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'''''{{Anchor|Psi-Like Abilities}}'' {{Ps}}:''' The temporal adept has limited psionic powers which are fueled by her time warp ability. Using a psi-like ability from this class uses up a number of time warp points equal to the level of the power.
The temporal adept recieves receives ''[[SRD:True Strike|true strike]]'' at 1st level, costing 1 time warp point. At 2nd level she recieves receives ''[[SRD:Deja Vu|deja vu]]'' for 1 time warp point. At 4th level she recieves receives ''[[SRD:Object Reading|object reading]]'' for 2 time warp points. At 6th level she recieves receives ''[[SRD:Time Hop|time hop]]'''' for 3 time warp points. At 8th level she recieves receives ''[[SRD:Psionic Dimension Door|psionic dimension door]]'' for 4 time warp points. At 10th level she recieves receives ''[[Alternate Future (3.5e Power)|alternate future]]'' for 5 time warp points. At 12th level she recieves receives ''[[SRD:Suspend Life|suspend life]]'' for 6 time warp points. At 14th level she recieves receives ''[[SRD:Fate of One|fate of one]]'' for 7 time warp points. At 16th level she recieves receives ''[[SRD:Mass Time Hop|mass time hop]]'' for 8 time warp points. At 18th she recieves receives ''[[SRD:Temporal Acceleration|temporal acceleration]]'' for 9 time warp points. And finally at 20th she recieves receives ''[[SRD:Timeless Body|timeless body]]'' for 9 time warp points.
As psi-like abilities, the powers come pre-augmented up to your character level as your manifester level.
'''{{Anchor|Fast Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a temporal adept gains an bonus to her speed, as shown on [[#Table: The Temporal Adept|Table: The Temporal Adept]]. A temporal adept in armor or carrying a medium or heavy load loses this extra speed.
'''{{Anchor|Lesser Sudden Blow}}:''' At 3rd level the temporal adept recieves receives [[Lesser Sudden Blow (3.5e Feat)|Lesser Sudden Blow]] as a bonus feat.
'''{{Anchor|Shrink Duration}} {{Ex}}:''' At 3rd level, a temporal adept can accelerate the decay of spells and effects placed upon her. The effect of any unwanted status effects and spells placed on her with durations are halved. Permenant Permanent and instantaneous effects can't be halved.
At 15th level, the effects of all unwanted status effects and spells with a duration is reduced to 1 round.
'''{{Anchor|Speed Up}} {{Su}}:''' At 5th level, a temporal adept can bend time to make herself run faster than normal. As a immediate action the temporal adept can spend 1 time warp point. It grants the effects of ''[[SRD:Haste|haste]]'' (personal only), she may charge in a non-straight line, all jumps are considered running jumps, and she may stand up from prone as a free action. The effect lasts until the beginning of her next turn.
'''{{Anchor|Sudden Blow}}:''' At 6th level the temporal adept recieves receives [[Sudden Blow (3.5e Feat)|Sudden Blow]] as a bonus feat.
'''{{Anchor|Time Platform}} {{Su}}:''' At 7th level, a temporal adept can freeze the time of the air below her feet. Without motion, the air is solid and allows her to walk in the air as if she were on the ground. She is constantly under the effects of ''[[SRD:Air Walk|air walk]]'', but only if she moves at least 10 feet each round. Otherwise the platform drops out from under her by the next round and she falls.
'''{{Anchor|Flash Step}} {{Su}}:''' At 8th level, a temporal adept can move between the spaces of time. She no longer provokes attacks of opportunity for movement, appearing to nearly teleport in stuttering rapid frames of broken motion.
'''''{{Anchor|Entropic Decay}}'' {{Ps}}:''' At 9th level, a temporal adept can attempt to age a magical effect rapidly, causing its magic to fade. Even some permenant permanent effects can be taken out this way. As a touch attack, the temporal adept duplicates the effects of ''[[SRD:Dispel Psionics|dispel psionics]]'' as a psi-like ability. She may use this at will.
'''{{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level, a temporal adept’s evasion ability improves. She still takes no damage on a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against attacks, but henceforth she takes only half damage on a failed save. A [[SRD:Helpless|helpless]] temporal adept does not gain the benefit of improved evasion.
'''{{Anchor|Spell Resistance}} {{Su}}:''' At 11th level, a temporal adept can phase incoming spells out of her timeline, effectively giving her spell resistance 10 + HD. She can allow helpful spells to pass through as a free action.
'''{{Anchor|Greater Sudden Blow}}:''' At 12th level the temporal adept recieves receives [[Greater Sudden Blow (3.5e Feat)|Greater Sudden Blow]] as a bonus feat.
'''{{Anchor|Delayed Charge}} {{Ex}}:''' At 13th level, a temporal adept can hold back an attack in the timeline, effectively "charging up" as the pressure for the action to take place builds. She can delay an attack up to 5 rounds delay. For each round she delays, the damage is multiplied starting at x2 and increasing by one step each time (x3, x4, x5, and x6 damage). This is useful when setting up an ambush, attempting to bust through damage reduction, or attacking creatures immune to critical hits (as the damage bonus is not a critical hit).
'''''{{Anchor|Temporal Walk}}'' {{Ps}}:''' At 13th level, a temporal adept can duplicate the effects of ''[[SRD:Shadow Walk|shadow walk]]'', except she scraps along the edge of the dangerous Plane of Time. This allows her to travel anywhere which has flowing time (meaning she can travel from the material to the outer planes, or the astral to the outer planes, but not from the material to the astral as the astral plane is timeless). More importantly though, rather than being displaced from the intended destination in space, they are displaced in time. They arrive at their intended destination within 1d10x6 minutes. In addition roll 1d6. On a result of 2, you arrive instantly according to the outside world instead of time passing. On a result of 1, you have traveled the listed amount back in time instead. Time traveling back in time is very hazardous (see Time Traveling below). If a paradox (below) occurs, the temporal adept and any who came with her are rapidly shunted into the future 1 hour, and all creatures are rendered confused for 1 round and fatigued (no save).
'''{{Anchor|Replay}} {{Su}}:''' At 14th level, a temporal adept can bend time to cause the same effect that happened a moment ago. As an immediate action the temporal adept can spend 7 time warp points and have the last action go off again, such as an ally re-casting a ''[[SRD:Fireball|fireball]]'' spell, an ally getting another physical attack, or an opponent provoking for standing up from prone. Positions are reset during the reply in order for the events to go off a second time, dealing damage, healing, or other effects for a second time. In the case of a reply which affects an unwilling target, they get a [[Will]] save DC 10 + 1/2 HD + [[Int]] modifier to resist, save negates. A temporal adapt can only replay something which has occured in the last round.
'''{{Anchor|Big Bang Attack}} {{Su}}:''' At 17th level, a temporal adept who makes a confirmed critical threat (regardless if the enemy can be effected by critical hits) can open up a small brief portal to the beginning of creation, letting its awesome force blast through. When making a confirmed critical hit the temporal adept can negate the critical and instead create a 30 foot cone followed by a 30 foot wide line 720 feet long of raw energy. This deals 2d6 points of untyped damage to all creatures in the area, DC 10 + 1/2 HD + [[Int]] modifier [[Reflex]] save for half. She may also create this effect as a standard action by spending 9 time warp points.
'''{{Anchor|Paradoxical Rebirth}} {{Su}}:''' At 19th level, a temporal adept shows clear signs of messing with the timeline. If the temporal adept dies, a future alternate version of her travels through time to alter events in history causing the one who died to have been a decoy all along. Effectively she respawns within 1d10 days at a location of her choice. If she dies within 1 week of being reborn through time shinanigans shenanigans she dies for real though, as time can only be manipulated so often without dire consequences.
'''{{Anchor|Eternal One}} {{Ex}}:''' At 20th level, a temporal adept becomes a magical creature. She is forevermore treated as an [[SRD:Outsider Type|outsider]] rather than as a [[SRD:Humanoid Type|humanoid]] (or whatever the monk’s creature type was), though she may act as a member of her previous type when beneficial. Additionally, the monk gains DR 10/epic and fast healing 10 as her body is always healing in rapid time.
'''''{{Anchor|Time Travelling}}'' {{Ps}}:''' At 20th level, a temporal adept can attempt the move dangerous and powerful of all moves. She may attempt to travel through time. Doing so is a ritual which takes a various amount of time (as seen below). She may take herself and up to 1 creature per 2 class levels she possesses. All creatures must be holding hands at time of transport. What happens depends on if they want to go forward, backward, or nowhere in time at all.
''{{Anchor|To the Future}}:'' Travelling to the future is easy. The ritual only takes 1 minute, after which all travellers travelers are displaced from time. Shadowy blurry images of their surroundings exist, but they are no longer visible or even physical on that plane anymore. They may skip up to 1 hour in a round. Then after that, 1 day in a round. Then 1 month. Then 1 year. Then 10 years. Then 100. The rate of acceleration is unlimited and most prefer to stay at a much slower rate, though the minimum time they may jump is in 1 hour increments. The only problem is that it is all real time lost, and getting back is extremely difficult. In addition, the future you arrive in is only one of many possible futures (specifically futures devoid of your presence all that time) and so the future is never fixed. Beward Beware that bringing objects of or information from the future into your own timeline or the past may result in paradox (see below).
''{{Anchor|To the Past}}:'' Travelling to the past is extremely hard. The ritual takes 8 hours, after which all travellers travelers are displaced from time in a manner identical to travelling forward, but backwards. The easy part is getting back in time. The hard part is avoiding paradox. Time is flexible enough to manage small changes, such as a butterfly flapping its wings or someone stepping on a flower, but changes which alter history and the behavior of creatures such as meeting yourselves in the past or killing certain despots have a violent effect (see paradox below). As such, any trips to the past tend to be purely observatory in nature as altering the timeline has terrible effects. In addition, the further one goes back in time the greater effect small changes have on the environment, until it is nearly impossible to travel back without incurring paradox.
====Paradox====
So what happens when the flow of time is disrupted? Paradox, a dangerous effect of the flow of time pushing against an unexpected obstruction. When the obstruction is small, like a pebble in a river, it flows around it effortlessly and nothing is changed, but when the pebble is a boulder which blocks the river the entire force of all the water bears against it.
When something occurs which changes history in any significent significant matter, the resulting change is suddenly reverted and its offending causes catapulted violently back to their own time. They all take 1d10 points of backlash damage for every year out of time you were displaced (minimum 1 year) and all creatures are shaken for 24 hours, exhausted, and temporal monks take a -1 penalty per year to their effective class level for time warp points and other class features (minimum level 1) for 24 hours. If a creature dies from the backlash damage, they crumble into dust, having died of a sudden case of old age. And worst off, it provokes the attention of all kinds of inevitables that someone is messing with time.
What counts as a significent significant change in history varies. Generally something mild such as a chair being displaced to the left or the table being a different color are not important, but stopping a car accident may very well change things. Time travellers travelers have a dim sense of paradox at all times, a strange pressure set on their minds. Whenever they are about to do something which will result in paradox they can often recieve receive a saving throw (typically [[Reflex]] DC 15) to pull back from whatever action they were about to do. Other times, such as running into themselves in the past, there is no save that is possible.
If paradox occurs, the past is reverted to "normal". Creatures in the present remember everything as they should have been, though the returned time travellers travelers know everything up to the point paradox occuredoccurred.
====Epic Temporal Adept====
====Playing a Temporal Adept====
'''Religion:''' Temporal adepts tend not to be religious, not out of any lack of conviction and more to do with, ironically, lack of time. To study time and space itself is a full time job that requires an analytical analytic mind and a sound body. There is no time for idle prayer.
'''Other Classes:''' Other classes come expecting a monk, and find a psionic gish. This "monk" is a historian who can hold his own in a fight and often acts as a clever skillmonkey to boot.
'''Notables:''' Its said a famous doctor named Atomos had become an accidental temporal adept after an accident with a spacetime bending artifact and a few unfortunate trips through the cosmos at the whims of the sands of time.
'''Organizations:''' Temporal adepts mix with scientists and scholars to share their findinsfindings. Sadly, their theories are so complex and non-intuitive many, even smart wizards and others, dismiss them as madmen chasing "string theories" and "M-branes".
'''NPC Reactions:''' The average commmoner is unlikely to understand the science of the temporal adept, but they can understand punching things, and technobabble means people are smart. Sometimes.