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Krimm_Blackleaf
2008-06-15, 06:34 PM
Continuum Invoker
http://www.wizards.com/dnd/images/xph_gallery/33203.jpg
Suuten X'aien, invoking a new portal.

Space and time are strange things that are to the normal observer, rigid and unmovable. Continuum invokers are masters of both forcing and subverting space and time to their own will. At each step up from the last, they gain more master of space, and eventually of time. They excel in moving from one spot to another with a thought, and creating gateways for other to move through as well. The most powerful of continuum invokers are often completely lost to time and space, going places unreachable and times so distant not even the eldest of dragons will reach them by the end of their journey.

HD: d4

Requirements
Alignment: Any nonlawful
Skills: Knowledge (the planes) 12 ranks, Psicraft 6 ranks, Spellcraft 6 ranks
Invocations: Ability to use least invocations, eldritch blast 3d6.
Psionics: Ability to use 3rd level psionic powers, including time hop and dimension swap.

Class Skills: Climb, Concentration, Craft, Jump, Knowledge (arcana), Knowlede (psionics), Knowledge (the planes), Profession, Psicraft, Ride, Spellcraft, Survival, Swim and Use Magic Device
Skill-points per level: 2+Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Minor space warp
2nd|+1|+0|+0|+3|Create portals (touch)
3rd|+1|+1|+1|+3|Psionic invoking
4th|+2|+1|+1|+4|Moderate space warp
5th|+2|+1|+1|+4|Spacial blast
6th|+3|+2|+2|+5|Create portals (range)
7th|+3|+2|+2|+5|Master space warp
8th|+4|+2|+2|+6|Temporal blast
9th|+4|+3|+3|+6|Bolstered psionics
10th|+5|+3|+3|+7|Jump space and time
[/table]

{table="head"]Level|Invoking|Psionics
1st|+1 of existing invoking class|--
2nd|+1 of existing invoking class|+1 of existing psionic class
3rd|+1 of existing invoking class|+1 of existing psionic class
4th|+1 of existing invoking class|+1 of existing psionic class
5th|+1 of existing invoking class|+1 of existing psionic class
6th|+1 of existing invoking class|+1 of existing psionic class
7th|+1 of existing invoking class|+1 of existing psionic class
8th|+1 of existing invoking class|+1 of existing psionic class
9th|+1 of existing invoking class|+1 of existing psionic class
10th|+1 of existing invoking class|+1 of existing psionic class
[/table]

Weapon and armor proficiencies: Continuum invokers receive no additional weapon or armor proficiencies.

Invoking: At each level, you gain new invocations known, increased damage with your eldritch blast, and an increase in invoker level as if you had also gained a level in the warlock class. You do not, however, gain any other benefit a character of that class would have gained.

Psionics: At every level but first, a continuum invoker gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of continuum invoker to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a continuum invoker, he must decide to which class he adds the new level of continuum invoker for the purpose of determining power points per day, powers known, and manifester level.

Space Warp (Ps): As you take levels as a continuum invoker, you slowly gain a grasp of the twisting of the space around you. The methods of this spacial transmutation are strange and most often disorienting. Using these abilities require an expenditure of a certain amount of power points indicated in each level of power's description. Any of the abilities of this class feature that cause you to jump from one location to another can only be used on you and any equipment on you.

Minor: You have a fundamental grasp of how to bend space to your will. Firstly, you may expend 3 power points to jump anywhere within 100 feet of you that you have line of sight with, using this ability is a standard action. You may also expend 3 power point to use the far hand power as a move action. Additionally, you can spend a full-round action(which provokes an attack of opportunity) to twist the way space bends. This ability is somewhat varied and can do things such as giving curves to a normally strait hallway(disabling the ability to charge normally), twisting the ground around you to grant cover and so on. Using this ability requires a minimum cost of 5 power points, more if the DM deems it.

Moderate: You take a step up from your mere fundamental mastery of space. By expending 7 power points as a standard action, you may hop anywhere within 1 mile of your location, otherwise acting as the teleport spell(with a miss of changing reduced from miles to 5-ft. squares). This requires you to have at least a good idea of where you are going. You are also capable of expending 5 power points to use the telekinetic force power as a standard action. You also can take greater control of space, doing things such as changing the location of doors to other doors nearby, changing different locations in a room to other ones(such as going from one side of the room to the other, but finding yourself in the middle of the room, then again to a completely different corner) or even doing things such as redirecting gravity to walls or ceilings. Using this ability requires a minimum cost of 9 power points, more if the DM deems it.

Master: You have utter control over space around you, and even control over space nowhere near you. As a standard action, you may expend 11 power points to jump to any location within 10 miles/continuum invoker level with perfect accuracy, as the greater teleport spell. You are also capable of expending 9 power points to use a modified version of telekinetic force that allows you to move an amount of weight equal to 500 lb./manifester level and while lifting anything you can use telekinetic thrust on it, as the power. You have almost perfect power over space around you, transporting an entire room somewhere within a mile of it's current location, deciding to warp gravity to push outward or inward from or to a single location and things as powerful as forcing two locations to exist in the same place simultaneously. Using this ability requires a minimum cost of 13 power points, more if the DM deems it.

Create Portals (Ps): At 2nd level, you have the ability to create links between two locations of your own, instead of relying on bending the space of existing doors. Twice per round, as a move action, you may touch any flat, non-organic surface of at least 7 by 4 feet to create an oval-shaped portal in space which may be connected to another portal created by you. These portals act just as if there were an open doorway between the two locations, so spells, items and creatures can pass through either way with ease, so long as they fit. There may only be two portals open at once, one connecting to the other and the portals last a number of hours equal to half your manifester level.
Many times creating a portal that leads from a wall to a ceiling or a floor to a wall can be disorienting and those unused to going through portals can leave creatures nauseated or temporarily stunned based on the severity of the disorientation or warping of the space around them.
At 6th level, you may create these portals at a range, so long as it's on the same non-organic space that can fit a portal and is within a line of sight. Additionally, you may now create these portals twice per round as a free action instead of a move action.
Creating a portal requires only the expenditure of 1 power point.

Psionic Invoking (Ex): At 3rd level, you learn how to blend your power of the mind with the power in your blood. By expending 2 power points as a free action, you can increase the save DC of any of your invocations by 1, or increase the damage of your eldritch blast by 1d6. Just as normal psionic powers, you cannot expend more power points on this ability higher than your manifester level. Additionally, for all purposes, your invocations count as both arcane and psionic in source.

Spacial Blast (Sp): At 5th level, you can a special eldritch essence invocation that forces an opponent to jump from one location to another. This is a lesser eldritch essence invocation of an equivalent 4th level. Any creature struck by your spacial blast must make a Will save (DC 14+Cha modifier) or be forced to jump to any location you yourself can use with your Space Warp class feature. By expending 5 power points you may choose to jump to the same location, the same amount of space away from them as you were before.

Temporal Blast (Sp): At 8th level, you gain the ability to use a unique invocation that warps someone's space in the time stream. This is a greater eldritch essence invocation of equivalent 6th level. Any creature struck by your temporal blast must make a Will save (DC 16+Cha modifier) or be forced to hop forward in time a number of minutes equal to half your caster level time ten(or at any point in time between now and then, if you will it). This otherwise functions as the time hop power.

Bolstered Psionics (Su): At 9th level, you gain the ability to more easily use psionic powers in the wake of the use of your invocations. Any round after a round in which a warlock invocation is used, any psionic power(but not class feature that requires power point use) has their power point limit increased by 4, giving you an effective +4 manifester level for the sake of using power points on powers.

Jump Space and Time (Ps): At 10th level, you are a veritable master of space, with a power over time that is nothing to scoff at. You are now capable of using greater teleport and greater plane shift as a move action once per round as a psionic power by expending 13 power points. You also gain the ability to force yourself forward or backward in time a certain amount of time, depending on which direction in time you are going. By expending 13 power points, you may go forward in time a number of days equal to half your manifester level(or anytime in between now and then, if you will it) as a standard action. Additionally, you may go backward in time one round, reliving it. After using this class feature in respect to powers over time, you must wait another 5 rounds before you can use it again.

Raging Gene Ray
2008-06-15, 06:47 PM
I think I found my new favorite class.
Shouldn't there be some divination powers mixed in there, though? (Foresight, Hindsight, Arthur C. Clarke-style Seeing-Everything-That-Ever-Happened-Anywhere?)

Draken
2008-06-15, 08:33 PM
I see... Much headache for a DM having to deal with one of this class. It is awesome, yes, but it also has so much potential to give Epic level headaches to a poor DM.

However. One thing I don't really get...

Why warlock + psion = space & time control?

Xuincherguixe
2008-06-15, 09:29 PM
My game is so messed up this actually would fit fairly well.

Guyr Adamantine
2008-06-15, 09:50 PM
Why warlock + psion = space & time control?

Because another "You mix two completely different kinds of spellcasting in an incredibly rare way" felt a bit tacked, a stretch of the mind. :smallamused:

It's flavorful. I like that.

Stycotl
2008-06-15, 11:19 PM
ok, the space warp abilities really need some mechanics built into them. right now it is very vague, and as said earlier, will give everyone headaches.

the uber-cap at 10th level needs a planeshift variant (in my opinion).

and as regards the 'why invoking+psionics=time/space manipulation?':

because psionics and warlocks are some of the coolest systems in the game, and because time travel is awesome, nightcrawler is still one of the coolest superheroes, with one of the coolest mutations, and because it just plain appealed to him.

honestly, you could make psi+warlock=(insert anything here), but this is the direction that worked for his concept.

either way, good work krimm. cool class. i'm definitely adding it to my library.

aaron out.

SilentNight
2008-06-18, 07:35 PM
Incredibly cool, incredibly powerful, all the stuff we've come to love about your work, Krimm. Kudos.

JoshuaZ
2008-06-19, 02:49 PM
Requirements
Alignment: Any nonlawful
Skills: Knowledge (the planes) 12 ranks, Psicraft
6 ranks, Spellcraft 6 ranks
Invocations: Ability to use least invocations,
eldritch blast 3d6.
Psionics: Ability to use 3rd level psionic
powers, including time hop and dimension swap.


It isn't obvious to me why they should be non-lawful.



Space Warp (Ps): As you take levels as a
continuum invoker, you slowly gain a grasp of the twisting of the space around
you. The methods of this spacial transmutation are strange and most often
disorienting. Using these abilities require an expenditure of a certain amount
of power points indicated in each level of power's description. Any of the
abilities of this class feature that cause you to jump from one location to
another can only be used on you and any equipment on you.



You need more specification about what can be done with the Minor, Moderate and
Master abilities. How about the following (changes in bold):
Minor: You have a fundamental grasp of how to
bend space to your will. Firstly, you may expend 3 power points to jump
anywhere within 100 feet of you that you have line of sight with, using this
ability is a standard action. You may also expend 3 power point to use the
far hand power as a move action. Additionally, you can spend a
full-round action(which provokes an attack of opportunity) to twist the way
space bends. This ability is somewhat varied and can do things such as giving
curves to a normally strait hallway(disabling the ability to charge normally),
twisting the ground around you to grant cover and so on. Using this ability
requires a minimum cost of 5 power points to do an effect equivalent to a
level 4 power or below. To do an effect equivalent to a level 5 power one must
pay 7 points. This ability cannot be used for effects beyond those equivalent
to a level 5 power

Moderate: You take a step up from your mere
fundamental mastery of space. By expending 7 power points as a standard action,
you may hop anywhere within 1 mile of your location, otherwise acting as the
teleport spell(with a miss of changing reduced from miles to 5-ft.
squares). This requires you to have at least a good idea of where you are
going. You are also capable of expending 5 power points to use the
telekinetic force power as a standard action. You also can take greater
control of space, doing things such as changing the location of doors to other
doors nearby, changing different locations in a room to other ones(such as
going from one side of the room to the other, but finding yourself in the
middle of the room, then again to a completely different corner) or even doing
things such as redirecting gravity to walls or ceilings. Using this ability
requires a minimum cost of 9 power points. When paying this ability you can
use this ability to have effects equivalent to a level 6 power or below, or can
pay 11 points to use it for level 7 powers or below

Master: You have utter control over space around
you, and even control over space nowhere near you. As a standard action, you
may expend 11 power points to jump to any location within 10 miles/continuum
invoker level with perfect accuracy, as the greater teleport spell. You
are also capable of expending 9 power points to use a modified version of
telekinetic force that allows you to move an amount of weight equal to
500 lb./manifester level and while lifting anything you can use telekinetic
thrust on it, as the power. You have almost perfect power over space around
you, transporting an entire room somewhere within a mile of it's current
location, deciding to warp gravity to push outward or inward from or to a
single location and things as powerful as forcing two locations to exist in the
same place simultaneously. Using this ability requires a minimum cost of 13
power points, more if the DM deems it.
When paying this ability you can use this ability to have effects equivalent
to a level 8 power or below, or can pay 15 points to use it for level 9 powers
or below


While the class is really cool it might actually be slightly underpowered in
practice since it requires you to have 5 levels of warlock, 5 levels of some
psionic class and then you lose one level for each (if someone else can see a
progression that lets this class get 9th level powers I'd like to see it)

I also agree that it should have some precognitive abilities as well, and maybe
get some version of dimensional anchor?

Also I'd consider adding the following as bonus powers but this may be too
powerful (possibly some subset of them? ):
First level: Astral Traveler
Second level: Precognition
Third level: Clairvoyant Sense
Fourth level:Psionic Dimensional Anchor, Astral Caravan
Fifth level: Anchored Navigation
Sixth level:Clairtangent Hand
Seventh level: Psionic True Seeing
Eight level: Psionic Phase Door
Ninth level: Psionic Plane Shift
Tenth level: Mass Time Hop (as a 7th level power)

Either that or increase invocations and and psionics at level 1 also.