kanachi
2007-01-04, 04:41 AM
Decelerator
A Decelerator searches out those who claim superior agility in battle seeking to pit her own unique form of mobility against them. A Decelerator truly believes that no matter how fast your feet are they can never outrun the hands of time, they therefore see the only logical answer - to force back the hands themselves.
A Decelerator literally sees the infinite strands of time around her. She sees every action, object and creature tied to a cord which in turn flows within the constantly evolving web of time itself. All entities flow through these cords, each acting out their part within a secret design crafted by the gods themselves before which there literally was no time. This lattice is known simply as the eternal way.
The powers of the eternal way are forbidden to all mortals, it is a divine tool use kept by the gods predating all but themselves. Fortunately the eternal way has become so hopelessly complex that even the divines themselves are no longer able to monitor its use entirely and though its use is prohibited its manipulation, if subtly, can proceed both unnoticed and unpunished.
The simplest way in which one can manipulate the eternal way is to project psionic energy into a strand, this then in turn makes the strand impure and slows the rate at which entities move along it. A skilled Decelorater has mastered this technique and can manipulate the strands of the eternal way as easily as a puppeteer commands her marionette. Decelerator’s refer to their knowledge (or art as many choose to refer to it) as temporal mobility.
Upon discovering the eternal way and the possibilities it presents most Decelerators choose a life of travel, where they can observe the different strands that those around them follow. A good Decelerator may do so to assist others as best as possible, while and Evil decelerator likely seeks to manipulate an plunder what power they can through they craft.
When in combat ensues most Decelerators choose to operate either within or close to the battle itself, often wielding their weapons and psionic powers in unison. However, while a Decelerator’s combat prowess and psionic ability are both considerable they always regard the secrets of the eternal way as the true path to mastery.
Decelerators are tirelessly secretive of their knowledge and would hardly ever even discuss the existence of the eternal way, fearing that their words may draw a god’s attention and with it their wrath. Those who tampering with the eternal way to liberally (or who are just plain unlucky) are eventually discovered by the divine beings, at which time there are either simply smashed or forced to serve them in penance for their arrogance.
Ultimately while a mage may dabble with time (through use of spells such as stop time) only those who know of the eternal way truly understand the mechanics through which time functions. Such knowledge can drive one to insane and even those who retain a sense of understanding doubtlessly find themselves profoundly changed, attaining a perspective upon existence that few others could even attempt to understand (not that they would speak openly about such things).
Becoming a Decelerator
Fear of the divine wrath they may bring upon themselves if they are ever discovered interfering with the eternal way has coursed Decelerators to remain hidden even from each other, indeed they are often so rare and so unheard of that most consider themselves and their knowledge entirely unique. Few if an Decelerators ever teach their secrets and certainly don’t ever talk about the eternal way to those who don’t already know of its existence.
Most Decelerators simply discover the eternal way by accident, most likely through some accident involving the distortion of time. It is however possible to uncover the existence of the eternal way through research, though even a great scholar could search all their life and never even hear of the eternal way, let alone understand its workings.
Requirements
Alignment: any non-lawful
Class: Characters who follow any non-chaotic religion strongly (such as lawful Clerics and Paladins) can’t become Decelerators, such characters are in fact disgusted by the arrogance the Decelerator shows in tampering with the eternal way so liberally. It is after all a tool of the devine beings, not a plaything for use by mortals.
Base attack bonus: +3
Skills: Concentration 8 ranks
Feats: Spring attack
Psionics: Able to manifest 1st-level psionic powers
Special: In order to become an Decelerator a character must be involved in some form or temporal accident, or somehow made aware of the existence of the eternal way.
The Decelerator
Hit dice: d6
Skills: 4 + intelligence modifier
Class skills: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge [psionics] (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
The Decelerator
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Psionics
1st|+0|+0|+0|+2|Aura of deceleration,Temporal mobility (+1)|+1 level of existing Manifesting class
2nd|+1|+0|+0|+3|Mobility Anchor|+1 level of existing Manifesting class
3rd|+2|+1|+1|+3|Diversionary tactics|+1 level of existing Manifesting class
4th|+3|+1|+1|+4|Decelerate tumble,[br]Temporal mobility (+2)|+1 level of existing Manifesting class
5th|+3|+1|+1|+4|Halt (once per day)|+1 level of existing Manifesting class
6th|+4|+2|+2|+5|Improved aura of deceleration|+1 level of existing Manifesting class
7th|+5|+2|+2|+5|Slow projectile|+1 level of existing Manifesting class
8th|+6|+2|+2|+6|Temporal paralysis,[br]Temporal mobility (+3)|+1 level of existing Manifesting class
9th|+6|+3|+3|+6|Halt (twice per day)|+1 level of existing Manifesting class
10th|+7|+3|+3|+7|Temporal Acceleration|+1 level of existing Manifesting class [/table]
[B]Weapon and Armour Proficiencies
all simple and martial weapons as well as light armour but not shields. Decelerators also gain exotic weapon proficiencies for the hand crossbow and light repeating crossbow.
[B]Aura of Deceleration
A Decelerator simply lacks the divine power necessary to try to view or manipulate the eternal way over a great distance, so instead must content herself by operating the stands closest to them. At will a Decelerator may alter the cords within the eternal way which are attached to specific individuals within a range known as the aura of deceleration.
At the decelerators option she may half the movement speed of chosen individuals moving within 10 feet of her location. A Decelerator may selectively choose who within her aura she hinders in this manor, often allowing her allies to move freely while slowing her enemies.
This penalty to movement affects all types of standard movement, including both airborne and aquatic travel. It does not however hinder instantaneous modes of travel, such as teleportation or inter-dimensional travel.
Temporal mobility
Continually monitoring the strands of the eternal way places a great strain upon the Decelerator’s body, forcing her to sacrifice some of her natural resilience and swiftness. What remains of these abilities is represented by periodic bonuses applied directly to her saving throws. At 1st level a Decelerator gains a +1 competency bonus to both her fortitude and reflex saves, this bonus then increases to +2 at 4th level and +3 at 8th level.
Mobility Anchor
Starting at 2nd level the Decelerator may use the injuries she inflicts upon her adversaries to psionically bind their bodies into a set location. To the untrained eye this power appears to be some form of unusual mind control, however in reality the decelerator is psionically tieing two strands within the eternal way together to create a kind of temporal-knot. The victim’s body is literally anchored by time into its location, even those of great strength flounder when dragging themselves from the clutches of time itself.
If the Decelerator successfully injures her target with a melee attack she may require them to pass a strength check in order to move from the location they were injured. The strength check has a DC equal to 10 + the Decelerators level + Decelerators intelligence modifier. For every 5 points the target beat the DC by they may move an additional 5 feet up to the maximum they would normally be allowed. The mobility anchor lasts until the end of the decelerators next turn.
Diversionary Tactics
At 3rd level the Decelerator’s ability to disrupt the natural agility of those around them becomes feared indeed. Upon injuring a target the Decelerator is able to psionically chime the many strands of the eternal way which are joined to the target. A chimed strand projects itself upon its owner showing them confusing flashes of different moments in time that confound and confuse. An individual affected in this way is unable to maintain the high levels of awareness needed to avoid unexpected attacks.
A target injured by a Decelerator in melee combat may not use their evasion, improved evasion or uncanny dodge abilities until the end of the Decelerator’s next turn.
Decelerate Tumble
At 4th level the aura which surrounds the Decelerator grows stronger, greatly hindering the ability of those who wish to tumble through her threatened area. Any tumble attempts made within a decelerators threatened area suffer a -20 penalty.
A Decelerator may suppress this ability at will, allowing only those she desires to tumble without penalty.
Halt
Upon reaching 5th level a Decelerator can create a form of temporal bottleneck within the strands of the eternal way which are linked to those individuals either entering or moving within her aura of deceleration. This in effect freezes the target momentarily in time, disrupting both their actions and movement.
Once per day as an immediate action the Decelerator may select a single individual who moves either within or into her aura of deceleration. This target is then instantly frozen in time and unable to take any further action. The time disruption the target endures is very brief, lasting only until the end of their turn, after which time they may act normally (by make attacks of opportunity, evade fireballs and so on) once again.
Only a form of action that physically moves the character 5 or more feet either into or within the Decelerator’s aura of deceleration will trigger this ability. Forms of travel such as teleportation of inter-dimensional travel can not trigger the ability regardless of how far they have travelled.
Later at 9th level the Decelerator may use this ability twice per day.
Improved aura of deceleration
At 6th level a Decelerators aura of deceleration improves dramatically as her ability to manipulate the eternal way becomes noticeably more refined.
All those the Decelerator chooses to reduce the speed of (see above) also suffer a -4 penalty to all dexterity based skills and a -2 penalty to all reflex saves. In addition both the targets attack rolls and damage rolls suffer a -2 penalty. Finally all her targets suffer a -2 penalty to any dexterity or dodge bonus they may have to their AC.
Slow Projectile
At 7th level a Decelerator can momentarily slow the speed at which incoming projectiles travels through subtle manipulation of their strands within the eternal way. This allows her a fractionally longer time period to react to and hopefully evade such threats.
The Decelerator gains a +2 dodge bonus to both her AC and all reflex saves made against projectiles which travel further than 10 feet before reaching her. This ability provides protection against any projectile even those created through magic, psionic or supernatural abilities.
Even though a spell such as a fireball has an area or affect beyond the Decelerator alone it still counts as a projectile. Rays and weapons or spells which remain constantly in contact with their wielder (such as a whip) do not count as projectiles, however a weapon which would ordinarily be classified as a projectile remains a projectile even if tied to a cord or similar substance (thus an arrow with a rope attached to it is still a projectile).
This ability does not protect a Decelerator against a number of projectiles fired both simultaneously and directly at her in a quantity exceeding half her Decelerator class level. For example an 18th level ranger using the many shot feat may fire 4 arrows simultaneously at a 7th level Decelerator who’s Slow projectile ability would be ineffective (as a 7th level Decelerator may only slow 3 simultaneous projectiles), its also important to note that if the ranger were to use the rapid shot feat it would not bypass this ability as rapid shot still relies on firing shots in sequence rather than in unison.
Temporal Paralysis
A Decelerator who successfully uses her mobility anchor ability upon her target may attempt to paralyse her adversary altogether. The subject must pass a will save with a DC equal to 10 + the Decelerators level + Decelerators intelligence modifier or become paralysed until the end of the Decelerators next turn.
Unlike traditional paralysis affects temporal paralysis also causes the target to defy gravity, as though weightless upon the spot it was frozen, a flying creature will therefore not fall (even if it was already falling) and a creature within water will not sink (or rise). The creature weight is considered to be reduced by a factor of 10 and its size category is reduced by 1 for any checks made in an attempt to move it.
Any power or ability that counters the effects of a hold spell can be used upon a victim of temporal paralysis in order to remove its affects.
A Decelerator may use temporal paralysis a number of times a day equal to her intelligence modifier +1 (minimum of 1).
Temporal Acceleration
A Decelerator who attains 10th level can willing halt time itself. The Decelerator may use temporal acceleration for a number of rounds equal to her intelligence modifier (minimum of 1) per day. How the allotted number rounds of temporal acceleration are divided up is entirely up to the Decelerator. Activating this ability requires a swift action and it may be deactivated as a free action, however each usage must last for at least 1 round and may not exceed the number of remaining rounds of temporal acceleration the Decelerator posses per day.
In addition the Decelerator adds the temporal acceleration power to her list of known powers and never suffers from being shaken whenever temporal acceleration expires
A Decelerator searches out those who claim superior agility in battle seeking to pit her own unique form of mobility against them. A Decelerator truly believes that no matter how fast your feet are they can never outrun the hands of time, they therefore see the only logical answer - to force back the hands themselves.
A Decelerator literally sees the infinite strands of time around her. She sees every action, object and creature tied to a cord which in turn flows within the constantly evolving web of time itself. All entities flow through these cords, each acting out their part within a secret design crafted by the gods themselves before which there literally was no time. This lattice is known simply as the eternal way.
The powers of the eternal way are forbidden to all mortals, it is a divine tool use kept by the gods predating all but themselves. Fortunately the eternal way has become so hopelessly complex that even the divines themselves are no longer able to monitor its use entirely and though its use is prohibited its manipulation, if subtly, can proceed both unnoticed and unpunished.
The simplest way in which one can manipulate the eternal way is to project psionic energy into a strand, this then in turn makes the strand impure and slows the rate at which entities move along it. A skilled Decelorater has mastered this technique and can manipulate the strands of the eternal way as easily as a puppeteer commands her marionette. Decelerator’s refer to their knowledge (or art as many choose to refer to it) as temporal mobility.
Upon discovering the eternal way and the possibilities it presents most Decelerators choose a life of travel, where they can observe the different strands that those around them follow. A good Decelerator may do so to assist others as best as possible, while and Evil decelerator likely seeks to manipulate an plunder what power they can through they craft.
When in combat ensues most Decelerators choose to operate either within or close to the battle itself, often wielding their weapons and psionic powers in unison. However, while a Decelerator’s combat prowess and psionic ability are both considerable they always regard the secrets of the eternal way as the true path to mastery.
Decelerators are tirelessly secretive of their knowledge and would hardly ever even discuss the existence of the eternal way, fearing that their words may draw a god’s attention and with it their wrath. Those who tampering with the eternal way to liberally (or who are just plain unlucky) are eventually discovered by the divine beings, at which time there are either simply smashed or forced to serve them in penance for their arrogance.
Ultimately while a mage may dabble with time (through use of spells such as stop time) only those who know of the eternal way truly understand the mechanics through which time functions. Such knowledge can drive one to insane and even those who retain a sense of understanding doubtlessly find themselves profoundly changed, attaining a perspective upon existence that few others could even attempt to understand (not that they would speak openly about such things).
Becoming a Decelerator
Fear of the divine wrath they may bring upon themselves if they are ever discovered interfering with the eternal way has coursed Decelerators to remain hidden even from each other, indeed they are often so rare and so unheard of that most consider themselves and their knowledge entirely unique. Few if an Decelerators ever teach their secrets and certainly don’t ever talk about the eternal way to those who don’t already know of its existence.
Most Decelerators simply discover the eternal way by accident, most likely through some accident involving the distortion of time. It is however possible to uncover the existence of the eternal way through research, though even a great scholar could search all their life and never even hear of the eternal way, let alone understand its workings.
Requirements
Alignment: any non-lawful
Class: Characters who follow any non-chaotic religion strongly (such as lawful Clerics and Paladins) can’t become Decelerators, such characters are in fact disgusted by the arrogance the Decelerator shows in tampering with the eternal way so liberally. It is after all a tool of the devine beings, not a plaything for use by mortals.
Base attack bonus: +3
Skills: Concentration 8 ranks
Feats: Spring attack
Psionics: Able to manifest 1st-level psionic powers
Special: In order to become an Decelerator a character must be involved in some form or temporal accident, or somehow made aware of the existence of the eternal way.
The Decelerator
Hit dice: d6
Skills: 4 + intelligence modifier
Class skills: Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge [psionics] (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
The Decelerator
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Psionics
1st|+0|+0|+0|+2|Aura of deceleration,Temporal mobility (+1)|+1 level of existing Manifesting class
2nd|+1|+0|+0|+3|Mobility Anchor|+1 level of existing Manifesting class
3rd|+2|+1|+1|+3|Diversionary tactics|+1 level of existing Manifesting class
4th|+3|+1|+1|+4|Decelerate tumble,[br]Temporal mobility (+2)|+1 level of existing Manifesting class
5th|+3|+1|+1|+4|Halt (once per day)|+1 level of existing Manifesting class
6th|+4|+2|+2|+5|Improved aura of deceleration|+1 level of existing Manifesting class
7th|+5|+2|+2|+5|Slow projectile|+1 level of existing Manifesting class
8th|+6|+2|+2|+6|Temporal paralysis,[br]Temporal mobility (+3)|+1 level of existing Manifesting class
9th|+6|+3|+3|+6|Halt (twice per day)|+1 level of existing Manifesting class
10th|+7|+3|+3|+7|Temporal Acceleration|+1 level of existing Manifesting class [/table]
[B]Weapon and Armour Proficiencies
all simple and martial weapons as well as light armour but not shields. Decelerators also gain exotic weapon proficiencies for the hand crossbow and light repeating crossbow.
[B]Aura of Deceleration
A Decelerator simply lacks the divine power necessary to try to view or manipulate the eternal way over a great distance, so instead must content herself by operating the stands closest to them. At will a Decelerator may alter the cords within the eternal way which are attached to specific individuals within a range known as the aura of deceleration.
At the decelerators option she may half the movement speed of chosen individuals moving within 10 feet of her location. A Decelerator may selectively choose who within her aura she hinders in this manor, often allowing her allies to move freely while slowing her enemies.
This penalty to movement affects all types of standard movement, including both airborne and aquatic travel. It does not however hinder instantaneous modes of travel, such as teleportation or inter-dimensional travel.
Temporal mobility
Continually monitoring the strands of the eternal way places a great strain upon the Decelerator’s body, forcing her to sacrifice some of her natural resilience and swiftness. What remains of these abilities is represented by periodic bonuses applied directly to her saving throws. At 1st level a Decelerator gains a +1 competency bonus to both her fortitude and reflex saves, this bonus then increases to +2 at 4th level and +3 at 8th level.
Mobility Anchor
Starting at 2nd level the Decelerator may use the injuries she inflicts upon her adversaries to psionically bind their bodies into a set location. To the untrained eye this power appears to be some form of unusual mind control, however in reality the decelerator is psionically tieing two strands within the eternal way together to create a kind of temporal-knot. The victim’s body is literally anchored by time into its location, even those of great strength flounder when dragging themselves from the clutches of time itself.
If the Decelerator successfully injures her target with a melee attack she may require them to pass a strength check in order to move from the location they were injured. The strength check has a DC equal to 10 + the Decelerators level + Decelerators intelligence modifier. For every 5 points the target beat the DC by they may move an additional 5 feet up to the maximum they would normally be allowed. The mobility anchor lasts until the end of the decelerators next turn.
Diversionary Tactics
At 3rd level the Decelerator’s ability to disrupt the natural agility of those around them becomes feared indeed. Upon injuring a target the Decelerator is able to psionically chime the many strands of the eternal way which are joined to the target. A chimed strand projects itself upon its owner showing them confusing flashes of different moments in time that confound and confuse. An individual affected in this way is unable to maintain the high levels of awareness needed to avoid unexpected attacks.
A target injured by a Decelerator in melee combat may not use their evasion, improved evasion or uncanny dodge abilities until the end of the Decelerator’s next turn.
Decelerate Tumble
At 4th level the aura which surrounds the Decelerator grows stronger, greatly hindering the ability of those who wish to tumble through her threatened area. Any tumble attempts made within a decelerators threatened area suffer a -20 penalty.
A Decelerator may suppress this ability at will, allowing only those she desires to tumble without penalty.
Halt
Upon reaching 5th level a Decelerator can create a form of temporal bottleneck within the strands of the eternal way which are linked to those individuals either entering or moving within her aura of deceleration. This in effect freezes the target momentarily in time, disrupting both their actions and movement.
Once per day as an immediate action the Decelerator may select a single individual who moves either within or into her aura of deceleration. This target is then instantly frozen in time and unable to take any further action. The time disruption the target endures is very brief, lasting only until the end of their turn, after which time they may act normally (by make attacks of opportunity, evade fireballs and so on) once again.
Only a form of action that physically moves the character 5 or more feet either into or within the Decelerator’s aura of deceleration will trigger this ability. Forms of travel such as teleportation of inter-dimensional travel can not trigger the ability regardless of how far they have travelled.
Later at 9th level the Decelerator may use this ability twice per day.
Improved aura of deceleration
At 6th level a Decelerators aura of deceleration improves dramatically as her ability to manipulate the eternal way becomes noticeably more refined.
All those the Decelerator chooses to reduce the speed of (see above) also suffer a -4 penalty to all dexterity based skills and a -2 penalty to all reflex saves. In addition both the targets attack rolls and damage rolls suffer a -2 penalty. Finally all her targets suffer a -2 penalty to any dexterity or dodge bonus they may have to their AC.
Slow Projectile
At 7th level a Decelerator can momentarily slow the speed at which incoming projectiles travels through subtle manipulation of their strands within the eternal way. This allows her a fractionally longer time period to react to and hopefully evade such threats.
The Decelerator gains a +2 dodge bonus to both her AC and all reflex saves made against projectiles which travel further than 10 feet before reaching her. This ability provides protection against any projectile even those created through magic, psionic or supernatural abilities.
Even though a spell such as a fireball has an area or affect beyond the Decelerator alone it still counts as a projectile. Rays and weapons or spells which remain constantly in contact with their wielder (such as a whip) do not count as projectiles, however a weapon which would ordinarily be classified as a projectile remains a projectile even if tied to a cord or similar substance (thus an arrow with a rope attached to it is still a projectile).
This ability does not protect a Decelerator against a number of projectiles fired both simultaneously and directly at her in a quantity exceeding half her Decelerator class level. For example an 18th level ranger using the many shot feat may fire 4 arrows simultaneously at a 7th level Decelerator who’s Slow projectile ability would be ineffective (as a 7th level Decelerator may only slow 3 simultaneous projectiles), its also important to note that if the ranger were to use the rapid shot feat it would not bypass this ability as rapid shot still relies on firing shots in sequence rather than in unison.
Temporal Paralysis
A Decelerator who successfully uses her mobility anchor ability upon her target may attempt to paralyse her adversary altogether. The subject must pass a will save with a DC equal to 10 + the Decelerators level + Decelerators intelligence modifier or become paralysed until the end of the Decelerators next turn.
Unlike traditional paralysis affects temporal paralysis also causes the target to defy gravity, as though weightless upon the spot it was frozen, a flying creature will therefore not fall (even if it was already falling) and a creature within water will not sink (or rise). The creature weight is considered to be reduced by a factor of 10 and its size category is reduced by 1 for any checks made in an attempt to move it.
Any power or ability that counters the effects of a hold spell can be used upon a victim of temporal paralysis in order to remove its affects.
A Decelerator may use temporal paralysis a number of times a day equal to her intelligence modifier +1 (minimum of 1).
Temporal Acceleration
A Decelerator who attains 10th level can willing halt time itself. The Decelerator may use temporal acceleration for a number of rounds equal to her intelligence modifier (minimum of 1) per day. How the allotted number rounds of temporal acceleration are divided up is entirely up to the Decelerator. Activating this ability requires a swift action and it may be deactivated as a free action, however each usage must last for at least 1 round and may not exceed the number of remaining rounds of temporal acceleration the Decelerator posses per day.
In addition the Decelerator adds the temporal acceleration power to her list of known powers and never suffers from being shaken whenever temporal acceleration expires