Difference between revisions of "Test Page 4"

From Trinity Wiki
Jump to: navigation, search
(Null Sphere)
 
(73 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="13;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Epochent</font></div>
+
! colspan="6;" style="background:#CDAA7D;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Explorer</font></div>
 
|-
 
|-
| colspan="8"|&nbsp;
+
| colspan="2"|&nbsp;
| colspan="5" style="background:#F8E799;"|'''Jikuu'''
+
! colspan="4" style="background:#DDC5A6;"|Charting
 
|-
 
|-
|width="8%"|'''Level'''
+
|width="10%"|'''Level'''
|width="5%"|'''BAB'''
+
|width="26%" align="left"|'''Special'''
|width="5%"|'''FRC'''
+
|width="16%"|''Moxie''
|width="5%"|'''Fort'''
+
|width="16%"|''Max Grade''
|width="5%"|'''Ref'''
+
|width="16%"|''Knacks''
|width="5%"|'''Will'''
+
|width="16%"|''Skills''
|width="5%"|'''Det'''
+
|width="22%" align="left"|'''Special'''
+
|width="8%"|''Quanta Acquisition''
+
|width="8%"|''Jikuu Max Quanta''
+
|width="8%"|''Max Quanta Pool''
+
|width="8%"|''Spheres''
+
|width="8%"|''Jikuu Known''
+
 
|-
 
|-
|1 || +0 || +1 || +0 || +1 || +2 || +1 || align="left"|Tracer || Minor || 4 || 5 || 1 || 4
+
|1 || align="left"|Mapmaking || 2 || Basic || 1 || 4
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|2 || +1 || +2 || +1 || +2 || +3 || +2 || align="left"|Chronos Lore || Minor || 5 || 7 || 1 || 6
+
|2 || align="left"|Cartography || 2 || Basic || 1 || 6
 
|-
 
|-
|3 || +1 || +3 || +1 || +2 || +4 || +2 || align="left"|&nbsp; || Lesser || 5 || 10 || 2 || 7
+
|3 || align="left"|&nbsp; || 3 || Lesser || 1 || 7
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|4 || +2 || +4 || +1 || +3 || +4 || +3 || align="left"|Chronos Lore || Lesser || 6 || 12 || 2 || 8
+
|4 || align="left"|Cartography || 3 || Lesser || 1 || 8
 
|-
 
|-
|5 || +2 || +5 || +2 || +3 || +5 || +3 || align="left"|&nbsp; || Lesser || 6 || 15 || 2 || 10
+
|5 || align="left"|&nbsp; || 4 || Lesser || 2 || 10
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|6 || +3 || +6 || +2 || +4 || +6 || +4 || align="left"|Chronos Lore || Lesser || 7 || 17 || 3 || 11
+
|6 || align="left"|Cartography || 4 || Lesser || 2 || 11
 
|-
 
|-
|7 || +3 || +7 || +3 || +5 || +7 || +5 || align="left"|&nbsp; || Moderate || 7 || 20 || 3 || 12
+
|7 || align="left"|&nbsp; || 5 || Lesser || 2 || 12
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|8 || +4 || +8 || +3 || +5 || +7 || +5 || align="left"|Chronos Lore || Moderate || 8 || 22 || 3 || 14
+
|8 || align="left"|Cartography || 5 || Expert || 2 || 14
 
|-
 
|-
|9 || +4 || +9 || +3 || +6 || +8 || +6 || align="left"|&nbsp; || Moderate || 8 || 25 || 4 || 15
+
|9 || align="left"|&nbsp; || 6 || Expert || 2 || 15
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|10 || +5 || +10 || +4 || +6 || +9 || +6 || align="left"|Epochent Talent || Moderate || 9 || 27 || 4 || 16
+
|10 || align="left"|Explorer Talent || 7 || Expert || 2 || 16
 
|-
 
|-
|11 || +5 || +11 || +4 || +7 || +10 || +7 || align="left"|&nbsp; || Greater || 9 || 30 || 4 || 18
+
|11 || align="left"|&nbsp; || 7 || Expert || 3 || 18
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|12 || +6 || +12 || +4 || +8 || +10 || +8 || align="left"|Epochent Talent || Greater || 10 || 32 || 5 || 19
+
|12 || align="left"|Explorer Talent || 8 || Expert || 3 || 19
 
|-
 
|-
|13 || +6 || +13 || +5 || +8 || +11 || +8 || align="left"|&nbsp; || Greater || 10 || 35 || 5 || 20
+
|13 || align="left"|&nbsp; || 8 || Greater || 3 || 20
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|14 || +7 || +14 || +5 || +9 || +12 || +9 || align="left"|Epochent Talent || Greater || 11 || 37 || 5 || 22
+
|14 || align="left"|Explorer Talent || 8 || Greater || 3 || 22
 
|-
 
|-
|15 || +7 || +15 || +6 || +9 || +13 || +9 || align="left"|&nbsp; || Major || 11 || 40 || 6 || 23
+
|15 || align="left"|&nbsp; || 9 || Greater || 3 || 23
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|16 || +8 || +16 || +6 || +10 || +13 || +10 || align="left"|Epochent Talent || Major || 12 || 42 || 6 || 24
+
|16 || align="left"|Explorer Talent || 9 || Greater || 3 || 24
 
|-
 
|-
|17 || +8 || +17 || +6 || +11 || +14 || +11 || align="left"|&nbsp; || Major || 12 || 45 || 6 || 26
+
|17 || align="left"|&nbsp; || 10 || Greater || 3 || 26
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|18 || +9 || +18 || +7 || +11 || +15 || +11 || align="left"|Epochent Talent || Major || 12 || 47 || 6 || 27
+
|18 || align="left"|Explorer Talent || 10 || Master || 3 || 27
 
|-
 
|-
|19 || +9 || +19 || +7 || +12 || +16 || +12 || align="left"|&nbsp; || Tachyonic || 12 || 50 || 6 || 28
+
|19 || align="left"|&nbsp; || 11 || Master || 3 || 28
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|20 || +10 || +20 || +8 || +12 || +16 || +12 || align="left"|Epochent Talent || Tachyonic || 12 || 52 || 6 || 30
+
|20 || align="left"|Explorer Talent || 11 || Master || 3 || 30
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Epochent=
+
=Explorer=
[[Image:Timebot2.png|thumb|450px|right|Nox, iconic epochent]]
+
[[Image:The_urban_explorer_by_luches-d3ll5ka.jpg|thumb|450px|right|Trish, iconic explorer]]
: ''"Time is not a linear thing, but a nebular web of existential freedom..."''
+
: ''"There's a whole lot out there to see."''
  
Time is a powerful thing. Those who study the nature of Time gain insights into its passage of which laymen can only dream; not content to be carried along by the river of moments, epochents seek to take control of their own fate, twisting time and space to their whims to accomplish that end. Through long years of study, epochents learn how to attune themselves to the timestream itself: rather than letting seconds pass by, epochents transform their bodies and minds into a quantum net, allowing them to capture the tiniest motes of temporal energy. This temporal energy - this ''quanta'' - is the epochent's source of power: with it, the learned chronist can alter gravity, space, even time itself, allowing her to unshackle herself from the relentless march of moments.
+
There are plenty of places to explore in the worlds of Trinity: ancient ruins lost to the ravages of time; desolate lands that haven't seen a sentient face in ages; and many other secrets. Exploring these out-of-the-way places requires a surprisingly large skill set, and some choose to specialize on improving those skills, becoming explorers in the process. Everything from the logistics of planning a foray to the search for hidden passages is within the explorer's purview, and - since the world is a dangerous place - many also know their way around a weapon, even if aren't particularly graceful with one, and explorers who survive their expeditions often become an incredibly hardy lot. Explorers are as likely to find work as the scout for an adventuring party as they are to band together and hire a mercenary to deal with anything dangerous on their travels.
 
+
Epochents often have a distorted - from the perspective of others - view of reality. Their ability to break the linkage between cause and event, even the power to change the course of history, gives them a distinctly alien outlook on events around them; for an epochent, this reality is merely one of an infinite number of possibilities, one that they only happen to inhabit by chance, and - if something occurs that is not to their liking - they may very well be able to make it such that that thing never came to pass to begin with. That such a task would result in a paradox is of no concern to the epochent; to her, "paradox" is simply a term that the unlearned use to describe something they think is impossible. For the epochent, the impossible is merely the improbable, and so long as that sliver of probability exists, time can be bent and hammered to her whim to make what was once only a mathematical possibility the reality that everyone remembers.
+
 
+
However, not all epochents deal solely with time. Time and space are intricately interwoven, and as such, epochents are able to command several other aspects of reality, even the concept of enumeration itself: the passage of time is a numerical march upwards from zero, and thus more esoteric epochents are able to interact with reality through manipulation of its numbers. Less esoteric are the studies of celestial objects and gravity; while both seem tangential to time, they are an integral part of space, and as such epochents who choose to do so can learn how to manipulate these facets of existence, as well. Some judge these epochents as lesser than those who interact with time directly, but the power they wield over objects that exist in space or the fields of gravity that bind them together can become just as overwhelming as the power to change history, albeit in a different fashion.
+
 
+
Ironically, while an epochent can modify the world around her, while those in the changed world remember events as she shaped them, she does not: the epochent, through being the agent of change in the timeline, recalls her own twisted path through time, and events that she may remember clearly become fiction to those closest to her. As an epochent progresses in her career, this possibility almost universally becomes certainty: most powerful epochents have very clear, very real memories of events that have since been removed from time entirely. It should be no surprise that no small number of epochents gradually lose their minds and become lost in the tides of time, being utterly unable to relate to anyone due to just how much they changed reality from the one they remember.
+
  
 
==Game Rule Information==
 
==Game Rule Information==
Epochents have the following game statistics.
+
Thieves have the following game statistics.
 
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Time.
+
 
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' UO 5 + level, CO 5 + level.
+
  
'''Abilities:''' Intelligence, Wisdom, and Bravery are important to the epochent. Intelligence determines her ability to wield jikuu effectively; Wisdom improves her capacity for ''quanta'', and thus improves her staying power; and Bravery helps her fend off ''paradox'', which can cripple her ability to manipulate the timeline.
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' None.
  
'''Hit Points at 1st Level:''' 5 + Con score.
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' None.
  
'''Hit Points at Each Additional Level:''' 5 + Con modifier.
+
'''Abilities:''' Dexterity, Bravery, and Luck are all important here.
  
'''Healing Surges:''' 6 + Con modifier.
+
'''Hit Points at 1st Level:''' 15 + Con score.
  
'''Class Skills:''' The Epochent’s class skills are Analysis, Cultures, Insight, Investigation, Lore (Time), Notice, Resolve, and Search.
+
'''Hit Points at Each Additional Level:''' 9 + Con modifier.
  
'''Skill Points at Each Level:''' 4 + Int modifier.
+
'''Healing Surges:''' 10 + Con modifier.
  
'''Starting Age:''' Complex.
+
'''Starting Age:''' Simple.
  
 
==Class Features==
 
==Class Features==
All of the following are class features of the epochent.
+
All of the following are class features of the explorer.
  
 
<div id="Proficiencies">
 
<div id="Proficiencies">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
+
! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
 
|}
 
|}
'''Weapons:''' All simple weapons.
+
'''Weapons:''' Any four.
  
'''Armor:''' None.
+
'''Armor:''' Cloth, leather.
  
'''Implements:''' [[D20_Mechanic:_Implements#Pendulums|Pendulums]].
+
'''Implements:''' [[d20 Mechanic: Implements|Kits]].
  
<div id="Jikuu">
+
<div id="Skills_Feature">
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Jikuu</font></div>
+
! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Skills</font></div>
 
|}
 
|}
The epochent's ability to manipulate time are collectively known as ''jikuu'', and are grouped in ''spheres'', which are particular specializations within the study of time and temporal phenomenon.
+
Explorers are experts, and as such make use of ''skills'', specific ways that they can interact with the world that they have learned through training and experience in their particular field.
 +
 
 +
To use skills, explorers must expend ''moxie'', which they regain slowly while resting.
  
 
&nbsp;
 
&nbsp;
  
 
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="57;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Temporal Spheres</font></div>
+
! colspan="57;" style="background:#CDAA7D;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Explorer Knacks</font></div>
 
|-
 
|-
|width="10%"|'''Sphere'''
+
|width="10%"|'''Knack'''
 +
|width="10%"|'''Primary Ability'''
 
|width="80%" align="left"|'''Description'''
 
|width="80%" align="left"|'''Description'''
|width="10%"|'''Base Jikuu'''
 
|-
 
|Celestial || align="left"|Deep within the void of space are celestial objects, and chronists are able to manipulate these objects to their own ends. || something
 
|-style="background:#FAF0C0;"
 
|Gravity || align="left"|Harnessing the crushing power of objects that occupy space, this sphere manipulates gravitational and magnetic forces. || something
 
 
|-
 
|-
|Null || align="left"|Between every moment, between every atom, there is nothing: this sphere specializes in the exploitation of that emptiness. || something
+
|Urbexor || Int || align="left"|Most at home in cities, urbexors learn how to traverse cities in unusual ways, and are by far the most social of explorers.
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|Numbers || align="left"|Time is often measured, be it by seconds of the clock or grains of sand; this sphere interacts with the metaphysical concept of enumeration itself. || something
+
|Dungeoneer || Per || align="left"|Seemingly able to keep maps in their heads, dungeoneers focus on exploring catacombs, fortresses, and other sorts of ruins or complexes.
 
|-
 
|-
|Space || align="left"|Space and time are intricately interwoven, and thus - by extension of temporal manipulation - a chronist can also manipulate space. || something
+
|Pathfinder || Wis || align="left"|Able cartographers and able to navigate almost by instinct, pathfinders specialize in overland travel through forests, deserts, and mountains.
|-style="background:#FAF0C0;"
+
|Time || align="left"|Acceptance of the malleability of time and temporal events leads to the ability to change history. || something
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
The epochent does not prepare her jikuu ahead of time. Instead, she must open her mind to the passage of time around her, and gather the temporal energies inherent in the current moment. You can gather ''quanta'' as a swift, move, standard, or full action, but can only do so once on each of your turns; the amount of ''quanta'' you can gather is dependent upon your chronist level and the action you spend to gather.
+
Skills are completely mundane in nature, representing only an individual's honed senses and experience. Skills are divided into ''knacks'', which represent particular areas of expertise in the given expert's field. The ''moxie'' cost and minimum primary ability needed to use a skill are indicated on the table to the right.
  
The maximum amount of ''quanta'' you can have at any one time is dependent upon your level (''max quanta pool'', on the table above); you gain a bonus to your max ''quanta'' pool based on your Wisdom modifier. Your bonus ''quanta'' at each level is equal to your chronist level '''x''' your Wisdom modifier '''x''' 1/8; this bonus is not cumulative, but instead is recalculated each time you gain a level.
+
{|class="collapsible" width="20%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 
+
! colspan="3;" style="background:#CDAA7D; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Maneuver Stats by Grade</font></div>
&nbsp;
+
 
+
{| class="collapsible" width="80%" align="center" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="8;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Jikuu: Quanta Acquisition</font></div>
+
 
|-
 
|-
| width="16%"|&nbsp;
+
! width="33%"|Grade
| width="84%" colspan="6" style="background:#F8E799;"|'''Quanta Acquisition Grade'''
+
! width="40%"|Minimum Primary Ability
 +
! width="27%"|Moxie Cost
 
|-
 
|-
|'''Action Taken'''
+
| Basic || 10 || 1
|width="14%"|''Minor''
+
|-style="background:#E6D5BE;"
|width="14%"|''Lesser''
+
| Lesser || 12 || 2
|width="14%"|''Moderate''
+
|width="14%"|''Greater''
+
|width="14%"|''Major''
+
|width="14%"|''Tachyonic''
+
 
|-
 
|-
|Swift || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8
+
| Expert || 14 || 3
|-style="background:#FAF0C0;"
+
|-style="background:#E6D5BE;"
|Move || 1d2 || 1d4 || 1d6 || 1d8 || 1d10 || 1d12
+
| Greater || 16 || 5
 
|-
 
|-
|Standard || 1d4 || 1d6 || 1d8 || 1d10 || 1d12 || 2d8
+
| Master || 18 || 8
|-style="background:#FAF0C0;"
+
|Full || 1d6 || 1d10 || 2d6 || 2d8 || 2d10 || 3d10
+
 
|}
 
|}
  
&nbsp;
+
The explorer has a maximum amount of ''moxie'', based upon his class level. You gain a bonus to this amount equal to the highest of your Perception, Intelligence, and Bravery modifiers; this bonus is limited to half your class level, rounded down.
  
Time, however, is a fickle mistress, and temporal energy acts as an anchor to the moment from whence it was drawn, inhibiting the chronist's ability to draw upon ''quanta'' from other moments, and - as the temporal resistance builds as time passes on - can also inhibit the chronist in other ways. At the beginning of your turn, if you have any ''quanta'', you gain 1 point of ''paradox''. For every point of ''paradox'' you have, you suffer a -1 penalty to all ''quanta'' rolls (to a minimum of 0); if you have more ''paradox'' than your Bravery modifier, you also suffer your total amount of ''paradox'' as a penalty to all ''temporal attack'' rolls and lose that amount of ''quanta'' at the end of each of your turns. If at any time you have no ''quanta'', you immediately lose all accrued ''paradox''.
+
After a ''long rest'', you automatically regain all ''moxie''.  
  
At the end of your turn, you can willingly lose all your remaining ''quanta'' as a non-action.
+
During a ''short rest'', you can spend a ''healing surge'' to regain 1 ''moxie''. You can only spend one ''healing surge'' per ''short rest'' in this manner.
  
To use any given jikuu, the epochent must have an Intelligence score of at least 10 + the ''quanta'' required to use that jikuu (base jikuu require a 10), and must expend that amount of ''quanta'' (base jikuu require 0 ''quanta'' expenditure).
+
To use a skill, you must expend some amount of ''moxie'', the amount required is determined by the grade of the skill.
  
The epochent begins with four known jikuu. She gains knowledge of additional jikuu each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two jikuu for new jikuu from any sphere she can access.
+
The explorer begins with four known skills. He gains knowledge of additional skills each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two skills for new skills from any knack he can access, of any grade he can access.
  
The epochent's ''key ability'' for her ''temporal attacks'' is her Intelligence.
+
If you would gain access to a knack, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a knack and already have access to three knacks, you gain a bonus feat instead.
  
<div id="Tracer">
+
The explorer's key ability for his ''exploration checks'' is the primary ability for the knack of the skill in question.
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Tracer</font></div>
+
|}
+
One of the most important lessons an epochent learns is how to mark their passage through time. This allows her to ensure that, even if she becomes hopelessly lost amid the infinite possible futures, she will always be able to find her way home.
+
  
As a standard action, an epochent can set a ''tracer''. This is a metaphysical object that exists specifically at a single place, in a single moment. The ''tracer'' emits temporal energy both forward and backwards and time, and can be detected as a temporal effect.
+
=Skills=
 +
The following is the explorer skill list, ordered by knack, then by grade.
  
However, the act of setting a ''tracer'' puts the epochent slightly out of phase with time, reducing her ability to gather ''quanta''. Each time she sets a ''tracer'', the epochent suffers a -1 penalty to her ''quanta'' rolls; this penalty stacks with itself. This slight temporal error corrects itself over time, and all penalties from this ability are removed after the epochent takes a ''long rest''.
+
==Archaeology Knack==
 
+
The field of archaeology, in the sense that explorers use it, is focused on finding what you were not meant to find. Archaeologist explorers excel at finding the hidden treasure, secret passages, and lost tomes that often elude adventurers, and can often glean details of a site just from examining small sections of it. However, their process is slow and methodical; in addition, their attention to detail can sometimes make them miss obvious dangers. As such, while archaeologist explorers get many skills related to finding hidden details, they are often less adept at fully exploring a site, and get no training in noticing traps or denizens of the dark.
A ''tracer'' lasts for 12 hours, and an epochent can only ever have one ''tracer'' in existence at a time; if she creates a new tracer, the older is immediately and irrecoverably destroyed.
+
 
+
While she has a ''tracer'' active, the epochent knows exactly how much time has passed since she placed it, and exactly where she is in relation to it.
+
 
+
<div id="Chronos Lore">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#F5DD72;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Chronos Lore</font></div>
+
|}
+
Epochents all choose the spheres of jikuu they wish to study, but - universally - epochents also study how to make use of their tracers. As she gains experience, an epochent learns how to work with the temporal energy gathered by her tracer, allowing her to perform incredible feats of time travel, spatial manipulation, and more.
+
 
+
At each of the levels indicated on the class table, you can choose one ability from the following list. Unless otherwise specified, each ability can only be taken once.
+
 
+
<div id="Predict">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Predict</font></div>
+
|}
+
As a standard action, you can use your ''tracer'' and your current point in time to attempt to triangulate the position of a possible future that you want to come to pass. Until the start of your next turn, whenever a random roll of any sort is made, two rolls are made instead, and you choose which of them becomes real, as you use the temporal energy of your tracer to influence the present.
+
 
+
This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
 
+
If your use of this ability succeeds, it ends your ''tracer''.
+
 
+
<div id="Save">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Save</font></div>
+
|}
+
As a standard action, you can replace a creature with an exact replica of itself from the moment you set your ''tracer'', essentially replacing the target with an earlier version of itself. The target must be willing. The target loses all knowledge of what has occurred since you set your ''tracer''. Any items the target had been carrying that have since been given to others, lost, or consumed are lost in the translation from past to present.
+
 
+
This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
 
+
If your use of this ability succeeds, it ends your ''tracer''.
+
 
+
<div id="Reset">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Reset</font></div>
+
|}
+
{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="1;" style="background:#F7E38A; text-align:center;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:12px; font-family:tahoma;">Sidebar: Reset</font></div>
+
|-style="text-align:left;"
+
|When you use this ability, all players need to essentially make a copy of their character sheet as it exists at the moment the ''tracer'' is set, and the DM needs to note precisely when you set it. Make sure that everyone at the table is prepared for you to use this ability before moving on.
+
|}
+
As a standard action, you revert time, returning back to the precise moment when you set your ''tracer''. You retain all knowledge of what transpired since you set it, but only this knowledge is retained; all other events that occurred since you set your ''tracer'' are undone.
+
 
+
This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
 
+
If your use of this ability succeeds, it ends your ''tracer''.
+
 
+
<div id="Restore">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Restore</font></div>
+
|}
+
As a standard action, you return a touched object to its state from when you set your ''tracer'', replacing the item with an earlier version of itself. This resets its charges to the number it had when you set your ''tracer'', and also restores any encounter or daily powers it had.
+
 
+
This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
 
+
If your use of this ability succeeds, it ends your ''tracer''.
+
 
+
<div id="Warp">
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Warp</font></div>
+
|}
+
As a standard action, you and all willing allies within 60 feet of you are instantly teleported to your ''tracer''. You occupy the square that your ''tracer'' was placed in, and all other creatures retain their positions relative to you as they had prior to the teleport. If a creature would be teleported into a space containing solid material, they are shunted to the nearest empty space.
+
 
+
This ability is a teleportation effect, and is blocked by effects that prevent teleportation. If you are not on the same plane as your ''tracer'', this ability fails, and your ''tracer'' remains intact.
+
 
+
If your use of this ability succeeds, it ends your ''tracer''.
+
 
+
=Epochent Spheres and Jikuu=
+
The jikuu index can be found [[Time:_Jikuu_List|here]].
+
 
+
==Celestial Sphere==
+
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Celestial Jikuu</font></div>
+
|- style="background:#F8E799;"
+
|width="8%" |'''''Quanta'''''
+
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
+
|-align="left"
+
|align="center"|Basic || Guidance || Standard || Grant an ally a bonus to their next d20 roll.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || Flare || Standard || Summon a burst of energy from the heavens that deals ''potency 2'' damage to a creature.
+
|-align="left"
+
|align="center"|1 || True Strike || Standard || Target's gains a bonus on their next attack roll.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Darkvision || Standard || Target gains darkvision.
+
|-align="left"
+
|align="center"|2 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || Meteorite || Standard || Summon a meteorite that deals ''potency 4'' damage in an area.
+
|-align="left"
+
|align="center"|3 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Confusion || Standard || Target gains ''confusion''.
+
|-align="left"
+
|align="center"|4 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Comet || Standard || Summon a comet that deals ''potency 5'' damage in an area.
+
|-align="left"
+
|align="center"|5 || Regen || Standard || Target gains ''regen''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || True Sight || Standard || Target gains ''truesight''.
+
|-align="left"
+
|align="center"|6 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 || Nova || Standard || Summon a celestial nova that deals ''potency 6'' damage in an area.
+
|-align="left"
+
|align="center"|7 || Reflect || Standard || Target gains ''reflect''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Reraise || Standard || Target gains ''reraise''.
+
|-align="left"
+
|align="center"|9 || Meteor || Standard || Summon a heavenly meteor that deals ''potency 8'' damage in an area.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 || Insanity || Standard || Target gains ''innate confusion''.
+
|-align="left"
+
|align="center"|11 || Quasar || Standard || Summon a quasar that deals ''potency 10'' damage in an area.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Choose Destiny || Standard || Choose the result of all your rolls until the start of your next turn.
+
|}
+
  
 
&nbsp;
 
&nbsp;
  
==Gravity Sphere==
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Archaeology Basic Skills</font></div>
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Gravity Jikuu</font></div>
+
|-
|- style="background:#F8E799;"
+
! width="10%"|Skill Name
|width="8%" |'''''Quanta'''''
+
! width="90%"|Effect
|width="15%" align="left"|'''Jikuu'''
+
|-style="background:white;" align="left"  
|width="10%" align="left"|'''Action'''
+
|Analysis, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and gain ''libra (exploration)'' against it.
|width="67%" align="left"|'''Effect'''
+
|- style="background:#E6D5BE;"
|-align="left"
+
|Awareness, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and determine the presence of ''hidden details''.
|align="center"|Basic || Drop || Standard || Target becomes ''prone''.
+
|-
|-align="left" style="background:#FAF0C0;"
+
|Identify || Learn the properties of an item.
|align="center"|1 || Attract || Immediate || Redirect the target of an attack.
+
|-style="background:#E6D5BE;"
|-align="left"
+
|Investigate, Basic || Make an ''exploration check'' against the current ''zone'' with a -4 power penalty. If you hit, you make no ''progress'', but you ''uncover'' a ''hidden detail''.
|align="center"|1 || Deflect || Immediate || Use gravity to protect yourself from an attack.
+
|-
|-align="left" style="background:#FAF0C0;"
+
|Sift, Basic || Make an ''exploration check'' against a ''clutter''; if you hit, gain ''progress'' against it per your kit.
|align="center"|1 || Drag || Immediate || Target falls faster.
+
|-align="left"
+
|align="center"|1 || Float || Immediate || Target gains ''float''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || Hovering Disc || Standard || Create a disc of gravitic energy that follows you and can hold extreme weight.
+
|-align="left"
+
|align="center"|2 || Defy Gravity || Standard || You can move a creature or object vertically through gravity manipulation.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Gravity Bow || Standard || Touched ranged weapon deals increased damage.
+
|-align="left"
+
|align="center"|2 || Gravity Pull || Standard || Force a creature to move.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Lead Blade || Standard || Touched melee weapon deals increased damage.
+
|-align="left"
+
|align="center"|3 || Gravity Thrust || Standard || Turn normal objects into deadly missiles via gravitational manipulation.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || Immobilize || Standard || Target gains ''immobilized''.
+
|-align="left"
+
|align="center"|3 || Momentum || Standard || Creature deals increased damage after moving.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || Undeniable Gravity || Standard || Target cannot fly.
+
|-align="left"
+
|align="center"|4 || False Gravity || Standard || Target chooses its gravitational orientation.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Gravity || Standard || Target loses 25% of its current hit points.
+
|-align="left"
+
|align="center"|4 || Overdrive || Standard || All of target's weapon attacks temporarily gain ''penetrating''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Unstoppable || Standard || Target gains temporary immunity to effects that restrict movement.
+
|-align="left"
+
|align="center"|5 || Gravity Cage || Standard || Trap a creature in a sphere of gravitic force.  
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Gravikinesis || Standard || Move objects by manipulating their gravitational field.
+
|-align="left"
+
|align="center"|5 || Gravity Shield || Standard || Make area around you more difficult to move through.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Null Gravity || Standard || Create an area in which gravity is nullified.
+
|-align="left"
+
|align="center"|6 || Fly || Standard || You or a target creature gains the ability to fly.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Gravity Pulse || Standard || Deal ''potency 3'' magnetic damage in an area, pull creatures to center.
+
|-align="left"
+
|align="center"|6 || Gravity Tether || Standard || Target becomes nigh-immovable.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Gravity Well || Standard || Create a gravity well, causing nearby objects and creatures to fall towards its center.
+
|-align="left"
+
|align="center"|7 || Reverse Projectiles || Standard || Reflect projectiles back at their origin.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 || Reverse Gravity || Standard || Temporarily flip gravity's direction in an area.
+
|-align="left"
+
|align="center"|8 || Crush || Standard || ''Immobilize'', ''restrain'', and deal ''ongoing magnetic damage'' to a creature.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Gravira || Standard || Target loses 50% of its current hit points.
+
|-align="left"
+
|align="center"|9 || Wall of Gravity || Standard || Create a barrier of gravitic force.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 || Tiny || Standard || Drastically reduce a creature's size.
+
|-align="left"
+
|align="center"|11 || Gravija || Standard || Target loses 75% of its current hit points.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|11 || Graviton Burst || Immediate || Counter an avoidance effect or saving throw.
+
|-align="left"
+
|align="center"|12 || Black Hole || Standard || Create a temporary black hole that utterly destroys anything drawn into it.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Implosion || Standard || Use drastic gravitational forces to cause a creature or object to collapse in on itself.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Null Sphere==
+
==Infiltration Knack==
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Null Jikuu</font></div>
+
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Infiltration Basic Skills</font></div>
|- style="background:#F8E799;"
+
|-
|width="8%" |'''''Quanta'''''
+
! width="10%"|Skill Name
|width="15%" align="left"|'''Jikuu'''
+
! width="90%"|Effect
|width="10%" align="left"|'''Action'''
+
|-style="background:white;" align="left"  
|width="67%" align="left"|'''Effect'''
+
|Danger Sense, Basic || In response to a ''hazard check'', gain a +2 power bonus to defenses against it.
|-align="left"
+
|- style="background:#E6D5BE;"
|align="center"|Basic || [[Time:_Null_Jikuu_List#Ruin|Ruin]] || Standard || Deal ''potency 2'' damage to a creature at range.
+
|Get Back! || In response to a ''creature encounter'', gain a +4 power bonus on the ''exploration check'' made to determine the encounter type.
|-align="left" style="background:#FAF0C0;"
+
|-
|align="center"|1 || [[Time:_Null_Jikuu_List#Lethargy|Lethargy]] || Standard || Target gains ''dex down''.
+
|Open Lock, Basic || Make an ''exploration check'' against a ''lock''; if you hit, gain ''progress'' against it per your kit.
|-align="left"
+
|- style="background:#E6D5BE;"
|align="center"|1 || [[Time:_Null_Jikuu_List#Sleep|Sleep]] || Standard || Target gains ''sleep''.
+
|Scrutiny, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make ''progress'' and learn one ''zone encounter''.
|-align="left" style="background:#FAF0C0;"
+
|-
|align="center"|2 || Darkness || Standard || Create an area of darkness.
+
|Stealth, Basic || Make an ''exploration check'' against the current ''zone''. If you hit, you make no ''progress'', but gain ''potency 4 stealth'' while in the ''zone''.
|-align="left"
+
|align="center"|2 || [[Time:_Null_Jikuu_List#Fade|Fade]] || Standard || Target gains ''fade''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Silence || Standard || Create an area of silence.
+
|-align="left"
+
|align="center"|2 || [[Time:_Null_Jikuu_List#Vanish|Vanish]] || Standard || Target gains ''invisible''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || [[Time:_Null_Jikuu_List#Amnesia|Amnesia]] || Standard || Target gains ''amnesia''.
+
|-align="left"
+
|align="center"|3 || Dull Element || Standard || Target gains ''barrier'' against an element of your choice.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || Esuna || Standard || Remove status ailments from a target.
+
|-align="left"
+
|align="center"|3 || [[Time:_Null_Jikuu_List#Strip|Strip]] || Standard || Remove status boons from a target.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Blind || Standard || Target gains ''blind''.
+
|-align="left"
+
|align="center"|4 || [[Time:_Null_Jikuu_List#Ruinga|Ruinga]] || Standard || Deal ''potency 2'' damage in an area.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || [[Time:_Null_Jikuu_List#Weakness|Weakness]] || Standard || Target gains ''weakness''.
+
|-align="left"
+
|align="center"|5 || Insubstantial || Standard || Target gains ''insubstantial''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Skip || Standard || Target loses its next turn.
+
|-align="left"
+
|align="center"|5 || Temporal Dodge || Immediate || Briefly leave time to ignore one effect.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Antilife Shell || Standard || Create a barrier through which living creatures cannot pass.
+
|-align="left"
+
|align="center"|6 || Phase || Standard || Target gains ''phasing''.
+
|-align="left" style="background:#FAF0C0;"  
+
|align="center"|6 || Undo Time || Standard || Negate temporal effects.
+
|-align="left"
+
|align="center"|7 || Delete Data || Standard || Permanently remove information from multiple creatures' minds, world memory.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 || Eject || Standard || Target gains ''eject''.
+
|-align="left"
+
|align="center"|7 || Null Defenses || Standard || Target's ''evasion'', ''mettle'', ''grit'', or ''tenacity'' is reduced.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 || Vanishga || Standard || Multiple targets gain ''invisible''.
+
|-align="left"
+
|align="center"|8 || Null Drive || Standard || Target gains ''pacified''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Null Force || Standard || Target gains ''sealed''.
+
|-align="left"
+
|align="center"|8 || Null Mind || Standard || Target becomes temporarily ''mindless'', either beneficially or detrimentally.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Undo Force || Standard || Negate Force effects.
+
|-align="left"
+
|align="center"|9 || Doom || Standard || Target gains ''doom''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|9 || Null Element || Standard || Target gains ''immunity'' against an element of your choice.
+
|-align="left"
+
|align="center"|10 || Ethereal || Standard || Target becomes ''ethereal''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 || Banish || Standard || Purge creatures from your current plane back to their home planes.
+
|-align="left"
+
|align="center"|11 || Nondetection || Standard || Target is undetectable.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Erase || Standard || Erase a target from existence.
+
|-align="left"
+
|align="center"|12 || Null Soul || Standard || Target becomes temporarily ''soulless'', either beneficially or detrimentally.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Numbers Sphere==
+
==Pathfinding Knack==
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="85%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Numbers Jikuu</font></div>
+
! colspan="2;" style="background:#CDAA7D;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Pathfinding Basic Skills</font></div>
|- style="background:#F8E799;"
+
|-
|width="8%" |'''''Quanta'''''
+
! width="10%"|Skill Name
|width="15%" align="left"|'''Jikuu'''
+
! width="90%"|Effect
|width="10%" align="left"|'''Action'''
+
|-style="background:white;" align="left"  
|width="67%" align="left"|'''Effect'''
+
|Examination, Basic || Make an ''exploration check''. If you hit, you gain a +1 power bonus to the ''potency'' to your ''progress''.
|-align="left"
+
|- style="background:#E6D5BE;"
|align="center"|Basic || Libra || Standard || You gain ''libra''.
+
|Navigate Terrain, Basic || Make an ''exploration check'' against an ''obstacle''; if you hit, gain ''progress'' against it per your kit.
|-align="left" style="background:#FAF0C0;"
+
|-  
|align="center"|1 || Blink || Standard || Target gains ''image''.
+
|Search, Basic || Make an ''exploration check'' with a +2 power bonus.
|-align="left"
+
|- style="background:#E6D5BE;"
|align="center"|1 ||  ||  ||
+
|Shepherd || ''Traverse'' to a new ''zone'' via a known ''passage'' without expending actions.
|-align="left" style="background:#FAF0C0;"
+
|-  
|align="center"|2 || Imperil || Standard || Target gains a ''vulnerability'' of your choice.
+
|Survey, Basic || Make an ''exploration check''. If you hit, you make no ''progress'', but you ''discover'' a ''passage''.
|-align="left"
+
|- style="background:#E6D5BE;"
|align="center"|2 ||  ||  ||
+
|Sweep, Basic || Make two ''exploration checks'', each with a -4 power penalty.
|-align="left" style="background:#FAF0C0;"
+
|-  
|align="center"|3 ||  ||  ||
+
|Triangulate || Make an ''exploration check'' against an adjacent ''zone''. If you hit, you make no ''progress'', but if that ''zone'' has a ''passage'' to a ''zone'' you have already found, you ''discover'' that ''passage'', and make ''potency 1 progress'' against the target ''zone''.
|-align="left"
+
|align="center"|3 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 ||  ||  ||
+
|-align="left"
+
|align="center"|4 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Bubble || Standard || Target gains ''bubble''.
+
|-align="left"
+
|align="center"|5 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Balance || Standard || Deal damage to a creature equal to the amount of HP you have lost.
+
|-align="left"
+
|align="center"|6 || Reverse || Standard || Target gains ''reverse''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 ||  ||  ||
+
|-align="left"
+
|align="center"|7 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Double || Standard || Create a copy of a creature for a short time, after which both disappear.
+
|-align="left"
+
|align="center"|9 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 ||  ||  ||
+
|-align="left"
+
|align="center"|11 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Triple || Standard || Create two copies of a creature for a short time, after which all disappear.
+
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
==Space Sphere==
+
=Feats=
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
The following are a selection of feats that are relevant to explorers.
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Space Jikuu</font></div>
+
|- style="background:#F8E799;"
+
|width="8%" |'''''Quanta'''''
+
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
+
|-align="left"
+
|align="center"|Basic || Slide || Standard || Force a creature to move some distance.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || Escape || Move || Willing target teleports up to their speed.
+
|-align="left"
+
|align="center"|1 || Propel || Standard || Increase target's speed.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Dimension Swap || Standard || Switch ally's places.
+
|-align="left"
+
|align="center"|2 || Fold Space || Standard || Fold space in on itself.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || Immobilize || Standard || Target gains ''immobilize''.
+
|-align="left"
+
|align="center"|3 || Quake || Standard || Spatial disruption deals ''potency 3'' earth damage in an area.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Expand Space || Standard || Stretch space out, creating more area.
+
|-align="left"
+
|align="center"|4 || Retrieve || Standard || Teleport an object you can see to your hand.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Distort Space || Standard || Distort space around a creature, making it difficult for it to specify targets.
+
|-align="left"
+
|align="center"|5 || Disable || Standard || Target gains ''disable''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Quara || Standard || Spatial disruption deals ''potency 4'' earth damage in an area.
+
|-align="left"
+
|align="center"|6 || Wormhole || Standard || Create a portal between two points in space.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 ||  ||  ||
+
|-align="left"
+
|align="center"|7 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Teleport || Standard || Instantly travel with other creatures to a nearby place, with a chance of failure.
+
|-align="left"
+
|align="center"|9 || Quaga || Standard || Spatial disruption deals ''potency 6'' earth damage in an area.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 ||  ||  ||
+
|-align="left"
+
|align="center"|11 ||  ||  ||
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Teleportaga || Standard || Instantly travel with other creatures to a distant place.
+
|}
+
  
 
&nbsp;
 
&nbsp;
  
==Time Sphere==
+
<div id="Scout">
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! colspan="4;" style="background:#F5DD72;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Time Jikuu</font></div>
+
! style="background:#CDAA7D;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">SCOUT [Job]</font></div>
|- style="background:#F8E799;"
+
|-style="background:white;" align="left"  
|width="8%" |'''''Quanta'''''
+
|You know a few things about getting along on the road.
|width="15%" align="left"|'''Jikuu'''
+
|width="10%" align="left"|'''Action'''
+
|width="67%" align="left"|'''Effect'''
+
|-align="left"
+
|align="center"|Basic || Accelerate || Standard || Increase a creature's Initiative by 4.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || Alacrity || Standard || Target gains ''haste'' on its next turn.
+
|-align="left"
+
|align="center"|1 || Crumble || Standard || Deal cosmic damage to an object through extreme aging.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|1 || Moment || Swift || Increase your Initiative by 3.
+
|-align="left"
+
|align="center"|1 || Pause || Standard || Reduce a creature's Initiative by 3.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Bestow Time || Swift || Grant one of your actions to a touched creature on its next turn.
+
 
|-align="left"  
 
|-align="left"  
|align="center"|2 || Decelerate || Standard || Target gains ''hobbled'' for 5 rounds.
+
|'''Prerequisites:''' No levels in explorer.
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Déjà Vu || Standard || Target repeats its last action.
+
|-align="left"
+
|align="center"|2 || Lag || Standard || Target gains ''lag''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|2 || Temporal Edit || Swift || Undo your actions since the start of your turn.
+
|-align="left"
+
|align="center"|2 || Time Swap || Standard || Swap ally's Initiatives.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || Hustle || Swift || You gain a move action.
+
|-align="left"
+
|align="center"|3 || Lapse || Standard || Decrease the duration of an effect or status.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|3 || Slow || Standard || Multiple creatures gain ''slow''.
+
 
|-align="left"  
 
|-align="left"  
|align="center"|4 || Chrono Cross || Standard || Make multiple temporal copies of yourself.
+
|'''Benefit:''' You gain access to a single explorer knack, and learn two explorer tricks of your choice from that knack. Your ''expertise die'' is d2.
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Haste || Standard || Multiple creatures gain ''haste''.
+
|-align="left"
+
|align="center"|4 || Refresh || Immediate || Target regains all of its ''brave actions''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|4 || Time to Pause || Standard || Target can ''take 10'' on a skill check in an instant.
+
|-align="left"
+
|align="center"|5 || Decay || Standard || Target takes ''ongoing cosmic damage''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Delay || Standard || Target's turn is delayed until after your next turn.
+
|-align="left"
+
|align="center"|5 || Extend || Standard || Increase the duration of an effect or status.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|5 || Steal Time || Swift || Steal actions from a touched creature.
+
|-align="left"
+
|align="center"|5 || Temporal Shove || Standard || Drastically reduce a creature's Initiative.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Compress Time || Standard || Target gains ''compress''.
+
 
|-align="left"  
 
|-align="left"  
|align="center"|6 || Echo || Standard || Target relives the last round.
+
|'''Special:''' If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Immediacy || Immediate || Gain a move action.
+
|-align="left"
+
|align="center"|6 || Quick || Standard || Target gains a standard action immediately.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|6 || Temporal Buffer || Standard || Give yourself a buffer in which you can store actions for future use.
+
|-align="left"
+
|align="center"|7 || Stop || Standard || Target gains ''stop''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|7 || Temporal Acceleration || Standard || You gain a set of actions in which to freely act, but cannot interact with the world.
+
|-align="left"
+
|align="center"|8 || Day's Rest || 5 minutes || Target gains advantages of a ''long rest''.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|8 || Time Ebb || Standard || Make time pass faster or slower in an area.
+
|-align="left"
+
|align="center"|8 || Chrono Trigger || Standard || Set up a contingent effect.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|9 || Rewind || Standard || Go back in time to the last round.
+
|-align="left"
+
|align="center"|9 || Temporal Rewrite || 1 round || Alter your actions in the past.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|10 || Stopaga || Standard || Multiple targets gain ''stop''.
+
|-align="left"
+
|align="center"|11 || Temporal Abstraction || Full || Gain a number of additional actions.
+
|-align="left" style="background:#FAF0C0;"
+
|align="center"|12 || Chrono Break || Standard || Gain an extra turn in the Initiative order.
+
 
|}
 
|}
 +
</div>
  
 
&nbsp;
 
&nbsp;
  
[[Category:Mechanics]]
+
=Design Notes=
[[category:Base Classes]]
+
Second expert class.
[[category:Time]]
+
 
 +
'''Feb 14, 2017:''' Experts will have 8 skills per grade per knack. That's 120 I need to write. For each grade of each knack, four of the skills will be "standard" skills that appear at each grade level, while the other four will be other miscellaneous abilities that seem appropriate to that skill level. That seems like a decent enough starting point... I'm sure we'll think of more as time goes on.
 +
 
 +
'''Mar 26, 2017:''' Modifying knacks to account for [[D20_Mechanic:_Exploration|exploration rules]] now having a solid foundation.

Latest revision as of 18:51, 26 March 2017

The Explorer
  Charting
Level Special Moxie Max Grade Knacks Skills
1 Mapmaking 2 Basic 1 4
2 Cartography 2 Basic 1 6
3   3 Lesser 1 7
4 Cartography 3 Lesser 1 8
5   4 Lesser 2 10
6 Cartography 4 Lesser 2 11
7   5 Lesser 2 12
8 Cartography 5 Expert 2 14
9   6 Expert 2 15
10 Explorer Talent 7 Expert 2 16
11   7 Expert 3 18
12 Explorer Talent 8 Expert 3 19
13   8 Greater 3 20
14 Explorer Talent 8 Greater 3 22
15   9 Greater 3 23
16 Explorer Talent 9 Greater 3 24
17   10 Greater 3 26
18 Explorer Talent 10 Master 3 27
19   11 Master 3 28
20 Explorer Talent 11 Master 3 30

 

Explorer

Trish, iconic explorer
"There's a whole lot out there to see."

There are plenty of places to explore in the worlds of Trinity: ancient ruins lost to the ravages of time; desolate lands that haven't seen a sentient face in ages; and many other secrets. Exploring these out-of-the-way places requires a surprisingly large skill set, and some choose to specialize on improving those skills, becoming explorers in the process. Everything from the logistics of planning a foray to the search for hidden passages is within the explorer's purview, and - since the world is a dangerous place - many also know their way around a weapon, even if aren't particularly graceful with one, and explorers who survive their expeditions often become an incredibly hardy lot. Explorers are as likely to find work as the scout for an adventuring party as they are to band together and hire a mercenary to deal with anything dangerous on their travels.

Game Rule Information

Thieves have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Dexterity, Bravery, and Luck are all important here.

Hit Points at 1st Level: 15 + Con score.

Hit Points at Each Additional Level: 9 + Con modifier.

Healing Surges: 10 + Con modifier.

Starting Age: Simple.

Class Features

All of the following are class features of the explorer.

Proficiencies

Weapons: Any four.

Armor: Cloth, leather.

Implements: Kits.

Skills

Explorers are experts, and as such make use of skills, specific ways that they can interact with the world that they have learned through training and experience in their particular field.

To use skills, explorers must expend moxie, which they regain slowly while resting.

 

Explorer Knacks
Knack Primary Ability Description
Urbexor Int Most at home in cities, urbexors learn how to traverse cities in unusual ways, and are by far the most social of explorers.
Dungeoneer Per Seemingly able to keep maps in their heads, dungeoneers focus on exploring catacombs, fortresses, and other sorts of ruins or complexes.
Pathfinder Wis Able cartographers and able to navigate almost by instinct, pathfinders specialize in overland travel through forests, deserts, and mountains.

 

Skills are completely mundane in nature, representing only an individual's honed senses and experience. Skills are divided into knacks, which represent particular areas of expertise in the given expert's field. The moxie cost and minimum primary ability needed to use a skill are indicated on the table to the right.

Maneuver Stats by Grade
Grade Minimum Primary Ability Moxie Cost
Basic 10 1
Lesser 12 2
Expert 14 3
Greater 16 5
Master 18 8

The explorer has a maximum amount of moxie, based upon his class level. You gain a bonus to this amount equal to the highest of your Perception, Intelligence, and Bravery modifiers; this bonus is limited to half your class level, rounded down.

After a long rest, you automatically regain all moxie.

During a short rest, you can spend a healing surge to regain 1 moxie. You can only spend one healing surge per short rest in this manner.

To use a skill, you must expend some amount of moxie, the amount required is determined by the grade of the skill.

The explorer begins with four known skills. He gains knowledge of additional skills each level, as per the class table, above. At fourth level and every four levels after, he can trade out up to two skills for new skills from any knack he can access, of any grade he can access.

If you would gain access to a knack, you can choose to instead gain a bonus feat, which must be a feat for which you qualify. If you would gain access to a knack and already have access to three knacks, you gain a bonus feat instead.

The explorer's key ability for his exploration checks is the primary ability for the knack of the skill in question.

Skills

The following is the explorer skill list, ordered by knack, then by grade.

Archaeology Knack

The field of archaeology, in the sense that explorers use it, is focused on finding what you were not meant to find. Archaeologist explorers excel at finding the hidden treasure, secret passages, and lost tomes that often elude adventurers, and can often glean details of a site just from examining small sections of it. However, their process is slow and methodical; in addition, their attention to detail can sometimes make them miss obvious dangers. As such, while archaeologist explorers get many skills related to finding hidden details, they are often less adept at fully exploring a site, and get no training in noticing traps or denizens of the dark.

 

Archaeology Basic Skills
Skill Name Effect
Analysis, Basic Make an exploration check against the current zone. If you hit, you make progress and gain libra (exploration) against it.
Awareness, Basic Make an exploration check against the current zone. If you hit, you make progress and determine the presence of hidden details.
Identify Learn the properties of an item.
Investigate, Basic Make an exploration check against the current zone with a -4 power penalty. If you hit, you make no progress, but you uncover a hidden detail.
Sift, Basic Make an exploration check against a clutter; if you hit, gain progress against it per your kit.

 

Infiltration Knack

Infiltration Basic Skills
Skill Name Effect
Danger Sense, Basic In response to a hazard check, gain a +2 power bonus to defenses against it.
Get Back! In response to a creature encounter, gain a +4 power bonus on the exploration check made to determine the encounter type.
Open Lock, Basic Make an exploration check against a lock; if you hit, gain progress against it per your kit.
Scrutiny, Basic Make an exploration check against the current zone. If you hit, you make progress and learn one zone encounter.
Stealth, Basic Make an exploration check against the current zone. If you hit, you make no progress, but gain potency 4 stealth while in the zone.

 

Pathfinding Knack

Pathfinding Basic Skills
Skill Name Effect
Examination, Basic Make an exploration check. If you hit, you gain a +1 power bonus to the potency to your progress.
Navigate Terrain, Basic Make an exploration check against an obstacle; if you hit, gain progress against it per your kit.
Search, Basic Make an exploration check with a +2 power bonus.
Shepherd Traverse to a new zone via a known passage without expending actions.
Survey, Basic Make an exploration check. If you hit, you make no progress, but you discover a passage.
Sweep, Basic Make two exploration checks, each with a -4 power penalty.
Triangulate Make an exploration check against an adjacent zone. If you hit, you make no progress, but if that zone has a passage to a zone you have already found, you discover that passage, and make potency 1 progress against the target zone.

 

Feats

The following are a selection of feats that are relevant to explorers.

 

SCOUT [Job]
You know a few things about getting along on the road.
Prerequisites: No levels in explorer.
Benefit: You gain access to a single explorer knack, and learn two explorer tricks of your choice from that knack. Your expertise die is d2.
Special: If you take a level in explorer, you must immediately retrain this feat; the new feat cannot be a [Job] feat.

 

Design Notes

Second expert class.

Feb 14, 2017: Experts will have 8 skills per grade per knack. That's 120 I need to write. For each grade of each knack, four of the skills will be "standard" skills that appear at each grade level, while the other four will be other miscellaneous abilities that seem appropriate to that skill level. That seems like a decent enough starting point... I'm sure we'll think of more as time goes on.

Mar 26, 2017: Modifying knacks to account for exploration rules now having a solid foundation.