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| bitnine04-02-07, 12:00 PM | Prestige Class: The Chrono Legionnaire "We are going to have to act if we want to live in a different world." Some know that time is relative, its flow having ebbs and eddies. An exceptional few not only possess this knowledge, but use their insights to manipulate the flow of time. At first they merely store a measure of their own energy to make use of in short bursts. As their understanding deepens, they learn to literally steal time from others. Some Chrono Legionnaires even make use of the interconnected nature of time, motion, and energy in order to produce physical force and motion as well as raw speed. Amazingly enough, Chrono Legionnaires describe their knowledge and abilities as natural and borne of introspection. While magic may spark their awareness, they claim that the true nature of their abilities stem from their interaction with the world itself and it is truly a form of self-control over their bodies, actions, and interactions. Requirements: Feats: Dodge, Mobility Skills: Knowledge (arcana) 2 ranks Weapon Proficiency: Must be proficient with all martial weapons. Special: Must have either a base attack bonus of +4 or the ability to cast 2nd level arcane spells. Special: Must have a base reflex save of +2 or greater. Special: The character must have taken 10 extra actions or attacks in a single day due to spells or supernatural effects. Table: The Chrono Legionnaire; Hit Die: d8 Level Attack Saves Special 1st +1 0/2/0 Time Pool, Time Burst, Time's Boon 2nd +2 0/3/0 Timestyle 3rd +3 1/3/1 Time Mastery: Subjectivity 4th +4 1/4/1 Timethief 5th +5 1/4/1 Multitasking 6th +6/+1 2/5/2 Time Mastery: Tempus Fugit, Greater Timestyle 7th +7/+2 2/5/2 Flow Mastery 8th +8/+3 2/6/2 Greater Timethief 9th +9/+4 3/6/3 Time Mastery: Inevitability 10th +10/+5 3/7/3 Timestyle Mastery Class Skills (2 + intelligence modifier/level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge: Arcana (Int), Ride (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex). Class Features: Weapon and Armor Proficiency: Chrono Legionnaires gain no additional proficiencies. Time Pool: Each Chrono Legionnaire has the capacity to store time energy within themselves. They posses a Time Pool, with a maximum amount of points equal to 3 + one half their class level. At first, they must draw from themselves in order to fill their time pool. The Chrono Legionnaire may take a minute concentrating, as if on a spell, in order to add a point to his Time Pool. During this time, only a single round passes for the Chrono Legionnaire. Any disruption requiring a concentration check ruins this process. Time Burst (su): The most basic release of temporal energy is a simple burst of speed. As a free action, a Chrono Legionnaire may expend a point from his Time Pool. If he does, he is affected as if by the haste spell for one round. Time's Boon (ex): The Chrono Legionnaire possesses a great insight into the nature of time and applies this to a field of expertise. He selects one of the following: Boon of Mastery: Applying metamagic does not increase the casting time of spontaneously cast spells. The Chrono Legionnaire may treat class levels, except for 10th, as if they were levels in an existing arcane spellcasting class for the purposes of determining caster level, spells known and spells per day. Boon of Spontaneity: Three times per day the Chrono Legionnaire may sacrifice any third level or higher spell in order to cast haste. The Chrono Legionnaire may treat class levels, except for 10th, as if they were levels in an existing arcane spellcasting class for the purposes of determining caster level, spells known and spells per day. Boon of Readiness: The Chrono Legionnaire gains a competence bonus to initiative rolls equal to one-half his class level. The Chrono Legionnaire may select a bonus fighter or martial feat at 3rd, 6th, and 9th levels, and add his full class level to his initiator level. Timestyle (ex): At 2nd level, the Chrono Legionnaire selects one of two specialties: spell or sword. At 2nd, 6th, and 10th levels he gains an ability based on his specialization. Spell - Quickened Knack: Time energy flows and mixes with arcane energy when the Chrono Legionnaire casts certain spells. Casting a spell as a swift action (either with the Quicken Spell feat or a swift action casting time) uses up a spell slot one lower than normal, to a minimum of the spell's unmodified level. Sword - Alacrity: The Chrono Legionnaire has a real and physical connection to the timestream. He can take a swift action in order to gain a +1 bonus to attack, armor class, and reflex saves as well as a +10 bonus to his speed. These bonuses last until the start of the Chrono Legionnaire's next turn. Multiple uses of this ability stack. Time Mastery: Subjectivity (su): A more advanced control of his Time Pool allows the Chrono Legionnaire to selectively and inconsistently speed his motions without interfering with his ability to act. While under the effects of his Time Burst ability, the Chrono Legionnaire gains concealment. Timethief (su): Previously the Chrono Legionnaire could only store time energy drawn from himself. Now his understanding allows him to tap into others as a source. As a standard action, the Chrono Legionnaire may make a single melee attack. If this attack is successful, the target must make a will saving throw, DC equal to 10 plus one-half the Chrono Legionnaire's character level plus the Chrono Legionnaire's charisma modifier. If the target fails the saving throw, he is slowed as if affected by a slow spell with a caster level equal to the Chrono Legionnaire's character level for one round. The Chrono Legionnaire adds a point to his Time Pool every time he successfully uses this ability on a target not currently under its affect. Multitasking (ex): As part of a move action, the Chrono Legionnaire may also take a swift action. This swift action may be performed immediately before or after the move action, or at any point during the move action and does not count against the Chrono Legionnaire's normal swift action limit. Time Mastery: Tempus Fugit (su): The Chrono Legionnaire understands the interactions between time, motion, and force and can manipulate the release of time energy to generate a propelling force. While under the affects of Time Burst, the Chrono Legionnaire gains a fly speed equal to one-half his land speed with perfect maneuverability. Greater Timestyle (ex): The Chrono Legionnaire gains a further benefit from his specialization: Spell - Quickened Mastery: When casting a spell, the Chrono Legionnaire may expend a number of points from his Time Pool equal to the spell's level (minimum 1). If he does, treat that spell as if the Quicken Spell feat was applied to it, but do not increase the spell slot used. Sword - Mounting Flurry: The Chrono Legionnaire may make a melee attack as a swift action. Every round, each attack after this first from this ability suffers a -5 penalty and deals a additional 1d8 sonic damage, both cumulative. Flow Mastery (ex): Both the Time Burst and Timethief abilities of the Chrono Legionnaire are now extraordinary abilities, and cannot be dispelled nor affected by antimagic. This includes all Time Mastery abilities. Additionally, when under the effects of his Time Burst the Chrono Legionnaire may elect to spend two points from his time pool when using a Timestyle ability; if he does so, the the ability (or spell) is performed as a free action instead of a swift action. Greater Timethief (su): As a move equivalent action, the Chrono Legionnaire may treat every subsequent attack that round as if it were made using the Timethief ability. Treat this action as if it were a move action for the purposes of the Chrono Legionnaire's Multitasking ability. Time Mastery: Inevitability (su): The Chrono Legionnaire's control over the release of time energy is so nuanced that he can now use it to counteract the effects of physical and magical impediments. While using his Time Burst ability, the Chrono Legionnaire is treated as if under the effects of a freedom of movement spell. Timestyle Mastery (ex): The Chrono Legionnaire may choose to spend all of the points in his Time Pool when activating his Time Burst ability instead of 1, with a minimum of 4. The Chrono Legionnaire may make an additional standard action this turn, and an additional swift action for every 2 points expended in this manner. Spell - Cascading Casting: Swift actions gained in this manner may be used to cast quickened spells that have a saving throw of harmless and a target of personal, or targeted spells that only target the Chrono Legionnaire. Spells quickened in this manner do not increase their level. Each spell after the first quickened in this manner must be of a higher level than the spell proceeding it. Sword - Already There: The Chrono Legionnaire may use swift actions gained in this manner to move one-half his speed (rounding down) and gain a +2 dodge bonus to AC for one round. This movement does not trigger attacks of opportunity for moving within threatened squares. This action does not count as a move action for the purposes of the Chrono Legionnaire's Multitasking ability. |
| enygmatic_me04-02-07, 02:27 PM | Alright, here's a version of Hasty McHastealot. I've left out the requirements and much of the fluff text to show how mechanics can evoke fluffy feelings. OK. Prestige Class: The Chrono Legionnaire [Description would go here.] Table: The Chrono Legionnaire; Hit Die: d8 Level Attack Saves Special 1st +1 2/0/2 Time Pool, Time Burst, Time's Boon 2nd +2 3/0/3 Timestyle 3rd +3 3/1/3 Time Mastery: Subjectivity 4th +4 4/1/4 Timethief 5th +5 4/1/4 Multitasking 6th +6/+1 5/2/5 Time Mastery: Tempus Fugit, Greater Timestyle 7th +7/+2 5/2/5 Flow Mastery 8th +8/+3 6/2/6 Greater Timethief 9th +9/+4 6/3/6 Time Mastery: Inevitability 10th +10/+5 7/3/7 Timestyle Mastery Class Skills (4 + intelligence modifier/level): Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge: Arcana (Int), Ride (Dex), Spellcraft (Int), Swim (Str), and Tumble (Dex). Why Knowledge (Arcana) and Spellcraft? Also, 4+Int Mod skill points is probably to many for such a short list. Class Features: Weapon and Armor Proficiency: Chrono Legionnaires gain no additional proficiencies. Time Pool: Each Chrono Legionnaire has a Time Pool, with a maximum amount of points equal to 3 + one half his class level. The Chrono Legionnaire may take a minute concentrating in order to add a point to his Time Pool. During this time, only a single round passes for the Chrono Legionnaire. Any disruption requiring a concentration check ruins this process. Not sure about the mechanic here. Adjudicating this during combat could be a head ache. It takes a minute of concentration, so the character would be concentrating for 10 rounds. Are they capable of taking any other actions? Are the considered flat-footed? The single round passing for the Chrono-Legionnaire seems like an unnecessary mechanic. It doesn't have any affect on combat that I can see and in non-combat situations the fact that he saves 54 seconds of his personal aging is rather insignificant. Time Burst (su): As a free action, a Chrono Legionnaire may expend a point from his Time Pool. If he does, he is affected as if by the haste spell for one round. 1 point for an extra action. This seems fine. Time's Boon (ex): The Chrono Legionnaire may choose one of the following abilities: Boon of Mastery: Applying the Quicken Spell feat does not increase the casting time of spells. Boon of Spontaneity Three times per day the Chrono Legionnaire may sacrifice any third level or higher spell in order to cast haste. Boon of Readiness: The Chrono Legionnaire gains a competence bonus to initiative rolls equal to one-half his class level. The only one worth taking here is Boon of Readiness. This class has no spellcasting progression so having features that benefit spellcasters serves little point. Timestyle (ex): At 2nd level, the Chrono Legionnaire selects one of two specialties: spell or sword. A Chrono Legionnaire who selects the spell specialty gains new spells per day and an increase in caster level (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level at 2nd level and each level thereafter except for 10th; a Chrono Legionnaire who selects the sword specialty instead gains a bonus feat from the fighter bonus feat list at 2nd, 6th, and 10th levels. The Chrono Legionnaire also gains an additional benefit: Spell: Applying the affects of the Quicken Spell metamagic feat only increases a spell's level by three. Sword: The Chrono Legionnaire can take a swift action in order to gain a +1 bonus to attack and AC as well as a +10 bonus to his speed. Multiple uses of this ability stack. Again, this class has no spellcasting progression so the Spell Path is not worth taking. Time Mastery: Subjectivity (su): While under the effects of his Time Burst ability, the Chrono Legionnaire gains concealment. So now it is 1 point for an extra action and concealment? How much concealment? Timethief (su): As a standard action, the Chrono Legionnaire may make a single melee attack. If this attack is successful, the target must make a saving throw, DC equal to 10 plus one-half the Chrono Legionnaire's character level plus the Chrono Legionnaire's charisma modifier. If the target fails the saving throw, he is slowed as if affected by a slow spell with a caster level equal to the Chrono Legionnaire's character level for one round. The Chrono Legionnaire adds a point to his Time Pool every time he successfully uses this ability on a target not currently under its affect. Not sure if the duration should be character level. It would make more sense as class level. Multitasking (ex): As part of a move action, the Chrono Legionnaire may also take a swift action. This swift action may be performed immediately before or after the move action, or at any point during the move action. OK. Time Mastery: Tempus Fugit (su): While under the affects of Time Burst, the Chrono Legionnaire gains a fly speed equal to one-half his land speed with perfect maneuverability. Clever, but makes no sense. Just because you are moving faster shouldn't mean that you suddenly gain the ability to fly. Greater Timestyle (ex): The Chrono Legionnaire gains a further benefit from his specialization: Spell: The Chrono Legionnaire may cast a quickened spell in place of the extra attack granted by his Time Burst ability. Sword: The Chrono Legionnaire may spend a swift action to deal +1d8 sonic damage with his melee attacks made that round. Multiple uses of this ability stack. Again, with no spell casting progression all of these spell casting benefits are pretty useless. Flow Mastery (ex): Both the Time Burst and Timethief abilities of the Chrono Legionnaire are now extraordinary abilities, and cannot be dispelled nor affected by antimagic. This includes all Time Mastery abilities. Not sure about this one. It should at least require extra expenditure of the time pool. Greater Timethief (su): As a move equivalent action, the Chrono Legionnaire may treat every subsequent attack that round as if it were made using the Timethief ability. Treat this action as if it were a move action for the purposes of the Chrono Legionnaire's Multitasking ability. This is too powerful. The ability to affect every target with a slow effect for the expenditure of a move action is a little insane. Time Mastery: Inevitability (su): While using his Time Burst ability, the Chrono Legionnaire is treated as if under the effects of a Freedom of Movement spell. This is ok as long as they cannot "suddenly" free themselves from already existent hindering effects (ie. Web) with this ability. Timestyle Mastery (ex): The Chrono Legionnaire may choose to spend all of the points in his Time Pool when activating his Time Burst ability instead of 1. For every 2 points expended in this manner he gains an additional swift action that turn. Spell: Swift actions gained in this manner may be used to cast quickened spells that have a saving throw of harmless and a target of personal, or targeted spells that only target the Chrono Legionnaire. Spells quickened in this manner do not increase their level. Each spell after the first quickened in this manner must be of a higher level than the spell proceeding it. Sword: Each swift action gained in this manner may be used to make a melee attack. Each melee attack after the first gains a cumulative -5 penalty.[/QUOTE] I know I have already said this twice in this response, but no spell casting progression means the spell casting benefits are useless. My suggestion would be to take the spell casting aspects of this PrC, remove them, and use them in a new PrC that is spell casting oriented. |
| bitnine04-02-07, 02:46 PM | Not sure about the mechanic here. Adjudicating this during combat could be a head ache. It takes a minute of concentration, so the character would be concentrating for 10 rounds. Are they capable of taking any other actions? Are the considered flat-footed?You would use the rules for concentration (http://www.systemreferencedocuments.org/35/sovelior_sage/magicOverview.html), although I'll probably add an explicit reference to make sure that is clear.1 point for an extra action. This seems fine.That's actually not entirely correct (http://www.systemreferencedocuments.org/35/sovelior_sage/spellsHtoL.html#haste) in 3.5.Again, this class has no spellcasting progression so the Spell Path is not worth taking.The section you quoted grants spellcasting progression.So now it is 1 point for an extra action and concealment? How much concealment?You may want to reference (http://www.systemreferencedocuments.org/35/sovelior_sage/combatModifiers.html#concealment) the 3.5 rules for concealment. Levels of concealment are a 3.0 mechanic.Not sure if the duration should be character level. It would make more sense as class level.The quoted section indicates that the slow effect persists for one round; the caster level is given for interactions such as dispelling or overcoming spell resistance.This is too powerful. The ability to affect every target with a slow effect for the expenditure of a move action is a little insane.Are you taking into account that haste no longer grants a partial action and that the slow effect lasts for a single round?This is ok as long as they cannot "suddenly" free themselves from already existent hindering effects (ie. Web) with this ability.You feel that such an ability would be inappropriate for a warrior of 14-15th level to active with a Time Pool expenditure? |
| enygmatic_me04-02-07, 04:02 PM | Ok, now that I have reread this class again as well as your comments to my responses this class I think it overpowered on it is own. Full BAB, 2 good saves, 8 levels of spell progression, and all the extra features seems too much to me. The closest thing I can compare this to is the Abjurant Champion (which many feel is overpowered) and all the Abjurant Champion does is increase the AC benefits of a short list of spells, allow the quicken of up to third level Abjuration spells, a slightly better HD (average HP difference of 1), and 5 levels of full BAB. As to some of the points you have made: Concentrating on a spell and concentrating on adding to their Time Pool doesn't seem like the same kind of action to me. Also, nothing in the feature description indicates that a concentration check is required. To the Concealment question there are still degrees. Their is standard, which is the 20% miss chance. Total Concealment which is 50% miss chance. Lastly there are the rules for Varying Degrees of Concealment: Certain situations may provide more or less than typical concealment, and modify the miss chance accordingly.. |
| bitnine04-02-07, 04:12 PM | Concentrating on a spell and concentrating on adding to their Time Pool doesn't seem like the same kind of action to me. Also, nothing in the feature description indicates that a concentration check is required.Concentration checks aren't required to concentrate on a spell or in this case. Concentration checks are made to remain concentrating in the case of interruptions - here they automatically fail. I have added "as a spell" to be clear about it, which was an oversight.To the Concealment question there are still degrees. Their is standard, which is the 20% miss chance. Total Concealment which is 50% miss chance. Lastly there are the rules for Originally Posted by SRD 3.5 as provided in the link by bitnine Varying Degrees of Concealment: Certain situations may provide more or less than typical concealment, and modify the miss chance accordingly.Oh, sorry if I was unclear. When the ability grants concealment, I mean it grants concealment, not total concealment. And not that it provides an atypical amount of concealment and modifies the miss chance. |
| Kresalak04-03-07, 03:10 AM | Full BAB, 2 good saves, 8 levels of spell progression, and all the extra features seems too much to me. That's not even good. To get into this class, you need to set 2 feats on fire and lose either one level of spellcasting or another feat. If you get in as a Wizard 5 with martial proficiency, you're down 3 BAB already, which means that for the majority of your career full BAB is needed to catch up to the Rogue. On top of that, you lose 2 caster levels, which basically makes you a cohort. |
| bitnine04-05-07, 09:20 AM | Updated, with more accessible requirements instead of the polarizing +5/3rd level deal; note this assumes that you're using fractional saves, if ye ain't, I'd drop the reflex +2 bit. A full caster, particularly a sorcerer, gets a couple of nice tricks out of this - but they aren't worth what he gives up unless he was already planning on leaning hard towards zipping around and stabbing things. Hybrid/multi casters are more readily suited towards the class, particularly now with revised requirements. And meleers, particularly martial ones, can pull off a number of slick combos by the end of their career. |
| enygmatic_me04-06-07, 08:12 PM | Requirements: Feats: Dodge, Mobility Obtainable by anyone at 3rd level. Skills: Knowledge (arcana) 2 ranks 1st level as a class skill. Weapon Proficiency: Must be proficient with martial weapons. Any race (elf for example) that gains Longsword (or any other martial weapon proficiency) for free meets this without taking levels in any other class. Special: Must have either a base attack bonus of +4 or the ability to cast 2nd level arcane spells. 3rd level wizard. Special: Must have a base reflex save of +2 or greater. 6th level wizard. Special: The character must have taken 10 extra actions or attacks in a single day due to spells or supernatural effects. A spell available at 5th level. Cast twice and this one is met. You can even meet this requirement in a single day as soon as you can afford to pay for the castings. Whatever the case all of these are easily met by a 6th level elven (or any other race the has a martial weapon prof as a race feature; including humans willing to spend their bonus feat - never hurts to carry a greatsword) wizard. This character will end up with a BAB of +15, 2 - 9th level spells, +6/+10/+10 saves, a familiar (or alternative ability), Scribe Scroll, 2 bonus wizard feats, and all this PrC's abilities. This is, by far, better than a normal wizard. |
| bitnine04-09-07, 09:16 AM | Whatever the case all of these are easily met by a 6th level elven (or any other race the has a martial weapon prof as a race feature; including humans willing to spend their bonus feat - never hurts to carry a greatsword) wizard.Not quite. Unlike the Abjurant Champion, which requires proficiency with a single martial weapon, this class shares the prerequisite of the Eldritch Knight, requiring proficiency with martial weapons. Both this and the Eldritch Knight all but ensure that the character has multiclassed into a class that grants martial weapon proficiency and thereby taken a caster level hit. So a caster entering this class is a caster level in the hole, and two by the end of the class. (As per the EK, I added the word "all" so that it should be amply clear.) However, you are generally correct in that a character can find entry by level 6-7. I would tend to think, though, a player who likes counting off as high of a BAB and highest level spell they can cast might be looking more towards something like a Battle Sorcerer/Abjurant Champion. Up to +18 BAB and 9th level spells by 20th level and casting in armor!!!! |
| enygmatic_me04-09-07, 09:17 PM | Not quite. Unlike the Abjurant Champion, which requires proficiency with a single martial weapon, this class shares the prerequisite of the Eldritch Knight, requiring proficiency with martial weapons. It does now. As of when I made my response though it didn't. The difference of "must be proficient with martial weapons" and "must be proficient with all martial weapons" is a large one. Now that the word "all" has been made part of the requirement the class doesn't look as unbalanced. Looking it over again though, I think I have to change my opinions a bit. I don't think that this class is worth it for casters or gish builds. Even those classes with spells that can directly enter into this PrC without multiclassing (Hexblade, Ranger, Paladin as examples) would be better served with the alternative abilities. The changes that you have made to the class are making the class better, but I still think it needs work. |
| Thalspar04-25-07, 05:27 PM | can i ask one thing about this is this base on the chrono legionnaire in red alert 2 |
| bitnine05-03-07, 08:19 AM | can i ask one thing about this is this base on the chrono legionnaire in red alert 2Heh, sort of. While more loosely based on the Swiftblade in terms of general concept, there are a couple of C&C nods in there, not he least of which the name. "Already there" is one of the things that the Chrono Legionnaire would say before teleporting across the battlefield and ripping units out of time. And the opening quote is from the first C&C game, namely from the song "Instinct" on its soundtrack. In fact, I may happen to have a big ol' metal Chrono Legionnaire figure on my desk from the collector's edition of Red Alert 2. ;) |
| Masakari448805-03-07, 02:08 PM | In fact, I may happen to have a big ol' metal Chrono Legionnaire figure on my desk from the collector's edition of Red Alert 2. ;) That is by far the most awesome thing I have heard all day.:bow: p.s. What level do you get a gun that erases whatever you shoot from time?;) |