Difference between revisions of "Class: Epochent"

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(Jikuu)
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|width="70%"|'''Effect'''
 
|width="70%"|'''Effect'''
 
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|-style="background:white;" align="left"  
|Accelerate || Standard || Increase target's initiative by 3.
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|[[Jikuu_A-I#Accelerate|Accelerate]] || Standard || Increase target's initiative by 3.
 
|-align="left" style="background:#FFF68F;"
 
|-align="left" style="background:#FFF68F;"
 
|[[Jikuu_A-I#Accelerate_Metabolism|Accelerate Metabolism]] || Standard || Weaken target by acclerating its metabolism.
 
|[[Jikuu_A-I#Accelerate_Metabolism|Accelerate Metabolism]] || Standard || Weaken target by acclerating its metabolism.
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|[[Jikuu_J-R#Pause|Pause]] || Standard || Reduce target's initiative by 4.
 
|[[Jikuu_J-R#Pause|Pause]] || Standard || Reduce target's initiative by 4.
 
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|-align="left" style="background:#FFF68F;"
|[[Jikuu_A-I#Accelerate |Propel]] || Standard || Target gains a +30 ft. enhancement bonus to its movement speed.
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|[[Jikuu_J-R#Propel |Propel]] || Standard || Target gains a +30 ft. enhancement bonus to its movement speed.
 
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|-align="left"
 
|Sleep || Standard || Targets in an area gain the ''sleep'' status.
 
|Sleep || Standard || Targets in an area gain the ''sleep'' status.

Revision as of 14:13, 26 April 2015

The Epochent
  Jikuu
Level BAB Fort Ref Will Special Universal JP Personal JP Jikuu Known Max Jikuu Level
1 +0 +0 +1 +2 Temporal Synchronicity, Time Sensitivity 2 1 4 1st
2 +1 +0 +2 +3   4 2 6 1st
3 +1 +1 +2 +3   6 3 8 2nd
4 +2 +1 +2 +4   8 4 10 2nd
5 +2 +1 +3 +4 Jikuu Recovery (1/minute) 10 5 12 3rd
6 +3 +2 +3 +5   12 6 14 3rd
7 +3 +2 +4 +5   14 7 16 4th
8 +4 +2 +4 +6   16 8 18 4th
9 +4 +3 +4 +6   18 9 20 5th
10 +5 +3 +5 +7 Epochent Talent, Jikuu Recovery (1/round) 20 10 22 5th
11 +5 +3 +5 +7   22 11 24 6th
12 +6/+1 +4 +6 +8 Epochent Talent 24 12 26 6th
13 +6/+1 +4 +6 +8   26 13 28 7th
14 +7/+2 +4 +6 +9 Epochent Talent 28 14 30 7th
15 +7/+2 +5 +7 +9 Jikuu Recovery (Wis/round) 30 15 32 8th
16 +8/+3 +5 +7 +10 Epochent Talent 32 16 34 8th
17 +8/+3 +5 +8 +10   34 17 36 9th
18 +9/+4 +6 +8 +11 Epochent Talent 36 18 38 9th
19 +9/+4 +6 +8 +11   38 19 40 10th
20 +10/+5 +6 +9 +12 Epochent Talent 40 20 42 10th

 

Epochent

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

Time is a powerful thing, and while the layman is content to pass through the timestream in a single direction, the epochent has chosen to study the ways of time, seeking other means to experience its passage. Nebulous and capricious, time is not a Force to be meddled with lightly, and those who would call themselves epochents study intensely to even begin to dip into the secrets that lie within the causal machinery behind the world.

Once such knowledge and understanding is attained, however, an entire new world opens for the epochent: the ability to manipulate time itself. While budding epochents are only able to pluck at the timelines of themselves and the world around them, as they grow in power, they gradually gain the ability to manipulate the timestream in ways that most others can scarcely comprehend.

The powers of an epochent are difficult to master; unlike most other Forces, time is patient, cunning, and often has little to offer in the way of brute strength, preferring subtlety and manipulation to overt confrontation. An epochent caught unaware is a dangerous opponent; an epochent who is prepared is oft impossible to defeat, able to twist the timeline such that their defeat never even occurred.

Game Rule Information

Epochents have the following game statistics.

Force Alignment: Time.

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

Abilities: Intelligence, Wisdom, and Charisma are all equally important to an epcohent. He gains bonus JP based on his Wisdom, bonus jikuu known based on his Intelligence, and he sets the saving throw DC for his jikuu based on his Charisma.

Hit Die: d6.

Class Skills: The Epochent’s class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Jikuucraft (Int), Knowledge (History) (Int), Listen (Per), Notice (Per), Search (Per), Speak Language, and Use Force Item (Cha).

Skill Points at Each Level: 4 + Int modifier.

Alignment: Any.

Starting Age: Complex.

Starting Gold: 4d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the epochent.

Weapons and Armor Proficiency: Epochents are proficient with the club, dagger, dart, hand crossbow, light crossbow, quarterstaff, sap and sling, but not with any type of armor or shield. Using jikuu is not affected by armor.

Jikuu (Ji): The primary weapon of the epochent is jikuu, the name of the abilities of the force of time. The effective level of a jikuu is equal to its JP cost.

An epochent gains additional jikuu known based on his Intelligence modifier. Whenever he gains access to a level of jikuu for which he would get "bonus spells per day," he instead gains access to that many additional jikuu of that level. An epochent must have an Intelligence score of 10 + jikuu level in order to use a jikuu of a given level.

At 4th level, and every four levels thereafter (8th, 12th, etc), the epochent may exchange one jikuu he knows for one he does not, so long as the new jikuu does not exceed the limit on the maximum JP cost of jikuu he knows.

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

Jikuu Points (Te): The epochent pulls forth energy from the timeline itself to fuel his abilities. This energy is referred to simply as jikuu points, and comes in two varieties.

Universal jikuu points are taken directly from the passage of time itself. As time passes, the epochent has more timeline to work with, and so slowly recovers universal jikuu points over time, with no effort required on his part.

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

Your recovery rate for universal jikuu points is dependent on your epochent level. At first level, you recover universal jikuu points at a rate of 1 every 5 minutes. At fifth level, this improves to 1 every minute. At tenth level, you recover 1 point every round. At fifteenth level, you recover a number of universal jikuu points equal to your Wisdom modifier each round.

Bonus Personal JP
Wis Level
Mod 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
+1 0 0 1 1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 5
+2 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
+3 0 1 2 3 3 4 5 6 6 7 8 9 9 10 11 12 12 13 14 15
+4 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
+5 1 2 3 5 6 7 8 10 11 12 13 15 16 17 18 20 21 22 23 25
+6 1 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28 30
+7 1 3 5 7 8 10 12 14 15 17 19 21 22 24 26 28 29 31 33 35
+8 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
+9 2 4 6 9 11 13 15 18 20 22 24 27 29 31 33 36 38 40 42 45
+10 2 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50

Personal jikuu points represent the epochent's own timeline. This takes significantly more time to recover, and expended jikuu points from his personal pool can render him unable to use jikuu until he recovers it. You can only use a jikuu if its jikuu point cost is equal to or lower than the number of jikuu points in your personal pool.

You gain bonus personal JP based upon your Wisdom modifier. Use the table on the right to determine your bonus personal JP.

Your personal jikuu points can only be restored by a night's rest, after which you recover all of them.

You can use jikuu points from either pool to use jikuu; in addition, you can freely mix jikuu points from either pool to cover the cost of a jikuu (for instance, to pay the 5 JP to use a 5th-level jikuu, you can use 3 points from your universal pool and 2 points from your personal pool).

Temporal Synchronicity (Ex): Unlike most Force-users, who are restricted to using one Force-based ability per round (no matter how many actions they may have), the epochent has no such restrictions, and may use as many jikuu in a round as his actions will allow.

Time Sensitivity (Te): The epochent may, as a swift action, learn the initiative of all creatures within 60 feet; this ability essentially functions as per the chronosense jikuu. However, it only lasts for 1 round per level. The epochent can use this ability at will.

Jikuu

The following are jikuu for the epochent.

 

1st-Level Epochent Jikuu
Jikuu Name Action Effect
Accelerate Standard Increase target's initiative by 3.
Accelerate Metabolism Standard Weaken target by acclerating its metabolism.
Alacrity Standard One target gains haste for 1 round.
Bomb Standard Deal 1d8+1/level (max +5) magnetic damage to a creature.
Chronosense Swift Sense the passage of time.
Decelerate Standard Target's move speeds are halved.
Defensive Precognition Standard Gain bonuses to AC and saves.
Deja Vu Standard Target repeats its last action.
Detect Time Move Detect temporal effects.
Drag Immediate Target creature falls faster.
Escape Move You or touched creature teleports a short distance.
Feather Fall Immediate Target creature falls slower.
Float Standard Target creature gains the float status.
Lethargy Standard Target gains dex down (1).
Moment Swift Refocus, resetting your intiative to 20.
Offensive Precognition Standard Gain a bonus to attack rolls.
Pause Standard Reduce target's initiative by 4.
Propel Standard Target gains a +30 ft. enhancement bonus to its movement speed.
Sleep Standard Targets in an area gain the sleep status.
Slide Standard Move target 5 feet.
Surprise Swift Flat-footed target takes a -10 to its initiative.
Temporal Armor Immediate Gain a +4 haste bonus to initiative for 1 hour/level.
Temporal Weapon Standard Touched weapon becomes Time-aligned.
True Strike Standard Touched creature gets +20 insight bonus on its next attack roll.

 

2nd-Level Epochent Jikuu
Jikuu Name Action Effect
Age Item Move Rapidly age an item.
Bestow Time Partial Grant a touched creature a partial action on its next turn.
Dimension Swap Standard Switch ally's places.
Disorient Standard Target rerolls its Initiative, becomes flat-footed until its next turn.
Fold Space Standard Fold space in on itself, removing squares from the battlefield.
Fracture Flow Standard Target can takes its actions disparately.
Hustle Swift Gain a move action.
Identify Jikuu 5 minutes Identiy the properties of a temporal item.
Jikuumental, Minor 1 round Coalesce time into a small jikuumental under your command.
Foresight, Offensive Standard Gain a bonus to damage rolls.
Phase Shift Standard You can phase through up to 1 foot of solid material.
Refresh Immediate Target regains its swift or immediate action, and regains all of its opportunity attacks.
Regen Standard Grant a creature fast healing (1d6).
Slide, Potent Standard Move target up to 20 feet.
Slow Standard One target/level gains the slow status ailment.
Speed Standard Target gains dex up (2).
Temporal Edit Swift Redo your turn's actions after the fact.
Time Lapse Standard Target effect's duration is shortened.
Time Shield Standard Effects used on touched creature are delayed.
Time Swap Standard Switch ally's Initiatives.

 

3rd

JIKUU		JP	ACT	EFFECT					SAVE?
Blink		3	Stan	As per blink.
Bullet Time	3	Swif	Perceive time passing slower.
Chrono Cross	3	Stan	As mirror image, but better.
Detect
   Remembrance	3	Move	Detect Blue and Chaos effects.
False Gravity	3	Stan	Travel on solid surface as though it
				   had its own gravity.
Gravity		3	Stan	Target loses 25% current HP.		Fort negates
Haste		3	Stan	One target/level is hasted.		None
Lag		3	Swif	Target's init reduced by 3 each round
				   for one round/level.			Will negates (each round)
Meteorite	3	Stan	2d8+1/level dmg to target.		Ref half
Restore Item	3	Stan	Restore an item to an earlier version;
				   requires a tracer.
Splice		3	Stan	Two targets take their turns at the
			   	   same time.				Will negates
Steal Time	3	Swif	As swift, touched creature loses a
				   partial action on next turn and you
				   gain a partial action this turn.	Will negates
Temporal Shove	3	Stan	Reduce target's init by 1d6/2 levels.	Will negates
Time Hop	3	Stan	Go forward 1 rd/level in time.		Will negates
Time to Act	3	Stan	Target makes a skill check now.		None
Tracer		3	Swif	Put a tracer in the timestream.		None
Undo Jikuu	3	Stan	As per dispel magic, but time.

4th

JIKUU		JP	EFFECT					SAVE?
Age Creature	4	Rapidly age a creature for 1 rd/level.
Compress Time	4	Target's init increases by 2 each round
			   for 1 rd/level.
Dimension Door	4	As per dimension door.
Expand Space	4	Stretch space out.
Immobilize	4	Target cannot move from its square.	Will negates
Quintessence	4	Compress time into a physical item.
Regen		4	Target heals 2d4 HP/round, or multiple
			   targets heal 1 HP/round.
Restore
   Creature	4	Rapidly youthen a creature for 1 rd/level.
Retrieve	4	Teleport an item to your hand.		Will negates (if held)
Temporal
   Acceleration	4	1 round to act freely.			None
Time Ebb	4	Until your next turn, time does not
			   count against effects' durations.
Time to Pause	4	Target can take 10 in an instant.	Will negates
Timetwister	4	Everyone rerolls their initiative.
Trace
   Teleport	4	Trace the destination of a teleport	
			   effect.				None
Warp		4	Physically return to a tracer.		(Willing only)

5th

JIKUU		JP	EFFECT					SAVE?
Comet		5	1d6/level dmg in 20-ft radius.		Ref half
Day's Rest	5	A day passes.				Will negates
Decay		5	Target takes 2d4 damage/round.		Fort negates (each round)
Detect Force	5	Detect Force effects.
Freedom of
   Movement	5	You cannot be held or immobilized.
Dimension Swap,
   Offensive	5	Switch enemy's places.			Will negates
Quicken		5	Target goes now.			None
Second Chance	5	As immediate, gain a reroll.
Speed, Mass	5	1 creature/level gets +4 DEX.		Fort negates (harmless)
Teleport	5	As per teleport.
Temporal Dodge	5	As immediate, avoid the effects of a
			   single action.
Temporal
   Forewrite	5	Interact with a possible future.
Temporal
   Rewrite	5	Rewrite a small part of your past.
Undo Blue	5	As per undo jikuu, but blue.
Undo Chaos	5	As per undo jikuu, but chaos.

6th

JIKUU		JP	EFFECT					SAVE?
Adjust Flow	6	Time flows faster or slower in area.
Chrono Trigger	6	As per contingency.
Demi		6	Target loses 50% current HP.		Fort negates
Double		6	Creature is cloned for 1 rd/level,
			   then disappears for 1 rd/level.	Will negates
Echo		6	Target creature suffers through the
			   events of last round again.		Will negates
Eject		6	Trap a target in folded space.		Ref negates
Hasteaga	6	Target gets additional action each rd.	None
Immediacy	6	As immediate, gain a move action.
Permanency	6	Make a jikuu a permanent effect.
Regena		6	Target heals 2d6 HP/round, or multiple
			   targets heal 3 HP/round.
Reset		6	Bring a past version of yourself 
			   forward from a tracer.
Temporal Skip	6	As immediate, skip over a creature's 
			   turn.				Will negates
Time Hop, Mass	6	Multiple targets go forward in time.	Will negates
Time Slip	6	Target takes damage/action.		Fort negates

7th

JIKUU		JP	EFFECT					SAVE?
20 Minutes	7	Target can take 20 in an instant.	Will negates
Divert
   Teleport	7	As per divert teleport.			Will negates
Fate of One	7	Reroll any roll you just failed.	None
Immobilize,
   Mass		7	Immobilize multiple creatures.
Instant Summons	7	Prepared object appears in your hand.
Nova		7	1d8/level dmg in 20-ft radius.		Ref half
Reverse Gravity	7	Objects and creatures fall upward.
Stitch in Time	7	Some creatures get an extra round.
Synchronize	7	Negate all Jikuu.			None
Teleport Object	7	As per teleport object.
Teleportaga	7	As per greater teleport.
Undo Force	7	As per undo jikuu, but any force.
Withering	7	Kill target by rapid aging.

8th

JIKUU		JP	EFFECT					SAVE?
Discrete Time	8	Immediate actions can't be taken.	Will negates
Quick		8	Templar takes two actions now.		None
Regenaga	8	Target heals 2d8 HP/round, or multiple
			   targets heal 5 HP/round.
Save State	8	Remember current version of creature 
			   to possibly replace later.		(Willing only)
Stop		8	Target is stopped.			Will negates
Temporal
   Disjunction	8	Target lags in time.			Will negates
Temporal
   Regression 	8 	Go back in time to a tracer. 		None
Temporal
   Stasis	8	As per temporal stasis.			Fort negates
Tempoview	8	Scry on a creature in time.		Will negates

9th

JIKUU		JP	EFFECT					SAVE?
Borrow Time	9	Gain actions others don't take.
Chrono Break	9	You gain another position in the
			   initiative order.
Meteor		9	As per meteor swarm.			Ref half
Rewind		9	Relive the last round.			None
Time Stop	9	1d4+1 rounds to act freely.		None
Time Stretch	9	Actions take less time for you.
Temporal
   Projection	9	Visit other times and timelines, but
			   unable to interact.

10th

JIKUU		JP	EFFECT					SAVE?
Quantum Leap	10	Choose the future.
Quarter		10	Target loses 75% current HP.		Fort negates
Regenaja	10	Target heals 2d10 HP/round, or multiple
			   targets heal 7 HP/round.
Stopaga		10	Multiple targets are stopped.		Will negates
Temporal
   Abstraction	10	Gain 1d10 partial actions.		None
Time Gate	10	Open a gate through time.
Triple		10	Creature is cloned twice for 1 rd/level,
			   then disappears for 2 rds/level.	Will negates