Chronomarshal: Need Help Designing [Archive] - Wizards Community

Post/Author/DateTimePost
Scalamander

09-15-06, 06:46 PM
I've never designed a class before so I'm not sure if these abilites are completely overpowered or horrible. I was intending for him to be a battlefield control and buffer with his spatial prescience abilities. I will hopefully be adding more abilites to both spatial presience and morphic shift. In the mean time tell me what you think. I haven't worked out his save or attack progression yet.

Chronomarshal: The Chronomarshal straddles the ever flowing skein of time watching the myriad possibilities of every timeflow that flashes past him. His powers over the infinite give him the ability to form the potential energy of all the time threads into warp constructs to aid him in his fight to keep the balance. He also is privy to all the possibilities of what could have been in every situation. This gives him the ability to make studied recommendations and orders. As he grows in power he is even able to briefly overlay one time thread with our reality, changing the very dimensions around his foes.
With these powerful abilities he seeks to prevent one time stream from gaining too much influence over the others. The Chronomarshals fight against the day that the possible futures are reduced to one and the time skein unravels.

Abilities:
1. Call To The Infinite 1/day, Link To The Skein
2. Spatial Prescience 1/day
3.
4. Morphic Shift 1/day
5.
6. Retributive Weave
7. Call To The Infinite 3/day
8. Spatial Prescience 3/day
9.
10. Improved Retributive Weave
11.
12. Morphic Shift 3/day
13. Call To The Infinite 4/day
14. Superior Retributive Weave
15.
16. Spatial Prescience 5/day
17. Call To The Infinite 5/day
18. Morphic Shift 5/day
19. Masterful Retributive Weave
20. Spatial Prescience 7/day

Call To The Infinite: You can use your mental link to the timeskein to pull together some of the untapped energy of the possibilities that never were. This allows you to form a warp construct as a standard action. The warp construct lasts 10 rounds plus your charisma modifier until it finally unravels and rejoins the timeskein. The warp construct gains a number of Warpweave depending on the chart below.
At 3rd level the warp construct lasts for 10 minutes plus a number of bonus rounds equal to your charisma modifier. In addition it gains an extra least Warpweave ability.
At 5th level you can summon 1d3+your charisma modifier of warp constructs.
At 7th level all your warp constructs gain an extra least warpweave ability. In addition you may now use your Call To The Infinite ability 3 times per day.
At 9th level you can choose to summon a warp construct as a move action. Your warp constructs all gain a lesser Warpweave ability.
At 11th level you may summon 1d6+ your charisma modifier of warp constructs
At 13th level your warp constructs all gain an additional lesser Warpweave ability. You may now use your Call To The Infinite ability 4 times per day.
At 15th level your warp constructs gain an additional great Warpweave ability.
At 17th level you may use your Call To The Infinite ability 5 times per day. In addition you can summon 1d3 pre-made warp constructs with 1 less ultimate Warpweave ability then they would normally have. If you do you can summon these constructs as a free action
At 19th level your warp constructs gain an additional ultimate Warpweave ability.

Link To The Skein: As a result of volunteering to take up the task of keeping one timestream from unduly influencing all others, a part of your mind is always used for this task. When you at less then 10% of your hit points you are fatigued from the task of fighting and keeping your link intact.
When you have over 90% of your hit points remaining you gain ˝ cover from the power of your link to the timeflow. It keeps you attached to the infinite possibilities so that it is less likely you will be injured in only one.

Spatial Prescience: By making a successful knowledge (history) check against DC 10 and using a standard action, you are able to gain enough knowledge about the alternate timestreams you see flashing past you that you can use this to give your allies with 20ft a +2 competence bonus on attacks and skill checks. For every round you want to maintain this ability you must take a standard action and make a successful knowledge (history) check against DC 10. For every round after the first one plus a number of additional rounds equal to your charisma bonus, the DC increases by 2.
By beating a DC 15 this bonus increases to +4 and the area affected extends to a 30ft radius. You do not get additional rounds dependant on your charisma bonus for this ability until you reach 8th level.
By beating a DC 20 your allies no longer provoke attacks of opportunity from enemies when they move past them or into their reach. They also gain +4 on their reflex saves. You do not get additional rounds dependant on your charisma bonus for this ability until 16th level
By beating a DC of 25 your allies may re-roll one failed check during the encounter. Add a +4 competence bonus to this re-roll. This stacks with any other benefit from spatial prescience. You do not get additional rounds dependant on your charisma bonus for this ability until 20th level

Morphic Shift: By making a successful knowledge (geography) check against DC 10 you are able to perceive the alternate realities where the land and environment is not as it now in this reality. You can reduce the speed of all enemies by half. For every round you want to maintain this ability after the first plus a number of additional rounds equal to your charisma bonus, the DC increases by 2.
By beating DC 15 all enemies take 1d6 force damage for every 5ft they attempt to move. Factor this in before halving enemy’s movement speed. You do not get additional rounds for a positive charisma modifier until 12th level.
By beating DC 20 you may select an enemy each turn that can be moved in any direction for 60ft. He may not be moved into or through solid objects. The enemy moved takes 8d6 damage from being shifted about in his own timestream. You do not get additional rounds for a positive charisma modifier until 18th level.

Retributive Weave: Every time you are damaged by a level or ability draining attack you may choose to use the fading energies to summon a warp construct into base contact with the originator of the attack. For every level drained or 2 ability points drained the warp construct gets an extra least Warpweave ability. This warp construct only lasts for 5 rounds plus a number of additional rounds equal to your charisma modifier.

Improved Retributive Weave: Your warp construct gains a lesser Warpweave ability for every level drained or 2 ability scores drained.

Superior Retributive Weave: Your warp construct now lasts for 10 rounds plus a number of additional rounds equal to your charisma modifier. The warp construct also gains an additional great Warpweave ability.

Masterful Retributive Weave: You may now summon 1d3+1 warp constructs into base contact with the originator of the attack. These warp constructs all gain the benefits of the superior retributive weave, namely duration and an additional great Warpweave ability
Scalamander

09-16-06, 06:04 PM
No ideas anyone? I'd at least like some help figuring out what its save and attack progression would be.
RPGhaulsass

09-16-06, 07:23 PM
I think 3/4th BAB would be okay, and a d8 or d6 HD. It's a summoner, but it would be kind of weak with Wizard BAB and HP. It doesn't have any spell progression, and summoning is NOT as good as being able to cast 9th level spells of any school/god etc.