[Tome] Time Mage

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Koumei
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[Tome] Time Mage

Post by Koumei »

Okay, here we go. Now, it's similar to the Fire Mage etc. in a few ways: it uses a fixed set of spell-like abilities at will, set around a theme, and doesn't stretch out to 20 levels.

TIME MAGE

"ZA WARUDO! TOKI WO TOMARE!"

Hit Dice: 1d8
Skill Points: 4+Int
BAB: Medium
Good Saves: Fort and Ref

Starting Gold: give a shit
Starting Age: as Sorcerer
Proficiencies: Simple Weapons, one Martial Weapon of choice and Light Armour
Class Skills: Balance, Concentration, Disguise, Hide, Knowledge (Any), Listen, Move Silently, Search, Sense Motive, Spot
Level:Special:
1Accelerated Movement, Chrono-Blast, Chrono-Trigger
2Temporal Reversal 1, Temporal Deprivation
3Time Warp, Ageless, You Can't See Me
4Visions From the past, Jump to the Left, Temporal Reversal 2
5Age Manipulation, Temporal Turbulence
6Visions From the Future, Temporal Reversal 3, Time Hole
7Extract Experiences, See it Coming
8Temporal Stasis, Temporal Reversal 4
9Temporal Disorientation, Time Warp Again
10Regress Injuries, Temporal Reversal 5
11Clone From the Past, Time Vortex
12Stasis Field, Temporal Reversal 6
13Age of Dust, The Slowness
14Hammertime, Temporal Reversal 7
15Timestop, Chrono-Cross

Class Features:

Accelerated Movement (Su):
Starting at first level, the Time Mage permanently benefits from increased speed. His movement speeds are all doubled, and he always retains his Dexterity bonus to Armour Class.

Chrono-Blast (Sp):
At first level, the Time Mage gains the ability to blast foes with energy, warping their bodies as some cells age, others regress to when they were injured or not yet formed. This is a Standard action to call forth, and has a maximum range of 200' as a Ranged Touch Attack. It deals 1d6 untyped damage per level, plus the Wisdom modifier of the Time Mage. The Time Mage can elect for it to be any spell level up to (half his character level, round up). This means he could cast it as SL 1 and apply metamagic, or could just cast it at maximum SL so as to beat Globes of Invulnerability, or some mid-point.

Chrono-Trigger (Ex):
The Time Mage may treat any of the following spells as being on his class list for the purpose of activating spell-trigger items:
Animal Growth, Arcane Lock, Blink, Clone, Contingency, Cure (any) Wounds, Death Knell, Delay Poison, Destruction, Dimensional Lock, Diminish Plants, Disintegrate, Erase, Expeditious Retreat, False Life, Featherfall, Foresight, Gentle Repose, Harm, Haste, Heal, Inflict (any) Wounds, Knock, Legend Lore, Make Whole, Mending, Moment of Prescience, Open/Close, Permenancy, Plant Growth, Purify Food and Drink, Raise Dead, Regenerate, Rusting Grasp, Simulacrum, Slay Living, Slow, Temporal Stasis, Timestop, Undeath to Death
Temporal Reversal (Su):
Starting at second level, the body of the Time Mage slowly starts to revert back to times when it was uninjured. He gains Fast Healing 1, which increases by 1 for every two class levels.

Temporal Deprivation (Sp):
At second level, the Time Mage gains the ability to muddle people's brains, depriving them of temporal perception so they miss events that happen around them. As a Standard action, designate one opponent in Close range. That opponent must make a Will save (DC 10 + half level + Wis) or be Dazed for 1 round. This is a second-level effect.

Time Warp (Sp):
At third level, the Time Mage gains the ability to alter time for individuals. He may duplicate a Slow or Haste effect at any time, although only one use of it may be in effect at a time (so he may be Hasted, or an ally may be Hasted, or an enemy may be Slowed). The save DC is 10 + half level + Wis. This is a third-level effect.

Ageless (Ex):
At third level, the Time Mage becomes permanently "Adult", never growing older and suffering the penalties for ageing. Bonuses are also not gained, because fuck you, and the character will never die of old age.

You Can't See Me (Su):
At third level, the Time Mage starts to move stupidly fast. He may move his movement speed (as though taking a Move action) by spending a Swift action, and additionally is treated as Invisible for the duration of this movement.

Visions From the past (Sp):
At level four the Time Mage gains the ability to view the past. By spending a Full Round action, he can see the surrounding area (limited by his normal field of vision) as it was in the past. The vision can go any time back with a maximum of 1 day per level. If anything was in place to block Scrying and Divinations at the time, he is unable to see anything.

Spending consecutive Full Round actions allows this ability to be extended at will. This is a third-level effect.

Jump to the Left (Su):
At level four, the Time Mage gains the ability to hop back in time. As an Immediate action, he may teleport to any square he inhabited in his previous turn, providing it is currently unoccupied.

Age Manipulation (Sp):
Starting at level five, the Time Mage gains power over age: firstly he may alter his own appearance to seem younger or older, granting up to a +5 Enhancement bonus on Disguise checks to simply not appear as himself. Secondly, he may actually affect the ages of targets up to 30' away with a Standard action. They must pass a Fortitude save or be subject to one of the following:
[*]Old: the target is rendered Blind, Deaf and Exhausted
[*]Young: the target is treated as one size category smaller and suffers a -10 penalty to Strength and a -4 penalty to Dexterity and Constitution.

Either effect lasts for one round per level. Used on Immortal creatures without age, it has no effect. Used on Dragons, Young temporarily reduces them by 1 Age Category (minimum Wyrmling), and Old has no effect. Fuck off with your attempts to power up allied Dragons. This is a third-level effect.

Temporal Turbulence (Su):
At fifth level, the Time Mage gains the ability to cause "bumps" in time for people, generally throwing them out of Synch. As an Immediate action, he may designate a target who is performing some kind of action. They must pass a Will save (DC 10 + half level + Wis) or be affected: If they were simply moving, they stop moving and fall prone. If performing an action that involves a d20 roll, they suffer a Circumstance penalty on the roll equal to his level or Wis mod, whichever is lower. If casting a spell, they must make a Concentration check as though Casting Defensively, or lose the spell.

Visions From the Future (Sp):
At level six the Time Mage gains the ability to view the most probable future. By spending a Full Round action, he can see the surrounding area (limited by his normal field of vision) as it was in the most probable future, not including any actions taken by him (so it could show "Cao Cao's forces will strike from the East at midnight, they are 10,000 strong" but would not say who wins unless he had no intention of being there to change this). The vision can go any time forward with a maximum of 1 day per level. If anything will most likely be in place to block Scrying and Divinations at the time, he is unable to see anything.

Spending consecutive Full Round actions allows this ability to be extended at will. This is a third-level effect.

Time Hole (Sp):
At level six, the Time Mage learns how to drop people into small time holes, placing them outside of time for a few seconds, and yes, I know how stupid it sounds to be placed outside of time for a few seconds. As a Swift action, he may designate a target in Close range, and they must make a Ref save or fall into a time hole. Falling in effectively places them outside of reality for 1 round, so that they are allowed no actions, and may not be affected by anything. When they return, they must make a Will save or be disorientated (counts as Sickened) by the change for 1d4 rounds. This is a third-level effect.

Extract Experiences (Su):
At level seven, the Time Mage gains the ability to steal the past from people. This is a Standard action, and requires a melee touch attack that does not provoke. The target, if touched, takes 1 temporary Negative Level per 3 levels the Time Mage possesses, and loses memories of one event experienced (at the Time Mage's choosing, if he knows what experiences are available) for the duration (1 hour). For this duration, the Time Mage can "remember" the event as though experienced by himself, though he knows it to be a stolen memory.

See it Coming (Ex):
At level seven, the Time Mage foresees most attacks before they arrive. He may add his Wis mod as a Resistance bonus on saving throws, and as an Insight bonus to Armour Class.

Temporal Stasis (Sp):
At level eight, the Time Mage can cast Temporal Stasis as a spell-like ability at will.

Temporal Disorientation (Su):
At ninth level, the Time Mage gains the ability to rob people of time even more. As a Standard action, designate one opponent in Close range. That opponent must make a Will save (DC 10 + half level + Wis) or be Stunned for 1d4 rounds, + 1 round per 3 levels.

Time Warp Again (Sp):
At ninth level, Time Warp gains a boost: a 15' radius spread may be affected, all at once, with either effect, however only one activation at a time is possible, so either a group of enemies is Slowed or a group of allies is Hasted. The effective spell level increases to fifth.

Regress Injuries (Sp):
At tenth level, the Time Mage learns how to make the body revert to a time where it was less injured. He may cast Heal and Regenerate each, once per day, as spell-like abilities.

Clone From the Past (Sp):
At eleventh level, the Time Mage gains the ability to cast Simulacrum as a spell-like ability at will, with the following limitations:
[*]The simulacrum can only be of himself
[*]Only one simulacrum (of him, not "at all, ever") can exist at a time - also preventing a simulacrum from creating more of itself.

Time Vortex (Sp):
At level eleven, the Time Mage learns how to create larger time holes. He may now elect to affect only one target as normal, or create a 15' radius spread that affects all within it. Those inside still gain no actions, so cannot affect each other. The effective spell level increases to six.

Stasis Field (Su):
Starting at level twelve, the Time Mage generates an aura that places those nearby into stasis, though it can be suppressed at will. The aura extends out to a 30' radius, and anyone caught in the aura must immediately make a Fortitude save or be caught in it. Every round they are still in the effect, they must save again (whether affected already or not - every round is a new chance to break free, or to be trapped).

A target who fails the save immediately ages one year (physically), and can perform no actions during that round, however they can also not be affected by any creature or effect, except for the Time Mage and the effects he generates. Those taken to the end of their life by this effect appear normal until the aura leaves their occupied space, where they immediately drop dead (or turn to dust).

If a player tries to rapidly advance an allied Dragon to a more powerful age category, that's very annoying but people presumably already have chain-bound Efreeti sweatshops and such, so whatever.

Age of Dust (Sp):
At level thirteen, the Time Mage gains the ability to age things not only to death, but to the point where they have turned to dust. With a Standard action, he may make a melee touch attack against an opponent. If successful, they must make a Fortitude save or be reduced to dust. This is not a [Death] effect and works even on objects. If they save, they cannot be affected by this again for one minute. The effective spell level is seven.

The Slowness (Su):
At level thirteen, the Time Mage can easily create a bubble of time that greatly assists in stopping projectiles. By spending an Immediate action, he can cause all projectiles targeted at him to miss until his next turn.

Hammertime (Su):
Starting at level fourteen, the Time Mage becomes so fast - and more importantly, simply has so much time - that he gets two sets of actions every round. As such he may make two Full Round actions and two Swift actions, or whatever. Both Swift actions may still be converted to Immediate actions, but they don't have to be. Anything which can be performed once per round as a Free action (such as taking a 5' step of adjustment) is still limited in this manner and does not double in uses.

Timestop (Sp):
At fifteenth level, the Time Mage gains the ability to cast Time Stop three times per day as a spell-like ability. Additionally, whenever Time Stop is cast within 100' of him, he is still subject to the benefits of the effect, leaving him and the caster in their own personal timeframe, still able to affect one another.

Chrono-Cross (Sp):
At fifteenth level, the Time Mage can turn the clock back completely to avert disaster. At will, he may spend a Full Round action turning the clock back. After this action is complete, go back to the beginning of the previous round and continue from there. When time catches back up to the "current" round, the Full Round action is still spent going back so as to avoid a paradox, and the ability cannot be used on the following round. If the Time Mage manages to die before time catches up, his corpse and soul are erased so as to avoid a paradox, nature doing its best to attempt damage control. This is considered to be a ninth-level effect.
Last edited by Koumei on Thu Sep 12, 2013 1:38 am, edited 4 times in total.
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RobbyPants
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Post by RobbyPants »

That's pretty cool.

Regarding abilities that duplicate spell effects, such as Adjust Time, do you use the range of the spell in question for determining the range of the ability?
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Post by Koumei »

RobbyPants wrote: Regarding abilities that duplicate spell effects, such as Adjust Time, do you use the range of the spell in question for determining the range of the ability?
Yes.

Also, I expect someone will comment on the "double your actions" ability: yes, it is good. No, it's not broken because the class that provides it doesn't provide other abilities that become gamebreaking when combined with it. And you get it at level 14, so you can't "dip" for it in a different build.
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Post by RobbyPants »

Yeah, that one did jump out at me, but I had the same thought about it being level 14. At first, I missed that this was a 15-level class, so I was trying to figure out what you were going to give out after that for six levels that would be even better. That's what had me worried before I realized it was the second-to-last class level.

Yeah, at best, you're combining that ability with six other class levels pre-epic, so it's not like you'd be a full caster doubling your spells or anything. I suppose it would get crazy with gestalt rules, but then again, I don't think I want to picture any Tome classes combined with gestalt rules. :p
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Post by CatharzGodfoot »

Clone From the Past = "Time to split!"

Temporal deprivation is really hardcore. I'm not going to call it broken, because it seems on the level of color spray[1]: twice the range, but only one target, at will, but much shorter duration. Still, it might end up being too good. Lowering it to a single round might be for the best.

I've been trying to work in some muda da somewhere in this post, but nothing seems useless. I do worry about the effects of stasis field on allies.

[1] Broken is a Sudden Enlarged color spray at 1st level.
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Post by Kaelik »

You have one great failure in this otherwise excellent class.

It has no immediate or swift action abilites at fucking all, and that's bullshit for a time mage.

You should add some immediate action defenses or something.

Like "You travel back in time, you may as an immediate action teleport to any square you were in within the last round."

Or something like that, so that they can usually just avoid one attack per round, or teleport away from a melee full attacker who isn't whirlwinding.

Maybe some other things like that to give choices. (And his defenses are kinda weak for someone who often wants to punch people in the face.)
Last edited by Kaelik on Fri Mar 19, 2010 4:11 pm, edited 2 times in total.
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Post by RobbyPants »

I like the immediate action "go back to a square you were in" option.
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Post by Koumei »

You're right, Kaelik. I'll add a few in to give more options and the like, as well as some defences.

And I think I will reduce the T-Dep duration.
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Post by Orion »

Heal, Harm, and Disintegrate should be on the Chrono-trigger list.
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Post by ubernoob »

Let's see how it compares to an 11th level wizard at level 11...

Time Mage attacks:
Autoheightened slow (will save)
Save vs daze 1d4 rounds (will save)
Short range save vs blind & deaf & -6 to physical stats (fort)
Standard action melee touch attack 3 negative levels (no save)
Save vs stun 1d4+3 rounds (will save)

Level 5 minion (free lower DC save vs blind & deaf & stat debuff)

Time Mage defenses:
None to speak of. Can heal himself.

Wizard attacks:
These are pretty much just as good as the time mage attacks. Not gunna go into details, but most wizard attacks are either save or die, or simple no save action denial.

Wizard defenses:
Better.

So, it has a bunch of neat shit it can do and doesn't beat a wizard at his own game (rocket tag). I'd say add some defensive abilities and tweak some of the existing abilities to make more use of swift/immediate actions (obviously lower the power level of the ones that can be used as less than a standard action).

As long as you avoid nanobots issues, you should be fine.

Edit: This class could also use some AoE effects. Not powerful ones, but something to deal with mooks.
Last edited by ubernoob on Fri Mar 19, 2010 10:30 pm, edited 1 time in total.
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Post by RelentlessImp »

Accelerated Movement (Su):
Starting at first level, the Time Mage permanently benefits from increased speed. His movement speeds are all doubled, and he always retains his Dexterity bonus to Armour Class.
One level dip heaven. Other than that, I really like the abilities the Time Mage gets, and the rest seem spaced enough enough that dipping is discouraged - save for that first level ability. Blanket immunity to things that trigger off "being denied your dexterity bonus to armor class" is just too much.

Maybe space that out a little... give, say, that part of it at 3rd-5th level.

Also, "half level" - is that half your Time Mage class level or half your character level?
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Post by CatharzGodfoot »

Age Manipulation (really old) could be simplified to blind, dead, and exhausted.
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Post by Orion »

The one-level dip is really not a big deal. Fast movement is neither hard to get nor especially valuable.

I really like the feel of the class, by the way. I would play this.
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Post by Quantumboost »

Orion wrote:The one-level dip is really not a big deal. Fast movement is neither hard to get nor especially valuable.
I don't think the point is that the fast movement is too powerful, it's that a level 1 Time Mage gets Immunity to Sneak Attack/Death Attack/etc.
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Post by Koumei »

Yeah, it's the Uncanny Dodge. Because I forgot that you can't get that by taking one feat and having a +1 BAB (which no-one can get at first level anyway).

Adjustments on the way!
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Post by Koumei »

Okay, adjustments made, and a bunch of new abilities added. He now has some actual defences, and a handful of ways to make use of Swift and Immediate actions, as well as some area effects.
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Post by CatharzGodfoot »

Visions of the Future and Visions of the Past could have resolution inverse to the distance. So looking one hour previous you would be able to see as well as you normally can, while a week ago you might only know that "Cao Cao's army was here, about 10,000 strong'. A year in the future you might see 'a great army of elves', 100 years in the past 'a great army', and 1,000 years in the future 'many will die here'. This is easier on DMs and lets the players be more prophetic. The time it takes to look forward and back would have to be on a log scale.

You could actually deal with the resolution by having scaling penalties to skill checks, but something less mechanical might be more straightforward.

See it Coming (to AC) should be one of the following:
[*]An insight bonus.
[*]An attribute replacement ('Use wisdom instead of dexterity to determine your AC bonus.').
[*]An attribute addition ('Add your wisdom bonus to your dexterity bonus when determining your armor class.').

An insight bonus that doesn't obey normal stacking rules is a bit too finicky.
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Post by Koumei »

Okay, I selected plain old Insight. I decided it won't be abusive - they only get Light Armour without spending feats on it, and at level seven it's not like a Cleric is going to dip for it.

And I can't be fucked complicating Visions.
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Post by CatharzGodfoot »

Koumei wrote:And I can't be fucked complicating Visions.
Fair enough.
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