
Polernotheloud |
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I wrote up this bloodline based on a running joke with my friends. Every time they caught me in a mistake that forced me to retcon some element of my world they would say that I was "retconjuring" the change or, if the change was bad for them, that a "Retconjurer" was to blame. I'm not suggesting that it should be used in games or anything, but after writing it up and having some friends review it I thought I'd try getting some more general critiques. No trolls, or troll feeding please.(It also satisfies some part of my Dr. Who fandom I never knew I was missing)
Retconjurer Bloodline
At some point, your Great*X-Grandmother was whishked away by a mysterious stranger. The family lore says that she always used to talk about all of the wonderful things she saw as she “travelled”. No one seems to know what exactly this means, but ever since her members of your family have seemed abnormally lucky. Now and again someone will know something they shouldn’t. You are the one of the few born every few generations, someone born to see and touch the threads of time. You cast your spells by making temporary, slightly divergent timelines.
Class Skill: Knowledge (history)
Bonus Spells: Ray of Enfeeblement(3rd), Bull Strength’s/Cat’s Grace/Bear’s Endurance/Fox’s Cunning/Owl’s Wisdom/ Eagle’s Splendor(choose one)(5th), Ray of Exhaustion(7th), Contagion(9th), Feeblemind(11th), Mass Bull Strength’s/Cat’s Grace/Bear’s Endurance/Fox’s Cunning/Owl’s Wisdom/ Eagle’s Splendor(13th)(same as before), Waves of Exhaustion(15th), Temporal Stasis(17th), Time Stop(19th)
Bonus Feats: Extend Spell, Heighten Spell, Spell Focus, Greater Spell Focus, Scribe Scroll, Skill Focus(Knowledge(History)), Quick Draw, Fleet
Bloodline Arcana: You gain a Time Pool, you can have up to 3+ Cha Modifier time points in your time pool at a time. The pool will reset and all points in it will be lost if no points are gained for 1 minute. Sorcerer’s can spend a swift action to gain a point(meaning only 1 per round). The sorcerer can use all of his points at once, but can only apply one effect to a spell at a time. The sorcerer can charge a number of points per day equal to 3 + Cha Modifier + Sorcerer Level
Bloodline Powers: The power of time grants a variety of abilities, both stand-alone abilities and ways to use the points of their time pool.
Time Pool powers (Su): At 1st level the sorcerer gains the ability to use 2 time pool points to significantly increase the duration of his status or ability score altering spells(ex. Bull’s strength, Sleep, Feeblemind, ect.) from rounds to minutes. At 5th level the sorcerer gains the ability to use this power to change minutes to hours. At 7th level this power can change hours to days. At 12th level this power can change days to weeks. At 20th level this ability can change weeks to years. This power can only increase a duration by one category. For each spell with this effect active at a time the point cost of the next spell with increased duration will increase by 2(2nd spell costs 4, 3rd spell costs 6, ect.). This power does not stack with Extend Spell. Additionally the sorcerer may choose to manipulate a foes time stream, the foes may make a Will save to negate the effect. The sorcerer may spend 1 point to deal 1 point of ability damage, spending 2 points to deal 1d3, and 3 points to deal 1d4. This ability may not force a target to make this save for the same ability score more than once in a 24 hour period. This ability may also not decrease an ability score below 1, although if the drop in Con score results in 0 or few hit points the normal effects will apply. At 4th level you gain the ability to spend 2 time points from your time pool to allow you to immediately gain a standard action, regardless of whose action it is. This will give you the daze condition for the next round. At 8th level you gain the ability to spend 3 time points from your time pool to allow you to gain a standard action immediately, regardless of whose action it is, without gaining the dazed condition. At 16th level you gain the ability to spend 4 time points from your time pool to allow you to gain a full round’s worth of actions immediately, regardless of whose action it is, without gaining the dazed condition. At 7th level you can use your knowledge of the 3 dimensional location of foes and allies to find the time threads of their lives in the 4th dimension, allowing you to effect everything in an area with a status or ability score altering spell for 4 time points. This allows you to effect everything in a cylinder (10 ft. radius, 30 ft. high), a 30 ft. cone, a 20 ft. radius burst, or a 120 ft. line.
History Buff (Ex): At 3rd level you gain the ability to remember things that never happened to you. This ability can manifest in a variety of ways. A number of times per day equal to 3 + Cha modifier the sorcerer can use Knowledge (History) in place of any other kind of Knowledge check. This is a standard action. At 7th level you can spend one of your uses of this ability make a Knowledge(History) check to learn all of the abilities and the entire history of any item you are currently touching by concentrating for a full minute. If you do anything besides focusing for this minute you will get nothing, or an incomplete and possibly erroneous understanding, and the use will be expended. This will work on anything, including Artifacts and Relics that would normally resist magical identification. At 12th level your knowledge of other creatures throughout history becomes so advanced that simply meeting the base DC for identifying that monster will tell you all about it.
Once More, With Feeling (Su): At 6th level, a number of times per day equal to 3 + Cha you may cause yourself or an ally to reroll any roll before success or failure is declared. A target may only be affected by this ability once every 24 hours. Beginning at 9th level this ability can affect enemies as well as allies. At 11th level the number of times per day the sorcerer can use this ability doubles. At 17th level you can affect a target more than once per 24 hours.
Improved Temporal Sight (Sp): Starting at 15th level, once per day, the sorcerer can use his mastery of time to view any point within the sorcerers level worth of weeks, the amount of time taken to do this is as long as the sorcerer states he wishes to view in the past or future. The sorcerer may choose to trace anything he observes in this trance through time. At 17th level the sorcerer may pick up the time thread of anything observed in his trance and track that thing perfectly.
Alter Time(Su): At 20th Level the sorcerer gains the confidence and expertise to permanently alter events. Once per year the sorcerer may change the course of history, deftly smoothing ripples in time and paradoxes caused by this change, thus preventing any serious alterations beyond the one effected(at the DMs discretion). Additionally the sorcerer will not perish of old age, still suffering the ravages of age, but never actually succumbing to old age until they choose to.

Gelrond the Gold |

Very intriguing. I feel like the Bloodline Arcana that you made should be mentioned in the 1st level Bloodline Ability. Change the ACTUAL Bloodline Arcana to be something like "Whenever you cast a spell with a casting time higher than "Instantaneous", reduce it to half length." Other than that, it seems like a cool Bloodline! (The description of the Bloodline sounds more like and Oracle though. Change it to make sense with the actual Bloodline.)

Cheapy |

I'll try to give a more substantive response tomorrow if I remember, but have you heard of the Time Thief and Time Warden by Super Genius Games? You can find them here http://paizo.com/products/btpy8vqk?Genius-Options-Masters-of-Time
Your first ability is a bit much, but that's owing to the constraints of the sorcerer. But yes, echoing gel round. Very intriguing, although it looks somewhat powerful.

Polernotheloud |
Thank you for your positive responses.
The reason that I did the Bloodline Arcana and first level ability that way was because it felt a bit powerful, so having both the arcana and ability taken up with a single set of abilities seemed a good balancing move.
I have looked at the time thief and I bore that in mind when I was making this, but I feel that using the time pool to simulate metamagic and spell like effects, along with the mechanic of acquiring them in combat, makes it a significantly different system from motes.
I see what you mean about it being potentially very powerful, how would you go about reducing the power without losing the feel of the class? One friend suggested working the points into all of the abilities(so rather than having a limited number of uses per day, the History Buff, Once More With Feeling, and Improved Temporal Sight would use up Time points), what would you think of that?

Oceanshieldwolf |

I'm not feeling the thematic link between the "Dr Who's companion way back in the bloodline" and the fairly straight buff and offense spells in the spell list.
Apart from that I like the concept. I am unsure what this:
Sorceror's can spend a swift action to gain a point(meaning only 1 per round).
means?!? Do you mean you can only expend one point per round?

Polernotheloud |
No, that's just a reminder that according to the CRB a character can only spend 1 swift action in a round, as opposed to move actions which you can spend 2 of in a round by using your standard action. So your (usually) starts empty at the beginning of a combat and each round that you don't perform any other swift actions you can use your swift action to "charge" your time pool. This is intended to be a significant limiting factor, making it so that many of your abilities can't be used right off the bat, for example preventing the 7th level spell shaping ability from being used right off the bat(when enemies tend to be more clumped) to being used no earlier than the 4th round(when the fight tends to have spread out a bit more and it is harder to hit the entire enemy group at once).
The Doctor Who thing isn't actually essential to the class. I tried to leave it vague enough that it could be any time traveler who takes others with them. The real point is that this character is NOT a time traveler. It's someone with a little "background radiation" in their genes who can cause some minor manipulations, but can't effect serious or lasting change (until the 20th level ability) to the future or past.