Author Topic: Past, Present, and Future  (Read 35442 times)

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Stratovarius

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Re: Past, Present, and Future
« Reply #40 on: June 20, 2008, 02:08:26 PM »
On Echocaller: it may be wise to put the echoes together so we know what are echoes and what are other class features.

There's only 1 non-Echo class feature: A Slice of Time, which doubles his echo count. Basically, everything he can do costs Echoes.


The setting is in Yafutoma, the Blue Moon place. I think I'm going to go with Echocaller//Cleric, just for he great wisdom synergy. Probably throw in some divine metamagic to make a combat beast. Though the strike/swift combination is tempting, certainly something to consider. As for feats, I can't really come up with any on the spot right now, but if I have any ideas, I'll certainly suggest them.

You might want to look at the Warrior of Olden Days -> Ancient Martial Feats line, since things like Totem Charge are fairly powerful.
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Llochlyn

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Re: Past, Present, and Future
« Reply #41 on: June 20, 2008, 02:30:56 PM »
Indeed, my bad ! :)

Stratovarius

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Re: Past, Present, and Future
« Reply #42 on: June 22, 2008, 06:22:41 PM »
5 new slices, finishing them all off.
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Stratovarius

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Re: Past, Present, and Future
« Reply #43 on: June 23, 2008, 09:44:04 AM »
Rewritten 4 of the Chronomancer's class abilities, getting rid of the problematic age-based ones.

I've also hit upon the idea for a prestige class for the Chronomancer: The Suspender. Stupid name, but it describes what he does, suspending things in the neverwhen of time for a few rounds. For those who want a taste of the abilities, take a look at the Suspended Sentence deck from M:tG, it's where I got the idea from.
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Ubernoob

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Re: Past, Present, and Future
« Reply #44 on: June 25, 2008, 03:51:33 AM »
Wow... Expect a review and critique... eventually.
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Straw_Man

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Re: Past, Present, and Future
« Reply #45 on: June 25, 2008, 03:54:23 AM »

Vote: Timeless or Artifactus as the PrC name.

"No, no, don't think, Maya." Ritsuko chided. "We will not gattai the Evas or their pilots.

Such thoughts lead inevitably to transformation sequences."

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Re: Past, Present, and Future
« Reply #46 on: June 25, 2008, 08:45:36 AM »
Not sure that quite gets at what he does. Still, I'll see what I can come up with.
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Stratovarius

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Re: Past, Present, and Future
« Reply #47 on: June 25, 2008, 09:26:31 AM »
Era Warrior

"I have abilities beyond that of your comprehension"
- Lofkra, halfling era warrior


Trained in schools whose origins are older than the civilization they inhabit, era warriors follow and protect traditions of the ancient past, wielding weapons and tools that have that same lineage. Housed in temples and buildings that mark their age by the millenia, they leave to go out into the world, to show to the world what has gone before, and to test the ancient against the modern, to see if there has been improvement in the centuries that have passed, or if such things are no better than the techniques of the old warriors.


Becoming an Era Warrior
Era warriors all come from the same core background: that of the historian. Having studied all three of the ancient techniques for some time, the era warrior has chosen to focus his aspect of being upon those techniques that involve the sword and the shield, the spear and the axe, for to him, the purity of the ages comes through most clearly when his hand is firmly on the haft of his weapon. While he does not give up his abilities in other disciplines, he leaves them behind, preferring to focus his abilities on one exclusive talent.


Table 1: Era Warrior
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities                             Ancient Martial
---------------------------------------------------------------------------------------------------
  1    +1     +0    +2    +2     Bonus Ancient Martial Feat, Military History  ---
  2    +2     +1    +3    +3     Bonus Ancient Martial Feat                    +1 Ancient Martial Techniques
  3    +3     +1    +3    +3     Martial Era                                   +1 Ancient Martial Techniques
  4    +4     +2    +4    +4     Bonus Ancient Martial Feat                    +1 Ancient Martial Techniques
  5    +5     +2    +4    +4     Martial Era                                   +1 Ancient Martial Techniques
Class skills (4 + Int modifier per level):
Climb, Heal, Intimidate, Jump, Knowledge (Architecture and Engineering), Knowledge (Chronomancy), Knowledge (History), Ride, Spot, Swim.


Requirements:
Feats: Warrior of Olden Days
Base Attack Bonus: +4
Skills: Knowledge (History) 7
Special: Must be able to shape Ancient Martial Techniques


Class Features
Bow and blade, sword and spear, enemies fall in droves. Unable to cope with a fusillade of dangerous blows, foes buckle beneath the full weight of the past.
  • Ancient Martial Technique: At each indicated level, the Era Warrior increases the spell points and level of the Ancient Martial Technique.
  • Military History (Ex): Blessed with a focus upon a single aspect of history, the era warrior spends days in studies and practice, searching for a new perspective on the feats of olden day warriors. Upon the first level in the class, the era warrior gains a bonus to Knowledge (History) equal to his class level.
  • Bonus Ancient Martial Feat: At each indicated level, the era warrior gains an additional ancient martial feat. Unlike the feats gained through the historian's ancient martial technique, these feats are permanent once selected.
  • Martial Era (Ex): Gifted with the knowledge of ancient martial civilizations, the era warrior focuses exclusively upon them, expending all of his energy to gain the knowledge and skill to use them properly. At 3rd and 5th level, the era warrior may attune an additional ancient martial era, if he is in ancient martial technique for the day.
« Last Edit: September 23, 2008, 01:46:28 PM by Stratovarius »
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Stratovarius

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Re: Past, Present, and Future
« Reply #48 on: June 25, 2008, 09:29:19 AM »
As you can see, the first prestige class for PPF has just appeared. I will likely be making an "Era Mage" and an "Era Priest" at some point.

I've also added a minor ability under Ancient Martial Technique to make the Historian in that form a little more tank-like.
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Stratovarius

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Re: Past, Present, and Future
« Reply #49 on: June 25, 2008, 09:45:36 AM »
Era Mage

"I wield magic ancient in the days of a young earth"
- Zsaala, human Era Mage


Trained in schools whose origins are older than the civilization they inhabit, era mages follow and protect traditions of the ancient past, wielding spells and staves that have that same lineage. Housed in temples and buildings that mark their age by the millenia, they leave to go out into the world, to show to the world what has gone before, and to test the ancient against the modern, to see if there has been improvement in the centuries that have passed, or if such things are no better than the techniques of the old wizards.


Becoming an Era Mage
Era mages all come from the same core background: that of the historian. Having studied all three of the ancient techniques for some time, the era mage has chosen to focus his aspect of being upon those techniques that involve the spell and the book, the staff and the wand, for to him, the purity of the ages comes through most clearly when his hand is rolling through the gestures of a great spell. While he does not give up his abilities in other disciplines, he leaves them behind, preferring to focus his abilities on one exclusive talent.


Table 1: Era Mage
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities     Ancient Spells         
-----------------------------------------------------------------
  1    +0     +0    +0    +2     Arcane History        ---
  2    +1     +1    +1    +3     Bonus Wizardry Seed   +1 Ancient Wizardry Technique
  3    +1     +1    +1    +3     Wizardry Era          ---
  4    +2     +2    +2    +4     Bonus Wizardry Seed   +1 Ancient Wizardry Technique
  5    +2     +2    +2    +4     Wizardry Era          +1 Ancient Wizardry Technique
Class skills (4 + Int modifier per level):
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Knowledge (Chronomancy) (Int), Knowledge (The Planes) (Int), Speak Language, Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).

Requirements:
Feats: Extra Seed
Caster Level: 4th
Special: Must be able to shape Ancient Wizardry Techniques


Class Features
Missles and clouds, fireballs and fevers, enemies fall in droves. Unable to cope with a cavalcade of spells, foes buckle beneath the full weight of the past.
  • Ancient Wizardry Technique: At each indicated level, the Era Mage increases the seeds known and spell points of the Ancient Wizardry Technique.
  • Arcane History (Ex): Blessed with a focus upon a single aspect of history, the Era Mage spends days in studies and practice, searching for a new perspective on the feats of olden day mages. Upon the first level in the class, the Era Mage gains a bonus to Knowledge (Arcana) equal to his class level.
  • Bonus Wizardry Seed: At each indicated level, the Era Mage gains an additional wizardry seed. Unlike the seeds gained through the historian's ancient wizardry technique, these seeds are permanent once selected.
  • Wizardry Era (Ex): Gifted with the knowledge of ancient wizard civilizations, the Era Mage focuses exclusively upon them, expending all of his energy to gain the knowledge and skill to use them properly. At 3rd and 5th level, the Era Mage may attune an additional ancient wizardry era, if he is in the ancient wizardry technique for the day.
« Last Edit: September 23, 2008, 01:46:37 PM by Stratovarius »
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Stratovarius

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Re: Past, Present, and Future
« Reply #50 on: June 25, 2008, 09:49:48 AM »
Era Priest

"My gods existed before the formation, and will exist before the destruction"
- Ravao, dwarven Era Priest


Trained in schools whose origins are older than the civilization they inhabit, era priests follow and protect traditions of the ancient past, wielding prayers and sacraments that have that same lineage. Housed in temples and buildings that mark their age by the millenia, they leave to go out into the world, to show to the world what has gone before, and to test the ancient against the modern, to see if there has been improvement in the centuries that have passed, or if such things are no better than the techniques of the old priests.


Becoming an Era Priest
Era priests all come from the same core background: that of the historian. Having studied all three of the ancient techniques for some time, the era priest has chosen to focus his aspect of being upon those techniques that involve the prayer and the sacrament, the censer and the gods, for to him, the purity of the ages comes through most clearly when his hand is firmly raised in benediction. While he does not give up his abilities in other disciplines, he leaves them behind, preferring to focus his abilities on one exclusive talent.


Table 1: Era Priest
Hit Die: d8

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   Ancient Spells         
-----------------------------------------------------------------
  1    +0     +0    +2    +2     Priestly History    ---
  2    +1     +1    +3    +3     Bonus Prayer Seed   +1 Ancient Prayer Technique
  3    +2     +1    +3    +3     Prayer Era          ---
  4    +3     +2    +4    +4     Bonus Prayer Seed   +1 Ancient Prayer Technique
  5    +3     +2    +4    +4     Prayer Era          +1 Ancient Prayer Technique
Class skills (4 + Int modifier per level):
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Chronomancy) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).


Requirements:
Feats: Extra Seed
Caster Level: 4th
Special: Must be able to shape Ancient Prayer Techniques


Class Features
Prayer and mace, declamation and shield, enemies fall in droves. Unable to cope with a downpouring of divine magnificence, foes buckle beneath the full weight of the past.
  • Ancient Prayer Technique: At each indicated level, the Era Priest increases the seeds known and spell points of the Ancient Prayer Technique.
  • Priestly History (Ex): Blessed with a focus upon a single aspect of history, the Era Priest spends days in studies and practice, searching for a new perspective on the feats of olden day mages. Upon the first level in the class, the Era Priest gains a bonus to Knowledge (Religion) equal to his class level.
  • Bonus Prayer Seed: At each indicated level, the Era Priest gains an additional prayer seed. Unlike the seeds gained through the historian's ancient prayer technique, these seeds are permanent once selected.
  • Prayer Era (Ex): Gifted with the knowledge of ancient religious civilizations, the Era Priest focuses exclusively upon them, expending all of his energy to gain the knowledge and skill to use them properly. At 3rd and 5th level, the Era Priest may attune an additional ancient prayer era, if he is in the ancient prayer technique for the day.
« Last Edit: September 23, 2008, 01:46:44 PM by Stratovarius »
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Stratovarius

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Re: Past, Present, and Future
« Reply #51 on: June 29, 2008, 11:10:56 AM »
Moratorio

"Because I could not stop for Death,
He kindly stopped for me;
The carriage held but just ourselves
And Immortality."
- Dickinson, gnome Moratorio


There are many things that people desire in life, but one above almost all is the ability to put a stopper in death, to hold up time, to tell the future that it must wait for the recognition of the present. Mankind has ever had those who see progress as too fast, change as too terrible, and life as too speedy. Thus it should come as no surprise that there have always been those who focused upon stopping that flow, upon cursing the river of time and telling it to freeze, to pause in its tracks. They have learned to build dams, levees, and walls, channelling time in such ways as to pass by those events that they wish to halt. Even the greatest among the moratorio are still bound by the ever flowing river of time, and not even they can truly stop the passage of time.


Becoming a Moratorio
Moratorio are often older members of their race, more concerned with the end that comes towards them than the limitless expanse of time that the future holds. Often, they even wish to turn the clock back, to return to a time when things were to their liking, when it was at their best moment. Born out of the ranks of the chronomancers, the moratorio focus upon the past, upon the present, but never upon the future, which they disparage and wish to avoid. Their strengths resolve around the suspension of time, upon placing a hand in the dyke and pausing the cascade of the future, for even that one precious moment may be enough for a moratorio to alter the present. They, more than almost any other, focus truly on the control of time.


Table 1: Moratorio
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities        Slicer Level         
-------------------------------------------------------------------------
  1    +0     +0    +0    +2     Suspended Movement       ---
  2    +1     +0    +0    +3     Suspended Mind           +1 Slicer level
  3    +1     +1    +1    +3     Pretermitter             +1 Slicer level
  4    +2     +1    +1    +4     Suspended Damage         +1 Slicer level
  5    +2     +1    +1    +4     Abeyance Temporal        ---
  6    +3     +2    +2    +5     Suspended Spell          +1 Slicer level
  7    +3     +2    +2    +5     Pretermission Personal   +1 Slicer level
  8    +4     +2    +2    +6     Suspended Death          +1 Slicer level
  9    +4     +3    +3    +6     Suspended Creature       +1 Slicer level
  10   +5     +3    +3    +7     Abeyance Absolute        +1 Slicer level
Class skills (4 + Int modifier per level):
Autohypnosis, Concentration, Craft, Intimidate, Knowledge (Arcana), Knowledge (Chronomancy), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Listen, Speak Language, Spellcraft.


Requirements:
Feats: Delay Slice
Skills: Knowledge (History) 9, Knowledge (The Planes) 9
Slices: 3rd level
Special: One step beyond class feature.


Class Features
To sail along the river of time, starting and stopping the flow at a whim, that is the goal and the power of the moratorio. In his hands he holds the fate of many beings, and, careless as a man, he scatters them into the river of time, pausing them where they stand.
  • Suspended Movement (Su): At the most basic levels of controlling the flow of time, movement is similar in the temporal universe and in the physical. As an immediate action, the moratorio may delay the target's move action such that he cannot use it until the next round. If the target was an ally, it gains an extra move action the next round in which his movement speed increases by 10 ft. If the target was an enemy, it gains an extra move action the next round in which his movement speed decreases by 10 ft., as the moratorio adjusts the time stream for his ally's benefit.
  • Suspended Mind (Su): There are few things more troubling to the moratorio than losing control of his own mind, for he knows it is a weapon without equal. Whenever a spell would require a will save, as an immediate action the moratorio can delay that save, and associated effects, until the next round. If the spell's target was an ally, it gains a +1 bonus on the saving throw, while if it was an enemy, it takes a -1 penalty.
  • Pretermitter (Ex): Gifted as the moratorio is in the ways of the temporal dance, some things come to him more easily than others. He takes a -1 slicer level penalty to performing forward slices, and a +1 slicer level bonus to reverse slices.
  • Suspended Damage (Su): Each individual action creates a ripple in the placid lakes, and if the moratorio can still that ripple for a time, he can delay the effects of that action. The moratorio can cause all damage from a single strike or spell to be delayed for one round as an immediate action. The target of the attack takes 5 less damage if he is your ally, or 5 more is he is your enemy.
  • Abeyance Temporal (Ex): The moratorio has learned how to better control those effects that he has put into abeyance. All penalties and benefits from his Suspended class features are doubled.
  • Suspended Spell (Su): The moratorio has accepted that all things have a place in time. However, that given place may be altered as the need arises. As an immediate action, the moratorio may delay a caster's spell such that it will not take effect until the next round. If targeted at a creature, it still affects that creature, and if targeted at a location, it still affects that location. If the spell was cast by an allied caster, it exits the time stream with its DC and caster level increased by 1. If it was cast by an enemy caster, it exits with the caster level and DC reduced by 1, as the moratorio adjusts the spell slightly in the intervening moments.
  • Pretermission Personal (Ex): It is within his control of the reversing aspects of time that the moratorio is most at home, and that extends to his ability to slice time. The duration of all reverse slices performed by the moratorio is increased by 1 round.
  • Suspended Death (Su): Few things trouble a moratorio more than the notion of death, for he has seen into the time stream that there is a death that comes for him, and he uses all of the skills at his disposal to delay and to slow such an act occuring. As an immediate action, the moratorio can shove a creature who would have died into a chronological chasm, safe until the next round. If that creature was an ally, it heals 10 hit points, and if it was an enemy it returns dazed for one round.
  • Suspended Creature (Su): Control over the baser things in the time stream has come and gone, and the moratorio has learned the finer secrets, of how life itself can be suspended and controlled. As an immediate action, the moratorio shunts a creature into the temporal stream until the next round. If it is an ally, it gains a +1 bonus to saves, skills and ability checks for one round. If it is an enemy, it takes a -1 penalty to saves, skills, and ability checks for one round, and can attempt to save against the effect with a Will DC of 10 + class level + intelligence modifier.
  • Abeyance Absolute (Ex): Skilled beyond belief with the streams of time, the moratorio plays with things as he will. All penalties and benefits from his Suspended class features are tripled.
« Last Edit: September 23, 2008, 02:46:48 PM by Stratovarius »
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dman11235

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Re: Past, Present, and Future
« Reply #52 on: June 29, 2008, 11:17:50 AM »
Gah!  Stop being awesome!  I can't keep up!  I'm working on the reviews for the base classes now, when I have time.  Between work and more work, it's not often, so it'll still be a couple days before I get them done.
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Re: Past, Present, and Future
« Reply #53 on: June 29, 2008, 12:59:30 PM »
That quote alone would make me play the class. Screw abilities, I want to quote Dickinson.  :D
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Stratovarius

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Re: Past, Present, and Future
« Reply #54 on: June 29, 2008, 02:45:16 PM »
Gah!  Stop being awesome!  I can't keep up!  I'm working on the reviews for the base classes now, when I have time.  Between work and more work, it's not often, so it'll still be a couple days before I get them done.

I've got two more prestige classes coming today... if I get off my lazy arse and finish them up. One I designed yesterday at the same time as the Moratorio, the other in the car today.

That quote alone would make me play the class. Screw abilities, I want to quote Dickinson.  :D

I hate Emily Dickinson. Have done since grade school, when I was first introduced to her poetry. The only one who had the right idea about it was Ms. Dickinson herself, who left it locked up in a chest her entire life. That being said, the quote fit the class rather nicely.
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Re: Past, Present, and Future
« Reply #55 on: June 29, 2008, 03:42:32 PM »
Evanescent Amplifier

"Alph, the sacred river, ran
Through caverns measureless to man
Down to a sunless sea"
- Coleridge, human Evanescent Amplifier


There are few things that matter more than time, and it makes it all the more important to stretch those perfect moments out into a neverending moment in time. Moments in time, amplified and exalted until they reverberate through history, those are the moments that are well worth remembering. That same great movement that makes moments historical, myth, and legend can take smaller moments and make them last far beyond their allotted expanse. It is in these memories, stretching them to the last, that the core of the evanescent amplifier can be found, taking the great moments of the past and carrying them forward into the future.


Becoming an Evanescent Amplifier
Created from a temporal manipulator, the evanescent amplifier has made it his task to take moments in time and stretch them out of all proportion to their grandeur. He has taken the former abilities of the chronomancer, balanced between the past and the future, and focused them towards the future, towards the possibilities that are endless and great. He passes down his knowledge to those from the future who come after, and it is his great goal to become the forefather of a great line of chronomancers, amplifying his own time out into the future.


Table 1: Evanescent Amplifier
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities        Slicer Level         
-------------------------------------------------------------------------
  1    +0     +0    +0    +2     Fugacious Fundament      ---
  2    +1     +0    +0    +3     Kronos Begat             ---
  3    +1     +1    +1    +3     Time Stretched Thin      +1 Slicer level
  4    +2     +1    +1    +4     Riverine Mind            +1 Slicer level
  5    +2     +1    +1    +4     Kronos Begat             +1 Slicer level
  6    +3     +2    +2    +5     Anamnesis                +1 Slicer level
  7    +3     +2    +2    +5     Kronos Begat             +1 Slicer level
  8    +4     +2    +2    +6     Time Stretched Thin      +1 Slicer level
  9    +4     +3    +3    +6     Memories Inscribed       +1 Slicer level
  10   +5     +3    +3    +7     Kronos Begat             +1 Slicer level
Class skills (4 + Int modifier per level):
Autohypnosis, Concentration, Craft, Diplomacy, Knowledge (Arcana), Knowledge (Chronomancy), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Listen, Speak Language, Spellcraft.


Requirements:
Feats: Extend Slice, Time's Grace, Time's Manipulator
Skills: Knowledge (Arcana) 11, Autohypnosis 4
Slices: 3rd level
Slicer Level: 9th


Class Features
Stretching the flow of time, extending it beyond all reasonable measure, that is the mark of the amplifier. To him all things should carry on beyond their normal span, and extend into great age.
  • Fugacious Fundament (Su): Few beings see such glory in each frozen instant of time as does the evanscent amplifier, and he has dedicated himself to the preservation of those instances. The evanescent amplifier can extend a single effect by a number of rounds equal to one half his class level. This does not work on slices. He may only extend one effect at a time.
  • Kronos Begat (Ex): Each fleeting moment of time holds a precious moment, and by extending that precious second, the evanescent amplifier seeks to capture it in memory. His slices increase in duration by 1 round. At levels 5, 7 and 10, they increase in duration by a further round, resulting in a total bonus of 4 rounds to the duration, at level 10.
  • Time Stretched Thin (Ex): Within himself, the amplifier has attuned himself to the drawing out of the threads of time, to making them last far beyond their normal realm. Any slice cast upon himself lasts for 1 extra round, and a 2nd extra round at level 8. This stacks with Kronos Begat. Any spell or other effect that was cast upon the evanescent amplifier also lasts those one or two extra rounds.
  • Riverine Mind (Ex): There are few things that matter more to a man than his memories, and that the good ones last long after even he has faded away. Incumbent upon the evascent amplifier is a charge of memorizing all things that happen to him, extending their life beyond all normal length. The evanescent amplifier gains a bonus equal to his class level on all autohypnosis checks.
  • Anamnesis (Su): It is well and good that the evascent amplifier understand and record the moments of things, but it is beyond his grasp to be in all places at all times, and so he has developed techniques that assist others. Through a process taking ten minutes, the evascent amplifier can grant anyone complete and perfect recall of all of their memories, giving the target a bonus on any autohypnosis or knowledge check equal to the target's level. The amplifier can also benefit from this ritual.
  • Memories Inscribed (Ex): The evanescent amplifier understands the limits of all things, including his own life span. To that end, he has perfected a technique of writing down what he knows into a simple, visual form. He can create a time capsule of any slice that he knows. Scribing a time capsule takes one day for each 1,000 gp in its base price. The base price of a time capsule is its slice level x its slicer level x 25 gp. To scribe a time capsule, he must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Only someone with experience in slicing can activate a time capsule, and they must make an autohypnosis check with a DC equal to 10 + slicer level + slice level.
« Last Edit: September 23, 2008, 04:55:01 PM by Stratovarius »
Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die

Straw_Man

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Re: Past, Present, and Future
« Reply #56 on: June 29, 2008, 05:51:51 PM »
That quote alone would make me play the class. Screw abilities, I want to quote Dickinson.  :D

Quoted for great justice!

Amazing work Strat. Well done. I'd bump your G-fu up but I already used mine today *wry smile*.
"No, no, don't think, Maya." Ritsuko chided. "We will not gattai the Evas or their pilots.

Such thoughts lead inevitably to transformation sequences."

Stratovarius

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Re: Past, Present, and Future
« Reply #57 on: June 29, 2008, 09:55:48 PM »
Reverberator Reflexive

"It is to be said within the string of all things
That a man and a mind come down all to him
Formed of a single and quaint rhythm of note
And it is with him, that time shall be smote"
- Varian, human Reverberator Reflexive


Text


Becoming a Reverberator Reflexive
Text


Table 1: Reverberator Reflexive
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities     
--------------------------------------------------------
  1    +0     +0    +0    +2     Echoes, Fluctations (Eyes of Night and Day)   
  2    +1     +0    +0    +3     Duplication and Degradation (Material Immaterial)
  3    +2     +1    +1    +3     Repercussions (Gnawing Disease)
  4    +3     +1    +1    +4     Fluctations (Life Amidst a Vanishing Wave)   
  5    +3     +1    +1    +4     Duplication and Degradation ()
  6    +4     +2    +2    +5     Repercussions (Vanishing Sights)
  7    +5     +2    +2    +5     Fluctations (Tides of Earth and Time)   
  8    +6     +2    +2    +6     Duplication and Degradation (Born to a Living Death)
  9    +6     +3    +3    +6     Repercussions (Images Elemental)
  10   +7     +3    +3    +7     Doubling Time
Class skills (6 + Int modifier per level):
Autohypnosis, Balance, Bluff, Concentration, Craft (any), Escape Artist, Jump, Knowledge (Arcana), Knowledge (Chronomancy), Knowledge (History), Knowledge (Nature), Knowledge (The Planes), Profession, Sense Motive, Slight of Hand, Spellcraft, Spot, Swim, Tumble.


Requirements:
Feats: Field of Echoes
Skills: Knowledge (History) 4, Autohypnosis 7
Special: Soul Echo class feature


Class Features
Text
  • Echoes (Ex): The reverberator reflexive has only a limited number of times a day that he can alter the flow of time, pulling time from the future and the past. For every even level in the class, the reverberator reflexive gains one echo per day, plus one per point of Wisdom modifier. All echo abilities use the reverberator reflexive's swift action for the round, unless mentioned otherwise. All of these abilities can be used only once per round, even if the reverberator reflexive should acquire extra swift actions.
  • Fluctuations (Su): Time has been said to take the form of a wave, and to possess features akin to that. Like any wave, time follows a series of troughs and peaks, the lows and the highs of each man's life. Abilities described below have the positive effect on the first round, the negative on the second, and then restart at the positive. These affect all creatures within 30 ft. of the reverberator reflexive, and occurs at the beginning of the reverberator's turn. He may only have one active at a time, and may not switch until after a negative effect.
    • Eyes of Night and Day: Few things make more readily apparent the echoes in life than the transition from day to night and back to day, an ever repeating cycle of equal yet opposite actions that cannot be broken. During the first round, all creatures may reroll any attack they miss by three or more. During the second round, all creatures gain total concealment.
    • Life Amidst a Vanishing Wave: All waves, be they made of the substance of time or of less ethereal matter, last for but a short period, for each comes upon a shore that breaks the wave, letting the energy spill and roll away. During the first round, all creatures heal 4 hit points. During the second round, all creatures take 6 points of damage. At levels 7 and 10, the amount healed and dealt double and then triple, to 8 and 12 and then 12 and 18.
    • Tides of Earth and Time: To come within the sphere of the reverberator is to know of things that few seek to know, to find and devour the structure of time and of history, and what is bent to whose will within each facet of the temporal crystal. During the first round, all affected creatures gain an extra move action. During the second round, all creatures lose either their move or their standard action, at the creature's choice.
  • Duplication and Degradation (Su): There are few things that compress and control man more than the limited resources that he sees before him. Often, the most limited of these is temporal, and yet he soldiers on, unwilling or unable to see that behind each narrow gap of time in which he finds himself, there lies a large and vast expanse in which he could live and roam. This affects only the reverberator reflexive, and all things called this way disappear in a number of rounds equal to one half his class level. He may only have one active at a time, and may not switch until a full cycle of the effect.
    • Material Immaterial: Lacking for a tool, or a simple item, it comes always within the reverberator's province to have thought to brought it in another time and in another space. The reverberator calls for a single item of value less than 100gp, and it appears within his hand. At the same time, an item of commensurate value disappears, never to be seen again.
    • Born to a Living Death: Stranded within a location of temporal insignificance, there always lies the remains of animals and beasts, creatures who would otherwise have served no greater purpose within the streams of time. The reverberator calls for a single animal or vermin with a CR at least three less than his level. At the same time, he takes damage equal to half the hitpoints of the creature called.
    • Branded upon a Heathen Chest: Vigor and vim, sickness and disease, two sides of a similar coin. The trials of life are stamped into the faces of those who have lived them, and the face of the reverberator reflexive is strained and broken indeed, exhausted through actions of bidding beyond what a mortal could endure. The reverberator calls the spirit of a hero into himself, gaining a +4 bonus to all physical stats, having his BAB increase to his character level, gaining two ancient martial feats and calling a single ancient martial weapon of 50,000gp in value or less. At the end of the effect, the spirit of the hero leaves him bereft, his BAB dropping to half his character level, taking 4 points of ability damage to all physical statistics, and losing an item valued at 2,500gp or more. The penalty to his BAB lasts for one hour.
  • Repercussions (Su): It has been said that those who do not understand the past are doomed to repeat it. It is within the reverberator to make that complaint come true, regardless of the knowledge of the forebearer. Abilities in this chain occur once every three rounds when selected. At level 5, once every 2 rounds, and at level 10, every round. These affect all enemies within 30 ft. of the reverberator reflexive, and occurs at the beginning of the reverberator's turn. He may only have one active at a time, and may not switch until the next repercussion would activate.
    • Gnawing Disease: The claws of age and of death reach out to pull at the targets, a scraping reminder of what awaits those who become old and frail. All affected creatures take one point of constitution damage each time the repercussion occurs. This can not reduce their constitution total below half of their normal amount.
    • Vanishing Sights: Time has many tendrils, some of which may be beneficial, some of which may not. Above all though, there lies the indeterminate, the possible, the maybes that cloud life. Each round, a single creature disappears from the firmament for a single round, lost amidst the seeds of time.
    • Images Elemental: It is within those strands of the possible that all things may be, and those which shall never have any other form of life coalesce into coherent children. Each round, a single copy (treat as from the minor image spell) appears of all allies within the area of effect.
  • Doubling Time (Su): Within each man lies all possible futures that he may take. Those who are most skilled amongst the reverberators know that they are restricted not to one future, or even to any finite amount, but that they may sample each as they wish. Every other round, the reverberator reflexive gains an additional standard action.
« Last Edit: September 04, 2008, 12:46:34 PM by Stratovarius »
Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die

Stratovarius

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Re: Past, Present, and Future
« Reply #58 on: June 29, 2008, 10:01:21 PM »
The third of the promised prestige classes appears this weekend, along with the prereq feat, and requisite poetry line. If it makes any sense to you, please let me know.
Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die

Stratovarius

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Re: Past, Present, and Future
« Reply #59 on: June 30, 2008, 11:28:37 PM »
4 new ancient feats. There is also a prestige class called the Seedling under construction for caster historians.
Arhosa Campaign World - Always Recruiting
Past, Present, and Future
Osteomancy - Rune Magic - Astral Magic
Class and Rule Collection
Player Resource Consortium
That is not dead which can eternal lie
And with strange aeons even death may die