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The Epochent
  Jikuu
Level BAB Fort Ref Will Special Chronos Die Spheres Jikuu Known
1 +0 +0 +1 +2 Tracer d4 1 4
2 +1 +0 +2 +3 Chronos Lore d4 1 6
3 +1 +1 +2 +3   d4 2 7
4 +2 +1 +2 +4 Chronos Lore d6 2 8
5 +2 +1 +3 +4   d6 2 10
6 +3 +2 +3 +5 Chronos Lore d6 3 11
7 +3 +2 +4 +5   d6 3 12
8 +4 +2 +4 +6 Chronos Lore d8 3 14
9 +4 +3 +4 +6   d8 4 15
10 +5 +3 +5 +7 Epochent Talent d8 4 16
11 +5 +3 +5 +7   d8 4 18
12 +6/+1 +4 +6 +8 Epochent Talent d10 5 19
13 +6/+1 +4 +6 +8   d10 5 20
14 +7/+2 +4 +6 +9 Epochent Talent d10 5 22
15 +7/+2 +5 +7 +9   d10 6 23
16 +8/+3 +5 +7 +10 Epochent Talent d12 6 24
17 +8/+3 +5 +8 +10   d12 6 26
18 +9/+4 +6 +8 +11 Epochent Talent d12 6 27
19 +9/+4 +6 +8 +11   d12 6 28
20 +10/+5 +6 +9 +12 Epochent Talent d20 6 30

 

Epochent

Moth'treyl, iconic epochent
"Time is not a linear thing, but a nebular web of existential freedom..."

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.

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.

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

Epochents have the following game statistics.

Force Alignment: Time.

Force Resistances: UO 5 + level, CO 5 + level.

Abilities: Intelligence and Bravery are both important to the epochent. Intelligence determines her ability to use jikuu, while Bravery impacts how many swift actions and reactions she can take, which are of vital importance.

Hit Points at 1st Level: 5 + Con score.

Hit Points at Each Additional Level: 5 + Con modifier.

Healing Surges: 6 + Con modifier.

Class Skills: The Epochent’s class skills are Analysis, Cultures, Insight, Investigation, Lore (Time), Notice, Resolve, and Search.

Skill Points at Each Level: 4 + Int modifier.

Starting Age: Complex.

Class Features

All of the following are class features of the epochent.

Proficiencies

Weapons: All simple weapons.

Armor: None.

Implements: Pendulums.

Jikuu

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.

 

Temporal Spheres
Sphere Description Base Jikuu
Celestial Deep within the void of space are celestial objects, and chronists are able to manipulate these objects to their own ends. something
Gravity Harnessing the crushing power of objects that occupy space, this sphere manipulates gravitational and magnetic forces. something
Null Between every moment, between every atom, there is nothing: this sphere specializes in the exploitation of that emptiness. something
Numbers 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
Space Space and time are intricately interwoven, and thus - by extension of temporal manipulation - a chronist can also manipulate space. something
Time Acceptance of the malleability of time and temporal events leads to the ability to change history. something

 

The epochent does not prepare her jikuu ahead of time. Instead, she must open her mind to the passage of time around her. As a swift action, she can cast her temporal net, assessing the temporal energy of the present's possible futures, and gather quanta. The amount of quanta she gathers is the result of her chronos die, which begins at a d4 and increases as she gains chronist levels. Time, however, is a fickle mistress, and its energy is fleeting: at the beginning of each of her turns, the epochent's quanta resets to 0.

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.

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 epochent's key ability for her temporal attacks is her Intelligence.

The epochent can use any jikuu she knows whose required quanta is equal to or less than her current amount. Regardless of her current quanta, the epochent can always make use of the base jikuu of any sphere she can access, per the table above.

The epochent can spend ten rounds (one minute) in concentration on gathering as much quanta as she can, carefully selecting each mote of temporal energy for maximal effect. If she does, at the end of the ten rounds, she gains quanta equal to the maximum result of her chronos die: this allows her one use of any jikuu she knows.

Tracer

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.

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 chronos 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.

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.

Chronos Lore

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.

▶ Predict

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.

▶ Save

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.

▶ Reset
Sidebar: Reset
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.

▶ Restore

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.

▶ Warp

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 here.

Celestial Sphere

Celestial Jikuu
Quanta Jikuu Action Effect
Basic Guidance Standard Grant an ally a bonus to their next d20 roll.
1 Flare Standard Summon a burst of energy from the heavens that deals potency 2 damage to a creature.
1 True Strike Standard Target's gains a bonus on their next attack roll.
2 Darkvision Standard Target gains darkvision.
2
3 Meteorite Standard Summon a meteorite that deals potency 4 damage in an area.
3
4 Confusion Standard Target gains confusion.
4
5 Comet Standard Summon a comet that deals potency 5 damage in an area.
5 Regen Standard Target gains regen.
6 True Sight Standard Target gains truesight.
6
7 Nova Standard Summon a celestial nova that deals potency 6 damage in an area.
7 Reflect Standard Target gains reflect.
8 Reraise Standard Target gains reraise.
9 Meteor Standard Summon a heavenly meteor that deals potency 8 damage in an area.
10 Insanity Standard Target gains innate confusion.
11 Quasar Standard Summon a quasar that deals potency 10 damage in an area.
12 Choose Destiny Standard Choose the result of all your rolls until the start of your next turn.

 

Gravity Sphere

Gravity Jikuu
Quanta Jikuu Action Effect
Basic Drop Standard Target becomes prone.
1 Drag Immediate Target falls faster.
1 Float Immediate Target gains float.
2 Gravity Bow Standard Touched ranged weapon deals increased damage.
2 Lead Blade Standard Touched melee weapon deals increased damage.
3 Undeniable Gravity Standard Target cannot fly.
3 Momentum Standard Creature deals increased damage after moving.
4 Gravity Standard Target loses 25% of its current hit points.
4 False Gravity Standard Target chooses its gravitational orientation.
5 Gravity Cage Standard Trap a creature in a sphere of gravitic force.
5 Gravity Shield Standard Make area around you more difficult to move through.
6 Gravity Tether Standard Target becomes nigh-immovable.
6 Gravity Pulse Standard Deal potency 3 magnetic damage in an area, pull creatures to center.
7 Reverse Projectiles Standard Reflect projectiles back at their origin.
7 Reverse Gravity Standard Temporarily flip gravity's direction in an area.
8 Gravira Standard Target loses 50% of its current hit points.
9 Wall of Gravity Standard Create a barrier of gravitic force.
10 Tiny Standard Drastically reduce a creature's size.
11 Graviton Burst Immediate Counter an avoidance effect or saving throw.
12 Gravija Standard Target loses 75% of its current hit points.

 

Null Sphere

Null Jikuu
Quanta Jikuu Action Effect
Basic Ruin Standard Deal potency 2 damage to a creature at range.
1 Lethargy Standard Target gains dex down.
1 Sleep Standard Target gains sleep.
2 Fade Standard Target gains fade.
2 Vanish Standard Target gains invisible.
3 Amnesia Standard Target gains amnesia.
3 Strip Standard Remove status boons from a target.
4 Ruinga Standard Deal potency 2 damage in an area.
4 Weakness Standard Target gains weakness.
5 Skip Standard Target loses its next turn.
5 Temporal Dodge Immediate Briefly leave time to ignore one effect.
6 Phase Standard Target gains insubstantial.
6 Undo Time Standard Negate temporal effects.
7 Eject Standard Target gains eject.
7 Vanishga Standard Multiple targets gain invisible.
8 Undo Force Standard Negate Force effects.
9 Doom Standard Target gains doom.
10 Ethereal Standard Target becomes ethereal.
11 Nondetection Standard Target is undetectable.
12 Erase Standard Erase a target from existence.

 

Numbers Sphere

Numbers Jikuu
Quanta Jikuu Action Effect
Basic Libra Standard You gain libra.
1 Blink Standard Target gains image.
1
2 Imperil Standard Target gains a vulnerability of your choice.
2
3
3
4
4
5 Bubble Standard Target gains bubble.
5
6 Balance Standard Deal damage to a creature equal to the amount of HP you have lost.
6 Reverse Standard Target gains reverse.
7
7
8 Double Standard Create a copy of a creature for a short time, after which both disappear.
9
10
11
12 Triple Standard Create two copies of a creature for a short time, after which all disappear.

 

Space Sphere

Space Jikuu
Quanta Jikuu Action Effect
Basic Slide Standard Force a creature to move some distance.
1 Escape Move Willing target teleports up to their speed.
1 Propel Standard Increase target's speed.
2 Dimension Swap Standard Switch ally's places.
2 Fold Space Standard Fold space in on itself.
3 Immobilize Standard Target gains immobilize.
3 Quake Standard Spatial disruption deals potency 3 earth damage in an area.
4 Expand Space Standard Stretch space out, creating more area.
4 Retrieve Standard Teleport an object you can see to your hand.
5 Distort Space Standard Distort space around a creature, making it difficult for it to specify targets.
5 Disable Standard Target gains disable.
6 Quara Standard Spatial disruption deals potency 4 earth damage in an area.
6 Wormhole Standard Create a portal between two points in space.
7
7
8 Teleport Standard Instantly travel with other creatures to a nearby place, with a chance of failure.
9 Quaga Standard Spatial disruption deals potency 6 earth damage in an area.
10
11
12 Teleportaga Standard Instantly travel with other creatures to a distant place.

 

Time Sphere

Time Jikuu
Quanta Jikuu Action Effect
Basic Accelerate Standard Increase a creature's Initiative by 4.
1 Alacrity Standard Target gains haste on its next turn.
1 Pause Standard Reduce a creature's Initiative by 3.
2 Decelerate Standard Target gains hobbled for 5 rounds.
2 Déjà Vu Standard Target repeats its last action.
3 Hustle Swift You gain a move action.
3 Slow Standard Multiple creatures gain slow.
4 Chrono Cross Standard Make multiple temporal copies of yourself.
4 Haste Standard Multiple creatures gain haste.
5 Extend Standard Increase the duration of an effect or status.
5 Delay Standard Target's turn is delayed until after your next turn.
6 Echo Standard Target relives the last round.
6 Quick Standard Target gains a standard action immediately.
7 Stop Standard Target gains stop.
7 Moment Standard You gain a set of actions in which to freely act, but cannot interact with the world.
8 Chrono Trigger Standard Set up a contingent effect.
9 Rewind Standard Go back in time to the last round.
10 Stopaga Standard Multiple targets gain stop.
11 Temporal Abstraction Full Gain a number of additional actions.
12 Chrono Break Standard Gain an extra turn in the Initiative order.