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| Chaos9006-12-07, 01:22 AM | Hi this is my first time posting on these boards, as well as the first prestige class that I have actually completed. Sorry if the table is too messy. I know there is not a lot of spells so I was wondering if you could give some suggestions, hopefully focusing around time or space and/or matter manipulation. The far plane/temporal energy plane is pretty much campaign specific for the one im currently DM'ing, so if its wierd you can just take it out. And finally, heres the class: The Chronomancer “He who masters time masters the Multiverse” ---Gamut, a chronomancer Class Skills: (2+int modifier per level): Knowledge(int)(arcana), Knowledge(the planes), Spellcraft(int), Concentration(con), Sense Motive(wis), Spot(wis), Search(wis), Listen(wis), Profession(wis), Craft(int) The Chronomancer (d4) Level BAB Fort Ref Will Special ________________________________________ ________________________________________ _________ 1 +0 +0 +0 +2 Spell Abandonment, Freeze Cast 2 +1 +0 +0 +3 Temporal Jaunt(10ft, 1/per encounter) 3 +1 +1 +1 +3 Improved Initiative 4 +2 +1 +1 +4 Precognition(+1) 5 +2 +1 +1 +4 Time Attunement(Haste, Slow) 6 +3 +2 +2 +5 Temporal Jaunt(15ft, 2/per encounter), Flash Cast 7 +3 +2 +2 +5 Timeless Body 8 +4 +2 +2 +6 Spatial Freeze, Precognition(+2) 9 +4 +3 +3 +6 Greater Freeze Cast 10 +5 +3 +3 +7 Temporal Jaunt(20ft, 3/per encounter), Time Attunement(Celerity) 11 +5 +3 +3 +7 Foreknowledge 12 +6 +4 +4 +8 Precognition(+3), Greater Flash Cast 13 +6 +4 +4 +8 Exceed Reality, Time Attunement(Time Stop) Spells per day Lvl 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 3 2 1 - - - - - - - 2 4 3 2 1 - - - - - - 3 4 4 3 2 1 - - - - - 4 4 4 4 3 2 1 - - - - 5 4 4 4 4 3 2 1 - - - 6 4 4 4 4 4 3 2 1 - - 7 4 4 4 4 4 4 3 2 - - 8 4 4 4 4 4 4 4 3 1 - 9 4 4 4 4 4 4 4 4 2 - 10 4 4 4 4 4 4 4 4 3 1 11 4 4 4 4 4 4 4 4 4 2 12 4 4 4 4 4 4 4 4 4 3 13 4 4 4 4 4 4 4 4 4 4 Requirements: In order to become a Chronomancer, a character must meet the following prerequisites: Skills: Knowledge(arcana) 10 ranks, Knowledge(the planes) 10 ranks, Spellcraft 10 ranks Feats: Skill focus(Knowledge), Skill Focus(Spellcraft), Spell Focus(transmutation) Spells: Able to cast 4th level arcane spells Special: A potential chronomancer must learn how to unleash the powers of time through the teachings of another chronomancer before taking one level of this prestige class. Alternatively, the character may go through the center of the temporal energy plane and then go into and out of the far realm alive. Class Features: The following are all the features of the Chronomancer: Spell Abandonment: At 1st level the chronomancer begins to lose lesser forms of magic as he gains knowledge of the temporal. Every level starting at 1st, the chronomancer loses all knowledge of the lowest level spells that he was able to cast from his previous casting class(choose one if he has more than one) and loses all spell slots for that level, until he loses all spellcasting ability from his previous spellcasting class. Freeze Cast: At 1st level, the chronomancer gains the ability to manipulate his spells in such a way that he can control how long they last. He gains extend spell as a bonus feat. At 9th level, he learns how to control when his spells take effect. He gains delay spell as a bonus feat. Spells: Beginning at 1st level, the chronomancer begins to learn the secrets of temporal manipulation, and gains the ability to cast a number of spells. He need not prepare his spells ahead of time(he casts them spontaneously). In order to prepare or cast a spell, the chronomancer must have an intelligence score of 10+spell level. The difficulty class for a time mage spell is 10+spell level+ the chronomancer's main spellcasting ability modifier. The chronomancer's caster level for his chronomancer spells is equal to his chronomancer class level, plus the caster level that he had from his previous spell casting class that was lost through spell abandonment. For example, Gamut, a 7th level wizard/6th level chronomancer, has a caster level of 13(6from his chronomancer levels+7from his wizard levels, from which he no longer has any casting ability) A chronomancer can only cast a certain number of spells per day, as indicated on the table above. He gains bonus spells per day if he has a high intelligence/wisdom/charisma score, just like a normal spell caster. Temporal Jaunt: Beginning at second level, the chronomancer can manipulate the time stream to accelerate himself and dodge attacks. Once per encounter, as an immediate action, the chronomancer can teleport up to 10ft in any direction, as long as he is bringing himself and any equipment he is holding only. Once he has expended his uses for this ability, he must wait for 5 minutes before using it again. At 6th level, the chronomancer can teleport 15ft and use this ability 2 time per encounter. At 10th level, he can teleport 20ft and use this ability 3 times per encounter. Improved Initiative: At 3rd level, the chronomancer begins to become attuned to the temporal energies that he mainpulates. He gains Improved initiative as a bonus feat. If he already had improved intiative prior to gaining this ability, he gains superior initiative as a bonus feat. Precognition: At 4th level, the chronomancer gains the ability to see small instances of the future, and gains a +1 insight bonus on attack rolls, skill checks, or ability checks. At the beginning of each round, he can choose where to apply his insight bonus to, and this bonus applies to any actions related to his choice until the end of the round. Also, once per encounter as an immediate action, the time mage can force himself to gain a clearer look into the future(called a precognitive surge) to gain an insight bonus equal to half his chronomancer level on a single attack roll, skill check, or ability check. Using this ability, however, strains his ability to look into the future, and thus he loses his insight bonus until he waits for 5 minutes. Every 4 levels after 4th(so at 8th, 12th, and so on) the chronomancer's insight bonus improves by 1. At 8th level, he gains the ability to apply his insight bonus and his surge ability to damage rolls, saves, or to AC. At 12th level, his precognitive surge ability improves, and it grants him an insight bonus equal to his chronomancer level. It still expends his insight bonus for the encounter, however. Time Attunement: Beginning at 5th level, the chronomancer gains some spell-like abilities to reflect the influence that his use of the time stream as had on him. At 5th level, he is continuously effected by the haste spell. It can be dispelled as normal, but he can suppress or resume it as a free action on his turn. He also gains a slow aura, as the spell, that extends in a 5ft radius around the time mage. Anyone entering the aura is subject to the effects of the spell for as long as they remain within the radius, unless they succeed on a will save(DC 10+(½)chronomancer levels+ the chronomancer's main spellcasting ability modifier). Creatures who remain in the aura must make a new save each round, unless they have already failed resisting the effect. The chronomancer may as a free action designate any number of targets to be immune to his slow aura for as long as he wishes. At 8th level, he becomes able to bestow his accelerated movement to his allies. 3 times per day, the chronomancer may as a free action extend his continuous haste ability to an ally for a number of rounds equal to the chronomancer's level. At 10th level, his slow aura improves. The radius improves to 10ft, still centered on the chronomancer. At 10th level, the chronomancer becomes more attuned to temporal manipulation and can greater resist the consequences caused by it. Once per encounter, he can ignore the daze effect caused by casting lesser celerity, celerity, and greater celerity. At 13th level, the chronomancer, having mastered the manipulation of time, can disrupt other casters’ manipulation of the time stream. Whenever the chronomancer is aware of the use of time stop(or an ability like it, such as the temporal acceleration power or the shadow time mystery), he can make a will save(DC 10+spell level+ the caster’s main spell casting ability modifier) to accelerate along with the user of the ability, by taking half of the accelerated rounds for himself(round down, minimum 1 round)The original caster loses a number of rounds of free time equal to the number of rounds that the chronomancer stole. The original caster of the spell and the chronomancer take their extra turns according to their initiative counts. However, when the duration of the spell ends, the chronomancer, having forcefully accelerated himself due to an outside force, becomes fatigued. If he uses this ability while fatigued, he becomes exhausted, and if he uses this ability while exhausted, he takes non-lethal damage equal to his remaining hit points +1, and falls unconscious. If he later becomes conscious, he is still exhausted until he rests for 1 hour, in which case he is fatigued until he rests for another 2 hours. For example, Gamut the chronomancer is fighting Karos the wizard, who decides to cast a time stop that lasts for 4 rounds. Gamut successfully identifies the spell and succeeds on his will save, and takes 2 rounds of accelerated time from Karos. Both Gamut and Karos are now accelerated for 2 rounds and can affect each other normally. Since Gamut has a higher initiative than Karos, he will take one of his extra turns first, and the Karos will take one of his, and so on. When the spell ends, however, Gamut becomes fatigued from the large amount of energy required to steal the accelerated time. Flash Cast: At 6th level, the chronmance learns how to accelerate his spells to cast them with a moments thought. He gains quicken spell as a bonus feat. Also, from now on, the chronomancer does not increase the casting time of a spell modified with quicken spell(unlike normal spontaneous casters). If he already had quicken spell prior to gaining this ability, he may choose any other metamagic feat for which he meets the prerequisites. At 12th level, he may cast a quicken spell using a spell slot only 3 levels higher, instead of 4. Timeless Body: At 7th level, the chronomancer learns how to halt his physical aging processes. He no longer takes ability score penalties for aging, and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still acrue and the time mage no longer dies of old age. Spatial Freeze: At 8th level, the chronomancer can manipulate the time stream and the space around him to freeze his opponents, as the temporal stasis spell. As a standard action, he can force a target within 5ft per 2 chronomancer levels(round down) to succeed on a will save(DC 10+ (½)chronomancer levels+ his main spellcasting ability modifier) or be frozen in time as the spell for as long as you concentrate. Once per day, if you have maintained the concentration on a specific creature for 3 rounds, as a swift action you may force it to make another will save. If this save fails, it is permanently frozen in time just as if you had cast the spell. This version of the ability can be dispelled as normal. Foreknowledge: At 11th level, the chronomancer learns how to expand his insight in order to foresee his own death, but only a second before it occurs. Once per day, if an attack would bring the chronomancer to 0 hit points or fewer or in any other way kill him outright, he may use his temporal jaunt ability to avoid the effect. If it is an area effect, and the chronomancer's temporal jaunt ability does not allow him to exeed that area, he is affected normally. Exceed Reality: At 13th level, the chronomancer has reached the pinnacle of its abilities, and gains the ability to temporarily become one with time itself. His time frame is accelerated greatly, and he gains greater insight into the future. The chronomancer can activate this ability as a free action on his turn once per day, and it lasts for a number of rounds equal to 1 per 3 chronomancer levels. Accelerated time frame- the Chronomancer may take an extra standard and a move action(or 2 move actions) each round that he maintains this ability. For example, this ability allows you to take 4 move actions, a full round action + a move+ a standard, etc. each round. The Crhonomancer now can also use 2 swift/immediate actions per turn. Also, while under the effects of this ability, the Chronomancer can use his temporal jaunt ability once per round without expending his uses per encounter. He can still use his temporal jaunt ability normally beyond this one use, but these expend his uses per encounter. Finally, his base speed doubles, and for the duration of this ability, he is not affected by the daze drawback from lesser celerity, celerity, and greater celerity. Greater Insight- The chronomancer's precognition ability improves, as he is actually able to see clear pictures into the future. His insight bonus doubles, but he can still only assign it to one area every round as normal. His precognitive surge can now be used once per round without expending his normal insight bonus or precognitive surge uses per encounter, and neither use makes him lose his normal insight bonus. Spell List: 0lvl:all 1st: detect secret doors, detect undead, true strike, expeditious retreat, feather fall, jump, repair light damage, sleep 2nd: detect thoughts, misdirection, levitate, pyrotechnics, spider climb, blur, dimension hop, lesser celerity, repair moderate damage, web, gentle repose, swift haste 3rd: nondetection, dispel magic, clairaudience/clairvoyance, displacement, blink, haste, keen edge, slow, hold person, halt undead, dimension step, scattering trap, halt, repair serious damage, telepathy tap, blessed sight 4th: dimensional anchor, dimension door, detect scrying, resilient sphere, stone shape, celerity, anticipate teleportation, repair critical damage, freedom of movement 5th: teleport, hold monster, wall of force, fabricate, passwall, telekinesis, transmute mud to rock, transmute rock to mud, greater blink, permanency 6th: greater dispel magic, true seeing, forceful hand, control water, flesh to stone, move earth, stone to flesh, contingency, comet fall 7th: phase door, greater teleport, teleport object, delayed blast fireball, reverse gravity, ethereal jaunt, limited wish, constricting chains, moment of prescience 8th: dimensional lock, foreshight, telekinetic sphere, temporal stasis, greater celerity, greater anticipate teleportation, restore soul’s treasure, binding, maze 9th: foresight, time stop, wish, transmute rock to lava, freedom, imprisonment, meteor swarm EDITING: -Added some spells, gave abilities to 1st, 7th, and 11th levels, made class a spontaneous caster with all spells on spell list known -Changed the class from time mage to chronomancer -Added the foreknowledge ability -Removed the clause in the prerequisites that allowed for characters to take one level in chronomancer without the special requirement. -Changed the class to benifit from intelligence/wisdom/charisma, depending on what kind of caster you were before entering the prestige class -Weakened exeed reality a bit, by limiting the duration to 1 rnd/3 lvls and by limiting the insight bonus to one area as normal. 2/23/08: Changed exeed reality to only give you an extra standard and move action, instead of double your normal actions each round(you still get 2 swift/immediate actions though, I might change that in the future). |
| Lord_of_Omnipotence06-12-07, 01:47 AM | Pretty limited spell list there. Small too. Sounds kind of like the warmage. And like the warmage, i think knowing every spell on the list and having spontaneous casting would greatly help this class out. Improved initiative as a bonus feat at first level would make it less of a dead level, cuz really it seems to hurt you a lot more than it helps. As for spells to add, i'd consider adding the time domain spells: give the class gentle repose (2nd level), freedom of movement (4th level), permanency (5th level), foresight (8th level), and move moment of prescience down to 7th level. The 7th and 11th levels of this class are both dead levels, so i'd consider maybe adding some abilities there, perhaps a couple bonus feats. Pretty awesome class overall! |
| Chaos9006-12-07, 03:38 AM | Hey thanks for the suggestions Lord of Omnipotence! I made the changes you've thought up. And im looking for everyones responses to this prestige class too. :) |
| ratarang06-12-07, 08:05 PM | Compare a pure wizard -never mind another good prestige class - and time mage at 11th level. Who in their right minds would prefer the time mage? The concept is good, D&D needs a good chronomancer class. You just need to compact it into a 10 level class and make it a normal spellcaster level increasing one. I'd suggest taking out Time Bolt, Perfect Self, one of the bonus feats and making Exceed Reality weaker. Depending on the final composition it can be anywhere from 8/10 to a full 10/10 +spellcasting class. I also really like the ability to enter other people's Time Stops but instead of halving number of rounds you might wish to limit the time mage to a single standart action per round while in this state. To retain the flavor of a limited spell list, you might wish to require Time Mages to choose some of their spells known (all bonus spells for wizards) from a list similar to what you have right now. Requiring knowledge of some time-related spells for entry into the class is probably a good idea. |
| Chaos9006-12-07, 09:03 PM | Compare a pure wizard -never mind another good prestige class - and time mage at 11th level. Who in their right minds would prefer the time mage? The concept is good, D&D needs a good chronomancer class. You just need to compact it into a 10 level class and make it a normal spellcaster level increasing one. I'd suggest taking out Time Bolt, Perfect Self, one of the bonus feats and making Exceed Reality weaker. Depending on the final composition it can be anywhere from 8/10 to a full 10/10 +spellcasting class. I also really like the ability to enter other people's Time Stops but instead of halving number of rounds you might wish to limit the time mage to a single standart action per round while in this state. To retain the flavor of a limited spell list, you might wish to require Time Mages to choose some of their spells known (all bonus spells for wizards) from a list similar to what you have right now. Requiring knowledge of some time-related spells for entry into the class is probably a good idea. 1. Thanks for that suggesition, I was thinking that the class was pretty light at the lower leves. 2. I'll take them out, and I'll change exeed reality, but should I replace them with anything? And for the exeed reality ability, should I give the time mage a penaly for staying in the form for more than a couple rounds? Or should I just weaken the ability iself? 3.Sounds alright, although the main point of the ability was to act at the same time as someone who is normally getting free rounds. 4. This sounds good too, but what spells besides haste and slow should I require? Again, thanks for the suggestions |
| Lord_of_Omnipotence06-12-07, 10:01 PM | As a quick idea, to prevent the class from being useless at low levels. Instead of having them loose casting ability from their highest spell level, you could have them loose their casting ability from the levels in which they can cast time mage spells. For example, a wizard7/timemage4 would be able to cast 0, 1st, 2nd, and 3rd level time mage spells. He would loose the ability to cast wizard spells of those spell levels, but would retain his 4th level wizard spells. You also might want to speed up their casting progression a bit I'll post a bit more later. |
| ratarang06-12-07, 10:17 PM | 3.Sounds alright, although the main point of the ability was to act at the same time as someone who is normally getting free rounds. He still does, a single standart action just means he can't move+cast a spell, use a full round action or cast a quickened spell(no swift action). If you keep it the way it is adjucating which rounds the time mage acts in will be difficult, my suggestion is a little bit cleaner. 4. This sounds good too, but what spells besides haste and slow should I require? I don't have any books with me so I can't give a real list but basically you want to 1) require a little bit prior time magic knowledge and 2) deny access to specialized casters like Beguilers or Warmages. If you really want to keep a different spellcasting progression from the base class then your time mage spell list and available slots should start at 5th level, like that bard prestige class that gives sorcerer-like spellcasting. |
| Ultima007106-12-07, 10:36 PM | Time Mage = Chronomancer Cooler and more acurate name :lightbulb |
| Chaos9006-12-07, 11:21 PM | Thanks for the name suggestion Ultima0071. I can't believe I never thought of that. As for mechanical changes, Ill definately change some stuff, I just want to hear more poeple's opinions so I don't have to keep changing the entire prestige class. |
| Chaos9006-13-07, 03:41 AM | EDIT: added some spells, changed spell abandonment, accelerated the caster progression, (hopefully) clarified when the chronomancer acts when he steals the rounds off of another caster's time stop Keep those suggestions coming! And thanks in advance. |
| RobbyPants06-13-07, 11:16 AM | Two things: 1) Perhaps I'm misunderstanding the casting. How is it that they get 9th level spells? I looked at the spells/day table and I didn't see anything beyond 4th level, but there spell list has higher level spells. 2) If you want some tips on formatting the post to make the tables appear more evenly spaced, try using CODE tags. Basically put the word CODE in square brackets [] at the start, and end the table with the word /CODE in []. This puts the section in a courier font (all letters and spaces the same size, to keep columns lined up) and maintains extra spaces. An example table could look something like this: The Crhonomancer (d4) Level BAB Fort Ref Will Special ________________________________________ ________________________________________ _________ 1 +0 +0 +0 +2 Spell Abandonment, Improved Initiative 2 +1 +0 +0 +3 Temporal Jaunt(10ft, 1/per encounter) 3 +1 +1 +1 +3 4 +2 +1 +1 +4 Precognition(+1) 5 +2 +1 +1 +4 Time Attunement(Haste, Slow) 6 +3 +2 +2 +5 Temporal Jaunt(15ft, 2/per encounter), Flash Cast 7 +3 +2 +2 +5 Timeless Body 8 +4 +2 +2 +6 Spatial Freeze, Precognition(+2) 9 +4 +3 +3 +6 Freeze Cast 10 +5 +3 +3 +7 Temporal Jaunt(20ft, 3/per encounter), Time Attunement(Celerity) 11 +5 +3 +3 +7 Perfect Self 12 +6 +4 +4 +8 Precognition(+3), Greater Flash Cast 13 +6 +4 +4 +8 Exceed Reality, Time Attunement(Time Stop) You can just 'quote' me and copy that text if you'd like too. One last tip is to write up your table in a seperate text editor in a Courier font (like in Notepad) to get everything lined up, and then copy and past the text inside of the CODE tags. All in all, I really like the idea of this class. I'll have a better feel for it once I understand the casting ;). Nice work! :D |
| Chaos9006-15-07, 03:58 AM | Thanks RobbyPants! 1. They do get up to 9th level casting, my chart just looked wierd because I didn't know how to do that code thing. 2. Thanks A LOT for that code thing, I had no idea how to use it:D . I changed the main block and the spells per day to space it out, so it should look better now. |
| Chaos9006-15-07, 04:04 AM | :bump: |
| Gideon_Gideonson06-15-07, 04:05 PM | First, you don't need a bump after six minutes. :D Secondly, this is the best adaptation of a Chronomancer I've ever seen! Wonderful job! Now all I need is a DM... |
| Magius_Rerecros06-16-07, 11:28 PM | Well, this is a rather interesting PrC, I must say. However, I do suggest something that fits in a little better with the improved initiative bonus feat. If the chronomancer already has it when s/he gets it as a bonus feat, they should instead gain Superior Initiative, although I suppose that may be a bit much, though if you do that, you might want to move the feat to 3rd level (since its empty anyway). Now I will attempt to give some suggestions for the Time Attunement ability. First off, the slow aura. Was this PrC meant to be a solo character only? If not, then the party members will never want to come within 5 or 10 feet of the Chronomancer (depending on the level of the characters), lest they fall prey to the slowing effect. To counter this, I'd suggest being able to suppress/resume it as either a move or a free action, or allowing them to take a free action to designate people in the radius to be immune to the effect (1 free action per immune person). Also, I'd add in like somewhere around 8th level or so the ability to confer his haste ability to a party member like 2/day or so, just to make the Chronomancer a bit more party-friendly (again). Flash Cast: Umm.... what about spontaneous casters? Quicken Spell literally states in its description that it is useless for a spontaneous caster because in order to use a metamagic spell, the casting time of a spell increases by an action, and so quicken spell would just lower it back to its original casting time and waste a higher level spell. To counteract this, you should put something in the description about spontaneous casters being able to use it without an increase in casting time, so that it actually has some use to it. Additionally, again, I have a suggestion about the "if they already have it" line. Instead of just any old feat, you should make it a specific type of feat, like say, a metamagic feat. Now, the Chronomancer is all about manipulating the time stream. So you'd think that his special abilities revolving around time would be more powerful then equivalent abilities that other characters have. To enact this (yes, I'm speaking about Timeless Body), I'd say that the Chronomancer does NOT in fact, die of old age 'when his time comes'. Besides, it's not like most characters get to that age anyways... Spatial Freeze... It's pretty well written. The only thing that I see that could be a bit iffy is why its a fortitude save and not a will save. Being forced into a different time stream seems more of a mental 'no! I don't wanna!' kind of thing then a physical 'no! you can't make me!' kind of thing. Now for Freeze Cast. I wouldn't touch it too much, just maybe break it in to two parts; one for delay spell and one for extend spell, since most classes (base or prestige) don't get two bonus feats at one level anyways. :P Perfect Self seems okay... except why do they get DR? Sorry, but nothing about this PrC says 'look at me! I deserve Damage Reduction!' to me. Now finally, Exceed Reality. Wow... that's powerful, neat, and exciting. I love it. But, um, remind me again why they can use it 6 times a day? That ability is freaking powerful... you can cast 4 spells in a round, AND add +13 to your saves and AC. That's... huge. A lot. Like, really REALLY powerful. I'd say thats more like a once per day and lasts for one round per class level kind of thing. Because that's... excessive. All in all, it's pretty amazing. It just needs a bit of balancing work, and maybe a bit more thought into the 'why' aspect. |
| Lord_of_Omnipotence06-17-07, 09:51 PM | You might want to give it a special ability at level 3, as it is looking like quite a dead level. Maybe a bonus feat or a spell like ability? |
| RobbyPants06-18-07, 11:35 AM | Thanks RobbyPants! No problem. I figured it'd be a lot easier to understand after that, and hopefully you'd get more/better input. 1. They do get up to 9th level casting, my chart just looked wierd because I didn't know how to do that code thing. Okay. That makes much more sense. So the idea would be that they'd keep their spells from their previous base class(s), and they wouldn't improve beyond that? From what I've seen, I really like the work here. :D Also, I don't know if you're interested, but check out the time spells in this link (http://boards1.wizards.com/showthread.php?t=747943) from the Magic & Spells board. Basically, someone came up with several time-related spells of various levels. They might add some extra flavor and oomph to your class. :) |
| Magius_Rerecros06-18-07, 09:35 PM | Plus, somewhere roaming around on this big Internet of ours, is the Netbook of Time. There's some interesting stuff in there you might want to look at. |
| Chaos9006-23-07, 10:04 PM | Hi everybody! I just got back from camp, and now I will get started on replying to posts and editing my prc. EDIT:changed the improved initiative ability, freeze cast, and flash cast, limited exeed reality to once per day, got rid of perfect self, made time attunement more party friendly, made timeless body make you immortal. To Magius Rerecros: I liked all your ideas, but the spatial freeze is fortitude because temporal stasis requires a fortitude save, and I wanted to make it more similar to the spell. But if you can give me a good reason I'll change it! Also, can you give me a link to this netbook of time thing? It sounds really interesting. To everybody: Now that I've gotten rid of perfect self, what should I replace it with? Should I just modify it, or come up with something new? Any ideas would be great! |
| hangman106-24-07, 10:45 PM | I like it a lot too, but at some point the immediate action teleport and the insight need to combine to allow the chronomancer to see whether he will be hit, and then to teleport away before the hit. Maybe something like this. Once per day, the chronomancer can go a single second back in time. If the chronomancer is hit by an attack or spell effect, before it takes effect he can use his temporal jaunt to avoid the result of the attack. There is a logic problem if the caster drops below 0 hit points. Another option is that he sees the blow before it lands, but that would he see all blows. The best option would be something like this: Foreknowledge The chronomancer's insight allows him to see when his own time stream will end, meaning his own death, but only a second before it occurs. Once per day, if an attack will reduce the chronomancer to 0 hit points or in any other way kill him outright, he can use his temporal jaunt to avoid the effect. If it is an area affect and the chronomancer's temporal jaunt will not allow him to escape the area, he is affected normally. My guess is that this would go somewhere in the middle, but I'm not sure. |
| Chaos9006-25-07, 01:15 AM | That foreknowledge ability sounds great hangman1! But before I add it in(I would add it were the perfect self ability was), I was wondering if you meant that the chronomancer can get hit by an attack and find out how much damage it would deal, and then if it would kill the chronomancer, he can just teleport and negate the effect? Also, would this ability make the chronomancer be able to dodge stuff like power word kill or wierd or something like that? I'll probably add the ability anyway, I just need some clarification. |
| hangman106-25-07, 01:48 PM | My feeliing is that the chronomancer would know the result of the attack that kills him and be able to teleport away before it happens. I think there is something similar for rogues, defensive roll maybe, that (I think) allows them to know something is going to kill them and they can roll away. I think the logic works the best if you say it only works when the chronomancer is about to die. As for what it works on, I'd say it should work on anything that is targeted on the chronomancer or his area, with the stipulation that any area effect can still catch him if he can't move out of the area. In my thinking, power word kill woundn't work if your opponent looks at you says the word, and before you hear it you move away. Others may disagree, but that is my thinking. You could say that certain spells can only be avoided if the chronomancer can leave the range of the spell, or out of the line of sight. That would make it a much weaker against magic. |
| Magius_Rerecros06-26-07, 11:49 AM | You asked for the Netbook of Time, and I'm delivering. It's a free download (as put there by the people who originally made it, so don't yell at me for it being illegal or anything, because it's not) The *dunh-dunh-duuuunnnnnh* NETBOOK OF TIME!!! (http://www.dcrouzet.net/nbotime/downloads/netbook_time_v1.pdf) As for reasoning for Spatial Freeze, I always thought of it more like sending them to a parallel plane (similar to like the ethereal plane or the astral plane) that has such a slow moving time increment, that they effectively can't do anything because they can't move due to a lack of speed. And Plane Shift requires a will save to negate, because it's not a "I'm physically resisting the change", it's more like "I'm cutting you off from my mind so you can't affect me with your warpy magicks". Yes. I know. I spelled magics with a "k". Why? Because I felt like it. :P |
| Chaos9007-05-07, 02:51 PM | Thanks for the netbook of time Magius! But unfortunetly, my dial up connection hates dowloading things off the internet, so I will get to it eventually:P As for the spatial freeze ability, I always thought it to work like the spell, but from a flavor standpoint I guess it would make more sense as the chronomancer would be coming up with new ways to manipulate time(the ability would be stronger too;) ) And for hangman1, I will get too adding the foreknowledge ability(eventually....). |
| Ketone07-05-07, 07:06 PM | Wow, this is a totally awesome PrC! I like how you have to get levels of another spellcasting class, only to lose the spellcasting as you gain levels in this. Serious, good adaptation, I'm going to playtest this as an evil NPC in my next game. |
| Chaos9007-05-07, 09:03 PM | Thanks Ketone! Be sure to tell me how the npc played. EDIT: I'm going to start putting edits in the prc post:P . Also, I added the foreknowledge ability at 11th level EDIT: Alright! This prc finally has no dead levels, and hopefully the casting progression is fast enough to be viable. If any one has any ideas on new abilities, posting them and a suggested level in which to place them would be great! Also, if anyone needs clarifying on what an ability does, or suggestions on how to make an ability clearer, just post them and I'll respond soon(hopefully) |
| WIUGamers07-10-07, 04:51 PM | Great job on this class. It creates interesting problems that I haven't seen encountered as much. In fact.........I kind of want to make my next character a chronomancer....:) |
| Chaos9007-16-07, 01:17 AM | :bump: Any other suggestions/opinions? |
| Trippinskip07-17-07, 09:59 AM | Wow, very interesting class. I like it a lot. I see you have edited it quite a few times, and it is looking good. I don't have any suggestions at the moment. Though I think I am going to use this in my current campaign, as it fits one of the NPC's perfectly. I'll let you know if I see anything with an issue. |
| Chaos9007-19-07, 03:35 PM | Thanks Trippinskip! Be sure to tell me how it went. For Magius, thanks for sending me the netbook of time! I was only able to glance through it(I acquired acces to another comp), so I haven't had a chance to add anything. If I do add anything though, it will probably be the chronomancer's spells that they described in the netbook. |
| Chaos9007-26-07, 03:17 PM | :bump: When I was looking over the prc again, I found that the abilities are based on intelligence, and so I was wondering if you think I shoud change the class so that it supports charisma focused casters as well. Also, is it possible to make an epic progression of a prc when the class is above 10 levels? If it is, I'll try thinking of one for this class....eventually. |
| Sothar_Borealis07-27-07, 12:53 AM | I'm deffinately going to be using this in my game! Lol I can already see how this guy is going to through my party for a loop. Also On your pondering about the controlling stat for this classes abilities what you can do is just have it based off of the key stat for the casting class that the character used to get into the Time Mage; i.e. if they started as a wiz then it is int, while a sorcerer would use his cha modifier. this way everyone can be happy. also I think it would be a good idea (as was mentioned earlier) to make the PrC not available to focused casters like the beguiler or Warmage. I can really see some sort of general caster taking this class (wizard, sorcerer, wu jen) |
| Chaos9007-27-07, 05:52 PM | I changed how the abilities use the casting modifier from any type of class instead of just wizard. Also, I do plan on limiting it to non-warmages(because they focus in damage), and non-beguilers(because although they have transmutation spells, its not really a focus for them), but I was wondering how I would do so. Normally, I would just say, you need haste and slow, but the beguiler gets those....Anyway, any suggestions to help with that problem or any other classes that shouldnt be able to get in this prestige class would be greatly appreciated. Finally, I know it's off-topic, but does anyone know how to do those hide/show icons? The original post is pretty long, and I wanted to make it smaller so it's easier to read. |
| Gareshra07-28-07, 05:01 AM | Just read the class idea. It still needs work, but it's looking pretty sweet so far. Exceed Reality feels overpowered, but for 13 levels I guess it's sensible. |
| Chaos9007-31-07, 03:19 PM | Thanks Gareshra! I'm interested too see some(mild, hopefully) criticism on how the abilities work and how they are worded. Also, I too felt that exeed reality is quite strong, but I felt that since the minimum level(or at least the intended one...) that you could use this ability is 20th, and considering you don't get some of the crazy 9th level spells like shapechange(even though you do get time stop...), I thought it wasn't too broken of an ability. Another limitation is that it is usable only once per day, and you have to wait through 13 levels of the prestige class to get it(like you said). |
| Magius_Rerecros07-31-07, 08:03 PM | I'd definitely think about incorporating some of the other time PrC's abilities from the N.B. o' Time, such as the Time Master's Slow and Accelerate Metabolism abilities. I'd mostly say look at the Time Master for more class abilities, and then you'll want to add in some of those Chronomancy spells. But otherwise, the PrC looks pretty completed, unless there's some de-powering to be done on Exceed Reality (which is a definite possibility ^_^). If you are going to de-power Exceed Reality, then I might be able to help there. First off, I'd say make the duration 1 round per two (or maybe even three) class levels. Then, for the 1st option (Accelerated Time Frame, I think), instead of doubling the total amount of actions you can take, I'd say limit it to a choice of two standard actions or four move actions. Then, for the 2nd option (Greater Insight or whatever), rather then letting you assign your insight bonus to two different areas, just double the insight bonus that you can apply to one area. Otherwise people will be able to send both all of their saves and their AC through the roof, which equals broken on a stick. Sort of like the Abjurant Champion is (in my opinion, and the opinion of everyone in my group) excessively broken for gish builds (I mean, automatic quickened AND extended abjuration spells PLUS increasing the AC bonus of spells like Greater Mage Armor? Come on). |
| Ultima007107-31-07, 09:27 PM | Great job! Your Prc is really advancing (unlike mine *sighs*) What happened to the name I suggested (Chronomancer)? If you don't like that may I suggest Time Magus or Time Disciple? |
| Magius_Rerecros08-01-07, 12:40 PM | He did update the original post to Chronomancer, it's just that the thread was not renamed. |
| Chaos9008-02-07, 02:21 AM | I'd definitely think about incorporating some of the other time PrC's abilities from the N.B. o' Time, such as the Time Master's Slow and Accelerate Metabolism abilities. I'd mostly say look at the Time Master for more class abilities, and then you'll want to add in some of those Chronomancy spells. But otherwise, the PrC looks pretty completed, unless there's some de-powering to be done on Exceed Reality (which is a definite possibility ^_^). If you are going to de-power Exceed Reality, then I might be able to help there. First off, I'd say make the duration 1 round per two (or maybe even three) class levels. Then, for the 1st option (Accelerated Time Frame, I think), instead of doubling the total amount of actions you can take, I'd say limit it to a choice of two standard actions or four move actions. Then, for the 2nd option (Greater Insight or whatever), rather then letting you assign your insight bonus to two different areas, just double the insight bonus that you can apply to one area. Otherwise people will be able to send both all of their saves and their AC through the roof, which equals broken on a stick. Sort of like the Abjurant Champion is (in my opinion, and the opinion of everyone in my group) excessively broken for gish builds (I mean, automatic quickened AND extended abjuration spells PLUS increasing the AC bonus of spells like Greater Mage Armor? Come on). 1. Now that I've gotten some feedback on the netbook of time ideas, I'll think about adding some of it to this prc, I just need some time... and more ideas...>.> 2. I weakened exeed reality a bit, but I needed some clarification on your suggestions for the first part of the ability. When you say only 2 standard or 4 move, are you meaning that they still get extra actions, but it can only be a move or a standard? Or do you mean that the only options you can do are the ones mentioned above? Or do you mean something completely different:D ? |
| Magius_Rerecros08-02-07, 06:03 PM | I meant that rather then getting a total of two full round actions split up into any which way they want, they should either gain an extra standard action (to combine with a full attack action, or a standard action + a move action, or two move actions, or whatever), or two extra move actions. That way they can still cast an extra spell or move further away, but the extreme versatility or casting an extra one of the powerful full-round action spells are taken away. That way, they could cast, say, two fireballs in a round and still move 30 feet. But they wouldn't be able to cast, say, Summon Monster V twice in the same round (assuming that they had access to Summon Monster V, of course). |
| Sleepwalker1366609-04-07, 01:31 AM | Would yo be interested in having this added to the "Tome of Secrets"? |
| Chaos9002-18-08, 06:02 AM | That would be very nice, if you're still looking at this thread that is(it's been about 5 months... haha....my college apps really got to me...) I'll try replying to your thread in your sig to see if I get anywhere. |
| archerpwr02-19-08, 07:30 PM | This class is just sick. Only the somewhat limited spell list makes it reasonable. It gets a silly action ratio to everyone else in addition to most of the powerhouse high level spells right on time. Only the lack of the polymorph line really hurts it, but with no drawback celerity.... I'd be really hesitant to let this class in one of my games. Celerity is a clearly broken spell and letting you cast (and encouraging you to!) it with no drawbacks is just too much. It leaves a bad taste in my mouth. I really hate celerity... |
| Chaos9002-23-08, 01:11 PM | This class is just sick. Only the somewhat limited spell list makes it reasonable. It gets a silly action ratio to everyone else in addition to most of the powerhouse high level spells right on time. Only the lack of the polymorph line really hurts it, but with no drawback celerity.... I'd be really hesitant to let this class in one of my games. Celerity is a clearly broken spell and letting you cast (and encouraging you to!) it with no drawbacks is just too much. It leaves a bad taste in my mouth. I really hate celerity... I understand what you're saying about clerity and its kind. Would making the ability allow you to overcome the drawback only once per day change it into something more reasonable? About giving the ability in the first place, I had intended to give the class an ability appropriate to a 17th level character, but considering the fact that you also get timestop at the same level, it's probably a good idea to tone it down a bit. |
| archerpwr02-23-08, 03:20 PM | I understand what you're saying about clerity and its kind. Would making the ability allow you to overcome the drawback only once per day change it into something more reasonable? About giving the ability in the first place, I had intended to give the class an ability appropriate to a 17th level character, but considering the fact that you also get timestop at the same level, it's probably a good idea to tone it down a bit. Well, your whole class is built around getting extra actions. Actions are the most powerful thing in D&D. Instead why don't you use swiftblade as a guideline. The first thing would be using existing class casting progression and having dead levels of casting whenever you get something really nice. |