Difference between revisions of "Test Page 5"

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{| 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="10;" style="background:#C82536;" align="center"|<div style="margin-left:0px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">The Bard</font></div>
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! colspan="14;" style="background:#FCDC3B;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Harrier</font></div>
 
|-
 
|-
| colspan="6"|&nbsp;
+
| colspan="7"|&nbsp;
| colspan="4" style="background:#D96975;"|'''Magic'''
+
| colspan="4" style="background:#FCE248;"|'''Jikuu'''
 +
| colspan="3" style="background:#FCE248;"|'''Maneuvers'''
 
|-
 
|-
 
|width="5%"|'''Level'''
 
|width="5%"|'''Level'''
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|width="4%"|'''Ref'''
 
|width="4%"|'''Ref'''
 
|width="4%"|'''Will'''
 
|width="4%"|'''Will'''
|width="18%" align="left"|'''Special'''
+
|width="14%" align="left"|'''Special'''
|width="6%"|''Mana Die''
+
|width="4%"|'''Spd Bonus'''
|width="9%"|''Ruling Path''
+
|width="7%"|''(U) JP''
|width="8%"|''Common Paths''
+
|width="7%"|''(P) JP''
|width="8%"|''Inferior Path''
+
|width="8%"|''Jikuu Known''
 +
|width="8%"|''Max Jikuu Level''
 +
|width="9%"|''Readied''
 +
|width="9%"|''Known''
 +
|width="9%"|''Max Level''
 
|-
 
|-
|1 || align="left"|+0 || +0 || +1 || +2 || align="left"|Performance, Bardic Song, Bardic Lore || d2 || Initiate || ---- || ----
+
|1 || align="left"|+0 || +0 || +2 || +1 || align="left"|[[#Temporal_Initiative|Temporal Initiative]], [[#Quick_Draw|Quick Draw]] || +0 ft || 0 || 1 || 1
|-style="background:#EAADB4;"
+
|-style="background:#FBEC5D;"
|2 || align="left"|+1 || +0 || +2 || +3 || align="left"|Bardic Song || d2 || Initiate || ---- || ----
+
|2 || align="left"|+1 || +0 || +3 || +2 || align="left"|[[#Sudden_Strike|Sudden Strike]] +1d6 || +10 ft || 1 || 2 || 1
 
|-
 
|-
|3 || align="left"|+2 || +1 || +2 || +3 || align="left"|&nbsp; || d2 || Apprentice || ---- || ----
+
|3 || align="left"|+2 || +1 || +3 || +2 || align="left"|[[#Combat_Reflexes|Combat Reflexes]], [[#Quicksheath|Quicksheath]] || +10 ft || 3 || 3 || 1
|-style="background:#EAADB4;"
+
|-style="background:#FBEC5D;"
|4 || align="left"|+3 || +1 || +2 || +4 || align="left"|Bardic Song || d2 || Apprentice || ---- || ----
+
|4 || align="left"|+3 || +1 || +4 || +2 || align="left"|[[#Uncanny_Dodge|Uncanny Dodge]] || +20 ft || 4 || 3 || 1
 
|-
 
|-
|5 || align="left"|+3 || +1 || +3 || +4 || align="left"|&nbsp; || d2 || Apprentice || ---- || ----
+
|5 || align="left"|+3 || +1 || +4 || +3 || align="left"|[[#Sudden_Strike|Sudden Strike]] +2d6 || +20 ft || 6 || 4 || 2
|-style="background:#EAADB4;"
+
|-style="background:#FBEC5D;"
|6 || align="left"|+4 || +2 || +3 || +5 || align="left"|Bardic Song || d3 || Apprentice || ---- || ----
+
|6 || align="left"|+4 || +2 || +5 || +3 || align="left"|[[#Temporal_Dodge|Temporal Dodge]] || +30 ft || 7 || 5 || 2
 
|-
 
|-
|7 || align="left"|+5 || +2 || +4 || +5 || align="left"|&nbsp; || d3 || Apprentice || Initiate || ----
+
|7 || align="left"|+5 || +2 || +5 || +4 || align="left"|[[#Split_Timeline|Split Timeline]] || +30 ft || 9 || 6 || 2
|-style="background:#EAADB4;"
+
|-style="background:#FBEC5D;"
|8 || align="left"|+6/+1 || +2 || +4 || +6 || align="left"|Bardic Song || d3 || Journeyman || Initiate || ----
+
|8 || align="left"|+6/+1 || +2 || +6 || +4 || align="left"|[[#Sudden_Strike|Sudden Strike]] +3d6 || +40 ft || 10 || 6 || 2
 
|-
 
|-
|9 || align="left"|+6/+1 || +3 || +4 || +6 || align="left"|&nbsp; || d3 || Journeyman || Initiate || ----
+
|9 || align="left"|+6/+1 || +3 || +6 || +4 || &nbsp; || +40 ft || 12 || 7 || 3
|-style="background:#EAADB4;"
+
|-style="background:#FBEC5D;"
|10 || align="left"|+7/+2 || +3 || +5 || +7 || align="left"|Bard Talent || d3 || Journeyman || Apprentice || ----
+
|10 || align="left"|+7/+2 || +3 || +7 || +5 || align="left"|[[#Harrier_Talent|Harrier Talent]] || +50 ft || 13 || 8 || 3
 
|-
 
|-
|11 || align="left"|+8/+3 || +3 || +5 || +7 || align="left"|&nbsp; || d4 || Journeyman || Apprentice || ----
+
|11 || align="left"|+8/+3 || +3 || +7 || +5 || align="left"|[[#Sudden_Strike|Sudden Strike]] +4d6 || +50 ft || 15 || 9 || 3
|-style="background:#EAADB4;"
+
|-style="background:#FBEC5D;"
|12 || align="left"|+9/+4 || +4 || +6 || +8 || align="left"|Bard Talent || d4 || Journeyman || Apprentice || ----
+
|12 || align="left"|+9/+4 || +4 || +8 || +6 || align="left"|[[#Harrier_Talent|Harrier Talent]] || +60 ft || 16 || 9 || 3
 
|-
 
|-
|13 || align="left"|+9/+4 || +4 || +6 || +8 || align="left"|&nbsp; || d4 || Journeyman || Apprentice || ----
+
|13 || align="left"|+9/+4 || +4 || +8 || +6 || &nbsp; || +60 ft || 18 || 10 || 4
|-style="background:#EAADB4;"
+
|-style="background:#FBEC5D;"
|14 || align="left"|+10/+5 || +4 || +6 || +9 || align="left"|Bard Talent || d4 || Journeyman || Apprentice || ----
+
|14 || align="left"|+10/+5 || +4 || +9 || +6 || align="left"|[[#Sudden_Strike|Sudden Strike]] +5d6, [[#Harrier_Talent|Harrier Talent]] || +70 ft || 19 || 11 || 4
 
|-
 
|-
|15 || align="left"|+11/+6/+1 || +5 || +7 || +9 || align="left"|&nbsp; || d4 || Journeyman || Apprentice || Initiate
+
|15 || align="left"|+11/+6/+1 || +5 || +9 || +7 || &nbsp; || +70 ft || 21 || 12 || 4
|-style="background:#EAADB4;"
+
|-style="background:#FBEC5D;"
|16 || align="left"|+12/+7/+2 || +5 || +7 || +10 || align="left"|Bard Talent || d6 || Journeyman || Apprentice || Initiate
+
|16 || align="left"|+12/+7/+2 || +5 || +10 || +7 || align="left"|[[#Harrier_Talent|Harrier Talent]] || +80 ft || 22 || 12 || 4
 
|-
 
|-
|17 || align="left"|+12/+7/+2 || +5 || +8 || +10 || align="left"|&nbsp; || d6 || Journeyman || Apprentice || Initiate
+
|17 || align="left"|+12/+7/+2 || +5 || +10 || +8 || align="left"|[[#Sudden_Strike|Sudden Strike]] +6d6 || +80 ft || 24 || 13 || 5
|-style="background:#EAADB4;"
+
|-style="background:#FBEC5D;"
|18 || align="left"|+13/+8/+3 || +6 || +8 || +11 || align="left"|Bard Talent || d6 || Adept || Apprentice || Initiate
+
|18 || align="left"|+13/+8/+3 || +6 || +11 || +8 || align="left"|[[#Harrier_Talent|Harrier Talent]] || +90 ft || 25 || 14 || 5
 
|-
 
|-
|19 || align="left"|+14/+9/+4 || +6 || +8 || +11 || align="left"|&nbsp; || d6 || Adept || Journeyman || Initiate
+
|19 || align="left"|+14/+9/+4 || +6 || +11 || +8 || &nbsp; || +90 ft || 27 || 15 || 5
|-style="background:#EAADB4;"
+
|-style="background:#FBEC5D;"
|20 || align="left"|+15/+10/+5 || +6 || +9 || +12 || align="left"|Bard Talent || d6 || Adept || Journeyman || Initiate
+
|20 || align="left"|+15/+10/+5 || +6 || +12 || +9 || align="left"|[[#Sudden_Strike|Sudden Strike]] +7d6, [[#Harrier_Talent|Harrier Talent]] || +100 ft || 28 || 15 || 5
 
|}
 
|}
  
 
&nbsp;
 
&nbsp;
  
=Bard=
+
=Harrier=
[[Image:Bard.jpg|thumb|325px|right|Elise, iconic bard]]
+
[[Image:newHarrier.jpg|thumb|325px|right|Tidus, iconic harrier]]
: ''"Let me sing you the song of my people."''
+
: ''"It doesn't matter how fast you are. I will always be faster."''
  
Some say that songs are magical, and that - rooted both within the mysteries of music and magic - there is common ground between them. Those that study the artistry of music find that, on occasion, they are able to conjure magic through means that seem otherwise entirely mundane. These are the bards, and while the extent of such magics are somewhat limited, they are relatively unique.
+
There are some in the world who are just naturally faster than their peers, always one narrow step ahead. Some of these quick individuals learn to tap into something greater than themselves; their speed becomes something greater than any normal person could possess. These are harriers - rogues and vagabonds who have managed to, through either training or intuition, learn to call upon the power of time.
 
+
However, music is a cultural artifact, and as such, bards typically find themselves wandering the world, seeking out the sounds and stories of new cultures to add to their repertoires. As their understanding of the depths of music grows, so, too, does their understanding of the magic behind it, and they accrue some degree of magical talent. While never as powerful as a [[Class: Mage|mage]], bards can certainly hold their own in terms of spellcasting, and their ability to bolster their allies with song leads most bards to never want for adventuring companions.
+
  
 
==Game Rule Information==
 
==Game Rule Information==
Bards have the following game statistics.
+
Harriers have the following game statistics.
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Magic.
+
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Time.
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' PR 5 + level, TR 5 + level.
+
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' UO 5 + level, CO 5 + level.
  
'''Abilities:''' Charisma is the most important ability for a bard, as it modifies the Perform skill.
+
'''Abilities:''' Dexterity is the most important ability for a harrier. Intelligence, Wisdom, and Charisma also play a role, but are not as important.
  
 
'''Hit Die:''' d8.
 
'''Hit Die:''' d8.
  
'''Class Skills:''' The bard's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (all) (Int), Listen (Per), Perform (Cha), Search (Per), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Per), Tumble (Dex), and Use Magic Device (Cha).
+
'''Class Skills:''' The Harrier’s class skills are Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), [[Force_Craft#Jikuucraft|Jikuucraft]] (Int), Spot (Per), Tumble (Dex), and Use Temporal Item (Cha).
  
'''Skill Points at Each Level:''' 6 + Int modifier.
+
'''Skill Points at Each Level:''' 2 + Int.
  
 
'''Alignment:''' Any.
 
'''Alignment:''' Any.
 
: '''''Ethos:''' Any.''
 
  
 
'''Starting Age:''' Simple.
 
'''Starting Age:''' Simple.
Line 92: Line 93:
 
'''Favored By:''' None.
 
'''Favored By:''' None.
  
==Job Features==
+
==Class Features==
All of the following are job features of the bard.
+
All of the following are class features of the harrier.
  
'''Performance (Ma):''' A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each degree after 1st, a bard can use performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered.
+
'''Weapons and Armor Proficiency:''' Harriers are proficient with all simple weapons, all one-handed martial weapons, and light armor, but not shields.
  
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
+
When wearing armor heavier than light, wielding a shield, or carrying a medium or heavy load, the harrier loses his fast movement, temporal initiative, sudden strike, combat reflexes, and all harrier talent abilities.
  
As all performances have an audible component, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
+
'''Jikuu (Ji):''' The harrier is trained in the use of [[Jikuu|jikuu]], the name of the abilities of the force of time. The effective level of a jikuu is equal to its JP cost.
  
To use this ability, you must have Perform as a class skill, and must have at least 1 rank in it.
+
A harrier must have an Intelligence score of 10 + jikuu level in order to use a jikuu of a given level.
  
'''Inspire Courage (Ma):''' A 1st degree bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 3rd degree, and every two bard degrees thereafter, this bonus increases by +1, to a maximum of +4 at 9th degree. This is a mind-affecting ability.
+
A harrier gains bonus JP based upon his Wisdom modifier. A harrier gains bonus JP at each level according to the following formula: harrier level x wisdom modifier x 1/2. At each new harrier level, the bonus JP are recalculated based upon the harrier's base JP for that level, then added to his total. [http://www.d20srd.org/srd/psionic/classes/index.htm#abilitiesAndManifesters This table] can be used for ease of reference.
  
'''Bardic Lore (Ex):''' At 2nd degree, a bard adds half his bard degree (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
+
A harrier sets the saving throw DC for his jikuu based on his Charisma. A jikuu's saving throw DC is 10 + jikuu level + the harrier's Charisma modifier.
  
'''Inspire Competence (Ma):''' A bard of 3rd degree or higher can use his performance to help his allies succeed at a task. The allies must be able to hear the bard. All allies gain a +2 competence bonus on skill checks with a particular skill as long as they continue to hear the bard’s performance; the skill is chosen when the bard begins the performance. This bonus increases by +1 for every two degrees the bard has attained beyond 3rd (+3 at 5th, +4 at 7th, and +5 at 9th).
+
<div id="Temporal_Initiative">
 +
'''Temporal Initiative (Te):''' A harrier's timeline is inherently slightly faster than those of most beings, and his training in time accentuates this fact. So long as he as at least 1 JP remaining, the harrier gains an insight bonus to all initiative checks equal to his harrier level, to a maximum of his current JP.
 +
</div>
  
'''Inspire Greatness (Ma):''' A bard of 4th degree or higher can use his performance to inspire greatness in himself and all willing allies that can hear him. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells and other effects that are Hit Dice dependent.
+
<div id="Quick_Draw">
 +
'''Quick Draw (Ex):''' A harrier gains the Quick Draw feat at first level.
 +
</div>
  
This ability requires the bard to expend a number of rounds' worth of performance equal to the number of creatures affected to activate, and the same amount to maintain it each round.
+
<div id="Sudden_Strike">
 +
'''Sudden Strike (Ex):''' If a harrier can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Starting at 2nd level, whenever a harrier’s target is denied it's Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), he deals +1d6 extra damage with his attack. This bonus increases to +2d6 at 5th level, +3d6 at 8th level, +4d6 at 11th level, and so on. Harriers cannot use sudden strike when flanking an opponent unless that opponent is denied it's Dexterity bonus to AC.
 +
</div>
  
'''Inspire Action (Ma):''' A bard of 5th degree of higher can exhort any allies within hearing to a sudden surge of action, allowing them to immediately take an extra move action. This does not count against the ally's number of actions on his own turn.
+
<div id="Combat_Reflexes">
 +
'''Combat Reflexes (Ex):''' A harrier gains the Combat Reflexes feat at third level, even if he does not meet the prerequisites.
 +
</div>
  
This ability requires the bard to expend a number of rounds' worth of performance equal to the number of creatures affected to activate, and the same amount to maintain it each round.
+
<div id="Quicksheath">
 +
'''Quicksheath (Ex):''' A harrier gains the [[Feats#Quicksheath|Quicksheath]] feat at third level, even if he does not meet the prerequisites.
 +
</div>
  
: '''''Example:''' Elise has four allies within hearing range, and she wants to use'' inspire action''. To do so, she must expend five rounds' worth of Performance - one for herself, and one for each ally. Each round thereafter, she can maintain the music at the cost of five rounds' worth of Performance.
+
<div id="Uncanny_Dodge">
 +
'''Uncanny Dodge (Ex):''' At 4th level, the harrier's reflexes allow him to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible stalker. However, he still loses his Dexterity bonus to AC if immobilized.
  
'''Bard Talent:''' At 6th degree, and every degree thereafter, the bard learns to weave more enhanced magic with their music. Choose one of the talents below.  
+
If a harrier already has uncanny dodge from a different class (a harrier with at least four levels of rogue, for instance), he automatically gains improved uncanny dodge (see below) instead.  
 +
</div>
  
* ''Arcane Refrain (Ma):'' The Force effects of you and those allies who can hear you have their saving throw DCs increased by +1, plus an additional +1 for every three bard degrees you have (so +2 at 3rd, +3 at 6th, and +4 at 9th). This magical effect only has an effect on manifesters and students if you overcome their SR at the beginning of the performance.
+
<div id="Fast_Movement">
* ''Battle Chant (Ma):'' The bard and all willing allies who can hear him gain a +2 morale bonus to attack rolls and a +4 morale bonus to damage rolls. For every two bard degrees you have, increase the bonus to attack rolls by +1 and the bonus to damage rolls by +2 (so +3 and +6 at 2nd degree, +4 and +8 at 4th degree, +5 and +10 at 6th degree, and so on).
+
'''Fast Movement (Te):''' At 3rd level, a harrier gains an insight bonus to his speed. A harrier in armor heavier than light or carrying a medium or heavy load loses this extra speed.  
* ''Cantus Firmus (Ma):'' The bard and all willing allies who can hear him gain ''mettle'' for so long as the bard performs.
+
</div>
* ''Extra Music:'' You gain an additional four rounds worth of Performance each day. You can take this talent multiple times; its effect stacks.
+
* ''Finale (Ma):'' When you use ''inspire action'', you instead grant a standard action.
+
* ''Life's Anthem (Ma):'' The bard and all willing allies who can hear him gain ''fast healing'' equal to the bard's bard degree + his Charisma modifier.
+
* ''Lingering Performance:'' The effects of your bardic Performance continue for 1 round after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. You can take this talent multiple times; each time you do, the effects of your Performance persist for an additional round.
+
* ''Matador's Song (Ma):'' The bard and all willing allies who can hear him gain ''evasion'' for so long as the bard performs.
+
* ''Nameless Song (Ma):'' When you start this performance and for each round you continue playing it, roll 1d6 for you and each ally affected. The result determines what effect occurs. Each effect has a duration equal to your bard degree in rounds, and persist even after you cease the Performance (that is, their duration is independent of the Performance). You can choose to expend an additional round of Performance each round you perform this song, to a total no greater than one-half your bard degree; if you do, for each additional round you expend, roll an additional 1d6 for each ally. Multiple effects of the same name at the same time have no additional effect, but gaining a status in a later round after having already gained it refreshes the duration.
+
** 1 - no effect; 2 - ''reraise''; 3 - ''regen''; 4 - ''protect''; 5 - ''shell''; 6 - ''haste''
+
* ''Requiem (Ma):'' All undead creatures that can hear you within 60 feet take 2d6/degree arcane and holy damage. Creatures so affected are allowed a Will save against DC 10 + your bard degree + your Charisma modifier; if successful, they take half damage.
+
* ''Rousing Melody (Ma):'' The bard and all willing allies improve their initiative by the bard's Charisma modifier at the beginning of their turns. This ability requires the bard to expend a number of rounds' worth of performance equal to the number of creatures affected to activate, and the same amount to maintain it each round.
+
* ''Soul Etude (Ma):'' When you first perform this song, and on each round you continue to perform it, you attempt to remove status ailments from willing allies that can hear you. For each status ailment you want to remove, you must spend one round of Performance. You cannot use this ability to remove the ''dead'' status.
+
* ''Swift Ballad (Ma):'' The bard and all willing allies double their base movement speeds for all modes for the duration of this performance.
+
* ''Swift Performance:'' You can begin a Performance ability as a move action, rather than a standard. You can take this talent twice; the second time you do, you can begin a Performance with a swift action, rather than a move.
+
  
=Feats=
+
<div id="Temporal_Dodge">
The following are a selection of feats that are relevant to bards.
+
'''Temporal Dodge (Ji):''' At 6th level, the harrier gains the [[Jikuu_S-Z#Temporal_Dodge|''temporal dodge'']] jikuu as a 2nd-level jikuu.
 +
</div>
 +
 
 +
<div id="Split_Timeline">
 +
'''Split Timeline (Te):''' At 7th level, the harrier gains the ability to split his current timeline into two, allowing him to act as two independent entities.
 +
 
 +
As a swift action, he can activate this ability at the cost of 4 JP. When he does, an exact copy of himself comes into being, occupying the same square (though the copies cannot occupy the same square after this ability is activated, as they are independent creatures). Both copies of himself have a full allotment of actions, and act independently; effects that affect one copy do not affect the other. However, both copies call upon the same pool of JP.
 +
 
 +
On the first copy's action in any given round, he may opt to expend another 4 JP to maintain this ability for that round. If he does not, one of the copies of the harrier ceases to exist; you may choose which.
 +
</div>
 +
 
 +
<div id="Harrier_Talent">
 +
'''Harrier Talent:''' At 10th level, and every two levels thereafter, the harrier learns a new ability. He may select one of the following special features; unless otherwise specified, each ability can be selected only once.
 +
 
 +
* ''Evasion (Ex):'' The harrier has learned how to dodge out of the way of destructive force. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. An extraordinary ability, Evasion can be used only if the harrier is in no more than light armor, carrying no more than a light load, and not rendered helpless.
 +
* ''Flurry (Ex):'' The harrier can attack faster, gaining an additional attack, at the cost of accuracy. If he makes a full attack action, he can choose to gain another attack at his highest attack bonus, but all his attacks suffer a -2 penalty.
 +
* ''Improved Flurry:'' When the harrier uses his flurry ability, the penalty to his attacks is reduced by 1. You can take this ability twice.
 +
* ''Improved Split Timeline (Te):'' When the harrier uses his ''split timeline'' ability, he may pay double the JP cost of its activation and maintenance. If he does, he instead splits into three copies of himself. You can take this ability multiple times; each time you do, you can double the cost again to get an additional copy (so 16 JP for four copies, 32 JP for five copies, and so on).
 +
* ''Improved Uncanny Dodge (Ex):'' The harrier's reflexes have improved to such a point that he can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the harrier by flanking him, unless the attacker has at least four more rogue levels than the target does.
 +
* ''Quick Strike (Ji):'' The harrier may make a single attack as a move action, at a cost of 2 JP. If he does so, he cannot make another attack action in that turn.
 +
* ''Speed of Mind (Te):'' The harrier adds his Intelligence bonus to the insight bonus to initiative granted by his temporal initiative ability.
 +
* ''Swiftness (Te):'' The harrier's bonus movement speed increases by 10 feet. You can take this ability multiple times.
 +
* ''Feat:'' A harrier can gain a bonus feat in place of a special ability.
 +
</div>
 +
 
 +
==Jikuu==
 +
{|class="collapsible" width="70%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">1st-Level Harrier Jikuu</font></div>
 +
|-style="background:white;" align="left"
 +
|'''[[Jikuu_A-I#Accelerate|Accelerate]]:''' Target adds +30 ft. to its move.
 +
|-align="left"
 +
|'''[[Jikuu_A-I#Alacrity|Alacrity]]:''' One creature is hasted for one round.
 +
|-align="left"
 +
|'''[[Jikuu_A-I#Chronosense|Chronosense]]:''' Sense time passing.
 +
|-align="left"
 +
|'''[[Jikuu_A-I#Decelerate|Decelerate]]:''' Target's speed is halved.
 +
|-align="left"
 +
|'''[[Jikuu_A-I#Escape|Escape]]:''' You or touched creature teleports a short distance.
 +
|-align="left"
 +
|'''[[Jikuu_J-R#Moment|Moment]]:''' Refocus.
 +
|-align="left"
 +
|'''[[Jikuu_J-R#Pause|Pause]]:''' Target's init reduced by 4.
 +
|-align="left"
 +
|'''[[Jikuu_S-Z#Surprise|Surprise]]:''' Flatfooted creatures get -10 to init.
 +
|}
  
 
&nbsp;
 
&nbsp;
  
=Design Notes=
+
{|class="collapsible" width="70%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
The bard is probably sufficiently iconic that it warrants a class, not a job.
+
! style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">2nd-Level Harrier Jikuu</font></div>
 +
|-style="background:white;" align="left"
 +
|'''[[Jikuu_A-I#Disorient|Disorient]]:''' Creature rerolls its init, flatfooted until next action.
 +
|-align="left"
 +
|'''[[Jikuu_A-I#Hustle|Hustle]]:''' As swift, gain a move action now.
 +
|-align="left"
 +
|'''[[Jikuu_J-R#Offensive_Precognition|Precognition, Offensive]]:''' Gain a bonus to attack rolls.
 +
|-align="left"
 +
|'''[[Jikuu_J-R#Refresh|Refresh]]:''' Target regains immediate or swift action, AoOs.
 +
|-align="left"
 +
|'''[[Jikuu_S-Z#Speed|Speed]]:''' Target gains a +4 enhancement bonus to Dex.
 +
|-align="left"
 +
|'''[[Jikuu_S-Z#Temporal_Weapon|Temporal Weapon]]:''' Align a weapon to time.
 +
|}
  
Also not entirely certain how I feel about the job concept. Think I'll blame the painkillers I was on at the time...
+
&nbsp;
 +
 
 +
{|class="collapsible" width="70%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">3rd-Level Harrier Jikuu</font></div>
 +
|-style="background:white;" align="left"
 +
|'''[[Jikuu_A-I#Bullet_Time|Bullet Time]]:''' Perceive time passing slower.
 +
|-align="left"
 +
|'''[[Jikuu_A-I#False_Gravity|False Gravity]]:''' Travel on solid surface as though it had its own gravity.
 +
|-align="left"
 +
|'''[[Jikuu_A-I#Haste|Haste]]:''' One target/level is hasted.
 +
|-align="left"
 +
|'''[[Jikuu_J-R#Lag|Lag]]:''' Target's init reduced by 3 each round for one round/level.
 +
|-align="left"
 +
|'''[[Jikuu_S-Z#Steal_Time|Steal Time]]:''' As swift, touched creature loses a partial action on next turn and you gain a partial action this turn.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|class="collapsible" width="70%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">4th-Level Harrier Jikuu</font></div>
 +
|-style="background:white;" align="left"
 +
|'''[[Jikuu_A-I#Compress_Time|Compress Time]]:''' Target's init increases by 2 each round for 1 rd/level.
 +
|-align="left"
 +
|'''[[Jikuu_A-I#Dimension_Door|Dimension Door]]:''' Teleports you a short distance.
 +
|-align="left"
 +
|'''[[Jikuu_A-I#Immobilize|Immobilize]]:''' Target cannot move from its square.
 +
|-align="left"
 +
|'''[[Jikuu_S-Z#Temporal_Acceleration|Temporal Acceleration]]:''' One round to act freely.
 +
|-align="left"
 +
|'''[[Jikuu_S-Z#Temporal_Shove|Temporal Shove]]:''' Reduce target's init by 1d6/2 levels.
 +
|}
 +
 
 +
&nbsp;
 +
 
 +
{|class="collapsible" width="70%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">5th-Level Harrier Jikuu</font></div>
 +
|-style="background:white;" align="left"
 +
|'''[[Jikuu_A-I#Freedom_of_Movement|Freedom of Movement]]:''' You cannot be held or immobilized.
 +
|-align="left"
 +
|'''[[Jikuu_J-R#Quicken|Quicken]]:''' Target goes now.
 +
|-align="left"
 +
|'''[[Jikuu_S-Z#Second_Chance|Second Chance]]:''' As immediate, gain a reroll.
 +
|-align="left"
 +
|'''[[Jikuu_S-Z#Speed_Mass|Speed, Mass]]:''' 1 creature/level gets +4 to Dex.
 +
|}
  
 
[[category:Mechanics]]
 
[[category:Mechanics]]
 
[[category:Base Classes]]
 
[[category:Base Classes]]
[[category:Magic]]
+
[[category:Time]]

Revision as of 10:22, 20 April 2015

The Harrier
  Jikuu Maneuvers
Level BAB Fort Ref Will Special Spd Bonus (U) JP (P) JP Jikuu Known Max Jikuu Level Readied Known Max Level
1 +0 +0 +2 +1 Temporal Initiative, Quick Draw +0 ft 0 1 1
2 +1 +0 +3 +2 Sudden Strike +1d6 +10 ft 1 2 1
3 +2 +1 +3 +2 Combat Reflexes, Quicksheath +10 ft 3 3 1
4 +3 +1 +4 +2 Uncanny Dodge +20 ft 4 3 1
5 +3 +1 +4 +3 Sudden Strike +2d6 +20 ft 6 4 2
6 +4 +2 +5 +3 Temporal Dodge +30 ft 7 5 2
7 +5 +2 +5 +4 Split Timeline +30 ft 9 6 2
8 +6/+1 +2 +6 +4 Sudden Strike +3d6 +40 ft 10 6 2
9 +6/+1 +3 +6 +4   +40 ft 12 7 3
10 +7/+2 +3 +7 +5 Harrier Talent +50 ft 13 8 3
11 +8/+3 +3 +7 +5 Sudden Strike +4d6 +50 ft 15 9 3
12 +9/+4 +4 +8 +6 Harrier Talent +60 ft 16 9 3
13 +9/+4 +4 +8 +6   +60 ft 18 10 4
14 +10/+5 +4 +9 +6 Sudden Strike +5d6, Harrier Talent +70 ft 19 11 4
15 +11/+6/+1 +5 +9 +7   +70 ft 21 12 4
16 +12/+7/+2 +5 +10 +7 Harrier Talent +80 ft 22 12 4
17 +12/+7/+2 +5 +10 +8 Sudden Strike +6d6 +80 ft 24 13 5
18 +13/+8/+3 +6 +11 +8 Harrier Talent +90 ft 25 14 5
19 +14/+9/+4 +6 +11 +8   +90 ft 27 15 5
20 +15/+10/+5 +6 +12 +9 Sudden Strike +7d6, Harrier Talent +100 ft 28 15 5

 

Harrier

Tidus, iconic harrier
"It doesn't matter how fast you are. I will always be faster."

There are some in the world who are just naturally faster than their peers, always one narrow step ahead. Some of these quick individuals learn to tap into something greater than themselves; their speed becomes something greater than any normal person could possess. These are harriers - rogues and vagabonds who have managed to, through either training or intuition, learn to call upon the power of time.

Game Rule Information

Harriers have the following game statistics.

Force Alignment: Time.

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

Abilities: Dexterity is the most important ability for a harrier. Intelligence, Wisdom, and Charisma also play a role, but are not as important.

Hit Die: d8.

Class Skills: The Harrier’s class skills are Balance (Dex), Climb (Str), Escape Artist (Dex), Jump (Str), Jikuucraft (Int), Spot (Per), Tumble (Dex), and Use Temporal Item (Cha).

Skill Points at Each Level: 2 + Int.

Alignment: Any.

Starting Age: Simple.

Starting Gold: 5d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the harrier.

Weapons and Armor Proficiency: Harriers are proficient with all simple weapons, all one-handed martial weapons, and light armor, but not shields.

When wearing armor heavier than light, wielding a shield, or carrying a medium or heavy load, the harrier loses his fast movement, temporal initiative, sudden strike, combat reflexes, and all harrier talent abilities.

Jikuu (Ji): The harrier is trained in the use of jikuu, the name of the abilities of the force of time. The effective level of a jikuu is equal to its JP cost.

A harrier must have an Intelligence score of 10 + jikuu level in order to use a jikuu of a given level.

A harrier gains bonus JP based upon his Wisdom modifier. A harrier gains bonus JP at each level according to the following formula: harrier level x wisdom modifier x 1/2. At each new harrier level, the bonus JP are recalculated based upon the harrier's base JP for that level, then added to his total. This table can be used for ease of reference.

A harrier sets the saving throw DC for his jikuu based on his Charisma. A jikuu's saving throw DC is 10 + jikuu level + the harrier's Charisma modifier.

Temporal Initiative (Te): A harrier's timeline is inherently slightly faster than those of most beings, and his training in time accentuates this fact. So long as he as at least 1 JP remaining, the harrier gains an insight bonus to all initiative checks equal to his harrier level, to a maximum of his current JP.

Quick Draw (Ex): A harrier gains the Quick Draw feat at first level.

Sudden Strike (Ex): If a harrier can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Starting at 2nd level, whenever a harrier’s target is denied it's Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), he deals +1d6 extra damage with his attack. This bonus increases to +2d6 at 5th level, +3d6 at 8th level, +4d6 at 11th level, and so on. Harriers cannot use sudden strike when flanking an opponent unless that opponent is denied it's Dexterity bonus to AC.

Combat Reflexes (Ex): A harrier gains the Combat Reflexes feat at third level, even if he does not meet the prerequisites.

Quicksheath (Ex): A harrier gains the Quicksheath feat at third level, even if he does not meet the prerequisites.

Uncanny Dodge (Ex): At 4th level, the harrier's reflexes allow him to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible stalker. However, he still loses his Dexterity bonus to AC if immobilized.

If a harrier already has uncanny dodge from a different class (a harrier with at least four levels of rogue, for instance), he automatically gains improved uncanny dodge (see below) instead.

Fast Movement (Te): At 3rd level, a harrier gains an insight bonus to his speed. A harrier in armor heavier than light or carrying a medium or heavy load loses this extra speed.

Temporal Dodge (Ji): At 6th level, the harrier gains the temporal dodge jikuu as a 2nd-level jikuu.

Split Timeline (Te): At 7th level, the harrier gains the ability to split his current timeline into two, allowing him to act as two independent entities.

As a swift action, he can activate this ability at the cost of 4 JP. When he does, an exact copy of himself comes into being, occupying the same square (though the copies cannot occupy the same square after this ability is activated, as they are independent creatures). Both copies of himself have a full allotment of actions, and act independently; effects that affect one copy do not affect the other. However, both copies call upon the same pool of JP.

On the first copy's action in any given round, he may opt to expend another 4 JP to maintain this ability for that round. If he does not, one of the copies of the harrier ceases to exist; you may choose which.

Harrier Talent: At 10th level, and every two levels thereafter, the harrier learns a new ability. He may select one of the following special features; unless otherwise specified, each ability can be selected only once.

  • Evasion (Ex): The harrier has learned how to dodge out of the way of destructive force. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. An extraordinary ability, Evasion can be used only if the harrier is in no more than light armor, carrying no more than a light load, and not rendered helpless.
  • Flurry (Ex): The harrier can attack faster, gaining an additional attack, at the cost of accuracy. If he makes a full attack action, he can choose to gain another attack at his highest attack bonus, but all his attacks suffer a -2 penalty.
  • Improved Flurry: When the harrier uses his flurry ability, the penalty to his attacks is reduced by 1. You can take this ability twice.
  • Improved Split Timeline (Te): When the harrier uses his split timeline ability, he may pay double the JP cost of its activation and maintenance. If he does, he instead splits into three copies of himself. You can take this ability multiple times; each time you do, you can double the cost again to get an additional copy (so 16 JP for four copies, 32 JP for five copies, and so on).
  • Improved Uncanny Dodge (Ex): The harrier's reflexes have improved to such a point that he can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the harrier by flanking him, unless the attacker has at least four more rogue levels than the target does.
  • Quick Strike (Ji): The harrier may make a single attack as a move action, at a cost of 2 JP. If he does so, he cannot make another attack action in that turn.
  • Speed of Mind (Te): The harrier adds his Intelligence bonus to the insight bonus to initiative granted by his temporal initiative ability.
  • Swiftness (Te): The harrier's bonus movement speed increases by 10 feet. You can take this ability multiple times.
  • Feat: A harrier can gain a bonus feat in place of a special ability.

Jikuu

1st-Level Harrier Jikuu
Accelerate: Target adds +30 ft. to its move.
Alacrity: One creature is hasted for one round.
Chronosense: Sense time passing.
Decelerate: Target's speed is halved.
Escape: You or touched creature teleports a short distance.
Moment: Refocus.
Pause: Target's init reduced by 4.
Surprise: Flatfooted creatures get -10 to init.

 

2nd-Level Harrier Jikuu
Disorient: Creature rerolls its init, flatfooted until next action.
Hustle: As swift, gain a move action now.
Precognition, Offensive: Gain a bonus to attack rolls.
Refresh: Target regains immediate or swift action, AoOs.
Speed: Target gains a +4 enhancement bonus to Dex.
Temporal Weapon: Align a weapon to time.

 

3rd-Level Harrier Jikuu
Bullet Time: Perceive time passing slower.
False Gravity: Travel on solid surface as though it had its own gravity.
Haste: One target/level is hasted.
Lag: Target's init reduced by 3 each round for one round/level.
Steal Time: As swift, touched creature loses a partial action on next turn and you gain a partial action this turn.

 

4th-Level Harrier Jikuu
Compress Time: Target's init increases by 2 each round for 1 rd/level.
Dimension Door: Teleports you a short distance.
Immobilize: Target cannot move from its square.
Temporal Acceleration: One round to act freely.
Temporal Shove: Reduce target's init by 1d6/2 levels.

 

5th-Level Harrier Jikuu
Freedom of Movement: You cannot be held or immobilized.
Quicken: Target goes now.
Second Chance: As immediate, gain a reroll.
Speed, Mass: 1 creature/level gets +4 to Dex.