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View Full Version : Contest Base Class Contest XXXXVII: Time Is On Our Side (Yes It Is)



Alabenson
2019-04-12, 12:34 PM
Time Is On Our Side (Yes It Is)

Welcome to Base Class Contest number forty seven! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to... uh, brag that you won this contest!


1. You will be creating an original base class based around a theme of time; anything is possible, from a time-traveling warrior to a time stealing thief to a spellcaster that manipulates time itself, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 10:00 PM Eastern Standard Time (New York/Miami) on May 24th 31st, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Anyone can participate. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?527915-Base-Class-Contest-Chat-Thread-V-I-Scored-at-the-Top-of-My-Base-Class). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest there, but entries (and nothing else) belong in this challenge thread.

May your swords stay sharp, may the odds be ever in your favor, and may all of your die rolls be high...

Gentlemen, start your brewing!

Alabenson
2019-04-12, 12:36 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Classes----------------------------------------



Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Class----------------------------------------


Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Alabenson
2019-04-12, 12:37 PM
The Zeitmeister

Time. Perhaps the most potent and least understood concept of the multiverse, countless have tried and failed to master it's elusive power. Among those who have come closest are the zeitmeisters, enigmatic individuals who have (or at least claim) to have mastered the art of perceiving and manipulating the timestream. Whatever the truth of this claim, none can deny that these self-styled masters of time are able to bend the very fabric of time itself in ways few others could ever even hope to dream of.

Adventures: Zeitmeisters frequently view adventuring as a means to an end, whether to gain access to dangerous ruins with ties to the past that the zeitmeister wishes to exploit, to avert some disaster coming in the future, or just as a way to further their own personal power.

Characteristics: Zeitmeisters have the ability to warp the timestream in a number of ways, pulling magical energy from the recent past forward and wielding it for themselves and pulling fragments of time from the future back to utilize in the present. Furthermore, even the most novice zeitmeister can use their 4th dimensional senses to great affect in combat, reacting to their opponent's movements before they occur. Finally, zeitmeisters are able to slip in-between moments of time to move from one point to another seemingly instantly.

Alignment: The study of time tends to favor a dispassionate outlook, and as such most zeitmeisters have at least one neutral component in their alignment. That said, individuals of any alignment could potentially learn the secrets to the zeitmeister's abilities.

Religion: Zeitmeisters as a rule aren't known for being particularly religious, rarely paying more than lip service to any particular deity. A rare few, however, choose to dedicate themselves to deities of time and can be especially zealous in their devotion.

Background: Zeitmeisters are almost always trained in a master-apprentice relationship, with elder zeitmeisters seeking out youths who they have foreseen as having the potential to master the craft. This tends to hold true even when zeitmeisters form their own organizations, as individual zeitmeisters will each have their own specific views as to how the training should take place.

Races: Unsurprisingly, humans make up the majority of zeitmeisters, their short lifespans driving them to focus on time much more than the longer lived races. After humans, halfings are the next most common race, seeing the zeitmeister's abilities as an invaluable set of tools. Finally, a surprising number of half-orcs will seek out the power of the zeitmeisters, often taking full advantage of the combat potential that the path offers.

Other Classes: Zeitmeisters tend to work well with spellcasters, who find that the zeitmeister's abilities complement their own nicely. Rogues and other stealthy classes, meanwhile, frequently distrust zeitmeisters due to a combination the zeitmeister's secretive nature and a sense of competitiveness as they often fill similar roles in a party.

Role: In combat, zeitmeisters tend to rely on their abilities to keep one step ahead of their opponents, using their precognitive abilities to grant them an edge in melee and their ability to pull magical energy from the past to supplement their spellcasting allies. Outside of combat, zeitmeisters are terrifyingly effective at scouting and infiltration, able to slip by threats by stepping in-between moments in time.

GAME RULE INFORMATION
Zeitmeisters have the following game statistics
Abilities: Wisdom is extremely useful to zeitmeisters as it is connected to many of their key class abilities. Dexterity is quite useful as well as zeitmeisters are proficient with only light armor, and several of their class skills are tied to Intelligence.
Alignment: Zeitmeisters can be of any alignment.
Hit Die: D6
Starting Age: As cleric
Starting Gold: As barbarian

Class Skills:
Balance, Bluff, Climb, Craft, Decipher Script, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (history), Knowledge (the planes), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft, Spot, Swim, Tumble
Skill Points at 1st level: (6 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 6 + Intelligence Modifier



LevelBABFortRefWillSpecial



1st+0+0+2+2 Combat Precognition 3/day, Prescient Defense



2nd+1+0+3+3 Tempus Ambulat, Uncanny Dodge



3rd+2+1+3+3 Spell Echo (1st)


4th+3+1+4+4 Borrowed Time (move action)



5th+3+1+4+4 Combat Precognition 4/day, Spell Echo (2nd)



6th+4+2+5+5 Spell Echo (+1/day)


7th+5+2+5+5 Improved Uncanny Dodge, Spell Echo (3rd)



8th+6+2+6+6 Tempus Incarcerat


9th+6+3+6+6 Combat Precognition 5/day, Spell Echo (4th, +1/day)



10th+7+3+7+7 Borrowed Time (standard action)


11th+8+3+7+7 Spell Echo (5th)



12th+9+4+8+8 Spell Echo (+1/day)



13th+9+4+8+8 Combat Precognition 6/day, Spell Echo (6th)


14th+10+4+9+9 Tempus Fugit


15th+11+5+9+9 Spell Echo (7th, +1/day)


16th+12+5+10+10 Borrowed Time (full round action)


17th+12+5+10+10 Combat Precognition 7/day, Spell Echo (8th)


18th+13+6+11+11 Spell Echo (+1/day)


19th+14+6+11+11 Spell Echo (9th)


20th+15+6+12+12 Temporal Schism



Weapon and Armor Proficiencies: Zeitmeisters are proficient with all simple weapons as well as any four martial weapons of their choice. A zeitmeister is proficient with light armor, but not shields.

Combat Precognition (Su): As a swift action, a zeitmeister can focus their senses to look slightly ahead into the timestream, allowing them to strike at their opponents with more lethal precision, gaining an insight bonus to their attack and weapon damage rolls equal to their Wisdom modifier for a number of rounds equal to 3 + their Wisdom modifier.
At 1st level the zeitmeister can use this ability up to three times per day. At 5th level and every four levels after (9th, 13th, and 17th) the zeitmeister gains the ability to use this ability an additional time per day.

Prescient Defense (Su): A zeitmeister can add their Wisdom modifier as an insight bonus to their Armor Class. This bonus to AC applies even against touch attacks or when the ascetic is flat-footed, however he loses these bonuses when he is immobilized or helpless. Furthermore, the maximum amount of Wisdom bonus that the zeitmeister can apply to their AC is limited by their armor's maximum Dexterity bonus limit, so a zeitmeiter wearing a chain shirt could apply no more than +4 to their AC from their Wisdom, even if their Wisdom bonus were higher.

Tempus Ambulat (Su): Beginning at 2nd level, a zeitmeister gains the ability to slip between moments in time as a swift action, allowing the zeitmeister to move freely while other creatures appear to be frozen.
Normal and magical fire, cold, gas, and the like can still harm the zeitmeister while they are under the effect of their tempus ambulat ability. While this ability is in effect, other creatures are invulnerable to the zeitmeister's attacks and spells, as are items held, carried or worn by other creatures, though the zeitmeister can affect any item that is not in another creature's possession. The zeitmeister is undetectable while they are under the effect of tempus ambulat, and cannot enter an area protected by an antimagic field while under its effects.
Maintaining the tempus ambulat effect is taxing, and as such the zeitmeister may only take a single move action each round while they are under its effect. Furthermore, while under the effects of their tempus ambulat effect the zeitmeister cannot use any spells or spell-like abilities, use any spell completion or spell trigger items, or use their borrowed time or tempus incarcerat abilities.
The zeitmeister may use this ability a number of times per day equal to their class level, and each use may last for a maximum number of rounds equal to their Wisdom modifier.

Uncanny Ddoge (Ex): Starting at 2nd level, a zeitmeister 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 zeitmeister already had uncanny dodge from a different class (a zeitmeister with at least two levels of barbarian, for example), he automatically gains improved uncanny dodge (see below) instead.

Spell Echo (Sp): At 3rd level, a zeitmeister gains the ability to reach back into the timestream and pull forward recently expended magical energy, wielding it for himself. As a standard action, the zeitmeister can recast a spell that has been cast within 30 feet within a number of rounds equal to the zeitmeister's class level. The caster level for spells recast through the spell echo ability is the lesser of either the original caster level or the zeitmeister's class level. If the spell offers a saving throw, then the DC is equal to 10 + the spell level + the zeitmiester's Wisdom modifier. Any choices regarding the effects of the the echoed spell are made by the zeitmeister at the time they use the ability. The zeitmeister cannot use their spell echo ability to recast spells with a casting time of more than 1 full round, and using the ability takes at least a standard action even if the spell would have a shorter casting time (such as a Quickened spell).
If the zeitmeister had not seen the spell to be recast being cast originally then they must succeed at a Spellcraft check to identify the spell first (DC 25 + the level of the spell to be identified).
Initially, the zeitmeister can only use their spell echo ability to recast spells of 1st level or lower. As the zeitmeister gains class levels they develop the ability to recast progressively higher level spells.
A zeitmeister can use their spell echo ability a number of times per day equal to their Wisdom modifier. At 6th level and every three class levels beyond that (9th, 12th, 15th and 18th) the zeitmeister gains an additional use of this ability per day.

Borrowed Time (Su): Beginning at 4th level a zeitmeister gains the ability to pull bits of their own timestream forward to use in the present. The zeitmeister may activate this ability as an immediate action and then immediately take a move action. At the same time, the zeitmeister must designate a point in the future no later than 1 round per class level. At that time, the zeitmeister is pulled partially out of the timestream for 1 full round as they 'pay back' the borrowed time. During this round the zeitmeister can take no actions and is treated as being incorporeal for the purposes of attacks made against them. Once the zeitmeister has used their borrowed time ability they may not use it again until this 'pay back' occurs. At 10th level, a zeitmeister's ability to borrow time improves, allowing them to take a standard action as part of this ability, and at 16th level a zeitmeister may take a full round action as part of this ability.
A zeitmeister may use this ability a number of times per day equal to 3 + their Wisdom modifier.

Improved Uncanny Dodge (Ex): A zeitmeister of 7th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies an opponent the ability to sneak attack the character by flanking him, unless the attacker has at least four more sneak attack granting levels than the target has zeitmeister levels.
If a character already has uncanny dodge (see above) 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 level an opponent must be to flank the character.

Tempus Incarcerate (Su): At 8th level a zeitmeister develops the ability to temporarily force a creature or object outside the normal timestream. As a standard action, the zeitmeister can cause a single creature or an object weighing no more than 50 lbs. / per class level within 30 feet to vanish for 1 round per class level. At the end of this duration the creature or object appears in the same exact spot and condition it was in when it vanished. From the perspective of the target no time has passed while they are under the effect of this ability. A creature targeted by this ability can negate its effect with a successful Will save (DC = 10 + 1/2 the zeitmeister's class level + the zeitmeister's Wisdom modifier).
If the space the target had departed from is occupied when they return to the timestream then they will appear in the closest unoccupied space.

Tempus Fugit (Su): A zeitmeister of 14th level or higher improves their ability to act while under the effect of their tempus ambulat power. When the zeitmeister uses their tempus ambulat power they are no longer restricted to move actions only and may take actions normally while under its effects. However, the zeitmeister still cannot use any spells or spell-like abilities, use any spell completion or spell trigger items, or use their borrowed time or tempus incarcerat abilities.

Temporal Schism (Su): At 20th level the zeitmeister masters their control over time to the extent that they can briefly force two timestreams to partially merge, allowing the zeitmeister to act and react in the same instant. When the zeitmeister activates this ability during an encounter, which requires no action, they roll initiative twice. During the first initiative count the zeitmeister acts normally. However, on their second initiative count a second zeitmeister splits off from the original and may act again during that round. Then, during the next round, on the zeitmeister's first initiative count the earlier zeitmeister disappears as the timestreams merge and the zeitmeister begins the round from wherever they stood at the end of their action during their second initiative count, with the process repeating each round while their temporal schism ability is active.
The zeitmeister from their first initiative count continues to be active while the zeitmeister from their second initiative count is in existence, and take actions such as attacks of opportunity as normal. However, due to the strain the schism places on the timestream neither zeitmeister can use their tempus ambulat or borrowed time abilities while the temporal schism is in effect.
There are, however, certain disadvantages to being effectively in two places at once. Attacks may be directed at either zeitmeister while both are in existence, with the zeitmeister taking full damage dealt to either copy. Additionally, if both zeitmeisters are caught within the area of an effect attack (such as a dragon's breath or a fireball spell) then each zeitmeister must succeed on a separate saving through (if one is allowed) and the zeitmeister takes damage from each version. Furthermore, special attacks that normally could only target an individual once (such as many mass spells) may target both zeithmeisters if present, requiring the zeitmeister to save both times. For example, a single casting of mass hold person could target both zeitmeisters, with the zeimeister being considered held if either saving throw failed.
The zeitmeister can use this ability 3 times a day, with each use lasting a number of rounds equal to 3 + the zeitmeister's Wisdom modifier.

Silva Stormrage
2019-04-12, 01:56 PM
Azure Sandweaver

http://clintondharding.com/cdh/wp-content/uploads/2017/06/the_son_of_sand_by_0bo-d7ig4zy.jpg


Info: While some manipulate time on grand scales and other seek to recklessly change the past others realize that even a minor adjustment to order of events and time can be devastating. Azure Sandweavers are often wanderers and researchers trying to diagnose and understand history and how singular events can impact history. Sandweavers are often historians and researchers trying to unravel the past.

Adventures: Sandweavers are quite commonly travelers and explorers. While quite a lot find studying past accounts as an adequate method of learning about the past many of their abilities require them to be nearby the location they are researching. This leads them to go out and delve into tombs, ruins and other such forgotten places.

Characteristics: Sandweavers generally have a broader perspective of current events, being almost required to be well versed in history just due to their nature. They have a tendency to be calm, see the bigger picture and be able to relate current events to their root causes and similar events in the past. This can often lead to them being thought of as dispassionate and cruel towards the current era.

Alignment: Sandweavers don't tend to follow any particular alignment. While some explore for knowledge sake some explore and research for their country or for personal power.

Religion: Sandweavers aren't generally religious though some worship dieties of knowledge to aid them in their quests or research but those are the exception.

Background: Sandweavers are most often tutored by another Sandweaver, often one in need of an extra hand or a research assistant. Sometimes they pick others up in universities or other places of learning while other times they find their pupils in the ruins they are researching. It is rare but not unheard of for a Sandweaver to be self taught, someone with psionic potential tapping into their innate power towards time.

Races: Sandweavers often come from long lived races. Those that can see history in it's fullest and are accustomed to see the present as a mere thread of the past. That is not to say other races can't become Sandweavers just it is slightly more rare.

Other Classes: Sandweavers often work well with Wizards and Archvisits but can sometimes find their exclusive focus on magical power to be somewhat odd and limiting. Likewise they can share bonds with Psions and Ardents but find their focus on their own personal mind to be narrow in focus.

Role: The main role an Azure Sandweaver plays is that of a primary spell caster who focuses on battlefield control and buffing allies. They in particular excel in being able to make sure allies efforts strike true and negating enemy’s defenses.


GAME RULE INFORMATION
Azure Sandweaver have the following game statistics.
Abilities: Intelligence is the most important ability for Sandweavers. Not only do most of their class abilities have DCs that depend upon their Intelligence modifier, but it also determines how much Temporal Essence they can store at a single time. Wisdom is their second most important feature as it determines the effectiveness of a fair amount of their defensive class features.

The Azure Sandweaver has multiple abilities that grant “Distortion” on a attacks or abilities.
New Key Word: Distortion

Azure Sandweavers understand cause and effect to a great degree, with a subtle adjustment of temporal energy they can cause effects to occur before actions taken to intercept them. Any ability the Azure Sandweaver has caused to become [Distorted] appears as normal to all observers. If no one takes any actions in response to the ability it functions normally and resolves attack rolls, damage, saving throws and other aspects normally. However, if any creature tries to react to the distorted ability with an immediate action, readied action, contingency or similar action their reactive abilities resolve after the distorted attack is finished.

For example, take the scenario where a spell caster casts a [Distorted] Magic Missile at an enemy who then casts Wings of Cover as an immediate action to block the Magic Missile. Instead of the Wings of Cover granting Total Cover before the magic missile finishes casting instead the magic missile would finish casting, strike the enemy dealing it’s damage and then the Wings of Cover spell would resolve granting the enemy Total Cover against the already cast Magic Missile (Wasting the Wings of Cover and the caster's immediate action). Likewise if the enemy had a contingency that activated upon a spell being cast on them the distorted magic missile would strike them and then the contingency would activate instead of the contingency activating before the magic missile struck them.


Hit Die: d6
Starting Age: As Wizard.
Starting Gold: As Wizard

Class Skills
The Azure Sandweaver’s class skills (and the key ability for each skill) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Forgery (Int), Gather Information (Cha), Listen (Wis), Knowledge (All Skills Taken Individually) (Int), Perform (Oratory) (Cha), Psicraft (Int), Profession (Wis), Spellcraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha), Use Psionic Device (Cha)

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

Azure Sandweaver


Level
Base Attack Bonus
Fort
Ref
Will
Special
Invocations


1st

+0

+0

+0

+2
Sands of Time, Temporal Essence: (1), Azure Sand Wave (1d8)
2


2nd

+1

+0

+0

+3
Historian of Time
3


3rd

+1

+1

+1

+3
Swirling Sand, Azure Sand Wave (2d8)
4


4th

+2

+1

+1

+4
Scan Intent, Temporal Essence: (2)
5


5th

+2

+1

+1

+4
Chrono Step (Move Action), Azure Sand Wave (Burst), Azure Sand Wave (3d8)
6


6th

+3

+2

+2

+5
Invocations (least or lesser)
7


7th

+3

+2

+2

+5
Swirling Sand (Barrier), Azure Sand Wave (4d8)
8


8th

+4

+2

+2

+6
Connected Manuscript
9


9th

+4

+3

+3

+6
Chrono Step (Standard Action), Azure Sand Wave (5d8)
10


10th

+5

+3

+3

+7
Temporal Essence: (3), Cascading Sand Wave
11


11th

+5

+3

+3

+7
Invocations (least, lesser, or greater), Azure Sand Wave (6d8)
12


12th

+6

+4

+4

+8
Improved Fading
13


13th

+6

+4

+4

+8
Chrono Step (Time Stop), Azure Sand Wave (7d8)
14


14th

+7

+4

+4

+9
Connected Narrative
15


15th

+7

+5

+5

+9
Eyes from Outside Time, Azure Sand Wave (8d8)
16


16th

+8

+5

+5

+10
Invocations (least, lesser, greater, or timeless), Temporal Essence (4)
17


17th

+8

+5

+5

+10
Chrono Step (Full Turn), Azure Sand Wave (9d8)
18


18th

+8

+6

+6

+11
Personal Infusion
19


19th

+9

+6

+6

+11
Eternal Foresight, Azure Sand Wave (10d8)
20


20th

+10

+6

+6

+12
Azure Avatar
21


Weapon and Armor Proficiencies: Sandweavers are proficient with all simple weapons as well as light armor and shields but not Tower Shields.



Temporal Essence: The Sandweaver can store small motes of temporally charged psionic energy which they use to power their abilities. The Sandweaver can store maximum amount of Temporal Essence equal to their intelligence modifier plus half of their class level. Temporal Essence can be used to infuse certain abilities and invocations granting them additional abilities similar to augmenting psionic powers with additional power points. A Sandweaver can only infuse a single point of Temporal Essence into a single ability. This limit increases to 2 at 4th level, 3 at 10th and 4 at 16th level.

Invocations: A Sandweaver does not prepare or cast spells as other wielders of magic or psionics do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the temporal energy that he gathers in his journeys. A Sandweaver can use any invocation he knows at will, with the following qualifications:

A Sandweaver invocations are psi-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a power can be ruined during manifesting. A Sandweaver is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a manifester would be. A Sandweaver can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock's invocations are subject to power resistance unless an invocation's description specifically states otherwise. A warlock's manifester level with his invocations is equal to his warlock level. Unlike other manifesters the Sandweaver also has a caster level for his other various abilities equal to his class level as well. Any effect that boosts caster level also boosts his manifester level for the purposes of his invocations.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the Sandweaver's Intelligence modifier. Thanks to their invocations Sandweaver still gains the ability to maintain Psionic Focus despite not having a power point pool. Despite being Psi Like Abilities and not truly psionic powers a Sandweaver can use Metapsionics to augment their invocations. They can do so by expending a number of temporal essence equal to 1 + half the power point cost of the particular metapsionic feat. They do not need to expend psionic focus but the number of temporal essence expended this way still counts against the limit of Temporal Essence infused into a particular invocation. They still have to actually have the metapsionic feat in order to use it.

The four grades of invocations, in order of their relative power, are least, lesser, greater, and timeless. A Sandweaver begins with knowledge of one invocation, which must be of the lowest grade (least). As a Sandweaver gains levels, he learns new invocations, as summarized on the advancement table and described below. A list of available invocations can be found following this class description.

At any level when a Sandweaver learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. In addition with a week of meditation and focus a Sandweaver can swap any one invocation he knows with another of the same grade. This swap costs 50 XP per level of the invocation.

Sands of Time (Su): The first ability any Sandweaver learns, the ability to decompose objects into temporal essence. A Sandweaver can over the course of a long period of time “Fade” an object, spending a standard action to fade a solid object each round. When a Sandweaver fades an object it slowly break apart causing an object causing it to age rapidly and turn to dust. Every ten minutes the Sandweaver spends fading an object they gain a single point of temporal essence which is further described below. Once an object is completely turned to dust the Sandweaver gains information about the object as if he had used the Invocation “Object Reading” on the object with the maximum amount of temporal essence infused into the invocation. He does not need to spend any actual temporal essence to gain this information. It takes around 10 minutes to turn any regular non magical object to dust, about an hour for any magical object or 24 hours for any object of hardness above 20, the hours spent fading an object does not need to be continuous. This ability does not work on artifacts or items with more than 10 cubic feet of volume. Fading an object causes it's hardness to decrease in proportion to how long the Sandweaver spends fading it. For example when fading a non magical object with hardness of less than 20 after 5 minutes the object's hardness would be decreased by half. For a magical object its hardness would be reduced by half after thirty minutes of fading the object.

Azure Sand Wave (Sp): The ability that gives the Sandweavers their name, they can produce a small storm of deep blue colored sand which they can use to attack their foes. They can use this Azure Sand in two particular fashions. Regardless of the form it takes the sand deals 1d8 magical slashing and piercing damage damage. This damage increases by 1d8 at 3rd and every odd level after that. The damage is reduced by damage reduction and other similar abilities but is still magical for the purposes of DR and affecting incorporeal creatures. All versions of the Azure Sand Wave allow a reflex save for half damage. The saving throw is equal to 10 + 1/2 the Sandweaver’s class level + their intelligence modifier. This ability is a second level spell for purposes of feats and other abilities. Despite being a spell like ability Azure Sand Wave can be enhanced by metapsionic feats via spending Temporal Essence in the same way as Invocations (See Above). Azure Sand Wave requires somatic components and is resisted by spell resistance.

There are two versions of this ability that the Sandweaver can use, Line or Burst. At level one they only have access to the line attack but at level 5 they gain access to the burst attack:
1) Line: They can produce a 100ft long 5ft wide line of Azure Sand which strikes anyone in it’s path with a flurry of scouring sand.
2) Burst: They can produce a 20ft radius burst centered on themselves creating a storm of Azure Sand which damages all other creatures in the radius.

A Sandweaver can infuse temporal essence into this ability for a variety of effects applying to the next cast of Azure Sand Blast.

For every point of temporal essence infused the DC increases by 2.
By infusing a single point of temporal essence this Azure Sand Wave becomes [Distorted]


Historian of Time: (Ex)
Due to their exposure to various cultures, fields of study and other researchers Sandweavers have a wide array of information to apply. They are always treated as trained in every knowledge skill and get a +2 insight bonus on knowledge history checks as well as bardic lore checks (See Below). This bonus increases by one every 4 levels after this one (6th,10th,14th,18th) to a maximum of +6 at 18th level.

As a swift action and by spending one point of Temporal Essence the Sandweaver can supercharge this ability to glimpse into a creature's, or object's past. This functions as the Bardic Knowledge class feature of bards except instead of relying on information they gained from stories and wanderings it is simply from observing ripples in the timestream that the target has interacted with. After using this ability on a particular target the Sandweaver can not use it on the same target again to get another check until a full week has passed.

Swirling Sand: (Sp)
The Sandweaver can as a standard action create a swirling storm of sand surrounding themselves. This sand fills their square and grants them concealment against all other creatures but does not impact his own vision. It also does not allow the Sandweaver to hide without some other form of concealment. In addition while Swirling Sands is active any effect that hits, targets or has the Sandweaver in it's area of effect has a 50% chance of being shunted forward in time. This causes the effect to not occur on the turn it is applied but instead target the Sandweaver at the start of his next turn. It still effects everything that isn't the Sandweaver normally.

The effect shunted forward in time still targets the Sandweaver even if he is no longer a valid target such as moving outside the range of a fireball after the fireball has been shunted forward. He can however, use his turn to use a scroll of Protection from Fire which would reduce the incoming fireball's damage when it damage him at the start of his next turn.

The Sandweaver can dismiss Swirling Sand as a free action. The Sandweaver can have this barrier active for a number of minutes equal to his wisdom modifier. These rounds do not need to be consecutive.

At 7th level the Sandweaver's Swirling Sand ability improves becoming a solid barrier against attacks. He gains a deflection bonus to AC equal to his wisdom modifier while the Swirling Sand ability is active. In addition, whenever an effect is shunted forward in time the Sandweaver can choose for it to be shunted up to a number of rounds equal 1 + half of his wisdom modifier (Minimum 2). He can choose for it to be shunted 0 rounds into the future, meaning it ends up not being shunted into the future and applies its effects immediately.


Scan Intent: (Su)
Sandweavers often have to go to ruins or ancient lost civilizations and finding documents or written carvings is useless without the ability to understand what they are reading. At 4th level the Sandweaver upon looking at a document, inscription or other form of writing/drawing can scan back to the point where the document was being written and get cursory glimpses at the intent the author had when writing the document via fluctuations in the time stream. This also functions on any spoken language the Sandweaver doesn't understand with the same principle. Instead of simply listening to a speaker the Sandweaver observes a few seconds in the past and observe the fluctuations in the timeline to get an understanding of what the speaker is saying.

In practice what this means is that the Sandweaver is essentially constantly under the effects of the spells Comprehend Languages and Read Magic. However, with this ability the Sandweaver can also understand metaphors and colloquialisms and get a general sense of meaning regarding inside references.

This is a divination effect.

Chrono Step: (Sp)
The Sandweaver can utilize his connection to the time stream to adjust and manipulate time on a personal level. Starting at 5th level he can "Steal" time from the future as a free action letting him extra actions in exchange for having fewer actions on the next turn. At 5th level he can steal a move action from his next turn. This allows him to take an extra move action but on his next turn he only has a standard and a swift action available to him.

At 9th level he may steal a standard action or a move action from his next turn. If he steals a standard action then he only has a move and a swift on his next turn.

At 13th level he may instead of stealing his own time he can duplicate the spell Time Stop for himself. This effect only lasts for one round. Using this version of Chrono step costs two daily uses and he can not use any version of Chrono Step again for 5 rounds.

At 17th level he may steal a full turn from his next turn. Allowing him to take another turn directly after he finishes his current turn. On his second turn he has his full set of actions except he can not take any immediate actions following this turn (As he stole his next turn's swift). After the Sandweaver finishes his second turn granted by this ability he is paralyzed and dazed (Ignoring any immunities the Sandweaver may have to those effects) which can't be prevented or removed in anyway. These conditions last until the end of his next turn. Using this version of Chrono Step costs 3 daily uses.

He may activate Chrono Step a number of times equal to 3 + his wisdom modifier per day and no more than once per round.

Connected Manuscript: (Sp)
At 8th level the Sandweaver becomes able to analyze a piece of writing and connect it to the actual event it is describing gaining information about the event or figuring out if the manuscript contains lies.

A Sandweaver can establish this connection by spending 10 minutes with a written document describing a first hand account of a non fictional event, a book, a letter or some other form of written word. Once the connection is established the Sandweaver looks through the timestream and uses the manuscript as an anchor to find the event in the ever shifting storm of time. The Sandweaver learns various things depending on the accuracy of the manuscript's depiction of the events. This is a divination effect and may reveal results that a standard history check would not allow the Sandweaver to learn (If the knowledge was lost to time for example).


Accurate and Detailed: The Sandweaver gains a +20 bonus on a Knowledge History check to learn about and identify details about that event.
Accurate but only sparse or commonly known details: The Sandweaver gains a +10 bonus on a Knowledge History check to learn about and identify details about that event.
Minor Fabrications and only sparse or commonly known details: The Sandweaver gains a -5 penalty on a Knowledge History check to learn about and identify details about that event.
Major Fabrications or not a first hand account: The Sandweaver learns it is fabricated but otherwise can't make a history check as he can not connect the writing to a specific event in the past.


If there are deliberate lies or minor fabrications the Sandweaver can discern those as well. How well he can discern them depends on his history check that he made above.


History Check
Result


< 15
Can not discern any fabrications or lies with the manuscript.


16-20
Can discern up to three fabrications or lies with the manuscript but does not help with identifying what actually happened


21-25
Can discern up to six fabrications or lies with the manuscript and for one (Rolled randomly) the Sandweaver learns what actually happened at the event.


26-30
Can discern up to ten fabrications or lies with the manuscript and for three (Rolled randomly) the Sandweaver learns what actually happened at the event.


31-40
Can discern all fabrications and lies with the manuscript and for five (Rolled randomly) the Sandweaver learns what actually happened at the event.


40+
Can discern all fabrications and lies with the manuscript and for all such fabrications Sandweaver learns what actually happened at the event



Cascading Sand Wave
At 10th level the Sandweaver can enhance their Azure Sandwave with multiple Arid Invocations. They can enhance their Sandwave with 2 Arid Invocations, one of up to the highest grade you can manifest and one of a grade at most one lower than the highest grade you can manifest. So an 11th level Sandweaver could add a Greater and a Lesser Arid Invocation to their Sandwave.

In addition the Sandweaver adds their wisdom plus their intelligence modifier to the damage dealt by Azure Sand Wave.

Improved Fading:
At 12th level the Sandweaver erode objects and gains points of Temporal Essence ten times faster with Fading. Thus it only takes a minute to turn regular objects to sand. In addition he can now affect objects of up to 125 cubic feet.

Connected Narrative:
At 14th level when the Sandweaver uses their Connected Manuscript ability instead of targeting a first hand written account of the situation they can use their ability on a creature who was personally at the event they are trying to divine. The ability functions much the same as when used on a written account but the ability always counts as accurate and detailed and are not limited to the knowledge of the event the target was present for.

Eyes from Outside Time: (Su)
At 15th level the Sandweaver's can bypass wards against divinations and other such barriers impairing their research. If the Sandweaver activates any divination or clairsentience spell, power or effect while time is stopped (Meaning the Sandweaver is affected by time stop, temporal acceleration or a similar effect) or is otherwise outside the standard time stream (If the Sandweaver is under the effect of the psionic power time hop or a similar effect) his divination effects utterly ignore abilities such as Mind Blank or the Vecna Blooded Template.

In addition, while under the effect of Time Hop or a similar power the Sandweaver can take any purely mental action that only affects himself.

Personal Infusion: (Su)
The Sandweaver now has a greater ability to control his own flow of time. Now whenever the Sandweaver activates Time Stop, Temporal Acceleration or any similar effect the duration of the time stop is doubled. In addition, for every round he spends in a Time Stop like effect he gains one point of Temporal Essence via absorbing residual temporal energy.

Eternal Foresight: (Su)
At 19th level due to their connection to the time stream the Sandweaver is constantly being warned about impending danger. They are constantly under the effects of the spell Foresight.

Azure Avatar: (Ex)
At 20th level the Sandweaver becomes a true conduit of temporal energy. His skin begins to crackle with energy and motes of ephemeral blue sand float around him constantly. He continuously gains one point of Temporal Essence per round and his maximum pool of Temporal Essence improves by his wisdom modifier. In addition, he may choose to activate his Azure Sand Wave as a swift action or a standard action.

Silva Stormrage
2019-04-12, 01:57 PM
Arid Invocations
Arid Invocations function similarly to Eldritch Essence invocations of Warlocks in that they modify a Sandweaver's Azure Sand Wave spell like ability. Using their psionic ability they some Arid Invocations can empower their Sand Wave to deal additional damage, apply effects to enemies damage or modify the area of the Sand Wave.

A Sandweaver can apply an Arid Invocation to modify the next casting of his Azure Sand Wave as a free action. A Sandweaver can normally only apply one Arid Invocation to a single Azure Sand Wave until 10th level when they gain their Cascading Sand class feature (See Above). Unless otherwise noted an Arid Invocation functions as Azure Sand Wave, deals damage as normal with the same area of effect and saving throw. When modified with an Arid Invocation your Sand Wave's spell level becomes the same level as the highest level Arid Invocation applied to it.

Some Arid Invocations can be infused with Temporal Essence. Each Arid Invocation and Azure Sand Wave have the same cap for Temporal Infusion. Thus at 4th level a Sandweaver could spend 2 Temporal Essence to enhance the DC of your Azure Sand Wave but then you would not be able to spend anymore points of Temporal Essence to infuse any Arid Invocations you may have used to modify the blast.

Least

Condensed Sand Ray: Turn your Sand Wave into a condensed ray of sand.
Sleeping Sand: Turns your Sand Wave into a wave that deals minor non lethal damage but also fatigues enemies.
Gripping Sand: Turns your Sand Wave into an attack which grabs and slows enemies at the cost of making it easier to dodge.
Expose Weakness: Your Azure Sand Wave reveals or creates weak points in creature's armor lowering their damage reduction.
Forceful Waves: Your Azure Sand Wave knocks foes back.
Sand Blast: Your Azure Sand Wave is a small 20ft cone.
Weaving Sand: Your Azure Sand Wave ignores cover.

Condensed Sand Ray (1st) – The Sandweaver turns their next Azure Sand Wave into a focused ray. This means the Sandweaver makes a single ranged touch attack at any target within medium range (100ft +10/Manifester Level) and if they hit they deal their normal damage for an Azure Sand Wave plus one point of damage per manifester level.

There is no reflex save for half damage. However, if there is another Arid Invocation applied to this Azure Sand Wave that has an additional effect on a failed reflex save then a creature struck must still make a reflex save to avoid the additional effect. Success still does not halve the damage from the ray.

Sleeping Sand (2nd) – The Sandweaver enhances their next Azure Sand Wave to become a wave of ethereal wisps of blue sand which cause fatigue and sleepiness to those struck. The next Azure Sand Wave 1d10 of untyped non lethal damage to any creature hit and causes any creature damaged by the Sand Wave to become fatigued for two rounds. This invocation can't cause creatures to become exhausted.
Infusions:

If you spend 1 point of temporal essence this invocation lasts for one round per manifester level. However, it still can't escalate past fatigue.
If you spend 2 points of temporal essence this invocation deals Azure Sand Wave's normal damage as non lethal damage instead of only dealing 1d10.
If you spend 3 points of temporal essence this invocation causes all creatures damaged by this Sand Wave to become exhausted for 2 rounds instead.


Gripping Sand (1st) – The Sandweaver turns their next Azure Sand Wave a slower attack but one that grabs opponents that it hits. Any creature who fails their reflex save against this Sand Wave is entangled for 1d4 rounds. Using this Arid Invocation decreases the saving throw DC of this Azure Sand Wave by 3.

Expose Weakness (2nd) – The Sandweaver modifies their next Azure Sand Wave to strike foes in such a way to expose weak spots. Any creature who fails the reflex save against this Azure Sand Wave suffers a -5 penalty to their damage reduction (Minimum 0) for 5 rounds. This reduction does not stack with itself.
Infusions:

If you spend 3 points of temporal essence the penalty to creature's damage reduction caused by this invocation increases by the Sandweaver's intelligence modifier.


Forceful Wave (2nd) – The Sandweaver modifies their next Azure Sand Wave to push and knock back foes struck by the attack. Any creature damage by the wave is knocked 10ft in any direction away from the point of origin of the Sand Wave (Usually the Sandweaver's current square but some Arid Invocations modify this). This movement does not provoke attack of opportunities.

Sand Blast (1st) – The Sandweaver modifies their next Azure Sand Wave blast out from their hands in a flurry of whirling sand. This changes the area of the Azure Sand Wave to be a 20ft cone instead of it's normal area.

Weaving Sand (2nd) – The Sandweaver modifies their next Azure Sand Wave to be nimble and fly around obstacles or obstructions. This Azure Sand Wave now ignores cover and soft cover and any creature in it's area ignores the benefits those provide against this Azure Sand Wave.


Lesser

Chrono Impact: Enhances Azure Sand Wave to deal more damage to creatures struck by it.
Desert Lock: Enhances Azure Sand Wave to dimensionally lock enemies in place and slow their movement speed.
Chrono Distortion: Your Sand Wave becomes [Distorted] and deals it's damage as irresistible damage as the sand disrupts the flow of time.
Vast Desert: Your Sand Wave's area of effect doubles in size.
Selective Blast: Your Sand Wave ignores creatures in it's areas that you wish to avoid.
Desert Explosion: Azure Sand Wave becomes a 20ft burst from a point within medium range and deals its damage as fire.
Blinding Sands: Azure Sand Wave clings and sticks into creature's eyes.
Sands of Adjustment: Azure Sand Wave modifies the initiative value of those struck.
Looping Sands: You Azure Sand Wave rewinds targets struck causing them to appear back where they were hit.
Scanning Sands: You Azure Sand Wave analyzes traits about the creatures struck allowing you to gain a bonus or a reroll on a knowledge check to identify them.


Chrono Impact (3rd) – The Sandweaver channels additional energy into their next Azure Sand Wave. Using this invocation adds 1 additional dice of damage to the Sandweaver's Azure Sand Wave for every 4 manifester levels.

Desert Lock (4th) – The Sandweaver applies temporal energy into their next Azure Sand Wave tying them to their current position in the timeline. Any creature damaged by this Sand Wave is dimensionally locked as if affected by the power "Dimensional Anchor, Psionic" and has their movement speed reduced by 10ft as the temporal energies interrupt magical movement abilities. These penalties last for one minute per manifester level.
Infusions:

If you spend 1 point of temporal essence this invocation also applies a -2 penalty to reflex saves and AC to creatures affected by the dimensional anchor effect of this invocation.


Chrono Distortion (3rd) – The Sandweaver twists their next Azure Sand Wave into a wave of pure temporal energy. Using this invocation means that the next Azure Sand Wave is a blast of brilliant blue energy that deals normal damage but is automatically [distorted]. In addition, this is a wave of pure temporal energy that is not impacted by DR or energy resistances.

Vast Desert (4th) – The Sandweaver calls upon a massive amount of sand to widen their next Sand Wave. The Sandweaver's next Sand Wave has all of it's dimensions increased by 100%. Thus a Sand Wave that is a line would become a 10ft wide 200ft long line and a 20ft burst would become a 40ft burst.

A Sand Wave turned into a ray would only have it's range doubled.

Selective Blast (3rd) – The Sandweaver spends extra focus and energy in directing their next Azure Sand Wave. A Sand Wave modified by this invocation allows the Sandweaver to exclude any number of squares in the Sand Waves area of effect. Those squares are not affected by this Sand Wave or any of it's lingering effects.

Desert Explosion (5th) – The Sandweaver modifies their next Azure Sand Wave to condense itself and then explode at a point within medium range (100ft + 10ft/ML) in a burst of fire. This invocation allows your next Azure Sand Wave to explode from a point within medium range (100ft + 10ft/ML) dealing normal damage in a 30ft radius surrounding that point. This Azure Sand Wave deals all of it's damage as fire damage instead of slashing and bludgeoning and increases the reflex saving throw DC for half damage by 2.
Infusions:

If you infuse one point of temporal essence this attack deals half of it's damage as fire and the other half as irresistible temporal energy.


Blinding Sands (4th) – The Sandweaver focuses and aims their next Azure Sand Wave to blind foes. Any creature who takes damage and fails their reflex save against the next Azure Sand Wave is blinded by the sand. They may make a reflex save as a free action at the same DC at the end of each of their turns, success means they are no longer blinded by this invocation.

Sands of Adjustment (5th) – The Sandweaver modifies their next Azure Sand Wave to mess with time and rewind or accelerate creatures to a minor degree. Any creature who fails their reflex save against this affect has their place in the initiative order increased or decreased by 3 depending on what the Sandweaver wants. This can cause the turn order to shift but can not cause a creature to take multiple turns on a single round. This invocation doesn't impact the creature if they haven't rolled for initiative yet (Such as in a surprise round).
Infusions:

For each point of temporal essence you spend you can increase or decrease the creature's initiative score by 3.


Looping Sands (5th) – The Sandweaver causes their next Azure Sand Wave to anchor the creatures struck to their current location. Any creature who fails their reflex save and takes damage from this Azure Sand Wave are affected by a temporal loop. Right before the start of the Sandweaver's next turn any creature who is affected by the loop jumps back to the position they were at when they failed the reflex save against the Azure Sand Wave. This is not a teleportation effect, time simply rewinds for them personally. This also does not rewind anything about them other then their position.

Infusions:

If you spend 3 points of temporal essence this invocation now affects any creature who was damaged by the Azure Sand Wave instead of those who simply failed their saving throw.


Scanning Sands (5th) – The Sandweaver causes uses their magical and psionic energy infused in their next Azure Sand Wave to analyze and observe bits of information on the creatures struck. The Sandweaver can make an immediate knowledge check with the relevant skill to identify any creature damaged by this Azure Sand Wave, even if they have already made such a knowledge check already. This check has a +5 insight bonus on it's roll.

Infusions:

For every point of temporal essence you spend you can learn one of the following traits about the creature. An ability score, A saving throw Bonus, the creature's Regular AC, the creature's HD, the creature's caster or manifester level if they have one. For example by spending 1 point of temporal essence you could learn the intelligence score of every single creature hit by this Azure Sand Wave. If you spent 2 points of temporal essence you could learn all of the creature's intelligence scores and their bonus to will saving throws. You always learn the same traits from all creature's struck.



Greater

Slowing Sands: Enhances Azure Sand Wave to slow enemies hit.
Echoing Sands: Azure Sand Wave repeats at the start of your next turn.
Temporal Erosion: Azure Sand Wave dispels and removes ongoing effects.
Sand Storm: Azure Sand Wave persists as a storm of sand and wind.
Desert Aura: Azure Sand Wave persists around you damaging foes nearby.
Withered Echoes: Azure Sand Wave creates short lasting copies of enemies slain by it.
Desiccating Sands: Azure Sand Wave causes desiccation and dehydration to those hit
Greater Forceful Wave: Azure Sand Wave knocks creatures further back and can cause creatures to become prone.
Sand Drill: As Condensed Sand Ray except it pierces through multiple targets and deals extra damage.
Rapid Sandstorm: Azure Sand Wave deals reduced damage but is usable as a swift action.



Slowing Sands (5th) – The Sandweaver infuses temporal energy into their next Azure Sand Wave causing it to slow down creatures struck by the attack. Any creature who fails a saving throw and is damaged by a Sand Wave modified by this invocation is slowed as the spell for one round per three Manifester Levels.

Echoing Sands (6th) – The Sandweaver modifies their next Azure Sand Wave to repeat itself after it finishes. After the Sand Wave is manifested and crashes upon those in it's way the blue sand seems to rewind itself slowly over the course of the next round. This slow moving sand grants concealment to all those within the area of affect of the Sand Wave for one round. At the start of the Sandweaver's next turn the blue sand crashes forward again, this second Azure Sand Wave duplicates the first in all aspects (Size and area targeted, damage, modifications from spent temporal essence, etc) except it does not rewind and repeat itself again. If the Sand Wave was modified with Temporal Essence the Sandweaver does not need to spend the Temporal Essence a second time on the repeat.

Temporal Erosion (5th) – The Sandweaver modifies their next Azure Sand Wave to disrupt magical effects, dispelling them by throwing the magical effect through time until the magical effect's duration expires. The area affected by this Azure Sand Wave is targeted by an Area Dispel of the psionic power Dispel, Psionic augmented as normal for Psi Like Abilities. This dispel effect occurs before damage is dealt by the Azure Sand Wave, potentially removing defenses on creatures struck.

In addition, the Sandweaver gains a penalty or bonus to dispel a magical effect depending on how long of a duration the effect has remaining. If the spell will expire in under a minute the Sandweaver gains a +5 bonus on their dispel check. If the spell will expire in under ten minutes he gains a +3 bonus, if the spell will expire in an hour or less he gains no bonus or penalty, if the spell effect has more than an hour duration he gains a -5 penalty on his dispel check and if it lasts for more than 24 hours he gains a -10 penalty on his dispel check. If the spell effect is permanent than it can't be dispelled by this invocation. The Sandweaver only gains the most beneficial bonus or penalty to his dispel check.

Infusions:

If you infuse three points of temporal essence invocation casts two area dispel effects on the same area potentially dispelling two effects.
If you infuse four points of temporal essence invocation casts three area dispel effects on the same area potentially dispelling three effects.



Sand Storm (5th) – The Sandweaver modifies their next Azure Sand Wave to create a whirling storm of sand and debris. This invocation causes your next Azure Sand Wave to form a powerful storm of wind starting from a point within medium range (100ft + 10ft/ML) and expanding to a 30ft radius around that point. When this Sand Wave is first manifested is resolved normally except it's area of effect is a 30ft burst centered on that point.

After that the cloud of sand and debris functions as the spell Haboob (Sandstorm) except as noted here. Also, for as long as the storm remains at the start of the Sandweaver's turn every creature in that area of effect takes slashing and bludgeoning damage equal to one half of the Azure Sand Wave's base damage thus at level 11 they would take 3d10 damage (Half of 6d10). This damage does not apply any other effects from other Arid Invocations. This storm lasts for 1 round per manifester level. The Sandweaver can only have one Sand Storm active at a time, manifesting another one causes the first to dissipate.

Infusions:

If you infuse two points of temporal essence this instance of Sand Storm doesn't count against the one Sand Storm limit allowing you to have multiple Sand Storms active at a single time.



Desert Aura (5th) – The Sandweaver modifies their next Azure Sand Wave so that it swirls around them in a chaotic storm damaging all within the area. This Azure Sand Wave creates a 5ft radius around the Sandweaver for one round per caster level. Any creature who enters the area or starts their turn within the radius of the storm are affected by this Azure Sand Wave as normal. They must make reflex saves for half damage and are affected by additional Arid Invocations each time they take damage from this aura.

This invocation is taxing on the Sandweaver and they can only maintain it for 3 rounds per manifester level per day. Every 5 rounds beyond that time limit deals 1 point of ability burn to all the Sandweaver's ability scores.

Withered Echoes (5th) – The Sandweaver modifies their next Azure Sand Wave to create short lived temporal copies of enemies it slays. Any creature who is killed or destroyed by this Azure Sand Wave spawns a temporally created replica of themselves loyal to the Sandweaver. These copies have the exact statistics of the creature they copied except they have nonmagical copies of all of their former gear and have the same HP as they did right before the Withered Echoes modified Azure Sand Wave damaged them. They are created immediately and act on the Sandweaver's next turn. At the end of the Sandweaver's next turn they fade to blue dust which scatters into nothingness.

They can not spend or use any ability that expends experience points or uses material components. The Sandweaver does not share any particular shared senses with them nor can they telepathically communicate. They still have all their knowledge and aid the Sandweaver to the best of their abilities, fighting their former allies with no remorse or hesitation, they are mere hollow shells replicating the abilities and knowledge of the slain creature.

Desiccating Sands (5th) – The Sandweaver modifies their next Azure Sand Wave to siphon liquid and water from those struck. The Azure Sand Wave deals dessication damage (Sandstorm Pg 15) and anyone damaged by the attack is dehydrated. In addition, any creature who fails their reflex save against this Azure Sand Wave becomes vulnerable to fire and desiccation damage until the end of the Sandweaver's next turn. This vulnerability applies after the damage by this attack is dealt and does not apply to this Azure Sand Wave.

Infusions:

For each point of temporal essence infused the duration of the vulnerability increases by 1 round.


Greater Forceful Wave (6th) – As Forceful Wave except now creatures are knocked 20ft away and if they fail the reflex save they are knocked prone. In addition the saving throw against an Azure Sand Wave modified by this invocation is increased by 2.

Sand Drill (5th) – This invocation functions as Condensed Sand Ray except as noted here. You may now make an attack roll at the same attack bonus against every creature in a 150ft line. The Azure Sand Wave simply pierces through enemies hit by this attack thus striking all creatures behind the initial target instead of simply stopping.

Rapid Sand Storm (5th) – The Sandweaver modifies their next Sand Wave to be activated in a matter of moments in exchange for a large chunk of it's power. The Sand Wave is now usable as a swift action but it's damage is halved and it's reflex save DC is reduced by 2. This invocation has a 3 round cooldown
Infusions:

For each point of temporal essence infused the cooldown for this invocation is reduced by one round.



Timeless

Eternity Tsunami: Your Azure Sand Wave becomes a 180ft cone and creates difficult terrain as well as creating a lingering area of distorted time.
Time Erodes all Things: Your Azure Sand Wave duplicates a limited disjunction effect on creatures hit.
Cascading Sand Storm: Select one Greater, Lesser and Least Arid Invocation that you know. Apply all three to your Azure Sand Wave.
Temporal Virus: Your Azure Sand Wave snakes its way through the time stream to find a point where your foes were vulnerable.
Relentless Sandstorm: Your Azure Sand Wave creates a near unending barrier surrounding yourself.
Eternal Companion: Your Azure Sand Wave spawns an enhanced Sand Golem under your control.
Sand Nemesis: Your Azure Sand Wave allows you to spawn a duplicate of a creature struck by your attack under your control.
Ashen Decay: Your Azure Sand Wave draws so much liquid out of creatures damaged that it threatens to kill them outright.
Azure Burial: Your Azure Sand Wave creates enough sand that surrounds and binds a target that they become buried in it. Manifesting it again crushes those who are already buried
Wormhole: Your Azure Sand Wave creates a temporal wormhole causing spells and effects targeting the creature to become [Distorted]



Eternity Tsunami (8th) – The Sandweaver modifies their next Azure Sand Wave to become a a 180ft cone instead of it's normal area and causes a horrible storm of temporal energy causing lingering damage and slowing creatures caught in the area. This storm lasts within the area of effect of this Azure Sand Wave causes that area to become difficult terrain and deals 5d6 damage to any creature who starts their turn in the area. In addition any creature damaged by this Azure Sand Wave including the initial attack and the 5d6 repeating damage is slowed for one round. This storm lasts for one round per manifester level.


Time Erodes all Things (9th) – The Sandweaver modifies their next Azure Sand Wave disrupt and remove magical effects within the area. Any creature dealt damage by this Azure Sand Wave has 3 random ongoing spell or psionic powers affecting them disjoined as the spell disjunction. In addition any ongoing spell or power active in the area such as Stinking Cloud or Wall of Ice is disjoined as disjunction. This invocation has a three round cooldown.

Infusions:

For three points of Temporal Essence this invocation disjoins all ongoing spell or power effects on creatures damaged by this Azure Sand Wave as disjunction. This still does not impact items.


Cascading Sand Storm (7th) – When modifying an Azure Sand Wave with this Arid Invocation the Sandweaver instead select a Greater, Lesser and a Least Arid invocation that they know. Apply these three Arid Invocations to their next Azure Sand Wave and treat them as a single Arid Invocation for purposes of class features and feats and other such abilities.

Temporal Virus (9th) – The Sandweaver sends their next Azure Sand Wave through the very fabric of time itself to strike the opponent at their state when they were most vulnerable. In essence any creature affected by this Azure Sand Wave is treated as if they had rolled a natural 1 on their reflex save for half damage. In addition any resistances or immunities the creature has to the Azure Sand Wave that have not been active continuously for the past week are ignored.


For example, if the Sandweaver had modified their Azure Sand Wave with this Arid Invocation and Desert Explosion and targeted two creatures with it a human with a ring of fire immunity and a fire elemental. If the human in the past week had ever taken off that ring even for a moment then their fire immunity would be ignored. However, the fire elemental has always been immune to fire so their racial immunity would still apply. Both are still treated as rolling a natural one on their reflex save regardless though which may impact other Arid Invocations applied to this Azure Sand Wave even if they don't take any damage.


Relentless Sandstorm (8th) – This functions as Desert Aura except as noted here. The radius of the storm is increased to 10ft, there is no limit to the number of rounds the Sandweaver can have this invocation active and while this invocation is active the Sandweaver is under the affects of their Swirling Sand class feature without using up any of that class feature's limited duration and the duration of this invocation is increased to one hour.

However, this power comes with drawbacks. For one you can not apply any other Arid Invocations to this instance of Azure Sand Wave. Finally the damage dealt by this invocation is halved compared to a normal Azure Sand Wave.

You can not have this invocation and Desert Aura activated at the same time, manifesting one while the other is active causes the first invocation to be dispelled.

Eternal Companion (8th) – When the Sandweaver modifies an Azure Sand Wave with this invocation he causes the sand produced by that wave to form into a temporary but powerful golem. After the Azure Sand Wave has been manifested the remains of the sand form into a golem in any square within the radius that the golem would fit. The Golem is completely loyal and takes his turn immediately on the same initiative as the Sandweaver. This golem has the same stats and appearances as a Sand Golem (Sandstorm pg 182) except the sand making up it's body is a deep blue. This Sand Golem also gains an insight bonus to it's attack rolls, ac and saving throws equal to the Sandweaver's intelligence modifier and a bonus to hit points equal to 5 times the Sandweaver's wisdom modifier. The Sand Golem can also lower it's spell resistance as a free action if it so wishes.

This golem lasts for one round per manifester level. If the Azure Sand Wave deals damage multiple times over the course of several rounds this golem is only spawned after the first instance of damage. After the golem is gone either through destruction or through it's duration expiring the Sandweaver must wait 10 minutes before creating another one.

Infusions:

For every point of Temporal Essence spent the insight bonus granted to the golem is increased by 2.


Sand Nemesis (8th) – When the Sandweaver modifies an Azure Sand Wave with this invocation it allows them to grab a copy of the creature from the past and duplicate it in a later round. On the next round after this Sand Wave was manifested the Sandweaver can spend a standard action to create a duplicate made of psionically infused sand of any creature damage by this Azure Sand Wave. These duplicates are created adjacent to the Sandweaver and have non magical duplicates of all the creature's gear but otherwise have the exact same statistics of the creature as when right before they were damaged by the Azure Sand Wave. This includes things like ongoing spell effects, expended spell slots and other status conditions. These duplicates are completely obedient to the Sandweaver and act immediately but are very short lasting only lasting until the end of the turn they were spawned. The Sandweaver can only make clones of creatures whose CR is less than or equal to his character level.

Infusions:

For every 2 points of temporal essence spent then the duration of the duplicates created by this invocation are increased by 1 round.



Ashen Decay (8th) – The Sandweaver modifies their next Azure Sand Wave to deal desiccation damage and attempt to rip the rest of the moisture from their body turning them into a dry desiccated husk. If the damage dealt by this Azure Sand Wave is more than half the creature's current hit points (Calculated before the damage is dealt) than they must also make a fortitude save or die as all the moisture from their body is ripped away. A successful fortitude save still renders the creature dehydrated. This effect works on all creatures, even undead and constructs who turn to dust or a similar material if they fail the fortitude save.

Azure Burial (8th) – The Sandweaver modifies their next Azure Sand Wave to entrap and bury opponents in the sand created by the wave. Any medium sized or smaller creature who fails the reflex save is buried under the sand and must attempt to free itself (See below). They are buried under an amount of sand so that they are incased by 10ft of sand on all sides. If the creature was in the air at the time they were incased than they plummet immediately as the sand surrounding them drops from the sky. They fall as normal objects fall falling 150ft in the first round and 300 feet in subsequent rounds. If the creature hits the ground they only take half normal falling damage due to the sand surrounding them absorbing some of the impact but they can't tumble to reduce that damage further. The Sand surrounding a particular target is treated as a single contiguous object for the purposes of spells and effects.

If this Azure Sand Wave strikes sand that is already burying a creature than the sand contracts around the buried creature dealing 10d6 bludgeoning damage automatically to the creature.


A buried creature can free itself with a dc 25 strength check or can be dug out by other creatures. In one minute a creature using only it's hands can clear sand and debris equal to five times it's heavy load limit and a tightly packed 5ft cube of sand weighs 7500 pounds. A shovel or appropriate equipment allows double the progress.


Infusions:

For every 2 points of temporal essence spent then size of creature that can be buried is increased by one.


Wormhole (8th) – The Sandweaver modifies their next Azure Sand Wave leave a gap in time for another ability or spell to exploit. Any creature who is damaged by this Azure Sand Wave has this temporal wormhole imbedded in their personal flow of time. At anytime during the next round the Sandweaver can cause any attack or effect targeting a creature imbedded with a wormhole to become [Distorted]. If the attack or effect affects multiple targets it is only distorted for the one with a Wormhole. The Wormhole fades in one round or until the Sandweaver has used it to cause a number of effects to become [Distorted] equal to the wormhole's limit (See below).

If a creature damaged by this Azure Sand Wave fails the reflex save for half damage the Sandweaver can cause a number of effects to become [Distorted] equal to their half of their intelligence modifier (Round up). However, if the creature succeeds on the reflex save than the Wormhole is less stable and the Sandweaver can only cause one effect to become [Distorted] before the Wormhole dissipates from that particular creature.

Infusions:

If you spend 3 points of temporal essence than your own invocations and abilities granted to you by the Azure Sandweaver class do not count against the limited number of effects that become [Distorted].



Psionic Invocations
See Below (Ran out of character space)

Lanth Sor
2019-04-15, 09:43 AM
Timelord
https://vignette.wikia.nocookie.net/vsbattles/images/4/4c/Fourteen_Doctors.jpg/revision/latest/scale-to-width-down/690?cb=20171009134051
"Good men don't need rules. Today is not a good day to find out why I have so many." - The Doctor, Doctor Who




Abilities: Timelords favor high intelligence allowing for more skills and powering many of their class features. Timelords benefit from high charisma as they tend to perform roles as teachers and leaders. Dexterity and constitution aids in the survivability not afforded by their class features.

Alignment: Any.

Hit Die: d6

Starting Age: As Wizard

Starting Gold: 5d6 *10

Class Skills
The Timelord’s class skills (and the key ability for each skill) are; Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All; taken individually) (Int), Perform (Cha), Profession (Cha), Spellcraft (Int), Survival (Wis), Use Magical Device (Cha), Use Rope (Dex).


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


LevelBABFort
SaveRef
SaveWill
SaveSpecialTemporal
Invocations
KnownMax
Invocation
RankTemporal
Resonance

1st
+0
+0
+0
+2
Temporal Resonance, Time Sense, Temporal Knowledge
2
Least
2

2nd
+1
+0
+0
+3
Future Trinkets
3
Least
5

3rd
+1
+1
+1
+3
-
4
Least
9

4th
+2
+1
+1
+4
-
5
Least
14

5th
+2
+1
+1
+4
-
6
Least
20

6th
+3
+2
+2
+5
-
8
Lesser
27

7th
+3
+2
+2
+5
Future Blueprints
9
Lesser
35

8th
+4
+2
+2
+6
-
10
Lesser
44

9th
+4
+3
+3
+6
-
11
Lesser
54

10th
+5
+3
+3
+7
-
12
Lesser
65

11th
+5
+3
+3
+7
-
14
Greater
77

12th
+6/+1
+4
+4
+8
Future Marvel Blueprints
15
Greater
90

13th
+6/+1
+4
+4
+8
-
16
Greater
104

14th
+7/+2
+4
+4
+9
-
17
Greater
119

15th
+7/+2
+5
+5
+9
-
18
Greater
135

16th
+8/+3
+5
+5
+10
-
20
Esoteric
151

17th
+8/+3
+5
+5
+10
-
21
Esoteric
169

18th
/+9/+4
+6
+6
+11
-
22
Esoteric
188

19th
+9/+4
+6
+6
+11
-
23
Esoteric
208

20th
+10/+5
+6
+6
+12
Temporal Regeneration
25
Esoteric
229


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

Weapon and Armor Proficiencies: A Timelord's is proficient with simple weapons, but no armor or shields.

Invocations: A timelord does not prepare or cast spells as wielders of magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require them to focus the wild energy that suffuses their soul. A timelord can use any invocation they knows at will, with the following qualifications:

A timelord's invocations are non magic spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity but is not subject to antimagic fields. An invocation can be disrupted, just as a spell can be ruined during casting. A timelord is entitled to a Concentration check to successfully use an invocation if they are hit by an attack while invoking, just as a spellcaster would be. A timelord can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A timelord's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A timelord's caster level with their invocations is equal to their timelord level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the timelord's Constitution modifier. Since spell-like abilities are not actually spells, a timelord cannot benefit from the Spell Focus feat. They can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of invocations, in order of their relative power, are least, lesser, greater, and esoteric. A timelord begins with knowledge of one invocation, which must be of the lowest grade (least). As a timelord gains levels, they learn new invocations, as summarized on the advancement table and described below. A list of available invocations can be found following this class description, and a complete description of each invocation can be found in the post below.

At any level when a timelord learns a new invocation, they can also replace an invocation they already know with another invocation of the same or a lower grade. At 6th level, a timelord can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a timelord can replace a least or lesser invocation they know with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a timelord can replace a least, lesser, or greater invocation they knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or esoteric).

Temporal Resonance (Su): Temporal Resonance is the stored energy timelords use to power their invocations, allowing use beyond their normal limits. Whenever activating an invocation the timelord can spend esoteric resonance to empower it. A timelord can only spend 1/2 class level in temporal resonance per activation. Timelords gain bonus temporal resonance equal to their intelligence modifier every odd level.

Time Sense(Ex): The Time Lord has an impeccable sense of time. They can feel the passage of time and instantly identify the current time down to the second. The additionally always know where north is as they can feel the rotation of the planet and other similar cosmic movements.

Temporal Knowledge (Ex): A timelord adds half their class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained. Gain Knowledge Devotion as a bonus feat, you do not need to meet its prerequisites.

Future Trinkets: A 2nd level timelord can create fantastical items that breakdown after a few uses. You may memorize spells in the same way a wizard would copy a spell into their spell book. You cannot cast spells memorized in this way. You count any memorized spell as being on your spell list for the purpose of meeting prerequisites such as spell completion items like scrolls. You may only memorize spells up to 1/4th you class level. By expending 4x the spells level in resonance(min 1) you may replicate any known spell as a single use, use activated item. Creating such item takes 1 minute per spell level. These item are not magical in nature but are advanced technology, as such they are not effected by anything that targets magic, but are subject to things that target advanced technology. The items cease to function after 24 hours unless the time lord expends the same number of resonance and 1 minute maintaining each device the following morning.

Future Blueprints: A 7th level timelord can create fantastical items that breakdown after a few uses. You may memorize spells in the same way a wizard would copy a spell into their spell book. You cannot cast spells memorized in this way. You count any memorized spell as being on your spell list for the purpose of meeting prerequisites such as spell completion items like scrolls. You may only memorize spells up to 1/3rd you class level. By expending 3x the spells level in resonance(min 1) you may replicate any known spell as a single use, spell activation item. Creating such item takes 5 minute per spell level. These item are not magical in nature but are advanced technology, as such they are not effected by anything that targets magic, but are subject to things that target advanced technology. The items cease to function after 24 hours unless the time lord expends the same number of resonance and 5 minute maintaining each device the following morning.

Future Marvels Blueprints A 12th level timelord can create fantastical items that breakdown after a few uses. You may memorize spells in the same way a wizard would copy a spell into their spell book. You cannot cast spells memorized in this way. You count any memorized spell as being on your spell list for the purpose of meeting prerequisites such as spell completion items like scrolls. You may only memorize spells up to 1/2th you class level. By expending 2x the spells level in resonance(min 1) you may replicate any known spell as a single use, spell activation item. Creating such item takes 10 minutes per spell level. These item are not magical in nature but are advanced technology, as such they are not effected by anything that targets magic, but are subject to things that target advanced technology. The items cease to function after 24 hours unless the time lord expends the same number of resonance and 10 minute maintaining each device the following morning.

Temporal Reincarnation: A 20th level timelord, that dies instead enters a state of reincarnation. Temporal reincarnation rerolls all traits as if targeted by reincarnation. Unlike reincarnation it also modifies personality in minor ways related to the life of the last incarnation. Death after a series of failure may cause a depressive reincarnation, while being forced into military command may cause a pacifism focused reincarnation. The time lord does not loose their memories of their life, thus any feats, class level, or other game mechanics still apply. Exceptions being biological mechanics like allergies or lost body parts would be replaced. The time lord is restored to full health the moment the regeneration begins.


Reincarnation takes 1d10 minutes - con mod, but no less than 5 rounds.
The time lord becomes stunned for the duration of the reincarnation
The time lord gains regeneration 1/2 max HP during the regeneration. The regeneration drops to be equal to class level for 5d10 hours after. The time lord can be killed if reduced to the correct negative HP, this does not trigger Temporal Reincarnation.
If a time lord dies during the regeneration process they actually die.
After regenerating the time lord enters a coma for 1d100 - constitution score hours.
The process of regenerating is explosive and deals 20d6 damage from aging per round, to anyone in 15ft of the reincarnating time lord, Fort for half DC 10 + 1/2 HD + con mod.

Lanth Sor
2019-04-15, 11:28 AM
Invocations

Least 4/10
Slice of Time: Make knowledge check to deal increased damage on attacks that round.
Skillful Moment: Take a moment to perfect your next action.
Sure Strike: Take a moment to see the right place for your next attack.
Wave Multi Tool: You learn to craft a multi tool that functions as masterwork tools for several skills and can learn minor spells.
Time Memory: You remember everything that ever happened, is happening, or will happen, but you still have to think about it.


Slice of Time
Looking into the future you learn about you enemy to learn their weak spots Make knowledge check DC 10 as a swift action, use the appropriate knowledge based on creature type. Until the start of your next turn all damage you deal to the target deals an additional 1d4 damage per 7 your check exceeded 10. The damage is based is the same damage as the rest of the attack. You may expend resonance to increase the die size by 1 step per 2 resonance.

Skillful Moment
Take a moment to perfect your next action. As a standard action treat your next d20 roll as if you had rolled 10 + 1/2 class level(min 0). This roll must be made as part of an action taking no longer than 1 round. By expending 2 resonance decrease the activation time to a move action. When lesser invocation become available you may expend 5 resonance to activate as a swift action. When greater invocations are available you may expend 10 resonance to activate as a immediate action. When esoteric invocations are available you may expend 20 resonance to activate as a free action regardless of turn.

Sure Strike
Take a moment to see the right place for your next attack. As a standard action look into the future gaining a +10 to your next attack roll and halving the any miss chance made before the end of the next round. The time lord may expend 1 resonance to increase the bonus to +20 and negate miss chances for the attack. Additionally the timelord may increase the number of attacks affected by 1 per 2 resonance expended.

Time Memory
You remember everything that ever happened, is happening, or will happen, but you still have to think about it. You automatically know any information learned with DC 5 + class level knowledge check. When prompted to make a knowledge check you may expend 1 resonance to treat your roll total as 5 + class level. You may expend additional resonance to increase this value by 3 per resonance expended, this expenditure can only occur when the initial roll is called before result is determined.



Lesser 0/10
Looking Up The Answers: Learn one answer by viewing the time line.
Saw it Coming:

Looking Up The Answers
This functions as the spell augury only you see the answer to your question. If its an event then you see a snap shot of the event, that reveals the most information even if that information isn't obvious. IE might show James Lancaster stabbing the king but not show why James did that. Expending resonance adds a new "answers" to the question.



Greater 0/10


Step Out of Time



Esoteric 1/5
Lock Step Fate:
Time And Relative Dimension In Space: Gain a time traveling shenanigans mobile, and take your friends on goofy hi-jinks.

Lock Step Fate
As a swift action move one object you can couch anywhere in close range. This functions identically to teleport, but is not a teleport effect, as you simply moved it while no one was looking. The

Time And Relative Dimension In Space
Gain a sentient pocket plane per the genesis spell. The plane is contained in a single 10ft x 5ft cylinder, with a double door appropriate size for a creature of the timelord's size category. If the timelord is larger or smaller then medium the cylinder doubles or halves its dimensions per size difference. The cylinder's is an intelligent empathetic item, with 20 intelligence, 20 Wisdom and 20 Charisma. The cylinder's alignment matches the timelord's at time of acquisition. Ego checks may only effect the actions of the cylinder. The cylinder can cast alter its exterior to any equivalent sized object, usually one that would normally have an opening like a telephone booth. The only entrance to the space is the door at the front of the cylinder. The cylinder has the same health and hardness as an equivalent size adamantine cylinder.

The cylinder has a fly speed of 900ft and use the following abilities: Can cast greater teleport for 25 resonance as extraordinary ability, Can cast plane shift for 50 resonance as a extraordinary ability, Can cast teleport for 250 resonance per the spell teleport with the target being a time not place as extraordinary ability, or Can cast greater teleport for 500 resonance with the target as a time instead of a place as extraordinary ability. The item itself can use any of these abilities at-will, but only at the GM direction, generally used as plot device.

The interior of the plane center varies depending on the timelord's taste and changes with each reincarnation. Additionally each reincarnation expands the interior as if the genesis spell had been cast two additional times.

MoleMage
2019-04-16, 12:21 PM
Epoch Walker (WIP)

Though my body walks only in the now, my mind wanders in the heretofore. I have seen everything that ever was, and you are nothing new.

On occasion, a magical or psionic accident or chance of birth produces an individual whose mind splinters across different periods of time. Most who suffer this malady go mad, unable to reconcile the now that they exist in with the then which their mind experiences seemingly simultaneously. But with proper training, those individuals can learn to become Epoch Walkers, persons whose psyche experiences the past as if it were the now, even if that past is from before their existence. By channeling past time periods through certain magical meditations, they even learn to capture the conceptual properties of those different Epochs and manifest them in the present.

Adventures: Epoch Walkers are part of history, whether they appreciate it or not. Most of them find work as researchers of ancient ruins, and of course those ruins are not always friendly. Adventuring lends itself well to history, and vice versa.

Characteristics: Epoch Walkers are as diverse as any class. Though they all eventually experience all epochs, most spend their meditation concentrating on just one or two, and the choices of which to focus on lead them to develop personality characteristics which match the characteristics of that time period. Their role in combat likewise varies based on those choices, whether casting spells through the Chaotic Epoch or fighting with a molten weapon through use of the Primordial, or even acting as a social leader through the Civilized Epoch.

Alignment: Epoch Walkers are of all alignments, though certain eras lend themselves to law or chaos more strongly.

Religion: Epoch Walkers tend to worship progenitor gods or gods whose domains include physical forces. Thanks to their mind's splintering, they tend to see gods based on social concepts such as honor, deceit, or even war to be ephemeral at best.

Background: Epoch Walkers aren't taught so much as created, but the mental training necessary to overcome their splintered psyche does take a while to master. Often, they train with wizards, psions, or other learned magic users in order to control their unique disorder.

Races: Any race is potentially capable of becoming an Epoch Walker, though races with strong magical or psionic characteristics are more likely to do so, possibly because of increased exposure to magic rather than any personal link.

Other Classes: Epoch Walkers are typically seen as strange by most common classes. Walkers tend to bond most strongly with classes whose characteristics are most similar to the walker's primary Epoch (Primitive Walkers get along best with Barbarians, while Primordial Walkers get along best with Druids or Rangers, for example).

Role: The Epoch Walker is a flexible character, capable of fighting on the front lines, firing spells from the back lines, or even entrancing foes with clever words and beguiling magic, depending on their Epoch choices.


GAME RULE INFORMATION
Epoch Walkers have the following game statistics.
Abilities: Epoch Walkers choosing to focus on special abilities such as those granted by the Chaotic or Civilized Epoch should prioritize Intelligence or Charisma. Epoch Walkers choosing to focus on front-line combat through the Primordial or Savage epochs will instead prefer Strength, Dexterity, or Constitution.
Alignment: Any
Hit Die: d6
Starting Age: As cleric.
Starting Gold: As rogue.

Class Skills
The Epoch Walkers's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft(Any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Geography)(Int) Knowledge (History) (Int), Knowledge (Nature) (Int), Profession(Any) (Wis), Search (Int), Speak Language, and Survival (Wis)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+2

+0

+2
First Epoch


2nd

+1

+3

+0

+3
Timeless Mind


3rd

+2

+3

+1

+3
Timeless Knowledge


4th

+3

+4

+1

+4
Bonus Feat


5th

+3

+4

+1

+4
Second Epoch


6th

+4

+5

+2

+5
Defensive Splinter


7th

+5

+5

+2

+5
Psychometry


8th

+6/+1

+6

+2

+6
Bonus Feat


9th

+6/+1

+6

+3

+6
Twinned Mind


10th

+7/+2

+7

+3

+7
Third Epoch


11th

+8/+3

+7

+3

+7



12th

+9/+4

+8

+4

+8
Bonus Feat


13th

+9/+4

+8

+4

+8
Waywander


14th

+10/+5

+9

+4

+9



15th

+11/+6/+1

+9

+5

+9
Fourth Epoch


16th

+12/+7/+2

+10

+5

+10
Bonus Feat


17th

+12/+7/+2

+10

+5

+10
Timeless Body


18th

+13/+8/+3

+11

+6

+11



19th

+14/+9/+4

+11

+6

+11



20th

+15/+10/+5

+12

+6

+12
Final Epoch, Bonus Feat



Epochs (Su)
At 1st level, the Epoch Walker forms their first connection to one of the five great Epochs of the world: Chaotic, Primordial, Savage, Primitive, and Civilized. Doing so grants a benefit specific to that Epoch, as well as granting a +2 bonus to the associated skills of that epoch.

At 5th level and every five levels thereafter (10th, 15th, and 20th), the epoch walker may select an additional epoch from the five great epochs. In addition, at each interval, they may improve their skill bonus with one of their epochs (including the one just selected), which also grants an additional benefit according to the specific epoch. When they gain their Final Epoch at 20th level, they can improve two Epochs they possess instead of one in this way.

Timeless Mind (Ex)
At 2nd level, the Epoch Walker’s mind is splintered through multiple periods of the world’s existence, and they can store and access their memories in any of those periods. The epoch walker can hold a number of these memories equal to their Intelligence modifier. A memory can be a full page of writing or illustration (even unintelligible writing or illustration) per epoch walker level, a full conversation (including gestures and context) lasting no longer than 5 minutes per epoch walker level, the layout of a room or space (including objects and their positions, but not including information that the epoch walker would be unable to know at the time the memory is recorded) fitting inside a cube no greater than 10 feet on a side per epoch walker level, or any other equivalent memory. Storing the memory is a free action, and they can then access the memory as a full-round action.

Timeless Knowledge (Su)
The Epoch Walker’s ability to splinter their mind into multiple periods of time allows them to make connections that others find impossible. Beginning at 3rd level, whenever an Epoch Walker makes a Knowledge check, they may treat themselves as though they were trained in that type of Knowledge, and they may use synergy or circumstance bonuses to specific Knowledge checks on other Knowledge checks. They may only apply one synergy bonus and one circumstance bonus to any given Knowledge check in this way.

Bonus Feat
At 4th level and every four levels thereafter, the Epoch Walker gains a bonus feat, selected from the list of feats for any epoch they possess. They must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. The sole exception are feats which require a certain number of levels in a specific class (such as Weapon Specialization), where the Epoch Walker can substitute their levels in Epoch Walker for the levels in the specified class.

Defensive Splinter(Su)
At 6th level, an epoch walker can splinter their mind in response to attempts to affect it. They receive a +4 bonus to saving throws against Enchantment and Telepathy effects.

Psychometry (Su)
At 7th level, an epoch walker can follow an object’s or person’s history backwards from the present. As a full round action, touch an object or willing creature. You learn significant events from its past up to one month. The walker can continue to concentrate on this ability each round as a full-round action, gleaning information an additional month in the past for each round spent concentrating, to a maximum number of rounds equal to epoch walker level.

Twinned Thoughts
At 9th level, an epoch walker can use their splintered mind to work on a problem from two angles simultaneously. This is time consuming and cannot be used easily in combat. Whenever they take 10 on a skill check which allows it, they get a +4 competence bonus to that check.

Waywander (Sp)
At 13th level, the epoch walker learns to travel quickly to locations they have already been. Once per day, they can cast Greater Teleport as a spell-like ability. They must travel to a location where they have been within one week per class level, but do not suffer failure chance.

Timeless Body (Su)
At 17th level, the epoch walker no longer feels time as others do. They cease to gain penalties to ability scores due to aging and they cannot be magically aged. Any penalties due to aging that they have already taken remain in place. Bonuses still accrue, and the epoch walker still dies of old age when their time is up.



Chaotic
The Chaotic Epoch is the first Epoch in the timeline of a world, and technically it comes before the world is even a world, but instead a mass of dust and heat. Walkers who tap the Chaotic Epoch draw on the empty potential of this shapeless mass, and can often produce powerful magical effects as they draw more and more on the epoch. Walkers who specialize in the Chaotic Epoch tend to develop a dispassionate nature, owing to spending their mental efforts in a time before life itself.

Skills: Knowledge(Arcana), Spellcraft
Feats: Aligned Attack, Autonomous, Blind-Fight, Chaotic Mind, Improved Initiative, Iron Will, Magical Aptitude, Quick Draw

The first time you select this Epoch as one of your Epochs, you gain the ability to produce certain magical effects a limited number of times. Choose two first level spells or cantrips from the Wizard/Sorcerer list. You may cast each of these spells as a spell-like ability once per day, using Intelligence to calculate the saving throw DC instead of Charisma if doing so is beneficial to you. Unlike other spell-like abilities, the Epoch Walker must still pay XP costs for these spells.

The second time you select this Epoch as one of your Epochs, in addition to increasing your skill bonuses as normal, you may select a single spell from the Wizard/Sorcerer list of 3rd level or lower, or from another class’s spell list of 2nd level or lower. You may cast that spell once per day as a spell-like ability using the same rules as your initial spells. Additionally, both of the spells you selected when you first gained this feature may be used an additional time per day.

The third time you select this epoch as one of your epochs, you may select a 5th level or lower Wizard/Sorcerer spell or a 4th level or lower spell from another spell list, and cast it once per day as a spell-like ability using the same rules as your initial spells. Additionally, each of the previously selected spells gains an additional use per day.

The fourth time you select this epoch as one of your epochs, you may select a 7th level or lower Wizard/Sorcerer spell or a 6th level or lower spell from another spell list and cast it once per day as a spell-like ability using the same rules as your initial spells. Additionally, each of the previously selected spells gains an additional use per day.

If you choose to upgrade this Epoch five times, you gain the ability to cast the Wish spell as a spell-like ability once per week, using the same rules as previously selected spells. Additionally, each of your previously selected spells gains an additional use per day.



Primordial
The primordial epoch is the broad span between the development of a planet from a cloud of dust and the development of complex life on that planet. It is characterized by the rapid changes of climate as simple life forms cause rapid changes in atmosphere and the planet’s crust cools and hardens. This is also the time when elementals and extraplanar entities first take note of a planet and impose their own will upon it. Walkers who tap the Primordial Epoch draw on elemental powers, learning to hurl blasts of molten flame or raw lightning as easily as they wield weapons. Walkers who specialize in the Primordial Epoch tend to become prone to rapid emotional shifts, owing to spending much of their mental effort in a time of turbulence.

Skills: Intimidate, Knowledge(The Planes)
Feats: Athletic, Endurance, Great Fortitude, Greater Weapon Focus (Primal Blade), Greater Weapon Specialization (Primal Blade), Power Attack, Weapon Focus (Primal Blade), Weapon Specialization (Primal Blade)

The first time you select this Epoch as one of your Epochs, you gain the ability to create a weapon out of raw primordial energy called a Primal Blade as a move action. This weapon uses the stats and approximate shape of any simple or martial melee weapon of the Walker’s size, but deals fire or lightning damage (chosen each time the weapon is created) instead of its normal damage type. The Epoch Walker is considered proficient in this weapon, even if they aren’t proficient in the weapon it is copying.

The second time you select this Epoch, in addition to increasing your skill bonus, you improve the qualities of your Primal Blade. It now gains a +1 enhancement bonus to attack and damage rolls, and you can also choose acid or cold damage when you create it. Finally, you can use a full-round action to convert the weapon into a bolt of energy of the same type. This bolt resolves as a ranged touch attack with a thrown weapon and has a range increment of 60 feet. It deals 1d6 damage of the corresponding type, plus 1d6 for every three Epoch Walker levels you possess. The bolt can critically hit as if it had a 20/x2 crit range.

The third time you select this Epoch, your Primal Blade improves again. It now has an enhancement bonus of +3 to attack and damage rolls, and can take the form of a projectile weapon (including composite longbow or composite shortbow built to the walker’s strength modifier). When taking the form of a projectile weapon, the Primal Blade creates its own ammunition when fired or loaded. Futhermore, you can create the Primal Blade as a Swift Action instead of a Move Action.

The fourth time you select this Epoch, your Primal Blade improves again. It now deals additional damage on its attacks as if it had the Flaming Burst property, except that damage is of the same type as the base weapon type. This bonus damage applies even when firing the weapon as a bolt of energy.

The fifth time you select this Epoch, your Primal Blade improves again. It is now summoned as a free action, and its enhancement bonus to attack and damage rolls improves to +5. Finally, its critical hit range improves by one (from 20 to 19-20, or from 18-20 to 17-20, and so on), which stacks additively with effects that multiply crit range such as the keenness spell or the Improved Critical feat.

Savage
The savage epoch is the time between the rise of complex life and the rise of self-aware life. Its defining characteristics are an endless contest of fitness and hunter against prey. Animals in this era tend to be significantly larger than animals in the modern era. Walkers who tap the Savage Epoch draw on the unending vitality of the hunter and prey and the great strength of those mighty beasts to close their wounds and become greater trackers. Walkers who specialize in the Savage Epoch tend to be unusually straightforward and alternately aggressive and cautious as their mind spends much of its effort in a time of simpler thoughts.

Skills: Knowledge(Nature), Survival
Feats: Alertness, Animal Affinity, Lightning Reflexes, Run, Self-Sufficient, Stealthy, Toughness, Track

The first time you select this Epoch as one of your Epochs, you learn to take on an animalistic aspect once per day as a standard action. Choose either predator or prey. For one minute per Epoch Walker level, you gain a +2 bonus to your Constitution (which grants additional hit points in the same fashion as a barbarian’s rage) and a +2 enhancement bonus to your natural armor. If you chose predator, you also gain two primary claw attacks which deal 1d4 damage (or 1d3 damage for a small-size Epoch Walker). If you chose prey, you also gain a 10 foot bonus to your run speed. You can end your transformation early as a standard action.

The second time you select this Epoch, in addition to increasing your skill bonus, you improve your ability to transform. You can a second use of your animalistic aspect ability. If you use your ability while already in an animalistic form, you lose the original transformation. Your constitution bonus for transforming improves to +4 and your bonus to natural armor improves to +3. Your claw attacks in predator form improve to 1d6 (or 1d4 for small size) and your move speed increase in prey form improves to 20 feet. Finally, you recover hit points equal to your levels in Epoch Walker each time you transform into or out of your animalistic aspect.

The third time you select this Epoch, your animalistic aspect gains a new option. You can now choose to take on the aspect of a flier instead of predator or prey; great reptilian hunters of the sky. In addition to the bonus to Constitution and Armor class normally granted by the transformation, you gain a fly speed equal to twice your run speed (average maneuverability) and a primary bite attack which deals 1d8 damage (or 1d6 for small size Epoch Walkers). Additionally, all uses of your animalistic aspect can now be performed as a move action. Finally, you can use your transformation an additional time each day.

The fourth time you select this Epoch, your animalistic aspects improve. You gain an additional use of your transformation. Your Constitution bonus while transformed increases to +6 and your bonus to natural armor improves to +4. Your claw attacks in predator form improve to 1d8 (or 1d4 for small size), your move speed increase in prey form improves to 30 feet, and your bite attack in flier form improves to 2d6 (or 1d10 if small). Finally, while your form lasts, you gain damage reduction 2/-.

The fifth time you select this Epoch, you are as much beast as person. Your animalistic transformations no longer end unless you wish them to. Your Constitution bonus while transformed improves to +8 and your bonus to natural armor improves to +5. Your damage reduction improves to 4/-. Finally, you can gain the benefits of any two forms simultaneously whenever you use the ability. If you combine the predator and flier forms, you choose one set of natural weapons to be primary and the other set becomes secondary.


The primitive epoch is the time after the rise of intelligent mortal life but before that life begins to develop distinct societies and technologies. It is characterized by a strong sense of tribalism and individualism at the cost of empathy and societal tendencies. Walkers who tap the Primitive Epoch learn to become the best version of themselves,

Skills: Knowledge(History), Intimidation
Feats: Athletic, Weapon Focus (Any Simple), Weapon Specialization (Any Simple), Improved Unarmed Strike, Improved Grapple, Endurance, Diehard, Dodge

The first time you select this Epoch as one of your Epochs, your healthiness improves. Gain 3 maximum hit points. Each night after resting, you heal 3 more hit points than you would normally.

The second time you select this Epoch, in addition to increasing your skill bonus, one of your ability scores improves. Choose an ability score to increase by 2. Additionally, you gain another 3 maximum hit points.

The third time you select this Epoch, you develop improved skills. Choose any feat for which you qualify and gain it. Additionally, you gain 5 skill points which must be spent immediately. Finally, your maximum health increases by an additional 3 points.

The fourth time you select this Epoch, Your ability scores improve again. Choose two ability scores other than the one you chose the second time you took this epoch. Each improves by +2. Additionally, your maximum health increases by an additional 3 points.

The fifth time you select this Epoch, you have become your perfect self. Choose any feat, even if you do not meet the prerequisites, and gain it. You gain 10 skill points which must be spent immediately. Your ability scores all increase by +2. Finally, your maximum health increases by 10 points.


The civilized epoch is the time after intelligent mortal life develops distinct societies and begins to make dedicated efforts to improve knowledge and technology as well as social advancement. The primary indicators of a civilized epoch are trade, scholarship, and philosophy. Walkers who tap the Civilized Epoch find themselves more skilled in the handling of mechanics and eventually develop connections either to divine powers or to other people. Walkers who specialize in this epoch tend to be more personable and tend towards a more cosmopolitan mindset.

Skills: Knowledge(Nobility and royalty), Diplomacy
Feats: Combat Expertise, Extra Turning, Improved Turning, Skill Focus (Any), Weapon Finesse, Mind over Body, Open Minded, Psionic Talent, Wild Talent

The first time you select this Epoch as one of your Epochs, your ability to function in society improves. You learn an additional two languages of your choice (other than secret languages such as Druidic), and you may select a single Charisma based skill other than Diplomacy. Your chosen skill receives the bonus to skill checks for this Epoch, as if it were one of the two associated skills.

The second time you select this Epoch, in addition to increasing your skill bonus, you choose to develop either your mind or your faith.

If you choose to develop your mind, you learn to manifest a small number of psionic powers. Choose two 1st level powers from the psion/wilder power list to learn. You also gain a pool of power points as if you were a second level wilder. You may choose to gain bonus power points based on either your intelligence or your charisma, and the choice cannot be changed once you have made it. Your manifester level for these powers is equal to your Epoch Walker level minus 2.
If you choose to develop your faith, you learn to call on divine guidance according to your beliefs. You gain the turn or rebuke undead ability with an effective cleric level equal to your Epoch Walker level minus 2. Additionally, you gain one domain associated with your god, using your Epoch Walker level as your cleric level when determining the effect of your domain powers. You also gain three first level and a second level spell slot as if you were a cleric, which must be used to prepare domain spells gained through this feature or another feature which grants domains. For these spells, your spellcasting level is equal to your Epoch Walker level minus 2.



The third time you select this Epoch, your knowledge and your focus improve. Choose one Knowledge skill other than Nobility and Royalty. Your chosen skill receives the bonus to skill checks for this Epoch, as if it were one of the two associated skills. Additionally, depending on the choice you made the second time you took this epoch, you gain improvements to your psionic or faith abilities.

If you chose to develop mind when you took this epoch the second time, you learn two additional powers of 3rd level or lower from the psion/wilder power list. Your power point pool expands to be equal to that of a fifth level wilder.
If you chose to develop faith when you took this epoch the second time, your domain improves. You now have five first level, three second level, and one third level spell slots. You also may choose one cleric spell of 1st level. This is a domain spell for you.


The fourth time you select this Epoch, your faith or mind improve again.

If you chose to develop your mind, you learn two additional powers of 5th level or lower from the psion/wilder power list. Your power point pool expands to be equal to that of a 10th level wilder. Additionally, you may choose one [Psionic] or [Metapsionic] feat for which you qualify and gain it.
If you chose to develop your faith, you now have seven 1st level, five 2nd level, three 3rd level, and one 4th level spell slot. You also gain a second domain and its associated powers. Finally, choose one cleric spell of 2nd level or lower. This is a domain spell for you.


The fifth time you select this Epoch, you become the pinnacle of modern sentience.

If you chose to develop your mind, you learn to generate psychic energy. As a swift action on your turn, you can give yourself three temporary power points. These temporary power points do not stack and are lost after one minute or when consumed. Additionally, you learn two more powers from the psion/wilder power list of 7th level or lower, and your power point pool increases to that of a 15th level wilder.
If you chose to develop your faith, you now have nine 1st level, seven 2nd level, five 3rd level, three 4th level, and one 5th level spell slot. You can also cast Miracle as a spell-like ability once. If you use the effect to duplicate a cleric spell, you regain the ability to do so after one day. If you use it to duplicate a spell from another class, you regain the ability to use this feature after one week. If you use it for any other purpose, you must pay the experience cost as normal and you regain the ability to use this feature after one month.

Silva Stormrage
2019-05-11, 10:07 PM
So I eventually hit the word cap on my invocations section... Whoops? I should of reserved a second post.

Psionic Invocations
In addition to Arid Invocations Sandweavers gain various other invocations which they can use their psionic energy to manifest psionic attacks and abilities. Activating these invocations is a standard action unless otherwise noted.

Least

Object Reading: Discover information about an object
Revert: Reverts a creature to a previous state restoring wounds.
Temporal Shift: Allow a creature to complete a move action as they begin.
Distort: The creature's next melee or ranged attack is [Distorted]
Disrupt: A single creature is struck by temporal energies damaging them.
Accelerate: A single creature has their movement speed rapidly increased
Document: Draw and record perfect copies of what you see and transcribe notes at rapid pace.
Scholar's Touch: As the spell
Historical Analysis: The Sandweaver focuses their mental state and gains an increased ability to understand and discern historical facts and trends.
Sensitivity to Psychic Impressions: As the psionic power


Object Reading (1st) – The Sandweaver can observe an object's history to gain information about it's past, purpose and traits. A versatile invocation which many Sandweavers consider fundamental to their research. Upon spending a minute with an object the Sandweaver learns the name and race of the last individual who held the object (Other than the Sandweaver themselves), the object's hardness, how the object was created and how the last owner of the object lost the item.
For every 3 additional manifester levels beyond 1st (4th,7th,10th, etc) the Sandweaver can select one additional piece of information from the following list.

The alignment of the last owner
The location where the object was created
The creator's original intent for the purpose of the item
How long it has been since the item has been created
How to activate/use the object
How the object was used by the previous owner



After using this invocation on an object the same Sandweaver can't do so again until 24 hours have passed. Due to the strong synergy with this invocation and temporal essence the Sandweaver can infuse twice the normal amount of temporal essence into this invocation. This invocation does not work on artifacts.
Infusions:

If you infuse one point of temporal essence you can increase your manifester level by 5 for this invocation. You can infuse multiple points of temporal essence to gain a stacking bonus to manifester level.
If you infuse one point of temporal essence you can learn minor details about one major event the item was involved in or nearby. The Sandweaver learns the name of the event if it is well known enough to have a name, a basic description of the event, the time and location of the event and the name and a mental image of whoever was holding or nearby the object during the event. You can spend multiple points of temporal essence to learn about multiple events with each additional point of Temporal essence giving you minor information about one more event. This option prioritizes recent events and events relevant to the Sandweaver.
If you infuse two points of temporal essence you can learn about the owner who owned the item before the previous owner, learning all the same information the Sandweaver learned about the previous owner. You can select this option multiple times infusing two more points of temporal essence to learn about the previous owner.
If you infuse four points of temporal essence the Sandweaver learns everything about the item as the Sandweaver cast Analyze Dweomer on the object.
If you infuse six points of temporal essence the Sandweaver learns exactly how the object was created, what ingredients or rituals were used to create the object.
If you infuse eight points of temporal essence the Sandweaver learns everything about the item as the Sandweaver cast Analyze Dweomer on the object but this invocation now works on artifacts.


Revert (2nd) – The Sandweaver can send an ally's body slightly back in time restoring injuries the creature took. Target a creature within close range (25ft + 5ft/2 ML) and heal them 3d8 + 2/ML. This can heal a maximum amount of hit points equal to the damage that creature took since the beginning of your last turn. This healing is not positive nor negative energy and can heal undead and constructs effectively.
Infusions:

If you spend 1 point of temporal essence manifesting this invocation becomes a swift action.


Temporal Shift (1st) – The Sandweaver distorts cause and effect allowing a target creature to finish their next move action as soon as they start to move. In practice this is essentially similar to a teleportation effect to the end of their destination. However, they still can't move anywhere that they would not of been able to move in a single move action such as through impassible barriers and it is not disrupted by any effect that blocks teleportation. This movement does not provoke attack of opportunities and the creature does not suffer from effects that they would of taken by moving in that path such as damage from a wall of fire. They still must spend a move action to actually move to their destination however, this type of movement is disorientating and takes focus.
Infusions:

If you spend 2 points of temporal essence this invocation lasts for one round per manifester level. This allows all movement the creature takes to work as described above for as long as this invocation lasts.


Distort (1st) – The Sandweaver imbues a target creature within medium range (100ft + 10ft/ML) with temporal energy. The next melee or ranged attack that creature makes with a manufactured weapon or natural attack is [distorted].
Infusions:

If you spend 1 point of temporal essence this invocation also gives that attack a +5 bonus to hit due to the disorienting nature of the attack.


Disrupt (2nd) – The Sandweaver sends a flux of temporal energy into a creature within long range (400ft + 40ft/ML) which deals 1d8 damage plus 1d8 per two manifester levels. A fortitude save halves this damage.
Infusions:

If you spend 3 points of temporal essence this invocation also dazes the target if they fail their fortitude save and the fortitude save DC is increased by 2.


Accelerate (1st) – The Sandweaver rapidly accelerates the targets movements allowing them to move more easily. This gives the target +10ft bonus to all movement types and gives them a +1 bonus to attack rolls. This invocation lasts for one minute per manifester level.
Infusions:

If you spend 1 point of temporal essence this the movement speed for this invocation increases by 10ft. If you spend 3 points of temporal essence on this option their movement speed also doubles for all movement modes. Apply the doubling after the additive bonus to movement speed as normal.
If you spend 4 points of temporal essence the target gains an additional move action each turn.


Document (1st) – The Sandweaver uses his psionic power to transcribe his thoughts, notes and mental diagrams and images onto paper. This invocation allows him to create perfect photographic like drawings onto any paper or open notebook that he is holding. This allows him to write down or edit approximately 250 words or a draw/edit a single drawing of something the Sandweaver is currently observing per use.
Infusions:

If you spend 2 points of temporal essence then any drawing duplicated by this invocation ignores any illusions or other magical obscurement. Essentially drawing the image as if the Sandweaver was viewing it with the spell True Seeing active. This does not actually give the Sandweaver true seeing and he must observe the drawing to note any differences between the drawing and his own vision.


Scholar's Touch (1st) – As the spell "Scholar's Touch" (SpC) except as noted here.
Infusions:

If you spend 1 point of temporal essence you can share the information gained with this use of the invocation with another creature within close range (25ft + 5ft/2 ML). You can select this option multiple times allowing you to share information with multiple creatures.


Historical Analysis (1st) – The Sandweaver uses their psionic energy to focus their mental energy and gain a +10 insight bonus on Knowledge (History) and Sense Motive skill checks for one hour.
Infusions:

If you spend 1 point of temporal essence you can also gain a +5 insight bonus to any one knowledge skill or on bardic lore checks.


Sensitivity to Psychic Impressions (1st) – The Sandweaver uses their psionic energy observe information about the past. This invocation functions as the psionic power Sensitivity to Psychic Impressions except as noted here. The Manifestation time for this invocation is 10 minutes.
Infusions:

If you spend 3 points of temporal essence you can also gain a +5 circumstance bonus on bardic lore or knowledge checks regarding creatures or objects in the visions you saw.





Lesser

Time Hop: As the Psionic Power
Temporal Shift, Greater: Allow a creature to complete a move action without starting to take a move action.
Preservation: Preserves an object or creature by partially removing it from the time stream rendering it resistant to damage.
Temporal Insertion: Insert an action retroactively into the time stream.
Timestream Manipulation: The Sandweaver can either accelerate or slow down a creature's internal time stream.
Legend Lore, Psionic: As the spell
Track: Via observing the timeline of a touched creature the Sandweaver can locate his past locations.
Freeze: Freezes an unattended object in place for several rounds.
Overwhelm: Open up the vast expanse of time and forcibly throw the worst aspects into a creature's mind overwhelming their mind.
Second Chance: The Sandweaver infuses wisps of temporally infused sand into a recently slain creature allowing it to fight again briefly.


Time Hop (3rd) – The Sandweaver duplicates the effects of the Time Hop power except as noted here. This invocation has a three round cooldown.
Infusions:

If you spend 4 points of temporal essence this invocation can be manifested as a move action or swift action.


Temporal Shift, Greater (4th) – The Sandweaver has a greater understanding of movement and it's flow in the time stream and allows creatures to reach their destinations before they begin to move. This invocation grants the target a move action that can be taken right away. They can only use this action to move and their movement functions as if affected by the Temporal Shift invocation.
Infusions:

If you spend 3 points of temporal essence this invocation lasts for a round per manifester level on the target creature, granting them an extra move action at the start of their turn which can only be used for movement as described above.


Preservation (3rd) – The Sandweaver partially displaces an object or creature from the time stream rendering it resistant to damage and things affecting it. If manifested on a creature the creature reduces damage from all sources by 5 and gains a +2 bonus on fort and will saves. However, removing a creature partially from the timestream also hampers their ability to act to a degree giving them -10ft movement speed to all movement types, -2 penalty on reflex saves and a -1 on all attack rolls. When manifested on a creature this invocation lasts for one round per manifester level.

When cast on an object however, this invocation is a lot more effective. It increases the object's hardness by 10 and allows their hardness to reduce damage from force and other types of damage that normally bypass hardness such as adamantine weapons. This invocation can only be cast on objects that weigh less than 25 pounds per manifester level. This invocation lasts for one hour per manifester level when manifested on an object.
Infusions:

If you spend 1 point of temporal essence the a creature targeted by this invcoation does not gain any penalties.
If you spend 2 points of temporal essence the damage reduced for a creature or the hardness of an object is increased by the Sandweaver's wisdom modifier.
If you spend 4 points of temporal essence this invocation's duration increases to one hour per manifester level for creatures and is permanent on objects.


Temporal Insertion (4th) – The Sandweaver can as a swift action inject a standard action into the past allowing it to resolve as if the target was in a previous state of existence. Using this ability inserts this effect into any targeted creature's past. It resolves at the time temporal insertion is cast, but is treated as affecting the targeted creatures in the previous rounds for all other intents and purposes.

For example, if the Sandweaver had a wand of fireballs he was using in combat and an enemy cast "Protection from Fire" on round 1. The Sandweaver could manifest this invocation and use his wand of fireballs on that enemy. The fireball deals its damage as if the enemy was in the previous round where he had not cast protection from fire thus he would take full damage from the fireball. The damage however, would still apply to his present self.

The Sandweaver can use this ability to heal a wider range of damage with their Revert invocation but it still can't change the past. Thus in the following situation concerning the Sandweaver an Ally 1 and an Enemy 1.
Round 1: Ally 1 is at half HP
Round 1: Enemy 1 deals just enough damage to kill Ally 1
Round 2: Sandweaver uses Temporal Insertion to manifest Revert healing Ally 1 in the past which if the invocation healed successfully then Ally 1 would have enough HP to live.

However, temporal insertion doesn't heal the past version of Ally 1 it heals the current version of Ally 1 which is a corpse and not a valid target for Revert. In order to change the past you need a more powerful invocation (See Timestream Injection Below)


Timestream Manipulation (4th) – The Sandweaver can either slow down or accelerate a creature's internal rate of time. If they accelerate a creature that creature is treated as if under the effects of the spell "Haste". A creature can only be safely accelerated by this invocation once every five minutes. For each additional time this invocation is cast upon during the same 5 minute interval then they suffer one point of constitution burn.

If the Sandweaver slows down a creature's internal rate of time the creature must make a fort save and a will save versus the temporal effects of this invocation. Failing the fortitude save stuns the target for one round as their body and brain is slowed down and unable to react properly. If they fail the will saving throw they are slowed for 2 rounds due to the lingering temporal distortions disrupting their actions.

Legend Lore (4th) – The Sandweaver can delve into an object or creature's past and replicate the spell "Legend Lore" except as noted here. The Sandweaver still needs to provide the material component and focus for this invocation despite it being a Psi Like Ability.


Track (5th) – Upon manifesting this invocation the Sandweaver's hand is covered in a bright blue aura and he must make a melee touch attack upon a creature within melee range. If he hits he can discern the physical route that the creature took in the past hour per manifester level. He does not get to see what the creature saw when he took that route, he simply knows the physical route the creature took relative to the Sandweaver's current location. He can recall this information for ten minutes per manifester level before it fades from his memory. Though he can always simply write down or memorize the information with the Autohypnosis skill. This ability can't track a creature's movements if while they were on a different plane of existence (Though you would know that they left the current plane and when and where they came back). This is a divination effect.

For example, upon touching a creature in a marketplace he may learn that the target woke up in a house 4 miles north of the current location, traveled to a specific building about an hour or so southeast and spent several hours there then arrived at the marketplace and has been wandering about. He wouldn't learn what the creature was doing or what exactly any of those locations were unless he visited them himself.

Infusions:

If you spend 1 point of temporal essence this invocation lasts for one round per manifester level. While this invocation is active the Sandweaver can pinpoint the target's physical location relative to the Sandweaver's own.
If you spend 4 points of temporal essence this invocation also allows you to see what the target saw while taking that path. You still don't receive any information other than visual information.


Freeze (4th) – The Sandweaver rapidly pauses an object freezing it in place. Upon manifesting this invocation as an immediate action the Sandweaver targets one object whose volume is no larger than a single 10ft cube. That object freezes as if affected by the spell Temporal Stasis except the effect only lasts for one round per manifester level. The Sandweaver can freeze a contiguous surface or body of liquid with this invocation but can't affect gasses. The Sandweaver can't freeze objects that are intelligent or attended objects due to their ability actually interact with the flow of time. This invocation has a 3 round cooldown.
Infusions:

If you spend 2 points of temporal essence the volume limit of the object is a 15ft cube.
If you spend 4 points of temporal essence the volume limit becomes a 25ft cube.


Overwhelm (4th) – By selecting several terrible points in history and by composing and collecting the sheer weight of the past the Sandweaver can collese this information and shove it into an unsuspecting creature within close range (25ft + 5ft/2 Manifester Levels). If the creature fails a will save they take 1d4 wisdom damage and are dazed for one round and shaken for 3 rounds after that. A success means they are shaken for one round. This is a mind affecting fear effect.

Second Chance (4th) – You can manifest this invocation on a creature who has died in the past round. By targeting the event of their death you can push it forward in time reviving the creature temporarily. The target's death or destruction is reversed and they are briefly alive in the same condition they were in right before the attack that killed them. After three rounds the target's death catches up to them and they instantly and irrevocably die regardless of any other effect or condition, even if they are removed from the time stream such as by Time Hop. Due to the sheer difficulty and dangers of manipulating a creature's very death this invocation can only be used safely on a creature once per week. Every additional time it is used within a week timeframe the target takes 4 points of constitution burn when they come back. If they do not have a constitution score they take 4 points of charisma burn. If they are immune to ability burn then the invocation simply doesn't function on them.

Infusions:

If you spend 3 points of temporal essence you can remove the event of the targets death completely from the time stream. This however is a lot more taxing on the individual. This invocation functions as the spell Revivify (SpC) except as noted here. This invocation can target any creature not just those valid targets to be raised by Raise Dead. Upon being raised the target takes 6 points of ability burn to all of their ability scores and are then set to -1 HP and are unconscious but alive and stable. If this ability burn would kill them then the invocation fails. If they are immune to ability burn the invocation fails. Finally, in order to use this infusion option the Sandweaver must also provide 500 GP worth of crushed Diamond Dust.




Greater

Timestream Injection: Insert your next action into the past changing the present.
Chulainn's Lance: Causes the target creature's next attack to become distorted and automatically hit.
Psionic Potential: Select a 2nd level or lower psionic power and use it at will.
Revert, Greater: As Revert but can restore more and heal more conditions.
Hindsight: As the spell.
Azure Echo: Creates a crystalline statue of sand that you can swap places with.
Temporal Reverb: A creature suffers the same affect as they did a previous round.
Circle of Productivity: By enchanting a large magical circle the Sandweaver can create a place where time flows differently.
Grand Archive: The pinniacle in book reading invocations, you can read entire libraries in a single action
Origin of Species: By analyzing the timeline of a creature you can discern their history, weaknesses and native abilities.


Timestream Injection (6th) – The Sandweaver invokes one of their more disruptive abilities. When manifesting this invocation as a swift action the Sandweaver can inject a standard action into the past round altering the past and present when he does so. The action he injects into the timestream resolves at any point the Sandweaver wishes in the previous round. The action can not be reacted to by those in the past with anything but continuous reactive effects such as spell resistance or spell turning. Even contingencies do not activate in response to the injected action. Once the action finishes the results of all actions in the past round that occur after the action was injected may be altered by the injection as if the action occurred in the past all along.

For example if the Sandweaver was struck by a raging barbarian in the previous round he may inject the invocation "Time Hop" into the past right before the barbarian attacks him. He would be affected by the invocation Time Hop and the barbarian's attack would simply strike empty air. This would cause the Sandweaver to healed as he never took the strike in the first place and he would still be under the effect of Time Hop in the present. This affects all actions after the injection. In this example if an ally cast a healing spell on the Sandweaver after the barbarian struck him the heal would now target empty air and be wasted causing the present Sandweaver to lose the HP he would of gained from the healing and causing the ally to expend a spell slot on nothing. Neither the barbarian or anyone else gets to change their actions in the past. The only thing that changes is the result of those actions.

This meddling in the time stream is disruptive to creature's memories and they recall both the original timeline and the modified timeline which can cause some confusion and headaches from foes and allies alike. This invocation has a one minute cooldown


Chulainn's Lance (6th) – The Sandweaver invokes a powerful reversal of order and causality on a creature. The creature's next attack roll within one round is [distorted] and is an automatic hit as this invocation adjusts the timeline so that the damage of the attack occurs before the attack is made. The paradox of such a contradiction forces the attack to land on the correct target.

However, the strain of the contradiction causes the creature making the attack roll become dazed at the end of their turn until the end of their next turn after they targeted by this invocation. An unwilling creature can make a will save to negate this invocation.
Infusions:

If you spend 1 point of temporal essence and you target yourself with this invocation you are not dazed on your following turn.


Psionic Potential (6th) – The Sandweaver is still a psionic character despite their magical abilities, with training and research they can duplicate a psionic power as an invocation. Upon choosing this invocation the Sandweaver selects one psionic power of 2nd level or lower from the Psion/Wilder power list (He may select Seer's discipline specific powers but no other discipline's specific powers) and manifesting this invocation functions as if the Sandweaver was manifesting that psionic power as a Psi Like Ability with a manifester level equal to 1/2 the Sandweaver's normal Manifester levels. Manifesting this invocation has the same manifesting time as the normal psionic power. The Sandweaver must spend any experience point cost of the psionic power when he manifests this invocation. If the psionic power selected has a saving throw use the psionic power's power level to determine it's saving throw DC not the invocation level of Psionic Potential.

The Sandweaver can not select Bestow Power or any other psionic power which transfers or generates power points for himself or other creatures.

Infusions:

If you spend 2 points of temporal essence the Psi Like Ability is manifested at the Sandweaver's normal manifester level.

Special: This invocation can be selected multiple times each time granting the Sandweaver another psionic power.

Revert, Greater (5th) – This invocation functions as Revert except as noted here. This invocation heals a number of hit points equal to 5d8 + 5/Manifester Level. In addition, the target can make a second saving throw versus any effect that forced him to make a saving throw since the beginning of your last turn. If they succeed at the second saving throw the creature is treated as if he had passed the first saving throw for the severity of the effect. This does not restore any hit points or ability damage they suffered but it does end various conditions such as sickened or stunned.
Infusions:

If you spend 1 point of temporal essence manifesting this invocation becomes a swift action.


Hindsight (6th) – This invocation duplicates the effects of the spell "Hindsight" (SpC) except as noted here. It requires 24 hours to manifest but it has a 120ft radius and the Sandweaver is unable to select the "Day" option in the spell, normally only being able to learn about the past weeks, days, months or years ago.
Infusions:

If you spend 1 point of temporal essence you can select the "Day" option of the spell "Hindsight" normally. However, this infusion also requires you spend 500 GP of diamond dust to fuel the invocation.
If you spend 4 points of temporal essence you can manifest this invocation as a standard action.


Azure Echo (6th) – As a swift action the Sandweaver can create a statue made up of hardened blue sand in his own likeness. This statue is formed after he moves out of his current square and appears as the Sandweaver did when he manifested this invocation. As an immediate action he may destroy any statue creature by this invocation and instantly swap his position and the statue's. This is not a teleportation effect, the Sandweaver is just rewinding his position to a previous point in time. He must have line of sight and line of effect to the statue in order to swap positions and after the swap is made the statue dissipates into motes of blue sand that fade into the wind.

The statues have 15 HP and 10 Hardness and last for one round per manifester level. The Sandweaver can have a maximum number of Sand Echoes active at any time equal to her wisdom modifier. Attempting to create anymore causes the attempt to simply fail.

Temporal Reverb (6th) – The Sandweaver reaches into a creature's past and duplicates one of the following effects: a spell, SLA, PLA, supernatural ability or a melee or ranged attack that the target was affected by in the last round. If the target fails a will save or is willing they suffer the exact same attack again. The ability or attack keeps the exact same damage/healing rolls, attack rolls, etc and the target keeps their saving throw results from the first time they were struck by the ability. If the effect duplicated affected multiple creatures only the target of Temporal Reverb suffers again. This invocation has a one minute cooldown between uses.

Temporal Acceleration (6th) – This invocation functions as the psionic power Temporal Acceleration except as noted here. First it is a standard action to activate. Second it's range is Close (25ft + 5ft/2 Manifester Levels) and can target other creatures. Lastly, a creature can only be affected by this invocation safely once per day. Every time they are affected by this invcoation past that they suffer one point of constitution burn. If the target is immune to constitution burn or otherwise can't take constitution burn (Undead or Constructs for example) then the second and subsequent uses of this invocation simply fail on that target.

The Sandweaver himself can be affected by this invocation 3 times per day before suffering constitution burn.
Infusions:

If you spend 2 points of temporal essence the duration of the temporal acceleration increases by 1 round.

Circle of Productivity (6th) – In order to active this invocation the Sandweaver needs to draw and create an intricate magical circle up to 20ft radius. This circle takes about an hour to create regardless of size and is created from various sands and powders making it very fragile and easy to disrupt by outside forces. Once the circle is created the Sandweaver can invoke this invocation and disrupt the flow of time inside the circle.

Creatures inside the circle find that their actions that take longer periods of time to complete finish much more rapidly. Casting and manifesting times longer than one round have those times halved to a minimum of one round. Creatures spending the full time crafting in the circle are doubly productive when crafting magic or mundane items, for example letting them craft 2000gp of items per day for magic items if they spend the full time crafting inside the circle. Even creatures having intellectual debates find that a one hour debate between individuals in the circle only took 30 minutes. This has no real effect on combat or shorter actions, the circle simply stretches time when the same action takes place over a long period of time inside the circle. It can't do so when the action is resolved quickly.

The Sandweaver may only have one circle of productivity active at a time and it lasts for 24 hours. Creating another one destroys the previous one. A creature must be actually inside the circle to benefit. Acorn of Far Travel and similar effects do not count for being inside a circle of productivity.
Infusions:

If you spend 4 points of temporal essence casting time reduction, crafting time productivity and other effects of the circle are done by a factor of 4 rather than 2 (So quadrupled and quartered instead of doubled and halved).


Grand Archive (6th) – Manifesting this invocation takes a full minute but by scanning and analyzing any books open to read the Sandweaver can document and analyze all documents or books within medium range (100ft + 10ft/ML). When manifesting this invocation they can target any number of books, carvings, manuscripts or other such items within range hereafter referred to for simplicity as books. The Sandweaver does not need LoS or LoE to these books and automatically knows the location of any book within range. As long as the books are not behind any magical barriers or walls the Sandweaver can access them.

For every book he targets he learns the following information.

The author's name, race, age and gender. This applies to each author if there are multiple authors.
The author's intent behind and reason for writing the book. This applies to each author if there are multiple authors.
The details of the book as if he thoroughly read the book once.
Any magical properties of the book as if they cast the spell Analyze Dweomer on the book.


For spellbooks or similar items the Sandweaver does not learn how to cast the spells but he does gain knowledge of what spells are written in the books. In order to decipher each spell he must make a spellcraft check as normal (DC 20 + Spell level).

As a side effect simply learning this invocation reorganizes the Sandweaver's mind to hold such a massive amount of information and passively gives him a +5 bonus on all knowledge checks and grants the Sandweaver a perfect memory and they never forget anything if they do not want to.

Origin of Species (6th) – The Sandweaver selects one living creature within close range and does an in depth scan through the time-stream for historical and genetic information related to the creature. If the creature fails a will save then the Sandweaver learns the following information. This is a divination effect.

Basic information about the specie's origin (Wether they evolved naturally, were created by gods/mad scientist, etc) and minor information about their creator if they had one such as the creator's name and title.
The statblock of an average creature of their species including average ability scores and all (Ex), (Su), (Ps), (Sp) and natural abilities. This does not reveal abilities gained from class features or templates.
Basic historical information regarding this species including locations where large populations lived and migrated to, nations which held a large number of this species or similar information
Can make a single knowledge history check regarding this species with a +20 bonus to find more specific or forgotten information regarding this species.


Infusions:

If you spend 1 point of temporal essence and you hit the creature with a melee touch attack this invocation no longer has a saving throw to negate it's effects.
If you spend 3 points of temporal essence you also gain the above information on every template the creature has.



Timeless

Perfect Structural Analysis: Gain insight onto an object's entire history.
Stasis: Render an Object Creature or Spell Effect frozen in time.
Psionic Potential, Greater: Select a 4th level or lower psionic power and use it at will.
Replicate: Drag a power or spell effect you observed from last round into the present.
Timeless Phoenix: Upon death or activation restores a creature to a previously healthy state.
Overwhelm, Greater: As overwhelm but can kill the subject.
Historia: Analyze and memorize a creature's entire past.
Time Regression: As the psionic power
Azure Embodiment: Sync a creature with the everflowing stream of time to enhance their abilities.
Mutable Past: Adjust a creature's past allowing them to easily change past decisions.


Perfect Structural Analysis (7th) – The Sandweaver touches one object and analyzes it's compositional makeup, it's history and it's purpose. He gains the following information. This is a divination effect. This ability does not work on corpses of creatures. After analyzing an object the Sandweaver gains a +10 insight bonus on any skill check required to use the object.


Knowledge of what the object is made out of.
Knowledge of what the purpose of the object was when it was created.
A one or two sentence description of how the object was made. "Created by an evil god in a grand ritual sacrificing X people". This does not give enough information to recreate the event creating the object.
All magical and mundane properties of the object and how to use all of it's functionality.
A one or two sentence description of every important user of the item and what they used the item for. The DM decides what constitutes an important wielder but it should cover anyone who uses the item for years or for important events.



Stasis (7th) – The Sandweaver targets one object or creature within close range (25ft + 5ft/2 Manifester Levels) and renders them in a state of suspended animation for one round per manifester level as the spell Temporal Stasis. A fortitude save negates this effect.

If they target a creature they can instead freeze a spell, power or supernatural ability with a duration affecting that creature. That effect is automatically suppressed on that creature for one round per manifester level. After that duration it resumes as normal, it's duration was put on pause while in stasis. If the Sandweaver targets an ongoing spell or power there is no saving throw to resist the effect.

Infusions:

If you spend 1 point of temporal essence and 1000 GP of diamond dust you can render the effects of this invocation permanent.
If you spend 4 points of temporal essence you can manifest this invocation as an immediate action targeting yourself only. This version of the invocation lasts for one round and you can't use this invocation for 5 rounds after using this infusion option.


Psionic Potential, Greater (8th) – As Psionic Potential but the Sandweaver can select any power 4th level or below.
Infusions:

If you spend 3 point of temporal essence the Psi Like Ability is manifested at the Sandweaver's normal manifester level.

Special: This invocation can be selected multiple times each time granting the Sandweaver another psionic power.

Replicate (9th) – By observing a spell or power they can identify when it leaves and enters the time stream and pull it out for future uses. When they manifest this invocation the Sandweaver may select any psionic power or spell they identified with a psicraft or spellcraft check and pull it into the current timeline. The Sandweaver then casts or manifests that same spell or power and may select targets, area, and other options as normal. If it is a psionic power they must chose the same augmentation options as the first power. They must pay any material component or experience point cost to power the effect and they must have any relevant foci. If they can't supply the necessary components then the invocation fails.

Manifesting this invocation is a standard action regardless of what casting time the spell or power observed was. This invocation has a five round cooldown.

Timeless Phoenix (9th) – The Sandweaver can manifest this invocation on a creature with a touch. At any point within the next hour the creature touched can activate this invocation as an immediate action to instantly revert their body to the state it was when they had this invocation manifested upon them. This can revert damage, ability damage/drain, negative levels, ongoing spell effects and similar conditions and effects. It does not restore expended spell slots or similar expended abilities. This invocation automatically activates if the creature is killed, resurrecting them in a flash of blue light.

This ability does not truly remove those effects it merely reverts the creature to the same point as the initial manifestation. If they were suffering from any ability damage, ongoing spell effect or similar effect at that time then they would be under those effects again.

Once a creature is affected by this invocation regardless if they activate it or not they can't be affected for another week.

Overwhelm, Greater (7th) – As Overwhelm but the sheer weight of the timeline forced upon the subject can be lethal. If the creature fails the initial will save then they die due horror as their brain can't handle the information. A successful save results in them being shaken for one round per manifester level. This invocation has a three round cooldown


Historia (9th) – The ultimate divination ability to discern a creature's past. By manifesting this invocation and touching a creature with a melee touch attack the Sandweaver can gaze upon the twisting strands of time and get a near perfect understanding of the creature's past. The Sandweaver gains perfect information of the subject's history within the past 3 years per manifester level. They get major details and information of the creature's past in the past five years per manifester level. They get moderate details on major events involving the creature within the past 10 years per manifester level. If the creature has lived longer than 10 years per manifester level they only get minor details regarding the creature's history from further than 10 years per manifester level in the past. These details are gained even if the creature has forgotten them, the Sandweaver is not digging through the creature's mind for this information but instead using the creature to divine the where in the timeline the creature was involved and observing that information. A successful will save negates this invocation. This is a divination effect.

Infusions:

If you spend 4 points of temporal essence the you also learn in perfect detail the first 50 years of the creature's life.


Time Regression (9th) – As the psionic power except as noted here. The Sandweaver still has to spend 1000 XP to manifest this invocation despite it being a Psi Like Ability.

Azure Embodiment (8th) – By imbuing a creature within close range (25ft + 5ft/2 Manifester Levels) with temporal energy they become an avatar of time. Cloaked in a crackiling blue electricity every single melee or ranged attack with a weapon or natural attack is [Distorted]. In addition, the distorted nature of these attacks gives them a +5 insight bonus to their attack rolls. Finally, due to their connection to time once per round they may reroll any d20 roll they made and take the better result.

Still this magnificent power comes at a steep cost. Every round at the start of their turn the creature that is affected by this invocation takes one point of ability burn to a random ability score. This invocation lasts for three rounds. This invocation has a five round cooldown.


Mutable Past (8th) – By adjusting the past the Sandweaver can change or undo character decisions made in the past. This invocation duplicates the effects of the psionic power Psychic Reformation except as noted here. The Sandweaver can undo all such choices going back to the target's first level or HD. The manifestation time is a standard action and finally there is no experience point cost for this invocation.

After being affected by this invocation a creature can not be affected by it again for a full week.

Road_Runner
2019-05-24, 12:06 AM
Warper


http://pre08.deviantart.net/b603/th/pre/i/2014/060/7/a/chrono_mage_chronicles___oracle_by_bostonology-d78i1hi.jpg


Time is a river. And I can bend it.

Info: Warpers are arcane savants who have tapped into the ability to manipulate time and space itself. They are obsessed with delving further into these manipulations and mastering the ability to bend time to their will. Similar to warlocks, their power drives more from intuition and willpower than scholarship.

Alignment: Any.

Religion: Typically not religious, but some warpers are.

Role: Warpers are supernatural casters that provide a mix of damage and utility. Their signature abilities including being able to absorb attacks and replay them back at their foes, and creating temporal rifts to help mobilize themselves and their allies around the battlefield.

GAME RULE INFORMATION
Warpers have the following game statistics.
Abilities: Wisdom is the most important ability for Warpers. Their chrono power and various class features have wisdom as their key ability score. Constitution is also important as many of their abilities are fairly close range.
Alignment: Any
Hit Die: d6
Starting Age: As wizard.
Starting Gold: As wizard

Class Skills
The Warper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Listen (Wis), Knowledge (The Planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)

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

Warper

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialChrono Power Rank
1st
+0
+0
+2
+2Chrono Powers1
2nd
+1
+0
+3
+3Absorb Attack1
3rd
+2
+1
+3
+3 Temporal Rift1
4th
+3
+1
+4
+4 Matrix Guard2
5th
+3
+1
+4
+4Perfect Rhythm2
6th
+4
+2
+5
+5 Time Sense2
7th
+5
+2
+5
+5 Extended Guard3
8th
+6/+1
+2
+6
+6Chrono Acceleration 3
9th
+6/+1
+3
+6
+6 Perfect Guard3
10th
+7/+2
+3
+7
+7 Glitch 4
11th
+8/+3
+3
+7
+7 Dimensional Pocket4
12th
+9/+4
+4
+8
+8 Hypergate 4
13th
+9/+4
+4
+8
+8 Temporal Surge5
14th
+10/+5
+4
+9
+9 Eternal Readiness 5
15th
+11/+6/+1
+5
+9
+9 Greater Hypergate 5
16th
+12/+7/+2
+5
+10
+10 Share Time 6
17th
+12/+7/+2
+5
+10
+10Mastery Ability6
18th
+13/+8/+3
+6
+11
+11 Mastery Ability 6
19th
+14/+9/+4
+6
+11
+11 Mastery Ability 7
20th
+15/+10/+5
+6
+12
+12 Perfect Timeless Body7


Class Features:

Chrono Powers (Su):Warpers gain the ability to initiate manipulations of time and space. These manipulations are called chrono powers. Chrono powers are supernatural abilities that have somatic but not verbal components. Usable at will unless otherwise noted. Each level, a warper chooses a new chrono power available to them.

Level : Rank Available

1: 1
4: 2
7: 3
10: 4
13: 5
16: 6
19: 7


Augmenting: Each time you use a chrono power, you can spend a number of augment points equal to your class level to improve the chrono power. Some chrono powers do not have augmentations.

Absorb Attack (Su): One of their signature abilities, a warper is able to defend themselves against an attack with a readied action. You do not have to specify what the attack is when you ready absorb, you just become “on guard” to absorb any attack when you decide to activate the ability. Warpers can shunt this attack off into another time stream, completely negating it. This can absorb any attack: melee or ranged attack rolls and targeted abilities, and area of effects. However, there are the following restrictions:

For spells, SLAs, or supernatural abilities that have a caster level, you must succeed on a class level check against 10 + caster level. If you fail, you are unable to successfully absorb the attack. However, you maintain your guard so you can try on another attack.
Area of effect abilities can be absorbed, but are only negated in a 10 ft radius.

At any time in the next minute, you can “echo” this attack, executing it in the same way as the opponent used it (DC, attack roll bonus, etc). You do not need to produce any material components or other resources that your enemy used to execute the attack. If the attack is a spell, SLA, or psionic power, you can only echo it if the level is equal or less than ½ your class level + 2.

Temporal Rift (Su): As a move action, you can summon a rift within close range (25 ft + 5 ft/2 levels). A rift appears as a flickering, jagged, line of light that gives off illumination as a torch. It occupies a 5 ft square, but has no physical presence. *When you or an ally occupy a square containing a rift, you can as a free action teleport to any other rift within 10 ft/ level. When standing in a rift, your allies are aware of all the other rifts it can teleport to. This teleportation is somewhat unpredictable, and thus cannot be used to dodge attacks. The rift you teleport from is consumed in the process. You can automatically “sense” the locations of your rifts, and additionally are considered to have vision of the 5 ft square they are in, as well as all adjacent squares. A rift will remain for 5 minutes before fading out. You can also shoot through portals when making ranged attacks, just like when teleporting, except it does not consume the portal. You can only have a number of rifts active equal to 2 or your wisdom modifier, whichever is higher. If you create a rift that puts you over this maximum, you must choose a rift to fade away.

Matrix Guard (Su): You can now use your temporal rifts to help protect allies. Any ally occupying a square that has one of your temporal rifts can be guarded. This means that when readying your Absorb Attack ability, you can either use it to protect yourself as normal, or also use it when an ally occupying a square with a rift is attacked. The same way you have a “sense” of all your rift locations and have vision into the squares they occupy, you can also sense when an ally in one of your rifts has been attacked, and get a vague sense of what kind of attack it is. When using Absorb attack against an aoe ability, all rifts negate the aoe in a 10 ft radius pocket, the same as you do yourself.

Perfect Rhythm (Su): When you ready an action, as long as the readied action is released before the start of your next turn, your initiative remains unchanged.

Extended Guard (Su): When you ready an action to absorb an attack, if you have not absorbed an attack by the start of your next turn, you can expend a swift or move action to extend the readied effect until the start of your next turn. You cannot use this ability out of combat to indefinitely maintain a readied absorb attack.

Chrono Acceleration (Su): You can now use your temporal rifts to accelerate your chrono bolts. You can now bounce a chrono bolt off a temporal rift. “Bouncing” means you target the rift, which then re-originates the chrono bolt from that rift. You can also shoot through rifts as normal (shoot into one rift and have it originate from another rift). *For each rift you bounce off of or shoot through add a +2 on the attack roll of the bolt and an additional die of damage. You can only bounce off a maximum of 1 rift + ¼ class levels.

Time Sense (Su): Warpers have an intuitive sense of the flow of time. You always know what time it is, in addition to the day and year according to standard calendars. You can also perfectly keep track and remember the duration of events you have observed or tasks you have completed (For example, you could know that your party has been walking in a cave for 4 hours, 19 minutes, and 32 seconds). When being surprised, you can make a class level check against DC 15. If successful, you may act in the surprise round.

Perfect Guard (Su): Every time you absorb an attack, roll a 1d3. On a 3, you can immediately reflect that ability as if you had released immediately after you absorbed it.

Glitch (Su): Your ability to warp the fabric of time improves. You gain a +2 bonus to initiative. Additionally, 3 times/day you can create a “glitch” as a free action on your turn. Choose a willing creature within 10 ft/level to “glitch”, and do one or both of the following:

Swap positions
Swap initiatives (your initiative becomes their’s, and vice versa). You cannot use this to give either person an extra turn in the round. If either creature has taken already taken a turn when you use this ability, the swap takes effect at the start of the next round. However, you can use “glitch” as the first action when you start your turn to perform this swap, giving the ally your turn.


Dimensional Pocket (Su): Warpers can create a personal pocket of space to store objects. This space can be shaped in any way, but has a maximum volume of one 5 ft cube per 2 class levels. As a move action, a warper can touch an object or willing creature and stash it in their dimensional pocket, provided it fits, or similarly conjure it in an adjacent space, proved there is enough empty space. Once per round you can conjure or store a handheld object from the space as a free action. You have no trouble finding objects in the space, similar to a Heward’s handy haversack. If you die, the dimensional pocket is flipped out and the contents appear in the squares around you.

Hypergate (Su): This ability works as the spell teleport, except instead of teleporting target creatures to the location (with the same rules with respect to familiarity/mishap) you summon a circular portal at the target location and one within close range (portals are a two-dimensional 10 ft radius circle, vertically or horizontally oriented). Moving through either portal will make you appear through the other one. Portals last for 10 minutes or until dismissed as a standard action. Usable 1/day.

Eternal Readiness (Su): You are always prepared. Gain your wisdom modifier as a bonus to initiative.

Temporal Surge (Ex): Once per encounter, you can activate this ability to gain an extra swift or move action.

Greater Hypergate: Your Hypergate ability now acts as greater teleport. Additionally, you can now use it 2/day.

Share Time (Su): Time is a resource, and you are now able to share it. Choose an ally within 100 ft + 10 ft/level. On your turn can donate either a swift, move, standard, or your entire turn, and your ally can use this time to act on their turn. For example, on your turn you could *take a move action and then use this ability to immediately give an ally your standard action. This does not affect initiative; they still act on their turn as normal. Usable 1/encounter.

Masteries (Su): At levels 17-19, you begin to gain complete mastery as a warper. At each level choose one if the following abilities:

Portal mastery: You now summon rifts effortlessly. Once per round, you may summon a temporal rift as a free action.
Space mastery: You can fly at a speed of double your base land speed with perfect maneuverability.
Absorption mastery: Gain +5 on class level check to absorb attacks. Additionally, you can store up to 3 absorbed attacks at a time.


Perfect Timeless Body (Ex): You no longer take penalties for aging and cannot be magically aged. You no longer die of old age.

Chrono Powers

Rank 1

Chrono Bolt
Activation Time: Standard

You unleash a bubble of distorted spacetime. This ability requires a ranged touch attack with a *range of 50 feet, and deals 1d4 damage/level. If this attack enters a square containing a rift, it can absorb some energy from it, giving a +2 bonus on the attack roll (does not stack with multiple rifts).

Augment:
1: +5 ft range
4: +1 die size (cannot go past 1d12)
5: Also damages creatures in a 10 ft radius. Reflex save for half damage (if touch attack hits primary target directly, they do not get a reflex save).
7: Also applies 5 warp charges (for aoe version, only applies warp charges to target hit directly or targets failing the reflex save).


Warp Charges: Warp charges impose a penalty on initiative, -x where x is the number of charges. Losing initiative does not allow the target to take two turns in the same round. When a target has accumulated 20 or more warp charges, they become fluxxed, losing their next turn but also losing 20 charges.


Matrix
Activation Time: Move

You surround a target creature with a mesh of protective energy. For one round, they gain a +4 bonus to AC and are unaffected by your area of effect abilities. This ability has a range of 10 ft/level.

Timely Strike
Activation Time: Passive

You give yourself or an ally that makes an attack standing in a rift a +4 bonus on their attack roll. Each rift can only be used once for the purpose of this ability.


Rank 2

Decelerate
Activation Time: Standard

You shoot flickering ray of blue energy at a creature within 60 feet. The target creature takes a 2d4 penalty to dexterity for 1 minute.

Augment:
2: Penalty increases by 1
8: Also applies an equal strength penalty

Flux
Activation Time: Standard

You create a rippling field of wave energy. This field has a radius of 20 feet, and can be centered within medium range. *Enemies move at half speed and allies move at double speed inside the field. This field lasts for 1 round/level. Usable 1/encounter.

Augment:
2: Radius increases by 5 feet
4: Applies a +1 bonus to attack rolls for allies and a -1 penalty to attack rolls for enemies

Portal Rush
Activation Time: Standard

You turn into a corona of energy and move up to your movespeed. The corona is intangible and cannot *be attacked or affected, and can fly during this near instantaneous movement, but cannot move through inanimate objects. Any enemies you move through take 1d6 damage/level. You can create a portal at any point during this movement.

Augment:
1: Move an additional 5 feet
4: Create an additional portal
7: Damaged enemies must make a will save or be slowed for 1d3 rounds.


Rank 3

Time Heals All Wounds
Activation Time: Standard

As a standard action, you create a vortex of brilliant energy around an ally within 10 ft/level. This vortex heals 5 hit points/round, and lasts for 1 round/level. This ability does not stack with itself.

Augment:
2: Heal an additional 1 hit point/round
8: While this ability is active, any damage your target suffers becomes partially temporary. Any round your target takes damage, they heal back 25% of the damage they took at the start of their next turn.

Time Bomb:
Activation Time: Move/Standard (See Below)

As a move action while in an encounter, you create an abnormal temporal rift. This rift functions as a normal rift, except it grows increasingly unstable over time. As a standard action, you may detonate this rift, causing an explosion. The radius of this explosion is 20/ft per round since you have placed the time bomb rift (min 20 feet). *It deals 1d6 damage/level, reflex half, growing to 1d8/1d12/2d8/2d10/2d12 if it is detonated 1/2/3/4/5+ rounds later. All allies within 5 ft of a temporal rift are protected from the bomb damage. At the start of each of your turns, roll a 1d20 to see if a mishap occurs:

1: The bomb fizzles out and the rift disappears. You become slowed for 1 round.
2: The bomb explodes early. *If you are not hit by the explosion you still take half the damage as feedback damage.
3: If you have another other temporal rifts, randomly select one. It is now the time bomb rift.
4: If its been 2 or more rounds, the bomb teleports 30 feet in a random direction (or stopping at closest wall) and explodes. The temporal rifts do not offer any protection against allies.
5: If its been 3 or more rounds, the bomb explodes with double the radius. It deals no damage but all affected creatures have a 50% chance of being frozen in time for 1 round, becoming immune to all attacks but unable to take any actions.
6: If its been 4 or more rounds, the bomb causes a strange rip in space time. All creatures within the bomb radius disappear from their location, and then reappear 24 hours later.
7-19: Nothing happens.
20: The bomb becomes very unstable. All damage dealt is doubled (this can stack). You can no longer detonate the bomb manually, but it will now detonate normally on a roll of 15-19, unless a mishap happens first.

You can only have 1 time bomb active at a time.

The Wheel Turns
Activation Time: Move or Swift

You accelerate a target creature through time by up to 3 rounds. If the target effects and conditions the target progress as if three (or less) rounds have passed. For example, you can cause an enemy fighter's haste with only 2 rounds left to expire before he full attacks you, or help an ally recover who just stumbling out of a stinking cloud and is now nauseated for 4 rounds (making him only nauseated for 1 round). You can use this ability at close range and only affect a given creature once per minute.



Rank 4

Chrono Fissure
Activation Time: Standard

You create an arc of space-time energy between two portal endpoints. This must be cast on two existing rifts, causing an arc of crackling blue energy lances in a line between them. They must be within 5 ft/level of each other, and both rifts must be within close range. *All creatures that this bolts passes through takes 1d6 damage/level and must make a fortitude save or be dazed for 1 round. Usable once every 4 rounds.

Augment:
4: Damage increases by 1/level and DC of the save increases by 1.
8: Also creates a force current, which is directed from one portal to the other. Creatures who fail their save are also pushed 10 feet along the direction of the current. This movement provokes attacks of opportunity.

Wall of Eternity
Activation Time: Standard

You summon a wall of temporal energy that impedes movement and blocks attacks, similar to a weaker wall of force. You can summon this wall within close range with an area of 10 ft square per level. This wall distorts time, making it very difficult to pass through (taking 40 feet of movement to cross). Creatures that pass through also gain 5 warp charges. You can pass through your own wall of eternity without gaining warp charges (but it still takes extra movement). Usable 1/encounter.

Backtrack
Activation Time: Standard

You shunt yourself or an ally backwards in time, reverting them to the state they were at the beginning of their last turn. *This means anything that happened to them such as damage or inflicted conditions are reversed. Even death can be reverted, if they were alive at the beginning of their last turn. You can also choose for them to appear in whatever location they were in at the beginning of their turn, or they can stay in the same location. This chrono power is only usable 3/day.


Rank 5

Freeze Ray
Activation Time: Standard

You shoot a beam of flickering blue energy at a target. This is a ranged touch attack with a 60 foot range. The target is frozen in time for 1 round. They are invulnerable to all attacks while frozen. Usable once every 5 rounds.
Augment:
1: +5 ft range
5: Cast on a willing creature as an immediate action. The ability becomes targeted instead of a ranged touch attack.
5: You gain a small amount of foresight. When casting on a willing creature, you can cast this ability after knowing the result of an attack roll or saving throw, but before the consequence is determined (damage total, condition, etc).
10: Lasts for 1d2 rounds on enemies instead of 1 round.

Forked Reality
Activation Time: Standard

You split the current timeline for yourself into two forks, splitting the current path of time into two potentials that are imposed on the current reality. You summon a complete copy of yourself, which appears in some location of your choosing within 30 feet. This copy is completely identical to you, having the exact same abilities, status (same injuries/conditions), and gear. You have a single consciousness that is shared between these two selves. You still have the same amount of actions per turn that must be shared between your two selves. For example, on your turn you could have one self take a standard action, while the other self moves and takes a swift action. Any limited resources (such as consumable items, wand charges, spells, etc) are shared. For example, if one self consumes a potion, the other potion will be emptied on the other self. If one self uses a luck feat reroll, you lose a reroll for the purpose of both selves. Chrono powers with limited usage are also expended for the purpose of both selves if one self uses it. However, the selves are otherwise separate entities. After 3 rounds, the forked reality reconverges into one path of time. You must pick one self to become your “real” self. The other self disappears. (Note that self includes your body and any gear that was on it; the second set of items that was created also disappears even if it was taken off your person). Usable 1/day.


Rank 6

Temporal Overload
Activation Time: Standard

You unleash a flurry of temporal energy, blasting enemies with chrono bolts. This allows you to cast chrono bolt twice. Each bolt gains +1d6 augment points to spend. You can only use this ability after you have “charged” yourself *by casting two chrono bolts before this ability. You can only “charge” yourself if these chrono bolts were cast within the same encounter. After using this ability, you can charge it again by casting chrono bolt twice more.

Astral Flicker
Activation Time: Swift

You transcend your fixed state on the material plane, and become an entity of multiple possibilities. Whenever an attack (attack roll, targeted, or area of effect) hits you, you have a 25% chance of completely dodging this attack, and warping to another reality where you are 10 feet away from where you currently stand. For area of effect attacks, if this new position would still put you in the affected area, you have a 50% chance of it still hitting you. This ability can be activated and deactivated with a swift action.

Temporal Revision
Activation Time: None

You nudge the flow of time in your favor. This allows you to immediately force the reroll of a single d20 roll after knowing the result. This can affect rolls by yourself, an ally, or an enemy as long as you are aware of the target. For example, you could reroll a saving throw or force an enemy that just grievously wounded your ally to reroll the attack roll. This chrono power is usable 3/encounter.



Rank 7

Dome of Protection
Activation Time: Standard

Your rifts crackle and expand into protective fields to protect you and your allies. *For one round, any time an enemy attacks you or an ally within 10 feet of a temporal rift, you may use that rift to use the absorb attack ability (as normal, except you don’t need to have absorb attack readied). If successfully absorbed, the rift is destroyed. You may store more than one absorbed attack through attacks absorbed through this ability.

Ethereal Shift
Activation Time: Standard

You can completely dodge enemies attacks with barely a thought. Once per encounter, as an immediate non-action you may teleport an ally or yourself to a rift within 10 ft/level, allowing you to dodge attacks or disrupt a targeted ability.




Warper Feats
Flux feats: The warper has access to a special pool of feats called flux feats. Each feat gives you some extra flux points as well as a usage for your flux points. This is very similar to the way that luck feats give you luck rerolls as well as a way to use your luck rerolls. At the start of each encounter you gain a pool of flux points equal to the sum of flux points granted by all your feats. You must have at least one class level in Warper to take Flux feats.

Improved Absorption
Prerequisites: Absorb Attack Class Feature
Benefits: You can more consistently absorb attacks. Gain a +2 bonus on class level checks to absorb an attack

Stable Absorption
Prerequisites: Absorb Attack Class Feature
Benefits: You can now take 10 on Absorb Attack checks

Chrono Foresight [Flux]
Prerequisites: -
Benefits: Your flux energy allows you to quickly get your bearings in a combat situation. You can consume flux points to add 2 * the number of flux points consumed as a bonus to your initiative. You can use this after initiative is rolled. You gain 3 flux points.

Chrono Insight [Flux] -
Prerequisites: -
Benefits: Your flux energy allows you to edit time as you perform a skill check, making it easier. You can consume 1 flux point to gain a +3 bonus on a skill check. You can consume 2 flux points to reroll a skill check. You can consume 3 flux points to do both. You gain 3 flux points.

Chrono Resilience [Flux]
Prerequisites: 1 Other [Flux] feat
Benefits: Your flux energy allows you to edit time as you perform a saving throw, making it easier. You can consume 1 flux point to gain a +3 bonus on a saving throw. You can consume 2 flux points to reroll a saving throw. You can consume 3 flux points to do both. You gain 3 flux points

Chrono Shield [Flux]
Prerequisites: 1 Other [Flux] feat
Benefits: You create ribbons of flux energy to reduce incoming attacks. When you take damage. You can consume 2 flux points to reduce damage by 1/level plus your wisdom modifier. You can consume 2 flux points to reduce the incoming damage amount by 30%. You can consume 3 flux points to do both. You gain 3 flux points.

Warp Attack [Flux]
Prerequisites: 1 Other [Flux] feat
Benefits: After rolling an attack roll, if it falls flat you can twist reality to make it strike true. You can alter an attack roll to be the reverse of whatever the roll was (i.e, a 7 becomes a 13, a 2 becomes an 18). This ability costs 3 flux points. You gain 3 flux points.

Dimensional Flux Pool [Flux]
Prerequisites: 2 Other [Flux] feats
Benefits: You expand your amount of flux points. For every feat you have that grants flux points, including this one, gain an additional flux point (future flux feats gain points retroactively).

Flux Absorption [Flux]-
Prerequisites: 6th Level Warper, 2 Other [Flux] feats
Benefits: You can drain energy from your enemies attacks into flux. You can consume an absorbed enemy attack you have stored to recover 3 flux points. You also gain 3 flux points.

Flux Reserve Barrier [Flux]
Prerequisites: 9th Level Warper, 2 Other [Flux] feats
Benefits: You use your flux as a wreath of protective energy. As long as you have 5 flux points available, gain a +2 bonus on saving throws. You gain 1 flux point.

Hyper Flux Absorption [Flux]
Prerequisites: 12th Level Warper, 3 Other [Flux] feats
Benefits: You can quickly expend a large amount of flux points to absorb an attack you were not prepared for. By expending 7 flux points, you can use your absorb attack ability as an immediate non-action. This is only usable 1 / encounter. You gain 3 flux points.