AetherFox
2008-09-11, 06:18 PM
Hello all. This is my first real attempt to create a class, but be brutally honest with possible improvements please...
Achronist
“Who controls the past controls the future: who controls the present controls the past.” –George Orwell
Abilities: An acronists power is based on his good judgment and ability to quickly react to situations. Wisdom is vital for acronists, since it determines the effectiveness of most of his abilities, including the save DC for his time flux ability. A high constitution allows him to remain focused during time slows and, of course, provides more hit points.
Races: Races are extremely varied among acronists, as the ability to manipulate time is often passed down through genetics. Whatever the race, achronists are few and far between.
Alignment: Achronists have no restrictions of alignment, though are typically neutral or good. Those who know little about magic tend to regard achronists as lunatics, however sane they may seem.
Hit Die: D8
Class Skills: The acronist’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (History) (Int), Knowledge (he planes) (Int), KNowledge (Arcana) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Use Magic Device (Cha).
Skills Per Level: 4+ Intelligence modifier (x4 at 1st level)
Achronist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2| Time Flux 1d6
2nd|
+1|
+0|
+3|
+3| Replay, Time Speed +1 Move action
3rd|
+1|
+1|
+3|
+3| Time Flux 2d6
4th|
+2|
+1|
+4|
+4| Time Slow 1/day
5th|
+2|
+1|
+4|
+4| Time Flux 3d6, Time Speed +1 Standard action
6th|
+3|
+2|
+5|
+5| Greater Replay
7th|
+3|
+2|
+5|
+5| Time Flux 4d6
8th|
+4|
+2|
+6|
+6| Time Slow 2/day, Regeneration 5
9th|
+4|
+3|
+6|
+6| Time Flux 5d6, Bestow regeneration
10th|
+5|
+3|
+7|
+7| Time Speed +1 Full Round action
11th|
+5|
+3|
+7|
+7| Time Flux 6d6,Regeneration 8
12th|
+6/+1|
+4|
+8|
+8| Superior Replay
13th|
+6/+1|
+4|
+8|
+8| Time Slow 3/day
14th|
+7/+2|
+4|
+9|
+9| Time Flux 7d6
15th|
+7/+2|
+5|
+9|
+9| Regeneration 10, Timeless Body
16th|
+8/+3|
+5|
+10|
+10| Temporal Protection
17th|
+8/+3|
+5|
+10|
+10| Time Flux 8d6
18th|
+9/+4|
+6|
+11|
+11| Time Speed +2 Full round actions
19th|
+9/+4|
+6|
+11|
+11| Time Slow 4/day, Timestop 2/day
20th|
+10/+5|
+6|
+12|
+12| Time Flux 9d6, Replay Mastery, Time Stop 3/day[/table]
Class Features: All of the following are class features of the Achronist
Weapons And Armor Proficiency: Achronists are proficient with all simple weapons, shields and light armor.
Time Flux (SP): At first level an achronist gains the ability to assault a target with chaotically fluctuating time, at will. This is standard action that is emitted as a 30-foot ray, and the achronist must have line of sight with the target to attack. A successful fortitude save equal to ½ the achronist level+ achronist’s wisdom modifier +10 negates all damage delt by this attack. Those that do not age, such as undead and constructs, are unaffected by this ability.
Replay (SP): At second level, an acronist gains the ability to replay a brief moment in time. He can reroll any check made for how he performs an action. (For example, attack rolls, saves, damage rolls, and skill checks. (Besides checks such as autohypnosis or knowledge checks) This cannot affect things other creatures do, such as their attack or damage rolls.) This is an immediate action, and the acronist musts take the second roll, regardless. He can use ability even when dead, so long as he stops the catastrophe in one round, and he can use this action equal to his achronist level/2, times per day, rounded down.
Time Slow (SP): At fourth level, the achronist gains the ability to slow down a period of time anumber of times per day equal to his wisdom modifier. This ability functions like the spell slow, caster level equal to achronist level. The save DC is 1/2 class level + wis mod + 10.
Time Speed (SP): At second level, an achronist gains the ability to make his allies faster. They gain an additional action per round, as shown on the table. In addition they gain a bonus on attack rolls, reflex saves, and a dodge bonus equal to the achronist level/2. This ability lasts for a number of rounds equal to the achronist level/4, minimum 1. Time Speed can be used a number of times per day equal to the acronist’s wisdom modifier/2. The achronist cannot move during this ability and must make a concentration check to continue using it equal to 15+damage taken last round+(rounds of consecutive use*2) after the first round of use.
Greater Replay (SP): At sixth level, an achronist gains the ability to use greater replay. This functions exactly like replay, except the achronist chooses which roll to take. This spell like ability takes up two uses of replay. (For instance, a sixth level achronist could use one greater replay and one lesser replay per day, or three replays.)
Regeneration (EX): At eighth level, an achronist can actively speed up his body’s immune systems, granting him regeneration as specified, for a number of rounds per day equal to his wisdom score-8
Bestow Regeneration (EX): At ninth level, an achronist may speed up the immune system of any willing living creature. This still uses his rounds for the day, and cannot exceed the maximum number of these.
Superior Replay (SP): At twelfth level, an achronist can use the ability superior replay. This functions like greater replay, except the achronist rolls three times instead of two, and chooses which roll to take. It takes up three uses of replay. (For instance, a tweth level achronist can use one superior replay, one greater replay, and one replay per day, or six replays, or any other suitable combination.)
Timeless Body (EX): At fifteenth level, an achronist no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the achronist still dies of old age when his time is up.
Temporal Protection (SP): At sixteenth level, an achronist gains the ability to emit a fifteen-foot sphere around the achronist, in which time slows down incredibly. An achronist and his allies gain a +10 dodge bonus against all physical attacks in the sphere. All enemy creatures in the sphere are effected as if by slow. The achronist can activate and deactivate this as a standard action, and may only have it in effect for a number of rounds per day equal to his wisdom modifier x 2.
Time Stop (SP): At nineteenth level, an achronist gains the ability to use time stop as the spell, a number of times per day as shown on the table, with a caster level equal to his achronist level.
Replay Mastery (SP): At twentieth level, an achronist gains the ability to use replay mastery. This functions as superior replay; however, an achronist can roll 3 dice per round he wishes to replay. He can replay up to 4+Wis modifier rounds in one use. (For instance, if two rounds of combat go by, he may change the same action, such as two attack rolls, in both rounds with one use.) To do this uses five uses of the replay ability.
So there it is. Again, please comment on what can be done to improve it. I'm pretty sure I got the (EX) and (SP)'s wrong, but ah well.
Achronist
“Who controls the past controls the future: who controls the present controls the past.” –George Orwell
Abilities: An acronists power is based on his good judgment and ability to quickly react to situations. Wisdom is vital for acronists, since it determines the effectiveness of most of his abilities, including the save DC for his time flux ability. A high constitution allows him to remain focused during time slows and, of course, provides more hit points.
Races: Races are extremely varied among acronists, as the ability to manipulate time is often passed down through genetics. Whatever the race, achronists are few and far between.
Alignment: Achronists have no restrictions of alignment, though are typically neutral or good. Those who know little about magic tend to regard achronists as lunatics, however sane they may seem.
Hit Die: D8
Class Skills: The acronist’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (History) (Int), Knowledge (he planes) (Int), KNowledge (Arcana) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Use Magic Device (Cha).
Skills Per Level: 4+ Intelligence modifier (x4 at 1st level)
Achronist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+2| Time Flux 1d6
2nd|
+1|
+0|
+3|
+3| Replay, Time Speed +1 Move action
3rd|
+1|
+1|
+3|
+3| Time Flux 2d6
4th|
+2|
+1|
+4|
+4| Time Slow 1/day
5th|
+2|
+1|
+4|
+4| Time Flux 3d6, Time Speed +1 Standard action
6th|
+3|
+2|
+5|
+5| Greater Replay
7th|
+3|
+2|
+5|
+5| Time Flux 4d6
8th|
+4|
+2|
+6|
+6| Time Slow 2/day, Regeneration 5
9th|
+4|
+3|
+6|
+6| Time Flux 5d6, Bestow regeneration
10th|
+5|
+3|
+7|
+7| Time Speed +1 Full Round action
11th|
+5|
+3|
+7|
+7| Time Flux 6d6,Regeneration 8
12th|
+6/+1|
+4|
+8|
+8| Superior Replay
13th|
+6/+1|
+4|
+8|
+8| Time Slow 3/day
14th|
+7/+2|
+4|
+9|
+9| Time Flux 7d6
15th|
+7/+2|
+5|
+9|
+9| Regeneration 10, Timeless Body
16th|
+8/+3|
+5|
+10|
+10| Temporal Protection
17th|
+8/+3|
+5|
+10|
+10| Time Flux 8d6
18th|
+9/+4|
+6|
+11|
+11| Time Speed +2 Full round actions
19th|
+9/+4|
+6|
+11|
+11| Time Slow 4/day, Timestop 2/day
20th|
+10/+5|
+6|
+12|
+12| Time Flux 9d6, Replay Mastery, Time Stop 3/day[/table]
Class Features: All of the following are class features of the Achronist
Weapons And Armor Proficiency: Achronists are proficient with all simple weapons, shields and light armor.
Time Flux (SP): At first level an achronist gains the ability to assault a target with chaotically fluctuating time, at will. This is standard action that is emitted as a 30-foot ray, and the achronist must have line of sight with the target to attack. A successful fortitude save equal to ½ the achronist level+ achronist’s wisdom modifier +10 negates all damage delt by this attack. Those that do not age, such as undead and constructs, are unaffected by this ability.
Replay (SP): At second level, an acronist gains the ability to replay a brief moment in time. He can reroll any check made for how he performs an action. (For example, attack rolls, saves, damage rolls, and skill checks. (Besides checks such as autohypnosis or knowledge checks) This cannot affect things other creatures do, such as their attack or damage rolls.) This is an immediate action, and the acronist musts take the second roll, regardless. He can use ability even when dead, so long as he stops the catastrophe in one round, and he can use this action equal to his achronist level/2, times per day, rounded down.
Time Slow (SP): At fourth level, the achronist gains the ability to slow down a period of time anumber of times per day equal to his wisdom modifier. This ability functions like the spell slow, caster level equal to achronist level. The save DC is 1/2 class level + wis mod + 10.
Time Speed (SP): At second level, an achronist gains the ability to make his allies faster. They gain an additional action per round, as shown on the table. In addition they gain a bonus on attack rolls, reflex saves, and a dodge bonus equal to the achronist level/2. This ability lasts for a number of rounds equal to the achronist level/4, minimum 1. Time Speed can be used a number of times per day equal to the acronist’s wisdom modifier/2. The achronist cannot move during this ability and must make a concentration check to continue using it equal to 15+damage taken last round+(rounds of consecutive use*2) after the first round of use.
Greater Replay (SP): At sixth level, an achronist gains the ability to use greater replay. This functions exactly like replay, except the achronist chooses which roll to take. This spell like ability takes up two uses of replay. (For instance, a sixth level achronist could use one greater replay and one lesser replay per day, or three replays.)
Regeneration (EX): At eighth level, an achronist can actively speed up his body’s immune systems, granting him regeneration as specified, for a number of rounds per day equal to his wisdom score-8
Bestow Regeneration (EX): At ninth level, an achronist may speed up the immune system of any willing living creature. This still uses his rounds for the day, and cannot exceed the maximum number of these.
Superior Replay (SP): At twelfth level, an achronist can use the ability superior replay. This functions like greater replay, except the achronist rolls three times instead of two, and chooses which roll to take. It takes up three uses of replay. (For instance, a tweth level achronist can use one superior replay, one greater replay, and one replay per day, or six replays, or any other suitable combination.)
Timeless Body (EX): At fifteenth level, an achronist no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the achronist still dies of old age when his time is up.
Temporal Protection (SP): At sixteenth level, an achronist gains the ability to emit a fifteen-foot sphere around the achronist, in which time slows down incredibly. An achronist and his allies gain a +10 dodge bonus against all physical attacks in the sphere. All enemy creatures in the sphere are effected as if by slow. The achronist can activate and deactivate this as a standard action, and may only have it in effect for a number of rounds per day equal to his wisdom modifier x 2.
Time Stop (SP): At nineteenth level, an achronist gains the ability to use time stop as the spell, a number of times per day as shown on the table, with a caster level equal to his achronist level.
Replay Mastery (SP): At twentieth level, an achronist gains the ability to use replay mastery. This functions as superior replay; however, an achronist can roll 3 dice per round he wishes to replay. He can replay up to 4+Wis modifier rounds in one use. (For instance, if two rounds of combat go by, he may change the same action, such as two attack rolls, in both rounds with one use.) To do this uses five uses of the replay ability.
So there it is. Again, please comment on what can be done to improve it. I'm pretty sure I got the (EX) and (SP)'s wrong, but ah well.