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    Bugbear in the Playground
     
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    Default Time Dimensional (monster class)

    TIME DIMENSIONAL

    This is a monster class, with an associated base race. You can only take levels in the class if you are a member of the base race, and if you are a member of the base race, you must take the first level of the monster class at the earliest opportunity (up to and including level 1). Once you have at least 1 level in the monster class, you need not take the rest of the levels consecutively, instead using multiclassing rules as normal.

    Time Dimensional Base Racial Traits:
    • -2 Strength, +2 Intelligence. Time dimensionals are highly analytical, but physically weaker than other creatures.
    • Small: As a Small creature, you gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but you use smaller weapons than humans use, and your lifting and carrying limits are three-quarters of those of a Medium character.
    • Elemental traits: Your type is Elemental, which grants you the following traits:
      Spoiler
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      • Darkvision out to 60 feet.
      • Immunity to poison, sleep effects, paralysis, and stunning.
      • Not subject to critical hits or flanking.
      • Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish,wish, miracle, or true resurrection, to restore it to life.
      • Elementals do not eat, sleep, or breathe. Though elementals do not sleep, they still must entire periodic states of dormancy in order replenish daily abilities such as spells.

    • Hover: you have no base land speed; you cannot yet fly, but you can hover a foot above the ground, moving at a speed of 30 feet. Instead of walking, you glide along, unconcerned with the hard earth or difficult terrain. While you remain within 1 foot of any solid or liquid surface which is at least as large as you are, you can take normal actions and make normal attacks, and can move at your normal speed (you can even “run” at four times your normal speed).

      You can also glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. You glide at a speed of 30 feet (average maneuverability). Even if your maneuverability improves, you can't hover while gliding, and you can't glide while carrying a medium or heavy load. If you become unconscious or helpless while in midair, you descend in a tight corkscrew and take only 1d6 points of falling damage, no matter what the actual distance of the fall.
    • Automatic Languages: Common. Bonus languages: Any.
    • Favored Class: Time Dimensional and Wizard.


    Class Skills
    The Time Dimensional's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (all skills, taken individually), Listen (Wis), Martial Lore (Wis), Psicraft, Speak Language (N/A), Spellcraft (Int), and Spot (Wis).
    Skill Points at 1st Level: (2 + Int) x4
    Skill Points at Each Additional Level: 2 + Int

    Hit Dice: d8

    Level BAB Fort Ref Will Special
    1st +0 +0 +2 +2 Ripples, time nudge
    2nd +1 +0 +3 +3 Lore, suppressing field
    3rd +1 +1 +3 +3 Perturbations, time lash
    4th +2 +1 +4 +4 Master history
    5th +2 +1 +4 +4 Call of years, Int +2
    6th +3 +2 +5 +5 Fade, speed increase
    7th +3 +2 +5 +5 Temporal disturbance
    8th +4 +2 +6 +6 Soar
    9th +4 +3 +6 +6 Tachyon step
    10th +5 +3 +7 +7 Aging lash
    11th +5 +3 +7 +7 Living myth, Int +2
    12th +6/+1 +4 +8 +8 Noble dimensional, speed increase
    13th +6/+1 +4 +8 +8 Improved call of years
    14th +7/+2 +4 +9 +9 Greater fade
    15th +7/+2 +5 +9 +9 Temporal discontinuity
    16th +8/+3 +5 +10 +10 Improved temporal disturbance
    17th +8/+3 +5 +10 +10 Int +2
    18th +9/+4 +6 +11 +11 Speed increase
    19th +9/+4 +6 +11 +11 Tachyon leap
    20th +10/+5 +6 +12 +12 Stasis lash
    21th +10/+5 +7 +12 +12 Major Ripples
    22th +11/+6/+1 +7 +13 +13 -
    23th +11/+6/+1 +7 +13 +13 Royal dimensional
    24th +12/+7/+2 +8 +14 +14 Speed increase, Int +2
    25th +12/+7/+2 +8 +14 +14 Greater temporal disturbance
    26th +13/+8/+3 +8 +15 +15 -
    27th +13/+8/+3 +9 +15 +15 -
    28th +14/+9/+4 +9 +16 +16 -
    29th +14/+9/+4 +9 +16 +16 Tachyon gate
    30th +15/+10/+5 +10 +17 +17 Speed increase, supreme ripples, Int +2

    Weapon and Armor Proficiencies: As a Time Dimensional, you gain no proficiencies with weapons or armor, though you are proficient with your time nudge and time lash.

    Ripples (Su): You can feel the flow of time around you, pulsing and twisting as an inexorable force. Shaping the substance of time is instinctive to you, and you can use it to cause various incredible effects called Ripples. A Ripple takes one of the following forms: a maneuver from the Flowering Night discipline or Riven Hourglass discipline; a spell from the Time domain; a formula from the Eternal Moment circle; or a psionic power from the Time Mantle (as expanded below).

    Since you are attempting to subvert the very laws of reality to your goals, you cannot simply create these effects with impunity. Instead, you must prepare a selection of effects which you can use during each encounter. You gain a pool of Moments equal to your Intelligence modifier + twice your Time Dimensional level, which you can use to prepare Ripples. Preparing a particular Ripple requires allocating a number of Moments to that Ripple equal to the Ripple's level, which remain allocated for as long as that Ripple is prepared.
    You may only prepare a Ripple of a level no greater than half your Time Dimensional level (rounded down, minimum 1), and may not prepare the same Ripple more than once at a given time.

    You prepares your Ripples by meditating on the flows of time for 5 minutes, and the Ripples you choose remain prepared until you decide to meditate again and change them. You need not sleep or rest for any long period of time to prepare your Ripples; any time you spend 5 minutes in meditation, you can change your prepared Ripples.

    Once you have a Ripple prepared, you can activate it, producing the associated effect. The action this requires is determined by the Ripple itself -- for example, a minor formula or boost would require a swift action to activate, while a strike or psionic power might require a standard or full-round action. Your initiator level, caster level, shaper level, or manifester level for one of your Ripples (as appropriate) is equal to your Time Dimensional level, and you use your Intelligence modifier to determine save DCs for your ripples.

    You begin each encounter with all of your prepared Ripples unexpended, regardless of how many times you might have already used them since you prepared them. When you activate a Ripple, you expend it for the current encounter, so each of your prepared Ripples can be used once per encounter (unless you recover them). At the beginning of each encounter, you gain a pool of Drift equal to the number of Moments you have remaining which were not used to prepare Ripples (if any; if you use all your Moments to prepare Ripples, you simply gain a Drift pool of 0). During your turn, you may spend a swift action to recover any number of expended Ripples, which costs Drift equal to the total level of all Ripples recovered.

    Ripples which are spells or powers cannot be recovered in this way. In addition, you may not recover a Ripple on the same round you expend it, or activate a Ripple on the same round you recover it. Whenever you activate a Ripple, you add 1 Drift to your pool. Any remaining Drift in your pool disappears at the end of the encounter.

    Spoiler
    Show
    Psionic Ripples
    The Time Mantle has the following powers added for the purposes of your Ripples: synchronicity, quintessence, and timeless body.

    When you activate a psionic Ripple, it functions like a psi-like ability, except that it is not automatically augmented. Instead, you may spend Drift in place of power points to augment a psionic Ripple that you activate.


    Time Nudge (Ex): You have the ability to disrupt your enemy's temporal flow. At will once per round, you may make a touch attack against a creature or object in place of a normal attack, dealing 1d4+1 damage to the target, with an additional 1d4+1 for each level after 1st. You may use this ability as part of a martial strike with one of your Ripples (but not martial strikes learned by other means), and it counts as a discipline favored weapon in such cases. You may also use this ability in place of a spellshape attack as part of shaping a formula with one of your Ripples (but not formulae learned by other means). Finally, whenever you successfully strike a creature with your time nudge, you add 1 Drift to your pool.

    Lore (Ex): At 2nd level, the echoes of events that you hear up and down the timestream grant you the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. You add your Time Dimensional level and your Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

    Suppressing field (Ex): Your mastery of time makes it difficult for other creatures to manipulate the flows in your presence. Beginning at 2nd level, whenever a creature within 10 feet per class level attempts to use an ability which is on your list of possible Ripples (e.g., a maneuver from Riven Hourglass or casting the haste spell), even if that Ripple is too high of a level for you to prepare, the creature must make a caster level, initiator level, manifester level, or shaper level check (as appropriate) against a DC of 5 + your Time Dimensional level. On a failed check, the ability does not function, and the action is lost. If the ability is one that you have actually prepared as a Ripple, the DC increases to 15 + your Time Dimensional level. You may raise or lower this ability as a free action.

    Perturbations (Su): Upon reaching 3rd level, you learn to make more lasting changes to the time flow around you. When preparing your Ripples, you can also allocate Moments to prepare Perturbations: stances from Flowering Night or Riven Hourglass, incantations or the numen from Eternal Moment, the domain power from the Time domain, or the mantle power from the Time mantle. Preparing a Perturbation requires a number of Moments as shown on the table below. You cannot prepare a Perturbation which requires more Moments than half your Time Dimensional level (rounded down, minimum 1).

    If you prepare more than one martial stance as a Perturbation, you can only be in a single stance at a time, but can move between stances as a swift action as normal. If you prepare the domain power, the mantle power, or the numen, the effect is always active until you no longer have that Perturbation prepared. If you prepare any of the incantations, you can use them at will, but no more often than once every 5 rounds.

    Perturbation Moment Cost
    Martial stance Equal to level of stance
    Time domain power 1
    Time mantle power 2
    Numen 3
    Least incantation 3
    Lesser incantation 6
    Greater incantation 9

    Time lash (Su): Your control over time has increased by 3rd level, to the point where you can disrupt the time in an area. As a standard action at will, you can deal Time Nudge damage in a line 5 feet wide, of length 10 feet times your Intelligence modifier. Affected creatures can make a Fortitude save for half damage (DC 10 + 1/2 Time Dimensional level + your Intelligence modifier). You add an amount of Drift to your pool equal to the number of failed Fortitude saves when you use this ability.

    Master history (Ex): "What goes around comes around." You understand this idiom far more intimately than almost anyone else. Beginning at 4th level, you may substitute a Knowledge (History) check for any other Knowledge check, albeit at a -5 penalty.

    Call of years (Ex): Upon reaching 5th level, you become aware of the weight of years on creatures around you, the residual energy of accumulated time, and how to siphon it for you own use. Whenever you would gain Drift from an ability which affects a creature, you gain one additional Drift for each age step that creature is beyond adult. If the creature is a True Dragon, instead you gain one additional Drift for each age category that the dragon is beyond Juvenile.

    Ability boost: As a Time Dimensional, you gain a +2 increase to your Intelligence score at the indicated levels.

    Fade (Ex): Beginning at 6th level, you have begun to lose your physical presence, becoming less anchored to the material world. You gain a deflection bonus to AC equal to your Charisma bonus or your existing natural armor bonus, whichever is higher (and lose any natural armor bonus you had), and a racial bonus to Move Silently checks equal to your class level. In addition, any attacks made against you with non-magical weapons (i.e., any attack which would not bypass damage reduction /magic) suffer a 20% miss chance.

    Speed increase (Ex): At 6th level, and every 6 levels after, your base speed increases by +20 feet.

    Temporal disturbance (Su): When you achieve 7th level, you project an aura which disrupts the natural sense of time of creatures around you. Any enemy that ends its turn within 30 feet of you acts 4 initiative counts later on the next round (as though it delayed). Further, due to the different flows of time inside and out and the influence that has upon perception, all attacks into or out of the aura (but not those that are made from within against targets within) suffer a -2 circumstance penalty. Creatures with exceptional senses that transcend time can adjust for the time dilation and do not suffer this penalty on their attack rolls. You and other Time Dimensionals are not subject to the initiative delay or the attack roll penalty of your aura.

    Soar (Ex): Upon reaching 8th level, you are no longer shackled to the ground. You gain a fly speed equal to your base speed, with perfect maneuverability.

    Tachyon step (Su): You have learned the secret of moving faster than is technically allowed by the laws of physics. Starting at 9th level, as a standard action at will, you can teleport unerringly to any square within a distance of 20 feet per class level. You can bring along objects as long as their weight doesn’t exceed your maximum load, but cannot bring other creatures along with you. You must have Line of Effect to your target square; if you attempt to teleport to a square which is occupied, the attempt fails.

    Aging lash (Su): Beginning at 10th level, creatures affected by your Time Lash ability haver their future time ripped away. Any creature which fails its Fortitude save against your Time Lash must also make a Will save at the same DC or suffer a penalty to Str, Dex, and Con equal to the penalty they would have received for aging to the next step. This penalty persists until the creature is subject to a Remove Curse, Break Enchantment, or Heal spell (or similar, more powerful effects). Creatures who become more powerful as they age (such as True Dragons) are unaffected by this ability.

    Living myth (Ex): Time dimensionals are creatures of legend, generally unknown even by the most learned of scholars. At 11th level, knowledge of you and your abilities has passed beyond the realm of mortal history. Any Knowledge checks made to identify you and your abilities give your type only, no matter how high the result of the roll. You are immune to the effects of the legend lore and vision spells (i.e., these spells give no information about you), as well as Bardic Knowledge, Lore, or similar abilities. Finally, you gain Spell Resistance 11 + your Time Dimensional level against divination spells, which you may raise or lower as a free action.

    Noble dimensional: You advance to the next tier of time dimensional at 12th level. Your size increases by one category, which does not affect your ability scores. You gain a bonus to initiative checks equal to your Intelligence modifier, and your Time Nudge and Time Lash damage increases to 1d6+2 damage per time dimensional level.

    Improved call of years: At 13th level, the Drift you gain from your Call of Years class feature doubles.

    Greater fade (Ex): Upon reaching 14th level, you fade from the material world entirely, gaining the Incorporeal subtype. You lose your Strength score, and use your Dexterity for melee and ranged attacks.

    Temporal discontinuity (Su): You can control the warp and weft of time, to the point of splitting off creatures onto parallel but separate timeflows. When you achieve 15th level, as a standard action you can create a 30-foot-radius bubble at a range of up to 20 feet per class level; all creatures and objects within the bubble are transported into a parallel timeflow. The border of the sphere seems like an opaque blue wall of force from the outside, and a red wall of force from the inside. While time flows at the same rate (1 round per round) on both sides of the sphere, no communication or interaction whatsoever is possible across the sphere. Divinations requiring access to outside sources (such as the divination spell) do not work within the sphere; nor do summoning, calling, or teleportation spells or effects. The bubble can only last for a short time (a number of rounds equal to your Intelligence modifier) before turbulence at the border resolves the discontinuity; alternatively, you can dismiss the bubble as a move action. Either way, when the effect ends, any creatures inside the bubble are returned to the normal timeflow.

    Improved temporal disturbance (Su): Beginning at 16th level, enemies within the area of your Temporal Disturbance ability must make a Will save each round (DC 10 + 1/2 time dimensional level + your Intelligence modifier) or be slowed for 1 round.

    Tachyon leap (Su): Your avoidance of the laws of physics has grown exponentially by 19th level. You can use greater teleport (as the spell) as a supernatural ability at will by spending a standard action. You may bring up to 50 pounds of objects with you, but no other creatures.

    Stasis Lash (Su): When you reach 20th level, your Time Lash is a force to be reckoned with, indeed. Any creature which fails its Fortitude save against your Time Lash must make a second Fortitude save at the same DC or be affected as if by the temporal stasis spell (with no further save or spell resistance). Creatures who fail their save against this ability are unaffected by your Aging Lash ability.

    Major Ripples: Starting at 21st level, your facility with time is nearly unmatched. When preparing your Ripples, you may allocate 20 Moments to prepare a single (non-Pinnacle) epic maneuver from the March of Aeons discipline, and/or 30 moments to prepare a single (non-Apex) epic spell from the Time Sphere. These Major Ripples cannot be recovered by spending Drift.

    Royal dimensional: You achieve the highest tier of time dimensional at 23rd level. Your size increases by one category, which does not affect your ability scores. Your Time Nudge and Time Lash damage increases to 1d8+4 damage per time dimensional level, and you gain an insight bonus to all saving throws equal to your Intelligence modifier.

    Greater temporal disturbance (Su): When you are 25th level or higher, your Temporal Disturbance benefits your allies in addition to hampering your enemies. All allies within range of your aura are never flatfooted, and may always take an action during the surprise round (even if they would normally be unable to do so).

    Tachyon gate (Su): By 29th level, you can move between planes with impunity. The laws of physics and magic are no barrier to you. At will as a standard action, you can open a temporary portal between planes, as the Planar Travel function of the gate spell. You pass through the portal as part of the same action that you take to create it, and it closes immediately behind you. You are the only creature which may pass through the portal; it does not exist for any other creature.

    Supreme ripples: Upon achieving 30th level, you are an undisputed master of Time. You may use your Major Ripples ability to prepare the Pinnacle March of Aeons maneuver by allocating 40 Moments, and/or to prepare the Apex Time Sphere spell by allocating 50 Moments. However, each of these Supreme Ripples may only be activated once per day.
    Last edited by sirpercival; 2014-03-31 at 12:46 PM.
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    Bugbear in the Playground
     
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    Default Re: Time Dimensional (monster class)

    Alrighty then. Need help filling in the dead levels... any ideas?
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    Default Re: Time Dimensional (monster class)

    What about some teleport effects for some of the dead levels? Maybe Dimension Door at 9th, Greater Teleport at 19th, an "indirect" Teleport (that is, you don't need to know the exact location you are teleporting to, but can base it off of a sort of "search", like teleporting to "the nearest city" or "ten feet to the left of {someone you know}") at 29th? Or an interstellar teleport at 29th...

    Time Nudge seems...potentially overpowered to me. The poor BAB might mitigate it, but I'd probably limit it to once per round to be safe. The upgrades for Noble and Royal Dimensional should ensure that damage remains competitive.
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    Bugbear in the Playground
     
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    Default Re: Time Dimensional (monster class)

    Quote Originally Posted by Quellian-dyrae View Post
    What about some teleport effects for some of the dead levels? Maybe Dimension Door at 9th, Greater Teleport at 19th, an "indirect" Teleport (that is, you don't need to know the exact location you are teleporting to, but can base it off of a sort of "search", like teleporting to "the nearest city" or "ten feet to the left of {someone you know}") at 29th? Or an interstellar teleport at 29th...
    Hm, good idea! That would probably help mitigate the lack of anything involving Temporal Prime in this writeup... lol.

    Time Nudge seems...potentially overpowered to me. The poor BAB might mitigate it, but I'd probably limit it to once per round to be safe. The upgrades for Noble and Royal Dimensional should ensure that damage remains competitive.
    Overpowered in terms of damage output? The only way I can think of to cheese it is to somehow build in a bunch of natural attacks, which is tough given that you'd have to take a lot of levels of TD to make it high-damage... or put together a TWF build, which is hard with poor BAB.

    However, I'm happy to make it a standard action to activate, if you can help me figure out a clean wording which lets it still be used to do strikes and major formula
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    Default Re: Time Dimensional (monster class)

    Damage output if they can get enough attacks, yeah. Not easy, but scary if they manage it (more likely in oddball games like gestalt and such of course). Just leaving it as is but limiting it to once per round would probably be the easiest way to do it.

    You could also say something like, "as a standard action, or part of any standard or full-round action that allows making a single attack with a weapon or supernatural effect", but that's probably more complex than it needs to be and somewhat more restrictive, since the once/round one would allow it to be used as one attack on a full attack.

    As a further alternative, you could say that it deals the listed damage the first time in a round it is used, with successive uses dealing a significantly lower, but still half-decent damage (maybe 1dx+y per three levels or something?)
    A role playing game is three things. It is an interactive story, a game of chance, and a process in critical thinking.

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