Difference between revisions of "Class: Epochent"

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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="11;" style="background:#F0E68C;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Epochent</font></div>
+
! 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"|&nbsp;
+
| colspan="8"|&nbsp;
| colspan="4" style="background:#F2F8AE;"|'''Jikuu'''
+
| colspan="5" style="background:#F8E799;"|'''Jikuu'''
 
|-
 
|-
|width="4%"|'''Level'''
+
|width="8%"|'''Level'''
|width="6%" align="left"|'''BAB'''
+
|width="5%"|'''BAB'''
|width="7%"|'''Fort'''
+
|width="5%"|'''FRC'''
|width="7%"|'''Ref'''
+
|width="5%"|'''Fort'''
|width="7%"|'''Will'''
+
|width="5%"|'''Ref'''
|width="25%" align="left"|'''Special'''
+
|width="5%"|'''Will'''
|width="10%"|''Universal JP''
+
|width="5%"|'''Det'''
|width="10%"|''Personal JP''
+
|width="22%" align="left"|'''Special'''
|width="12%"|''Jikuu Known''
+
|width="8%"|''Quanta Acquisition''
|width="12%"|''Max Jikuu Level''
+
|width="8%"|''Jikuu Max Quanta''
 +
|width="8%"|''Max Quanta Pool''
 +
|width="8%"|''Spheres''
 +
|width="8%"|''Jikuu Known''
 
|-
 
|-
|1 || align="left"|+0 || +0 || +1 || +2 || align="left"|Temporal Synchronicity, Time Sensitivity || 2 || 1 || 4 || 1st
+
|1 || +0 || +1 || +0 || +1 || +2 || +1 || align="left"|Tracer || Minor || 4 || 5 || 1 || 4
|-style="background:#FFF68F;"
+
|-style="background:#FAF0C0;"
|2 || align="left"|+1 || +0 || +2 || +3 || align="left"|&nbsp; || 4 || 2 || 6 || 1st
+
|2 || +1 || +2 || +1 || +2 || +3 || +2 || align="left"|Chronos Lore || Minor || 5 || 7 || 1 || 6
 
|-
 
|-
|3 || align="left"|+1 || +1 || +2 || +3 || align="left"|&nbsp; || 6 || 3 || 8 || 2nd
+
|3 || +1 || +3 || +1 || +2 || +4 || +2 || align="left"|&nbsp; || Lesser || 5 || 10 || 2 || 7
|-style="background:#FFF68F;"
+
|-style="background:#FAF0C0;"
|4 || align="left"|+2 || +1 || +2 || +4 || align="left"|&nbsp; || 8 || 4 || 10 || 2nd
+
|4 || +2 || +4 || +1 || +3 || +4 || +3 || align="left"|Chronos Lore || Lesser || 6 || 12 || 2 || 8
 
|-
 
|-
|5 || align="left"|+2 || +1 || +3 || +4 || align="left"|Jikuu Recovery (1/minute) || 10 || 5 || 12 || 3rd
+
|5 || +2 || +5 || +2 || +3 || +5 || +3 || align="left"|&nbsp; || Lesser || 6 || 15 || 2 || 10
|-style="background:#FFF68F;"
+
|-style="background:#FAF0C0;"
|6 || align="left"|+3 || +2 || +3 || +5 || align="left"|&nbsp; || 12 || 6 || 14 || 3rd
+
|6 || +3 || +6 || +2 || +4 || +6 || +4 || align="left"|Chronos Lore || Lesser || 7 || 17 || 3 || 11
 
|-
 
|-
|7 || align="left"|+3 || +2 || +4 || +5 || align="left"|&nbsp; || 14 || 7 || 16 || 4th
+
|7 || +3 || +7 || +3 || +5 || +7 || +5 || align="left"|&nbsp; || Moderate || 7 || 20 || 3 || 12
|-style="background:#FFF68F;"
+
|-style="background:#FAF0C0;"
|8 || align="left"|+4 || +2 || +4 || +6 || align="left"|&nbsp; || 16 || 8 || 18 || 4th
+
|8 || +4 || +8 || +3 || +5 || +7 || +5 || align="left"|Chronos Lore || Moderate || 8 || 22 || 3 || 14
 
|-
 
|-
|9 || align="left"|+4 || +3 || +4 || +6 || align="left"|&nbsp; || 18 || 9 || 20 || 5th
+
|9 || +4 || +9 || +3 || +6 || +8 || +6 || align="left"|&nbsp; || Moderate || 8 || 25 || 4 || 15
|-style="background:#FFF68F;"
+
|-style="background:#FAF0C0;"
|10 || align="left"|+5 || +3 || +5 || +7 || align="left"|Epochent Talent, Jikuu Recovery (1/round) || 20 || 10 || 22 || 5th
+
|10 || +5 || +10 || +4 || +6 || +9 || +6 || align="left"|Epochent Talent || Moderate || 9 || 27 || 4 || 16
 
|-
 
|-
|11 || align="left"|+5 || +3 || +5 || +7 || align="left"|&nbsp; || 22 || 11 || 24 || 6th
+
|11 || +5 || +11 || +4 || +7 || +10 || +7 || align="left"|&nbsp; || Greater || 9 || 30 || 4 || 18
|-style="background:#FFF68F;"
+
|-style="background:#FAF0C0;"
|12 || align="left"|+6/+1 || +4 || +6 || +8 || align="left"|Epochent Talent || 24 || 12 || 26 || 6th
+
|12 || +6 || +12 || +4 || +8 || +10 || +8 || align="left"|Epochent Talent || Greater || 10 || 32 || 5 || 19
 
|-
 
|-
|13 || align="left"|+6/+1 || +4 || +6 || +8 || align="left"|&nbsp; || 26 || 13 || 28 || 7th
+
|13 || +6 || +13 || +5 || +8 || +11 || +8 || align="left"|&nbsp; || Greater || 10 || 35 || 5 || 20
|-style="background:#FFF68F;"
+
|-style="background:#FAF0C0;"
|14 || align="left"|+7/+2 || +4 || +6 || +9 || align="left"|Epochent Talent || 28 || 14 || 30 || 7th
+
|14 || +7 || +14 || +5 || +9 || +12 || +9 || align="left"|Epochent Talent || Greater || 11 || 37 || 5 || 22
 
|-
 
|-
|15 || align="left"|+7/+2 || +5 || +7 || +9 || align="left"|Jikuu Recovery (Wis/round) || 30 || 15 || 32 || 8th
+
|15 || +7 || +15 || +6 || +9 || +13 || +9 || align="left"|&nbsp; || Major || 11 || 40 || 6 || 23
|-style="background:#FFF68F;"
+
|-style="background:#FAF0C0;"
|16 || align="left"|+8/+3 || +5 || +7 || +10 || align="left"|Epochent Talent || 32 || 16 || 34 || 8th
+
|16 || +8 || +16 || +6 || +10 || +13 || +10 || align="left"|Epochent Talent || Major || 12 || 42 || 6 || 24
 
|-
 
|-
|17 || align="left"|+8/+3 || +5 || +8 || +10 || align="left"|&nbsp; || 34 || 17 || 36 || 9th
+
|17 || +8 || +17 || +6 || +11 || +14 || +11 || align="left"|&nbsp; || Major || 12 || 45 || 6 || 26
|-style="background:#FFF68F;"
+
|-style="background:#FAF0C0;"
|18 || align="left"|+9/+4 || +6 || +8 || +11 || align="left"|Epochent Talent || 36 || 18 || 38 || 9th
+
|18 || +9 || +18 || +7 || +11 || +15 || +11 || align="left"|Epochent Talent || Major || 12 || 47 || 6 || 27
 
|-
 
|-
|19 || align="left"|+9/+4 || +6 || +8 || +11 || align="left"|&nbsp; || 38 || 19 || 40 || 10th
+
|19 || +9 || +19 || +7 || +12 || +16 || +12 || align="left"|&nbsp; || Tachyonic || 12 || 50 || 6 || 28
|-style="background:#FFF68F;"
+
|-style="background:#FAF0C0;"
|20 || align="left"|+10/+5 || +6 || +9 || +12 || align="left"|Epochent Talent || 40 || 20 || 42 || 10th
+
|20 || +10 || +20 || +8 || +12 || +16 || +12 || align="left"|Epochent Talent || Tachyonic || 12 || 52 || 6 || 30
 
|}
 
|}
  
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=Epochent=
 
=Epochent=
[[Image:Templar3.jpg|thumb|325px|right|Moth'treyl, iconic epochent]]
+
[[Image:Timebot2.png|thumb|450px|right|Nox, iconic epochent]]
 
: ''"Time is not a linear thing, but a nebular web of existential freedom..."''
 
: ''"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.
+
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.
  
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.
+
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.
  
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.
+
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==
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'''[[The_Forces#Force_Resistance | Force Resistances]]:''' UO 5 + level, CO 5 + level.
 
'''[[The_Forces#Force_Resistance | 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.
+
'''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.
  
'''Hit Die:''' d6.
+
'''Hit Points at 1st Level:''' 5 + Con score.
  
'''Class Skills:''' The Epochent’s class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), [[Force_Craft#Jikuucraft|Jikuucraft]] (Int), Knowledge (History) (Int), Listen (Per), [[Skills#Notice|Notice]] (Per), Search (Per), Speak Language, and Use Force Item (Cha).
+
'''Hit Points at Each Additional Level:''' 5 + Con modifier.
  
'''Skill Points at Each Level:''' 4 + Int modifier.
+
'''Healing Surges:''' 6 + Con modifier.
  
'''Alignment:''' Any.
+
'''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.
 
'''Starting Age:''' Complex.
 
'''Starting Gold:''' 4d4 x 10gp.
 
 
'''Favored By:''' None.
 
  
 
==Class Features==
 
==Class Features==
 
All of the following are class features of the epochent.
 
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.
+
<div id="Proficiencies">
 +
{| 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>
 +
|}
 +
'''Weapons:''' All simple weapons.
  
'''Jikuu (Ji):''' The primary weapon of the epochent is [[Jikuu|jikuu]], the name of the abilities of the force of time. The effective level of a jikuu is equal to its JP cost.
+
'''Armor:''' None.
  
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.
+
'''Implements:''' [[D20_Mechanic:_Implements#Pendulums|Pendulums]].
  
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.
+
<div id="Jikuu">
 +
{| 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>
 +
|}
 +
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.
  
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.
+
&nbsp;
  
'''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.
+
{| 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>
 +
|-
 +
|width="10%"|'''Sphere'''
 +
|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
 +
|-style="background:#FAF0C0;"
 +
|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
 +
|-
 +
|Space || align="left"|Space and time are intricately interwoven, and thus - by extension of temporal manipulation - a chronist can also manipulate space. || something
 +
|-style="background:#FAF0C0;"
 +
|Time || align="left"|Acceptance of the malleability of time and temporal events leads to the ability to change history. || something
 +
|}
  
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.
+
&nbsp;
  
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. [http://www.d20srd.org/srd/psionic/classes/index.htm#abilitiesAndManifesters This table] can be used for ease of reference.
+
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.
  
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.
+
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="50%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
&nbsp;
! colspan="21;" style="background:#F0E68C;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Bonus Personal JP</font></div>
+
 
 +
{| 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>
 
|-
 
|-
| colspan="1"|'''Wis'''
+
| width="16%"|&nbsp;
| colspan="20"|'''Level'''
+
| width="84%" colspan="6" style="background:#F8E799;"|'''Quanta Acquisition Grade'''
 
|-
 
|-
|width="5%"|'''Mod'''
+
|'''Action Taken'''
|width="4%"|'''1'''
+
|width="14%"|''Minor''
|width="4%"|'''2'''
+
|width="14%"|''Lesser''
|width="4%"|'''3'''
+
|width="14%"|''Moderate''
|width="4%"|'''4'''
+
|width="14%"|''Greater''
|width="4%"|'''5'''
+
|width="14%"|''Major''
|width="5%"|'''6'''
+
|width="14%"|''Tachyonic''
|width="5%"|'''7'''
+
|width="5%"|'''8'''
+
|width="5%"|'''9'''
+
|width="5%"|'''10'''
+
|width="5%"|'''11'''
+
|width="5%"|'''12'''
+
|width="5%"|'''13'''
+
|width="5%"|'''14'''
+
|width="5%"|'''15'''
+
|width="5%"|'''16'''
+
|width="5%"|'''17'''
+
|width="5%"|'''18'''
+
|width="5%"|'''19'''
+
|width="5%"|'''20'''
+
 
|-
 
|-
| +0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0
+
|Swift || 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8
|- style="background:#FFF68F;"  
+
|-style="background:#FAF0C0;"
| +1 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 2 || 2 || 2 || 2 || 3 || 3 || 3 || 3 || 4 || 4 || 4 || 4 || 5
+
|Move || 1d2 || 1d4 || 1d6 || 1d8 || 1d10 || 1d12
 
|-
 
|-
| +2 || 0 || 1 || 1 || 2 || 2 || 3 || 3 || 4 || 4 || 5 || 5 || 6 || 6 || 7 || 7 || 8 || 8 || 9 || 9 || 10
+
|Standard || 1d4 || 1d6 || 1d8 || 1d10 || 1d12 || 2d8
|- style="background:#FFF68F;"  
+
|-style="background:#FAF0C0;"
| +3 || 0 || 1 || 2 || 3 || 3 || 4 || 5 || 6 || 6 || 7 || 8 || 9 || 9 || 10 || 11 || 12 || 12 || 13 || 14 || 15
+
|Full || 1d6 || 1d10 || 2d6 || 2d8 || 2d10 || 3d10
|-
+
| +4 || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20
+
|- style="background:#FFF68F;"
+
| +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
+
|- style="background:#FFF68F;"
+
| +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
+
|- style="background:#FFF68F;"
+
| +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.
+
&nbsp;
  
You gain bonus personal JP based upon your Wisdom modifier. Use the table on the right to determine your bonus personal JP.
+
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''.
  
Your personal jikuu points can only be restored by a night's rest, after which you recover all of them.
+
At the end of your turn, you can willingly lose all your remaining ''quanta'' as a non-action.
  
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).
+
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).
  
'''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.
+
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.
  
'''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 ''[[Jikuu_A-I#Chronosense|chronosense]]'' jikuu. However, it only lasts for 1 round per level. The epochent can use this ability at will.
+
The epochent's ''key ability'' for her ''temporal attacks'' is her Intelligence.
  
==Jikuu==
+
<div id="Tracer">
The following are jikuu for the epochent.
+
{| 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.
  
&nbsp;
+
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.
  
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
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''.
! colspan="3;" style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">1st-Level Epochent Jikuu</font></div>
+
 
|-
+
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.
|width="20%"|'''Jikuu Name'''
+
 
|width="10%"|'''Action'''
+
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.
|width="70%"|'''Effect'''
+
 
|-style="background:white;" align="left"
+
<div id="Chronos Lore">
|[[Jikuu_A-I#Accelerate|Accelerate]] || Standard || Increase target's initiative by 3.
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
|-align="left" style="background:#FFF68F;"
+
! 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>
|[[Jikuu_A-I#Accelerate_Metabolism|Accelerate Metabolism]] || Standard || Weaken target by acclerating its metabolism.
+
|-align="left"
+
|[[Jikuu_A-I#Alacrity|Alacrity]] || Standard || One target gains ''haste'' for 1 round.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Bomb|Bomb]] || Standard || Deal 1d8+1/level (max +5) magnetic damage to a creature.
+
|-align="left"
+
|[[Jikuu_A-I#Chronosense|Chronosense]] || Swift || Sense the passage of time.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Decelerate|Decelerate]] || Standard || Target's move speeds are halved.
+
|-align="left"
+
|[[Jikuu_A-I#Defensive_Precognition|Defensive Precognition]] || Standard || Gain bonuses to AC and saves.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Deja_Vu|Deja Vu]] || Standard || Target repeats its last action.
+
|-align="left"
+
|[[Jikuu_A-I#Detect_Jikuu|Detect Time]] || Move || Detect temporal effects.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Drag|Drag]] || Immediate || Target creature falls faster.
+
|-align="left"
+
|[[Jikuu_A-I#Escape|Escape]] || Move || You or touched creature teleports a short distance.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Float|Feather Fall]] || Immediate || Target creature falls slower.
+
|-align="left"
+
|Float || Standard || Target creature gains the ''float'' status.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_J-R#Lethargy|Lethargy]] || Standard || Target gains ''dex down (1)''.
+
|-align="left"
+
|[[Jikuu_J-R#Moment|Moment]] || Swift || Refocus, resetting your intiative to 20.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_J-R#Offensive_Precognition|Offensive Precognition]] || Standard || Gain a bonus to attack rolls.
+
|-align="left"
+
|[[Jikuu_J-R#Pause|Pause]] || Standard || Reduce target's initiative by 4.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_J-R#Propel |Propel]] || Standard || Target gains a +30 ft. enhancement bonus to its movement speed.
+
|-align="left"
+
|Sleep || Standard || Targets in an area gain the ''sleep'' status.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Slide|Slide]] || Standard || Move target 5 feet.
+
|-align="left"
+
|[[Jikuu_S-Z#Surprise|Surprise]] || Swift || Flat-footed target takes a -10 to its initiative.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Temporal_Armor|Temporal Armor]] || Immediate || Gain a +4 haste bonus to initiative for 1 hour/level.
+
|-align="left"
+
|[[Jikuu_S-Z#Temporal_Weapon|Temporal Weapon]] || Standard || Touched weapon becomes Time-aligned.
+
|-align="left" style="background:#FFF68F;"
+
|True Strike || Standard || Touched creature gets +20 insight bonus on its next attack roll.
+
 
|}
 
|}
 +
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.
  
&nbsp;
+
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.
  
{| class="collapsible" width="78%" style="border:1px solid silver; text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
<div id="Predict">
! colspan="3;" style="background:#F0E68C;" align="left"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">2nd-Level Epochent Jikuu</font></div>
+
{| 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>
|width="20%"|'''Jikuu Name'''
+
|width="10%"|'''Action'''
+
|width="70%"|'''Effect'''
+
|-style="background:white;" align="left"
+
|[[Jikuu_A-I#Age_Item|Age Item]] || Move || Rapidly age an item.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Bestow_Time|Bestow Time]] || Partial || Grant a touched creature a partial action on its next turn.
+
|-align="left"
+
|[[Jikuu_A-I#Dimension_Swap|Dimension Swap]] || Standard || Switch ally's places.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Disorient|Disorient]] || Standard || Target rerolls its Initiative, becomes ''flat-footed'' until its next turn.
+
|-align="left"
+
|[[Jikuu_A-I#Fold_Space|Fold Space]] || Standard || Fold space in on itself, removing squares from the battlefield.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Fracture_Flow|Fracture Flow]] || Standard || Target can takes its actions disparately.
+
|-align="left"
+
|[[Jikuu_A-I#Hustle|Hustle]] || Swift || Gain a move action.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_A-I#Identify_Jikuu|Identify Jikuu]] || 5 minutes || Identiy the properties of a temporal item.
+
|-align="left"
+
|Jikuumental, Minor || 1 round || Coalesce time into a small jikuumental under your command.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_J-R#Offensive_Foresight|Foresight, Offensive]] || Standard || Gain a bonus to damage rolls.
+
|-align="left"
+
|[[Jikuu_J-R#Phase_Shift|Phase Shift]] || Standard || You can phase through up to 1 foot of solid material.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_J-R#Refresh|Refresh]] || Immediate || Target regains its swift or immediate action, and regains all of its opportunity attacks.
+
|-align="left"
+
|[[Jikuu_J-R#Regen|Regen]] || Standard || Grant a creature ''regen'' with ''potency 3''.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Slide_Potent|Slide, Potent]] || Standard || Move target up to 20 feet.
+
|-align="left"
+
|[[Jikuu_S-Z#Slow|Slow]] || Standard || One target/level gains the ''slow'' status ailment.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Speed|Speed]] || Standard || Target gains ''dex up (2)''.
+
|-align="left"
+
|[[Jikuu_S-Z#Temporal_Edit|Temporal Edit]] || Swift || Redo your turn's actions after the fact.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Time_Lapse|Time Lapse]] || Standard || Target effect's duration is shortened.
+
|-align="left"
+
|[[Jikuu_S-Z#Time Shield|Time Shield]] || Standard || Effects used on touched creature are delayed.
+
|-align="left" style="background:#FFF68F;"
+
|[[Jikuu_S-Z#Time_Swap|Time Swap]] || Standard || Switch ally's Initiatives.
+
 
|}
 
|}
 +
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.
  
&nbsp;
+
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.
  
===3rd===
+
If your use of this ability succeeds, it ends your ''tracer''.
'''JIKUU JP ACT EFFECT SAVE?'''
+
[[Jikuu_A-I#Blink|Blink]] 3 Stan As per blink.
+
[[Jikuu_A-I#Bullet_Time|Bullet Time]] 3 Swif Perceive time passing slower.
+
[[Jikuu_A-I#Chrono_Cross|Chrono Cross]] 3 Stan As mirror image, but better.
+
[[Jikuu_A-I#Detect_Remembrance|Detect
+
  Remembrance]] 3 Move Detect Blue and Chaos effects.
+
[[Jikuu_A-I#False_Gravity|False Gravity]] 3 Stan Travel on solid surface as though it
+
  had its own gravity.
+
[[Jikuu_A-I#Gravity|Gravity]] 3 Stan Target loses 25% current HP. Fort negates
+
[[Jikuu_A-I#Haste|Haste]] 3 Stan One target/level is hasted. None
+
[[Jikuu_J-R#Lag|Lag]] 3 Swif Target's init reduced by 3 each round
+
  for one round/level. Will negates (each round)
+
[[Jikuu_J-R#Meteorite|Meteorite]] 3 Stan 2d8+1/level dmg to target. Ref half
+
[[Jikuu_J-R#Restore_Item|Restore Item]] 3 Stan Restore an item to an earlier version;
+
  requires a tracer.
+
[[Jikuu_S-Z#Splice|Splice]] 3 Stan Two targets take their turns at the
+
    same time. Will negates
+
[[Jikuu_S-Z#Steal_Time|Steal Time]] 3 Swif As swift, touched creature loses a
+
  [[Partial_Action |partial action]] on next turn and you
+
  gain a [[Partial_Action |partial action]] this turn. Will negates
+
[[Jikuu_S-Z#Temporal_Shove|Temporal Shove]] 3 Stan Reduce target's init by 1d6/2 levels. Will negates
+
[[Jikuu_S-Z#Time_Hop|Time Hop]] 3 Stan Go forward 1 rd/level in time. Will negates
+
[[Jikuu_S-Z#Time_to_Act|Time to Act]] 3 Stan Target makes a skill check now. None
+
[[Jikuu_S-Z#Tracer|Tracer]] 3 Swif Put a tracer in the timestream. None
+
[[Jikuu_S-Z#Undo_Jikuu|Undo Jikuu]] 3 Stan As per dispel magic, but time.
+
  
===4th===
+
<div id="Save">
'''JIKUU JP EFFECT SAVE?'''
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
[[Jikuu_A-I#Age_Creature|Age Creature]] 4 Rapidly age a creature for 1 rd/level.
+
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Save</font></div>
[[Jikuu_A-I#Compress_Time|Compress Time]] 4 Target's init increases by 2 each round
+
|}
  for 1 rd/level.
+
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.
[[Jikuu_A-I#Dimension_Door|Dimension Door]] 4 As per dimension door.
+
[[Jikuu_A-I#Expand_Space|Expand Space]] 4 Stretch space out.
+
[[Jikuu_A-I#Immobilize|Immobilize]] 4 Target cannot move from its square. Will negates
+
[[Jikuu_J-R#Quintessence|Quintessence]] 4 Compress time into a physical item.
+
[[Jikuu_J-R#Restore_Creature|Restore
+
  Creature]] 4 Rapidly youthen a creature for 1 rd/level.
+
[[Jikuu_J-R#Retrieve|Retrieve]] 4 Teleport an item to your hand. Will negates (if held)
+
[[Jikuu_S-Z#Temporal_Acceleration|Temporal
+
  Acceleration]] 4 1 round to act freely. None
+
[[Jikuu_S-Z#Time_Ebb|Time Ebb]] 4 Until your next turn, time does not
+
  count against effects' durations.
+
[[Jikuu_S-Z#Time_to_Pause|Time to Pause]] 4 Target can take 10 in an instant. Will negates
+
[[Jikuu_S-Z#Timetwister|Timetwister]] 4 Everyone rerolls their initiative.
+
[[Jikuu_S-Z#Trace_Teleport|Trace
+
  Teleport]] 4 Trace the destination of a teleport
+
  effect. None
+
[[Jikuu_S-Z#Warp|Warp]] 4 Physically return to a tracer. (Willing only)
+
  
===5th===
+
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.
'''JIKUU JP EFFECT SAVE?'''
+
[[Jikuu_A-I#Comet|Comet]] 5 1d6/level dmg in 20-ft radius. Ref half
+
[[Jikuu_A-I#Days_Rest|Day's Rest]] 5 A day passes. Will negates
+
[[Jikuu_A-I#Decay|Decay]] 5 Target takes 2d4 damage/round. Fort negates (each round)
+
[[Jikuu_A-I#Detect_Force|Detect Force]] 5 Detect Force effects.
+
[[Jikuu_A-I#Freedom_of_Movement|Freedom of
+
  Movement]] 5 You cannot be held or immobilized.
+
[[Jikuu_J-R#Offensive_Dimension_Swap|Dimension Swap,
+
  Offensive]] 5 Switch enemy's places. Will negates
+
[[Jikuu_J-R#Quicken|Quicken]] 5 Target goes now. None
+
[[Jikuu_S-Z#Second_Chance|Second Chance]] 5 As immediate, gain a reroll.
+
[[Jikuu_S-Z#Speed_Mass|Speed, Mass]] 5 1 creature/level gets +4 DEX. Fort negates (harmless)
+
[[Jikuu_S-Z#Teleport|Teleport]] 5 As per teleport.
+
[[Jikuu_S-Z#Temporal_Dodge|Temporal Dodge]] 5 As immediate, avoid the effects of a
+
  single action.
+
[[Jikuu_S-Z#Temporal_Forewrite|Temporal
+
  Forewrite]] 5 Interact with a possible future.
+
[[Jikuu_S-Z#Temporal_Rewrite|Temporal
+
  Rewrite]] 5 Rewrite a small part of your past.
+
[[Jikuu_S-Z#Undo_Blue|Undo Blue]] 5 As per undo jikuu, but blue.
+
[[Jikuu_S-Z#Undo_Chaos|Undo Chaos]] 5 As per undo jikuu, but chaos.
+
  
===6th===
+
If your use of this ability succeeds, it ends your ''tracer''.
'''JIKUU JP EFFECT SAVE?'''
+
[[Jikuu_A-I#Adjust_Flow|Adjust Flow]] 6 Time flows faster or slower in area.
+
[[Jikuu_A-I#Chrono_Trigger|Chrono Trigger]] 6 As per contingency.
+
[[Jikuu_A-I#Demi|Demi]] 6 Target loses 50% current HP. Fort negates
+
[[Jikuu_A-I#Double|Double]] 6 Creature is cloned for 1 rd/level,
+
  then disappears for 1 rd/level. Will negates
+
[[Jikuu_A-I#Echo|Echo]] 6 Target creature suffers through the
+
  events of last round again. Will negates
+
[[Jikuu_A-I#Eject|Eject]] 6 Trap a target in folded space. Ref negates
+
[[Jikuu_A-I#Hasteaga|Hasteaga]] 6 Target gets additional action each rd. None
+
[[Jikuu_A-I#Immediacy|Immediacy]] 6 As immediate, gain a move action.
+
[[Jikuu_J-R#Permanency|Permanency]] 6 Make a jikuu a permanent effect.
+
Regena 6 Target heals 2d6 HP/round, or multiple
+
  targets heal 3 HP/round.
+
[[Jikuu_J-R#Reset|Reset]] 6 Bring a past version of yourself
+
  forward from a tracer.
+
[[Jikuu_S-Z#Temporal_Skip|Temporal Skip]] 6 As immediate, skip over a creature's
+
  turn. Will negates
+
[[Jikuu_S-Z#Time_Hop_Mass|Time Hop, Mass]] 6 Multiple targets go forward in time. Will negates
+
[[Jikuu_S-Z#Time_Slip|Time Slip]] 6 Target takes damage/action. Fort negates
+
  
===7th===
+
<div id="Reset">
'''JIKUU JP EFFECT SAVE?'''
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
[[Jikuu_A-I#20_Minutes|20 Minutes]] 7 Target can take 20 in an instant. Will negates
+
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Reset</font></div>
[[Jikuu_A-I#Divert_Teleport|Divert
+
|}
  Teleport]] 7 As per divert teleport. Will negates
+
{|class="collapsible" width="30%" align="right" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
[[Jikuu_A-I#Fate_of_One|Fate of One]] 7 Reroll any roll you just failed. None
+
! 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>
Immobilize,
+
|-style="text-align:left;"
    Mass 7 Immobilize multiple creatures.
+
|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.
Instant Summons 7 Prepared object appears in your hand.
+
|}
[[Jikuu_J-R#Nova|Nova]] 7 1d8/level dmg in 20-ft radius. Ref half
+
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.
Reverse Gravity 7 Objects and creatures fall upward.
+
[[Jikuu_S-Z#Stitch_in_Time|Stitch in Time]] 7 Some creatures get an extra round.
+
[[Jikuu_S-Z#Synchronize|Synchronize]] 7 Negate all Jikuu. None
+
Teleport Object 7 As per ''teleport object''.
+
[[Jikuu_S-Z#Teleportaga|Teleportaga]] 7 As per greater teleport.
+
[[Jikuu_S-Z#Undo_Force|Undo Force]] 7 As per undo jikuu, but any force.
+
[[Jikuu_S-Z#Withering|Withering]] 7 Kill target by rapid aging.
+
  
===8th===
+
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.
'''JIKUU JP EFFECT SAVE?'''
+
[[Jikuu_A-I#Discrete_Time|Discrete Time]] 8 Immediate actions can't be taken. Will negates
+
[[Jikuu_J-R#Quick|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)
+
[[Jikuu_S-Z#Stop|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===
+
If your use of this ability succeeds, it ends your ''tracer''.
'''JIKUU JP EFFECT SAVE?'''
+
[[Jikuu_A-I#Borrow_Time|Borrow Time]] 9 Gain actions others don't take.
+
[[Jikuu_A-I#Chrono_Break|Chrono Break]] 9 You gain another position in the
+
  initiative order.
+
[[Jikuu_J-R#Meteor|Meteor]] 9 As per meteor swarm. Ref half
+
[[Jikuu_J-R#Rewind|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===
+
<div id="Restore">
'''JIKUU JP EFFECT SAVE?'''
+
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
[[Jikuu_J-R#Quantum_Leap|Quantum Leap]] 10 Choose the future.
+
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Restore</font></div>
[[Jikuu_J-R#Quarter|Quarter]] 10 Target loses 75% current HP. Fort negates
+
|}
Regenaja 10 Target heals 2d10 HP/round, or multiple
+
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.
  targets heal 7 HP/round.
+
[[Jikuu_S-Z#Stopaga|Stopaga]] 10 Multiple targets are stopped. Will negates
+
Temporal
+
    Abstraction 10 Gain 1d10 [[Partial_Action |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
+
  
=Feats=
+
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.
The following are a selection of feats that are relevant to epochents.
+
  
&nbsp;
+
If your use of this ability succeeds, it ends your ''tracer''.
  
<div id="Chain Jikuu">
+
<div id="Warp">
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">CHAIN JIKUU [Metajikuu]</font></div>
+
! style="background:#FAF0C0;" align="left"|<div style="margin-left:25px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">▶ Warp</font></div>
|-style="background:white;" align="left"
+
|You can cause a jikuu to tug at the timelines of creatures near the original target.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' Any jikuu that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to one-half your chronist level (maximum 10). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum.
+
|-align="left"
+
|If the chained jikuu deals damage, the secondary targets each take half as much damage as the primary target (rounded down), and can attempt Reflex saves for half damage (whether the jikuu allows the original target a saving throw or not). For jikuu that don't deal damage, the save DCs against arcing effects are reduced by 4.
+
|-align="left"
+
|'''Cost:''' 3 JP, and increases the shaping time by 1 step.
+
 
|}
 
|}
</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.
  
&nbsp;
+
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.
  
<div id="Extend Jikuu">
+
If your use of this ability succeeds, it ends your ''tracer''.
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTEND JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|You can temporally manipulate a jikuu, allowing its effect to linger longer than normal.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' An extended jikuu lasts twice as long as normal. A jikuu with a duration of concentration, instantaneous, or permanent is not affected by this feat.
+
|-align="left"
+
|'''Cost:''' 1 JP.
+
|}
+
</div>
+
  
&nbsp;
+
=Epochent Spheres and Jikuu=
 +
The jikuu index can be found [[Time:_Jikuu_List|here]].
  
<div id="Extraordinary_Talent">
+
==Celestial Sphere==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;"
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">EXTRAORDINARY TALENT [Epic]</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;">Celestial Jikuu</font></div>
|-style="background:white;" align="left"  
+
|- style="background:#F8E799;"
|You are more talented than your experience would otherwise suggest.
+
|width="8%" |'''''Quanta'''''
|-align="left"  
+
|width="15%" align="left"|'''Jikuu'''
|'''Prerequisites:''' Character level 21st+.
+
|width="10%" align="left"|'''Action'''
|-align="left"  
+
|width="67%" align="left"|'''Effect'''
|'''Benefit:''' You gain a talent from the talent list of one of your classes.
+
|-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.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Force_Attunement">
+
==Gravity Sphere==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;"
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">FORCE ATTUNEMENT [General]</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:white;" align="left"  
+
|- style="background:#F8E799;"
|Through intense training, you have become exceptionally attuned to your Force, improving your resistances to other Forces in that trinity.  
+
|width="8%" |'''''Quanta'''''
 +
|width="15%" align="left"|'''Jikuu'''
 +
|width="10%" align="left"|'''Action'''
 +
|width="67%" align="left"|'''Effect'''
 +
|-align="left"
 +
|align="center"|Basic || Drop || Standard || Target becomes ''prone''.
 +
|-align="left" style="background:#FAF0C0;"
 +
|align="center"|1 || Attract || Immediate || Redirect the target of an attack.
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' [[#Versed in the Force|Versed in the Force]].
+
|align="center"|1 || Deflect || Immediate || Use gravity to protect yourself from an attack.
 +
|-align="left" style="background:#FAF0C0;"
 +
|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="left"  
|'''Benefit:''' Choose a Force for which you are Force-aligned. Your resistances to other Forces in that Trinity increase by +2.
+
|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="left"  
|Force effects that would detect your Force that are from Forces that you are opposed within the Trinity for which you applied this feat register you as your Force-user level being two levels higher than it actually is. (Example: A technologist using a ''watcher'' against a mage with this feat would register the mage as being two levels higher than he really is).  
+
|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="left"  
|'''Special:''' You may take this feat multiple times. Each time you do, you can either improve your resistances for an already chosen Force by +2, or you can choose a new Force to which you are Force-aligned.  
+
|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="left"  
|This feat only affects race- and class-based Force resistances. It does not affect resistances granted by Force effects or by items.
+
|align="center"|3 || Momentum || Standard || Creature deals increased damage after moving.
|}
+
|-align="left" style="background:#FAF0C0;"
</div>
+
|align="center"|3 || Undeniable Gravity || Standard || Target cannot fly.
 
+
&nbsp;
+
 
+
<div id="Force_Field">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">FORCE FIELD [General]</font></div>
+
|-style="background:white;" align="left"  
+
|Your mere presence alters the manner in which reality functions.  
+
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' [[#Versed in the Force|Versed in the Force]].
+
|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="left"  
|'''Benefit:''' Your race- and class-based Force resistances extend in a 5-foot radius around you, albeit at 5 lower than your resistance. If an effect that affects an area or multiple targets fails to overcome your resistance, it must check to see if it overcomes your field's resistance; if it does not, the area of your "force field" is also not affected (if an area, that area is unaffected; if targeted, no targets in your field are affected).
+
|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="left"  
|However, effects that prohibit or otherwise block Force creatures of your Force alignment treat the entirety of your "force field" as your area; thus, if you are Magic-aligned and an effect prevents Magic-aligned creatures from coming near, you are blocked an earlier 5 feet than you normally would be.
+
|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="left"  
|Your Force resistances are considered 5 higher for purposes of attempting to use Force-aligned items of Forces to which you are naturally opposed.  
+
|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="left"  
|'''Special:''' You can take this feat multiple times. Each time you do, the radius of your "force field" increases by 5 feet, and the resistance granted to that area is further reduced by 5. If a portion of your field would be reduced to a Force resistance of less than 1, that portion of your field does not exist.
+
|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="left"  
|The increase to Force resistance for purposes of using Force-aligned items applies only the first time you take this feat.
+
|align="center"|6 || Gravity Tether || Standard || Target becomes nigh-immovable.
|}
+
|-align="left" style="background:#FAF0C0;"
</div>
+
|align="center"|6 || Gravity Well || Standard || Create a gravity well, causing nearby objects and creatures to fall towards its center.
 
+
&nbsp;
+
 
+
<div id="Jikuu Focus">
+
{|class="collapsible" width="90%" 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:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">JIKUU FOCUS [Temporal]</font></div>
+
|-style="background:white;" align="left"  
+
|Your manipulations of time and space are harder to resist.
+
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Chronist level 1st+.
+
|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="left"  
|'''Benefit:''' Increase the Saving Throw DC of all jikuu you shape by +1.
+
|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="left"  
|'''Special:''' You may select this feat multiple times. It's effect stacks.
+
|align="center"|9 || Wall of Gravity || Standard || Create a barrier of gravitic force.
|}
+
|-align="left" style="background:#FAF0C0;"
</div>
+
|align="center"|10 || Tiny || Standard || Drastically reduce a creature's size.
 
+
&nbsp;
+
 
+
<div id="Jikuu Knowledge">
+
{|class="collapsible" width="90%" 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:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">JIKUU KNOWLEDGE [Temporal]</font></div>
+
|-style="background:white;" align="left"  
+
|You have investigated the mysteries of time deeper than your peers.
+
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Chronist level 1st+.
+
|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="left"  
|'''Benefit:''' You gain knowledge of two additional jikuu of any level you can access.
+
|align="center"|12 || Black Hole || Standard || Create a temporary black hole that utterly destroys anything drawn into it.
|-align="left"  
+
|-align="left" style="background:#FAF0C0;"
|'''Special:''' You may select this feat multiple times. Each time you do, choose new jikuu.
+
|align="center"|12 || Implosion || Standard || Use drastic gravitational forces to cause a creature or object to collapse in on itself.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Jikuu Mastery">
+
==Null Sphere==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;"
! style="background:#F0E68C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">JIKUU MASTERY [Temporal]</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;">Null Jikuu</font></div>
|-style="background:white;" align="left"  
+
|- style="background:#F8E799;"
|Your familiarity with certain manipulations of time allow you to expend less energy to shape them.
+
|width="8%" |'''''Quanta'''''
 +
|width="15%" align="left"|'''Jikuu'''
 +
|width="10%" align="left"|'''Action'''
 +
|width="67%" align="left"|'''Effect'''
 +
|-align="left"
 +
|align="center"|Basic || [[Time:_Null_Jikuu_List#Ruin|Ruin]] || Standard || Deal ''potency 2'' damage to a creature at range.
 +
|-align="left" style="background:#FAF0C0;"
 +
|align="center"|1 || [[Time:_Null_Jikuu_List#Lethargy|Lethargy]] || Standard || Target gains ''dex down''.
 +
|-align="left"
 +
|align="center"|1 || [[Time:_Null_Jikuu_List#Sleep|Sleep]] || Standard || Target gains ''sleep''.
 +
|-align="left" style="background:#FAF0C0;"
 +
|align="center"|2 || Darkness || Standard || Create an area of darkness.
 +
|-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="left"  
|'''Prerequisites:''' Chronist level 3rd+.
+
|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="left"  
|'''Benefit:''' Choose a number of jikuu equal to your Intelligence modifier (min 1). The JP cost for those jikuu is reduced by 1, to a minimum of 1.
+
|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="left"  
|'''Special:''' You can take this feat multiple times. Each time you do, you can do one of the following: choose a new set of jikuu, for which you reduce the JP cost by 1; or reduce the JP cost of a jikuu already chosen with this feat by another 1 point (minimum 1).  
+
|align="center"|4 || [[Time:_Null_Jikuu_List#Ruinga|Ruinga]] || Standard || Deal ''potency 2'' damage in an area.
|}
+
|-align="left" style="background:#FAF0C0;"  
</div>
+
|align="center"|4 || [[Time:_Null_Jikuu_List#Weakness|Weakness]] || Standard || Target gains ''weakness''.
 
+
&nbsp;
+
 
+
<div id="Quantum Attunement">
+
{|class="collapsible" width="90%" 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:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">QUANTUM ATTUNEMENT [Temporal]</font></div>
+
|-style="background:white;" align="left"
+
|Your attunement with quanta improves, improving your access to your personal timeline.
+
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Chronist level 1st+.
+
|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="left"  
|'''Benefit:''' You gain 1 quanta (personal JP).
+
|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="left"  
|'''Special:''' You may select this feat multiple times. It's effect stacks; in addition, you gain 1 additional quanta (personal JP) for each time you have previously taken this feat.
+
|align="center"|6 || Phase || Standard || Target gains ''phasing''.
|}
+
|-align="left" style="background:#FAF0C0;"  
</div>
+
|align="center"|6 || Undo Time || Standard || Negate temporal effects.
 
+
&nbsp;
+
 
+
<div id="Quicken Jikuu">
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">QUICKEN JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"  
+
|By expending a significant amount of temporal energy, you can shape a jikuu in considerably less time than normal.
+
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' Chronist.
+
|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="left"  
|'''Benefit:''' A quickened jikuu has its activation time reduced by 3 steps, to a minimum of immediate.
+
|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="left"  
|'''Cost:''' 4 JP.
+
|align="center"|8 || Null Drive || Standard || Target gains ''pacified''.
|}
+
|-align="left" style="background:#FAF0C0;"
</div>
+
|align="center"|8 || Null Force || Standard || Target gains ''sealed''.
 
+
&nbsp;
+
 
+
<div id="Rapid Shaping">
+
{|class="collapsible" width="90%" 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:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">RAPID SHAPING [Temporal]</font></div>
+
|-style="background:white;" align="left"  
+
|Your proficiency with a selected jikuu is so strong that you can alter the timeline faster with it than normal.
+
 
|-align="left"  
 
|-align="left"  
|'''Prerequisites:''' [[#Jikuu Mastery|Jikuu Mastery]].
+
|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="left"  
|'''Benefit:''' Choose a jikuu you have selected at least once with Jikuu Mastery. The activation time for that jikuu is reduced one step: from 1 round to 1 full action, from 1 full action to 1 standard, from standard to move, from move to swift, or from swift to immediate.
+
|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="left"  
|You cannot reduce the activation time for a jikuu below 1 immediate action.
+
|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="left"  
|If the activation time for the chosen jikuu is more than 1 round, it is reduced by 1 round.
+
|align="center"|12 || Null Soul || Standard || Target becomes temporarily ''soulless'', either beneficially or detrimentally.
|-align="left"  
+
|If the activation time for the jikuu is measured in minutes, then it is reduced by 1 minute. If the activation time of the jikuu is 1 minute, it is now measured in rounds (ie, 10 rounds).
+
|-align="left"
+
|'''Special:''' You can take this feat multiple times. Each time you do, you can do one of the following: choose a new jikuu previously chosen with Jikuu Mastery, for which you can reduce the activation time by one step; or reduce the activation time of a jikuu already chosen with this feat by another step.
+
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Repeat Jikuu">
+
==Numbers Sphere==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;"
! style="background:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">REPEAT JIKUU [Metajikuu]</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;">Numbers Jikuu</font></div>
|-style="background:white;" align="left"  
+
|- style="background:#F8E799;"
|You twist and fold the temporal energy of a jikuu, causing it to shape itself again on your next turn.
+
|width="8%" |'''''Quanta'''''
|-align="left"  
+
|width="15%" align="left"|'''Jikuu'''
|'''Prerequisites:''' Chronist.
+
|width="10%" align="left"|'''Action'''
|-align="left"  
+
|width="67%" align="left"|'''Effect'''
|'''Benefit:''' A repeated jikuu is automatically shaped again at the beginning of your next turn. No matter where you might have moved since your last turn, the second jikuu originates from the same location and affects the same area as the original jikuu. If the original jikuu designates a ranged target, the repeated jikuu affects the same target if it is within 30 feet of its original position; otherwise, the second jikuu fails.  
+
|-align="left"
|-align="left"  
+
|align="center"|Basic || Libra || Standard || You gain ''libra''.
|Touch range jikuu cannot be affected by this feat.
+
|-align="left" style="background:#FAF0C0;"
|-align="left"  
+
|align="center"|1 || Blink || Standard || Target gains ''image''.
|'''Cost:''' 3 JP.
+
|-align="left"
 +
|align="center"|1 ||  ||  ||
 +
|-align="left" style="background:#FAF0C0;"
 +
|align="center"|2 || Imperil || Standard || Target gains a ''vulnerability'' of your choice.
 +
|-align="left"
 +
|align="center"|2 ||  ||  ||
 +
|-align="left" style="background:#FAF0C0;"
 +
|align="center"|3 ||  ||  ||
 +
|-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.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Tachyon Attunement">
+
==Space Sphere==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;"
! style="background:#F0E68C;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">TACHYON ATTUNEMENT [Temporal]</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;">Space Jikuu</font></div>
|-style="background:white;" align="left"  
+
|- style="background:#F8E799;"
|Your attunement with tachyons improves, giving you greater power to manipulate time over short periods.
+
|width="8%" |'''''Quanta'''''
|-align="left"  
+
|width="15%" align="left"|'''Jikuu'''
|'''Prerequisites:''' Chronist level 1st+.
+
|width="10%" align="left"|'''Action'''
|-align="left"  
+
|width="67%" align="left"|'''Effect'''
|'''Benefit:''' You gain 2 tachyons (universal JP).
+
|-align="left"
|-align="left"  
+
|align="center"|Basic || Slide || Standard || Force a creature to move some distance.
|'''Special:''' You may select this feat multiple times. It's effect stacks; in addition, you gain 1 additional tachyon (universal JP) for each time you have previously taken this feat.
+
|-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.
 
|}
 
|}
</div>
 
  
 
&nbsp;
 
&nbsp;
  
<div id="Twin Jikuu">
+
==Time Sphere==
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; 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;"
! style="background:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">TWIN JIKUU [Metajikuu]</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;">Time Jikuu</font></div>
|-style="background:white;" align="left"  
+
|- style="background:#F8E799;"
|When shaping a jikuu, you can expend additional temporal energy to shape it twice simultaneously.
+
|width="8%" |'''''Quanta'''''
 +
|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"  
|'''Prerequisites:''' Chronist.
+
|align="center"|2 || Decelerate || Standard || Target gains ''hobbled'' for 5 rounds.
 +
|-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"  
|'''Benefit:''' Shaping a twinned jikuu causes the jikuu to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you make about the jikuu (including target and area), are applied to both jikuu, with affected creatures receiving all the effects of each jikuu individually (including getting two saving throws, if applicable).  
+
|align="center"|4 || Chrono Cross || Standard || Make multiple temporal copies of yourself.
 +
|-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"  
|A jikuu whose effects wouldn't stack if it was activated twice under normal circumstances will create redundant effects if successfully twinned.  
+
|align="center"|6 || Echo || Standard || Target relives the last round.
 +
|-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="left"  
|'''Cost:''' 4 JP.
+
|align="center"|7 || Stop || Standard || Target gains ''stop''.
|}
+
|-align="left" style="background:#FAF0C0;"
</div>
+
|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"
&nbsp;
+
|align="center"|8 || Day's Rest || 5 minutes || Target gains advantages of a ''long rest''.
 
+
|-align="left" style="background:#FAF0C0;"
<div id="Versed_in_the_Force">
+
|align="center"|8 || Time Ebb || Standard || Make time pass faster or slower in an area.
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
! style="background:#ADACAC;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">VERSED IN THE FORCE [General]</font></div>
+
|-style="background:white;" align="left"  
+
|You have been well-trained in the ways of a specific Force, making your ability to draw upon it far more potent than normal.  
+
 
|-align="left"  
 
|-align="left"  
|'''Benefit:''' Choose a Force for which you are Force-aligned. You gain a +4 bonus to your Force-user level for that Force. If this feat would increase your Force-user level above your Hit Dice, the maximum it can be raised to is equal to your Hit Dice + the number of times you have taken this feat for that Force.
+
|align="center"|8 || Chrono Trigger || Standard || Set up a contingent effect.
|-align="left"  
+
|-align="left" style="background:#FAF0C0;"
|'''Special:''' You may take this feat multiple times. Each time you do, you may choose the same Force, or choose a different Force it applies to. If you choose the same Force, the bonus provided improves by +2 (but is still restricted by your HD + the number of times you have taken this feat for that Force).  
+
|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;
  
<div id="Widen Jikuu">
+
=Design Notes=
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
'''June 5, 2016:''' Complete rebuild.
! style="background:#FCDC3B;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">WIDEN JIKUU [Metajikuu]</font></div>
+
|-style="background:white;" align="left"
+
|You can alter the spatial aspects of a jikuu, affecting a larger area than normal.
+
|-align="left"
+
|'''Prerequisites:''' Chronist.
+
|-align="left"
+
|'''Benefit:''' You can alter a burst, emanation, line, or spread shaped jikuu to increase its area. Any numeric measurements of the jikuu's area are doubled.
+
|-align="left"
+
|Jikuu that do not have an area of one of these four sorts are not affected by this feat. 
+
|-align="left"
+
|'''Cost:''' 2 JP.
+
|}
+
</div>
+
 
+
&nbsp;
+
  
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]
 
[[category:Base Classes]]
 
[[category:Base Classes]]
 
[[category:Time]]
 
[[category:Time]]

Revision as of 16:38, 5 June 2016

The Epochent
  Jikuu
Level BAB FRC Fort Ref Will Det Special Quanta Acquisition Jikuu Max Quanta Max Quanta Pool Spheres Jikuu Known
1 +0 +1 +0 +1 +2 +1 Tracer Minor 4 5 1 4
2 +1 +2 +1 +2 +3 +2 Chronos Lore Minor 5 7 1 6
3 +1 +3 +1 +2 +4 +2   Lesser 5 10 2 7
4 +2 +4 +1 +3 +4 +3 Chronos Lore Lesser 6 12 2 8
5 +2 +5 +2 +3 +5 +3   Lesser 6 15 2 10
6 +3 +6 +2 +4 +6 +4 Chronos Lore Lesser 7 17 3 11
7 +3 +7 +3 +5 +7 +5   Moderate 7 20 3 12
8 +4 +8 +3 +5 +7 +5 Chronos Lore Moderate 8 22 3 14
9 +4 +9 +3 +6 +8 +6   Moderate 8 25 4 15
10 +5 +10 +4 +6 +9 +6 Epochent Talent Moderate 9 27 4 16
11 +5 +11 +4 +7 +10 +7   Greater 9 30 4 18
12 +6 +12 +4 +8 +10 +8 Epochent Talent Greater 10 32 5 19
13 +6 +13 +5 +8 +11 +8   Greater 10 35 5 20
14 +7 +14 +5 +9 +12 +9 Epochent Talent Greater 11 37 5 22
15 +7 +15 +6 +9 +13 +9   Major 11 40 6 23
16 +8 +16 +6 +10 +13 +10 Epochent Talent Major 12 42 6 24
17 +8 +17 +6 +11 +14 +11   Major 12 45 6 26
18 +9 +18 +7 +11 +15 +11 Epochent Talent Major 12 47 6 27
19 +9 +19 +7 +12 +16 +12   Tachyonic 12 50 6 28
20 +10 +20 +8 +12 +16 +12 Epochent Talent Tachyonic 12 52 6 30

 

Epochent

Nox, 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.

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

Epochents have the following game statistics.

Force Alignment: Time.

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.

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, 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.

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.

 

Jikuu: Quanta Acquisition
  Quanta Acquisition Grade
Action Taken Minor Lesser Moderate Greater Major Tachyonic
Swift 1 1d2 1d3 1d4 1d6 1d8
Move 1d2 1d4 1d6 1d8 1d10 1d12
Standard 1d4 1d6 1d8 1d10 1d12 2d8
Full 1d6 1d10 2d6 2d8 2d10 3d10

 

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.

At the end of your turn, you can willingly lose all your remaining quanta as a non-action.

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).

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.

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 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.

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 Attract Immediate Redirect the target of an attack.
1 Deflect Immediate Use gravity to protect yourself from an attack.
1 Drag Immediate Target falls faster.
1 Float Immediate Target gains float.
1 Hovering Disc Standard Create a disc of gravitic energy that follows you and can hold extreme weight.
2 Defy Gravity Standard You can move a creature or object vertically through gravity manipulation.
2 Gravity Bow Standard Touched ranged weapon deals increased damage.
2 Gravity Pull Standard Force a creature to move.
2 Lead Blade Standard Touched melee weapon deals increased damage.
3 Gravity Thrust Standard Turn normal objects into deadly missiles via gravitational manipulation.
3 Immobilize Standard Target gains immobilized.
3 Momentum Standard Creature deals increased damage after moving.
3 Undeniable Gravity Standard Target cannot fly.
4 False Gravity Standard Target chooses its gravitational orientation.
4 Gravity Standard Target loses 25% of its current hit points.
4 Overdrive Standard All of target's weapon attacks temporarily gain penetrating.
4 Unstoppable Standard Target gains temporary immunity to effects that restrict movement.
5 Gravity Cage Standard Trap a creature in a sphere of gravitic force.
5 Gravikinesis Standard Move objects by manipulating their gravitational field.
5 Gravity Shield Standard Make area around you more difficult to move through.
5 Null Gravity Standard Create an area in which gravity is nullified.
6 Fly Standard You or a target creature gains the ability to fly.
6 Gravity Pulse Standard Deal potency 3 magnetic damage in an area, pull creatures to center.
6 Gravity Tether Standard Target becomes nigh-immovable.
6 Gravity Well Standard Create a gravity well, causing nearby objects and creatures to fall towards its center.
7 Reverse Projectiles Standard Reflect projectiles back at their origin.
7 Reverse Gravity Standard Temporarily flip gravity's direction in an area.
8 Crush Standard Immobilize, restrain, and deal ongoing magnetic damage to a creature.
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 Gravija Standard Target loses 75% of its current hit points.
11 Graviton Burst Immediate Counter an avoidance effect or saving throw.
12 Black Hole Standard Create a temporary black hole that utterly destroys anything drawn into it.
12 Implosion Standard Use drastic gravitational forces to cause a creature or object to collapse in on itself.

 

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 Darkness Standard Create an area of darkness.
2 Fade Standard Target gains fade.
2 Silence Standard Create an area of silence.
2 Vanish Standard Target gains invisible.
3 Amnesia Standard Target gains amnesia.
3 Dull Element Standard Target gains barrier against an element of your choice.
3 Esuna Standard Remove status ailments from a target.
3 Strip Standard Remove status boons from a target.
4 Blind Standard Target gains blind.
4 Ruinga Standard Deal potency 2 damage in an area.
4 Weakness Standard Target gains weakness.
5 Insubstantial Standard Target gains insubstantial.
5 Skip Standard Target loses its next turn.
5 Temporal Dodge Immediate Briefly leave time to ignore one effect.
6 Antilife Shell Standard Create a barrier through which living creatures cannot pass.
6 Phase Standard Target gains phasing.
6 Undo Time Standard Negate temporal effects.
7 Delete Data Standard Permanently remove information from multiple creatures' minds, world memory.
7 Eject Standard Target gains eject.
7 Null Defenses Standard Target's evasion, mettle, grit, or tenacity is reduced.
7 Vanishga Standard Multiple targets gain invisible.
8 Null Drive Standard Target gains pacified.
8 Null Force Standard Target gains sealed.
8 Null Mind Standard Target becomes temporarily mindless, either beneficially or detrimentally.
8 Undo Force Standard Negate Force effects.
9 Doom Standard Target gains doom.
9 Null Element Standard Target gains immunity against an element of your choice.
10 Ethereal Standard Target becomes ethereal.
10 Banish Standard Purge creatures from your current plane back to their home planes.
11 Nondetection Standard Target is undetectable.
12 Erase Standard Erase a target from existence.
12 Null Soul Standard Target becomes temporarily soulless, either beneficially or detrimentally.

 

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 Crumble Standard Deal cosmic damage to an object through extreme aging.
1 Moment Swift Increase your Initiative by 3.
1 Pause Standard Reduce a creature's Initiative by 3.
2 Bestow Time Swift Grant one of your actions to a touched creature on its next turn.
2 Decelerate Standard Target gains hobbled for 5 rounds.
2 Déjà Vu Standard Target repeats its last action.
2 Lag Standard Target gains lag.
2 Temporal Edit Swift Undo your actions since the start of your turn.
2 Time Swap Standard Swap ally's Initiatives.
3 Hustle Swift You gain a move action.
3 Lapse Standard Decrease the duration of an effect or status.
3 Slow Standard Multiple creatures gain slow.
4 Chrono Cross Standard Make multiple temporal copies of yourself.
4 Haste Standard Multiple creatures gain haste.
4 Refresh Immediate Target regains all of its brave actions.
4 Time to Pause Standard Target can take 10 on a skill check in an instant.
5 Decay Standard Target takes ongoing cosmic damage.
5 Delay Standard Target's turn is delayed until after your next turn.
5 Extend Standard Increase the duration of an effect or status.
5 Steal Time Swift Steal actions from a touched creature.
5 Temporal Shove Standard Drastically reduce a creature's Initiative.
6 Compress Time Standard Target gains compress.
6 Echo Standard Target relives the last round.
6 Immediacy Immediate Gain a move action.
6 Quick Standard Target gains a standard action immediately.
6 Temporal Buffer Standard Give yourself a buffer in which you can store actions for future use.
7 Stop Standard Target gains stop.
7 Temporal Acceleration Standard You gain a set of actions in which to freely act, but cannot interact with the world.
8 Day's Rest 5 minutes Target gains advantages of a long rest.
8 Time Ebb Standard Make time pass faster or slower in an area.
8 Chrono Trigger Standard Set up a contingent effect.
9 Rewind Standard Go back in time to the last round.
9 Temporal Rewrite 1 round Alter your actions in the past.
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.

 

Design Notes

June 5, 2016: Complete rebuild.