Difference between revisions of "Master of Time and Space (Legend Track)"
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|circle1=Temporal Capacitor | |circle1=Temporal Capacitor | ||
|type1=SU | |type1=SU | ||
− | |description1=You are able to sacrifice time now in order to save it for later. You may spend a swift action to add a swift action to a temporal pool. You cannot have more swift actions in the pool than the number of Circles of Master of Time you posses. | + | |description1=You are able to sacrifice time now in order to save it for later. You may spend a swift action to add a swift action to a temporal pool. You cannot have more swift actions in the pool than the number of Circles of Master of Time you posses. At the beginning of an [encounter], the Time Master's temporal capacitator is empty, and swift actions in the pool expire at the end of the [encounter]. You may spend a swift action from the pool to get an extra swift action on a later turn. |
|circle2=Rewind | |circle2=Rewind | ||
|type2=SU | |type2=SU |
Latest revision as of 22:35, 17 October 2012
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Manipulate space and/or time
Master of Time[edit]
Time is mutable in the hands of a Master of Time. While they do not actually travel in time(typically), they do bend it to their advantage..
Track Abilities[edit]
1st Circle - Temporal CapacitorSU: You are able to sacrifice time now in order to save it for later. You may spend a swift action to add a swift action to a temporal pool. You cannot have more swift actions in the pool than the number of Circles of Master of Time you posses. At the beginning of an [encounter], the Time Master's temporal capacitator is empty, and swift actions in the pool expire at the end of the [encounter]. You may spend a swift action from the pool to get an extra swift action on a later turn.
2nd Circle - RewindSU: Once per encounter, you can rewind time around a creature briefly as an immediate action. All effects of the creature's last action are undone, and any uses of limited abilities it expended with that action are restored, as are abilities creatures spent as a response to the action.
3rd Circle - Temporal ShiftSLA: You learn to shift the temporal speed of creatures, making them faster or slower than normal. You may use Haste or Slow as a spell like ability once per encounter.
4th Circle - Frozen in TimeSLA: You can slow time around a creature, effectively immobilizing them. Twice per encounter, you may use hold person as a spell-like ability.
5th Circle - Shift the Balance of TimeSLA: Your control over the flow of time extends, and you can instate drastic shifts over a large area. As a move action, you can effect all allies within long range with the effects of the haste spell for 1 round and all enemies in long range with the effects of the slow spell for 1 round.
6th Circle - RepeatSU: You learn how to twist time into a small knot, causing an event to happen more than once, but this requires a significant effort. Once per encounter, you can repeat time around a creature briefly as an immediate action. Doing so requires that you spend another swift action from the temporal capacitor pool. All effects of the creature's last action are repeated. They target the same creature or area, and all decisions about the action are the same, but attack rolls, saves, damage, etc. are rerolled.
7th Circle - Rip in TimeSLA: You create a violent tear in time. This can either function as a travel gate or an attack. You retain both options, you do not choose between them. Each may be used withing medium range. This ability may only be used once per encounter
- Unstable Rift: You create a rift of torn time within [medium] range. This is a 20ft radius area. Any creatures in the area are moved to the outside of it. They must make a will save; on a failure, they fall through time, and do not appear for 1d4 rounds. They do not exist for this duration; Damage over time does not effect them, durations do not wear down, from their point of view, they arrive instantly. The rift lasts for the duration of the [encounter]. The rift is visible as a glowing hole in the air.
- Optional Rule - Stable Rift: You create a travel gate between your current time and different time. 1 creature per your character level can travel through the gate in either direction. The gate persists for the remainder of the [Scene], or until the maximum number of creatures have traveled through. It is recommended that you take precautions to only allow creatures you want to travel through the gate, but the gate itself has no such features. You cannot determine the time period the gate leads to. This option is only available with DM permission and is not suitable for most campaigns.
Master of Space[edit]
Space is a fabric, and you are its tailor..
Track Abilities[edit]
1st Circle - Rending SpaceSLA: At will, you can create a warp of space in a given 5ft square. Creatures in that square take 1d6+1d6/level damage. A successful fortitude save halves the damage.
2nd Circle - Gravity BubbleSLA: As a standard action, You create a bubble of gravity that forces enemies to the outside of the area. This creates a spherical area within [long] range of up to 10ft/circle radius. All creatures in the burst are pushed to the outside. Creatures who fail a reflex save are knocked prone. If there is an obstacle in the way of the creature moving to the outside of the bubble, they are instead moved to that obstacle, but obstacles do not stop the area of effect.
3rd Circle - WrinkleSU: As a swift action, you can briefly fold space. Pick 2 spaces within close range. They are considered adjacent. When determining Line of Sight, Line of effect, or movement, you may count from the chosen two squares as if they were next to each other. This lasts until the end of your turn, but if an enemy does something (such as an Attack of Opportunity or an immediate action), they can also use the wrinkle to strike back at you. Direction is unimportant when attacking through a wrinkle, you can establish line of effect in whatever direction you please, regardless of which direction your line of effect entered the wrinkle.
4th Circle - Folded Space: Choose one of the following abilities:
- 4a. Spatial JumpSLA:You can warp space to bring you to a new location, or lock down the area around a creature preventing them from teleporting. You may cast dimension door or Dimensional anchor as a spell-like ability once per encounter
- 4b. CloakSLA: You learn to warp space to bend light around a creature. You may use Greater invisibility once per encounter as a spell-like ability.
5th Circle - Greater Fold: Choose one of the following abilities:
- 5a. Space Bends SU: You may use teleport as a supernatural ability oncer per scene as a standard action, and you always arrive precisely on target.
- 5b. Great DivideSLA: You may warp space such that it forms an invisible barrier of gravitational force. This allows you to use Wall of Force as a spell-like ability once per encounter.
6th Circle - RedirectionSU: Once per encounter, you may use an immediate action to twist space, causing an attack to hit an unexpected target. When a creature uses an ability at range, you can reposition it/have it target a different creature within range of the original ability. This new target may be the creature that used the ability in the first place.
- Additionally, You may use wrinkle within medium range
7th Circle - Rip in SpaceSLA: You create a violent tear in space. This can either function as a travel gate or an attack. You retain both options, you do not choose between them. Each may be used withing medium range. This ability may only be used once per encounter.
- Stable Rift: You create a travel gate between your current plane and the astral plane(or other sutiably neutral area). 1 creature per your character level can travel through the gate in either direction. The gate persists for the remainder of the [Scene], or until the maximum number of creatures have traveled through. It is recommended that you take precautions to only allow creatures you want to travel through the gate, but the gate itself has no such features.
- Unstable Rift: You create a vortex of torn space. It damages everything in a 20ft radius 1d10 damage/level, reflex save for half. The vortex also causes everything within 60ft of it to make a fort save or be [Blown away] in the direction of the rift. After taking damage, creatures subject to the effect are teleported to a random location within long range, as if by the dimension door spell. The vortex lasts for the duration of the [encounter]. The rift is visible as a black, jagged hole in the air.
- Tear in the Fabric of Space and Time: If you also possess the Rip In Time ability of time master, you may spend uses of both abilities to create a rift in both time and space. As a standard action, you place a rift in time and space at a point within medium range. Any creature within a 20ft radius of the rift takes 1d10 damage/level (reflex save for half). The creature is then teleported to a random location within long range. If they fail a will save, then they do not arrive for 1d4 rounds.They do not exist for this duration; Damage over time does not effect them, durations do not wear down, from their point of view, they arrive instantly. All creatures within 60ft of the rift must make a fort save or be [Blown away] in the direction of the vortex. The rift last for the duration of the [encounter]. The rift is visible as a swirling maelstrom of nothingness.