Epoch (3.5e Equipment)

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Author: Quantumboost (talk)
Date Created: 9/3/2010
Status: Complete
Editing: Clarity edits only please
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Epoch[edit]


Epoch

CR —

N Huge Construct
Init/Senses +2/blindsight 120 ft., darkvision 120 ft; Listen +6, Spot +6
Aura temporal shielding
AC 30, touch 20, flat-footed 28
(+3 Dex, -2 size, +10 natural, +10 deflection)
hp 150 (20d10+40 HD); DR 20/-, fast healing 1
Immune Construct immunities
SR/Resist 22/acid resistance 20, cold resistance 20, electricity resistance 20, fire resistance 20
Fort/Ref/Will +6/+8/+8
Speed 0 ft., fly 120 ft. (average); Hover, Vectored Thrust
Melee Ram +24 melee (3d6 bludgeoning)
Ranged Laser +20/+15/+10 ranged touch (3d6 untyped) or
Ranged Lasers +18/+18/+13/+13/+8/+8 ranged touch (3d6 untyped)
Space/Reach 15 ft./0 ft.
Base Atk/Grp +15/—
Atk Options Point Blank Shot
Special Actions Chrono gate
Abilities Str 33, Dex 19, Con —, Int 1, Wis 23, Cha 1
SQ Control system
Feats Hover, Point Blank Shot, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Weapon Focus (Lasers), Zen Archery[1]
Skills Survival +34
Advancement
Control System (Ex) The Epoch's control systems are accessible via the cockpit (which can hold up to four Medium or Small Creatures or one Large creature); a creature at the controls may take a full-round action to control the Epoch's actions for one round. The creature uses its own BAB, Wisdom and Dexterity for the purposes of the Epoch's attacks and defense, and can take advantage of Epoch's senses and special abilities. Without such instruction, the (Int 1) autopilot will operate based on the last set of instructions provided.

If there is no soul currently occupying the Epoch's control system, a creature within the cockpit may cast magic jar to transfer theirs into it. This causes the spell to have a Permanent (D) duration; however, they may not enter another body until the spell is ended. They may use all of the Epoch's special abilities and feats, are unable to access its memory systems, and may communicate via their normal means.

Temporal Shielding The Epoch's timeline is incredibly stable; indeed, it seems the machine stabilizes its timeline in and of itself. It is immune to any time-affecting spells or effects that do not originate from itself, and any creatures or objects within it are unaffected by such spells or effects not originating within the Epoch. Additionally, the Epoch and anyone or anything within it is unaffected by any adverse effects of being on the Temporal Energy Plane or any similar place.

Note that as a time stop spell affects the caster rather than stopping time everywhere else, the Epoch does not generally prevent the use of time stop.

Chrono Gate (Su) As 10 consecutive Standard actions, the Epoch may generate and travel through a Chrono Gate. This is equivalent to the transport version of gate, with both endpoints restricted to being at the same location relative to the nearest planetary body – but at a different point of time. The Epoch's time-travel mechanism is linked to several discrete points of time, and can travel between those points; additionally, these time points progress at the same rate as the Epoch's current timeline, so traveling 20,000 years in the past and staying there for one year, then returning, will result in returning to your original time point 1 year after you left. Time points can be added by traveling to that period via other means, and will be registered by the Epoch automatically by unknown means.

The Epoch's time periods are universally more than a century apart, and the timeline has the tendency to restore itself as closely as possible to its original state and still remain consistent as it progresses. Exterminating the human species several centuries in the past may cause orcs and elves to replace any human populations by the next time point, but returning to the present you'll meet familiar orcs and elves who you remember as humans. Time travelers are also immune to any changes they make to the timeline; a human traveler in the above example will remain human, even though their “parents” will be completely different species than they are and have memories of them as a non-human up until the point of time travel.

Vectored Thrust While taking a move action to fly, Epoch can sacrifice 10 feet of movement speed to ignore the minimum speed requirements to stay in the air.

This airship is rectangular and constructed of an unknown whitish-grey ceramic material. Two black pipes extend along its sides, a cockpit with a golden-colored fin comes up from the front half of the top, and two golden wings extend from its sides.

The Epoch is an incredible flying machine which comes from the distant future; its recorded data indicates that the world of its origin time is a burnt-out husk.

References[edit]


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AuthorQuantumboost +
Challenge Rating{{{cr}}} +
Identifier3.5e Equipment +
NameEpoch +
RatingUndiscussed +
SizeHuge +
SummaryThe Epoch is an incredible flying machine which comes from the distant future; its recorded data indicates that the world of its origin time is a burnt-out husk. +
TitleEpoch +
TypeMajor + and Construct +