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Cipher Stars
2013-01-01, 04:51 PM
I was reading a pathfinder class called the Time Thief (http://www.d20pfsrd.com/classes/3rd-party-classes/super-genius-games/time-thief)... It seemed nice... but not enough for my tastes. I'd do lore stuff, but I can't find the motivation to create lore as lore is merely a suggestion in any game anyway. Besides, I pretty much just cannibalized several other resources.




{table=head]{colsp=6}Table: Time Wraith: |{colsp=4}
Time Wraith Combat
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Known|Readied|Stances| Max

1st|
+1|
+0|
+2|
+0| Mote of time | 6 | 3 | 1 | 1

2nd|
+2|
+0|
+3|
+0| Temporal talents | 7 | 3 | 1 | 1

3rd|
+3|
+1|
+3|
+1| MoT (dmg, dodge) | 8 | 4 | 1 | 2

4th|
+4|
+1|
+4|
+1| Temporal talents | 9 | 4 | 2 | 2

5th|
+5|
+1|
+4|
+1| Aevum | 10 | 5 | 2 | 3

6th|
+6/1|
+2|
+5|
+2| Temporal talents | 11 | 5 | 3 | 3

7th|
+7/2|
+2|
+5|
+2|MoT (conditions) | 12 | 6 | 3 | 3

8th|
+8/3|
+2|
+6|
+2| Temporal talents | 13 | 6 | 3 | 4

9th|
+9/4|
+3|
+6|
+3| Aevum | 14 | 6 | 3 | 4

10th|
+10/5|
+3|
+7|
+3| Temporal talents | 15 | 7 | 4 | 4

11th|
+11/6/1|
+3|
+7|
+3| MoT (move action) | 16 | 7 | 4 | 5

12th|
+12/7/2|
+3|
+8|
+3| Temporal talents | 17 | 8 | 5 | 5

13th|
+13/8/3|
+4|
+8|
+4| Aevum | 18 | 8 | 5 | 6

14th|
+14/9/4|
+4|
+9|
+4| Temporal talents | 19 | 9 | 5 | 6

15th|
+15/10/5|
+4|
+9|
+4| MoT (conditions, improved) | 20 | 9 | 5 | 7

16th|
+16/11/6/1|
+5|
+10|
+5| Temporal talents | 21 | 10 | 6 | 7

17th|
+17/12/7/2|
+5|
+10|
+5| Aevum | 22 | 10 | 6 | 8

18th|
+18/13/8/3|
+6|
+11|
+6| Temporal talents | 23 | 11 | 6 | 8

19th|
+19/14/9/4|
+6|
+11|
+6| MoT (allies move) | 24 | 11 | 6 | 9

20th|
+20/15/10/5|
+6|
+12|
+6| Time killer | 25 | 12 | 7 | 9[/table]

Alignment
Any, primarily chaotic or neutral.

Hit Die
d6.

Class Skills
The Time Wraith’s class skills (and the key ability for each skill) are Autohypnosis (Cha), Appraise (Wis), Climb(Acrobatics) (Str), Concentration (Con), Craft (Int), Heal (Wis), Hide(Stealth) (Dex), Intimidate (Cha), Jump(Acrobatics) (Str), Knowledge (dungeoneering) (Int), Knowledge (Local) (Int), Knowledge (Nobility&Royalty) (Int), Listen(Perception) (Wis), Move Silently(Stealth) (Dex), Profession (Wis), Ride (Dex), Search(Perception) (Int/Wis), Spot(Perception) (Wis), Slight of Hand (Dex), Swim (Str), and Use Rope (Dex).

Skill Points at 1st Level
(3.5)
(6 + Int modifier) ×4.

Skill Points at Each Additional Level
6 + Int modifier.


Weapons and Armor Proficiency:

Time Wraiths are proficient with simple weapons, a single exotic or martial weapon of their choice, and light armor with no shields.



Mote of Time:

A mote is a tiny split-second of time that a Time Wraith steals from her own future. The motes taken are inconsequential slivers of continuance that even the Time Wraith will not notice being missing from her activities. However, a Time Wraith can use these motes to affect her present timeline, allowing her to re-try actions and slow down time around her so she can act more carefully and alertly in fast-moving situations.

Each day, the Time Wraith has a pool of motes equal three plus her class level. Once a round, as a free action, a Time Wraith can expend a mote to do any one of the following things:

Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A Time Wraith could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +2d4. This increases to +4d4 at 8th level, and +6d4 at 16th level. The Time Wraith can decide to add this bonus immediately after seeing the result of the original die roll.
Take a swift action that does not count against your normal swift action for the round, it cannot be used for anything related to Time Wraith Combat (As this swift action is already using the same energies Time Wraith Combat draws upon).
Act in the surprise round when the Time Wraith would not normally be able to do so, this does not cost the Time Wraith an action but spends a mote of time as normal.

At 3rd level, a Time Wraith gains the ability to add the bonus from spending a mote of time to a single damage roll, and can score a critical hit against creatures normally immune to critical hits, or to her armor class (as a dodge bonus) until the beginning of her next turn.

At 7th level, the Time Wraith may spend a mote to reduce the duration of any negative condition or effect she is suffering. By accelerating the speed with which only the negative influences on her travel through time, the Time Wraith can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds (to a minimum of 0). This increased to a 2d6 minute reduction at 15th level.

At 11th level, the Time Wraith may spend a mote to take a move action as a swift action. Or to increase her critical threat range by the number of dice she could roll (At eleventh level this would be 4. A 20 x2 threat becomes a 16 x2 threat.).

At 19th level, the Time Wraith may use a mote to grant any ally within 60 feet that she can see an additional move action on that ally’s next turn. Or use a mote to stop a single ranged attack (So long as it's effective level is lower than your own level, a fireball from a 19th level sorcerer could not be stopped, nor could an arrow from a 19th level ranger be stopped.) as an immediate action.

A Time Wraith may gain additional options for use of a mote by taking temporal talents, though she is still restricted to spending motes only once each round.




Time Wraith's Combat:

Time Wraith's are initiators pulling from the Akasha's Timepiece (http://www.giantitp.com/forums/showthread.php?t=262577)//Riven (http://www.giantitp.com/forums/showthread.php?t=220580)Hourglass (http://www.giantitp.com/forums/showthread.php?t=176602)//Stygian Nightmare (http://www.giantitp.com/forums/showthread.php?t=162222)/and/Dark Messiah (http://www.giantitp.com/forums/showthread.php?p=14443562) lists, as well as the Setting Sun, Shadow Hand, and White Raven traditional disciplines. You learn additional maneuvers at higher levels as shown on the table above. You must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered level after that, you can choose to learn a new maneuver in place of one you already know. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready a number of your known maneuvers at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Numbers are shown on the table. You ready maneuvers by concentrating on feeling the flow of time and it's seemingly inevitable link with death and darkness for 5 minutes. The maneuvers you choose remain readied until you decide to change them.
You begin an encounter with all your readied maneuvers unexpended. When you initiate a maneuver, you expend it for the current encounter, so each can be used only once unless you recover it.
Up to once per round a free action, you can recover an expended maneuver whenever you damage an opponent with a mote of time or aevum, fueling your energy to perform Time Wraith Combat at their loss. Meanwhile, dealing damage with a maneuver recovers one mote of time per ten damage, maximum one per round. Killing a creature of at least half your HD with a maneuver recovers one Aevum, maximum one recovered Aevum per day, becoming two per day at 20th level.

Stances Known: You begin play with knowledge of one stance from any discipline open to you. You learn additional stances at higher levels as shown on the table above.
Unlike maneuvers, stances are not expended and need not be readied. They are always available to you. You also cannot learn a new stance at higher levels in place of one you already have.




Temporal Talents:

As a Time Wraith gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a Time Wraith gains one temporal talent. She gains an additional temporal talent every even level except 20. A Time Wraith cannot select an individual talent more than once.

Talents marked with an asterisk require a Time Wraith to spend motes, which she may do only once per round. The evasion talent is not marked with an asterisk because its use does not require the use of a mote, despite the fact that it does allow a Time Wraith to spend a mote to enhance its effect.

Evasion (Ex): The Time Wraith can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Time Wraith is wearing light armor or no armor. A helpless Time Wraith does not gain the benefit of evasion. A Time Wraith with this talent may also choose to spend a mote when making a Reflex save. If she does so, she takes no damage on a successful saving throw, and only half damage even if she misses her save. A Time Wraith must decide to spend a mote prior to making the Reflex saving throw roll.

Improved Uncanny Dodge (Ex): A Time Wraith with this talent can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in a class that grants sneak attack than the Time Wraith’s class level. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level in a class that grants sneak attack required to flank the character.

A Time Wraith must already have uncanny dodge from some source before selecting this talent.

Old Wounds* (Su): As a standard action, the Time Wraith can channel time into a wound, causing it to experience rapid healing, as if many days had passed. The Time Wraith may spend a mote to heal her own wounds, or the wounds of an ally touched. The wounds heal for 2d4 damage per class level of the Time Wraith. It strains the body, and can only be used once every 1d10 rounds.

Steady Hand* (Su): The Time Wraith can rewind time by small amounts to erase any minor mistakes she makes as a result of distraction around her. By spending a mote, the Time Wraith may use skills reliably even under adverse conditions. Once she spends the mote, she may take 10 on any single skill check made before the end of her next round, even if stress and distractions would normally prevent her from doing so.

Steal Fate* (Su): As a standard action, the Time Wraith can attempt to steal a crucial moment from a target’s future, reducing the chance the target will enjoy a happy and prosperous future. The Time Wraith spends a mote to make a melee touch attack that deals no damage. This may be done in place of an attack taken as part of a full attack action. If hit, the target must make a Fortitude save (DC 10 + 1/2 the Time Wraith’s level + the Time Wraith’s Charisma modifier) or suffer a penalty to all attack and damage rolls, skill checks, and saving throws. This effect lasts for 5 minutes, x2 for every level of Time Wraith the attacker has (Doubling every level, for around 900 days afflicted at level twenty.). The penalty suffered is equal to –1, and increases to –2 at 8th level, and –3 at 16th level. This effect can stack up to twice at 8th level, and three times at 16th level. This can be cured with a Remove Curse spell, or only a Miracle spell at 16th level, until it wears off naturally over time. Alternatively, another Time Wraith (Or Time Thief if both are in use) can cure a person afflicted with Steal Fate by spending a mote of time and touching the individual if they succeed on a charisma check vs 10+the charisma of the Time Wraith who afflicted the individual. If they succeed, they can cure the afflicted.

Steal Time* (Su): With this talent, a Time Wraith can steal time from a target. The Time Wraith spends a mote as an immediate reaction after damaging a target with a melee attack. The target must make a Will save (DC 10 + 1/2 the Time Wraith’s level + the Time Wraith’s Charisma modifier) or be staggered for one round per two class levels of the Time Wraith. While one or more targets are staggered by the Time Wraith’s use of this ability, she gains a +1 bonus to all attack, damage, and skill rolls as she uses the stolen time to carefully plan each action she takes. This bonus increases by 1 every two class levels the time wraith possesses.
At 8th level the victim is both stunned and slowed.
At 16th level the victim is paralyzed for one round, and both stunned and slowed as normal after that.

Trapfinding (Ex): The Time Wraith adds 1/2 her class level (minimum +1) to Perception skill checks made to locate traps and to Disable Device skill checks. She can use Disable Device to disarm magic traps.

Trap Spotter (Ex): Whenever a Time Wraith with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Uncanny Dodge (Ex): A Time Wraith with this talent can react to danger before her senses would normally allow her to do so. She cannot be caught flat?footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Time Wraith with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Beginning at 10th level, a Time Wraith adds the following advanced temporal talents to her choices when picking a new temporal talent. Many advanced talents require a Time Wraith to spend two of her daily uses of her mote of time ability. This still qualifies as spending a mote once during her turn, even though multiple motes are spent.

Back to the Future (Su): The Time Wraith can spend two motes to fling herself briefly into the future to observe the results of proposed acts or decisions in her present. Since the Time Wraith is only in her future for a moment, she is not certain to receive meaningful information. The base chance for receiving meaningful information is 70% + 1% per class level. This roll is made secretly by the GM. If the ability succeeds, the Time Wraith gets one of the following four results:

Weal (if the action will probably bring good results).
Woe (for bad results)
Weal and woe (for both).
Nothing (for actions that don’t have especially good or bad results).
If the ability fails, the Time Wraith gets the “nothing” result. There is no way to tell if a “nothing” result is the consequence of an action with no particular results or a failed use of this ability. This ability can see into the future only about ten minutes per level of the Time Wraith, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long?term consequences of a contemplated action. All efforts to use this ability by the same person about the same topic use the same die result as the first use of the ability.

Butterfly Effect (Su): As a reaction, the Time Wraith can make minor changes in her past, which creates a cascade of minor changes in the timeline to generate brief favorable circumstances for an ally in her present. The Time Wraith can spend two motes to add a bonus to one attack roll, skill check, ability check, or saving throw made by an ally within 30 feet. The roll must represent a single action that occurs entirely within a single round. (A Time Wraith could use a mote to add a bonus to an ally’s Acrobatics check to leap over a chasm, but not to his Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +2d4. This increased to +4d4 at 16th level. The Time Wraith can decide to add this bonus immediately after seeing the result of the original die roll.

Déjà Vu (Su): By spending two motes, a Time Wraith can draw information from her future or past, allowing her to instantly gain the benefits of considerable study and reflection. She can even peer briefly into the future to see how others react to her various attempts at negotiation or subterfuge. The Time Wraith can make a single Intelligence-, Wisdom- or Charisma-based skill check with a result equal to 20 + her total skill bonus.

A Time Wraith must take steady hand before she can take déjà vu.

Retroactive (Su): By spending two motes, a Time Wraith can attempt the same physical action over and over, hopping back to her starting point each time if things don’t work out for her. The Time Wraith can make a single Strength-, Dexterity- or Constitution-based skill check with a result equal to 20 + her total skill bonus.

A Time Wraith must take steady hand before she can take retroactive.

Time After Time (Su): The Time Wraith gains advanced ability to manipulate time. The Time Wraith may now spend motes twice per round, if she wishes. Both uses of the motes cannot have the same effect, you could not spend two motes to gain double the bonus to an attack or damage roll for example. But you could use one mote to give yourself a bonus to an attack roll, and another to gain a bonus to defense (Perhaps due to provoking an attack of opportunity).

Time Bandit (Su): The Time Wraith’s access to motes increases. The Time Wraith can spend an additional number of motes per day equal to her Charisma bonus. This talent may be taken more than once, adding the same number of additional motes per day each time it is selected.

Time to Kill (Su): The Time Wraith spends two motes to set up a perfect weapon blow. The next attack the Time Wraith makes before the end of her next turn gains d4 sneak attack dice equal to one-half the Time Wraith’s level. The Time Wraith does not need to be flanking a target or have the target be denied its Dexterity bonus to AC to use these sneak attack dice, but creatures immune to sneak attacks still suffer no extra damage from this attack.

Time Runner (Su): The Time Wraith can move briefly through time, taking an action that does not exist in the normal sequence of reality. The Time Wraith spends two motes to gain an additional move action. The Time Wraith does not set off traps during this move action (though she may cause them to be triggered if, at the end of her run, the proper triggering situation still exists). She does not provoke attacks of opportunity during this move action, nor may other characters make Perception checks to notice the Time Wraith during this move action. After the move action time catches up to the Time Wraith, allowing triggered traps to go off and other creatures to immediately notice the Time Wraith where she now stands.




Aevum:

At 5th level, the Time Wraith gains the ability to control aevum—distinct moments of important time, stolen from the future and used to power the Time Wraith’s abilities. Unlike a mote, which is a very minor split second of time, an aevum is a more noteworthy moment, a crucial instance when something important happened. While a Time Wraith has a ready supply of motes to spend on minor effects, aevum represent more major manipulations of time and are thereby a rarer commodity.

When first gained, the Time Wraith must select a single power from the list below, and has a single aevum per day to spend. She gains additional aevum powers at 9th, 13th, and 17th level, and also increases her daily aevum pool by +1 at each of the levels. Spending an aevum is a standard action unless the ability description says otherwise.

Bolt Time (Su): By spending an aevum, the Time Wraith can accelerate her movements to a speed that allows her to easily see and react to the movement of a crossbow bolt or other projectile as it flies toward a target. The Time Wraith remains in bolt time for one round per class level. This ability counts as a haste effect. While in bolt time, the Time Wraith gains the following benefits:

When making a full attack action, the Time Wraith may make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by haste or a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
The Time Wraith gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
All of the Time Wraith’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice her normal speed using that form of movement. This increase counts as an enhancement bonus and it affects the Time Wraith’s jumping distance as normal for increased speed.
Each round, the Time Wraith may automatically dodge the first ranged attack she is aware of that would otherwise strike her.

Entropy (Su): The Time Wraith can force a target to suddenly feel the effects of aging, which damages and weakens it. She spends an aevum and makes a ranged touch attack as a standard action against any target she can see within 100 ft. + 10 ft./Time Wraith level*. If she hits the target, it takes 1d12 points of damage per class level of the Time Wraith (to a maximum of 20d12). This damage bypasses hardness and DR, and is not effected by spell resistance or immunity, but is negated by any ability that allows a creature to age without taking penalties (Or a race that has no maximum age).

Personal Time (Su): The Time Wraith can take risky actions and, if things go badly, simply reverse her personal timeline to before she made the effort. At the beginning of her turn, the Time Wraith spends an aevum as a free action. She then takes one normal round of actions, with all results noted temporarily. After her round of activity, before the next creature’s turn begins, the Time Wraith must decide if she is going to keep the round of activity she just took, or rewind herself.

If she keeps the round of activity, any changes made to any character during her turn become permanent. If she decides to reverse her timeline, she goes back to the moment she spent the aevum, and all changes that occurred during her round are erased from all creatures and items. The Time Wraith is left with a standard action, but is considered to have spent an aevum and made use of her move action already. No one but the Time Wraith remembers actions that took place during a round of time she reverses, and only divination spells of 6th level or higher can reveal such events. If a Time Wraith is killed or knocked unconscious during a round of personal time, she automatically reverses back to the beginning of her turn.

Shatter Time (Su): The Time Wraith can break up the bigger, more important moments of stolen time under her control into smaller, more easily manipulated pieces. By spending an aevum, the Time Wraith can recharge her daily uses of motes. She regains a number of motes of time equal to 1d4 + her Charisma modifier. This cannot increase the number of motes available to above her daily mote total.

Temporal Stasis (Sp): Once per day, the Time Wraith can spend an aevum to attempt to inflict temporal stasis (as the spell of the same name) on one touched creature. The Time Wraith uses her class level as her caster level for this ability. If the Time Wraith’s initial touch attack fails, she can attempt this again as a standard action until she succeeds or six rounds pass. Once she successfully touches a target she loses the ability to try again, even if the target makes its Fortitude save.

A Time Wraith must be at least 17th level to select this aevum ability.

Time Cross (Su): The Time Wraith can focus her timeline-stealing powers on a target, and steal from it a moment of success. She spends an aevum to make a ranged touch attack against any target she can see within 100 ft. + 10 ft./Time Wraith level. If the Time Wraith misses with this ranged attack she can try again (with each new attempt being its own standard action) for up to one minute per level. Once a target is hit, as an immediate reaction, the Time Wraith can force the target to re-roll a single attack roll, damage roll, skill check, or saving throw she is aware of that occurs while the time cross is active (a time period equal to one minute per Time Wraith level). The target must take the result of the second roll. After the target re-rolls once, the ability is discharged regardless of the outcome of the re-roll.

Time Stop (Sp): Once per day, the Time Wraith can spend an aevum to create a time stop effect (as the spell of the same name) on herself. A Time Wraith must be at least 17th level to select this aevum ability.




Time Killer

The ultimate expression of the Time Wraith’s power is the ability to eliminate time and age from her personal time line. The Time Wraith no longer ages physically, preventing her from dying of age or suffering any reduction to her ability scores due to age. If she is older than middle age for her race she reverts to a physical form at the prime of her health, gaining back any Strength, Dexterity, or Constitution lost due to aging. She is now immune to age effects.

Additionally, the Time Wraith’s daily pool of aevum increases by an amount equal to her Charisma bonus, and can spending aevum now counts as a move action (unless a power specifies otherwise). The Time Wraith can spend a maximum of two aevum in a single round.

eftexar
2013-01-01, 06:47 PM
I remember reading the Time Thief a little while back. It did seem a little weak, but still got some pretty high powered, if limited, abilities towards the later levels.

The maneuvers seem a bit much in combination with the time based abilities, especially with the higher BaB and skill points. Especially since homebrew disciplines tend to be stronger than source.
I think it could either use a slower maneuver's known and readied progression (think warblade) or mid progression BaB and only 2 skill points level.

PEACH
2013-01-01, 08:19 PM
Chassis: A powerful initiator chassis with some abilities on top. Probably could stand to be weakened.


Mote of Time:

A mote is a tiny split-second of time that a Time Wraith steals from her own future. The motes taken are inconsequential slivers of continuance that even the Time Wraith will not notice being missing from her activities. However, a Time Wraith can use these motes to affect her present timeline, allowing her to re-try actions and slow down time around her so she can act more carefully and alertly in fast-moving situations.

Each day, the Time Wraith has a pool of motes equal three plus her class level. Once a round, as a free action, a Time Wraith can expend a mote to do any one of the following things:

Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A Time Wraith could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +1d4. This increases to +2d4 at 8th level, and +3d4 at 16th level. The Time Wraith can decide to add this bonus immediately after seeing the result of the original die roll.
Take a swift action that does not count against the Time Wraith’s normal limit of one swift action per round.
Act in the surprise round when the Time Wraith would not normally be able to do so.

The bonus to rolls isn't bad, if minor. The free swift action should be axed, no questions about it, especially since this class is a full initiator and so you're easily grabbing double boosts each round. The surprise round feature doesn't work as written and needs to be clarified. You can't take free actions when it isn't your turn, so you can't burn a mote of time during a surprise round you wouldn't act in.


At 3rd level, a Time Wraith gains the ability to add the bonus from spending a mote of time to a single damage roll, or to her armor class (as a dodge bonus) until the beginning of her next turn.

Why is the damage roll at third level but the attack roll at first level? The attack roll is the stronger ability, and I cannot think of any situation where the damage boost from mote would ever be relevant.


At 7th level, the Time Wraith may spend a mote to reduce the duration of any negative condition or effect she is suffering. By accelerating the speed with which only the negative influences on her travel through time, the Time Wraith can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds (to a minimum of 0). This increased to a 2d6 round reduction at 15th level.

The d6 round reduction is just... odd. Almost any condition is either so short this is just automatic removal, or so long (minutes) this ability has almost no use on them in combat. Honestly, I'd make it 1 round/2 rounds, since removing status conditions as a free action is already very powerful (see Iron Heart Surge).


At 11th level, the Time Wraith may spend a mote to take a move action as a swift action.

Less powerful than the free swift action you give them, but still probably too powerful. Action economy manipulation is a powerful thing.


At 19th level, the Time Wraith may use a mote to grant any ally within 60 feet that she can see an additional move action on that ally’s next turn.

See above.


Time Wraith's Combat:

Time Wraith's are initiators pulling from the Akasha's Timepiece (http://www.giantitp.com/forums/showthread.php?t=262577)//Riven (http://www.giantitp.com/forums/showthread.php?t=220580)Hourglass (http://www.giantitp.com/forums/showthread.php?t=176602)//Stygian Nightmare (http://www.giantitp.com/forums/showthread.php?t=162222)/and/Dark Messiah (http://www.giantitp.com/forums/showthread.php?p=14443562) lists, as well as the Setting Sun, Shadow Hand, and White Raven traditional disciplines. You learn additional maneuvers at higher levels as shown on the table above. You must meet a maneuver’s prerequisite to learn it.
Upon reaching 4th level, and at every even-numbered level after that, you can choose to learn a new maneuver in place of one you already know. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready a number of your known maneuvers at 1st level, and as you advance in level and learn more maneuvers, you are able to ready more, but you must still choose which maneuvers to ready. Numbers are shown on the table. You ready maneuvers by concentrating on feeling the flow of time and it's seemingly inevitable link with death and darkness for 5 minutes. The maneuvers you choose remain readied until you decide to change them.
You begin an encounter with all your readied maneuvers unexpended. When you initiate a maneuver, you expend it for the current encounter, so each can be used only once unless you recover it.
Up to once per round a free action, you can recover an expended maneuver whenever you damage an opponent with a mote of time or aevum, fueling your energy to perform maneuvers at their loss.

This is really weird, since you only have a couple inefficient damaging mote uses and a singular incredibly inefficient damaging Aevum. You basically can't recover in combat except by "wasting" a free swift action to get ~8 additional damage on an attack. You've also got enough maneuvers readied by about 10th level that recovery isn't really super necessary, but it's just an odd mechanic.


Temporal Talents:

Evasion (Ex): The Time Wraith can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Time Wraith is wearing light armor or no armor. A helpless Time Wraith does not gain the benefit of evasion. A Time Wraith with this talent may also choose to spend a mote when making a Reflex save. If she does so, she takes no damage on a successful saving throw, and only half damage even if she misses her save. A Time Wraith must decide to spend a mote prior to making the Reflex saving throw roll.

Improved Uncanny Dodge (Ex): A Time Wraith with this talent can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in a class that grants sneak attack than the Time Wraith’s class level. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level in a class that grants sneak attack required to flank the character.

A Time Wraith must already have uncanny dodge from some source before selecting this talent.

No comments.


Old Wounds* (Su): As a standard action, the Time Wraith can channel time into a wound, causing it to experience rapid healing, as if many days had passed. The Time Wraith may spend a mote to heal her own wounds, or the wounds of an ally touched. The wounds heal for 1d8 damage +1 per class level of the Time Wraith.

Worthless in combat, probably a significant amount of healing out of combat or full healing out of combat since you get so many motes, but it depends a lot on your level and the amount of encounters you're facing. By 10+ you're able to use this with near impunity for out of combat healing. Whether or not that is bad is your call.


Steady Hand* (Su): The Time Wraith can rewind time by small amounts to erase any minor mistakes she makes as a result of distraction around her. By spending a mote, the Time Wraith may use skills reliably even under adverse conditions. Once she spends the mote, she may take 10 on any single skill check made before the end of her next round, even if stress and distractions would normally prevent her from doing so.

Not bad.


Steal Fate* (Su): As a standard action, the Time Wraith can attempt to steal a crucial moment from a target’s future, reducing the chance the target will enjoy a happy and prosperous future. The Time Wraith spends a mote to make a melee touch attack that deals no damage. This may be done in place of an attack taken as part of a full attack action. If hit, the target must make a Fortitude save (DC 10 + 1/2 the Time Wraith’s level + the Time Wraith’s Charisma modifier) or suffer a penalty to all attack and damage rolls, skill checks, and saving throws. This effect lasts for 5 minutes for every level of Time Wraith the attacker has. The penalty suffered is equal to –1, and increases to –2 at 8th level, and –3 at 16th level.

The duration scaling seems pointless; 5 minutes is far too long for it to run out in combat, but even 100 minutes at level 20 isn't enough for any use after the combat (though how often are you really going to full attack a guy and not get one or the other of you killed within a few rounds?) but besides that it's not bad.


Steal Time* (Su): With this talent, a Time Wraith can steal time from a target. The Time Wraith spends a mote as an immediate reaction after damaging a target with a melee attack. The target must make a Will save (DC 10 + 1/2 the Time Wraith’s level + the Time Wraith’s Charisma modifier) or be staggered for one round per two class levels of the Time Wraith. While one or more targets are staggered by the Time Wraith’s use of this ability, she gains a +1 bonus to all attack, damage, and skill rolls as she uses the stolen time to carefully plan each action she takes.

Eh. Probably really good at second level but not amazing past that, especially since you can probably just use your mote for better boosts on hit.


Trapfinding (Ex): The Time Wraith adds 1/2 her class level (minimum +1) to Perception skill checks made to locate traps and to Disable Device skill checks. She can use Disable Device to disarm magic traps.

Trap Spotter (Ex): Whenever a Time Wraith with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Uncanny Dodge (Ex): A Time Wraith with this talent can react to danger before her senses would normally allow her to do so. She cannot be caught flat?footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A Time Wraith with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

No comments.


Back to the Future (Su): The Time Wraith can spend two motes to fling herself briefly into the future to observe the results of proposed acts or decisions in her present. Since the Time Wraith is only in her future for a moment, she is not certain to receive meaningful information. The base chance for receiving meaningful information is 70% + 1% per class level. This roll is made secretly by the GM. If the ability succeeds, the Time Wraith gets one of the following four results:

Weal (if the action will probably bring good results).
Woe (for bad results)
Weal and woe (for both).
Nothing (for actions that don’t have especially good or bad results).
If the ability fails, the Time Wraith gets the “nothing” result. There is no way to tell if a “nothing” result is the consequence of an action with no particular results or a failed use of this ability. This ability can see into the future only about ten minutes per level of the Time Wraith, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long?term consequences of a contemplated action. All efforts to use this ability by the same person about the same topic use the same die result as the first use of the ability.

I'm not a fan of divination effects, but at least this isn't particularly powerful. There's also the general problem with divinations where you can't look into the future in real life. As an example, "what if we attack them right now" in an encounter that's designed to be challenging *should* give you a certain answer whether you'll win, lose, or have a mixed bag, but the DM and the other players can do a lot to make that outcome different.


Butterfly Effect (Su): As a reaction, the Time Wraith can make minor changes in her past, which creates a cascade of minor changes in the timeline to generate brief favorable circumstances for an ally in her present. The Time Wraith can spend two motes to add a bonus to one attack roll, skill check, ability check, or saving throw made by an ally within 30 feet. The roll must represent a single action that occurs entirely within a single round. (A Time Wraith could use a mote to add a bonus to an ally’s Acrobatics check to leap over a chasm, but not to his Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +2d4. This increased to +3d4 at 16th level. The Time Wraith can decide to add this bonus immediately after seeing the result of the original die roll.

You could probably shorten the wording to say that you can use the boost portion of a mote on an ally instead of copy+pasting it.


Déjà Vu (Su): By spending two motes, a Time Wraith can draw information from her future or past, allowing her to instantly gain the benefits of considerable study and reflection. She can even peer briefly into the future to see how others react to her various attempts at negotiation or subterfuge. The Time Wraith can make a single Intelligence-, Wisdom- or Charisma-based skill check with a result equal to 20 + her total skill bonus.

A Time Wraith must take steady hand before she can take déjà vu.

Retroactive (Su): By spending two motes, a Time Wraith can attempt the same physical action over and over, hopping back to her starting point each time if things don’t work out for her. The Time Wraith can make a single Strength-, Dexterity- or Constitution-based skill check with a result equal to 20 + her total skill bonus.

A Time Wraith must take steady hand before she can take retroactive.

Not bad.


Time After Time (Su): The Time Wraith gains advanced ability to manipulate time. The Time Wraith may now spend motes twice per round, if she wishes.


No.
Not while motes primary function is action economy abuse.


Time Bandit (Su): The Time Wraith’s access to motes increases. The Time Wraith can spend an additional number of motes per day equal to her Charisma bonus. This talent may be taken more than once, adding the same number of additional motes per day each time it is selected.

You can only take this at tenth or later, when you've got a pool of 30 motes. Adding in your charisma bonus is both not too useful since 30 motes should last all day (besides continual out of combat healing or a lot of combat, or I guess Time after Time but I'm assuming that gets removed), and just not that much; you're dealing with maybe 8 more uses at 10th, which isn't terrible but you shouldn't need those.


Time to Kill (Su): The Time Wraith spends two motes to set up a perfect weapon blow. The next attack the Time Wraith makes before the end of her next turn gains sneak attack dice equal to one-third the Time Wraith’s level. The Time Wraith does not need to be flanking a target or have the target be denied its Dexterity bonus to AC to use these sneak attack dice, but creatures immune to sneak attacks still suffer no extra damage from this attack.

What type of dice are they? It should probably specify D6s. Otherwise, eeeeeeeeeeeeeeeeeeeeeeh. It's kind of like a better, but still not amazing, version of your already existant damaging boost.


Time Runner (Su): The Time Wraith can move briefly through time, taking an action that does not exist in the normal sequence of reality. The Time Wraith spends two motes to gain an additional move action. The Time Wraith does not set off traps during this move action (though she may cause them to be triggered if, at the end of her run, the proper triggering situation still exists). She does not provoke attacks of opportunity during this move action, nor may other characters make Perception checks to notice the Time Wraith during this move action. After the move action time catches up to the Time Wraith, allowing triggered traps to go off and other creatures to immediately notice the Time Wraith where she now stands.

See, you're assuming move actions are used purely for movement. With all the wording specified by this, you may as well just make this a short ranged teleport, since that's what it is, and that doesn't give them a free move action to do other, more powerful, things.



Aevum:

At 5th level, the Time Wraith gains the ability to control aevum—distinct moments of important time, stolen from the future and used to power the Time Wraith’s abilities. Unlike a mote, which is a very minor split second of time, an aevum is a more noteworthy moment, a crucial instance when something important happened. While a Time Wraith has a ready supply of motes to spend on minor effects, aevum represent more major manipulations of time and are thereby a rarer commodity.

When first gained, the Time Wraith must select a single power from the list below, and has a single aevum per day to spend. She gains additional aevum powers at 9th, 13th, and 17th level, and also increases her daily aevum pool by +1 at each of the levels. Spending an aevum is a standard action unless the ability description says otherwise.

Bolt Time (Su): By spending an aevum, the Time Wraith can accelerate her movements to a speed that allows her to easily see and react to the movement of a crossbow bolt or other projectile as it flies toward a target. The Time Wraith remains in bolt time for one round per class level. This ability counts as a haste effect. While in bolt time, the Time Wraith gains the following benefits:

When making a full attack action, the Time Wraith may make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by haste or a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
The Time Wraith gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
All of the Time Wraith’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice her normal speed using that form of movement. This increase counts as an enhancement bonus and it affects the Time Wraith’s jumping distance as normal for increased speed.
Each round, the Time Wraith may automatically dodge the first ranged attack she is aware of that would otherwise strike her.

Props for the bullet time reference, though the wording at the beginning is a bit confusing. However, I'd just say "You are under the effects of haste, but get to dodge one attack a round." That also prevents you from, y'know, casting Haste on yourself and getting (mostly) double the bonus.


Entropy (Su): The Time Wraith can force a target to suddenly feel the effects of aging, which damages and weakens it. She spends an aevum and makes a ranged touch attack as a standard action against any target she can see within 100 ft. + 10 ft./Time Wraith level*. If she hits the target, it takes 1d8 points of damage per class level of the Time Wraith (to a maximum of 15d8). This damage bypasses hardness and DR.

This is just very, very weak.


Personal Time (Su): The Time Wraith can take risky actions and, if things go badly, simply reverse her personal timeline to before she made the effort. At the beginning of her turn, the Time Wraith spends an aevum as a free action. She then takes one normal round of actions, with all results noted temporarily. After her round of activity, before the next creature’s turn begins, the Time Wraith must decide if she is going to keep the round of activity she just took, or rewind herself.

If she keeps the round of activity, any changes made to any character during her turn become permanent. If she decides to reverse her timeline, she goes back to the moment she spent the aevum, and all changes that occurred during her round are erased from all creatures and items. The Time Wraith is left with a standard action, but is considered to have spent an aevum and made use of her move action already. No one but the Time Wraith remembers actions that took place during a round of time she reverses, and only divination spells of 6th level or higher can reveal such events. If a Time Wraith is killed or knocked unconscious during a round of personal time, she automatically reverses back to the beginning of her turn.

This is both a lot of work to deal with and incredibly powerful. Like, combat in D&D already tends to get bogged down at higher levels; getting to "reset" an entire round as a free action (even if it is a pre-emptive one) is absurd. You already have a way to force actions (with Time Cross); just combine the two and make Time Cross something you can activate on reaction to trigger a reroll.


Shatter Time (Su): The Time Wraith can break up the bigger, more important moments of stolen time under her control into smaller, more easily manipulated pieces. By spending an aevum, the Time Wraith can recharge her daily uses of motes. She regains a number of motes of time equal to 1d4 + her Charisma modifier. This cannot increase the number of motes available to above her daily mote total.

This isn't particularly strong given the fact you have an absurd amount of motes and very limited aevum.


Temporal Stasis (Sp): Once per day, the Time Wraith can spend an aevum to attempt to inflict temporal stasis (as the spell of the same name) on one touched creature. The Time Wraith uses her class level as her caster level for this ability. If the Time Wraith’s initial touch attack fails, she can attempt this again as a standard action until she succeeds or six rounds pass. Once she successfully touches a target she loses the ability to try again, even if the target makes its Fortitude save.

A Time Wraith must be at least 17th level to select this aevum ability

Pretty useful.


Time Cross (Su): The Time Wraith can focus her timeline-stealing powers on a target, and steal from it a moment of success. She spends an aevum to make a ranged touch attack against any target she can see within 100 ft. + 10 ft./Time Wraith level. If the Time Wraith misses with this ranged attack she can try again (with each new attempt being its own standard action) for up to one minute per level. Once a target is hit, as an immediate reaction, the Time Wraith can force the target to re-roll a single attack roll, damage roll, skill check, or saving throw she is aware of that occurs while the time cross is active (a time period equal to one minute per Time Wraith level). The target must take the result of the second roll. After the target re-rolls once, the ability is discharged regardless of the outcome of the re-roll.

Almost strictly weaker than Personal Time, but still pretty powerful.


Time Stop (Sp): Once per day, the Time Wraith can spend an aevum to create a time stop effect (as the spell of the same name) on herself. A Time Wraith must be at least 17th level to select this aevum ability.

A lot less useful on you than on a mage (since you have much less self buffing and delayed fireball capability), but still very good and maybe too much.




Time Killer

The ultimate expression of the Time Wraith’s power is the ability to eliminate time and age from her personal time line. The Time Wraith no longer ages physically, preventing her from dying of age or suffering any reduction to her ability scores due to age. If she is older than middle age for her race she reverts to a physical form at the prime of her health, gaining back any Strength, Dexterity, or Constitution lost due to aging. She is now immune to age effects.

Additionally, the Time Wraith’s daily pool of aevum increases by an amount equal to her Charisma bonus, and can spending aevum now counts as a move action (unless a power specifies otherwise). The Time Wraith can spend a maximum of two aevum in a single round.

This probably makes a lot of Aevum far more powerful. At the very least it's a good capstone, since it should more than double your Aevum pool, but I think the action economy abuse is getting a bit much here.

Overall: Way too much action economy abuse since you've already got the pretty good chassis of an initiator; remember that the actual class features of most of the other martial adepts are generally nice but relatively minor, whereas yours could almost work as a class without any initiating ability whatsoever.

Cipher Stars
2013-01-02, 08:52 AM
Chassis: A powerful initiator chassis with some abilities on top. Probably could stand to be weakened.



The bonus to rolls isn't bad, if minor. The free swift action should be axed, no questions about it, especially since this class is a full initiator and so you're easily grabbing double boosts each round. The surprise round feature doesn't work as written and needs to be clarified. You can't take free actions when it isn't your turn, so you can't burn a mote of time during a surprise round you wouldn't act in.



Why is the damage roll at third level but the attack roll at first level? The attack roll is the stronger ability, and I cannot think of any situation where the damage boost from mote would ever be relevant.



The d6 round reduction is just... odd. Almost any condition is either so short this is just automatic removal, or so long (minutes) this ability has almost no use on them in combat. Honestly, I'd make it 1 round/2 rounds, since removing status conditions as a free action is already very powerful (see Iron Heart Surge).



Less powerful than the free swift action you give them, but still probably too powerful. Action economy manipulation is a powerful thing.



See above.



This is really weird, since you only have a couple inefficient damaging mote uses and a singular incredibly inefficient damaging Aevum. You basically can't recover in combat except by "wasting" a free swift action to get ~8 additional damage on an attack. You've also got enough maneuvers readied by about 10th level that recovery isn't really super necessary, but it's just an odd mechanic.



No comments.



Worthless in combat, probably a significant amount of healing out of combat or full healing out of combat since you get so many motes, but it depends a lot on your level and the amount of encounters you're facing. By 10+ you're able to use this with near impunity for out of combat healing. Whether or not that is bad is your call.



Not bad.



The duration scaling seems pointless; 5 minutes is far too long for it to run out in combat, but even 100 minutes at level 20 isn't enough for any use after the combat (though how often are you really going to full attack a guy and not get one or the other of you killed within a few rounds?) but besides that it's not bad.



Eh. Probably really good at second level but not amazing past that, especially since you can probably just use your mote for better boosts on hit.



No comments.



I'm not a fan of divination effects, but at least this isn't particularly powerful. There's also the general problem with divinations where you can't look into the future in real life. As an example, "what if we attack them right now" in an encounter that's designed to be challenging *should* give you a certain answer whether you'll win, lose, or have a mixed bag, but the DM and the other players can do a lot to make that outcome different.



You could probably shorten the wording to say that you can use the boost portion of a mote on an ally instead of copy+pasting it.



Not bad.



No.
Not while motes primary function is action economy abuse.



You can only take this at tenth or later, when you've got a pool of 30 motes. Adding in your charisma bonus is both not too useful since 30 motes should last all day (besides continual out of combat healing or a lot of combat, or I guess Time after Time but I'm assuming that gets removed), and just not that much; you're dealing with maybe 8 more uses at 10th, which isn't terrible but you shouldn't need those.



What type of dice are they? It should probably specify D6s. Otherwise, eeeeeeeeeeeeeeeeeeeeeeh. It's kind of like a better, but still not amazing, version of your already existant damaging boost.



See, you're assuming move actions are used purely for movement. With all the wording specified by this, you may as well just make this a short ranged teleport, since that's what it is, and that doesn't give them a free move action to do other, more powerful, things.




Props for the bullet time reference, though the wording at the beginning is a bit confusing. However, I'd just say "You are under the effects of haste, but get to dodge one attack a round." That also prevents you from, y'know, casting Haste on yourself and getting (mostly) double the bonus.



This is just very, very weak.



This is both a lot of work to deal with and incredibly powerful. Like, combat in D&D already tends to get bogged down at higher levels; getting to "reset" an entire round as a free action (even if it is a pre-emptive one) is absurd. You already have a way to force actions (with Time Cross); just combine the two and make Time Cross something you can activate on reaction to trigger a reroll.



This isn't particularly strong given the fact you have an absurd amount of motes and very limited aevum.



Pretty useful.



Almost strictly weaker than Personal Time, but still pretty powerful.



A lot less useful on you than on a mage (since you have much less self buffing and delayed fireball capability), but still very good and maybe too much.





This probably makes a lot of Aevum far more powerful. At the very least it's a good capstone, since it should more than double your Aevum pool, but I think the action economy abuse is getting a bit much here.

Overall: Way too much action economy abuse since you've already got the pretty good chassis of an initiator; remember that the actual class features of most of the other martial adepts are generally nice but relatively minor, whereas yours could almost work as a class without any initiating ability whatsoever.


Most your problems seem to stem from the class it was taken from, the Time Thief.

Overall though I kind of feel like what you've said sort of justifies it. It sounds about right where I wanted it, though perhaps a little iffy with the action economy as you say. However that seems to be quite a major focus of the time thief and I'm not sure it would be the same if I were to touch that, in addition to me not wanting to really mess with it beyond replacing Time Thief with Time Wraith, since I'm essentially just borrowing from other's creations with this class. It just seems like it would be distasteful to modify them, would it not?

I'm sure I'd love to go through and empower all the abilities you said were weak, but for the same reasons as above I just don't feel entirely nice about doing so.

As for the recovery mechanic that's somewhat of a limiting factor to even it out a little.

PEACH
2013-01-02, 06:47 PM
The whole point of homebrew is to take a bunch of stuff and make it your own. If it was distasteful to modify things to not be broken one way or the other, we wouldn't have roughly a fifth of the topics on the front page at any given time being fixes for current classes.

Also, personal opinion, anything you can do to change Pathfinder will probably improve it. Pathfinder really isn't a bastion of good balance; it just shifts the issues around a little bit.

Cipher Stars
2013-01-02, 07:01 PM
The whole point of homebrew is to take a bunch of stuff and make it your own. If it was distasteful to modify things to not be broken one way or the other, we wouldn't have roughly a fifth of the topics on the front page at any given time being fixes for current classes.

Also, personal opinion, anything you can do to change Pathfinder will probably improve it. Pathfinder really isn't a bastion of good balance; it just shifts the issues around a little bit.

Very true I'm sure, I've just never blatantly copied everything from other sources and threw them together before. Not that I think so anyway...

Alright, I'll edit it then sooner or later, perhaps by tomorrow. I feel busy and stressed today as of about an hour ago.

Edit:
And they're edited.



Edit:
That was to say the work I did previously was outright copied with the intention of slight tweaking and adding levels so I was hesitant to change it too much.