| Post/Author/DateTime | Post |
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| Shinigami4209-04-07, 08:45 PM | *I am not sure if this idea has been done before, but I have not seen one* http://work.colum.edu/wordpress/briley/files/2007/03/bearinganhourglass.jpg "I know I can defeat you. I have already done so, you see." The Chronomancer The Chronomancer manipulates time to achieve his power. Through his actions, he can speed up, slow down, reverse, or even stop time. Creating a Chronomancer Abilities: Wisdom is the most important aspect of the Chronomancer, as it is used for most of his abilities. Alignment: Chronomancers are detached from the world, as such they tend towards neutrality, though it is not required. Hit Die: d4 Skill Points: 2+Int modifier Class Skills: Concentration(con), Diplomacy(cha), heal(wis), knowledge(any)(int), sense motive(wis), spellcraft(int), Craft(any)(Int), Profession(any)(Wis), Use Magic Device(Cha) Level BAB Fort Ref Will Special 1 0 0 0 2 Untouched by Time, Hourglass 1d6 2 1 0 0 3 Prediction 3 1 1 1 3 Rewind, Hourglass 2d6 4 2 1 1 4 Accelerate 5 2 1 1 4 Slow the Flow, Hourglass 3d6 6 3 2 2 5 Sands of Time 7 3 2 2 5 Malevolent Acceleration, Hourglass 4d6 8 4 2 2 6 Hand of Time 9 4 3 3 6 Trapped in Time, Hourglass 5d6 10 5 3 3 7 Stand Apart 11 5 3 3 7 Reverse the Flow, Hourglass 6d6 12 6/1 4 4 8 Forewarned 13 6/1 4 4 8 Warden of Time, Hourglass 7d6 14 7/2 4 4 9 Advanced Acceleration 15 7/2 5 5 9 Relive the Past, Hourglass 8d6 16 8/3 5 5 10 Master of Time 17 8/3 5 5 10 Dam the Flow, Hourglass 9d6 18 9/4 6 6 11 Observe the Future 19 9/4 6 6 11 Controlled Reversal, Hourglass 10d6 20 10/5 6 6 12 Duplicate Class Abilities Weapons and Armor Chronomancers are proficient with simple weapons but may not wear armor. Hourglass(Su) At first level, the Chronomancer receives a magical hourglass. The hourglass is immune to destruction. As a free action, the Chronomancer may manifest the hourglass in his hand, regardless of location. Furthermore, the Chronomancer may use the hourglass as a weapon, firing blasts of raw Time Magic from the Hourglass. These blasts deal 1d6 damage on a successful Ranged Touch attack with a range of 35'. This damage increases to 2d6 damage at level 3 and every odd numbered level thereafter. The Chronomancer's Wisdom modifier is added to the Ranged Attack roll. Untouched by Time(Su) Starting at first level, the Chronomancer becomes eternal. He will not die of old age, though he will continue to advance in age categories. Prediction(Su) The Chronomancer looks a few moments into the future, allowing him to predict attacks a number of times equal to his wisdom modifier. This lets the Chronomancer add his Wisdom as an insight bonus to all saves and attack rolls to a maximum of his current Chronomancer level. Rewind(Su) Starting at third level, the Chronomancer may rewind time by a few seconds a number of times per day equal to his Wisdom modifier up to 1/2 his chronomancer level, rounded down.. When this ability is used, any single roll may be redone, with the second roll counting over the first. Accelerate(Sp) At fourth level, the Chronomancer may cast Haste a number of times per day equal to his Wisdom modifier. The Chronomancer level is used as the Caster level to determine duration. Slow the Flow(Sp) At fifth level, the Chronomancer may cast Slow a number of times per day equal to his Wisdom modifier. The Chronomancer level is used as the Caster level to determine duration. Sands of Time(Su) At sixth level, the Chronomancer may call forth the sand within his Hourglass to create a barrier of sand that whirls at high speeds. The barrier is 20'+5'/level, 5' high, and 2' thick. Any creature entering this wall takes 1d6 damage +1 damage per level of the Chronomancer. The Chronomancer may pass through the barrier unharmed. This skill may be used twice per day and lasts a number of rounds equal to the Chronomancer's level. Malevolent Acceleration(Sp) At seventh level, the Chronomancer may force a target to make a Fort save DC 10+1/2 Chronomancer level+wisdom modifier or be aged 100 years. Creatures that are immune to aging, such as constructs and other Chronomancers, are not affected. This ability may be used once per day. Hand of Time(Su) By manipulating events after an encounter, a Chronomancer may give himself a +10 bonus on any saving throw or skill check if failure would result in death. Trapped in Time(Sp) Starting at ninth level, the Chronomancer can cause time to stop for a single target within 10'. This target is trapped in stasis for a number of rounds equal to the Chronomancer's level divided by 2, rounded down. A creature so trapped may not be affected by anything outside of the stasis field. The trapped creature will not age, get hungry, grow tired, all poisons are temporarily halted, etc. The target is allowed a Will saving throw DC 10+1/2 the chronomancer's level+wisdom modifier. This ability may be used once per day. Stand Apart(Su) The Chronomancer ceases to age altogether. The Chronomancer may choose any age in which he had at least one level of Chronomancer. This age becomes the effective age for the Chronomancer for all time, including all age modifiers. The Chronomancer may choose to become an age that he has not yet lived through if he so desires. The Chronomancer may also choose to have any time based spells (haste, slow, etc.) not affect him. Reverse the Flow(Sp) Once per day, starting at 11th level, the Chronomancer may go back one round into the past. All events that occurred in the previous round are undone, and new actions may be decided upon. Only creatures touching the Chronomancer when the ability is activated remember the jump. Forewarned(Su) The Chronomancer becomes aware of any attack about to be made on him. He gains a dodge bonus to his AC equal to his wisdom modifier. Warden of Time(Su) The Chronomancer takes his place as the protector of Time. All of his time magic abilities last for an additional number of rounds equal to his Wisdom modifier. In addition, he may instantly disrupt any time altering spell not cast by another Chronomancer within 50'. Halt the Flow is not extended by this ability. Advanced Acceleration(Su) When using the Acceleration skill, all numbers are doubled. It will last for 2 rounds per level, give two additional attacks, +2 on attack rolls, +2 on dodge rolls, and +60 to move speed up to 4x the creatures base move speed. Relive the Past(Su) The Chronomancer may use his hourglass to view any event that took place during his life span at which he was present. He must know exactly when and where the event took place, and may not attempt to view an unknown location. Master of Time(Su) The Chronomancer acts as though under a constant Advanced Acceleration effect. This ability may be turned on or off as a free action, and continues regardless of circumstance. Master of Time does not stack with Haste, Acceleration, or Advanced Acceleration. Dam the Flow(Sp) Once per day, starting at 17th level, the Chronomancer may cast Stop Time as a spell like ability. Observe the Future(Su) Using his hourglass, the Chronomancer may view any event that will take place within one week at which he will be present. The most likely future is shown with only current circumstances considered. The future viewed is in no way permanent, and is subject to change. Controlled Reversal(Sp) Starting at 19th level, The Chronomancer may reverse personal time for one creature per day. The target is set the the physical and mental condition that he was in one hour previously. This ability does not restore used spell slots. A creature that was dead an hour previous may be revived, and a revived creature may be slain. The Chronomancer may choose whether to cause the target to move to his prior physical location. Duplicate(Su) Once per week, the Chronomancer may call an exact duplicate of himself from one day into the future. The duplicate has the same abilities, stats, and skills as the original, and is controlled by the original as well. If the original dies at any point while the duplicate is summoned, the duplicate dies. If the duplicate dies, the Chronomancer will die in 24 hours. This death may be stopped by a Wish spell. The duplicate remains for a number of rounds equal to the Chronomancer's Wisdom modifier. |
| LordPendragon09-04-07, 11:06 PM | Skill Points: 4+Int modifier Class Skills: Concentration(con), Diplomacy(cha), heal(wis), knowledge(int), sense motive(wis), spellcraft(int) With that many skill points, a Chronomancer with even an average Int is going to have almost the whole class list at max ranks (if he wants them). The class list doesn't even have such staples as Craft and Profession. Also, you forgot to mention which Knowledge skills apply. Hourglass Interesting, but I have a few questions... If the hourglass can't be taken away, then why make it a part of the ability in the first place?? What if he wants to leave the hourglass behind?? Also, if the damage is a discharge of pure time magic, then does it also deal damage to targets that don't age?? Finally, is it Su or Sp?? Prediction(Su) If he can predict attacks, why does he gain the bonus to his attack rolls, and not to his AC?? Also, this is extremely good for dipping. I would sugegst either moving it to a later class level, or limiting it by the class level. Rewind(Su) Possibly gaining more uses per encounter as he progresses in levels?? Also, this is the only X/encounter ability; not necessarily a problem, but not very consistent with the rest of the class features. Accelerate(Su) ... Slow the Flow(Su) Both look fine, but they should probably be Sp. Sands of Time(Su) Why twice per day right off the bat?? What are the dimensions of the barrier?? What type of damage is it?? Can he pass through the barrier unharmed?? Possibly should be Sp. Malevolent Acceleration(Su) This is cool, but it should also probably be Sp. The standardized formula for save DCs is 10 + half class level + Wis modifier. Also, more uses per day at a later level would be nice. Hand of Time(Su) Does the save have to be rerolled with the +10, or is it just tacked on?? What type of action is it to initiate?? Can the Chronomancer elect to die even if using this ability could save him?? Can it be used to save allies?? Trapped in Time(Su) Sp abilities allow SR without it having to be specifically stated. Reverse the Flow(Su) Once again, not bad, except for the standard complaint that it should probably be Sp, and you didn't specify an activation requirement. The only problem I see is that at higher levels, undoing a whole round of combat can slow the game down a lot. Forewarned(Su) Ah, now it's shown up. Warden of Time(Su) This would be a good palce for the class to end. There are already a lot of abilities crammed in, some of them quite powerful. Relive the Past(Su) In a mirror of observe the future (in in keeping with the name "relive the past"), this could probably be restricted to only events that the Chronomancer was present for. Dam the Flow(Su) Once per day, starting at 17th level, the Chronomancer may cast Stop Time as a spell like ability. Well, which is it... Su or Sp?? Observe the Future(Su) This could get annoying for the DM if you have a paranoid Chronomancer who's always watching ahead. Halt the Flow(Su) Broken. This is a save-or-die with no save or SR. Overall, very few of the class' single abilities are actually overpowering, but as a whole it seems to pretty overloaded. I'd suggest cutting out a couple abilities, and then spreading out the uses/day of the ones remaining. Instead of things like halt the flow, I would suggest going for better synergy with abilities like mass time stop or celerity. In fact, I'm suprised you didn't already include a version of celerity, or possibly even a mass version of it. |
| Sleepwalker1366609-05-07, 05:05 AM | * Hourglass At first level, the Chronomancer receives a magical hourglass. The hourglass is immune to destruction and cannot be more than 10' from the Chronomancer. If the Hourglass would pass more than 10' away, it will simply move so that it within the 10' area. Furthermore, the Chronomancer may use the hourglass as a weapon, firing blasts of raw Time Magic. These blasts deal 1d6 damage on a successful Ranged Touch attack with a range of 35'. This damage increases to 2d6 damage at level 3 and every odd numbered level thereafter. The Chronomancer's Wisdom modifier is added to the Ranged Attack roll. I would say rather than it follows and moves with him that instead whenever he draws upon it's power it manifest around him. Also I would change up the description of the attacks, blast of raw time seems a little awkward, maybe something aloung the lines of sand rapping around the target causing parts of him to age and crumble. * Untouched by Time(Su) Starting at first level, the Chronomancer becomes eternal. He will not die of old age, though he will continue to advance in age categories. While it's not a bad idea, this ability seems a little potent this low level, maybe he only ages at half his rate and instead can have his maximum possible age instead of rolled, then at higher level adding in that he can no longer die of old age. * Malevolent Acceleration(Su) At seventh level, the Chronomancer may force a target to make a Fort save DC 10+Chronomancer level or be aged 100 years. Creatures that are immune to aging, such as constructs and other Chronomancers, are not affected. This ability may be used once per day. This ability seems too potent at this low level, I would suggest the target ages 2% of his maximum age per Chronomancer level. * Stand Apart(Su) The Chronomancer ceases to age altogether. The Chronomancer may choose any age in which he had at least one level of Chronomancer. This age becomes the effective age for the Chronomancer for all time, including all age modifiers. The Chronomancer may choose to become an age that he has not yet lived through if he so desires. The Chronomancer may also choose to have any time based spells (haste, slow, etc.) not affect him. I would suggest making a minor ritual out of this ability, to give it a little more fluff and make a little more sense from a roleplaying perspective. Perhaps a day long ritual that cost something minor like 1,000 gold, and once completed the chronomancers youth is restored. All in all not bad, would you be interested in having this added to the "Tome of Secrets"? |
| Disciple_of_Salsa09-05-07, 06:51 AM | Cast Malevolent Aging on your Wyrmling Gold Dragon cohort. 50 times. Does warden of time make your time stop last longer? Does my 25 WIS character have 1d4+8 rounds to coup de grace everyone? Then his clone does the same. |
| Shinigami4209-05-07, 10:05 AM | I have changed the skill points down to 2+int, and have added in Craft and Profession. I am sorry about the Su/Sp thing, I was not quite clear on the difference, and will be changed it asap. I have changed the Hourglass ability to allow him to manifest it in his hand as a free action. I have changed the Rewind skill to wisdom mod/day I have clarified the Sands of Time spell I have also changed the DC of malevolent acceleration For Hand of Time, it is simply tacked on. It is automatic, not requiring it to be activated at all. Should he wish, the Chronomancer may forgo this bonus. I have reworked Halt the Flow Thank you for your comments, I will continue to work on making this class better. I would be more than happy for this to be added to the Tome. |
| LordPendragon09-05-07, 02:18 PM | Halt the Flow(Sp) Starting at 19th level, the Chronomancer may use Halt the Flow oncer per week. All creatures must make a Will DC of 25 or be frozen for 1d4 rounds. They may still be attacked, moved, or otherwise affected by external forces while frozen. Still broken. There's a very good reason that you aren't allowed to attack enemies in time stop. |
| Shinigami4209-05-07, 09:18 PM | I can see your point. As I can not think of a way of making it be fixed, I have replaced it with the Controlled Reversal ability, which allows for a one hour jump into the past for a single target. |
| Ecureuil_Diabolique09-05-07, 09:39 PM | I would just make it resurrect someone who's died within the hour or something. All of this in a table top game with mechanics will probably make this a very confusing ability and annoying ability. |
| Shinigami4209-05-07, 10:01 PM | It was intended to allow for healing, escape, returning of sanity, or other creative effects as well. A simple resurrection ability would severely limit the versatility of the ability. |
| tuby2008theMTGwizard09-05-07, 10:11 PM | Actually, there is a net book. it is called the Net Book of Time. I have it on my flash drive. the Chronomancer themselevs are acuatally a Prestige class focused on more Divine spells than anything else. They should worship 2 things, the diety Chronos and the Force of time If you want this, i will gladely give it to you, just send me a private message. |
| Shinigami4209-07-07, 04:35 PM | :bump: |
| Shinigami4209-16-07, 06:39 PM | Just one more :bump: for good measure |
| Aerodyth09-16-07, 08:21 PM | Holy crap, Malevolent Acceleration(Sp) is given way to early to be that powerful. The aging effect of it needs to be cut drastically since it kills a lot of people very easily. |
| Ecureuil_Diabolique09-16-07, 08:33 PM | Then what about this (http://www.d20srd.org/srd/spells/phantasmalKiller.htm)? |
| Shinigami4209-17-07, 09:52 AM | Malevolent acceleration is very similar to PK, except with a Fort save and no damage if successful. Furthermore, it won't kill an elf or a young dwarf with one spell, the same goes for other long lived races. |
| Shinigami4209-20-07, 05:20 PM | Any other suggestions? |
| poopmouth18709-20-07, 08:09 PM | For the hourglass ability, what do you add to damage?And the melevolent acceleration ability is a bit rediculous against humans but still cool.I might use this in a campaign. I like it. |
| ManTimeForgot09-21-07, 01:32 AM | So with trapped in time warden of time a level 20 chronomancer could without save or spell resistance remove a single being from combat for 20 rounds? Is there any limit to the number of times per day that this can be done? Can I for the purposes of every encounter isolate foes one at a time for destruction? Is there a range limit to this? I'm hoping this is range touch, but even then its very potent. Did you seriously intend for the chronomancer to be used as instant death trap facilitation? With 2 minutes to work any half-way decent party should be able to setup circumstances so that when the guy comes out of temporal stasis he is completely and utterly boned. The last two abilities are very potent, and future sight can be very difficult to adjudicate when it goes more than a few seconds into the future. But reverse the flow and trapped in time seem very much more powerful than what people of levels 11 and 9 respectively would expect to be able to accomplish. Even at level 9 4 rounds free from an opponent with no possibility of resistance is uber buff. And duplicating one of the better wish functions at level 11 is... I don't know what the word is honestly. But it's above power grade. MTF |
| Shinigami4209-21-07, 09:33 AM | I didn't intend to leave off a saving throw for trapped in time. I have changed its type to Sp to allow spell resistance, and have given it a saving throw. I also limited the number of times usable per day. |
| Shinigami4209-21-07, 09:34 AM | The hourglass attack was modelled after the warlock's eldrich's blasts. |
| poopmouth18709-21-07, 03:32 PM | I dont know anything about the warlock. |
| Shinigami4209-21-07, 03:39 PM | Is your question whether the BAB is added to the ranged touch attack roll? or are you asking if you use a stat modifier for damage? |
| poopmouth18709-21-07, 03:43 PM | I'm asking if stat damage is added like if you have str of 12 then your longsword does 1d8+1 damage. |
| Aerodyth09-21-07, 05:30 PM | Then what about this (http://www.d20srd.org/srd/spells/phantasmalKiller.htm)? That is called having two separate type of saves to keep you alive |
| Shinigami4209-22-07, 01:37 AM | No, you do not add stat modifiers to the Hourglass attack So that puts melevolent acceleration on just above level with PK for races that live < 100 years. Most PC races in DnD have long lifespans, so only Humans really need to worry about 1 hit kill. |
| Ghauldin09-22-07, 03:11 AM | I think the hourglass ability wold be more "interesting" if the hourglass was more like a familiar/companion/psicrystal, than a weapon. |
| Shinigami4209-23-07, 01:05 AM | I was basing the Hourglass off of the Tool of Chronos from Incarnations of Immortality. It is not intelligent, does not have its own stats, cannot cast its own spells. It is a powerful magic focus for Time Magic. |
| Shinigami4209-28-07, 09:43 AM | Lets have another :bump: |
| Shinigami4210-04-07, 01:29 PM | and one final ":bump:" |
| vorpo10-04-07, 05:23 PM | I would like to make this thing clear first. If you meant to have this class as a joke, stop reading now. Otherwise, this class is broken at every single level. Wait, maybe you should limit this class to be taken only by deities with over 25 divine ranks. Hourglass(Su) At first level, the Chronomancer receives a magical hourglass. The hourglass is immune to destruction. As a free action, the Chronomancer may manifest the hourglass in his hand, regardless of location. Furthermore, the Chronomancer may use the hourglass as a weapon, firing blasts of sand from within the Hourglass. These blasts deal 1d6 damage on a successful Ranged Touch attack with a range of 35'. This damage increases to 2d6 damage at level 3 and every odd numbered level thereafter. The Chronomancer's Wisdom modifier is added to the Ranged Attack roll. I do not see how sands can be used to inflict touch attack, even if the sand is magical. It is not any form of energy that can ignore armor. Also, it shouldn't be immune to destruction (not even artifacts have that ability), especially not in the hands of 1st level char. However, you can give the char the ability to fix the hourglass (by retracing time or whatever) as a standard or full action that provokes AoO. Why the range is the odd 35'? Make it 30' so it has a better relative value to other classes. It should not do that much damage especially at higher levels. It should not be more damaging than warlock's EB progression or it's overpowering at high levels. Prediction(Su) The Chronomancer looks a few moments into the future, allowing him to predict attacks. This lets the Chronomancer add his Wisdom to all saves and attack rolls to a maximum of his current Chronomancer level. Make this having a limited use per day. The bonus gained should be type "insight". I think there is a low level psionic power that gives similar effect. Therefore, it's ok to have it as long as you limit its use per day. Untouched by Time(Su) Starting at first level, the Chronomancer becomes eternal. He will not die of old age, though he will continue to advance in age categories. Overpowering. Make this a lvl 20 ability. Or EVERYONE will dip a lvl to prevent the effect of aging. Even then it's still overpowering since you cannot die of old age rather than stops aging but die anyway after a certain time. Rewind(Su) Starting at third level, the Chronomancer may rewind time by a few seconds a number of times per day equal to his Wisdom modifier. When this ability is used, any single roll may be redone, with the second roll counting over the first. Overpowering again. I am getting a feeling this class is meant to be broken beyond believe. This ability is similar to fatespinner's (CAr 37) 2nd + 3rd level ability which can only be gained at clvl 10 or so. You are giving it at clvl 3. Accelerate(Sp) At fourth level, the Chronomancer may cast Haste a number of times per day equal to his Wisdom modifier. The Chronomancer level is used as the Caster level to determine duration. Having a 4th level char using HASTE more than twice a day (probably more as Wis is the primary score) is... I hate to repeat myself... overpowering. A wizard can't cast haste until he's lvl 5 and not even that many times a day. Slow the Flow(Sp) At fifth level, the Chronomancer may cast Slow a number of times per day equal to his Wisdom modifier. The Chronomancer level is used as the Caster level to determine duration. Again a 3rd lvl spell usable multiple times per day. Rediculous Sands of Time(Su) At sixth level, the Chronomancer may call forth the sand within his Hourglass to create a barrier of sand that whirls at high speeds. The barrier is 20'+5'/level, 5' high, and 2' thick. Any creature entering this wall takes 1d6 damage per level of the Chronomancer. The Chronomancer may pass through the barrier unharmed. This skill may be used twice per day and lasts a number of rounds equal to the Chronomancer's level. make the wall smaller, deal no damage and you can ACTUALLY have this at lower lvl for you bump all the previous overpowered abilities back... Ok, up to this point, I am tired of arguing that EVERY single abilities thus far is overpowering. Until you make a major revision, I will not peach it no more. I don't get it. Your cardmaster class is great. But this is broken beyond believe. |
| Shinigami4210-05-07, 11:41 AM | Well, I did ask for honest critique.. The reason I made the hourglass indestructible is because it is meant to simply be a physical representation of what was meant to be the equivalent of the Eldrich Blast. It is a touch attack because the sand is a representation of raw time magic. Even if it hits your armor, it would still affect you. As for the damage progression, I actually do not own the book that contains the warlock. As such, I am not quite sure what the damage SHOULD be. As for prediction, your suggestion makes sense, so I have changed the bonus type and uses per day. Untouched by time doesn't prevent aging. It prevents DEATH by aging. The character will still continue to grow older. Rewind-Assuming that he has an 18 wis, the chronomancer would be able to reroll four rolls per day. Since he must take the second roll over the first, it is not always even helpful. Assuming four encounters per day, this means that he will be able to redo one action per encounter. I am not quite seeing how this is broken As for haste and slow, while they would be able to use those two spells more often than a wizard of equal level, they also miss out on the OTHER third level spells. Think of it has hyper specialization. I had intended for the Sands of Time spell to be similar to the Wall of Fire spell. I am going to decrease the damage done, as I can see now that a scaling DoT AoE spell at level 6 is indeed OP. I am currently playtesting the Chronomancer in my campaign. As of level 3 he is doing less than the Fighters in the party. |
| vorpo10-05-07, 01:32 PM | Well, I did ask for honest critique.. The reason I made the hourglass indestructible is because it is meant to simply be a physical representation of what was meant to be the equivalent of the Eldrich Blast. It is a touch attack because the sand is a representation of raw time magic. Even if it hits your armor, it would still affect you. As for the damage progression, I actually do not own the book that contains the warlock. As such, I am not quite sure what the damage SHOULD be. Acceptible touch attack explanation. Still, if it's just raw chronotons, why not be just that? If you have to use a vessel (the hourglass) to channel the chronotons, I'd make it destructible but can be resummoned/recreated as a standard/full round action as I mentioned in my previous post. Untouched by time doesn't prevent aging. It prevents DEATH by aging. The character will still continue to grow older. Natural death is usually death by aging. Hence, this ability still sounds like immortality to me with the difference of aging effects still occurs. How does this ability affect magic or effects that age you but not to the point of death? Rewind-Assuming that he has an 18 wis, the chronomancer would be able to reroll four rolls per day. Since he must take the second roll over the first, it is not always even helpful. Assuming four encounters per day, this means that he will be able to redo one action per encounter. I am not quite seeing how this is broken I meant to say this ability is broken at that level. As I pointed out, your ability is better than the 2 abilities that Fatespinners get at 2nd and 3rd levels combined. Even then, fatespinners can only use it once per day. FS's ability also has the following stats: use as immediate action, must have line of sight to target which you lack. Again, this ability shouldn't be available at level 3 (FS gets this ability at clvl 10). As for haste and slow, while they would be able to use those two spells more often than a wizard of equal level, they also miss out on the OTHER third level spells. Think of it has hyper specialization. I can agree on the more use per day argument. But I cannot agree of them being available before lvl 5 (at which point the spells are actually available to wiz/sorc etc). I had intended for the Sands of Time spell to be similar to the Wall of Fire spell. I am going to decrease the damage done, as I can see now that a scaling DoT AoE spell at level 6 is indeed OP. I wasn't saying this ability is bad. I was meaning to say that you can tune this down and make it available earlier and thus pushing back abilities that were gained too early (like haste). I am currently playtesting the Chronomancer in my campaign. As of level 3 he is doing less than the Fighters in the party. You are comparing a warlock-like supporting caster (time effect seems more supporting thus far) to a fighter? They are not the same types... |
| Shinigami4210-05-07, 05:52 PM | I wasn't comparing it to the class fighter itself. The Fighter was just the first party member that I thought of from my campaign. I will change the sand back to the raw time magic I had it at originally, to help clarify things. Destruction of the hourglass seems to be a pretty much superficial effect, since it causes no long term damage and few abilities would be hampered by it. I am not familiar with the fatespinner. I was basing the Rewind ability off of several other classes posted to these boards. Since the Chronomancer in my campaign has just obtained that power, I am going to put off altering it until I see how it functions in the actual game. He gets Haste one level earlier than the wizard, and Slow one level earlier than the Sorc. Considering that he has a much more focused selection, I don't feel that one level will be a big deal. |
| vorpo10-05-07, 06:09 PM | I have not seen others with this ability as I have not read them all. For your reference: Fickle Finger of Fate (EX): On reaching 2nd level, a fatespinner gains the ability to affect the luck of others. Once per day as an immediate action, he can force any other creature - friend or enemy - to reroll a roll that it has just made. A fatespinner must have line of sight to the creature to be affected. That creature must abide by the result of the reroll, whether it's higher or lower than the original roll. Fatespinner needs to have at least 7 levels of prerequisite classes, so this ability is obtainable at clvl 9. As you also see, this is only usable once a day. Your rewind does everything this does but with less restrictions and 6 clvls earlier. |
| Shinigami4210-05-07, 06:15 PM | As of yet, I do not really want to change the uses per day. While this will make the Chronomancer's rewind stronger than FFoF, I want to see this ability in action before deciding to alter it. |
| vorpo10-05-07, 06:26 PM | Lemme know how it goes. But I still think at such a low level, rerolling 4 times can be easily 4 life-saving events. (since low lvls might be in more danger of dying with the result of a single roll) |
| Shinigami4210-15-07, 09:24 AM | Well, the first play test of Rewind took place yesterday. While it is not as overpowering as you feared it might be, it was still a bit strong. To counter this, I set the maximum uses per day to be the Wisdom Modifier up to 1/2 of the Chronomancer level. |
| Thot10-15-07, 11:52 AM | I've read this thread quickly, and thus not analysed it all yet. I hope to be able to post more later. That said, I like the flavor very much. We've got to be careful with Time, though, for it's a most potent ally :) You seem to be aiming at a Warlock-like character, in some ways, which is good, IMHO. Hence, I suggest we try to use the Warlock (which is considered as overall balanced, AFAIK) as the basis for comparison, if you don't mind. >Warlock< (http://www.crystalkeep.com/d20/rules/DnD3.5Index-Classes-Base.pdf) Basics : The Facts : Warlock Chronomancer Medium BAB Poor BAB 1 good save 1 good save d6 HD d4 HD Light Armor No armor Simple weapon Simple weapon 2 skill points 2 skill points Good skill list (UMD) Good skill list (UMD) My Opinion : Why not. I don't think UMD fits so well the Chronomancer, and I'd rather replace it with another ability : Essence of Time : All time-related effects stored in items are but the same to you, even though lesser enlightened minds may see differences. You can use any time-related abilities of items, be they from arcane or divine magic, psionic, anima, or whatever else. Ex : Time Stop, Time Hop, ... Eldritch Blast vs Hourglass : The Facts : EB is a Spell-like ability. It's a ranged touch attack (60'), which does 9d6 untyped damage at most. No save, but SR. Hourglass is a Supernatural abilty. It's a ranged touch attack (35', add Wis modifier to roll) which does 10d6 Time (?) damage at most. From the lack of description, I guess there's no Save allowed, nor does SR apply. My Opinion : Probably slightly overpowered, but it's slightly offset by the range, which makes you toast more quickly, IMHO. An answer to my question could help, I'd say. Otherwise, can remain the same. Invocations and other cookies : I'll 'sum up' what a Warlock gains first, then try to 'sum up' what a Chronomancer gains. The Facts : Warlock : 1) Invocations : A Warlock gains 3 Least invocations, 3 Lesser invocations, 3 Greater invocations, and 3 Dark invocations. Invocations are Spell-like abilities, but with restraints : Somatic components and ASF (sort of). They are usually considered as "weak spells", whose main redeeming point is the 'at will' ability. They can be used at will, and require a standard action to be 'invoked'. The Dark Invocations seem to me to be around 6th level spell power, roughly. 2) Others : Detect Magic (Sp), at will. DR : 5/cold iron. Deceive Item (take 10 on UMD check) Fiendish resilience : some limited Fast Healing, 1/day. Energy Resistance : 10 to two types. Imbue item : Craft item as a poor man's Artificier. Still have to take the feats, though. Arbitrarily, I declare 3 utility, and 3 defensive ones. Chronomancer : Since the Chronomancer does not get to choose his powers, he may expect to get a fair balance of offense / defense / utility. Utility in his case should probably include information gathering. Next, the Chronomancer abilities, arbitrarily classified again. Lvl Name Type Nature Quantity Effect 1 Untouched by Time Su Def Permanent No death of old age 2 Prediction Su Def Permanent Add WIS as Insight bonus to AC / Saves 3 Rewind Su All Wis / day Reroll 1 roll 4 Accelerate Sp Def/Off Wis / day Cast Haste 5 Slow the Flow Sp Off Wis / day Cast Slow 6 Sands of Time Su Def 2 / day Create a damaging wall (max dmg : 1d6+20) 7 Malevolent Acceleration Sp Off 1 / day Age a creature by 100 years. Fort negates. 8 Hand of Time Su Def ??? +10 Bonus on save / skill check 9 Trapped in Time Sp Off/Def 1 / day Temporal stasis. Will negates. 10 Stand Apart Su Def Permanent Choose age category. Immune to time-spells (?) 11 Reverse the Flow Sp Off/Def 1 / day Replay one full-round. 12 Forewarned Su Def Permanent Add WIS as Dodge bonus to AC 13 Warden of Time Su Def/Off Permanent Extend abilities duration. Minor counterspelling 14 Advanced Acceleration Su Def/Off Wis / day "Greater Haste" on self 15 Relive the Past Su Uti ??? "Perfect Memory" 16 Master of Time Su Def/Off Permanent Permanent "Greater Haste" 17 Dam the Flow Sp Off/Def 1 / day Time Stop 18 Observe the Future Su Uti ??? Divination of the future 19 Controlled Reversal Sp Def 1 / day Bring a creature to its status of 1h before 20 Duplicate Su Off 1 / week Calls a double self from the future My Opinion : Overall impression : Not so fun, due to straight-jacketed progression, and lack of abilities to 'use' - most are passive / use once. Overpowered when in nova, though. Besides, some abilities are probably overpowered, like Prediction, especially when coupled with Forewarned afterward (which makes no sense btw, IMHO). Suggestion : Rip off more of the Warlock. Create four kinds of "temporal powers", that would be balanced against equivalent level spells / powers. Have people choose their powers. With respect to the incoming 4th edition change, make them X/day at low level, Y/encounter later, and at will at high levels. Give more utility powers sooner. Warlock get their first at 4th. Beware giving more actions, for it's the main currency in DnD. How I'd do it (done quickly, so expect mistakes / nonsenses)... Lvl Effect 1 Attuned to Time +1. Perfect memory. 2 Lessons from Time 1 3 Lesser Slow / Haste 4 Flow control 1. Automatic UMD wih any time-related object 5 Some divination 6 Attuned to Time +2. 7 Stop the Flow 1 8 Move the flow 1 9 Slow / Haste, Lessons from Time 2 10 Time clemency, Flow control 2 11 Protected by time 12 Attuned to Time +3. 13 Stop the Flow 2 14 Move the flow 2 15 Time clemency, Greater Slow / Haste 16 Flow Control 3, Lessons from Time 3 17 Time Stop 18 Attuned to Time +4 19 Stop the Flow 3 20 Time clemency, Move the flow 3 Attuned to Time +N (Su): You permanently gain a +N Insight bonus to your Initiative Rolls. You gain a +N Insight to any one of Attack Roll / AC / Save. Self only. Shift as free action At 10th level, you can grant that bonus to any one people. Lessons from Time (Sp): (it's a domain power, after all...) 1) Reroll 1 thing 2) Replay 1 round. Self only. 3) Replay 1 round for whole party Flow Control (Sp): Each day, the Chronomancer can grant Fast Healing N for a number of rounds equal to her Chronomancer level × her Wisdom bonus. A Chronomancer may choose to divide those rounds among multiple recipients, and she doesn’t have to use it all at once. Using Flow Control is a standard action. Stop the Flow (Sp): Temporal Stasis. It's at once utility on an object, defense on some friends, and offense (crowd control) on foes. Move the Flow (Sp): 1 : Can either move backward or forward in time an unattended object / unwilling creature by as much as one of your age category. Fort negates. If you move it forward, you move backward by the same amount. Duration : Encounter. 2 : Can either move backward or forward in time an unattended object / unwilling creature by as much as two of your age category. Fort negates. If you move it forward, you move backward by half the amount. Duration : encounter 3 : Can either move backward or forward in time an unattended object / unwilling creature by as much as three times your age category. You don't take any backlash. Fort negates. Time Clemency (Su): @10th level : Extended Lifespan : as per Epic Feat (really, it's more for fluff anyway...) @15th level : Upon attaining Xth level, a Chronomancer no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the Chronomancer still dies of old age when her time is up. @20th level : You'll never die of old age. Random ideas : Create a Timecraft skill and scale abilities by the result ?? Timeless body (http://www.d20srd.org/srd/psionic/powers/timelessBody.htm) as an ability,somehow ? As a feat ? the peak of a feat tree ? Invocations : Everything else is invocations... which means you'd have to come up with some. You don't have to give much, the Chronomancer may end with no more than 8 invocations, 2 from each range (least / lesser / greater / dark). You'd have to come up with roughly 16 powers, 4*4, to begin with. Time Stop is way too strong to be at will, so it can't be an invocation. Least : ?? Lesser : Divination, Read Object. greater : Time Hop. Quintessence (but clarify it). Dark : Mass Time Hop |
| vorpo10-15-07, 01:41 PM | Um, Thot, EB has 60' range. |
| Thot10-15-07, 02:14 PM | Err... right. I was working of the crystalkeep info, since I didn't have my book with me. I have checked now, and you're correct. I change it right now. |
| Shinigami4210-15-07, 05:13 PM | So would you suggest that I increase hd or BAB? |
| Shinigami4210-22-07, 11:36 AM | lets have a :bump: |
| Thot10-23-07, 05:05 AM | I've not had time to do a per-ability analysis, sorry. I hope to be able to do so, but I can't make any promise. Yet, my current opinion holds. Do what you will of it, of course :) |
| Shinigami4210-24-07, 09:30 AM | I have decided to add in Use Magic Device, since the skill does fit in with the feel of the class. Also, from what I can tell from the rules, the Chronomancer can't use arcane scrolls without it. |
| Thot10-25-07, 10:34 AM | I've updated my comment, please see above (http://forums.gleemax.com/showpost.php?p=14082192&postcount=38). :) |
| Shinigami4210-25-07, 02:41 PM | I have reviewed your suggestions. I must say that I like the suggestion of giving the Chronomancer invocation-like abilities. Perhaps I could either a)replace certain abilities with the opportunity to "gain a power from the following list" or b)Just add a by-level number of invocations that the Chronomancer can choose from. |
| Shinigami4210-25-07, 08:13 PM | Here are some ideas I have been considering for the Chronomancer Invocations. Replace Acceleration, Slow the Flow, Sands of Time, and Advanced Acceleration with invocations of the same effect, only selectable. In addition, perhaps I could add in a "chaotic acceleration" invoc. that acts as a damage spell based on random aging of various body parts. Also, a Timeless Knowledge invoc. that gives +wis to one knowledge skill. Any suggestions for other invocations would be appreciated. |
| LeprechaunMage04-18-08, 12:42 AM | Just wanted to know whats going on with this class, I am running the as of now progression past my dm for a test run, just wanted to know if it is going to change in the future. |