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BelGareth
2012-11-18, 10:03 AM
The Time Lord

Class skills (4 + Int Modifier per level): Appraise(Int), Bluff(Cha), climb(Str), concentration(Con), Decipher script(Int), Diplomacy(Cha), Disguise(Cha), Gather information(Cha), Intimidate(Cha), Jump(Str), Knowledge (History)(Int), Profession(Wis), Search(Int), Sense Motive(Wis), Spellcraft(Int), Survival(Wis), Swim(Str), and Use Magic Device(Cha).

Alignment: Any

Starting Wealth: 6d4 x 10 (150 gp)

Hit Dice: d8

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Seriates|Flux

1st| +0 | +0 | +2 | +2 | Fast Movement, Celerity, Least Seriate | 1 | 0
2nd| +1 | +0 | +3 | +3 | Evasion, Temporal Insight | 1 | 0
3rd| +2 | +1 | +3 | +3 | Rewind | 2 | 0
4th| +3 | +1 | +4 | +4 | Perpetual Options (swift), Innervated Alacrity | 2 | 1
5th| +3 | +1 | +4 | +4 | Uncanny dodge, First to know | 2 | 1
6th| +4 | +2 | +5 | +5 | Personal paradigm, Lesser Seriate | 3 | 1
7th| +5 | +2 | +5 | +5 | Improved Rewind (1/day) | 3 | 1
8th| +6/+1 | +2 | +6 | +6 | Perpetual Options (move) | 4 | 2
9th| +6/+1 | +3 | +6 | +6 | Improved Evasion | 4 | 2
10th| +7/+2 | +3 | +7 | +7 | First to know (double) | 4 | 2
11th| +8/+3 | +3 | +7 | +7 | Improved Uncanny Dodge, Greater Seriate | 5 | 2
12th| +9/+4 | +4 | +8 | +8 | Perpetual Options (standard) | 5 | 3
13th| +9/+4 | +4 | +8 | +8 | Infinite Freedom | 6 | 3
14th| +10/+5 | +4 | +9 | +9 | Improved Rewind (2/day) | 6 | 3
15th| +11/+6/+1 | +5 | +9 | +9 | First to know (triple) | 6 | 3
16th| +12/+7/+2 | +5 | +10 | +10 | Perpetual Options (full round), Dark Seriate | 7 | 4
17th| +12/+7/+2 | +5 | +10 | +10 | Timeless body | 7 | 4
18th| +13/+8/+3 | +6 | +11 | +11 | Greater Personal Paradigm | 8 | 4
19th| +14/+9/+4 | +6 | +11 | +11 | Diligent Celerity | 8 | 4
20th| +15/+10/+5 | +6 | +12 | +12 | Master of Time | 8 | 5
[/table]

Weapon and Armor Proficiency: You are proficient with all simple and martial weapons, with all light and medium armor, and with light shields.

Seriates: You do not prepare or cast spells as other wielders of arcane magic do. Instead, you possess a repertoire of time-based attacks, defenses, and abilities known as seriates. You can use any seriate that you know at will. Your time lord seriates are considered supernatural abilities unless otherwise noted in their description. They are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one.

The save DC for an seriate (if it allows a save) is 10 + half your class level + your charisma modifier. Your caster level with seriates is equal to your class level. Each seriate has a spell level equal to half your class level.

The four grades of seriates, in order of their relative power, are least, lesser, greater, and dark. You begin with knowledge of one seriate, which must be of the lowest grade (least). As you gain levels in this class, you learn new seriates, as summarized on the Table and described below. A list of available seriates, can be found below this class description.

Seriates can also be cast as a swift action if needed, if the time lord is in need of a seriate in a hurry, he can choose to cast it as a swift action and gain the effects of the seriate for 1 round. A time lord is still only able to cast one seriate per round however.

Fast Movement (Ex): A Time Lords’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the Time Lord’s speed because of any load carried or armor worn.

Celerity (Su): A Time Lord learns how to slow time down for a few moments, letting him move freely for the duration. As a standard action at will, he can Teleport with a range equal to his land speed. The Time Lord can only use this ability 1/round, unless he is using his Perpetual Options ability to grant himself more actions.

At 6th level this ability improves, the Time lord can activate his Celerity ability as a move action.

At 12th level this ability improves, the Time lord can activate his Celerity ability as a swift action.

Evasion (Ex): At 2nd level and higher, a Time Lord can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the time lord is wearing light armor or no armor. A helpless time lord does not gain the benefit of evasion.

Temporal Insight (Ex): The Time Lord can glimpse into the future, allowing him to anticipate the present, he gains an insight bonus to his AC equal to his charisma modifier.

Rewind (Su): The time lord learns how to rewrite time by manipulating the basic structure of time and space. As an immediate action the time lord can retry a skill check/standard action with a insight bonus equal to his charisma modifier a number of times per day equal to 3 + his charisma modifier. The time lord can use this ability on skills that do not allow retries and only once per round.

Perpetual Options (Su): As a free action once per round, you can grant yourself an extra action, at 4th level you can grant yourself an extra swift action, at 8th an extra move action, at 12th an extra standard action and at 16th an extra full round. A time Lord can use this ability a number of times per day equal to half his Charisma modifier (min 1).

Innervated Alacrity (Ex): The time lords time infused body allows him to bend the laws of the cosmos, bending them to his will, but only for a few moments at a time. A time lords melee strikes gain an insight bonus to damage equal to his charisma modifier.

Flux (Su): The time lord gains the ability to enhance his celerity. The time lord can apply the affect of one flux he knows to his celerity ability. The time lord gains flux as summarized on the Table and described below and can use any flux he knows any time he uses his celerity ability.

Uncanny Dodge (Ex): Starting at 5th level, a time lord can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a time lord already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.

First to know (Ex): The time lords constant manipulation of the time stream allows him to almost preternaturally perceive danger, allowing him to react to it much faster than normal. A time lord gains an insight bonus to his initiative equal to his charisma modifier. At 10th level this bonus is doubled, and at 15th level it is tripled.

Personal paradigm (Su): The time lord pushes the limits of the space continuum, visiting himself in the past to change the present future. As a standard action the time lord can activate personal paradigm to be visited by a future self who has witnessed an event, warning him about it. The time lord can ask a single question about his current situation and receive an answer from the DM. The time lord then disappears for 1 round, beginning in the next round after this ability was activated. This ability can be used once per day and an additional time per day at 14th and 20th.

Improved Rewind (Ex): The time lords understanding of time and space has reached another level, not only can he retry the mundane and redo basic tasks, but he can rewind the fabric of life itself bring the dead back to life. Once per day you can as an immediate action, the time lord can rewind an entire round of combat. All damage that was dealt, spells cast, maneuvers spent (and anything else used in that round) are recovered and the round starts anew as if it never happened.

The Time Lord can do this an additional time per day at 14th level and 20th level.

Improved Evasion (Ex): This ability works like evasion, except that while the time lord still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless time lord does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): A time lord of 11th level or higher can no longer be flanked.

This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Infinite Freedom (Su): The time lord is constantly moving and shifting space and time, as such the time lord becomes inured to any effects that would detain him. The time lord gains the permanent effects of a freedom of movement spell.

Timeless body (Ex): After attaining 17th level, a time lord no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.

Bonuses still accrue, and the time lord still dies of old age when his time is up.

Greater Personal Paradigm (Su): The time lord pushes the limits of the time continuum, by shifting the streams of time energy and bypassing the space occupied in several time streams at once the time lord can travel back in time to assist himself. Once per day as an swift action, the time lord can summon himself for 1 round, allowing him to have two identical bodies. The time lord controls both characters, they are both exact duplicates of each other, having the same special abilities, items, HP's and statistics. At the end of the current round, both time lords disappear for the next round, with only 1 appearing at the beginning of the next round (ready to act).

Diligent Celerity (Ex): Having mastered the art of Celerity, the time lord can now use the ability in an anti-magic zone.

Master of Time (Ex): The time lord has mastered time itself gaining immortality, the time lord becomes an outsider with the local subtype and can apply two flux to his celerity ability.




~~~



Seriates
If a Seriate has a power listed, the available power points for its manifestation are equal to your time lord level. Regardless whether or not its a power or a spell, the Seriates are all considered spell like abilities.

Least

Identify - Travel back in time and watch the creator.
Shield - By altering the flow of time near your person, you can disrupt and displace incoming strikes, phasing them out of time for a split second.
Mage Armor - You create a small backup of time energy in the streams surrounding you, effectively causing an auto relay loop disturbing the basic geometry of space and time.
Jump - You slow down time, allowing you to manipulate the pull of gravity upon your body.
Blur - You manipulate the time space around you, blurring the area to outside perception.
Spider Climb - Changing the time space around your body, you alter the way gravity affects you, letting you scale walls and ceilings.
Deja-Vu (http://www.d20srd.org/srd/psionic/powers/dejaVu.htm) - You re write the time energy around a target, forcing them to repeat their last actions as time writes itself over.
Body Equilibrium (http://www.d20srd.org/srd/psionic/powers/bodyEquilibrium.htm) - By altering the space time of the area around you, you manipulate the surface tension of water, allowing you to step on it.


Lesser

Fly - By creating a sphere of alternating temporal energy, you defy gravity, allowing you to fly. (speed is your land speed)
Clairaudience/Clairvoyance - By distorting the time space around an area, you can tap into it and listen or watch what is going on.
Blink - By shifting the streams of normal time space in sync you phase your body in and out.
Slow - You slow the stream of time in a specific area, slowing anyone in the area.
Danger Sense (http://www.d20srd.org/srd/psionic/powers/dangerSense.htm) - You insight into the future is enhanced for a precious moment, allowing you to avoid the worst from traps.
Mental Barrier (http://www.d20srd.org/srd/psionic/powers/mentalBarrier.htm) - You distort the area around you with shifting streams of time, providing you small deflection to incoming attacks.
Time Hop (http://www.d20srd.org/srd/psionic/powers/timeHop.htm) - You attempt to wrest control of a creature’s personal time stream, sending them away from this one.


Greater

Dimensional Anchor - You displace the incoming time stream from its standard deviation, the area around you becomes unable to sustain extraordinary transportation.
Haste - By switching streams and combining past and present space, you speed up the relative time for yourself and others.
Dimension door - You have learned how to cross vast distances, moving through time streams within a moment.
Legend Lore - You travel back in time to the creation of the item, witnessing the event and possibly interacting with it.
Displacement - You excite the time space around you, displacing the visual representation of your body.


Dark

Teleport (self only) - You have mastered the art of riding the time streams, allowing you to travel immense distances.
Spell Turning - By mirroring the natural asynchronous streams to each other, you create a minor paradigm forcing spells back upon themselves.
Mind blank - You diverge small amounts of streams to each other, creating a perpetual backflow, protecting your mind from intrusion.
Dimensional lock - You have mastered the art of blocking the area to extraordinary transportation, weaving streams and dissociative streams from parallel times together.



Flux
{table=head]Minimum level|Name|Benefit
4th|Sensory Filter|Turn invisible for 1 round
4th|Time Puppet|Leave behind an image
4th|Phase Strike|Deliver strike
4th|Ephasure Strike|Deal additional damage
8th|Sensory Filter, Greater|Turn invisible for 2 rounds
8th|Touch of time|Deliver touch attacks
8th|Phase Pounce|Deliver two attacks
8th|Ephasure strike, Improved|Deal additional damage
12th|Phase Assault|Deliver full attack
12th|Ephasure strike, Greater|Deal additional damage
[/table]

Flux Descriptions

Name: Sensory Filter
Affect: By channeling the changed time energy into your new location, your body is invisible for a few seconds as time and space reconstitute back to normal. You gain invisibility as the spell for 1 round.

Name: Sensory Filter, Greater
Affect: By channeling the changing time energy into a bigger area, and dousing it with two streams of space time, the time lord is able to delay the time it takes for the local time space to reconstitute. You gain greater invisibility for 2 rounds.
Special: The time lord must know Sensory filter before taking this Flux.

Name: Time Puppet
Affect: By waiting until the last moment, you leave behind an echo of yourself in your former position. You leave behind an image of you as the spell silent image, which lasts for 1 round.

Name: Touch of time
Affect: As you speed up time in your new position you delay the affect around your weapons, allowing you to strike through materials and armor for a few moments. You gain the affects of a wraithstrike spell for 1 round.

Name: Phase Strike
Affect: By enervating your speed and a mobility your celerity is sped up exponentially, allowing you to strike at an opponent within range for free. The time lord can make a single attack at his highest attack bonus after moving with his celerity ability. This counts as part of the swift action to initiate the flux.

Name: Phase pounce
Affect: Increasing the speed for which you enhance the celerity allows the you to strike more than once. The time lord can make two attacks at his highest attack bonus after moving with his celerity ability. This counts as part of the swift action to initiate the flux.
Special: The time lord must know Phase Strike before taking this Flux.

Name: Phase Assault
Affect: You have learned the ultimate ability, allowing you to channel immense amounts of time and space into your movement, allowing for exponentially more time for action. The time lord can make a full attack action after moving with his celerity ability. This counts as part of the swift action to initiate the flux.
Special: The time lord must know Phase Pounce before taking this Flux.

Name: Ephasure strike
Affect: By funneling the time and space into your weapon as you move, you are able to let it out while it is reconstituting resulting in an explosive blast. Any attacks the time lord makes in the following round deals an additional +1d3 per charisma modifier of the time lord if it hits.

Name: Ephasure strike, Improved
Affect: Increasing the time and space energy build up, you have managed to create a semi real worm hole that follows your blade as you move. Any attacks the time lord makes in the following round deals an additional +1d6 per charisma modifier of the time lord if it hits.
Special: The time lord must know Ephasure strike before taking this Flux.

Name: Ephasure strike, Greater
Affect: You have learned the ultimate Ephasure strike, allowing you to build up a veritable torrential tsunami wave of time energy. Any attacks the time lord makes in the following round deals an additional +1d8 per charisma modifier of the time lord if it hits.
Special: The time lord must know Ephasure strike, Improved before taking this Flux.





~~~



Notes

So I was going for a different approach to things, coolness definitely played a factor and I wanted a class that didn't need to take a chain of broken feats in conjunction with insane items to be effective. I am well aware of breaking the action economy, but this is a time class. Thats what happens.

Over all, I think it's a great class, I had fun just making it, but I don't think it's OP, it might be a tier 3 or 4. Which is what im fine with. Overall, I wanted to make a time base class, as I've some floating around, but none that really stood out to me for being cool. Hopefully this has the coolness. I think it does.

And yes, I am aware Seriates are invocations, I just wanted to call them something else in line with the theme. sue me.


Change Log

11/18/2012 - Created Class
11/21/2012 - Removed Truestrike, added shield and Mage Armor, edited some text to fit with conformity of tense and gender, and changed ephasure strike chain of Flux to "all attacks in the following round."

BelGareth
2012-11-18, 10:07 AM
Reserved for future stuff, possibly

The_Admiral
2012-11-18, 10:26 AM
Aww, the title was very misleading.

Other than the title, I really can't see anything wrong with it.

BelGareth
2012-11-18, 10:28 AM
Aww, the title was very misleading.

Other than the title, I really can't see anything wrong with it.

Whats the wrong with the title? Expecting a fez hat?

The_Admiral
2012-11-18, 10:30 AM
Whats the wrong with the title? Expecting a fez hat?

That, or a Bowtie, or a Stetson. Cause those are cool. :smallbiggrin:

BelGareth
2012-11-18, 10:34 AM
That, or a Bowtie, or a Stetson. Cause those are cool. :smallbiggrin:

Well, Dr. Who was my inspiration for a lot of it.

Darth Stabber
2012-11-19, 04:31 AM
Curious as to why so many things are based on charisma. The timelords seen in the series are certainly charismatic, and strong in force of personality, but most of what they do outside of negotiating seems to be based on pure intellect and understanding how things work. Especially with time manipulation. And most of their fantastical abilities are based opon artifice not training nor inborn ability. Without a tardis/sonic screwdriver/ect they are just extrodinarily clever, radiation resistant, and have the ability to regenerate (though whether or not that is artifice or genetic or added via science is subject to debate). Timelord is more of a race than a class, the doctor and the master would likely be artificers or artificer/rogues, or artificer/bards.

Another note: if it's based on the show, crossing their own personal timeline is one of the few things they can't do (the three doctors and the five doctors excepted). Mechanically it's a fair ability, but it was kind of grating for me.

On a purely mechanical balance note: it seems reasonable, though I would need playtesting to give you more than a "probably not broken".

BelGareth
2012-11-19, 09:53 AM
Curious as to why so many things are based on charisma. The timelords seen in the series are certainly charismatic, and strong in force of personality, but most of what they do outside of negotiating seems to be based on pure intellect and understanding how things work. Especially with time manipulation. And most of their fantastical abilities are based opon artifice not training nor inborn ability. Without a tardis/sonic screwdriver/ect they are just extrodinarily clever, radiation resistant, and have the ability to regenerate (though whether or not that is artifice or genetic or added via science is subject to debate). Timelord is more of a race than a class, the doctor and the master would likely be artificers or artificer/rogues, or artificer/bards.

Another note: if it's based on the show, crossing their own personal timeline is one of the few things they can't do (the three doctors and the five doctors excepted). Mechanically it's a fair ability, but it was kind of grating for me.

On a purely mechanical balance note: it seems reasonable, though I would need playtesting to give you more than a "probably not broken".

I used it more for inspiration and less mechanical comparison. I'm aware that the dr. is unable to visit fixed point in times, and I didn't want to go with that mechanic for this. I was going more the route of time and space being 2 additional elements of the verse.

And I used Cha to make it more of a force of personality thing than pure knowledge, like they were chosen to be the class instead of choosing it.

Force2Reckon
2012-11-19, 01:14 PM
I'm pretty new to D&D and Tabletop games in general (well I've only been playing for approximately a year and a half now) so I can't vouch for whether this is actually a good class or not, although it feels very warlocky, just with different invocations. But I like it, that much I can say. I can however point out a few typo's in the current writing so they can be corrected so the grammar/other freaks don't... well freak.

In Evasion the sentence:
Evasion can be used only if the rogue is wearing light armor or no armor. A helpless time lord does not gain the benefit of evasion.

figure rogue should be time lord.

and in Uncanny Dodge:
he still loses her Dexterity bonus to AC if immobilized.

just silly little mistakes, but thought I'd point them out, will edit all of this out once they're changed, than no one will suspect a thing.:smallwink:

Razanir
2012-11-19, 08:37 PM
That, or a Bowtie, or a Stetson. Cause those are cool. :smallbiggrin:

Or something about regeneration or having two hear– Please excuse me while I homebrew a time lord race with twin hearts and shtuff

Ninja_Grand
2012-11-19, 10:36 PM
/\ You will PM me when that happens. I <3 <3 DW.

Fortuna
2012-11-20, 01:19 PM
First, credit where credit is due - time-manipulation is difficult to make into a class, and what you have here is pretty good. Most of what I'm about to say is criticism, and I want it to be taken as the exceptions to an otherwise good class.

My biggest issue with this class is that it doesn't really seem to have a role, a niche. The seriates give it random utility, for the most part, while the class features are mostly defensive. Flux is more focused, making it seem like a skirmisher... but it doesn't come online until level 4. I would suggest sitting down and giving a good hard think to exactly what you want this class to be doing in a typical adventuring day.

Specific concerns... there aren't many. One that I'd raise is at-will True Strike as a swift action at level one. That's... very good, and I suspect unintentional. Just a little thing, but it's the little things that cause problems. The only other thing is that Ephasure Strike and its line don't seem to compare to Phase Strike and so on. Figure on average a Charisma modifier of 3 when you get Ephasure Strike, perhaps rising as high as 6 by the endgame - you can't really afford only to pump Charisma because if you do that you won't be hitting, never mind doing damage. 3d2 averages to a little under 5 points of damage, and by fourth level you should be well exceeding that with a single attack. The higher-level versions are a little better... but not enough so. 6d8 comes out at a hair shy of 30 damage, and you should easily be exceeding that with a full attack by that point (if you're not, you're not contributing damage-wise and shouldn't be putting your flux into doing so).

So yeah. There's my CHEESE (Critique Honestly Evaluated, Even Somewhat Eagerly). Make of it what you will.

Ilorin Lorati
2012-11-20, 09:36 PM
Once of my players has really latched onto this class for an upcoming campaign, so sooner or later I should be able to give feedback on what it ends up doing in play.

BelGareth
2012-11-21, 07:57 AM
I'm pretty new to D&D and Tabletop games in general (well I've only been playing for approximately a year and a half now) so I can't vouch for whether this is actually a good class or not, although it feels very warlocky, just with different invocations. But I like it, that much I can say. I can however point out a few typo's in the current writing so they can be corrected so the grammar/other freaks don't... well freak.

In Evasion the sentence:
Evasion can be used only if the rogue is wearing light armor or no armor. A helpless time lord does not gain the benefit of evasion.

figure rogue should be time lord.

and in Uncanny Dodge:
he still loses her Dexterity bonus to AC if immobilized.

just silly little mistakes, but thought I'd point them out, will edit all of this out once they're changed, than no one will suspect a thing.:smallwink:

Thanks, I really appreciate those corrections, no matter how many times I re-read it for errors I never manage to catch them all.

And thanks for stopping in and commenting!


First, credit where credit is due - time-manipulation is difficult to make into a class, and what you have here is pretty good. Most of what I'm about to say is criticism, and I want it to be taken as the exceptions to an otherwise good class.

Thanks, I have seen several time builds and they have always struggled to be balanced and over compplicated, with that said, I tried my best to incorporate the essence of time travel in this class. Glad you like it.


My biggest issue with this class is that it doesn't really seem to have a role, a niche. The seriates give it random utility, for the most part, while the class features are mostly defensive. Flux is more focused, making it seem like a skirmisher... but it doesn't come online until level 4. I would suggest sitting down and giving a good hard think to exactly what you want this class to be doing in a typical adventuring day.
I see what you're saying, I envisioned it as a melee support build, with sprinkling of skills, and later on DPS with some awesome party buff. Imp. Rewind for example, "oh the cleric just died? lets rewind that round."

And as to you last question, well, I thought that was obvious: being awesome. :smallbiggrin:


Specific concerns... there aren't many. One that I'd raise is at-will True Strike as a swift action at level one. That's... very good, and I suspect unintentional.
Ah yes, that was very unintentional, I'm going to add a clause that the spells must have a duration of longer than instantaneous (or remove true strike)


Just a little thing, but it's the little things that cause problems. The only other thing is that Ephasure Strike and its line don't seem to compare to Phase Strike and so on. Figure on average a Charisma modifier of 3 when you get Ephasure Strike, perhaps rising as high as 6 by the endgame - you can't really afford only to pump Charisma because if you do that you won't be hitting, never mind doing damage. 3d2 averages to a little under 5 points of damage, and by fourth level you should be well exceeding that with a single attack. The higher-level versions are a little better... but not enough so. 6d8 comes out at a hair shy of 30 damage, and you should easily be exceeding that with a full attack by that point (if you're not, you're not contributing damage-wise and shouldn't be putting your flux into doing so).

Interesting, I had thought about the power of a full attack compared to the bonus damage, and you are right, it just does not fit, I think I will change the bonus damage to any attack that hits in his next round.



So yeah. There's my CHEESE (Critique Honestly Evaluated, Even Somewhat Eagerly). Make of it what you will.
I greatly appreciate your CHEESE! Thanks for commenting!


Once of my players has really latched onto this class for an upcoming campaign, so sooner or later I should be able to give feedback on what it ends up doing in play.
Can't wait for the feedback!

inuyasha
2012-11-21, 06:29 PM
this sounds like a lot of fun :smallbiggrin: I love Dr. who

Ilorin Lorati
2012-11-23, 12:49 PM
Alright, we're building the character now, and two questions have already come up:

1) Does having available power points equal to class level for a psionic seriate mean that you can't use Body Equilibrium until level 3, as it requires 3 power points?
2) What does the Local subtype mean in the capstone? Did you mean native, or something else?

There's also a formatting issue: at 14th level, Improved Rewind once again states 1/day, and it's not stated at all at 20th level.

BelGareth
2012-11-23, 02:03 PM
Alright, we're building the character now, and two questions have already come up:

1) Does having available power points equal to class level for a psionic seriate mean that you can't use Body Equilibrium until level 3, as it requires 3 power points?
2) What does the Local subtype mean in the capstone? Did you mean native, or something else?

There's also a formatting issue: at 14th level, Improved Rewind once again states 1/day, and it's not stated at all at 20th level.

1. Assume it is a 1st level power. So only requires 1pp.
2. Yes, native
3. Should be on the table, I'll add it

Hanuman
2012-11-23, 03:42 PM
While I did expect Dr. Who theme, I'm quite surprised by the lack of time-stop and other time magics in source, there are some rare timespells in... dragon mag? Maybe DUNGEON? Not sure.

Anyway, I would think a time lord would parallel a wizard in scale of gaining time magics.

Personally, I think you need to fluff your supernatural power a bit, give it some substance over what it actually is.

Highest recommendation, or best way to work it, would be to use a sorcery-comes-from-me form of Yggdratecture, which is a component of the Gramarie ruleset. http://www.giantitp.com/forums/showpost.php?p=13732915&postcount=10

Hell, you could even exude a semi-plane's time qualities around you, working like a haste spell or a slow spell or making spell durations infinite. Of course with the latter there would need to be some restrictions on how long it could be used for, like adding a number of rounds to the duration of things, making shorter duration things more powerful, but not absurdly powerful.