| Anharat |
Time Lost
A time-lost oracle has a 50% chance to either take a -4 penalty or gain a +4 bonus to initiative. In addition, when a time-lost oracle takes any action to move to another location, including a 5-ft.-step, charge, bull rush, etc., there is a 20% chance she will “time-shift” to a random location in a 10-ft.-radius from her current location, as if she used teleport. She cannot time-shift through walls, doors, or other solid objects, and if the square she teleports to is occupied by another creature or object, she occupies the nearest available square. The action for that turn is expended. When this happens, the oracle’s action will not provoke an attack of opportunity.
At 5th level, when the oracle teleports, there is a 50% chance she will gain the effects of either slow or haste for 1 round.
At 10th level, after the oracle time-shifts, she can attempt to make the same action she originally intended, once per round. She can only make the same action if it will bring her to the original intended result. For example, if a charge action time-shifts the oracle and there is difficult terrain along the new charge path, she cannot attempt the charge and the action is lost as normal. She can still attempt this action if she is under the effects of slow caused by her time-shift, even if it was a full-round action, but the normal penalties for slow still apply.
At 15th level, the oracle can focus her ability once per day to time-shift exactly to where she intends to go. Doing so does not expend a move action, and if she took a full-round action it will be as if she took a standard action. Any move action taken will incur the normal chance for time-shifting.
My buddy didn't like the APG curses and APG is all I have. I told him it might get old having to roll additional dice so frequently, but he wants to do this and I don't want to tell him no...
| SteelDraco |
That's going to be pretty debilitating if they can't walk across the street reliably without getting teleported around. Rolling that many scatter dice will be rough, especially considering that by my reading, getting time-shifted ends your action, or maybe just your movement action ("The action for that turn is expended" could be clarified.) Do you move and then roll, or do you roll to see if you get to do your movement at all?
Getting hasted or slowed for one round is going to be hard to keep track of too, and I think it will overcomplicate what is already a complicated curse.
If you want to keep this, I might recommend a later power be the ability to teleport away from damage as an immediate action - usually the oracle powers get pretty good later on, especially if they're nasty curses (and this one is quite rough).
| MrSin |
Those dice rolls will probably get to you really fast, whether your player or DM. I mean if you can't even walk down the hallway without being thrown around time and space. The 50% chance to lose your turn is way over the top bad. He can't even use the shift if he can't move too, which you would think would be the perk of the ability. You might want to consider turning the 1/5/10/15 abilities into perks and making it less chancy, if only for the sanity of the people at the table.