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| captianhowdy09-06-07, 08:12 PM | Watchers of the Clocktower are those who have seen all that will come to pass and accept it fully. They can come from all walks of life, most however from despair. The Will of the Fallen is often completed unintentionally by attempting suicide, the path before them giving them a second chance at life anew. Through a supernatural plane shifting, these souls are transported to the Clocktower, the demiplane of time. Their only goal is reaching the top, which is no simple task. Once they finally do however, they have learned more than most men ever will and leave in a manner similar to which they came. The shifting from the Clocktower to the Material Plane is a difficult one, however, and jars the mind of a Watcher. They forget most of what they learned on the demiplane, only to have it return to them as they progress in level. The Clocktower: The Clocktower is a demiplane, a place where time hangs heavy. To those who enter, it appears as a gigantic tower, miles high, floating on a small patch of deserted land amongst a sea of gray. In the inside, the Clocktower is a giant spiraling staircase. The stairs seem to be a telling of time, the oldest being of crude and uneven stone, while those closest to the top are of gold and superb quality. Hundreds of gears turn and clocks tick along the walls, as well as murals of important events since the dawn of man. Clocktower Traits The Clocktower has the following traits. Heavy Gravity. Timeless: The Clocktower has its own flow of time. Here, one needs not sleep, eat, drink, and cannot die or age. Natural healing takes place at normal. Time spent here is not in line with the time of other planes, either. One can go to the Clocktower, stay for years in their perspective, and when they return, it will have only seemed they were gone for mere seconds. Finite Size: The Clocktower is only the miles high tower and the small patch of land it sits on. Static: The Clocktower is fairly unchanging, it cannot itself be marred or otherwise harmed. mechanisms within the Clocktower take a Strength check (DC 16) to move, as do any unattended objects. No Elemental or Energy Traits. Mildly Neutral-Aligned. Dead Magic Special: The Clocktower is a unique plane in that it only can hold one person. If another person comes to the plane while it is occupied, they go to another copy of the plane, identical in every way. There can be an infinite number of these copies. HD: d8 Requirements: Alignment: Lawful Neutral Base Attack Bonus: +4 Skills: Jump 6 ranks Special: Must preform the Will of the Fallen and spend a year training in the Clocktower The Will of the Fallen: Once the requirements are met, the Watcher-to-be must perform a perilous task. They must stand atop a structure of at least 100ft high and jump willingly off of it. The moment before they hit the ground, they are shifted to the Clocktower, where their true challenge begins. There is no way off of the demiplane except one, reach the top. Once the Watcher has ascended to the top of the mile high tower, they must jump into the gray abyss from the top. They fall miles, but within feet of the ground, they shift once more back to the Material Plane. On the Material Plane, it appears that no time has passed to any onlookers, and the Watcher lands prone, a changed being. Class Skills: Climb, Bluff, Jump, Tumble, Listen, Spot, Balance Skill points per Level: 2 + Int Modifier The Watcher of the Clocktower Level BaB For Ref Will Special 1 +1 +2 +0 +0 Jump 15ft, Freefall 5, +5 on Jump checks 2 +2 +3 +0 +0 Steal Years 1 3 +3 +3 +1 +1 Freefall 10, Aerodynamic 4 +4 +4 +1 +1 Jump 30ft, +10 on Jump checks 5 +5 +4 +1 +1 Steal Years 2, Know Future, Freefall 15 6 +6 +5 +2 +2 Hover, Crushing Dive 7 +7 +5 +2 +2 Jump 40ft, Freefall 20, +15 on Jump Checks 8 +8 +6 +2 +2 Drain Age 3 9 +9 +6 +3 +3 Weight of Time, Freefall 25 10 +10 +7 +3 +3 Jump 50ft, Timeless Body, +20 on Jump Checks Class Features Weapon and Armor Proficiencies: Watcher of the Clocktower are proficient with all simple and martial weapons, with all medium and light armor, and with shields. Jump: The weight of time itself hangs over the Clocktower, making movement up it extremely challenging. The Watcher of the Clocktower, having dwelled there for so long, has overcome this. Traveling up the near eternal spiral of the tower’s staircase, he quickens his pace, able to leap from flight to flight. On the Material Plane, where gravity has no such burden, the Watcher of the Clocktower can literally soar above all others with his jumping ability. At the 1st level, the Watcher can jump a vertical distance of 15ft and take a +5 bonus on all jump checks. As time progresses, he remembers more of his training, enabling him to leap even higher. He can jump 30ft at the 4th level with a +10 bonus to jump checks, 40ft at the 7th level with a +15 bonus, and up to 50ft at the 10th level with a +20 bonus. They can only make this jump if carrying no more than a light load, wearing no heavy armor, and their natural form (including the effects of the Enlarge Person spell). As a full round action, the Watcher of the Clocktower can use this jumping ability to deliver a devastating dive bomb. Leaping into the air, the Watcher then falls onto the target, dealing damage appropriate for a falling object (2d6 per 10 feet) plus damage from a weapon, if any. The Watchers tap with the Clocktower allows himself to speed himself to the ground, doubling the normal falling damage. If diving with a weapon, the damage type is appropriate to it, but if diving unarmed, the damage is bludgeoning. The Watcher still takes falling damage, although it may be negated by their Freefall ability. Although the jump is straight up, the Watcher can maneuver himself to move 5 feet in any horizontal direction per 5 feet he falls from the point where he jumped. Freefall: The climb up the Clocktower is no easy task, especially with the weight of failure. Despite jumping talent, the Watchers are not perfect. They often fall while leaping across flights and gears, sometimes strait to the bottom. Since they cannot die while on the demiplane, they have the chance to learn from these otherwise fatal mistakes. Watchers of the Clocktower learn how to steady themselves and land during a fall, eventually being able to tap into the energy of the Clock tower and temporarily displace themselves from time before they hit the ground, lessening the possible damage. At the 1st level, the Watcher can nullify the first 5 points of damage done by falling willfully. This reduction does not count if they are pushed or fall unwillingly. This reduction increases to 10 points at the 3rd level, 15 points at the 5th, 20 at the 7th, and 25 at the 9th, once the Watcher of the Clocktower remembers how to tap into the energy of the Clocktower and displace himself from time before he hits the ground. At the 5th level, once per day, he can use this displacement to reduce damage on an unwilling fall. Steal Years: At the 2nd level, the Watcher of the Clocktower retouches a bond with the demiplane of time. Seeing visions of the lives and aging of past heroes, he learns to harness this powerful aspect of time himself. Three times per day, with a touch attack, the Watcher can sever his opponents ties with time, aging them supernaturally. Treat this as gaining one negative level. Later in time, as his link with the plane grows stronger; he can sap more life away from opponents. When he makes a touch attack against opponents, he can drain up to 2 levels at the 5th level, and can drain 3 at the 8th. Aerodynamic: The Watcher of the Clocktower soon learns to re-lose his fear of heights and death. At the 3rd level, he can maneuver while dive bombing to make optimum use of his body to increase speed, allowing him to score a critical hit when he dives. Know Future: Climbing the near eternal tower, the Watcher of the Clocktower sees visions of his own life, what has happened, and what will come to pass. He sees himself from birth to death. Knowing his fate and when he will die, the Watcher has no fear of mortal harm. He takes a +1 morale bonus to all saves and AC checks. Hover: Bounding up the Clocktower, sometimes the Watcher does not plan as carefully as he should. To avoid falling strait to the bottom of the tower, he learns to latch on to time itself, physically displacing himself in mid-air and allowing him to stay in place. With a moment’s concentration, the Watcher of the Clocktower can displace himself after a jump, enabling him to hover while airborne for 1 full round. On the next round, he begins his fall back to earth. He can do this an unlimited amount of times per day. Crushing Dive: Combining his knowledge from the Clocktower and his fighting abilities of the present, the Watcher of the Clocktower can deliver a fearsome blow with a dive bomb. Falling so quickly that his impact literally shatters the ground, at the 6th level; any target hit by the Watchers dive bomb is stunned for one round. The ground within a 5ft radius of the target becomes difficult terrain with cracks and shattered rock. Weight of Time: The Watcher of the Clocktower has not soon forgotten the crushing weight of the tower. All beings being slaves of time, the Watcher can share with them this burden. At the 9th level, 3 times a day with a touch attack, the Watcher can freeze the target under the burden of time. Treat this as the Hold Monster spell, lasting for as many rounds as half the Watchers class level. Timeless Body: Having a bond so close to the demiplane of time, at the 10th level, the Watcher of the Clocktower no longer ages. Along his climb, he has seen empires fall, heroes and kings die, and lands crumble, and no longer fears any of this. The Watcher 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 accrue, and the Watcher still dies of old age when his time is up. |
| bkdubs12309-07-07, 03:53 AM | So its the FF Dragoon but with a time motif? You know there is a Time plane already outlined in the Manual of the Planes and it too has a tower at its center. However, this plane has a whirlwind of epic proportions surrounding the tower with no way to reach the tower itself and no way natural way to move against the winds (as they are the inexorable forward motion of time). You could just as easily tie this class to that plane that's already provided. Onto the features: How often can you use Weight of Time? What about Hover? Any limit on these? Why doesn't Freefall apply to "unwilling" falls? I think it ought to. Jump straight out giving a character the ability to jump 3 stories (and increasing) seems strange to me. I mean what's point of granting bonuses to Jump if you're just going to say: "You can jump 30 ft in the air"? You might do something more like the Ninja's Great Leap, and the feat Leap of the Clouds combined, and then perhaps give them a bonus to Jump checks (maybe +10 at first +20 at 4th and +30 at 8th). Oh, and one suggestion for Crushing Dive: In addition to stunning the target make a 5ft radius around the target into difficult terrain (you said it literally shatters the ground, right? :D) Oh, and one last thing: You might as well allow for attacks with the Dive Bomb to be made using any weapon. If you can Unarmed Dive Bomb and you can Spear Dive Bomb you ought to be able to use a sword or a hammer (see Link, Legend of Zelda). |
| captianhowdy09-07-07, 08:07 AM | Ill make some of the changes you mentioned. Freefall though, is the way it is because, to ignore the damage, he knows exactly when he's jumping and can adjust and time himself in tune. I like the Crushing Dive radius thing, and i guess I will change the dive bomb weapons thing. The Jump score in addition to the ability was to compencate for horizontal jumps. I didnt want him to be able to jump several stories at a time, but then get to a 20 foot across chasm and be screwed |
| forsaken111109-07-07, 01:47 PM | Your best bet on the jumps is to first give them an ability which states that they are always considered as having a running start, and their jump distance is not limited by their height. After that, reread how distance is calculated from the jump check and give a bonus which, assuming max ranks in jump and a 30ft move, give you the distance/height you think appropriate for that level. |
| bkdubs12309-07-07, 02:03 PM | Hmm. The Jump rules are a bit wonky. You can only vertical leap 1/4 the distance you can clear horizontally, so perhaps he doesn't want to force this character to be able to jump 100 or more feat horizontally just so he can use his Dive Bomb attack. I suppose what you have is probably alright if that is your intention. |
| forsaken111109-07-07, 02:06 PM | He could also give them an ability which states that gravity has a lesser hold on the members of this class. Their vertical leap is 1/2 their horizontal leap distance instead of 1/4. |
| bkdubs12309-07-07, 02:26 PM | Or is equal to. Yeah, that seems far more natural than just saying: You can jump 30 ft into the air. Anyway, I rather like this adaptation of the Dragoon class, its not one that comes right out and says, "Hey, Remember me from old Final Fantasy games?" |
| captianhowdy09-07-07, 05:25 PM | Yeah i really didnt want it to turn into another Dragoon clone that pops up every other day. And as for the jump ruleing, I did it the way I did so that they maxed jumping damage at 10d6 plus weapon, not to bad im guessing for a lvl 15, which if you enter at minimun level will be you character level at the crown. I wanted flavor wise for it to be as in, after spending so much time on the Clocktower (forgot to add something in requirements, edited now) with its heavy gravity, that they adjusted to preform amazing task on the plane with heavy gravity, so when they reverted back to normal gravity, the ability improves just from the setting. Time is the theme, so I dont wanna add much gravity stuff. 100ft is a bit high, but I, or someone else, think up a flavorable way to half it, maxing jump at 50 but still dealing 10d6, Im up for suggestions. |
| forsaken111109-07-07, 05:57 PM | Yeah i really didnt want it to turn into another Dragoon clone that pops up every other day. And as for the jump ruleing, I did it the way I did so that they maxed jumping damage at 10d6 plus weapon, not to bad im guessing for a lvl 15, which if you enter at minimun level will be you character level at the crown. I wanted flavor wise for it to be as in, after spending so much time on the Clocktower (forgot to add something in requirements, edited now) with its heavy gravity, that they adjusted to preform amazing task on the plane with heavy gravity, so when they reverted back to normal gravity, the ability improves just from the setting. Time is the theme, so I dont wanna add much gravity stuff. 100ft is a bit high, but I, or someone else, think up a flavorable way to half it, maxing jump at 50 but still dealing 10d6, Im up for suggestions. Maybe make it do 2d6 per 10ft, maximum 10d6. Cap the jump height at 50ft. Fluff explaination is that he slightly increases the flow of time around him, making him fall faster and hitting with greater impact? |
| captianhowdy09-07-07, 05:59 PM | Maybe make it do 2d6 per 10ft, maximum 10d6. Cap the jump height at 50ft. Fluff explaination is that he slightly increases the flow of time around him, making him fall faster and hitting with greater impact? Perfect, exactly what I was looking for. Ill make the changes |
| captianhowdy09-07-07, 07:19 PM | Edits in fluff and crunch made |