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    Default Re: GitP PrC Contest XXXVI: Traditionally Speaking!

    Enforcer of the Continuum



    Be careful with what you do here. If you break the whole of space and time, the gods might not give you another one to play with.

    Space and time are fragile. Whenever a wizard uses a Teleportation spell, such as a dimension door, he distorts space in order to place his position and his destination in the exact same position, if only for a moment. Most of the time, this manipulation leaves its mark on the otherwise solid structure of space. Similarly, time stop spells and similar effects change the linear nature of time, stretching it or bending it.
    Quaruts (Fiend Folio 102) are inevitables responsible for the protection of the space-time continuum, acting when it is scarred by the actions of mortals. But they cannot be everywhere, and their numbers aren't sufficient to repair the damage caused by every foolish mortal wizard. For this reason, they started teaching residents of the Material Plane why they should preserve the threads of space and time, and how to do it. The individuals who walk in the steps of the Quaruts are given powers not only to strengthen the continuum, but also to punish those who threaten it. They are known as Enforcers of the Continuum.

    Becoming an Enforcer of the Continuum

    Many Enforcers of the Continuum began their career as Duskblades or Hexblades. Fighters, Paladins and Rangers with an interest in the arcane arts can also benefit from this class.
    Because of the pact they sign, of their link with Inevitables, and of the nature of their mission - that is, preserving a law of existence - all Enforcers of the Continuum are lawful.

    ENTRY REQUIREMENTS
    Alignment : Lawful.
    Skills : Knowledge (Arcana) 4 ranks, Knowledge (the Planes) 4 ranks, Spellcraft 4 ranks.
    Base Attack Bonus : +5.
    Feats : Quarut Science (see Appendix 1).
    Special : The character must be taught the techniques and lore of the Enforcers, either by another Enforcer or by a Quarut, and sign a binding contract (see Appendix 2).

    Class Skills
    The Enforcer of the Continuum's class skills (and the key ability for each skill) are : Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (the Planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).
    Skills Points at Each Level: 2 + int.

    Hit Dice: d10.

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Energy Pool, Speed Surge (bonus attack), Smite Transgressor 1/day

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |Time Consciousness, See Through the Crack

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Mark Transgressor, Smite Transgressor 2/day, Haste 1/day

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Speed Surge (swift action), Cross the Crack

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Dimension Lock, Surveil Transgressor, Smite Transgressor 3/day

    6th|
    +6
    |
    +5
    |
    +2
    |
    +5
    |Temporal Lock, Haste 2/day

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Speed Surge (move action), Smite Transgressor 4/day

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Temporal Stasis 1/day

    9th|
    +9
    |
    +6
    |
    +3
    |
    +6
    |Haste 3/day, Smite Transgressor 5/day

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Speed Surge (standard action), Time Regression 1/day[/table]

    Weapon Proficiencies: An Enforcer of the Continuum gains no additional proficiencies.

    Energy Pool : An Enforcer of a Continuum can channel some of the energy that is emitted when she repairs a space-time disruption.
    When she uses her Quarut Science feat to mend a disruption, she gains an energy point. At any time in the next 24 hours, she can use this point to power her Speed Surge, Haste and Cross the Crack abilities.
    An Enforcer can never have more energy points stored than she has Enforcer levels.
    It is worth noting that intentionally creating disruptions for the sole purpose of getting energy by repairing them is a grave violation of the Enforcer's contract.

    Speed Surge (Su) : The Enforcers often use the energy they gathered from the repaired disruptions to boost their speed.
    As part of a full attack, an Enforcer can spend an energy point to gain a bonus attack at her highest base attack bonus. The attack granted by this ability stacks with bonus attacks from any other sources.
    Starting at 4th level, the Enforcer can spend two energy points as a free action to gain a swift action.
    Starting at 7th level, the Enforcer can spend three energy points as a free action to gain a move action.
    Starting at 10th level, the Enforcer can spend four energy points as a free action to gain a standard action.
    Using this ability does not create a disruption. An Enforcer cannot use this ability more than once per round.

    Smite Transgressor (Su) : An Enforcer of the Continuum can attempt to dispel certain kinds of magic with a weapon attack. In addition to the normal damage inflicted by the attack, she makes a special targeted dispel magic check, using twice her Enforcer level as her caster level. This ability can only dispel disruptive spells (see Appendix 1).
    If a spell is dispelled by this ability, it is for all targets of the original spell, and not only the target of the attack.
    In addition, for every such spell successfully dispelled, both the target of the attack and the caster of the spell take 1d6 points of damage per level of the spell. If the same creature is the target of the attack and the caster of the spell, it takes 2d6 points of damage per level of the spell instead.
    An Enforcer can use this ability a number of times per day equal to half her class levels, rounded up.

    Time Consciousness (Ex) : Starting at 2nd level, an Enforcer of the Continuum gains a bonus on initiative checks equal to half her class level.

    See Through the Crack (Su) : Starting at 2nd level, an Enforcer of the Continuum has a greater understanding of the structure of space, which allows her to project her senses. Whenever she is adjacent to a disruption left by a Teleportation effect, she also perceives the surroundings of the other side of the effect, as she would with a clairaudience/clairvoyance spell centered on the disruption on the other side. Activating and dismissing this effect is a free action.

    Mark Transgressor (Su) : Starting at 3rd level, an Enforcer of the Continuum can mark a creature who used disruptive magic as her target. She does not need to know what the creature is or where it is, using a disruption in space or time to focus on the transgressor.
    To mark a creature as her target, the Enforcer must study a rupture this creature left. This takes a full-round action and needs the Enforcer to be adjacent to the rupture. Once the creature is marked, it stays so, even if the rupture is repaired afterwards.
    Alternatively, the Enforcer can use a swift action to mark a creature she saw using disruptive magic in the previous round.
    An Enforcer can have no more than one target per two class levels at a time.
    When attacking one of her targets, the Enforcer can dispel any spell (not only disruptive spells) with her Smite Transgressor ability, dealing the appropriate damage every time.
    As a full-round action, the Enforcer can find the direction of any one of her targets, as with locate creature.

    Haste (Sp) : Starting at 3rd level, an Enforcer of the Continuum gains the ability to cast haste, as the spell, with a casting time of 1 swift action. Her caster level is equal to her Enforcer level.
    This ability, like the haste spell, causes a disruption in the time continuum. The quaruts teach it to the Enforcers with the implication that they will repair the damage they cause by using it. As with all such spells she casts, she risks to lose her class features if she doesn't mend the damage quickly.
    The Enforcer can use this ability once per day per three levels. In addition, she can spend three energy points as a free action to gain an additional use of this ability for the day.

    Dimensional Lock (Su) : Starting at 4th level, whenever an Enforcer of the Continuum successfully identifies a spell with the Teleportation subschool being cast within 60 feet, or a spell-like ability reproducing such a spell, she can revert it as an immediate action. Reverting it causes every creature or object affected by the teleportation effect to stay at its original position. Any other effects of the spell or ability still apply : the major image effect of a flee the scene invocation would still occur.
    Every affected creature is entitled a Will saving throw (DC 10 + Intelligence modifier + Enforcer level) to negate the effect, with an exception : a creature marked as a target of the Enforcer does not get a saving throw against this ability.

    Cross the Crack (Su) : Starting at 4th level, an Enforcer of the Continuum can use the cracks in space to a greater effect. As a full-round action, the Enforcer can travel through the disruption left by a Teleportation effect and bring willing creatures, as per greater teleportation, with a caster level equal to twice her class level. The Enforcer must be adjacent to the disruption she wants to use. The destination is either the destination of the original Teleportation effect (if the Enforcer is adjacent to its origin) or its origin (if the Enforcer is adjacent to its destination).
    Using this ability does not create an additional rupture : the Enforcer and the willing creatures merely cross the disruption left by the original effect. The rupture is closed in the process ; this does not grant the Enforcer an additional energy point.

    Surveil Transgressor (Sp) : Starting at fifth level, an Enforcer of the Continuum can, once per day, use scrying, as the spell, on one of her targets. The target isn't entitled to a saving throw, but spell resistance applies normally. Her caster level is equal to her character level.

    Temporal Lock (Su) : Starting at 6th level, whenever an Enforcer of the Continuum identifies a spell, spell-like ability or supernatural ability that grants bonus actions, bonus attacks, and / or an enhancement bonus to a movement speed to one or more subjects being cast or used within 60 ft., she can cancel it as an immediate action. Cancelling it denies each target the use of their bonus actions and / or attacks, and their speed bonuses. Any other effects of the spell, power or ability still apply : the dazing effect of a celerity spell would still occur.
    Every affected creature is entitled a Will saving throw (DC 10 + Intelligence modifier + Enforcer level) to negate the effect, with an exception : a creature marked as a target of the Enforcer does not get a saving throw against this ability.

    Temporal Stasis (Sp) : Starting at 8th level, an Enforcer of the Continuum can use temporal stasis, as the spell, except that it can be dismissed. She can use it once per day. Her caster level is equal to her character level. The save DC is 10 + Intelligence modifier + Enforcer level.
    This spell is very harmful to the fabric of time, and this is the reason why Quaruts only grant this ability to Enforcers who have already proved their devotion to the cause.
    If an Enforcer uses this spell without dismissing it and repairing the crack it caused, she risks a very high sanction (see Appendix 2).

    Time Regression (Su) : A level 10 Enforcer of the Continuum understands the nature of time and space better than even the most powerful wizards. Once per day, she can use time regression, as the power.
    Because this ability only affects the most recent actions, and because it rewrites time entirely instead of stretching it or distorting it, it does not endanger the time continuum and is not a violation of the Enforcer's arrangement with Quaruts, nor does it create a disruption.


    Appendix 1 : Space-time disruptions

    When used in the description of this class, the words "disruption" and "rupture" both design areas of damage caused to space, time, or both, by the use of supernatural abilities or spells. Those spells are called "disruptive spells". They include the following :
    • The origin and destination of teleportation spells and effects.
    • The place of use or casting of effects involving extraplanar travel, such as shadow walk or blink.
    • The place of use or casting of effects granting actions or additional attacks, such as haste, celerity and snake's swiftness.
    • The place of use or casting of effects improving or decreasing a creature's speed, such as slow and expeditious retreat.
    • The place of use or casting of effects distorting the flow of time, such as time stop and temporal stasis.

    A disruption cannot be repaired until the duration of the spell that caused it has ended.

    New Feat : Quarut Science

    Prerequisites : Knowledge (the Planes) 2 ranks.

    Thanks to a comprehensive study of the nature of space and time, the character has attuned his senses to their fluctuations, and has learned how to mend them.

    Benefit : You can continuously feel the status of the threads of time and space around you. You perceive all spots which present a rupture of space or time within 60 feet, and automatically knows the nature of the effect that caused every disruption you can sense, as well as its age.
    You are able to repair any disruption of the space-time continuum. This is a supernatural ability that takes a full-round action during which you must be adjacent to the rupture.


    Appendix 2 : The Enforcer's contract

    In order to become an Enforcer of the Continuum, the character must subscribe to a code of conduct similar to that of a paladin. The future Enforcer must sign a contract specifying her engagements : preserving the fabric of time and space, restraining herself from intentionally harming the spacetime continuum, and being a model of order and discipline. She is then given a copy of this contract.
    This contract forbids an Enforcer from causing space-time disruptions without repairing them afterwards. An Enforcer has 24 hours to fix a rupture upon causing it. Past this period, she is considered to have broken her oath, and suffers the appropriate punishment.
    She is forbidden from using disruptive spells and abilities lightly. Particularly, she is forbidden from creating spacetime disruptions for the sole purpose of gathering energy when she repairs them.
    An Enforcer is supposed to repair any disruptions he comes across.However, failing to do so is not sanctioned, as circumstances can sometimes hamper the Enforcer's work, and other work can take priority.
    The contract also states that Enforcers owe assistance to one another in the pursuit and the elimination of transgressors. They also owe assistance to all Inevitables. Harming a fellow Enforcer is strictly forbidden, and harming an Inevitable even more so.
    Finally, an Enforcer is bound to embrace self-discipline and order.

    Enforcers who stray from this code can suffer the following consequences.
    Failing to repair her own disruptions within 24 hours of their creation causes an Enforcer to be deprived of her powers until she mends it, and for the 24 hours following the reparation. If the disruption is not repaired within a week, the loss of the Enforcer's powers is permanent, until an atonement spell is cast.
    Causing disruptions for the sole purpose of filling their energy pool also results in the permanent loss of all Enforcer powers.
    The consequences of denying an Enforcer or an Inevitable assistance can go from a week of loss of Enforcer abilities to a permanent loss, depending on the consequences and the importance of the mission.
    Willingly harming an Enforcer or an Inevitable causes the immediate loss of all Enforcer abilities, and can result in the sending of a punitive expedition in order to dispatch the troublemaker. Those expeditions are often led by Kolyaruts, since these inevitables' jurisdiction include oath-breakers.


    Playing an Enforcer of the Continuum

    Combat: In combat, the Enforcer enjoys a high number of attacks. At level 3, provided she uses her Haste and Speed Surge abilities, she can make four attacks in the same full attack action, three of which are at her highest base attack bonus. Her Smite Transgressor ability, while situational and hampered by a low caster level, can deny her opponents any bonus attacks they may have, giving her even more of an edge over them. If possible, her Mark Transgressor ability should be used to improve that last option.
    At mid-level, Time Consciousness' bonus starts being high enough to be noticed. The Enforcer strikes often, and more importantly, she strikes first. Smite Transgressor can be used more reliably because of an increased caster level. Dimensional Lock and Temporal Lock will help her apprehend her targets by keeping them from escaping. Her earlier options improve, with an increased Energy Pool and the ability to grant herself a swift action with Speed Surge.
    At high level, the Enforcer still relies on the same options in most fights, albeit with greater efficiency. In addition, she gains two powerful abilities : Temporal Stasis will help her against powerful opponents, and Time Regression is her get out of jail free card.
    Advancement:
    Resources: Enforcers are all part of the same organization, and can rely on one another, should they run into a transgressor they cannot handle alone.

    Enforcers of the Continuum in the world
    The thing with those guys is, you can't run away. Well, you can run away, but you can't teleport away, and they run faster than you anyway.
    Daer'Ras, conjurer.

    Enforcers of the Continuum aren't well-liked by wizards and sorcerers, which isn't surprising given that their career choice makes them very efficient at hunting and killing arcane spellcasters.
    The ones truly dedicated to the cause spend most of their days repairing disruptions and pursuing the spellcasters responsible for these ruptures, either to try and convince them to use their magic more reasonably or to slay them.
    Despite their appartenance to the same organization, Enforcers of the Continuum usually work alone, but on several occasions, members of the class joined their forces when facing a common enemy.

    NPC Reaction
    Most NPCs cannot differentiate an Enforcer from any other front-line fighter, or from a member of their base class. Those who know of their career are often puzzled by the Enforcer's obsession with time and space.

    Enforcers of the Continuum in the Game


    Adaptation: Depending on the place and existence of Quaruts in your campaign, the Enforcer of the Continuum can be easily adaptable or might require more work. Most of the abilities of the Enforcer are useful against spellcasters, but in a psionics-heavy campaign, it could also apply to manifesters using similar powers.
    Encounters: An Enforcer of the Continuum NPC tracking PCs using disruptive spells can be very dangerous to the spellcasters of the group, because its abilities won't allow the PCs to escape if things go wrong.

    EL 11: Scylla Teram is among the most uncompromising of the Enforcers. Every time she comes across a disruption, she marks its creator as her next target, and she revels in the following hunt. If one of the PCs is using disruptive spells, he could be one of her targets.
    Scylla usually engages combat with a full energy pool. She uses Speed Surge to grant herself additional swift actions to use her Quick Cast and Haste abilities and to cast blade of blood.

    Scylla Teram
    Female Mechanatrix Duskblade(5) Enforcer of the Continuum(5)
    LE Medium Outsider (native)
    Init +7, Senses: darkvision 60 ft.; Listen +13, Spot +15
    Languages Common, Elven, Draconic
    ------------------------------------------------
    AC 17, touch 10, flat-footed 17(+1 natural, +6 +1 breastplate)
    hp 95 (10 HD)
    Fort +13, Ref +3, Will +9
    ------------------------------------------------
    Speed 20 ft. (4 squares)
    Melee +1 warning falchion +15/+10 (2d4+6/15-20)
    Ranged +1 composite longbow +11/+6 (1d8+4/x3)
    Base Atk +10, Grp +14
    Atk Optionsshocking grasp, arcane channelling, quick cast, speed surge, smite transgressor, haste, Power Attack, Combat Expertise
    Combat Gear potion of cure critical wounds, wand of see invisibility
    Spells Known CL 5th melee touch +14, ranged touch +10, DC 13 + lvl
    2nd (3/day) -- dimension hop
    1st (6/day) -- shocking grasp, true strike, ray of enfeeblement, blade of blood, swift expeditious retreat
    0 (6/day) -- acid splash, disrupt undead, ray of frost, touch of fatigue
    Supernatural Abilities see through the crack, dimensional lock, cross the crack
    -----------------------------------------------
    Abilities Str 18, Dex 10, Con 18, Int 16, Wis 11, Cha 9
    SQ electricity healing, armored mage, time consciousness +2, energy pool 5
    Feats Combat Casting [B], Power Attack, Quarut Science, Combat Expertise, Improved Critical (Falchion).
    Skills Spot +15, Listen +13, Knowledge (the Planes) +7, Spellcraft +18, Knowledge (Arcana) +11, Sense Motive +8
    Possessions combat gear plus +1 warning falchion, cold iron warhammer, +1 composite longbow, 20 arrows, +1 breastplate, cloak of resistance +1, gauntlets of ogre power

    Sources :
    Magic Item Compendium (warning weapon property)
    Player's Handbook II (Duskblade base class + spells)
    Fiend Folio (Mechanatrix race, under Planetouched)
    Last edited by Keynub; 2012-11-29 at 02:46 PM.