Alteran
2008-12-01, 06:53 PM
With apologies to Afroakuma, Shadow_Elf, and Zeta Kai...
Hourglass Sage
“I shall wipe you from existence, like a cyclone across the sand.”
http://fajr.files.wordpress.com/2007/04/hourglass.jpg
Prerequisites: Wizard, trained in History, experience in deserts.
You have become wise in the ways of the desert. You have learned to manipulate time through careful study of the natural rhythms of life. You carry with you an hourglass, as a symbol of the mutability of time. Eons may pass in seconds at your command, and you can freeze your opponents in their tracks. You can summon incredible sandstorms that consume all in their path. All fear your might, though few understand it. You are an Hourglass Sage.
Hourglass Sage Path Features
Desert Bound (11th Level): While you are in the desert, your speed increases by 1. In addition, you gain a bonus equal to half your wisdom modifier to all skill checks pertaining to activities specific to the desert. This includes tasks such as:
Acrobatics checks to tumble down a sand dune without taking damage.
Diplomacy checks to negotiate with desert tribes.
Nature checks to identify flora and fauna in the desert.
Intelligence checks to plot a course through the desert.
You still gain this bonus if the skill uses Wisdom as its base stat for determining bonuses.
Temporal Action (11th Level): When you spend an action point to take another action, you or one of your allies can take a move or minor action in addition to the extra action granted by the action point.
Hourglass Manipulation (16th Level): When you score a critical hit against an enemy, that enemy is dazed until the end of your next turn.
Hourglass Sage Spells
Time Warp (Hourglass Sage Attack 11)
You slow time around your enemy, until he appears to freeze in place.
Encounter * Arcane, Implement
Standard Action – Ranged 10
Target: One Creature
Attack: Intelligence vs. Will
Hit: 2d4 + Intelligence modifier damage, and the target is dazed and immobilized until the end of your next turn.
Sand Step (Hourglass Sage Utility 12)
You take a step and dissolve into sand, carried on the wind to your destination.
Daily * Arcane, Teleportation
Move Action – Personal
Effect: You teleport 8 + Wisdom modifier squares, and become insubstantial until the beginning of your next turn.
Sands of Time (Hourglass Sage Attack 20)
You summon a raging sandstorm that tears and reforms time as you command.
Daily * Arcane, Implement, Zone
Standard Action – Burst 2 within 10
Target: All enemies in burst.
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier damage and dazed until the end of your next turn.
Effect: The burst creates a zone of whirling sand that blocks line of sight. Squares in the zone count as difficult terrain. You can move the zone 4 squares as a move action.
Sustain Standard: Repeat the attack against all enemies in the zone.
I quite like how this turned out, but I'm still a bit unsure about the daily power. I can see how it would be useful in theory, but not how debilitating it would be in practice. I guess that's what you guys are for!
Hourglass Sage
“I shall wipe you from existence, like a cyclone across the sand.”
http://fajr.files.wordpress.com/2007/04/hourglass.jpg
Prerequisites: Wizard, trained in History, experience in deserts.
You have become wise in the ways of the desert. You have learned to manipulate time through careful study of the natural rhythms of life. You carry with you an hourglass, as a symbol of the mutability of time. Eons may pass in seconds at your command, and you can freeze your opponents in their tracks. You can summon incredible sandstorms that consume all in their path. All fear your might, though few understand it. You are an Hourglass Sage.
Hourglass Sage Path Features
Desert Bound (11th Level): While you are in the desert, your speed increases by 1. In addition, you gain a bonus equal to half your wisdom modifier to all skill checks pertaining to activities specific to the desert. This includes tasks such as:
Acrobatics checks to tumble down a sand dune without taking damage.
Diplomacy checks to negotiate with desert tribes.
Nature checks to identify flora and fauna in the desert.
Intelligence checks to plot a course through the desert.
You still gain this bonus if the skill uses Wisdom as its base stat for determining bonuses.
Temporal Action (11th Level): When you spend an action point to take another action, you or one of your allies can take a move or minor action in addition to the extra action granted by the action point.
Hourglass Manipulation (16th Level): When you score a critical hit against an enemy, that enemy is dazed until the end of your next turn.
Hourglass Sage Spells
Time Warp (Hourglass Sage Attack 11)
You slow time around your enemy, until he appears to freeze in place.
Encounter * Arcane, Implement
Standard Action – Ranged 10
Target: One Creature
Attack: Intelligence vs. Will
Hit: 2d4 + Intelligence modifier damage, and the target is dazed and immobilized until the end of your next turn.
Sand Step (Hourglass Sage Utility 12)
You take a step and dissolve into sand, carried on the wind to your destination.
Daily * Arcane, Teleportation
Move Action – Personal
Effect: You teleport 8 + Wisdom modifier squares, and become insubstantial until the beginning of your next turn.
Sands of Time (Hourglass Sage Attack 20)
You summon a raging sandstorm that tears and reforms time as you command.
Daily * Arcane, Implement, Zone
Standard Action – Burst 2 within 10
Target: All enemies in burst.
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier damage and dazed until the end of your next turn.
Effect: The burst creates a zone of whirling sand that blocks line of sight. Squares in the zone count as difficult terrain. You can move the zone 4 squares as a move action.
Sustain Standard: Repeat the attack against all enemies in the zone.
I quite like how this turned out, but I'm still a bit unsure about the daily power. I can see how it would be useful in theory, but not how debilitating it would be in practice. I guess that's what you guys are for!