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Temporal Adept (3.5e Class)

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Class Features
==Temporal Adept==
In the search for understanding, many [[SRD:Monk|monks ]] turn inwards to understand the self. It permits them control over their bodies for certain, but their power is limited to the self. For the Monks of the Wheel of Time, they sought their answers beyond. For all living creatures are ultimately bound by the constraints of time and space. If one was to understand the flow of time and its effects on the world, perhaps they could escape its bonds and reach a different sort of physical perfection, one that frees them of the bonds of material universal constraints. Thus these monks shed wisdom for intellect, meditation for study. They turned to the stars, studied history, and pondered on the great mysteries to become the temporal adepts, masters of time and body.
===Making a Temporal Adept===
'''Abilities:''' Temporal Adepts are ultimately a melee class, and thus enjoy a strong [[Strength]] and [[Dexterity]] both. On the other hand, [[Intelligence]] determines many of their aspects, and can easily be used in place of attack and damage. [[Constitution]] will keep them alive in battle. This leaves [[Wisdom]], useful for [[Will ]] saves, and [[Charisma]] as the runners up.
'''Races:''' Any.
'''{{Anchor|Immortal Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 16th level, a temporal adept no longer takes penalties to her ability scores for aging and cannot be magically aged. Bonuses and penalties from aging are negated, and the temporal adept cannot die of old age. The temporal adept additionally becomes immune to Death effects.
'''{{Anchor|Big Bang Attack}} {{Su}}:''' At 17th level, a temporal adept who makes a confirmed critical threat (regardless of whether or not the enemy can be affected by critical hits) natural 20 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 Instead of the normal critical and damage they instead create a 30 foot cone followed by a 30-foot wide, 720-foot long line 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 full round 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 shenanigans, though, she dies for real, 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 temporal adept’s creature type was), though she may act as a member of her previous type when beneficial. Additionally, the temporal adept gains DR 10/epic and fast healing 10, as her body is always healing in rapid time.
'''''{{Anchor|Time TravellingTraveling}}'' {{Ps}}:''' At 20th level, a temporal adept can attempt the most 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 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. Beware that bringing objects or information from the future into your own timeline or the past may result in [[#Paradox|paradox]] (see below).
====Temporal Adept Lore====
Characters with ranks in Knowledge History (history) can research temporal adepts to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
{| class="zebra d20"
| 10 || class="left" | A temporal adept is a monk who uses his cunning over his senses. They can seemingly become faster or slower just through thought alone, and use limited psionic powers.
|-
| 15 || class="left" | A temporal adepts adept can disrupt magical effects , causing them to run out early, and can seemingly step out of turn and out of time, at a cost.
|-
| 20 || class="left" | Rumor has it powerful temporal adepts are so good at what they do that they can travel through time itself. But of course , if this is true, where are all the time tourists? They must be hiding well...
|-
| 30 || class="left" | Those that reach this level of success can research specific temporal adepts, there their motives, whereabouts, possible alterations in the timeline, and other details.
|}

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