Recent Changes - Search:

PmWiki

pmwiki.org

edit SideBar

Chronomancer

HD d8, BAB 3/4th
Poor Fort, Good Ref, Good Will
4+INT skill points: Autohypnosis, Craft, (Know: Arcana, History, Planes), Profession, Spellcraft, UMD
Proficient in: Simple Weapons, Light Armor, no shields
||level|| motes ||special ||

1st15th Dimensional Storage, Timeless Step 10ft
2nd2Rewind Time, Time Skip
3rd2Split Time (Missile)
4th3Timeless Step 20ft
5th4Haste, Slow
6th45th Dimensional Storage (+4 strength)
7th5Timeless Step 30ft
8th6Split Time (Melee, Location)
9th6Halt Time 1 round
10th7Inconstant Locomotion
11th8Halt Time 2 rounds
12th95th Dimensional Storage (+8 strength)
13th10Halt Time 3 rounds
14th11Split Time (Self)
15th12Halt Time 4 rounds
16th13Borrowed Time
17th14Halt Time 5 rounds
18th165th Dimensional Storage (+12 strength)
19th18Halt Time 6 rounds
20th20Perfect Chronomancy

5th Dimensional Storage (ASu): Extra storage based off charisma; has a light load as if your charisma were strength. Increases by +4 every 5 levels.

Timeless Step (ASu): Move up to the listed speed as a move action; usable 1+CHA per day for free, spend 1 mote to double the distance or gain an additional use. Gain +1 use at 4th and 7th.

Inconstant Locomotion (ASu): Use Timeless Step unlimited number of times per day, up to your movement speed. 3+CHA times per day, move up to 30 feet as a swift action.

Rewind Time (ASu): Expend motes to reroll any single roll as an immediate action. The second result must be taken, regardless if it is better or worse. 1 mote for your own, 2 motes for an ally, 3 motes for an enemy.

Time Skip (ASu): As a standard action, force an enemy out of time for 1 round (Will negates). (blabladblah)

Split Time (ASu): At 3rd level, spend 1 mote to make a second attack with a ranged attack. If it had hit, you gain +2 to attack and damage rolls on this second attack, but if you missed with the original attack, this is instead a -2 penalty to attack and damage. At 8th level, this can apply to a melee attack. In addition, you can make yourself be in two places at once; attacks against you suffer a 20% miss chance, you can end this effect to negate a successful attack against you. At 14th level, you can expend 2 motes to make a temporal clone of yourself. (blahblahlah)

Halt Time (ASu): As Time Stop, free rounds as listed, expend 1 mote for extra rounds.

Borrowed Time (ASu): Take an extra full round action as an immediate action, expend 5 motes for additional use.

Haste/Slow (ASp): As the spell, costs 2 motes to use.

_______________________________________ tick/tocks

ticks generate tocks, which generate ticks. Not always full efficiency, and an encounter starts with a limited number of ticks.
Ticks steal time, Tocks grant time.

1st level stuffs
Deja Vu

Tick (2): You pull time from a target, altering their immediate future for the worse. As an immediate action, you force a creature to reroll a single d20 roll, the target must take the worse roll, but on a successful will save gains a +2 bonus to the final result.
Tock: You grant a creature a second chance; as an immediate action, you grant a creature the ability to reroll a single d20 roll, taking the better result, but the target must make a will save or take a -2 penalty to the final result.

Distort Space

Tick: You warp space slightly around a creature, extending the distances ever so slightly. USing this ability is a standard action. The immediate area around the target is treated as rough terrain, but only for that creature. This prevents the creature from taking a five foot step, as well as other effects.
Tock: You collapse space onto an area, the distortion having strange effects on nearby creatures. As a standard action, you create a 5 foot radius burst of spatial distortion within 60 feet, creatures within the area of the burst must make a fortitude save or be dazed for 1 turn, and sickened for 1d4+1 turns. Creatures who make the save are only sickened for 1 turn.

Opportune Strike

Tick: You steal a foe's time just as they are struck, opening them up for more punishment; when ally hits a foe, she may roll damage twice and take the better result.
Tock: You give an ally a small boost, just enough to sneak in an extra attack. As an immediate action when an ally makes an attack, she may make an additional attack in that action at her highest base attack bonus -2.
Edit - History - Print - Recent Changes - Search
Page last modified on December 04, 2018, at 10:36 AM