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There was in 2E AD&D, at least if you had the rare Chronomancers Handbook. Which I did. It was trippy stuff that no DM in their right mind allowed into a game. Especially since all it took was a 2nd level spell to enter the demi plane and technically start time travel.
http://www.amazon.com/Chronomancer-AD-D-Fantasy-Roleplaying/dp/0786903252

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As long as you stay away from significant use of actual time travel, or save it for 'epic spells' that allow you to travel to historical events (that always seem to end the same way that history recorded them, no matter what you do...), a 'time mage' is pretty cool. Affect initiative counts, manipulate time's flow around allies or foes to inflict or remove conditions varying from entangled and pinned to staggered and dazed and paralyzed, or grant extra actions, or effect movement rates. There's a ton of stuff to play with in between large area effects like haste and slow, and various other spells, like burning hands (speeding up oxidation) or chill touch (slowing down molecules in the area touched) or shield (slowing down incoming attacks) or true strike ('pausing' time for that one perfect shot, as if you had time to 'take 20' on an attack roll) can be re-fluffed to be all timey-wimey.
But that's been done, by SGG and by the 2nd edition Chronomancer.
I'd be more interested in seeing a mage that manipulates space and spatial relationships. Moving people around the board like chess-pieces, and one pill makes you larger, and one pill makes you small.
These spaces cost twice as much to cross for you, but only half as much to cross for me, making your attempts to flee futile, as I can walk as fast as you can run... (Material Component; Hockey Mask)

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Ahhh yes. The moveomancer.
My favorite move was from a superhero, who could move themselves a step away from *everywhere* extraspatially. You could still see them, although no matter where around their space you stood, they looked farther away, but, barring 10 ft. long arms, you couldn't actually ever reach them. Putting someone else in such a space would mean that, barring ranged attacks or reach weapons, they couldn't physically reach anyone else, either, as everyone is always 10 ft. away from them, and they can't move without flight, as they are also stuck floating 5 ft. above the ground... Sort of a 'time out,' but with space, instead of time. More of a 'penalty box.'

Foghammer |

I'd be more interested in seeing a mage that manipulates space and spatial relationships. Moving people around the board like chess-pieces, and one pill makes you larger, and one pill makes you small.
These spaces cost twice as much to cross for you, but only half as much to cross for me, making your attempts to flee futile, as I can walk as fast as you can run... (Material Component; Hockey Mask)
Stuff like this and the post about the extra-spacial "time out box" make my head hurt, but I love it. I would pay pretty good money for a set of abilities like this in template form (to add to NPCs/monsters).

Albatoonoe |

My favorite move was from a superhero, who could move themselves a step away from *everywhere* extraspatially. You could still see them, although no matter where around their space you stood, they looked farther away, but, barring 10 ft. long arms, you couldn't actually ever reach them. Putting someone else in such a space would mean that, barring ranged attacks or reach weapons, they couldn't physically reach anyone else, either, as everyone is always 10 ft. away from them, and they can't move without flight, as they are also stuck floating 5 ft. above the ground... Sort of a 'time out,' but with space, instead of time. More of a 'penalty box.'
This reminds me of a character in Jojo's Bizarre Adventure (A long running, super crazy manga). There was this plant-baby-thing that had the ability to reduce everything's size the closer it got. Essentially, this meant that you could never actually reach the baby because you got smaller at the same rate that you approached it. Crazy stuff.

williamoak |

I'd be interested in a few things (though it seems unlikely):
-More PrCs (I love them for the flavor/weirdness generally)
-A natural attacks/unarmed combat magus
-A magus archetype that boosted it's magic power rather than it's fighting prowess (Like the "sublime chord" bard PrC)
-More options of animal companions for cavaliers/cavalier archetype for "small" PCs
From what I've heard, the proposed new classes dont interest me much (unfortunately). I do, however, want to see more done with preexisting classes

Tectorman |
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Also, Ultimate Magic added the "words of power" variant for spellcasting and it did so for every caster class up to that point. If the ACG is going to add new caster classes, then it should make sure to give info on how those classes interact with words of power. What words they get on their spell lists, how many words they learn at first level, at each additional level, etc.

Animation |

I really want a Cleric/Rogue. There hasn't been any compelling or non-frustrating way to play one since 2nd edition. I basically want 9 levels of divine spellcasting, with some trapfinding, and sneak attack on the side. I dont care about channeled healing or turning undead or rogue tricks much.
Anyway, some form of Cleric/Rogue would be on my wishlist.

Grey Lensman |
Animation, I think the best bet for a cleric/rogue is a finding a way to give an inquisitor trapfinding. 9 levels spellcasting with the class features of an entirely different class is not likely to happen. In fact, I think I can safely say it will never happen. All hybrid spellcasters have capped at 6 level spellcasting, with the exception of those that are hybrids between 2 9 level spellcasters.

Animation |

Grey Lensman,
I dont actually want any of the things an inquisitor does, in terms of mechanics or role. What I really want is a cleric without spontaneous casting to cures, and without channelling, and maybe just one domain instead of two. In exchange I would want half- or 3/4- progression backstabbing, with perception, trapfinding, stealth and sense motive added to the class skills. I dont really care too much about rogue tricks.
I guess what I am saying is that an inquisitor streamlines cleric and fighter towards a Ferrari; I want to streamline cleric and rogue into a volvo station wagon. An inquisitor is precisely the parts of a cleric/fighter or cleric/rogue that I dont want. :) If that makes sense.
Oh well. :)

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I am going to wait till we see more info on the book...I just have a feeling it is going to be not just about those hybrid classes....there is going to be a couple more base classes...I just have that feeling.
But here is a short list.
1) Swashbuckler
2) finally lets see psychic magic(one of the reason why I think it is just not going be just ten base classes)
3) A Cleric/Rogue hybrid
4) A artificer type class
I suspect that the reason the ACG playtest was so short is that the book has pretty much been frozen in it's form and it's a matter of clean up and editing at this point, which is to say that the wish door closed some time ago.

Rynjin |

I suspect that the reason the ACG playtest was so short is that the book has pretty much been frozen in it's form and it's a matter of clean up and editing at this point, which is to say that the wish door closed some time ago.
Speaking of things that happened some time ago: John Kretzer wrote that post.