SangoProduction
2022-04-23, 04:04 AM
Preamble: I watched Invincible on Amazon Prime. In... episode 2, I think, the alien invasion was self-thwarted by time distortion. They grew grey and elderly, and noped back to their dimension.
I found that intriguing. Reignited the spark of wanting to make a time mage, that was lost when I actually looked at the Time sphere.
So... let's try and figure out the powers that a time manipulator would want.
Powers (Conceptual): Obviously, inflicting some sort of debuff and/or damage through "aging" is going to be absolutely necessary.
Turning back the clock to heal wounds is also useful.
Providing time-flavored buffs as well. Bonuses to perception to represent additional time to see things, in particular, would be useful.
Teleportation. Classical superspeed. So fast you barely even pass through the intervening space, and no one can really respond to you moving through. Might want to take drawbacks which require LoS and stays on the ground.
Spheres (proposed): Destruction (damage/debuff), Death (lasting debuffs, at later CLs), Light/Illusion (miss chance buffs, fluffed as time-based motion), Nature / Enhancement / War (Generic buffs which can be reflavored to be time-based), Life (duh, healing), Light / Divination (Perception buffs), Warp (teleportation)
Talents:
Destruction: (Generic) Demolition - full damage to objects.
(Shapes) Explosive Orb. Energy Tether also works, with its persistent damage deal. Energy Leap has the effect of being as though you launched past someone, afflicting them as you did so. Kind of like Ben 10's Time Lord.
(Types) Acid for persistent damage. Adhesive for a "stuck in time" deal. Drowning Blast - speeds up metabolism faster than air will move in to the lungs. Gloom Blast for sicken - differential time dilation can't be good for the vestibular system.
Death: Curse (-3 permanent to all rolls is well worth the cost, and a generic debuff is a generic debuff - they are out of sync with reality). Hunger (fatigue and hunger, not to mention damage. accelerated metabolism with indefinite duration debuff). Sickening (Used instead of Gloom Blast by level 5)
Feats: Flexible Ghost Strike (Makes use of Explosive Orb), Dispatch the Weak (fatigued / exhausted takes -2 to saves vs death effects)
(campaign-dependent) Divination: (Light) - free action perception check at +CL, if divining light. (Time) - look up to CL hours in the past for information from within the range
Fast Divinations. Lingering Divination.
(Divine talents): Augury - looks into the future to get an idea of the consequences of an action. Witness The City (Look into the city's recent past and try to find information). Object Reading (same deal).
(Senses): Foreshadow - obvious. Given brief glimpses of the future.
(Advanced): Trapfinding (if you can't see a trap coming, you're a terrible time lord)
Feats: Tabulated Mind: Reduces opportunity costs for divining.
Life (Any desired talents. They all work. Mostly)
Time: After Image (20% miss chance). Second Chance (immediate action reroll save). Rapid Response (Initiative, and worse version of Foreshadow for less time).
Retry (target redoes their turn - game changer, especially in social situations)
Warp: Emergency Teleport (immediate action). Quick Teleport (move action).
War: Any Momentum talents make obvious sense. Also they are really efficient action- and point-wise.
Light: (base sphere): Telescope: bonus perception. makes distance multiplicatively less relevant to (your) perception
Obscure (once per turn per buffed ally, enemy takes disadvantage to hit)
-
That's... quite a shopping list of talents (especially in trying to use Divination). So let's boil it down to what a level 1 incanter might want, with his 2 base talents, plus 2 from level 1 incanter, plus 1 from bonus feat. No drawbacks, because... sod it, it's 4 am.
Destruction: Explosive Orb. Adhesive Blast.
Death: Curse
Time: Retry.
Divination: Foreshadow
That's a reasonably diverse and potent set of capabilities for a level 1 character.... Actually, I guess I am assuming we somehow trade out the base spheres. In which case Destruction would only take 1 talent, so the bonus feat could be spent on something else.
I found that intriguing. Reignited the spark of wanting to make a time mage, that was lost when I actually looked at the Time sphere.
So... let's try and figure out the powers that a time manipulator would want.
Powers (Conceptual): Obviously, inflicting some sort of debuff and/or damage through "aging" is going to be absolutely necessary.
Turning back the clock to heal wounds is also useful.
Providing time-flavored buffs as well. Bonuses to perception to represent additional time to see things, in particular, would be useful.
Teleportation. Classical superspeed. So fast you barely even pass through the intervening space, and no one can really respond to you moving through. Might want to take drawbacks which require LoS and stays on the ground.
Spheres (proposed): Destruction (damage/debuff), Death (lasting debuffs, at later CLs), Light/Illusion (miss chance buffs, fluffed as time-based motion), Nature / Enhancement / War (Generic buffs which can be reflavored to be time-based), Life (duh, healing), Light / Divination (Perception buffs), Warp (teleportation)
Talents:
Destruction: (Generic) Demolition - full damage to objects.
(Shapes) Explosive Orb. Energy Tether also works, with its persistent damage deal. Energy Leap has the effect of being as though you launched past someone, afflicting them as you did so. Kind of like Ben 10's Time Lord.
(Types) Acid for persistent damage. Adhesive for a "stuck in time" deal. Drowning Blast - speeds up metabolism faster than air will move in to the lungs. Gloom Blast for sicken - differential time dilation can't be good for the vestibular system.
Death: Curse (-3 permanent to all rolls is well worth the cost, and a generic debuff is a generic debuff - they are out of sync with reality). Hunger (fatigue and hunger, not to mention damage. accelerated metabolism with indefinite duration debuff). Sickening (Used instead of Gloom Blast by level 5)
Feats: Flexible Ghost Strike (Makes use of Explosive Orb), Dispatch the Weak (fatigued / exhausted takes -2 to saves vs death effects)
(campaign-dependent) Divination: (Light) - free action perception check at +CL, if divining light. (Time) - look up to CL hours in the past for information from within the range
Fast Divinations. Lingering Divination.
(Divine talents): Augury - looks into the future to get an idea of the consequences of an action. Witness The City (Look into the city's recent past and try to find information). Object Reading (same deal).
(Senses): Foreshadow - obvious. Given brief glimpses of the future.
(Advanced): Trapfinding (if you can't see a trap coming, you're a terrible time lord)
Feats: Tabulated Mind: Reduces opportunity costs for divining.
Life (Any desired talents. They all work. Mostly)
Time: After Image (20% miss chance). Second Chance (immediate action reroll save). Rapid Response (Initiative, and worse version of Foreshadow for less time).
Retry (target redoes their turn - game changer, especially in social situations)
Warp: Emergency Teleport (immediate action). Quick Teleport (move action).
War: Any Momentum talents make obvious sense. Also they are really efficient action- and point-wise.
Light: (base sphere): Telescope: bonus perception. makes distance multiplicatively less relevant to (your) perception
Obscure (once per turn per buffed ally, enemy takes disadvantage to hit)
-
That's... quite a shopping list of talents (especially in trying to use Divination). So let's boil it down to what a level 1 incanter might want, with his 2 base talents, plus 2 from level 1 incanter, plus 1 from bonus feat. No drawbacks, because... sod it, it's 4 am.
Destruction: Explosive Orb. Adhesive Blast.
Death: Curse
Time: Retry.
Divination: Foreshadow
That's a reasonably diverse and potent set of capabilities for a level 1 character.... Actually, I guess I am assuming we somehow trade out the base spheres. In which case Destruction would only take 1 talent, so the bonus feat could be spent on something else.