flat-footed and takes a -20-foot penalty to all movement speeds for 1 round.

Day's End
Range: 1 mile
Area: 1-mile-radius emanation, centered on you
Duration: See text
Saving Throw: None

Night falls immediately in the area. Sunlight disappears and moonlight replaces it. Then, time stops in the area until the rest of the world catches up, at which point, it starts again. Creatures in the area can act normally for the duration.

Warp
The chronoshifter falls asleep for 1 day.

Forward Motion
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

The chronoshifter moves up to his speed and then marks where he plans on moving next round, projecting his essence forward in time. If he would be subject to harm, he can take an immediate action to move forward to any square he planned on moving to in the next round. This chronoshifter requires only a move action, but the chronoshifter cannot use any other chronoshift this round.

Warp
The chronoshifter is treated as flat-footed and takes a -20-foot penalty to all movement speeds for 1 round.

Night's End
Range: 1 mile
Area: 1-mile-radius emanation, centered on you
Duration: See text
Saving Throw: None

Day comes immediately in the area. Sunlight appears and moonlight disappears. Then, time stops in the area until the rest of the world catches up, at which point, it starts again. Creatures in the area can act normally for the duration.

Warp
The chronoshifter is blinded permanently, the sunlight burning his eyes as he summons it. Magical aid cures the blindness as normal.

Split Paths
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)

With this chronoshift, the chronoshifter creates a copy of the touched creature for 1 round, which is actually a possible future self called forth to act. During this round, the copy can do anything the creature can normally do. However, it cannot make the same action the touched creature makes. If the creature casts fireball, for example, the copy cannot cast fireball, due to it being from a different path in the future for the creature. Making a full attack and making a single attack are considered different, as are making a full attack after a charge and just making a full attack. This restriction has no bearing on the copy's movement, passive abilities, or defenses. At the end of the round, the copy dissipates into the possible future.

Warp
The chronoshifter takes 3d4 Wisdom damage.


Level 7 Chronoshifts:
Cloying Vacuum Bomb
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text

The chronoshifter sets the ultimate time explosion on the target, forcing a slew of status conditions on all creatures within 20 feet of the target and pulling all creatures that are hit to within 5 feet of the target. If they cannot all fit in the eight squares around the creature, they are moved as close as possible. All creatures hit are blinded, deafened, fatigued, sickened, and take 4 ability damage to every ability score. In addition, they all take 10d6 + 1/level damage. A successful Reflex save halves damage and ability damage and negates blindness, fatigue, and sickening. Deafening occurs regardless of the save. Each creature hit must make the saving throw.

Warp
Roll 1d2. On a result of 1, the explosion's radius is increased to 100 feet. On a result of 2, the explosion is centered on a square adjacent to the chronoshifter, as determined by a roll of 1d8.

Future Success
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None

The chronoshifter prepares himself for success by moving forward and backward in time quickly, allowing him to catch enemies off-guard. This chronoshift adds +10 DC to the chronoshifter's next chronoshift used within 1 round. This chronoshift requires only a swift action.

Warp
The chronoshifter takes a -10 penalty on all saving throws for 1 round.

Reverse Evolution
Range: Medium (100 ft. + 10 ft./level)
Area: 20-foot cone
Duration: 2 rounds
Saving Throw: Fortitude partial; see text

The chronoshifter causes all creatures hit to revert to earlier forms of themselves. Depending on the setting, different creatures will change into different forms. However, all changes are purely detrimental. Upon changing, creatures in the area lose all class features, including spells, skills, racial abilities, and take a -10 penalty to Intelligence (minimum 1) for the duration. A successful Fortitude save allows the creatures to retain their forms, but each still takes a -4 penalty to Intelligence and all skills for the duration.

Warp
The chronoshifter suffers the same effects as any creatures in the area. He gets a Fortitude save as normal to avoid the brunt of the effects.

DM Note:
If your setting doesn’t fit with this chronoshift, consider refluffing it to be like baleful polymorph. The effects should remain the same.

Rewind
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft.-radius emanation, centered on you
Duration: Instantaneous
Saving Throw: None

The chronoshifter causes the entire last round to replay itself within the area, effectively reversing any effects that happened in the last round. Any damage incurred, spell slot spent, and so on is rewound and restored. The cost of this chronoshift is not restored. The round then starts anew once more. A chronoshifter cannot use this chronoshift in the round after first using it, but any other chronoshift may be used as such, disregarding the normal rules for chronoshifting.

Warp
Any effects the chronoshifter was responsible for in the round before the rewound one are also rewound and he becomes dazed for 1 round. This does not restore any resources the chronoshifter may have used.

Time Knows No Death
Range: Touch
Target: Living creature touched
Duration: 1 round
Saving Throw: Will negates (harmless)

Touching the target, the chronoshifter bends time so that if danger would come to the creature, it would be circumvented. If the target would die during the round this chronoshift is in effect, the target does not die and its hit points are completely restored.

This chronoshift is extremely draining. The chronoshifter gains one negative level upon using it for 1 hour. This negative level never results in permanent level loss.

Warp
The chronoshifter gains three negative levels instead of one.


Ultimate Chronoshifts:
Erase
Range: 1 mile
Area: 1-mile-radius, centered on you
Duration: Instantaneous
Saving Throw: Fortitude or Will partial; see text
Will DC: 38
Shifting Time: 1 day
XP Cost: 10,000

Everything in the area is subject to being erased from history 1 day after using this chronoshift. Nothing in the area dies or disappears. It all simply never existed. Every creature in the world's memory of the area and whatever was contained in it is reduced to feelings of déjà vu or nothing at all.

Creatures equal to or of a higher level than the chronoshifter are allowed a Fortitude save in the area to resist being utterly erased. Creatures outside the area of equal or higher level are allowed a Will save to resist the memory erase. If a creature inside the area is not erased, the memories of it stay within everyone's minds as normal. Success on a saving throw to resist this effect still brings terrible consequences, however. Any creature inside the area that succeeds on its Fortitude save takes 3d6 Constitution and Charisma damage instantly. Creatures outside the area that succeed are unaffected.

Warp
The chronoshifter's most recently-attained magical possession worth at least 3,000 gp that he still possesses is erased from existence. If he doesn't have a magical possession worth at least this much, the item with the highest gold value he owns is erased. In addition, he takes 3d6 Wisdom damage.

DM Note:
Warn the chronoshifter of this spell's repercussions if he doesn't consider it carefully. Not only is every creature in the area erased, but since their histories are, as well, everything that came about as a result of that creature is also erased.

Future Rewritten
Range: 10 miles
Area: 10-mile-radius spread, centered on you
Duration: Instantaneous
Saving Throw: Will partial; see text
Will DC: 32
Shifting Time: 1 hour
XP Cost: 10,000

This chronoshift utterly wipes out the fates and futures of all creatures, living or otherwise, within the radius and replaces them with new ones. These can either be randomly selected destinies for the creatures of the chronoshifter can designate specific futures for the creatures, though he cannot specify futures for particular individuals--only for the entire affected population.

The exact effects of this ultimate chronoshift depend on what the chronoshifter chooses for the creatures within the region specified. Usually, creatures have rewritten skill sets, abilities, and often entirely different careers from then on. The chronoshifter himself cannot be affected, though allies may be if they choose.

Creatures equal to or of a higher level than the chronoshifter are allowed a Will save to avoid personal future rewriting. Success, however, is dangerous in itself, as each creature who succeeds on this saving throw suffers 6d4 Wisdom damage instantly.

Warp
The chronoshifter becomes confused permanently and suffers 5d6 Wisdom damage. Only effects such as greater restoration, heal, lesser wish, miracle, and wish can cure the permanent confusion.

Immortality
Range: 1 mile
Area: 1-mile-radius emanation, centered on you
Duration: Instantaneous
Saving Throw: None
Will DC: 30
Shifting Time: 1 day
XP Cost: 10,000

The chronoshifter and everyone within the radius is rendered immortal, unable to die from old age, starvation, dehydration, and disease. Any other source of death is still possible. While disease cannot outright kill the affected creatures, its other effects still work as normal. Constitution damage from diseases cannot reduce an affected creature's Constitution below 1.

Warp
The chronoshifter ages 20 years instantly and suffers 3d6 Wisdom damage as well as 2d6 Strength, Dexterity, and Constitution damage.

Time's End
Range: 10 miles
Area: 10-mile-radius spread, centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Will DC: 38
Shifting Time: 1 day
XP Cost: 15,000

The world effectively ends in the specified area. Everything in the area dies except for the chronoshifter and any number of specified creatures within 1 mile of the chronoshifter. Plant life will never grow in the area again and all sources of water dry up. After 1 week, the area becomes completely uninhabitable and anything entering the area must leave or die in 1 hour.

Creatures equal to or of a higher level than the chronoshifter are allowed a Fortitude save in the area to resist destruction. Time is not trifled with lightly, though. Success on this saving throw causes the creature to take 5d4 Constitution damage and suffer from blinding, deafening, and exhaustion. The blindness and deafness are permanent, though exhaustion works normally.

Warp
Time lashes out at the chronoshifter for causing such destruction. The chronoshifter dies and his soul is trapped in a stasis field that only exists in the folds of time.

DM Note:
The chronoshifter may be allowed to escape this soul trap through an adventure. Perhaps his allies have been trapped as well and they all need to escape. Be creative.

Temotei
2012-08-03, 01:49 AM
Loreshifter

I knew that would happen.
-- Claire Voyense, loreshifter

The loreshifter is a scholar of time, studying and learning when she can--in more ways than one. In bending time to her will, she learns more than anyone could possibly imagine and learns special scholarly chronoshifts.

Hit Die: d4.

Requirements
To qualify to become a loreshifter, a character must fulfill all of the following criteria.
Skills: Knowledge (history) 9 ranks, Knowledge (any other individual skill) 7 ranks.
Feats: Time Lore (http://www.giantitp.com/forums/showpost.php?p=13663412&postcount=3).
Special: The character must have used at least one 3rd-level chronoshift (http://www.giantitp.com/forums/showpost.php?p=13663397&postcount=1).

Class Skills: The loreshifter's class skills (and the key ability for each skill) are Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Speak Language (n/a), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier

LORESHIFTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Chronoshifting


1st
+0
+0
+0
+2
Chronoshift research, loreshifting
+1 level of existing chronoshifting class


2nd
+1
+0
+0
+3
Practical knowledge
+1 level of existing chronoshifting class


3rd
+1
+1
+1
+3
Knowledge mastery, story retold
-


4th
+2
+1
+1
+4
Bonus feat
+1 level of existing chronoshifting class


5th
+2
+1
+1
+4
Clarity pocket
-



Class Features
All of the following are class features of the loreshifter.

Weapon and Armor Proficiency: Loreshifters gain no additional weapon or armor proficiencies.

Chronoshift Research: A loreshifter is a scholar of time, looking at all of its intricate folds and, occasionally, bending them to her will. At each level, the loreshifter can learn a new chronoshift from the list below by spending one week studying. At the end of the week, the loreshifter spends 250 XP per level of the chronoshift and permanently gains access to it. These XP cannot be restored by any effect. The loreshifter cannot spend so much XP that she loses a level, so she cannot research a chronoshift unless she has enough XP to spare. However, she may, upon gaining enough XP to attain a new level, use those XP for researching a chronoshift rather than keeping them and advancing a level. The loreshifter cannot research a chronoshift from a higher level than is available to her.

Loreshifting: A loreshifter infuses the essence of knowledge into her chronoshifts. Whenever the loreshifter uses a chronoshift, she can make a bardic knowledge (http://www.d20srd.org/srd/classes/bard.htm#bardicKnowledge) check with a bonus equal to her chronoshifting levels + her Wisdom modifier immediately after as a free action. She can only make one bardic knowledge check per subject.

Loreshifting otherwise works exactly like chronoshifting.

Practical Knowledge: A loreshifter does sit and study quite a bit, but this doesn't hinder her ability to contribute to practical matters. In fact, it bolsters it. At 2nd level, the loreshifter can use a Knowledge check in place of another skill check, as shown on the table below, in addition to Perform and Profession checks made in relation to what the Knowledge skill covers. For example, Claire could make a Knowledge (nobility and royalty) check instead of a Perform check to perform in front of royalty, but would make a Knowledge (local) check when performing for the public. In the case of two Knowledge skills covering the topic, use the lower of either Knowledge skill. The loreshifter must still possess ranks in trained only skills to replace them with a Knowledge check.



Knowledge
Replaces


Arcana
Spellcraft


Architecture and engineering
Appraise, Craft


Dungeoneering
Climb, Jump


Geography
Survival, Swim


History
Decipher Script, Forgery


Local
Gather Information


Nature
Handle Animal, Ride


Nobility and royalty
Diplomacy


Religion
Heal, Sense Motive


The planes
Intimidate



Knowledge Mastery (Ex): At 3rd level, when the loreshifter makes a Knowledge check, she may take 10 even if stress and distractions would normally prevent her from doing so. In addition, when she fails a Knowledge check, the loreshifter can roll again for the check. This can only be done once for every failed check (so if she fails on her reroll, the loreshifter doesn't roll again).

Story Retold (Su): A loreshifter does not simply not have knowledge on a subject. If she fails a Knowledge check, the loreshifter can make up reasonable lore on the subject, subject to DM approval. This lore becomes actuality.

Bonus Feat: At 4th level, the loreshifter gains a bonus feat chosen from the following list: Chronoshift Dodge (http://www.giantitp.com/forums/showpost.php?p=13663412&postcount=3), Chronoshift Focus, Danger Shift, Extra Shift Points, Greater Chronoshift Focus, Improved Prepared Chronoshift, Improved Warp Slide, Iron Will, Skill Focus (any Knowledge), Uncover Loreshift (see below), Warp Slide.

Clarity Pocket (Su): At 5th level, the loreshifter has found a calm, clarity-filled pocket in time only her mind can fit into...and it's the perfect size. While her mind is in this pocket, the loreshifter is capable of replacing any Will save to avoid a chronoshift's warp effect with a Knowledge (history) check. In addition, the pocket provides protection to her mind while it resides there, granting immunity to mind-affecting spells and effects. Finally, the loreshifter can use any chronoshift she has researched (not automatically learned) as a full-round action (or a standard action if the chronoshift normally requires a swift action or immediate action to use) to increase her Wisdom by 2 for the duration of her mind's stay in the pocket. This Wisdom bonus stacks with itself. The loreshifter must spend 4 shift points for every round spent in the pocket.


Level 1 Chronoshifts:
Alter Truth
Range: Touch
Target: Touched creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)

Latching on and pulling on the flow of time for just a second, the loreshifter takes away a clump of truth. This truth allows the target to make a single swift action immediately as it realizes it hasn't followed time's plan (it actually has, but the loreshifter just changed it). This chronoshift must be used before the loreshifter makes any swift actions.

Warp
The loreshifter cannot make a swift or immediate action this turn.

Book Learning
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)

The loreshifter takes a bit of subconscious knowledge from people's pasts and bestows it upon the target. This grants a +1 bonus on Intelligence- and Wisdom-based checks for 1 round. This chronoshift requires only a swift action.

Warp
The loreshifter takes a -1 penalty on Intelligence- and Wisdom-based checks for 1 round.

Level 2 Chronoshifts:
Instant Education
Range: Touch
Target: Touched creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)

This chronoshift bestows a permanent +1 competence bonus to a single Knowledge skill of the loreshifter's choice to the target. In addition, the target can succeed on checks of higher than DC 10 with the boosted Knowledge skill even if it is untrained in the skill.

Warp
The loreshifter automatically fails her next Knowledge check of the same type as the one granted to the target. If more than one Knowledge boost was granted and the loreshifter is subject to this warp multiple times, this penalty stacks, forcing automatic failure a number of times equal to the times she is subject to the warp.

Truth Wave
Range: Close (25 + 5 ft./2 levels)
Target: 20-ft.-radius emanation
Duration: Instantaneous
Saving Throw: Will negates (harmless)

This chronoshift works exactly like the chronoshift alter truth, except in a 20-foot radius. Only the loreshifter's allies gain an extra swift action.

Warp
The loreshifter cannot make a swift or immediate action for 2 rounds.

Level 3 Chronoshifts:
Close the Book
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 2 rounds
Saving Throw: Will negates

This chronoshift makes it impossible to focus. All activities impossible while in a rage become impossible for the target to perform for the duration.

Warp
The loreshifter is also subject to the chronoshift (and is therefore unable to use chronoshifts).

Infinite Hindsight
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)

This chronoshift works exactly like the chronoshift brief hindsight, except the bonus is a +3 insight bonus and applies to all rolls of the same type for 1 round.

Warp
After the bonus is used (or after the duration is over), the loreshifter takes a -3 penalty on her next attack roll, damage roll, saving throw, or skill check and all rolls of the same type for 1 round.

Level 4 Chronoshifts:
Brain Slip
Range: Personal
Target: You
Duration: 2 rounds; see text
Saving Throw: Will negates (harmless)

The loreshifter allows her mind to slip into the future. The loreshifter can use two chronoshifts per round for 2 rounds starting on the loreshifter's next turn.

Warp
The loreshifter takes 1d4 Wisdom damage per chronoshift used for the duration (not including brain slip).

Story Unfolded
Range: Personal
Target: You
Duration: 1 round
Saving Throw: Will negates (harmless)

This chronoshift grants the loreshifter a +15 insight bonus on her next Knowledge or bardic knowledge check made in the same round. In addition, the loreshifter can roll again on this check if she is not satisfied with the roll result before she receives information from it. This chronoshift requires only a swift action.

Warp
The loreshifter obtains harmful false information. The DM rolls the loreshifter's Will save for this warp.

DM Note: An example of harmful false information is finding out that the leader of a city is evil and harmful to the city and that she walks alone in the alleys of her city for a few hours every night when in actuality she is well-loved by her subjects and is never alone (at least two hiding guards, possibly invisible, follow her at night).

Level 5 Chronoshifts:
Endless Lecture
Range: 30 ft.
Area: 30-ft.-radius emanation, centered on you
Duration: 2 rounds
Saving Throw: Will negates (harmless)

The loreshifter compresses a lecture to her allies and foes into a few seconds that seem like hours (and actually are), granting herself and all allies a +2 morale bonus on attack rolls, weapon damage rolls, saving throws, and skill checks for 2 rounds while enemies suffer an equal penalty to the same rolls.

Warp
The loreshifter becomes unable to make Knowledge or bardic knowledge checks for 8 hours.

Wisdom of the Ancients
Range: Touch
Target: Touched creature
Duration: 2 rounds; see text
Saving Throw: Will negates (harmless)

The loreshifter calls for the wisdom of ancient heroes and leaders of the past, granting a +8 insight bonus to Intelligence and Wisdom for 2 rounds. After this time, the target takes a -4 penalty to both Intelligence and Wisdom for 2 rounds as the ancient ones disrupt the target's thoughts upon leaving.

Warp
The loreshifter takes 1d8 Intelligence and Wisdom damage.

Level 6 Chronoshifts:
Page Turner
Range: Personal
Target: You
Duration: 1 round; see text
Saving Throw: Will negates (harmless)

This chronoshift allows the loreshifter to read an entire book in 1 round. From her perspective, time has stopped and she spends several days reading it, never falling prey to basic needs because time is passing very slowly. The loreshifter cannot perform any action other than reading a single book. If she does, the chronoshift's effect ends and time begins to flow normally again. After finishing the book, the loreshifter gains a +8 insight bonus on her next Knowledge check regarding the subject material within 1 day.

Warp
The loreshifter destroys the book in question after reading it (though the knowledge stays with her) and takes 2d4 Intelligence and Wisdom damage.

Preservation
Range: Touch
Target: Touched object
Duration: 1 round; see text
Saving Throw: Fortitude negates (object)

The loreshifter touches a single object, bestowing the gift of extra time upon it. A consumable item is not consumed as long as its value does not exceed 1,500 gp and is used within 1 round. A dead body is preserved in gentle repose, as the spell. Other objects simply don't corrode in extreme weather, food doesn't rot, and so on for 1 day per level. Consumable items can only be granted this extra use once.

Warp
The loreshifter accidentally transfers some of her own time to the touched object, losing 1d10 years off her maximum lifespan and taking 2d4 Wisdom damage. If the loreshifter dies from reaching her maximum age, she disappears, forever trapped in a stream of time.

Level 7 Chronoshifts:
Fin
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 rounds; see text
Saving Throw: Will partial; see text

This chronoshift works exactly like the chronoshift time's up, except in a 20-foot radius and on a successful save, creatures take 5d6 + 1/level damage as the loreshifter ends every target's story.

Warp
The loreshifter becomes dazed for 2 rounds and suffers 6d6 damage the round after unless she succeeds on a Will saving throw of DC 12 + the number of chronoshifts used within the last minute. Success allows the loreshifter to avoid being dazed.

Warp's End
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None

The loreshifter has uncovered a great secret: how to avoid the nigh-unavoidable. Time has never been safe to work with, but this chronoshift makes it quite a bit safer. The loreshifter uses this chronoshift to avoid a single warp effect, making the chronoshift that would have caused it function normally. An ultimate chronoshift's warp cannot be avoided in this manner. This chronoshift requires only an immediate action.

Warp
The loreshifter takes 4d4 Wisdom damage.



PLAYING A LORESHIFTER

The loreshifter is a scholar. Time is her tool in learning and her subject, as well.

Combat: With chronoshifts, the loreshifter is versatile. Battlefield control, damage, protection, and buffing are all part of the loreshifter's combat game. With knowledge on her side, the loreshifter can also identify threats and perhaps even deal with them herself.

Advancement: The vast majority of loreshifters will continue down the path of the chronoshifter, choosing to learn all they can about time and its secrets. However, some may diverge and become diviners. Those who follow such a path usually end up being loremasters.

Resources: Chronoshifting, chronoshifting, chronoshifting. Manipulating time has many uses in and out of combat. Along with her use of chronoshifts, a loreshifter is knowledgeable and able to use her knowledge to great practical effect with her practical knowledge feature.


LORESHIFTERS IN THE WORLD

"Did...did she read that entire book?" "No way. It took me three weeks to finish it! She can't be done already..."

With their vast knowledge of chronoshifts and history, there's almost no telling how much of an effect a loreshifter can have on the world.

Daily Life: Most loreshifters spend their days learning as much as they can. Studying, researching, exploring--whatever yields knowledge, you can bet the loreshifter is there milking it for all it's got.

Notables: The most famous loreshifter was Shi Lin, one of the greatest teachers of any time. She traveled throughout the land, spreading as much knowledge as she could in the pursuit of knowledge herself and in the hopes that it could be used to advance in all areas of study.

Aside from Shi, not many notable loreshifters have come about due to their generally isolated existence.

Organizations: There are no official loreshifter organizations. However, loreshifters will often congregate to learn from each other about...everything.


NPC REACTION

Most NPCs look on the loreshifters as they would any scholar, though with a bit more suspicion. "Time isn't something you mess around with lightly," they say. The loreshifters scoff at this sort of thinking. It's preposterous! It's superstitious! It's limiting!


LORESHIFTERS IN THE GAME

Loreshifters are the ultimate scholars on any subject time-related and almost any subject otherwise.

Adaptation: Loreshifters are easy to fit into any setting that has time flow and includes scholars. That's pretty much every setting. Without a formal organization, it's even easier to throw a few loreshifters into the world.

Encounters: The PCs could be gathering books from a library, only to be set upon by a loreshifter outside, who hopes to convince the party to leave the books in the library so that the town (he) may learn from their (his) history. Or the PCs could be stealing valuable books only to be stopped by the loreshifter librarian before they leave.


Sample Encounter

You enjoy the fresh morning air as a damp fog settles over the little town. Then...it all stops. The people, the fog...everything seems to have paused. You look around and spot a single figure walking around studying the frozen bodies and objects of the once-lively town.

EL 8: Claire Voyense has been changing time's flow in this small town for a short time now and the citizens are getting sick of it. Tensions are rising and many of the locals feel they might have to take matters into their own hands, which could lead to disaster on one end or the other...


Claire Voyense
Chaotic neutral female halfling chronoshifter 6/loreshifter 2
Init +2, Senses Listen +19, Spot +15
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Infernal, Sylvan, Undercommon
------------------------------------------------
AC 15, touch 13, flat-footed 13 (+1 size, +2 Dex, +2 masterwork leather)
hp 37 (8d4+16)
Fort +7, Ref +7, Will +16 (+2 on all saves vs. fear)
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +4 masterwork dagger
Ranged +9 masterwork light crossbow or +10 masterwork dagger
Base Atk +5, Grp -1
Atk Options Chronoshifting
Combat Gear acid, alchemist's fire, antitoxin, oil
Supernatural Abilities Chronoshifting
------------------------------------------------
Abilities Str 6, Dex 15, Con 14, Int 12, Wis 17, Cha 10
Feats Extra Shift Points, Time Lore, Uncover Loreshift (close the book)
Skills Knowledge (arcana) +12, Knowledge (history) +18, Knowledge (local) +7, Knowledge (nobility and royalty) +12, Listen +15, Spot +11
Possessions combat gear plus chronocharm of the celestial wanderer, chronocharm of the fateweaver, chronocharm of the grand master, chronocharm of the horizon walker, cloak of resistance +1, crystal mask of knowledge (Knowledge (local)), elixir of truth, headband of the lorebinder, ink, inkpen, least crystal of adaptation, least crystal of illumination, leather armor, masterwork dagger, masterwork light crossbow, sunrod, unguent of timelessness, 25 sheets of paper, 4 sheets of parchment, 152 gp



Battleshifter

http://i.imgur.com/A0uDtl.jpg (http://zamboze.deviantart.com/art/Warrior-of-Time-167031718)
The forces of Time rage on forever, as do I.
- Lakin Resta

With prowess in combat and in chronoshifting, the battleshifter is a force to be reckoned with. Fusing time in his weapon, he strikes down upon his foes with great power. Many fear the battleshifter, for he is one who can control time with pure force and maybe a bit of rage. Even time bewares, as the battleshifter has no mind to spare those who cross him.

Hit Die: d10.

Requirements
To qualify to become a battleshifter, a character must fulfill all of the following criteria.
Skills: Heal 5 ranks, Knowledge (history) 5 ranks.
Feats: Combat Expertise or Power Attack.
Special: The character must have used at least one 3rd-level chronoshift. As well, the character must craft a time weapon, which can be any kind of weapon infused with the essence of time.

DM Note: Infusing a weapon with the essence of time could have side effects. Don't make them negative, necessarily, but maybe the character has to undergo a small trial in the folds of time to be able to craft the weapon or something. If you're not up to it, no big deal, but be creative when the character wants to craft the weapon.

Class Skills: The battleshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier

BATTLESHIFTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Chronoshifting


1st
+1
+2
+0
+2
Battleshifting, time weapon
+1 level of existing chronoshifting class


2nd
+2
+3
+0
+3
Precognition
+1 level of existing chronoshifting class


3rd
+3
+3
+1
+3
Chronostrike
-


4th
+4
+4
+1
+4
Time guard
+1 level of existing chronoshifting class


5th
+5
+4
+1
+4
Chronoassault
-



Class Features
All of the following are class features of the battleshifter.

Weapon and Armor Proficiency: Battleshifters gain no additional weapon or armor proficiencies.

Chronoshifting Level/Shift Points: At 1st, 2nd, and 4th levels, the battleshifter gains shift points and new chronoshift levels (if applicable) as if he had taken levels in the chronoshifter class.

Battleshifting: A battleshifter is aggressive with chronoshifts, infusing each with power and vigor. After using a chronoshift, the battleshifter gains either a +1 bonus on attack rolls or a +1 bonus to AC for 1 round. The bonus increases by 1 at every level.

Battleshifting otherwise works exactly like chronoshifting.

Time Weapon: All battleshifters create their own time weapons. The battleshifter automatically gains the feat Weapon Focus (time weapon). The time weapon is infused with the essence of time, which allows it to augment the battleshifter's time-based abilities in combat. When the battleshifter uses a chronoshift that deals damage while wielding the time weapon, he deals an additional 1d6 damage. This damage increases to 2d6 at 3rd level and 3d6 at 5th level.

Precognition (Ps): At 2nd level, the battleshifter is able to see small bits of the future through his time weapon. This grants the battleshifter a continuous precognition (http://www.d20srd.org/srd/psionic/powers/precognition.htm) effect. However, this bonus can only be used once per encounter.

Chronostrike (Su): At 3rd level, a battleshifter gains the ability to attack while using a chronoshift. By spending 3 additional shift points, the battleshifter can infuse a chronoshift into his time weapon and attack with it, allowing him to attack at the same time as using a chronoshift once per round. The attack applies Power Attack or Combat Expertise for free up to a bonus equal to the number of levels in battleshifter the battleshifter has. This free bonus does not count toward the normal limits of either feat, nor does it take any attack bonus whatsoever. The battleshifter may then use the feat to apply higher bonuses or he may leave it as is. If the battleshifter has both Power Attack and Combat Expertise, he may apply both if he wishes, gaining free bonuses with both feats. If the attack misses, so does the chronoshift, but the battleshifter need not make a Will save to avoid the warp in this case.

Time Guard (Su): At 4th level, the battleshifter's body becomes protected by time's flow. He is treated as always being affected by blur. In addition, once per day, he can strike while blurring himself even more, making it impossible to react. The next attack the battleshifter makes is an automatic hit.

Chronoassault (Su): At 5th level, a battleshifter can make a full attack, applying one chronoshift to each strike and gaining the free bonuses as with chronostrike. This costs 3 additional shift points per attack made.



Psishifter

Power comes from within...Why not draw on the future within?
-- Ursula Roth, psishifter

Master of the psychic and time, a psishifter is capable of incredible acts of will which would shatter lesser minds.

Hit Die: d4.

Requirements
To qualify to become a psishifter, a character must fulfill all of the following criteria.
Skills: Concentration 5 ranks, Knowledge (history) 5 ranks, Knowledge (psionics) 5 ranks.
Feats: Psicrystal Affinity.
Psionics: Able to manifest 1st-level powers.
Special: The character must have used at least one 3rd-level chronoshift (http://www.giantitp.com/forums/showpost.php?p=13663397&postcount=1).

Class Skills: The psishifter's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (psionics) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier

PSISHIFTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Chronoshifting/Powers Known


1st
+0
+0
+0
+2
Chronocrystal, psishifting
+1 level of existing chronoshifting class/+1 level of existing manifesting class


2nd
+1
+0
+0
+3
Focused recovery, shift meditation
+1 level of existing chronoshifting class/+1 level of existing manifesting class


3rd
+1
+1
+1
+3
Exchange of power
+1 level of existing manifesting class


4th
+2
+1
+1
+4
Untapped potential
+1 level of existing chronoshifting class/+1 level of existing manifesting class


5th
+2
+1
+1
+4
Uncovered power
-



Class Features
All of the following are class features of the psishifter.

Weapon and Armor Proficiency: Psishifters gain no additional weapon or armor proficiencies.

Chronoshifting Level/Shift Points/Powers Known: At 1st, 2nd, and 4th levels, the psishifter gains shift points and new chronoshift levels (if applicable) as if she had taken levels in the chronoshifter class. She gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class she belonged to before she became a psishifter.

If the psishifter had more than one manifesting class previously, she must decide to which class she adds the new level of psishifter for the purpose of determining power points per day, powers known, and manifester level.

Chronocrystal (Ex): A psishifter is able to store shift points in her psicrystal as if it was a cognizance crystal, but for shift points. The psicrystal can store a number of shift points equal to her class level.

Psishifting: A psishifter draws upon her psychic reserve when chronoshifting. Whenever the psishifter uses a chronoshift, she may augment it with her power point reserve in a way similar to augmenting her powers. A psishifter can only spend up to a number of power points augmenting a chronoshift equal to the number of levels she possesses in chronoshifting classes or her manifester level, whichever is higher, minus the level of the chronoshift.

Psishifting otherwise works exactly like chronoshifting.

Focused Recovery (Ex): At 2nd level, while psionically focused, a psishifter recovers 1 additional shift point per class level when she recovers shift points. In addition, once per day per class level, a psishifter may recover shift points as a move action by expending her psionic focus. The increased number of shift points recovered for being psionically focused applies when recovering in this manner.

Shift Meditation (Ex): The psishifter's mind slips into a state of perfect serenity after augmenting a chronoshift with psishifting. After using a chronoshift augmented with power points, the psishifter can attempt to become psionically focused as a free action.

Exchange of Power (Ex): At 3rd level, whenever a psishifter manifests a power, she regains shift points equal to the level of the manifested power. Whenever she uses a chronoshift, she gains a temporary pool of power points equal to the level of the chronoshift. These temporary power points last until the end of the psishifter's next turn and may only be spent to augment chronoshifts.

Untapped Potential (Su): At 4th level, the psishifter finds that the greatest strengths in individuals lie in the unconscious. While most are unable to reach into this depth, the psishifter has found a path to a future with a better version of herself. Once per day as a full-round action, the psishifter can reach into this better self, granting herself the ability to release massive amounts of power, through both psionics and time. The psishifter can use any combination of four chronoshifts and/or powers as part of this full-round action for free. In addition, each chronoshift and power is augmented up to the maximum allowed for free. The psishifter need not know a chronoshift or power to use or manifest it, but she must be able to use chronoshifts or manifest powers of that level. If a chronoshift or power has a material component or XP cost, you must still pay this cost.

Uncovered Power: At 5th level, the psishifter discovers her hidden psychic potential in the folds of time. It was never about being the best psychic or the best chronoshifter. One empowers the other. For every 3 manifester levels the psishifter possesses, she gains shift points and new chronoshift levels (if applicable) as if she had taken levels in the chronoshifter class. For every 3 effective chronoshifting levels a psishifter possesses, she gains 1 manifester level. Chronoshifting levels and manifester levels gained through this feature do not influence each other, nor does the Practiced Manifester feat grant additional chronoshifting levels.

Level 1 Chronoshifts:
Age


For every 2 power points you spend, the penalty inflicted increases by 2 and the duration increases by 1 round.


Brief Hindsight


For every power point you spend, the insight bonus gained increases by 1.

In addition, if you spend 2 power points increasing the insight bonus, you can use this chronoshift as a free action.


Damage Lag


For every 2 power points you spend, you delay the damage for an additional round and you gain 1/- damage reduction for the duration of the delay. This damage reduction stacks with itself, but not with other sources of damage reduction.


Distort


For every power point you spend, the duration increases by 1 round.

If you spend 3 power points, you can use this chronoshift as a swift action.


Time Bomb


For every power point you spend, the explosion deals an additional 1d4 points of damage.

In addition, for every 3 power points you spend increasing this chronoshift's damage, the save DC increases by 1.


Level 2 Chronoshifts:
Accelerate


For every 4 power points you spend, the bonus to attack rolls, Reflex saves, and dodge AC increases by 1 per round and the bonus to speed increases by 5 feet per round.


Chrono Barrier


For every 2 power points you spend, the save DC of this chronoshift increases by 1.

For every 3 power points you spend, the radius of this chronoshift increases by 10 feet.


Decelerate


For every 2 power points you spend, the save DC of this chronoshift increases by 1.

In addition, for every 4 power points you spend increasing this chronoshift's save DC, the penalty to attack rolls, Reflex saves, and dodge AC inflicted increases by 1 per round and the penalty to speed increases by 5 feet per round.


Roar of Time


For every 2 power points you spend, you can target an additional creature.


Rush of Time


For every 3 power points you spend, you can target an additional creature.


Level 3 Chronoshifts:
Condition Lag


For every 2 power points you spend, you delay the condition for an additional round.


Delay


For every 3 power points you spend, the save DC of this chronoshift increases by 1 and the duration increases by 1 round.


Knockback Bomb


For every power point you spend, the explosion deals an additional 1d4 points of damage.

For every 2 power points you spend, targets hit by the explosion are pushed an additional 5 feet.

In addition, for every 3 power points you spend increasing this chronoshift's damage or knockback distance, the save DC increases by 1.


Time Heals All Wounds


For every power point you spend, this chronoshift heals an additional hit point and grants an additional temporary hit point.

In addition, for every 2 power points you spend increasing the healing and granted temporary hit points of this chronoshift, the temporary hit points remain for an additional round.


Time is Ticking


For every power point you spend, the save DC of this chronoshift increases by 1.

For every 4 power points you spend, the duration of this chronoshift decreases by 1 (thereby lowering the number of Will saves a creature can make to survive; minimum 1 Will save).


Level 4 Chronoshifts:
Acceleration Field


For every 6 power points you spend, the bonus to attack rolls, Reflex saves, and dodge AC increases by 1 per round and the bonus to speed increases by 5 feet per round.


Aging Field


For every 3 power points you spend, the penalty inflicted increases by 2 and the duration increases by 1 round.


Deceleration Field


For every 2 power points you spend, the save DC of this chronoshift increases by 1.

In addition, for every 6 power points you spend increasing this chronoshift's save DC, the penalty to attack rolls, Reflex saves, and dodge AC inflicted increases by 1 per round and the penalty to speed increases by 5 feet per round.


Hold Initiative


For every power point you spend, the save DC of this chronoshift increases by 1.

If you spend 6 power points, you can use this chronoshift as a swift action.


Push Initiative


For every power point you spend, the save DC of this chronoshift increases by 1.

If you spend 6 power points, you can use this chronoshift as a swift action.


Level 5 Chronoshifts:
Interval Bomb


For every 2 power points you spend, the explosion deals an additional 1d6 points of damage every round.

In addition, for every 3 power points you spend increasing this chronoshift's damage, the save DC increases by 1.


Pocket Leap


For every 2 power points you spend, the damage increases by 1d6 and the damage radius increases by 5 feet.

In addition, for every power point you spend increasing this chronoshift's damage and radius, the distance you may move increases by 10 feet.


Time's Up


For every 2 power points you spend, the save DC of this chronoshift increases by 1.

If you spend 2 power points, the save becomes a Fortitude save.


Total Lag


For every 2 power points you spend, you delay the negative effect for an additional round.


Touch of Infinity


For every 4 power points you spend, the duration of this chronoshift increases by 1 round and the morale bonus increases by 1.


Level 6 Chronoshifts:
Backward Motion


For every power point you spend, you can move an additional 10 feet.

If you spend 6 power points, you can bypass the limit on using other chronoshifts in the same round you use this one.


Day's End


For every 2 power points you spend, the radius of this chronoshift increases by 1 mile.


Forward Motion


For every power point you spend, you can move an additional 5 feet and plan an additional 5 feet of movement for the next round.

If you spend 6 power points, you can bypass the limit on using other chronoshifts in the same round you use this one.


Night's End


For every 2 power points you spend, the radius of this chronoshift increases by 1 mile.


Split Paths


For every 4 power points you spend, the duration of this chronoshift increases by 1 round.


Level 7 Chronoshifts:
Cloying Vacuum Bomb


For every power point you spend, the explosion deals an additional 1d6 points of damage.

In addition, for every 3 power points you spend increasing this chronoshift's damage, the save DC increases by 1.

If you spend 3 power points, targets are also nauseated for 1 round on a failed Reflex save and become sickened even if they succeed on their saving throws.

If you spend 4 power points, targets are also prone on a failed Reflex save and become fatigued even if they succeed on their saving throws.


Future Success


For every 2 power points you spend, the bonus to the affected chronoshift's save DC increases by 1.

If you spend 10 power points, the duration of this chronoshift increases by 1 round and you can affect two chronoshifts.


Reverse Evolution


For every 3 power points you spend, the duration of this chronoshift increases by 1 round and the penalty to Intelligence increases by 2.


Rewind


If you spend 5 power points, enemies are unaffected by this chronoshift.

If you spend 5 power points, allies (including you) are unaffected by this chronoshift.

Power points spent augmenting this chronoshift are not recovered upon rewinding.


Time Knows No Death


For every 4 power points you spend, the duration of this chronoshift increases by 1 round.

If you spend 8 power points, you are not subject to the negative level for using this chronoshift.




Shadowshifter

http://i.imgur.com/x2YQJl.jpg (http://jasonengle.deviantart.com/art/Shadow-Dancer-295727414)
I know Time's secrets.
- Elanwei Solimor, shadowshifter

A chronoshifter messes with time, bending it to his will and effectively ruining time's continuum. A shadowshifter takes it a step further, covering up everything with darkness, subtlety, and skillfulness. Time itself won't even know what hit it until it's too late.

Hit Die: d6.

Requirements
To qualify to become a shadowshifter, a character must fulfill all of the following criteria.
Skills: Bluff 5 ranks, Disguise 5 ranks, Escape Artist 5 ranks, Hide 7 ranks, Knowledge (history) 5 ranks, Sleight of Hand 5 ranks, Tumble 5 ranks.
Feats: Improved Initiative.
Special: The character must have used at least one 3rd-level chronoshift.

Class Skills: The shadowshifter's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).

Skill Points at Each Level: 6 + Int modifier

SHADOWSHIFTER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Chronoshifting


1st
+0
+0
+2
+2
Shadowshifting
+1 level of existing chronoshifting class


2nd
+1
+0
+3
+3
Invisible shifting
+1 level of existing chronoshifting class


3rd
+2
+1
+3
+3
Shadow strike
-


4th
+3
+1
+4
+4
Improved shadowshifting, invisible shifter
+1 level of existing chronoshifting class


5th
+3
+1
+4
+4
Shadow assault
-



Class Features
All of the following are class features of the shadowshifter.

Weapon and Armor Proficiency: Shadowshifters gain no additional weapon or armor proficiencies.

Chronoshifting Level/Shift Points: At 1st, 2nd, and 4th levels, the shadowshifter gains shift points and new chronoshift levels (if applicable) as if she had taken levels in the chronoshifter class.

Shadowshifting: A shadowshifter uses chronoshifts in a different way than would be normally assumed, infusing each thread of time she manipulates with shadows and mystique. Whenever the shadowshifter uses a chronoshift, she can make a Bluff, Disguise, Escape Artist, Hide, Sleight of Hand, or Tumble check immediately after as a free action. If the shadowshifter is in plain sight while making a Hide check in this way, she takes a -10 penalty on the check.

Shadowshifting otherwise works exactly like chronoshifting.

Invisible Shifting: At 2nd level, a shadowshifter has mastered the art of subtlety. By spending an additional shift point when using a chronoshift, the chronoshift and its effects become entirely invisible. The effects remain the same.

Shadow Strike (Su): At 3rd level, after using a chronoshift, the shadowshifter can attack an enemy as a swift action and apply any precision damage abilities she has by spending 2 additional shift points. If she has no precision damage abilities, she simply deals an additional 1d6 damage. The target enemy must be within 30 feet for the precision damage to apply, as normal.

Improved Shadowshifting: At 4th level, the shadowshifter is able to make a Hide check in plain sight at no penalty after using a chronoshift.

Invisible Shifter (Su): The shadowshifter can spend 4 additional shift points while using a chronoshift to turn invisible for 1 round. Any action that would turn the shadowshifter visible while under the effects of an invisibility spell do the same here.

Shadow Assault (Su): At 5th level, after using a chronoshift, the shadowshifter can make a full attack against an enemy as a swift action and apply any precision damage abilities she has on each attack by spending 8 additional shift points.

Temotei
2012-08-03, 01:51 AM
Chronoshifting Feats



Chronoshifting Feats
Prerequisites
Benefit


Adamantine Shift
Chronoshifter level 1st, one Iron Heart stance
Expend a readied maneuver after chronoshifting to make a powerful attack


Always Prepared
Prepared chronoshift class feature
Spontaneously prepare chronoshifts


Ancient Reinforcement
-
Time reinforces your body


Chronoshift Dodge
Chronoshifter level 1st, Dex 13
Use a chronoshift and gain +1 AC and 1/- damage reduction


Chronoshift Focus
Chronoshifter level 3rd
Favor a particular chronoshift


- Greater Chronoshift Focus
Chronoshift Focus
Further favor a particular chronoshift


Chronothief
Chronoshifter level 1st, steal spell
Steal chronoshifts instead of spells; gain new class skills


Clarity Shift
Chronoshifter level 1st, one Diamond Mind stance
Expend a readied maneuver after chronoshifting to gain a bonus on Will saves


Controlled Rush
Rushed chronoshift class feature
Spend shift points to ignore percentage chance to be subject to rushed chronoshift's warp


Cyndor's Sight
Timesight class feature
Scry on the cause of a disturbance in time


Danger Shift
Chronoshifter level 6th
Trade Will save bonus against warp to raise DC of a chronoshift


Devoted Shift
Chronoshifter level 1st, one Devoted Spirit stance
Expend a readied maneuver after chronoshifting to heal and protect an ally


Extra Prepared Chronoshifts
Prepared chronoshift class feature
Prepare more chronoshifts for the day


Extra Shift Points
Chronoshifter level 1st
Gain extra shift points


Ferocious Shift
Chronoshifter level 1st, one Tiger Claw stance
Expend a readied maneuver after chronoshifting to make many attacks


Fortune Shift
Chronoshifter level 1st, one Coin's Edge (http://www.giantitp.com/forums/showthread.php?t=75548) stance
Expend a readied maneuver after chronoshifting to roll twice on certain rolls, take lower for bonus


Gloom Shift
Chronoshifter level 1st, one Shadow Hand stance
Expend a readied maneuver after chronoshifting to create shadowy copies of yourself


Grace Shift
Chronoshifter level 1st, one Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614) stance
Expend a readied maneuver after chronoshifting to avoid danger


Horizon Shift
Chronoshifter level 1st, one Setting Sun stance
Expend a readied maneuver after chronoshifting to throw an enemy


Improved Prepared Chronoshift
Prepared chronoshift class feature
Prepared chronoshifts cost less and grant greater control


Ivory General Shift
Chronoshifter level 1st, one White Raven stance
Expend a readied maneuver after chronoshifting to grant flanking bonuses to yourself and an ally


Melodia del Tempo
Chronoshifter level 1st, maestro (http://www.giantitp.com/forums/showsinglepost.php?p=13197229&postcount=1) class feature
Spend creativity after chronoshifting to play a music ability as a free action


Omen Foresight
-
React more quickly to danger


Scarlet Commander Shift
Chronoshifter level 1st, one Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?p=5569037) stance
Expend a readied maneuver after chronoshifting to protect adjacent allies


Serenity Shift
Chronoshifter level 1st, one Sleeping Goddess (http://www.giantitp.com/forums/showthread.php?p=5408276) stance
Expend a readied maneuver after chronoshifting to augment a power


Shift Recovery
Chronoshifter level 1st, one martial maneuver
Recover shift points while recovering maneuvers 1/encounter


Sirocco Shift
Chronoshifter level 1st, one Desert Wind stance
Expend a readied maneuver after chronoshifting to move and set squares on fire


Stone Shift
Chronoshifter level 1st, one Stone Dragon stance
Expend a readied maneuver after chronoshifting to gain a bonus on certain checks


Time Lore
Chronoshifter level 1st, Knowledge (history) 4 ranks
Gain bonus on Knowledge (history), expend for natural 20


Uncover Loreshift
Time Lore
Research a chronoshift from the loreshifter list


Volitant Shift
Chronoshifter level 1st, one Volitant Feather (http://www.giantitp.com/forums/showpost.php?p=14909898&postcount=1) stance
Expend a readied maneuver after chronoshifting to blow creatures away


Warp Slide
Prepared chronoshift class feature
Use a prepared chronoshift to move after failing a Will save against a warp


- Improved Warp Slide
Warp Slide
Use a prepared chronoshift to move more quickly after failing a Will save against a warp



Adamantine Shift [Chronoshifting]
Your prowess with the Iron Heart discipline allows you to strike quickly and efficiently while manipulating time.
Prerequisites: Chronoshifter level 1st, one Iron Heart stance.
Benefit: When you are in an Iron Heart stance and you use a chronoshift, you can expend a readied maneuver to make a single attack with a weapon as a swift action with a bonus equal to the level of the expended maneuver on attack and damage.

Always Prepared [Chronoshifting]
You were always prepared for this instance; you just didn't know until it happened.
Prerequisites: Prepared chronoshift class feature.
Benefit: You need not prepare chronoshifts. You simply designate whether a chronoshift is a prepared chronoshift upon using it.

Ancient Reinforcement [Chronoshifting]
Ancient memories show you how to take blows more effectively.
Benefit: When you take this feat, you gain 2 hit points for each chronoshifting feat you have (including this one). Whenever you take a new chronoshifting feat, you gain 2 more hit points. In addition, when you use a chronoshift, you gain 1 temporary hit point until the beginning of your next turn. Temporary hit points gained in this way stack with each other.

Chronoshift Dodge [Chronoshifting]
Time warps not only in retribution against you, but also in protection for you.
Prerequisites: Chronoshifter level 1st, Dex 13.
Benefit: After using a chronoshift, you gain a +1 dodge bonus to AC and 1/- damage reduction until the start of your next turn. This damage reduction stacks with all other sources of damage reduction.
Special: Chronoshift Dodge can be used in place of Dodge to qualify for a feat, prestige class, or other special ability. If you already have Dodge when you select Chronoshift Dodge, you can choose to lose the Dodge feat and gain a new feat in its place. You must meet the prerequisite for the new feat.

Chronoshift Focus [Chronoshifting]
You have a favorite chronoshift, which becomes easier and less dangerous to use.
Prerequisites: Chronoshifter level 3rd.
Benefit: Choose one chronoshift you are able to use. You gain a +2 insight bonus on your Will saving throw to avoid its warp and it costs 1 less shift point than normal. This feat cannot reduce a chronoshift's shift point cost to less than 0.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chronoshift.

Chronothief [Chronoshifting]
You can steal a chronoshifter's ability to control time while using it yourself.
Prerequisites: Chronoshifter level 1st, steal spell.
Benefit: You may use your steal spell ability to steal control over time rather than spell energy. When you do this, you steal a number of shift points equal to your spellthief level or your levels in any chronoshifting classes, whichever is greater, up to a maximum of the target's chronoshifter level. For example, a 7th-level spellthief/1st-level chronoshifter could steal up to 7 shift points if the target is at least a 7th-level chronoshifter, but could only steal 4 shift points from a 4th-level chronoshifter. You can only steal as many shift points as your target currently has; if the 7th-level chronoshifter in the example above had only 5 shift points remaining, for example, you could only steal 5 shift points. Upon stealing shift points, you may specify a single chronoshift. Your target may not use that chronoshift for 1 minute per spellthief level and you may use that chronoshift for the same duration as long as your class levels in spellthief and any chronoshifting classes add up to the level a chronoshifter would normally obtain that level of chronoshifts. For example, a 1st-level spellthief/6th-level chronoshifter/5th-level shadowshifter would be able to steal and use chronoshifts of up to 5th level. If you do not specify a chronoshift, you may only use the stolen shift points to use chronoshifts you already know. In addition, Knowledge (history) and Knowledge (the planes) are spellthief class skills for you.

Clarity Shift [Chronoshifting]
You use the calmness gained from training in the Diamond Mind discipline to regulate your shifts.
Prerequisites: Chronoshifter level 1st, one Diamond Mind stance.
Benefit: When you are in a Diamond Mind stance and you use a chronoshift, you can expend a readied maneuver to gain a bonus on Will saves equal to the level of the expended maneuver until the end of your next turn.

Controlled Rush [Chronoshifting]
You're practiced at quick and dirty chronoshifting.
Prerequisites: Rushed chronoshift class feature.
Benefit: When using a rushed chronoshift, you may spend an additional number of shift points equal to half the rushed chronoshift's cost (rounded up) in order to ignore the percentage chance you will be subject to its warp automatically. You must still make a Will save to avoid the warp, as usual.

Cyndor's Sight [Chronoshifting]
You focus your energies into looking upon the source of a disturbance in the continuity of time's flow.
Prerequisites: Timesight class feature.
Benefit: Any time you become aware of a change in time with your timesight, you can scry on the cause as per the scrying (http://www.d20srd.org/srd/spells/scrying.htm) spell as a standard action, except the target gets no saving throw against this effect and it need not be a single creature, or even a creature at all. You may use your future sight class feature on your target while scrying.

Danger Shift [Chronoshifting]
You crank up the power of your chronoshifts while making them more dangerous.
Prerequisites: Chronoshifter level 6th.
Benefit: Whenever you use a chronoshift, you may choose to take a penalty on your Will save to avoid the warp up to your base Will saving throw bonus. This number is added to the DC of the chronoshift.

Devoted Shift [Chronoshifting]
Your faith shows in both the Devoted Spirit discipline and in your chronoshifting.
Prerequisites: Chronoshifter level 1st, one Devoted Spirit stance.
Benefit: When you are in a Devoted Spirit stance and you use a chronoshift, you can expend a readied maneuver to heal yourself or an ally within 30 feet a number of hit points equal to twice the level of the maneuver expended. Being healed in this way grants divine protection, granting a sacred or profane bonus to all saves and AC equal to the level of the expended maneuver until the start of your next turn. The bonus is sacred if you are good or profane if you are evil. If you are neutral, you choose what type of bonus it is upon selecting this feat.

Extra Prepared Chronoshifts [Chronoshifting]
You're prepared for the worst more often than not.
Prerequisites: Prepared chronoshift class feature.
Benefit: You can prepare one more chronoshift per day. For every five levels of any chronoshifting class you possess, you gain another prepared chronoshift per day. These levels stack.

Extra Shift Points [Chronoshifting]
You increase your connection to time, granting you more power when you need it.
Prerequisites: Chronoshifter level 1st.
Benefit: You gain 2 extra shift points. For every four levels of any chronoshifting class you possess, you gain another 2 shift points. These levels stack.

Ferocious Shift [Chronoshifting]
The ferocity of the Tiger Claw discipline shows through as you warp time to allow for more strikes.
Prerequisites: Chronoshifter level 1st, one Tiger Claw stance.
Benefit: When you are in a Tiger Claw stance and you use a chronoshift, you can expend a readied maneuver to make a number of attacks equal to 1 + the level of the expended maneuver as a swift action. Each attack deals half damage.

Fortune Shift [Chronoshifting]
You make your own luck using your experience in the Coin's Edge discipline to control the flow of battle.
Prerequisites: Chronoshifter level 1st, one Coin's Edge stance.
Benefit: When you are in a Coin's Edge stance and you use a chronoshift, you can expend a readied maneuver to roll twice for a single attack roll, damage roll, or saving throw you make before the end of your next turn as an immediate action. If you take the lower result, you gain a bonus equal to the level of the expended maneuver on this roll.

Gloom Shift [Chronoshifting]
Misdirection learned from the Shadow Hand discipline allows you to fold the past and the future onto the present, bringing shadows of your past and future selves to the present for a short time.
Prerequisites: Chronoshifter level 1st, one Shadow Hand stance.
Benefit: When you are in a Shadow Hand stance and you use a chronoshift, you can expend a readied maneuver to create a number of shadowy copies of yourself equal to the level of the expended maneuver until the start of your next turn. Each copy grants you a 5% miss chance (stacking with each other, but not other miss chances) and if a copy is between you and a foe, you gain concealment against that foe (no other creature gains concealment, including the foe). Copies can appear in any square up to 10 feet away from you when created.

Grace Shift [Chronoshifting]
Weaving and dodging, you emulate the namesake of the Dancing Leaf discipline.
Prerequisites: Chronoshifter level 1st, one Dancing Leaf stance.
Benefit: When you are in a Dancing Leaf stance and you use a chronoshift, you can expend a readied maneuver to gain a dodge bonus to AC equal to the level of the expended maneuver until the start of your next turn. Each attack that misses you during this time increases the dodge bonus by 1 (to a maximum of twice the level of the expended maneuver) against further attacks.

Greater Chronoshift Focus [Chronoshifting]
You focus even more on your favorite chronoshift.
Prerequisites: Chronoshift Focus.
Benefit: Choose one chronoshift you have applied Chronoshift Focus to. You gain another +2 insight bonus on your Will saving throw to avoid its warp (considered from the same source, so it does stack) and it costs another 1 less shift point than normal. This feat cannot reduce a chronoshift's shift point cost to less than 0.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chronoshift to which you have applied the Chronoshift Focus feat.

Horizon Shift [Chronoshifting]
You throw creatures through time with your training in the Setting Sun discipline.
Prerequisites: Chronoshifter level 1st, one Setting Sun stance.
Benefit: When you are in a Setting Sun stance and you use a chronoshift, you can expend a readied maneuver to make a touch attack to throw a creature in melee range up to 5 feet per level of the expended maneuver as a swift action. Being thrown in this way deals 1d4 nonlethal damage per level of the expended maneuver to the creature.

Improved Prepared Chronoshift [Chronoshifting]
Your prepared chronoshifts become even easier to use.
Prerequisites: Prepared chronoshift class feature.
Benefit: Your prepared chronoshifts cost 2 shift points less than normal and allow you to exempt an additional square from being affected. This feat cannot reduce a chronoshift's shift point cost to less than 0.
Normal: Your prepared chronoshifts cost 1 shift point less than normal and allow a single square to be exempt from a chronoshift that affects multiple squares.

Improved Warp Slide [Chronoshifting]
You react so quickly when avoiding a warp that it can practically be called a reflex.
Prerequisites: Warp Slide.
Benefit: Moving after failing a Will save against a chronoshift's warp effect and using a prepared chronoshift requires no action rather than a swift action. In addition, you can move up to twice your speed in this manner. This movement does not provoke attacks of opportunity.
Special: If you have the Improved Prepared Chronoshift feat, you can move up to three times your speed when using a prepared chronoshift in this way.

Ivory General Shift [Chronoshifting]
Your training in the White Raven discipline allows you to take control of a battlefield in an instant.
Prerequisites: Chronoshifter level 1st, one White Raven stance.
Benefit: When you are in a White Raven stance and you use a chronoshift, you can expend a readied maneuver to grant yourself and an ally flanking benefits against a single enemy within 30 feet until the end of your next turn, regardless of you and your ally's positions.

Melodia del Tempo [Chronoshifting] [Creativity]
Your music reaches into and beyond the folds of time itself.
Prerequisites: Chronoshifter level 1st, maestro class feature.
Benefit: When you are maintaining a maestro conducting style and you use a chronoshift, you can spend 1 creativity per level of the chronoshift to play a music ability immediately after as a free action, in addition to the creativity cost of the music ability.

Omen Foresight [Chronoshifting]
Just before danger comes into view, an omen puts you on your guard.
Benefit: When you take this feat, you gain a +1 bonus to initiative for each chronoshifting feat you have (including this one). Whenever you take a new chronoshifting feat, you gain an additional +1 bonus to initiative.

Scarlet Commander Shift [Chronoshifting]
You protect your allies at any cost to yourself with your training in the Scarlet Bravura discipline.
Prerequisites: Chronoshifter level 1st, one Scarlet Bravura stance.
Benefit: When you are in a Scarlet Bravura stance and you use a chronoshift, you can expend a readied maneuver to grant all adjacent allies a bonus to AC equal to the level of the expended maneuver until the start of your next turn. In addition, if an adjacent ally is subject to an effect that allows a saving throw, you use either your saving throw bonus or the ally's, whichever is higher, and then add a bonus equal to half the level of the expended maneuver (minimum 1). If the saving throw still fails, you may take the effect yourself in place of your ally. If an effect hits both you and your ally, you both are affected normally. You may still substitute your saving throw for your ally's, however.

Serenity Shift [Chronoshifting, Psionic]
Serenity gained from training in the Sleeping Goddess discipline gives you more focus when you need it.
Prerequisites: Chronoshifter level 1st, one Sleeping Goddess stance.
Benefit: When you are in a Sleeping Goddess stance and you use a chronoshift, you can expend a readied maneuver to augment the next power you manifest with a number of power points equal to half the level of the expended maneuver (up to a maximum of your manifester level or initiator level, whichever is higher) for free as a swift action.

Shift Recovery [Chronoshifting]
Focusing enough to recover your maneuvers gives you brief insight into the fabric of time, granting you more power over it.
Prerequisites: Chronoshifter level 1st, one martial maneuver.
Benefit: When you recover one or more expended maneuvers, you also recover 1 shift point. For every five levels of any chronoshifting class you possess, you gain another shift point. These levels stack. You can gain this benefit only once per encounter.

Sirocco Shift [Chronoshifting]
Your training in the Desert Wind discipline allows you to be very mobile while chronoshifting.
Prerequisites: Chronoshifter level 1st, one Desert Wind stance.
Benefit: When you are in a Desert Wind stance and you use a chronoshift, you can expend a readied maneuver to move up to 5 feet per level of the expended maneuver as a swift action. Any creature that steps into one of the squares you moved through in this manner is flat-footed and catches on fire (http://www.d20srd.org/srd/environment.htm#catchingOnFire) for 1 round.

Stone Shift [Chronoshifting]
Earth empowers your chronoshifts as you blend your training in the Stone Dragon discipline with your abilities as a chronoshifter.
Prerequisites: Chronoshifter level 1st, one Stone Dragon stance.
Benefit: When you are in a Stone Dragon stance and you use a chronoshift, you can expend a readied maneuver to gain a bonus equal to the level of the expended maneuver on bull rush, overrun, and trip attacks, as well as on grapple checks until the end of your next turn.

Time Lore [Chronoshifting]
You are a discoverer of the past and future, historian of what has been and what is yet to be.
Prerequisites: Chronoshifter level 1st, Knowledge (history) 4 ranks.
Benefit: You gain a +2 competence bonus on Knowledge (history) checks and Knowledge (history) is always a class skill for you. In addition, once per day, you can treat any Knowledge (history) check as if you had rolled a natural 20. You must decide to do this before rolling the check. However, upon doing this, you lose the bonus granted from this feat to your Knowledge (history) checks until you rest for 8 hours. For every four levels of any chronoshifting class you possess, the bonus from this feat increases by 2 and you can treat a Knowledge (history) check as a natural 20 once more per day. These levels stack.
Special: Time Lore can be used in place of Skill Focus (Knowledge (history)) to qualify for a feat, prestige class, or other special ability. If you already have Skill Focus (Knowledge (history)) when you select Time Lore, you can choose to lose the Skill Focus (Knowledge (history)) feat and gain a new feat in its place. You must meet any prerequisites for the new feat.

Uncover Loreshift [Chronoshifting]
Like a loreshifter, you have discovered a new way to bend time to your will.
Prerequisites: Time Lore.
Benefit: You can learn a single new chronoshift from the loreshifter list by spending one week studying. At the end of the week, you spend 250 XP per level of the chronoshift and permanently gain access to it. These XP cannot be restored by any effect. You cannot spend so much XP that you lose a level, so you cannot research a chronoshift unless you have enough XP to spare. However, you may, upon gaining enough XP to attain a new level, use those XP for researching a chronoshift rather than keeping them and advancing a level. You cannot research a chronoshift from a higher level than is available to you.
Special: You can gain this feat multiple times. Each time you take the feat, you can research another chronoshift.

Volitant Shift [Chronoshifting]
You act on the winds of time, combining the freedom of the Volitant Feather discipline with the control of chronoshifting.
Prerequisites: Chronoshifter level 1st, one Volitant Feather stance.
Benefit: When you are in a Volitant Feather stance and you use a chronoshift, you can expend a readied maneuver to release a gust of wind which affect creatures in a radius of 5 feet per level of the expended maneuver as a swift action. Affected creatures must succeed on a DC 10 + 1/2 Hit Dice + Dex or Wis modifier (whichever is higher) Reflex save or be blown away (http://www.d20srd.org/srd/conditionSummary.htm#blownAway).

Warp Slide [Chronoshifting]
You recoil from a warp, allowing you to dash out of danger before it takes effect.
Prerequisites: Prepared chronoshift.
Benefit: When you fail a Will save to avoid a warp's effect, you may expend a prepared chronoshift without gaining its benefits in order to move up to your speed as a swift action. This movement does not provoke attacks of opportunity.
Special: If you have the Improved Prepared Chronoshift feat, you can move up to twice your speed when using a prepared chronoshift in this way.

Pyromancer999
2012-08-04, 01:21 PM
Seems to be all good mechanics-wise, and I like the fluff. Still, I'm wondering why the duration of most shifts isn't more than a few rounds, and am also thinking you could probably get away with a 3/4 BAB progression, although I could be wrong about that.

Temotei
2012-08-04, 01:45 PM
Seems to be all good mechanics-wise, and I like the fluff. Still, I'm wondering why the duration of most shifts isn't more than a few rounds, and am also thinking you could probably get away with a 3/4 BAB progression, although I could be wrong about that.

Mostly because you can use them again after two rounds, meaning the duration can effectively be renewed constantly on a bunch of chronoshifts or you can choose to use other chronoshifts.

I could probably get away with 3/4, yeah, though it doesn't really fit since the chronoshifter never really has to attack. It would be more of a nicety to the battleshifter/shadowshifter.

Also, I'm super excited that someone finally commented. :smalltongue::smallbiggrin:

Quellian-dyrae
2012-08-04, 04:20 PM
I like the class concept, and even the general function of most of the abilities, but the numbers themselves really need some boosting, in my opinion. The big problem the class has (ironically, for a time-based class) is its action economy is pretty awful. A lot of the Chronoshifts cause fairly minor numeric effects, and then have very short durations, and carry a risk of hindering yourself in some way, but they cost a standard action to use.

Don't get me wrong, there are also some good ones. Distort isn't amazing, but it's pretty clearly the best of the first levels. Chrono Barrier is awesome and Rush of Time is very solid. None of the third levels really stand out (except Delay, but probably not for the reason it's supposed to). Hold and Push Initiative are great tactical options in the White Raven Tactics vein. Time's Up is a save-or-die every two rounds; can't beat that. Forward and Backward Motion are interesting and help your action economy, and Split Paths is great. Most of the 7th levels are solid, though Time Knows No Death is probably a bit costly for the effect provided, and Future Success may even be too strong (combo with Time's Up for a hard to beat save-or-die).

The Ultimates, excepting Immortality, might be game-breaking even with their steep cost and high risk. Flat wiping out everything in a span of miles, with no save, might be too much even at 20th level. At the very least, I'd give a save to anyone equal or higher level than the Chronoshifter.

The various Lag Chronoshifts are particularly problematic. Giving up your standard action to delay effects one round is a net loss for you, because the turn you got for delaying the effects you just gave up getting the delay. The two round delay isn't necessarily a loss, but is still a gamble, since you're betting on suffering a negative effect that would cause at least two rounds of incapacitation; otherwise you're just giving up a turn. These should probably be immediate actions.

Chrono Barrer and Delay also have something of a loophole in that they provide an impervious defense. Chrono Barrier can make the entire party basically immune to ranged attacks, and Delay renders the target flat invulnerable, although also unable to act. I'm not sure if these are going to be situational enough that they aren't major problems, but they're worth considering.

Temotei
2012-08-04, 07:09 PM
I like the class concept, and even the general function of most of the abilities, but the numbers themselves really need some boosting, in my opinion. The big problem the class has (ironically, for a time-based class) is its action economy is pretty awful. A lot of the Chronoshifts cause fairly minor numeric effects, and then have very short durations, and carry a risk of hindering yourself in some way, but they cost a standard action to use.

I was very afraid of going overboard with the class.


Don't get me wrong, there are also some good ones. Distort isn't amazing, but it's pretty clearly the best of the first levels. Chrono Barrier is awesome and Rush of Time is very solid. None of the third levels really stand out (except Delay, but probably not for the reason it's supposed to). Hold and Push Initiative are great tactical options in the White Raven Tactics vein. Time's Up is a save-or-die every two rounds; can't beat that. Forward and Backward Motion are interesting and help your action economy, and Split Paths is great. Most of the 7th levels are solid, though Time Knows No Death is probably a bit costly for the effect provided, and Future Success may even be too strong (combo with Time's Up for a hard to beat save-or-die).

Knockback Bomb is funny if the chronoshifter intentionally fails his Will save and rolls a 1. :smallamused:

Yeah, it is kind of meh. Negative levels hurt. I'll see what I can do to shore up that one.


The Ultimates, excepting Immortality, might be game-breaking even with their steep cost and high risk. Flat wiping out everything in a span of miles, with no save, might be too much even at 20th level. At the very least, I'd give a save to anyone equal or higher level than the Chronoshifter.

I had a lot of fun with those. :smallamused:

That said, allowing a save for things of equal or higher level than the chronoshifter sounds good to me. Everything else can rot and blow up or whatever. :smalltongue:

Seriously, though, I had a ton of fun with them. I really want to keep them for funsies.


The various Lag Chronoshifts are particularly problematic. Giving up your standard action to delay effects one round is a net loss for you, because the turn you got for delaying the effects you just gave up getting the delay. The two round delay isn't necessarily a loss, but is still a gamble, since you're betting on suffering a negative effect that would cause at least two rounds of incapacitation; otherwise you're just giving up a turn. These should probably be immediate actions.

You're right on that, looking through them once more.


Chrono Barrer and Delay also have something of a loophole in that they provide an impervious defense. Chrono Barrier can make the entire party basically immune to ranged attacks, and Delay renders the target flat invulnerable, although also unable to act. I'm not sure if these are going to be situational enough that they aren't major problems, but they're worth considering.

Well, Delay says that in its description, so it's not a loophole, I think. :smallwink:

Chrono Barrier was meant to block attacks on anyone inside from the outside and vice-versa. I didn't really think about attacks from the other side. It's kind of creative, though. Since the PCs can't attack back without moving out of its cover, it's probably okay, though. Thoughts?

EDIT: Added in some saving throws on the ultimate chronoshifts, changed rushed chronoshift to allow risk-free uses at 10th and 16th levels (in addition to the riskier version), and made Time Knows No Death easier on the chronoshifter. It also fully heals the target and the stipulation for going lower than 0 hit points was removed, instead making the condition "if the creature would die."

Quellian-dyrae
2012-08-04, 08:13 PM
Well, delay says that in its description, so it's not a loophole, I think. :smallwink:

Chrono barrier was meant to block attacks on anyone inside from the outside and vice-versa. I didn't really think about attacks from the other side. It's kind of creative, though. Since the PCs can't attack back without moving out of its cover, it's probably okay, though. Thoughts?

I just figured the intent of the power was a "get this enemy out of my face" power (a job it does fairly poorly, since you're basically giving up your action for a chance at denying theirs, and your allies can't even beat them up in the meantime), while it actually potentially works best as a panic button defense.

And yeah, I don't think Chrono Barrier is necessarily a game-breaker. Although I wasn't really thinking of it as a "wall" either, so that just adds another layer to it. I was thinking, drop it over your party, and anyone who wants to attack you has to get within 20' to do so. With its duration, it could be a solid "safe camp" spell like rope trick, but since you can dismiss it, unless you get the Warp, you don't really have to worry about being trapped.

Still, enemies can still enter, you can't shoot out, and it's not selective so you can't necessarily lure the enemies in and then scoot all your guys out. That said, it can situationally be a game changer, and easily beats out the other Chronoshifts of its level. Even without taking advantage of the defensive benefits, it's a powerful battlefield control effect. To be honest, though, it's probably my favorite of the Chronoshifts. It's a very tactical power.

Temotei
2012-08-04, 08:27 PM
I just figured the intent of the power was a "get this enemy out of my face" power (a job it does fairly poorly, since you're basically giving up your action for a chance at denying theirs, and your allies can't even beat them up in the meantime), while it actually potentially works best as a panic button defense.

It's a potential use, for sure, but it's better used defensively, as you pointed out. However, taking out a key enemy during a big battle while your allies down weaker ones can change a battle sometimes. The ability to do that is a nice one to have.


And yeah, I don't think Chrono Barrier is necessarily a game-breaker. Although I wasn't really thinking of it as a "wall" either, so that just adds another layer to it. I was thinking, drop it over your party, and anyone who wants to attack you has to get within 20' to do so. With its duration, it could be a solid "safe camp" spell like rope trick, but since you can dismiss it, unless you get the Warp, you don't really have to worry about being trapped.

Still, enemies can still enter, you can't shoot out, and it's not selective so you can't necessarily lure the enemies in and then scoot all your guys out. That said, it can situationally be a game changer, and easily beats out the other Chronoshifts of its level. Even without taking advantage of the defensive benefits, it's a powerful battlefield control effect. To be honest, though, it's probably my favorite of the Chronoshifts. It's a very tactical power.

I'm glad you like it. It's one of my favorites, too. :smallsmile:

In the post above, I edited in changes, in case you didn't see.


EDIT: Added in some saving throws on the ultimate chronoshifts, changed rushed chronoshift to allow risk-free uses at 10th and 16th levels (in addition to the riskier version), and made Time Knows No Death easier on the chronoshifter. It also fully heals the target and the stipulation for going lower than 0 hit points was removed, instead making the condition "if the creature would die."

Baron Corm
2012-08-04, 09:21 PM
This class is quite awesome. I've long held the view that time is the most powerful force there is, and wished there were more spells using it in 3.5. That last chronoshift, in particular, really caught my eye. "The world effectively ends in the specified area." I never thought I would see that in a non-epic effect, but the drawbacks are well chosen.

One thing I might houserule when using this class is that aging applies a penalty to all ability scores, not just the physical ones. There's the whole thing with getting better at Spot as you get older, but there's also this class not affecting those who use mental stats too much, assuming I haven't missed something in a chronoshift somewhere. I just skimmed over them so I will have to take another look.

Temotei
2012-08-04, 09:40 PM
This class is quite awesome. I've long held the view that time is the most powerful force there is, and wished there were more spells using it in 3.5. That last chronoshift, in particular, really caught my eye. "The world effectively ends in the specified area." I never thought I would see that in a non-epic effect, but the drawbacks are well chosen.

I'm very happy to hear you like it. That one is my favorite chronoshift.


One thing I might houserule when using this class is that aging applies a penalty to all ability scores, not just the physical ones. There's the whole thing with getting better at Spot as you get older, but there's also this class not affecting those who use mental stats too much, assuming I haven't missed something in a chronoshift somewhere. I just skimmed over them so I will have to take another look.

They still like Constitution like everyone else and Dexterity helps them stay alive with some AC. Really, their ability dependencies are like a Wisdom-based wizard, so I don't see a problem with leaving the aging penalties/bonuses as-is unless that's a houserule you always use.

Temotei
2013-04-30, 03:44 AM
I'm reviving this to give a quick change log and a request after the chronoshifter has seen play.


First, prepared chronoshift now allows the chronoshifter to shape his chronoshifts to avoid harming allies.
Age and aging field now have a 3-round duration rather than a 2-round duration. This puts distort at a clear advantage for pure numbers and power at early levels, but allows age to shine with duration. Aging field just derives from that.
All of the "Lag" chronoshifts now allow creatures within a Close range to be affected. The chronoshifter is usually not in that much danger. When he is, he can still use these shifts on himself, but now, he'll actually be able to make use of the shifts more than once per session. If the target is affected by something, the chronoshifter feels the pain, just like before, so allies need not worry when the chronoshifter protects them.
Chrono barrier now clarifies that it can be used in walls and other solid objects without hindrance. In addition, creatures too large for the barrier get a bonus to their save, but are trapped if they fail, the barrier increasing in size. Creatures who succeed on their saving throw to avoid the barrier move to the closest square outside of it. Finally, the chronoshifter and his allies cannot rest and the chronoshifter can't recover shift points while trapped involuntarily.
Knockback bomb's maximum damage was increased to 10d4 up from 5d4 (time bomb's maximum). The knockback effect on it isn't enough to warrant the increased cost and danger in using the shift.
Erase's warp now has a minimum gold value on the most recently-attained magic item. If you don't have anything worth that much, your most valuable item is destroyed.


Request:

Future sight is currently pretty boring. A bonus to initiative and AC, while nice, doesn't really feel like something special to get when you level up. I want to fix this without making it too powerful.

Ideas so far:


Add bonus on Will saves to avoid warps with prepared chronoshifts.
Add 25% chance to avoid prepared chronoshift's warp automatically.


Both of these are also not that interesting or fun to play with, hence my not adding them. Thoughts on this would be greatly appreciated.

eftexar
2013-04-30, 09:07 PM
How about an ability that allows him to remember lost time. What I mean by that is: What if he remembers when someone else changes time or time itself has been changed? It's not really likely to come up that often, but makes a nice role playing hook.

Or, if you want to keep the Future Sight sort of idea, you could make it limited use and then force others on the field to announce their turn before you even take yours.

Alternatively you could allow him to use Future Sight to delay a chronoshift's effects for a couple of rounds. But that could get insane fast.

Temotei
2013-05-01, 07:16 PM
How about an ability that allows him to remember lost time. What I mean by that is: What if he remembers when someone else changes time or time itself has been changed? It's not really likely to come up that often, but makes a nice role playing hook.

I could do that. It'd barely affect anything and be a nice level-filler.


Or, if you want to keep the Future Sight sort of idea, you could make it limited use and then force others on the field to announce their turn before you even take yours.

This is really cool. I like this.


Alternatively you could allow him to use Future Sight to delay a chronoshift's effects for a couple of rounds. But that could get insane fast.

That'd be hella scary to balance. I'll keep out of that territory.

New abilities. What do you think?


Future Sight (Su): At 7th level, a chronoshifter can see into the future, if only a few moments, allowing him to discover how a creature will act. Once per encounter, the chronoshifter can look into a creature's future as a free action. Through this future sight, he discovers one action the creature will perform on its next turn. That creature must perform the specified action on its next turn or be dazed for 1 round. A successful Will save of DC 10 + 1/2 class levels + Wis modifier causes the creature to instead be nauseated for 1 round. If the creature cannot perform its action (such as if it was going to heal a creature that is dead by its turn), then it may act as normal.

At 13th and 19th levels, the chronoshifter can see one additional action a creature will take. The actions the chronoshifter can see can either be split up among several rounds or seen in one round, and can be split among multiple creatures or seen on one. Regardless of how many actions the chronoshifter sees a creature doing, the creature is dazed or nauseated for only 1 round if it doesn't take the action or actions.

DM Note:
You choose the action the chronoshifter sees. Make it something interesting, though. "Breathing fire in this cone" and showing the cone to the chronoshifter player would be a fine use of the ability. "Drawing a longsword" isn't, unless it's some sort of magical sword that has very powerful capabilities and the players are aware of that fact.

Timesight (Su): At 10th level, the chronoshifter gains a certain kind of insight into time's shifting nature. Whenever someone other than himself alters time or affects it on the same plane he is currently on, he is aware that time has been affected and of its general purpose, such as making someone live longer, or a powerful chronoshift being used. This "timesight" is constant, but rarely notifies him unless the effect on time is significant. What is significant varies among chronoshifters. Eventually, he learns to tune out those events that mean little to him while focusing on those that are meaningful.

eftexar
2013-05-01, 09:15 PM
Not exactly what I was thinking for Future Sight, but being able to demand that someone do something might be more useful.

I think Timesight looks fine, though I wonder if it could be less verbose. I don't know if you need to limit it to one plane, because I assume that someone messing with time would probably mess with all of it.

Temotei
2013-05-07, 04:23 PM
I think Timesight looks fine, though I wonder if it could be less verbose. I don't know if you need to limit it to one plane, because I assume that someone messing with time would probably mess with all of it.

I forgot to respond to this. :smallsigh:

Dropped the majority of the ability, leaving the meaning the same. I don't know why I wrote that much to convey so little meaning.

Anyway, edits are made in the official chronoshifter entry. Any thoughts?

eftexar
2013-05-07, 05:22 PM
I don't really have many more thoughts on the Chronoshifter. With the exception of a time based discipline I saw once, this probably ranks at the top of my list of time control classes.
I have about three or four of my own time classes I haven't posted because I'm not happy with any of them.

The Shadowshifter and Battleshifter look fine, but I sort of wish the first advanced mysteries and the other gave maneuvers. I've always thought prestige classes that combine different forms of magic were cool.
Besides, mysteries are weak enough even if you granted three levels worth across the prestige class it wouldn't give too dramatic a power boost.

On a second glance, Chronoassualt is an incredibly powerful ability. A Chronoshift to every attack seems a bit excessive regardless of cost.

Temotei
2013-05-07, 05:46 PM
On a second glance, Chronoassualt is an incredibly powerful ability. A Chronoshift to every attack seems a bit excessive regardless of cost.

The issue with it is that if you have enough chronoshifting levels to make it meaningful in that regard, you'll likely miss with many of your attacks and if you go the other way with more attack bonuses, you'll be using weaker chronoshifts anyway. Also, since the class itself requires six levels of chronoshifter, you're already kind of gimped on attack bonus by the time you get there--at least for a while. It's a very powerful feature, but it has some problems that keep it down.

I have been mulling over making a martial prestige class for the chronoshifter. I just haven't made it yet. It's a cool idea, though.

Mysteries for the shadowshifter is a good idea, too. I'll think about that, too.

Oh, and I'm glad you think highly of this. Thanks. It feels good. :smallsmile:

The Tyler
2013-05-07, 09:06 PM
This is probably one of the best time-based classes I've seen. I'll certainly be using it in some way or another. Maybe for a villain.

I like the thought of giving maneuvers to the Battleshifter, maybe with a unique discipline of its own?

Temotei
2013-05-07, 09:32 PM
This is probably one of the best time-based classes I've seen. I'll certainly be using it in some way or another. Maybe for a villain.

I like the thought of giving maneuvers to the Battleshifter, maybe with a unique discipline of its own?

There are a few time-related disciplines made already. The ones on sirpercival's list with a quick search of "time" are:


Akasha's Timepiece (http://www.giantitp.com/forums/showthread.php?t=262577)
Far Realm (http://www.giantitp.com/forums/showpost.php?p=3410915&postcount=5)
Flowering Night (http://www.minmaxboards.com/index.php?topic=5712.0)
March of Aeons (http://www.ruleofcool.com/smf/index.php/topic,775.0.html) - Epic (21+) discipline
Riven Hourglass (http://www.giantitp.com/forums/showthread.php?t=220580) - ErrantX
CMFJimmy (http://www.giantitp.com/forums/showthread.php?t=176602)


In the case of granting maneuvers, I'd add that chronostrike can be used when initiating strikes, add some martial maneuver requirement(s), add a martial maneuver progression, and probably take out a level of chronoshifting advancement (likely the first one). You could also play with the class features, taking out precognition and time guard and add in some unique stances or something.

JoshuaZ
2013-05-07, 11:41 PM
The warp mechanic worries me slightly. 3.5 would be great if casters had to deal with feedback dangers (like in 2nd ed for example), but with this much of a potential downside, most players are just going to avoid it. Suggestion to change warp, although it may take a lot of work: make it so that each chronoshift has two forms, a weak version and a slightly stronger version, and one only risks warp if one uses the stronger version. Alternatively, maybe have the risk of warp start off smaller than it currently does, but get higher the more you use the same chronoshift (fluffed as resulting from messing with time too much the same way).

Overall, this is a minor issue, and I'd play this class as is.

Temotei
2013-07-31, 03:25 AM
Added a bunch of new feats supporting Tome of Battle, as well as Chronoshift Dodge, Time Lore, Warp Slide, and Improved Warp Slide. I'd like to get some critique on these, as I kind of just whipped them up. I'll likely come up with some edits after I sleep some, but I invite all critique before then and after.

Temotei
2013-11-14, 05:53 PM
Alright. Reviving again because I added the psishifter and the following feats:


Ancient Reinforcement
Grace Shift
Scarlet Commander Shift


I also upped Clarity Shift's duration to be until the end of your next turn rather than the beginning of it.

EDIT: Oh, and the loreshifter was ported from the Prestige Class Contest (http://www.giantitp.com/forums/showthread.php?t=291321) to this thread a while ago.

JoshuaZ
2013-11-14, 07:19 PM
Future Sight may be awkward- what if they die before that round? And how does Future Sight work if the chronoshifter is an NPC?

Also Psishifter is a bit weak as is. I'd consider having it increase manifesting and shifting at more levels than it does right now.

Temotei
2013-11-15, 11:54 PM
Future Sight may be awkward- what if they die before that round?

It would be treated as unable to perform the specified action and would die normally, and the use of future sight would be lost.


And how does Future Sight work if the chronoshifter is an NPC?

It'd probably work exactly as it does now, just having the player declare actions early instead of the DM.


Also Psishifter is a bit weak as is. I'd consider having it increase manifesting and shifting at more levels than it does right now.

What exactly makes it weak? The division of labor between chronoshifting and psionics is the biggest hurdle, I think, but I tried to compensate for that with the class features. What else could I do to make it better?

EDIT: Added one manifesting level at 3rd.

Eldaran
2013-12-11, 02:14 PM
Hey, I wanted to give some feedback on this class. I found it awhile ago and put it in my list of approved classes, I think it's extremely interesting in concept, and D&D in certainly lacking in time mages.

I just recently ended a campaign I DMed where a player played Chronoshifter from 10-13 (he joined late) and it seems like a pretty good class overall. They have a lot of unique ways to support, and by far the coolest ability is Damage Lag and the like. But I feel they're lacking in some areas.

Accelerate and Acceleration Field feel extremely weak, especially for a time mage they are grossly outclassed by Haste. I understand that having nearly at will usage is better than a spell, but they do so very little. At the very least they should grant an extra attack. Considering the limited duration and limited targeting having them work like haste itself wouldn't even be overpowered. As it stands they're virutally worthless, spending a round for 3 rounds of a very weak buff that can even hit enemies (in the case of Acceleration Field) is a waste of an action.

Second is Time's Up. Now, this may be personal bias but I really dislike save or die effects. Anything else would be better since it at least allows counterplay, like paralyze or sleep or stun, but death is just so boring. It also tends to override the other options the Chronoshifter has; why bother blinding or removing them from time when you can just kill them. It also tends to be very binary in forcing tough enemies to just have a death ward style effect up, in which case the Chronoshifter just feels like he's wasting his time. The other problem with it is they can get massively high DCs to their saves, and having a death effect tied to it makes it very dangerous.

The last problem I found with the Chronoshifter is how they recover their points. In many combats there was no problem in how many he expended, allowing him to cast pretty freely, with some care to using prepared chronoshifts if necessary. But in very long combats, once your shift points are going that's it, you can't do anything. Sure, spell casters also run into the same problem, but they can do a lot better in the instance of one or two very long combats per day, and have options like reserve feats or just casting weaker low level spells. To remedy this, I think the Chronoshifter needs at least some limited way of recovering points in combat, even if it's very minor. Right now, they recover 1/3 of their points per minute, but what could be done is they recover 1/30 their points per round minimum one. Or even scale it up a bit better, so levels 1-4 they get one point per round, levels 5-9 they get two points per round and so on.

Overall I just want to restate I like the class, and it's great to see it being supported so long after its creation.

Temotei
2013-12-11, 10:14 PM
Hey, I wanted to give some feedback on this class. I found it awhile ago and put it in my list of approved classes, I think it's extremely interesting in concept, and D&D in certainly lacking in time mages.

Yay, someone likes my work. :smalltongue:


I just recently ended a campaign I DMed where a player played Chronoshifter from 10-13 (he joined late) and it seems like a pretty good class overall. They have a lot of unique ways to support, and by far the coolest ability is Damage Lag and the like. But I feel they're lacking in some areas.

I've only played one chronoshifter from levels 1 to 6. Good to see exposure in higher levels. I have a few questions:

Did he take any chronoshifting feats? If so, which ones? Did any of them seem mandatory, overpowered, or underpowered to an extreme?

Did he go into any prestige classes?

Did the player have fun? Did he have any concerns (other than those below)?

Okay, moving on.


Accelerate and Acceleration Field feel extremely weak, especially for a time mage they are grossly outclassed by Haste. I understand that having nearly at will usage is better than a spell, but they do so very little. At the very least they should grant an extra attack. Considering the limited duration and limited targeting having them work like haste itself wouldn't even be overpowered. As it stands they're virutally worthless, spending a round for 3 rounds of a very weak buff that can even hit enemies (in the case of Acceleration Field) is a waste of an action.

This is fair. I'd rather not simply copy haste over, but I can buff the chronoshifts a little. I'll apply similar improvements to their negative counterparts.


Second is Time's Up. Now, this may be personal bias but I really dislike save or die effects. Anything else would be better since it at least allows counterplay, like paralyze or sleep or stun, but death is just so boring. It also tends to override the other options the Chronoshifter has; why bother blinding or removing them from time when you can just kill them. It also tends to be very binary in forcing tough enemies to just have a death ward style effect up, in which case the Chronoshifter just feels like he's wasting his time. The other problem with it is they can get massively high DCs to their saves, and having a death effect tied to it makes it very dangerous.

The thing is, death is barely more an inconvenience than paralysis/sleep/stunning if your immunity status is the same throughout that list at higher levels. Any way you go with those, the enemy is going to die if it fails its save (or be captured or whatever if you go that route). However, I could see a fun Rip Van Winkle-style sleep effect coming as an alternative effect from this.

I could also limit the effect by Hit Dice, but that mainly addresses the latter concern, rather than the ironic "wasted time" feeling. I'll see what I can do.


The last problem I found with the Chronoshifter is how they recover their points. In many combats there was no problem in how many he expended, allowing him to cast pretty freely, with some care to using prepared chronoshifts if necessary. But in very long combats, once your shift points are going that's it, you can't do anything. Sure, spell casters also run into the same problem, but they can do a lot better in the instance of one or two very long combats per day, and have options like reserve feats or just casting weaker low level spells. To remedy this, I think the Chronoshifter needs at least some limited way of recovering points in combat, even if it's very minor. Right now, they recover 1/3 of their points per minute, but what could be done is they recover 1/30 their points per round minimum one. Or even scale it up a bit better, so levels 1-4 they get one point per round, levels 5-9 they get two points per round and so on.

I've been thinking of changing the recovery mechanic for a bit now. Frankly, I'd like to avoid per-round recovery. I want something more interactive and unique. I'm sure I can think of something that fits, but for now, I'll work on the other stuff.


Overall I just want to restate I like the class, and it's great to see it being supported so long after its creation.

Thanks. I try. I'm really glad you like it. :smallsmile:

I'll edit the changes I make into this post when I'm done. It may be a day or two, though. I'm kind of swamped with schoolwork.

Eldaran
2013-12-12, 02:07 AM
Did he take any chronoshifting feats? If so, which ones? Did any of them seem mandatory, overpowered, or underpowered to an extreme?

He had Extra Shift Points and Improved Prepared Chronoshift. Extra Shift Points seems like a bit of a feat tax, but that's not necessarily a bad thing. Other than that he took a bunch of the supenatural feats out of ToM, like Widen Supernatural Ability and Extend Supernatural Ability, since they're about the only thing that works on Chronoshifts.



Did he go into any prestige classes?


Nope, you added the Loreshifter the day after he made his character, and he didn't want to change it. He had no interest in being a hybrid, and straight Chronoshifter works pretty well.



Did the player have fun? Did he have any concerns (other than those below)?


I think he enjoyed it, he certainly liked saving people with damage lag and condition lag, and loved blinding and delaying enemies. Sometimes I know he felt pressured by other players into using push/hold initiative so they could get another turn, and felt that they were too often his best option.




This is fair. I'd rather not simply copy haste over, but I can buff the chronoshifts a little. I'll apply similar improvements to their negative counterparts.


That's fine, just something to compete with one of the two iconic time spells (and no one wants to compete with time stop).



The thing is, death is barely more an inconvenience than paralysis/sleep/stunning if your immunity status is the same throughout that list at higher levels. Any way you go with those, the enemy is going to die if it fails its save (or be captured or whatever if you go that route). However, I could see a fun Rip Van Winkle-style sleep effect coming as an alternative effect from this.


Usually true, but you could have an ally remove the status effects, or they could roll a natural 20 on their coup de grace save, or something. They work very similarly to just dying, but it's not so boring to me as they just fall over dead, and it makes it a team effort. Like I said, I am biased against save or dies, so if you think it fits the class well, then by all means keep it.



I've been thinking of changing the recovery mechanic for a bit now. Frankly, I'd like to avoid per-round recovery. I want something more interactive and unique. I'm sure I can think of something that fits, but for now, I'll work on the other stuff.

Cool, I think as long as it's fairly limited or has a high opportunity cost it should work fine. Having to manage your points is a nice aspect of the class, one I don't think should be minimized, it just sucks when there's literally nothing you can do except stand in a corner for 1 minute or shoot your crossbow.

Temotei
2013-12-12, 11:48 AM
He had Extra Shift Points and Improved Prepared Chronoshift. Extra Shift Points seems like a bit of a feat tax, but that's not necessarily a bad thing. Other than that he took a bunch of the supenatural feats out of ToM, like Widen Supernatural Ability and Extend Supernatural Ability, since they're about the only thing that works on Chronoshifts.

Okay. I have a couple of ideas for a different shift point system. I'm going to think on it a little more before implementing it, but it might make Extra Shift Points less of a feat tax as a bonus.


Nope, you added the Loreshifter the day after he made his character, and he didn't want to change it. He had no interest in being a hybrid, and straight Chronoshifter works pretty well.

Cool. Good to hear. Would he have taken loreshifter if he had seen it before making the character?


I think he enjoyed it, he certainly liked saving people with damage lag and condition lag, and loved blinding and delaying enemies. Sometimes I know he felt pressured by other players into using push/hold initiative so they could get another turn, and felt that they were too often his best option.

Good to know.


That's fine, just something to compete with one of the two iconic time spells (and no one wants to compete with time stop).

Just to be clear, you're aware that accelerate gives a +1 bonus in the first round, a +2 in the second, and +3 in the third, correct? I just want to make sure. I was reading it and it's not entirely clear, though the intent is to increase the bonus in each round the buff is active.

EDIT: Added "stacking with each other" to make it a little more clear. I'll likely reword it some more later.


Cool, I think as long as it's fairly limited or has a high opportunity cost it should work fine. Having to manage your points is a nice aspect of the class, one I don't think should be minimized, it just sucks when there's literally nothing you can do except stand in a corner for 1 minute or shoot your crossbow.

I understand. I'm looking into it as the top priority.

Eldaran
2013-12-12, 12:53 PM
Cool. Good to hear. Would he have taken loreshifter if he had seen it before making the character?


I'm not sure. My personal opinion is that I'd never want to pay experience for more chronoshifts. What I'd do is let you swap existing chronoshifts for ones of the same level off the Loreshifter list. Probably with the research time still attached, and maybe some minor gold cost.




Just to be clear, you're aware that accelerate gives a +1 bonus in the first round, a +2 in the second, and +3 in the third, correct? I just want to make sure. I was reading it and it's not entirely clear, though the intent is to increase the bonus in each round the buff is active.

EDIT: Added "stacking with each other" to make it a little more clear. I'll likely reword it some more later.


No, that was not clear at all heh. The new wording makes it a lot better. If you keep it like that, the only change I'd make is make it last a bit longer at peak strength. So like, it increases over the first three rounds, but lasts 6 rounds total. Also, I'd still probably change Acceleration Field to only work on allies, that way you can cast it if your melee charge into combat before you have a chance to go.