NecroRebel
2008-10-01, 08:00 PM
The Temporal Power Source
Purpose
The purpose of this project is to create a full homebrewed power source for 4th edition Dungeons and Dragons, including four complete classes, two or more paragon paths for each of those classes, one or more epic destinies intended for those classes (though not restricted to them), new feats, and new items.
The new classes will include a striker, the Periodical, controller, the Chronomancer, leader, the Seer, and defender, the Rifthammer. Epic destinies will include the Eternal. Paragon paths will be decided upon as the base classes are further developed. Feats will include multiclass feats for each of the new base classes and feats to enhance the class features of the new base classes, while items will include new implements, and weapons and items designed to synergize with and mimic the new classes’ powers.
The Temporal power source will focus heavily on mobility and action economy. Many powers will add to the party’s speed, allow members to move or shift while not their turn, change the turn order, or even allow allies to take extra actions on their turns, while others will hinder enemies’ ability to do the same. Most powers that deal damage will inflict physical, necrotic, psychic, and cold damage. Primary attributes will vary somewhat depending on class, but each class will have one or more of Wisdom, Constitution, and Dexterity as important attributes.
New Terrain Type: Rift
Rifts are a form of terrain effect that the Temporal classes will be able to manipulate and create. Dungeon Masters may also choose to include "natural" rift squares as an obstacle or part of a puzzle.
Rift Terrain
Rifts are cracks and holes in the fabric of reality, often caused by tampering with local spacetime. These gaps are more difficult to leave than other squares, and can drastically affect teleportation.
Rift Value: Each square has a Rift Value. Usually this is 0, but can be much higher. Several effects can increase Rift Values. Each square bordering a square with a Rift value is treated as if it had a Rift Value one lower if it does not possess a higher Rift Value already. Note that this effect is transitive; that is, all squares bordering a Rift 3 square are treated as Rift 2 squares, and all other squares bordering those Rift 2 squares are treated as Rift 1 squares. Also note that these squares do not actually have a Rift Value of their own; if the Rift Value of the square providing their own increases or decreases, the outer squares will change accordingly.
Difficult to Leave: Leaving a Rift square takes additional movement equal to the Rift Value of that square. For example, leaving a Rift 3 square and moving into clear terrain takes 4 squares of movement, while moving from the same Rift 3 square into a square of difficult terrain would take 5 movement. Because rifts cost extra movement to leave, it is normally impossible to shift out of it. If a power allows you to shift multiple squares, you may shift out of rifts.
Not Difficult Terrain: Rifts are not difficult terrain. Abilities that allow you to ignore the movement penalties for difficult terrain do not help in rifts, and abilities that allow you to ignore the movement penalties of rifts do not help on difficult terrain.
Enhanced Teleportation: Add the Rift Value of the square to any teleportation effect leaving that square. This has no effect on teleporting into a Rift, and has no effect on any effect, such as a level 10 Wizard's Arcane Gate power, that transports creatures to a single specific square.
Dangerous Teleportation: Creatures teleporting out of a Rift square take 1d4 damage per point of Rift value.
Effects Forced Movement: When a creature is being forced to move by a push, pull, or slide, the Rift does reduce movement out of its squares.
The Classes
Periodical
"Time waits for no one. Your fate is near."
Class Traits
Role: Striker. Your attack powers are very harmful and often cause further damage at a later time. You can elude attacks by relying on your excellent mobility and reducing enemies’ speed and ability to react.
Power Source: Temporal. You gain your abilities through understanding the power of history and its patterns.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +1 Will, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: History. From the class skills list below, choose three more trained skills at first level.
Class Skills: Arcana (Int), Bluff (Cha), Dungeoneering (Int), History (Int), Perception (Wis), Stealth (Dex), Streetwise (Cha)
Build Options: Percussive Periodical, Shifting Periodical
Class Features: Prime Shot, Skirmish, Periodical Tactics
Periodicals are quick and dirty fighters. Periodicals constantly dash into and out of battle, striking and vanishing with unmatched alacrity, and attack with an almost musical pattern to their strikes.
Periodicals are a varied lot. Some find employment in armies as harriers, others live a life as a nomad, while more find their place as adventurers and thrill-seekers. Ultimately, their abilities come to those in all walks of life.
The tempo of life is forever stable and forever changing. You are one who steps to the quickest of beats. Your future awaits.
Creating a Periodical
The two basic builds for a Periodical are the Percussive Periodical and the Shifting Periodical. Periodicals rely on Intelligence, Wisdom, and Dexterity. No Periodical powers or class features rely on Strength, Constitution, or Charisma.
Percussive Periodical
You prefer to deal as much damage as possible. You’re somewhat hardier than other periodicals, which will help when you’re using your powers at point-blank range to take advantage of the extra damage the Percussive powers grant. While your attack rolls rely on Intelligence, you also gain sizable boots to damage from a high Wisdom, so choose those as your highest attributes. Constitution should be your third choice to boost your hit points and Fortitude defense.
Percussive periodicals should choose to be Insightful Skirmishers.
Suggested Feat: Dark Fury (Human Feat: Action Surge)
Suggested Skills: History, Bluff, Perception, Stealth
Suggested At-Will Powers: Percussive Strike, Retardant Ray
Suggested Encounter Power: Percussive Destruction
Suggested Daily Power: Percussive Tear
Shifting Periodical
Shifting Periodicals are more cautious fighters, preferring to keep their distance from enemies and attack with longer-range powers that also hinder opponents’ progress. Like other Periodicals, your attack rolls rely on Intelligence, but you should also make sure your Dexterity attribute is high to gain a benefit on many powers.
Suggested Feat: Improved Initiative (Human Feat: Action Surge)
Suggested Skills: History, Arcana, Dungeoneering, Stealth
Suggested At-Will Powers: Gate Shot, Disruptive Darts
Suggested Encounter Power: Evasive Disruption
Suggested Daily Power: Alacrity Phage
Periodical Class Features
All Periodicals share these class features.
Implements
Periodicals make use of wands and hourglasses to help alter the flow of time. A periodical wielding a wand or hourglass can add its enhancement bonus to the attack and damage rolls of periodical powers, as well as periodical paragon path powers that have the implement keyword. Without a wand or hourglass, the periodical can use these powers, but he doesn’t gain the bonus provided by the magic implement.
Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Skirmish
On your turn, if you move at least three squares away from where you started your turn, you may deal extra damage with your attacks. You decide whether to apply the extra damage after you make the damage roll. You can deal this extra damage once per round. As you advance in level, your extra damage increases.
Level__________Skirmish Damage
1st-10th__________2d6
11th-20th__________3d6
21st-30th__________5d6
Periodical Tactics
Periodicals operate in varied ways. Some choose to use their natural grace to move quickly, while others rely on cunning to dart through fierce combat unhindered.
Choose one of the following options.
Alacritous Harrier: You gain a bonus to your speed equal to half your Dexterity modifier.
Insightful Skirmisher: As a move action, you may shift a number of squares equal to your Wisdom modifier.
The choice you make also provides bonuses to certain Periodical powers. Individual powers detail the effects (if any) your Periodical Tactics selection has on them.
Periodical Powers
Your powers are called paradoxes and reward guile, swiftness, and sensibility. Some powers favor a high Dexterity and are well suited for an Alacritous Harrier, while others favor a high Wisdom and are better for an Insightful Skirmisher, but you are free to choose any power you like.
Level 1 At-Will Paradoxes
Percussive Strike Periodical Attack 1
Striking at a particular point on your foe, you cause harmful resonance that you will enhance later.
At-Will * Temporal, Force, Implement
Standard Action
Ranged 5
Target: 1 Enemy
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage. If you have hit the target with this power since the start of your last turn, deal additional force damage equal to your Wisdom modifier.
Increase damage to 2d8 + Intelligence modifier at 21st level.
Gate Shot Periodical Attack 1
Your blast takes advantage of the previously-untouched flow of time to create a devastating disruption in history.
At-Will * Temporal, Necrotic, Implement
Standard Action
Ranged 15
Target: 1 Enemy
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage. If your target is not damaged, make a secondary attack.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Secondary Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity modifier necrotic damage.
Retardant Ray Periodical Attack 1
With a flick of your wrist, a short blue-white beam flies out and strikes your target, forcing it into a stream of slower time.
At-Will * Temporal, Cold, Implement
Standard Action
Ranged 5
Target: 1 Enemy
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier cold damage and the target takes a penalty to Speed equal to your Wisdom modifier.
Increase damage to 4d4 + Intelligence modifier at 21st level.
Disruptive Darts Periodical Attack 1
Tiny lights like stars form around your fingers for a moment before you throw them into the fray.
At-Will * Temporal, Force, Implement
Standard Action
Ranged 10
Target: 1 enemy
Special: Make multiple attack rolls against the single target.
Attack: Intelligence vs. AC, one attack per two points of Dexterity modifier.
Hit: 1d6 force damage per successful attack.
Increase damage to 1d8 at 21st level.
Level 1 Encounter Paradoxes
Percussive Destruction Periodical Attack 1
Drawing upon the resonant frequency of your foe’s self, you cause his body to crack and shatter.
Encounter * Temporal, Force, Implement
Standard Action
Ranged 5
Target: 1 Enemy
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage. If you have hit the target with Percussive Strike since the start of your last turn, deal additional force damage equal to twice your Wisdom modifier.
Special: For the purposes of other Periodical powers that have an additional effect due to Percussive Strike, this power counts as Percussive Strike.
Evasive Disruption Periodical Attack 1
Encounter * Temporal, Force, Implement
Standard Action
Ranged 10
Target: 1 Enemy
Special: You may move up to half your speed before or after the attack.
Attack: Intelligence vs. AC
Hit: 2d6 + Intelligence modifier force damage.
Echo Blow Periodical Attack 1
By striking both now and a moment ago, you create echoes of sorts in time which continue to harry your foe as long as it stays nearby.
Encounter * Temporal, Psychic, Implement
Standard Action
Melee touch
Target: 1 enemy
Attack: Intelligence vs. AC
Hit: 1d8 + Intelligence modifier psychic damage.
Effect: At the beginning of your next turn if the target is within 5 squares of you, make a secondary attack against the same target.
Secondary Attack: Intelligence vs. AC
Secondary hit: 1d4 + Intelligence modifier psychic damage, and at the beginning of your next turn you may make another secondary attack.
Opportunity Knocks Periodical Attack 1
By stepping out of time briefly, you wait for the ideal moment to strike.
Encounter * Temporal, Necrotic, Implement
Standard Action
Close Burst 5
Special: You may not take any other actions until the end of your turn. Treat this attack as a readied action. You may specify what action triggers this readied action when the triggering action occurs rather than when you readied the action.
Target: One enemy in burst.
Attack: Intelligence +2 vs. Reflex
Hit: 2d6 + Intelligence modifier necrotic damage, and the target is immobilized until the beginning of its next turn.
Level 1 Daily Paradoxes
Percussive Tear Periodical Attack 1
Ripples spread through time and space from your target. By striking at the precise moment, you amplify these ripples into a short-lived breach in reality.
Daily * Temporal, Force, Implement
Standard Action
Ranged 5
Target: One enemy
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier force damage. If you have hit the target with Percussive Strike since the start of your last turn, it and all creatures within 1 square of it take force damage equal to twice your Wisdom modifier.
Special: For the purposes of other Periodical powers that have an additional effect due to Percussive Strike, this power counts as Percussive Strike.
Time Loop Periodical Attack 1
Time shifts at your will, forcing an opponent to repeat the same moment over and over.
Daily * Temporal, Psychic, Implement
Standard Action
Melee touch
Target: One enemy
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier psychic damage, 5 ongoing psychic damage, and at the end of the target’s turn, it teleports to the location it was in at the beginning of its turn (save ends both).
Alacrity Phage Periodical Attack 1
Calling upon your knowledge of time’s flow, you consume an enemy’s speed to empower yourself.
Daily * Temporal, Necrotic, Healing, Implement
Standard Action
Ranged 15
Target: One enemy
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage. In addition, the target takes a -1 penalty to its speed, for every square it moves or shifts, it takes necrotic damage equal to your Dexterity modifier, and you heal a number of hit points equal to your Wisdom modifier (save ends all).
Eons Extant Periodical Attack 1
By altering your own perception of time so seconds pass like millennia, you can effectively counter any move your opponents make.
Daily * Temporal, Psychic, Zone, Implement
Standard Action
Close burst 10
Effect: You are immobilized until the end of your next turn. If an enemy within the zone moves or shifts before the end of your next turn, make an attack against them as a free action.
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier psychic damage, and the movement or shift is cancelled.
Sustain standard: You are immobilized until the end of your next turn, and the effect persists.
Level 2 Utility Paradoxes
(To be announced)
Chronomancer
"I am the alpha and the omega; beginning, end, and everything in between. Most of all, though, I am your end.
Class Traits
Role: Controller. You command the battlefield by changing how opponents act, sometimes slowing or stopping their movement, other times aging them to infancy or dust.
Power Source: Temporal. Time is your plaything, as are all those caught within its eddies and flows. To you, time is as familiar as your own body, and shifts just as easily.
Key Abilities: Wisdom, Intelligence, Charisma
Armor Proficiencies: Cloth
Weapon Proficiencies: Quarterstaff, Club
Implements: Staffs, Orbs, Hourglasses
Bonus to Defense: +2 Will
Hit Points at First Level: 10 + Constitution score.
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier.
Trained Skills: Choose one of Arcana or History. From the class skills list below, choose three more trained skills at first level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Religion (Int)
Build Options: Slow Chronomancer, Stop Chronomancer
Class Features: Temporal Implement Mastery, Ritual Casting, Riftlord, Internal Hourglass
Chronomancers are the truest masters of time. Its passage is well-known and well-documented to them, and with this knowledge comes the skill needed to actually alter that flow. This, then, is their greatest weapon: no one can truly escape time for long, and no one can truly escape the Chronomancers.
The study of time comes through many paths. Sometimes, those studying the arcane arts stumble upon long-forgotten tomes of altered history. Other times, the talent arises seemingly out of nowhere. Many practitioners learned the art within the clergy. Whatever the path you walk, the result is the same.
History groans at your passage, and it is yours to scribe. Will you leave a lasting mark writ on the wings of eternity?
Creating a Chronomancer
Chronomancers have a variety of powers, but tend to specialize in one of two areas: Slow Chronomancer and Stop Chronomancer. Every Chronomancer relies on their Wisdom for attack powers, and secondarily on their Intelligence and Charisma for secondary effects.
Slow Chronomancer
Your powers tend to focus on wide areas of effect, heavier damage, and less debilitating effects than your compatriots. Withering your foes with an instant age and freezing parts of their bodies in time to shatter their limbs are your pleasures. Wisdom drives your attacks and damage and is your most important ability, while Charisma helps improve your damage in conjunction with the Apocalypse Orb feature and so should be your second-best score. Putting a good score in Constitution will help you stay alive by increasing your hit points and healing surges and can also help drive your Staff of Existence if you choose it.
Suggested Feat: (to be announced)
Suggested Skills: (to be announced)
Suggested At-Will Powers: (to be announced)
Suggested Encounter Power: (to be announced)
Suggested Daily Power: (to be announced)
Stop Chronomancer
Your powers tend to focus on denying your foes the ability to act altogether. With less ability to deal damage than some other chronomancers, you are still an effective combatant by taking advantage of the ability to stun, daze, immobilize, and otherwise debilitate opponents. Like other chronomancers, Wisdom drives your ability to hit and hurt enemies. Intelligence should also be kept high, as it improves the Genesis Hourglass feature, and Constitution is also helpful by improving your hit points and healing surges and the Staff of Existence ability if you choose to use it.
Suggested Feat: (to be announced)
Suggested Skills: (to be announced)
Suggested At-Will Powers (to be announced)
Suggested Encounter Pwer: (to be announced)
Suggested Daily Power: (to be announced)
Chronomancer Class Features
All Chronomancers share the following class features.
Implements
Chronomancers make use of hourglasses, staves, and orbs to help alter reality. Every chronomancer chooses a single type of implement to specialize in. Without an implement, a chronomancer can still use their powers. Any chronomancer wielding an hourglass, orb, or staff can add its enhancement bonus to attack rolls and damage rolls of chronomancer class powers and chronomancer paragon path powers that have the Implement keyword.
Temporal Implement Mastery
You specialize in one form of implement to gain additional abilities when you use it. Choose one of the following forms of implement mastery.
Genesis Hourglass: When you are holding an hourglass, once per encounter as a free action when you affect an enemy with an effect that will end at the end of your next turn, you may instead cause that effect to last until the enemy makes a successful saving throw or a number of rounds equal to your Intelligence modifier, whichever comes first.
Staff of Existence: While wielding a staff, you gain a +1 bonus to your Fortitude defense. In addition, once per round as a free action you may make a saving throw against any one effect that a save can end. You may use this power a number of times per encounter equal to your Constitution modifier.
Apocalypse Orb: If you are holding an orb, once per encounter as a free action you may gain a bonus to your next damage roll before the end of your next turn equal to your Charisma modifier.
Ritual Casting
You gain the Ritual Caster feat (Player's Handbook page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Player's Handbook).
Riftlord
Any time one of your chronomancer powers damages a creature within a rift, deal additional damage equal to the rift's Rift Value.
Internal Hourglass
You always know what the exact time is down to 1/10th of a second, and always know which directions are up and north. Further, you gain a +1 bonus to Initiative at level 1, and an additional +1 at levels 11 and 21.
Chronomancer Powers
Your temporal powers are called paradoxes and require a strong will to keep from breaking from your control.
Level 1 At-Will Paradoxes
Precipitate Least Planar Breach Chronomancer Attack 1
Eternity flows in a wave at your word, unrealising your foes.
At-Will * Temporal, Necrotic, Implement
Standard Action
Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier necrotic damage.
Increase damage to 2d8 + Wisdom modifier at level 21.
Effect: The Rift Value of the burst's origin square increases by 2. At the end of your turn and at the end of your next turn, the Rift Value of this square decreases by 1.
Diversion Chronomancer Attack 1
Your opponent thinks his timing is perfect; that's what you want him to think, after all.
At-Will * Temporal, Psychic, Implement
Standard Action
Ranged 10
Target: One creature.
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier psychic damage, and your target cannot make opportunity attacks until the end of your next turn.
Increase damage to 2d6 + Wisdom modifier at level 21.
Quintessent Mist Chronomancer Attack 1
Drawing liquid time from the continuum, you send out a wave of silvery mist to envelop your foes.
At-Will * Temporal, Implement
Standard Action
Close blast 3
Target: Each creature in burst.
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is slowed until the end of your next turn.
Increase damage to 2d6 + Wisdom modifier at level 21.
Entropy Chronomancer Attack 1
Everything that has a beginning must also have an end. You know that their end is near.
At-Will * Temporal, Necrotic, Implement
Standard Action
Area burst 2 within 10 squares
Target: Each creature in burst.
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier necrotic damage.
Increase damage to 2d6 + Wisdom modifier at level 21.
Level 1 Encounter Paradoxes
Coalesce Quintessence Chronomancer Attack 1
A tiny amount of time precipitates into your hand, and you quickly toss it at a foe before it can do you any harm.
Encounter * Temporal, Implement
Standard Action
Ranged 5
Target: One creature
Attack: Wisdom vs. AC
Hit: 1d8 + Wisdom modifier damage, and the target is stunned until the end of your next turn.
Worldcracker Chronomancer Attack 1
With a shout, reality before you creaks and groans.
Encounter * Temporal, Necrotic, Implement
Standard Action
Close blast 5
Target: Creatures in blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier necrotic damage, and the Rift Value of the target's square increases by one. At the end of your next turn, the Rift Value of those squares decreases by one.
Effect: The Rift Value of the squares in the blast increases by one. At the end of your next turn, the Rift Value of those squares decreases by one.
Open Rift Chronomancer Attack 1
The cracks in the world are already there. You just widen them and force your enemies through.
Encounter * Temporal, Necrotic, Implement
Standard Action
Area Special
Special: Choose one rift space within 10 squares that you can see and have line of effect to. This power's area is a burst equal to that square's Rift Value.
Target: Creatures in burst.
Hit: 1d6 necrotic damage per point of Rift Value of the square the target is in. The target teleports 0 squares (this does not include the increase in teleport distance from the Rift itself).
Binding Chains Chronomancer Attack 1
By linking your foes to one moment in time, one point in space, you hold them still.
Encounter * Temporal, Force, Implement
Standard Action
Area burst 1 within 10 squares
Target: Each creature in burst.
Hit: 1d6 + Wisdom modifier force damage, and the target is immobilized until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
Level 1 Daily Paradoxes
Ouroboros's Breath Chronomancer Attack 1
The Eternal Dragon's breath is said to stop a victim in time. While not quite as strong as the Dragon Lord, your own breath can still push enemies into stasis.
Daily * Temporal, Necrotic, Implement
Standard Action
Close blast 3
Target: Each creature in blast.
Hit: 2d8 + Wisdom modifier necrotic damage, and the target is stunned until the end of your next turn. After the target recovers from being stunned, they are dazed until the end of your next turn.
Miss: Half damage, and the target is dazed until the end of your next turn (no stun, and no aftereffect).
Quintessent Ray Chronomancer Attack 1
A silvery beam of liquid seems to pulse towards your target, freezing him in time like a statue.
Daily * Temporal, Implement
Standard Action
Ranged 5
Target: One creature
Hit: 3d6 + Wisdom modifier damage, and the target is petrified (save ends).
Precipitate Lesser Planar Breach Chronomancer Attack 1
Your foes are real now. Soon, they will be not.
Daily * Temporal, Necrotic, Implement
Standard Action
Area burst 3 within 15 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 3d4 + Wisdom modifier necrotic damage.
Effect: The Rift Value of the burst's origin square increases by 4. At the end of your turn, and at the end of your next 3 turns, the Rift Value of that square decreases by 1.
Entropic Burst Chronomancer Attack 1
With a flick of your wrist, you hurry the inevitable chaos time would inflict on your enemies.
Daily * Temporal, Cold, Implement
Standard Action
Area burst 1 within 10 squares
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier necrotic damage.
Miss: Half damage.
Level 2 Utility Paradoxes
(to be announced)
Purpose
The purpose of this project is to create a full homebrewed power source for 4th edition Dungeons and Dragons, including four complete classes, two or more paragon paths for each of those classes, one or more epic destinies intended for those classes (though not restricted to them), new feats, and new items.
The new classes will include a striker, the Periodical, controller, the Chronomancer, leader, the Seer, and defender, the Rifthammer. Epic destinies will include the Eternal. Paragon paths will be decided upon as the base classes are further developed. Feats will include multiclass feats for each of the new base classes and feats to enhance the class features of the new base classes, while items will include new implements, and weapons and items designed to synergize with and mimic the new classes’ powers.
The Temporal power source will focus heavily on mobility and action economy. Many powers will add to the party’s speed, allow members to move or shift while not their turn, change the turn order, or even allow allies to take extra actions on their turns, while others will hinder enemies’ ability to do the same. Most powers that deal damage will inflict physical, necrotic, psychic, and cold damage. Primary attributes will vary somewhat depending on class, but each class will have one or more of Wisdom, Constitution, and Dexterity as important attributes.
New Terrain Type: Rift
Rifts are a form of terrain effect that the Temporal classes will be able to manipulate and create. Dungeon Masters may also choose to include "natural" rift squares as an obstacle or part of a puzzle.
Rift Terrain
Rifts are cracks and holes in the fabric of reality, often caused by tampering with local spacetime. These gaps are more difficult to leave than other squares, and can drastically affect teleportation.
Rift Value: Each square has a Rift Value. Usually this is 0, but can be much higher. Several effects can increase Rift Values. Each square bordering a square with a Rift value is treated as if it had a Rift Value one lower if it does not possess a higher Rift Value already. Note that this effect is transitive; that is, all squares bordering a Rift 3 square are treated as Rift 2 squares, and all other squares bordering those Rift 2 squares are treated as Rift 1 squares. Also note that these squares do not actually have a Rift Value of their own; if the Rift Value of the square providing their own increases or decreases, the outer squares will change accordingly.
Difficult to Leave: Leaving a Rift square takes additional movement equal to the Rift Value of that square. For example, leaving a Rift 3 square and moving into clear terrain takes 4 squares of movement, while moving from the same Rift 3 square into a square of difficult terrain would take 5 movement. Because rifts cost extra movement to leave, it is normally impossible to shift out of it. If a power allows you to shift multiple squares, you may shift out of rifts.
Not Difficult Terrain: Rifts are not difficult terrain. Abilities that allow you to ignore the movement penalties for difficult terrain do not help in rifts, and abilities that allow you to ignore the movement penalties of rifts do not help on difficult terrain.
Enhanced Teleportation: Add the Rift Value of the square to any teleportation effect leaving that square. This has no effect on teleporting into a Rift, and has no effect on any effect, such as a level 10 Wizard's Arcane Gate power, that transports creatures to a single specific square.
Dangerous Teleportation: Creatures teleporting out of a Rift square take 1d4 damage per point of Rift value.
Effects Forced Movement: When a creature is being forced to move by a push, pull, or slide, the Rift does reduce movement out of its squares.
The Classes
Periodical
"Time waits for no one. Your fate is near."
Class Traits
Role: Striker. Your attack powers are very harmful and often cause further damage at a later time. You can elude attacks by relying on your excellent mobility and reducing enemies’ speed and ability to react.
Power Source: Temporal. You gain your abilities through understanding the power of history and its patterns.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple melee, simple ranged.
Bonus to Defense: +1 Will, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: History. From the class skills list below, choose three more trained skills at first level.
Class Skills: Arcana (Int), Bluff (Cha), Dungeoneering (Int), History (Int), Perception (Wis), Stealth (Dex), Streetwise (Cha)
Build Options: Percussive Periodical, Shifting Periodical
Class Features: Prime Shot, Skirmish, Periodical Tactics
Periodicals are quick and dirty fighters. Periodicals constantly dash into and out of battle, striking and vanishing with unmatched alacrity, and attack with an almost musical pattern to their strikes.
Periodicals are a varied lot. Some find employment in armies as harriers, others live a life as a nomad, while more find their place as adventurers and thrill-seekers. Ultimately, their abilities come to those in all walks of life.
The tempo of life is forever stable and forever changing. You are one who steps to the quickest of beats. Your future awaits.
Creating a Periodical
The two basic builds for a Periodical are the Percussive Periodical and the Shifting Periodical. Periodicals rely on Intelligence, Wisdom, and Dexterity. No Periodical powers or class features rely on Strength, Constitution, or Charisma.
Percussive Periodical
You prefer to deal as much damage as possible. You’re somewhat hardier than other periodicals, which will help when you’re using your powers at point-blank range to take advantage of the extra damage the Percussive powers grant. While your attack rolls rely on Intelligence, you also gain sizable boots to damage from a high Wisdom, so choose those as your highest attributes. Constitution should be your third choice to boost your hit points and Fortitude defense.
Percussive periodicals should choose to be Insightful Skirmishers.
Suggested Feat: Dark Fury (Human Feat: Action Surge)
Suggested Skills: History, Bluff, Perception, Stealth
Suggested At-Will Powers: Percussive Strike, Retardant Ray
Suggested Encounter Power: Percussive Destruction
Suggested Daily Power: Percussive Tear
Shifting Periodical
Shifting Periodicals are more cautious fighters, preferring to keep their distance from enemies and attack with longer-range powers that also hinder opponents’ progress. Like other Periodicals, your attack rolls rely on Intelligence, but you should also make sure your Dexterity attribute is high to gain a benefit on many powers.
Suggested Feat: Improved Initiative (Human Feat: Action Surge)
Suggested Skills: History, Arcana, Dungeoneering, Stealth
Suggested At-Will Powers: Gate Shot, Disruptive Darts
Suggested Encounter Power: Evasive Disruption
Suggested Daily Power: Alacrity Phage
Periodical Class Features
All Periodicals share these class features.
Implements
Periodicals make use of wands and hourglasses to help alter the flow of time. A periodical wielding a wand or hourglass can add its enhancement bonus to the attack and damage rolls of periodical powers, as well as periodical paragon path powers that have the implement keyword. Without a wand or hourglass, the periodical can use these powers, but he doesn’t gain the bonus provided by the magic implement.
Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Skirmish
On your turn, if you move at least three squares away from where you started your turn, you may deal extra damage with your attacks. You decide whether to apply the extra damage after you make the damage roll. You can deal this extra damage once per round. As you advance in level, your extra damage increases.
Level__________Skirmish Damage
1st-10th__________2d6
11th-20th__________3d6
21st-30th__________5d6
Periodical Tactics
Periodicals operate in varied ways. Some choose to use their natural grace to move quickly, while others rely on cunning to dart through fierce combat unhindered.
Choose one of the following options.
Alacritous Harrier: You gain a bonus to your speed equal to half your Dexterity modifier.
Insightful Skirmisher: As a move action, you may shift a number of squares equal to your Wisdom modifier.
The choice you make also provides bonuses to certain Periodical powers. Individual powers detail the effects (if any) your Periodical Tactics selection has on them.
Periodical Powers
Your powers are called paradoxes and reward guile, swiftness, and sensibility. Some powers favor a high Dexterity and are well suited for an Alacritous Harrier, while others favor a high Wisdom and are better for an Insightful Skirmisher, but you are free to choose any power you like.
Level 1 At-Will Paradoxes
Percussive Strike Periodical Attack 1
Striking at a particular point on your foe, you cause harmful resonance that you will enhance later.
At-Will * Temporal, Force, Implement
Standard Action
Ranged 5
Target: 1 Enemy
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier force damage. If you have hit the target with this power since the start of your last turn, deal additional force damage equal to your Wisdom modifier.
Increase damage to 2d8 + Intelligence modifier at 21st level.
Gate Shot Periodical Attack 1
Your blast takes advantage of the previously-untouched flow of time to create a devastating disruption in history.
At-Will * Temporal, Necrotic, Implement
Standard Action
Ranged 15
Target: 1 Enemy
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage. If your target is not damaged, make a secondary attack.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Secondary Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity modifier necrotic damage.
Retardant Ray Periodical Attack 1
With a flick of your wrist, a short blue-white beam flies out and strikes your target, forcing it into a stream of slower time.
At-Will * Temporal, Cold, Implement
Standard Action
Ranged 5
Target: 1 Enemy
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier cold damage and the target takes a penalty to Speed equal to your Wisdom modifier.
Increase damage to 4d4 + Intelligence modifier at 21st level.
Disruptive Darts Periodical Attack 1
Tiny lights like stars form around your fingers for a moment before you throw them into the fray.
At-Will * Temporal, Force, Implement
Standard Action
Ranged 10
Target: 1 enemy
Special: Make multiple attack rolls against the single target.
Attack: Intelligence vs. AC, one attack per two points of Dexterity modifier.
Hit: 1d6 force damage per successful attack.
Increase damage to 1d8 at 21st level.
Level 1 Encounter Paradoxes
Percussive Destruction Periodical Attack 1
Drawing upon the resonant frequency of your foe’s self, you cause his body to crack and shatter.
Encounter * Temporal, Force, Implement
Standard Action
Ranged 5
Target: 1 Enemy
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier force damage. If you have hit the target with Percussive Strike since the start of your last turn, deal additional force damage equal to twice your Wisdom modifier.
Special: For the purposes of other Periodical powers that have an additional effect due to Percussive Strike, this power counts as Percussive Strike.
Evasive Disruption Periodical Attack 1
Encounter * Temporal, Force, Implement
Standard Action
Ranged 10
Target: 1 Enemy
Special: You may move up to half your speed before or after the attack.
Attack: Intelligence vs. AC
Hit: 2d6 + Intelligence modifier force damage.
Echo Blow Periodical Attack 1
By striking both now and a moment ago, you create echoes of sorts in time which continue to harry your foe as long as it stays nearby.
Encounter * Temporal, Psychic, Implement
Standard Action
Melee touch
Target: 1 enemy
Attack: Intelligence vs. AC
Hit: 1d8 + Intelligence modifier psychic damage.
Effect: At the beginning of your next turn if the target is within 5 squares of you, make a secondary attack against the same target.
Secondary Attack: Intelligence vs. AC
Secondary hit: 1d4 + Intelligence modifier psychic damage, and at the beginning of your next turn you may make another secondary attack.
Opportunity Knocks Periodical Attack 1
By stepping out of time briefly, you wait for the ideal moment to strike.
Encounter * Temporal, Necrotic, Implement
Standard Action
Close Burst 5
Special: You may not take any other actions until the end of your turn. Treat this attack as a readied action. You may specify what action triggers this readied action when the triggering action occurs rather than when you readied the action.
Target: One enemy in burst.
Attack: Intelligence +2 vs. Reflex
Hit: 2d6 + Intelligence modifier necrotic damage, and the target is immobilized until the beginning of its next turn.
Level 1 Daily Paradoxes
Percussive Tear Periodical Attack 1
Ripples spread through time and space from your target. By striking at the precise moment, you amplify these ripples into a short-lived breach in reality.
Daily * Temporal, Force, Implement
Standard Action
Ranged 5
Target: One enemy
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence modifier force damage. If you have hit the target with Percussive Strike since the start of your last turn, it and all creatures within 1 square of it take force damage equal to twice your Wisdom modifier.
Special: For the purposes of other Periodical powers that have an additional effect due to Percussive Strike, this power counts as Percussive Strike.
Time Loop Periodical Attack 1
Time shifts at your will, forcing an opponent to repeat the same moment over and over.
Daily * Temporal, Psychic, Implement
Standard Action
Melee touch
Target: One enemy
Attack: Intelligence vs. Fortitude
Hit: 2d10 + Intelligence modifier psychic damage, 5 ongoing psychic damage, and at the end of the target’s turn, it teleports to the location it was in at the beginning of its turn (save ends both).
Alacrity Phage Periodical Attack 1
Calling upon your knowledge of time’s flow, you consume an enemy’s speed to empower yourself.
Daily * Temporal, Necrotic, Healing, Implement
Standard Action
Ranged 15
Target: One enemy
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage. In addition, the target takes a -1 penalty to its speed, for every square it moves or shifts, it takes necrotic damage equal to your Dexterity modifier, and you heal a number of hit points equal to your Wisdom modifier (save ends all).
Eons Extant Periodical Attack 1
By altering your own perception of time so seconds pass like millennia, you can effectively counter any move your opponents make.
Daily * Temporal, Psychic, Zone, Implement
Standard Action
Close burst 10
Effect: You are immobilized until the end of your next turn. If an enemy within the zone moves or shifts before the end of your next turn, make an attack against them as a free action.
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier psychic damage, and the movement or shift is cancelled.
Sustain standard: You are immobilized until the end of your next turn, and the effect persists.
Level 2 Utility Paradoxes
(To be announced)
Chronomancer
"I am the alpha and the omega; beginning, end, and everything in between. Most of all, though, I am your end.
Class Traits
Role: Controller. You command the battlefield by changing how opponents act, sometimes slowing or stopping their movement, other times aging them to infancy or dust.
Power Source: Temporal. Time is your plaything, as are all those caught within its eddies and flows. To you, time is as familiar as your own body, and shifts just as easily.
Key Abilities: Wisdom, Intelligence, Charisma
Armor Proficiencies: Cloth
Weapon Proficiencies: Quarterstaff, Club
Implements: Staffs, Orbs, Hourglasses
Bonus to Defense: +2 Will
Hit Points at First Level: 10 + Constitution score.
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier.
Trained Skills: Choose one of Arcana or History. From the class skills list below, choose three more trained skills at first level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Religion (Int)
Build Options: Slow Chronomancer, Stop Chronomancer
Class Features: Temporal Implement Mastery, Ritual Casting, Riftlord, Internal Hourglass
Chronomancers are the truest masters of time. Its passage is well-known and well-documented to them, and with this knowledge comes the skill needed to actually alter that flow. This, then, is their greatest weapon: no one can truly escape time for long, and no one can truly escape the Chronomancers.
The study of time comes through many paths. Sometimes, those studying the arcane arts stumble upon long-forgotten tomes of altered history. Other times, the talent arises seemingly out of nowhere. Many practitioners learned the art within the clergy. Whatever the path you walk, the result is the same.
History groans at your passage, and it is yours to scribe. Will you leave a lasting mark writ on the wings of eternity?
Creating a Chronomancer
Chronomancers have a variety of powers, but tend to specialize in one of two areas: Slow Chronomancer and Stop Chronomancer. Every Chronomancer relies on their Wisdom for attack powers, and secondarily on their Intelligence and Charisma for secondary effects.
Slow Chronomancer
Your powers tend to focus on wide areas of effect, heavier damage, and less debilitating effects than your compatriots. Withering your foes with an instant age and freezing parts of their bodies in time to shatter their limbs are your pleasures. Wisdom drives your attacks and damage and is your most important ability, while Charisma helps improve your damage in conjunction with the Apocalypse Orb feature and so should be your second-best score. Putting a good score in Constitution will help you stay alive by increasing your hit points and healing surges and can also help drive your Staff of Existence if you choose it.
Suggested Feat: (to be announced)
Suggested Skills: (to be announced)
Suggested At-Will Powers: (to be announced)
Suggested Encounter Power: (to be announced)
Suggested Daily Power: (to be announced)
Stop Chronomancer
Your powers tend to focus on denying your foes the ability to act altogether. With less ability to deal damage than some other chronomancers, you are still an effective combatant by taking advantage of the ability to stun, daze, immobilize, and otherwise debilitate opponents. Like other chronomancers, Wisdom drives your ability to hit and hurt enemies. Intelligence should also be kept high, as it improves the Genesis Hourglass feature, and Constitution is also helpful by improving your hit points and healing surges and the Staff of Existence ability if you choose to use it.
Suggested Feat: (to be announced)
Suggested Skills: (to be announced)
Suggested At-Will Powers (to be announced)
Suggested Encounter Pwer: (to be announced)
Suggested Daily Power: (to be announced)
Chronomancer Class Features
All Chronomancers share the following class features.
Implements
Chronomancers make use of hourglasses, staves, and orbs to help alter reality. Every chronomancer chooses a single type of implement to specialize in. Without an implement, a chronomancer can still use their powers. Any chronomancer wielding an hourglass, orb, or staff can add its enhancement bonus to attack rolls and damage rolls of chronomancer class powers and chronomancer paragon path powers that have the Implement keyword.
Temporal Implement Mastery
You specialize in one form of implement to gain additional abilities when you use it. Choose one of the following forms of implement mastery.
Genesis Hourglass: When you are holding an hourglass, once per encounter as a free action when you affect an enemy with an effect that will end at the end of your next turn, you may instead cause that effect to last until the enemy makes a successful saving throw or a number of rounds equal to your Intelligence modifier, whichever comes first.
Staff of Existence: While wielding a staff, you gain a +1 bonus to your Fortitude defense. In addition, once per round as a free action you may make a saving throw against any one effect that a save can end. You may use this power a number of times per encounter equal to your Constitution modifier.
Apocalypse Orb: If you are holding an orb, once per encounter as a free action you may gain a bonus to your next damage roll before the end of your next turn equal to your Charisma modifier.
Ritual Casting
You gain the Ritual Caster feat (Player's Handbook page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Player's Handbook).
Riftlord
Any time one of your chronomancer powers damages a creature within a rift, deal additional damage equal to the rift's Rift Value.
Internal Hourglass
You always know what the exact time is down to 1/10th of a second, and always know which directions are up and north. Further, you gain a +1 bonus to Initiative at level 1, and an additional +1 at levels 11 and 21.
Chronomancer Powers
Your temporal powers are called paradoxes and require a strong will to keep from breaking from your control.
Level 1 At-Will Paradoxes
Precipitate Least Planar Breach Chronomancer Attack 1
Eternity flows in a wave at your word, unrealising your foes.
At-Will * Temporal, Necrotic, Implement
Standard Action
Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier necrotic damage.
Increase damage to 2d8 + Wisdom modifier at level 21.
Effect: The Rift Value of the burst's origin square increases by 2. At the end of your turn and at the end of your next turn, the Rift Value of this square decreases by 1.
Diversion Chronomancer Attack 1
Your opponent thinks his timing is perfect; that's what you want him to think, after all.
At-Will * Temporal, Psychic, Implement
Standard Action
Ranged 10
Target: One creature.
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier psychic damage, and your target cannot make opportunity attacks until the end of your next turn.
Increase damage to 2d6 + Wisdom modifier at level 21.
Quintessent Mist Chronomancer Attack 1
Drawing liquid time from the continuum, you send out a wave of silvery mist to envelop your foes.
At-Will * Temporal, Implement
Standard Action
Close blast 3
Target: Each creature in burst.
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is slowed until the end of your next turn.
Increase damage to 2d6 + Wisdom modifier at level 21.
Entropy Chronomancer Attack 1
Everything that has a beginning must also have an end. You know that their end is near.
At-Will * Temporal, Necrotic, Implement
Standard Action
Area burst 2 within 10 squares
Target: Each creature in burst.
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier necrotic damage.
Increase damage to 2d6 + Wisdom modifier at level 21.
Level 1 Encounter Paradoxes
Coalesce Quintessence Chronomancer Attack 1
A tiny amount of time precipitates into your hand, and you quickly toss it at a foe before it can do you any harm.
Encounter * Temporal, Implement
Standard Action
Ranged 5
Target: One creature
Attack: Wisdom vs. AC
Hit: 1d8 + Wisdom modifier damage, and the target is stunned until the end of your next turn.
Worldcracker Chronomancer Attack 1
With a shout, reality before you creaks and groans.
Encounter * Temporal, Necrotic, Implement
Standard Action
Close blast 5
Target: Creatures in blast
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier necrotic damage, and the Rift Value of the target's square increases by one. At the end of your next turn, the Rift Value of those squares decreases by one.
Effect: The Rift Value of the squares in the blast increases by one. At the end of your next turn, the Rift Value of those squares decreases by one.
Open Rift Chronomancer Attack 1
The cracks in the world are already there. You just widen them and force your enemies through.
Encounter * Temporal, Necrotic, Implement
Standard Action
Area Special
Special: Choose one rift space within 10 squares that you can see and have line of effect to. This power's area is a burst equal to that square's Rift Value.
Target: Creatures in burst.
Hit: 1d6 necrotic damage per point of Rift Value of the square the target is in. The target teleports 0 squares (this does not include the increase in teleport distance from the Rift itself).
Binding Chains Chronomancer Attack 1
By linking your foes to one moment in time, one point in space, you hold them still.
Encounter * Temporal, Force, Implement
Standard Action
Area burst 1 within 10 squares
Target: Each creature in burst.
Hit: 1d6 + Wisdom modifier force damage, and the target is immobilized until the end of your next turn.
Miss: The target is slowed until the end of your next turn.
Level 1 Daily Paradoxes
Ouroboros's Breath Chronomancer Attack 1
The Eternal Dragon's breath is said to stop a victim in time. While not quite as strong as the Dragon Lord, your own breath can still push enemies into stasis.
Daily * Temporal, Necrotic, Implement
Standard Action
Close blast 3
Target: Each creature in blast.
Hit: 2d8 + Wisdom modifier necrotic damage, and the target is stunned until the end of your next turn. After the target recovers from being stunned, they are dazed until the end of your next turn.
Miss: Half damage, and the target is dazed until the end of your next turn (no stun, and no aftereffect).
Quintessent Ray Chronomancer Attack 1
A silvery beam of liquid seems to pulse towards your target, freezing him in time like a statue.
Daily * Temporal, Implement
Standard Action
Ranged 5
Target: One creature
Hit: 3d6 + Wisdom modifier damage, and the target is petrified (save ends).
Precipitate Lesser Planar Breach Chronomancer Attack 1
Your foes are real now. Soon, they will be not.
Daily * Temporal, Necrotic, Implement
Standard Action
Area burst 3 within 15 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 3d4 + Wisdom modifier necrotic damage.
Effect: The Rift Value of the burst's origin square increases by 4. At the end of your turn, and at the end of your next 3 turns, the Rift Value of that square decreases by 1.
Entropic Burst Chronomancer Attack 1
With a flick of your wrist, you hurry the inevitable chaos time would inflict on your enemies.
Daily * Temporal, Cold, Implement
Standard Action
Area burst 1 within 10 squares
Attack: Wisdom vs. Reflex
Hit: 3d8 + Wisdom modifier necrotic damage.
Miss: Half damage.
Level 2 Utility Paradoxes
(to be announced)