PDA

View Full Version : D&D 3.x Class The Zeitmeister (Support focused time manipulation class) PEACH



Alabenson
2019-06-17, 04:08 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 Distortion Strike (flatfooted), 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), Distortion Strike (slowed)


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 Distortion Strike (daze), 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.

Distortion Strike (Su): If a zeitmeister can catch an opponent unable to defend themselves effectively they can deliver a blow that warps their opponent's perception of time, leaving them vulnerable to other attacks. As a standard action, the zeitmeister can make a melee attack against an opponent who is flatfooted or otherwise denied their Dexterity to AC or who the zeitmeister is flanking. In addition to regular damage, the target must make a Will save (DC 10 + 1/2 the zeitmeister's class level (rounded up) + the zeitmeister's Wisdom modifier). Alternatively, if the zeitmeister wishes, they may choose to deliver this ability as a melee touch attack that deals no damage instead of as part of a regular melee attack. If the target fails their save, they are then considered flatfooted against all attacks made against them for a number of rounds equal to the zeitmeister's Wisdom modifier (minimum 1 round), although they can act normally otherwise. The zeitmeister cannot use this ability against an opponent who is already under the effects of this ability.
At 10th level, the zeitmeister can alternatively elect to cause an opponent who fails their save against this ability to be slowed for the duration instead.
At 19th level, the zeitmeister can alternatively elect to cause an opponent who fails their save against this ability to be dazed instead of flatfooted or slowed.

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). A zeitmeister need not provide any expensive material components for an echoed spell even if the spell would normally require them, however the zeitmeister must pay any XP components that would normally be required to cast the spell normally.
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.

Combat Precognition (Su): As a swift action, a zeitmeister of 5th level 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 5th level the zeitmeister can use this ability up to four times per day. At 9th level and every four levels after (13th, and 17th) the zeitmeister gains the ability to use this ability an additional time per day.

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.

Alabenson
2019-06-18, 12:53 PM
Added language clarifying what happens when Spell Echo is used on a spell with an expensive material component or XP component

Silva Stormrage
2019-06-20, 03:14 AM
Does distortion strike's flatfooted condition apply on spells or only melee and ranged attacks? It's kinda unclear at the moment. Also I am a bit confused about the line "If the zeitmeister wishes, they may deliver this ability as a melee touch attack that deals no damage instead of as part of a regular melee attack". Do you mean "Instead of a regular melee attack" or does the Zeitmeister get to make a melee touch attack in addition to a regular attack?

My previous comments on Tempus Ambulat still stand but I like the general flow of this version of the class much more. I am a bit hesitant at giving such an easy way to inflict the flatfooted condition considering how overwhelmingly powerful it is (Not being able to use immediate actions is terrifying). But it does offer a save and require a melee attack to land to work so I think it's probably fine.

Alabenson
2019-06-20, 11:51 AM
I've adjusted the wording on Distortion Strike to clarify that the ability can either be delivered as part of a regular melee attack or a touch attack.