Author Topic: Master of Time and Space-1.0 update  (Read 4281 times)

Mystify

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Master of Time and Space-1.0 update
« on: April 18, 2012, 02:15:13 AM »
Being a master of time and space takes 2 tracks. These tracks can be taken individually, but they are more closely linked than other tracks. You may choose any mental attribute to be the Track Ability Modifier (TAM) for the track, and if you have both tracks, this choice must be the same for both(not that you wouldn't probably pick the same one anyways). Any saves for either tracks abilities are (10+1/2 level + TAM)

Master of Time
Time is mutable in the hands of a Master of Time. While they do not actually travel in time(typically), they do bend it  to their advantage.

Circle 1: Temporal CapacitorSu
   You are able to sacrifice time now in order to save it for later. You may spend a swift action to add a swift action to a temporal pool. You cannot have more swift actions in the pool than the number of Circles of Master of Time you posses. Swift actions in the pool expire at the beginning of an [Encounter]. You may spend a swift action from the pool to get an extra swift or immediate action. This does not allow you to use more than 3 swift or immediate actions in a [Round]
Circle 2: Rewind SU
   Once per [Encounter], you can rewind time around a creature within [Close] briefly as an immediate action. All effects of the creature's last action are undone, and any uses of limited abilities it expended with that action are restored, as are abilities creatures spent as a response to the action.
Circle 3: Temporal ShiftSLA
   You learn to shift the temporal speed of creatures, making them faster or slower than normal.  You may use Haste or Slow, as the spells, once per [Encounter].
Circle 4: Frozen in Time SLA
   You can slow time around a creature, effectively immobilizing them. Once per [Encounter], you may use Hold Monster as the spell
Circle 5: Shift the Balance of TimeSLA
   Your control over the flow of time extends, and you can instate drastic shifts over a large area. As a move action, you can effect all allies within [Long] range with the effects of the haste spell for 1 [Round] and all opponents in [Long range] with the effects of the slow spell for 1 [Round].
Circle 6: Repeat SU
   You learn how to twist time into a small knot, causing an event to happen more than once, but this  requires a significant effort. Once per [Encounter], you can repeat time around a creature briefly as an immediate action. Doing so requires that you spend another swift action from the temporal capacitor pool. All effects of the creature's last action are repeated. They target the same creature or area, and all decisions about the action are the same, but attack rolls, saves, damage, etc. are rerolled. This is a [Surge] effect
Circle 7: Rip in Time SLA
    You create a violent tear in time. This can either function as a travel gate or an attack. You retain both options, you do not choose between them. Each may be used withing medium range. This ability may only be used once per encounter
    Unstable rift- You create a rift of torn time within [Medium] range. This is a 20ft radius spread. Any creatures in the area are moved to the outside of it. They must make a will save; on a failure, they fall through time, and do not appear for 1 [Round]. They do not exist for this duration; Damage over time does not effect them, durations do not wear down, and they have no location. From their point of view, they arrive instantly.  The rift lasts for the duration of the [Encounter]. A creature cannot be effected by this rift more than once per [Encounter]
 
Stable rift: You create a travel gate between your current time and different time. 1 creature per your character level can travel through the gate in either direction. The gate persists for the remainder of the [Scene], or until the maximum number of creatures have traveled through. It is recommended that you take precautions to only allow creatures you want to travel through the gate, but the gate itself has no such features. You cannot determine the time period the gate leads to. This option is only available with DM permission and is not suitable for most campaigns.


Master of Space
Space is a fabric, and you are its tailor.

Circle 1: Rending spaceSLA
   At will, you may deal 1d6 damage per level you possess plus your TAM to creatures within a target square in [Close] range.   A successful fortitude save halves the damage.
   At 4th circle, if the opponent fails their save you may [Teleport] them to a square within [Close] range of their previous position.
Circle 2: Gravity BubbleSLA
   As a standard action, You create a bubble of gravity that forces enemies to the outside of the area. This creates a spread originating from a target square within [Long] range with a radius of  10ft per circle of this track you possess. All creatures in the burst are pushed to the outside. Creatures who fail a reflex save are knocked [Prone]. If there is an obstacle in the way of the creature moving to the outside of the bubble, they are instead moved to that obstacle, but there does not need to be a line of effect from the target square to the rest of the spread.
Circle 3: WrinkleSU
   As a swift action, you can briefly fold space. Pick 2 spaces within [Close] range. If a creature has line of sight or effect to one of those squares, they may determine line of sight or line of effect from the other. When establishing line of sight or effect in this manner, the distance to a target is the sum of the distance to the first square and the distance from the second square to the target. When standing in one of the squares, you may move to the other with 5ft of movement.  This effect lasts for 1 [Round]
Circle 4: Folded Space
   Choose one of the following abilities
   4a. Spatial JumpSLA You can warp space to bring you to a new location, or lock down the area around a creature preventing them from teleporting. You may cast Dimension door or Dimensional anchor as a the spell once per [Encounter]
   4b. Warp cloakSLA You learn to warp space to bend light around a creature. You may use Greater invisibility as the spell once per [Encounter]
Circle 5: Greater fold
     Choose one of the following abilities
   5a. Space bendsSU - You may use teleport as the spell once per [Scene] as a standard action, and you always arrive precisely on target.
   5b. Great divideSLA- You may warp space such that it forms an invisible barrier of gravitational force. This allows you to use Wall of Force as the spell-like once per [Encounter].
Circle 6: RedirectionSUOnce per [Encounter], you may use an immediate action to twist space, causing an attack to hit an unexpected target. When a creature uses a targeted ability at range, you can select a new target for the ability. This new target must have been a valid target for the ability, but you can elect to reverse ally/opponent designations.
  Additionally, You may use wrinkle within medium range
   
Circle 7: Rip in SpaceSLA
    You create a violent tear in space. This can either function as a travel gate or an attack. You retain both options, you do not choose between them. Each may be used withing medium range. This ability may only be used once per encounter
  Stable rift: You create a travel gate between your current plane and the astral plane(or other sutiably neutral area). 1 creature per your character level can travel through the gate in either direction. The gate persists for the remainder of the [Scene], or until the maximum number of creatures have traveled through. It is recommended that you take precautions to only allow creatures you want to travel through the gate, but the gate itself has no such features.
  Unstable rift- You create a vortex of torn space. Create a  20ft radius  spread. Creatures in the area take 1d10 damage/level, a reflex save halves the damage. The vortex also causes everything within 60ft of it to make a fortitude save or be [Blown away] in the direction of the rift. After taking damage, creatures in the spread are [Teleported] to a random location within [Long] range, as if by the dimension door spell. The vortex lasts for the duration of the [Encounter]. A creature cannot be affected by the rift more than once per [Encounter]
  Tear in the fabric of Space and Time- if you also possess the Rip In Time ability of time master, you may spend uses of both abilities to create a rift in both time and space. As a standard action, you  create a 20ft radius spread from a target square within [Medium] range. Any creature the spread takes 1d10 damage per level (reflex save for half).  The creature is then [Teleported] to a random location within [Long] range, as if by the dimension door spell. If they fail a will save, then they do not arrive for 1 [Round]. They do not exist for this duration; Damage over time does not effect them, durations do not wear down, and they have no location. From their point of view, they arrive instantly. All  creatures within 60ft of the rift must make a fort save or be [Blown away] in the direction of the vortex. The rift last for the duration of the [Encounter].


 
« Last Edit: January 05, 2014, 02:21:31 PM by Mystify »
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Kajhera

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Re: Master of Time and Space
« Reply #1 on: April 18, 2012, 07:19:41 AM »
Master of Time
Time is mutable in the hands of a Master of Time. While they do not actually travel in time(typically), they do bend it  to their advantage.

Circle 1: Temporal CapacitorSu
   You are able to sacrifice time now in order to save it for later. You may spend a swift action to get another swift action in the next turn. You cannot use this more times in a [round] the number of Circles of Master of Time you posses.This cannot be used to start with extra swifts at the beginning of combat.

Personally, I'd word this as a storage system, spending swift to get points that can be spent on swift; and storing a number up to the number of Circles you possess. Otherwise, you're liable to get 'I spend a swift for a swift, another swift for a swift, and another swift for a swift' as a rather awkward sequence of actions.

I'll look at the rest later, looks interesting.
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Kajhera

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Re: Master of Time and Space
« Reply #2 on: April 18, 2012, 08:36:37 AM »
Being a master of time and space takes 2 tracks. These tracks can be taken individually, but they are more closely linked than other tracks. You may choose any mental attribute to be the Key Ability Modifier for the track, and if you have both tracks, this choice must be the same for both(not that you wouldn't probably pick the same one anyways).

Master of Time
Time is mutable in the hands of a Master of Time. While they do not actually travel in time(typically), they do bend it  to their advantage.

Circle 1: Temporal CapacitorSu
   You are able to sacrifice time now in order to save it for later. You may spend a swift action to get another swift action in the next turn. You cannot use this more times in a [round] the number of Circles of Master of Time you posses.This cannot be used to start with extra swifts at the beginning of combat.
Circle 2: Rewind SU
   Once per encounter, you can rewind time around a creature briefly as an immediate action. All effects of the creature's last action are undone, and any uses of limited abilities it expended with that action are restored, as are abilities creatures spent as a response to the action.

"Gah! Undo!" Yeah, this is cool.

Circle 3: Temporal ShiftSLA
   You learn to shift the temporal speed of creatures, making them faster or slower than normal.  You may use Haste or Slow as a spell-like ability once per encounter.

Heh, of course... what's the save on Slow? As the spell, aka Will (10+1/2 level+KOM)? Notsure if typical listing for spell-likes gives it but if so should put it in.

Circle 4: Frozen in Time SLA
   You can slow time around a creature, effectively immobilizing them. Twice per encounter, you may use hold person as a spell-like ability.

Save, again?

Circle 5: Shift the Balance of TimeSLA
   Your control over the flow of time extends, and you can instate drastic shifts over a large area. As a move action, you can effect all allies within long range with the effects of the haste spell for 1 round and all enemies in long range with the effects of the slow spell for 1 round.

Circle 6: Repeat SU
   You learn how to twist time into a small knot, causing an event to happen more than once, but this  requires a significant effort. Once per encounter, you can repeat time around a creature briefly as an immediate action. All effects of the creature's last action are repeated. They target the same creature or area, and all decisions about the action are the same, but attack rolls, saves, damage, etc. are rerolled. Using this ability leaves you [Dazed] for 1 round.

Lemme look for ways to get immunity to Daze or remove it... 6th circle spell, 6th circle ability, 4th circle rogue ability, 6th circle of Virtue, 7th circle of Knowing, 7th circle of Ancestors, artifact item. Well, you picked the right circle for synergies. Be warned without such measures this ability is very likely to shoot yourself in the foot, and with some of these circles, you negate the drawback entirely. I'd consider starting to spend some of those saved-up swift actions if this wasn't your intent.

Circle 7: Rip in Time SLA
    You create a violent tear in time. This can either function as a travel gate or an attack. You retain both options, you do not choose between them. Each may be used within medium range. This ability may only be used once per encounter
  Stable rift: You create a travel gate between your current time and different time. 1 creature per your character level can travel through the gate in either direction. The gate persists for the remainder of the [Scene], or until the maximum number of creatures have traveled through. It is recommended that you take precautions to only allow creatures you want to travel through the gate, but the gate itself has no such features. You cannot determine the time period the gate leads to. This option is only available with DM permission and is not suitable for most campaigns.

While... I can see the appeal of hopping randomly around in time...it seems a little strange to put a power not suitable for most campaigns first in the core mechanics. I'd put it as a note (extra indented, maybe italicized!) after the functional power.

  Unstable rift- You create a rift of torn time within [medium] range. This is a 20ft radius area. Any creatures in the area are moved to the outside of it. They must make a will save(DC 10+1/2 level + KAM); on a failure, they fall through time, and do not appear for 1d4 rounds. The rift lasts for the duration of the [encounter].

Is the rift visible or invisible?

Master of Space
Space is a fabric, and you are its tailor.

Circle 1: Rending space
   At will, you can create a warp of space in a given 5ft square. Creatures in that square take 1d6+1d6/level damage.     A successful fortitude save(DC 10+1/2 level + KAM) halves the damage

Yay, offense.

Circle 2: Gravity BubbleSLA
   As a standard action, You create a bubble of gravity that forces enemies to the outside of the area. This creates a spherical area within [long] range of up to 10ft/circle radius. All creatures in the burst are pushed to the outside. Creatures who fail a reflex save (DC 10+1/2 level + KAM) are knocked prone.

Fun for knocking someone into lava, off a cliff, into a wall, um... what happens when you knock someone into a wall? Do they keep going through the wall, take any damage, so on? I presume this is an instantaneous bubble in this case. SLA? What spell is it duplicating? Should probably be Supernatural.

Circle 3: Wrinkle
   As a swift action, you can briefly fold space. Pick 2 spaces within close range. They are considered adjacent.  When determining Line of Sight, Line of effect, or movement, you may count from the chosen two squares as if they were next to each other. This lasts until the end of your turn, but if an enemy does something (such as an Attack of Opportunity or an immediate action), they can also use the wrinkle to strike back at you.  Direction is unimportant when attacking through a wrinkle, you can establish line of effect in whatever direction you please, regardless of which direction your line of effect entered the wrinkle.

Yay, a new use for those swift actions, and now you're thinking with portals. Lovely.

Circle 4: Folded Space
   Choose one of the following abilities
   4a.SLA You can warp space to bring you to a new location, or lock down the area around a creature preventing them from teleporting. You may cast dimension door or Dimensional anchor as a spell-like ability once per encounter. (Need save here if that's a thing.)
   4b.SLA You learn to warp space to bend light around a creature. You may use Greater invisibility once per encounter as a spell-like ability.
Circle 5: Greater fold
     Choose one of the following abilities
   5a. Space bendsSU - You may use teleport as a supernatural ability once per scene.
  Is there any particular reason this is supernatural rather than spell-like, as it duplicates a spell? Also a little worried by duplicating a fifth circle spell, which are normally twice a scene, and making it only once a scene, still in a fifth circle - is making it supernatural compensation for this limit? Smells funny a bit.
   5b. Great divideSLA- You may warp space such that it forms an invisible barrier of gravitational force. This allows you to use Wall of Force as a spell-like ability once per encounter.
Circle 6: RedirectionOnce per encounter, you may use an immediate action to twist space, causing an attack to hit an unexpected target. When a creature uses an ability at range, you can reposition it/have it target a different creature within  range of the original ability. This new target may be the creature that used the ability in the first place.
  Additionally, you may use Wrinkle within [Medium] range.
   
Cool, more use for saved swifts.

Circle 7: Rip in SpaceSLA
    You create a violent tear in space. This can either function as a travel gate or an attack. You retain both options, you do not choose between them. Each may be used withing medium range. This ability may only be used once per encounter
  Stable rift: You create a travel gate between your current plane and the astral plane(or other suitably neutral area). 1 creature per your character level can travel through the gate in either direction. The gate persists for the remainder of the [Scene], or until the maximum number of creatures have traveled through. It is recommended that you take precautions to only allow creatures you want to travel through the gate, but the gate itself has no such features.
  Unstable rift- You create a vortex of torn space. It damages everything in a 20ft radius 1d10 damage/level (reflex save of 10+1/2 level  + KAM). The vortex also causes everything within 60ft of it to make a fort save or be [Blown away] in the direction of the rift. After taking damage, creatures subject to the effect are teleported to a random location within long range, as if by the dimension door spell. The vortex lasts for the duration of the [encounter].
  Time-space rift- if you also possess the Rip In Time ability of time master, you may spend uses of both abilities to create a rift in both time and space. As a standard action, you  place a rift in time and space at a point within medium range. Any creature within a 20ft radius of the rift takes 1d10 damage/level (reflex save of 10+1/2 level +KAM for half).  The creature is then teleported to a random location within long range. If they fail a will save(DC 10 + 1/2 level + KAM), then they do not arrive for 1d4 rounds. All  creatures within 60ft of the rift must make a fort save(DC 10+1/2 level + KAM) or be [Blown away] in the direction of the vortex. The rift last for the duration of the [encounter]

My only question: Why not call it a Spacetime Rift?
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Djtooth

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Re: Master of Time and Space
« Reply #3 on: April 18, 2012, 12:25:44 PM »
What are Wrinkle, Redirection and Rending space Su or SP?
If they make the save on unstable space rift do they take half or no dmg?
And in the time unstable rift when they are out of time are they still aging? Do DoT effects such as Conjurers insidious doom still effect them? And do the duration ticker of other effects still run down?
Really cool approach at time and space though, although if the DM allows the stable time rift he'll just use it to kill the PCs... :'(
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Mystify

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Re: Master of Time and Space
« Reply #4 on: April 18, 2012, 02:42:53 PM »
I changed temporal capacitor to a pool.
I've re-worded it so that there is a consistent save instead of redeclaring it each time.
The [Dazed] issue with the repeat in correct, and using the pool with it was an interesting suggestion. I've removed the dazed conditioned and instead require you to spend a swift action from your pool.
I've separated out the stable time rift, and added visual descriptions of the rifts. I had it there in the first  place for symmetry.
I've added descriptors of what happens with obstacles with gravity bubble. I left is as a SLA because I want it to provoke attack ops, and there are plenty of SLAs that  don't duplicate an existing spell.
Space bends is kinda off. I was comparing it to the Crane ability to teleport. They have it as a standard action, compared to the 1 minute casting time. I was thinking it was limited to just the monk, but looking at it again, I'm not sure if it actually means that. I will change Space bends to a standard action.
I renamed the time-space rift.
I made Wrinkle and Redirection into SU, and Rending space into a SLA.
unstable rift is a save for half damage.
I clarified that the time rift removes the creature from time for the duration of the effect.
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Djtooth

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Re: Master of Time and Space
« Reply #5 on: April 18, 2012, 05:42:55 PM »
you left out the names in folded space
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Mystify

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Re: Master of Time and Space
« Reply #6 on: April 18, 2012, 05:48:57 PM »
you left out the names in folded space
Thanks, they have been named.
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Mystify

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Re: Master of Time and Space-1.0 update
« Reply #7 on: August 12, 2013, 02:39:06 PM »
I have updated this to 1.0
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Castodas

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Re: Master of Time and Space-1.0 update
« Reply #8 on: August 12, 2013, 03:43:12 PM »
This is kind of cool. The master of Time's 7th circle ability 'stable rift' gives me ideas for a campaign story arc.

I would love to see this cleaned up as the Devs see necessary and made into an official class.

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Re: Master of Time and Space-1.0 update
« Reply #9 on: August 12, 2013, 08:45:41 PM »
I think it's more elegant (and in line with existing content) to have the temporal pool expire at the beginning of an encounter than the end.
"Honestly, I don't know if this non-core option is 1.0-ready"

No, it isn't. It may be updated at some point but it isn't 1.0-ready, which is why it isn't in 1.0. Anything that isn't in the 1.0 core rulebook should be treated as not being 1.0 compliant and used with caution if at all.