Brainiac58 |
Hello all,
I'm creating a chronomancer for a Pathfinder campaign using the chronomancer 3E class from the AEG sourcebook called Magic. I'm looking for ideas on what 3 special abilities/powers a chronomancy school should grant. After looking around on the net and reviewing the existing schools here is one power I created.
Precognition (Su): Your precognition extends your senses a fraction of a second into the future, granting you a +1 insight bonus to attack rolls, damage rolls, saving throws, or skill checks. This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new type of roll when you prepare your spells. At 20th level, this bonus applies to two types of rolls of your choice.
Here is one I modified from a power I found here: http://www.angelfire.com/realm3/migdalia/Chronomancer.html
Time Warp (Su): The wizard is able to shunt a touched object a few moments forward in time, causing it to wink out of existence for a short time. Doing so is a standard action, and causes the object to disappear in a shimmer of silver energy, then reappear in the exact same spot a number of rounds later. The wizard may send an object forward in time 1d4 rounds, plus one round for every two class levels the character possesses past 1st. The wizard can use this ability a number of times per day equal to 3 + your intelligence modifier. The wizard may choose to subtract any number of d4s from the time warped, but the exact time an object remains warped varies slightly each time this ability is used. If the space from which the object departed is occupied upon its return to the time stream, the object reappears in the closest unoccupied space, still in the original orientation. Determine the closest space randomly if necessary. The wizard may use this ability on any object weighing no more than 50 pounds per class level. Magical items or those in possession of another creature are allowed a Will saving throw (DC 10 + the character’s class level + his Charisma modifier) to resist this effect.
At 8th level, you are able to hurl others through time. Doing so requires a melee touch attack, and the creature in question is allowed a Will saving throw (DC 10 + the character’s class level + his Charisma modifier) to resist the effect.
Any suggestions/ideas will be greatly appreciated.
Tobias |
Hello all,
I'm creating a chronomancer for a Pathfinder campaign using the chronomancer 3E class from the AEG sourcebook called Magic. I'm looking for ideas on what 3 special abilities/powers a chronomancy school should grant. Any suggestions/ideas will be greatly appreciated.
You may want to look at Super Genius Games excellent Time Thief and Time Warden. Especially the Time Warden, since it's a caster class.
Brainiac58 |
Brainiac58 wrote:You may want to look at Super Genius Games excellent Time Thief and Time Warden. Especially the Time Warden, since it's a caster class.Hello all,
I'm creating a chronomancer for a Pathfinder campaign using the chronomancer 3E class from the AEG sourcebook called Magic. I'm looking for ideas on what 3 special abilities/powers a chronomancy school should grant. Any suggestions/ideas will be greatly appreciated.
Yes, I purchased both and they were well done but I'm going for a more pure chronomancy wizard sort of character.
Brainiac58 |
I cleaned up the Time Warp ability to try and bring it in line with other school powers. Here it is. Let me know what you think.
Time Warp (Su): You can shunt an object or creature a few moments forward in time, causing it to wink out of existence for a short time as a melee touch attack. Doing so is a standard action, and causes the object to disappear in a shimmer of silver energy, then reappear in the exact same spot a number of rounds later. You may send an object or creature forward in time 1d4 rounds. You can use this ability a number of times per day equal to 3 + your intelligence modifier. If the space from which the object or creature departed is occupied upon its return to the time stream, the object reappears in the closest unoccupied space, still in the original orientation. Determine the closest space randomly if necessary. You may use this ability on any object of no more than 5 pounds per caster level or creature weighing no more than 50 pounds per caster level. Magical items or those in possession of another creature and targeted creatures are allowed a Will saving throw (DC 10 + the wizard’s class level + Intelligence modifier) to resist this effect.