Difference between revisions of "Trinity:Templar"

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(Jikuu)
(Jikuu)
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  [[Trinity:Jikuu_A-I#Detect_Jikuu|Detect Jikuu]] 1 Detect temporal effects. None
 
  [[Trinity:Jikuu_A-I#Detect_Jikuu|Detect Jikuu]] 1 Detect temporal effects. None
 
  [[Trinity:Jikuu_A-I#Drag|Drag]] 1 Target creature falls faster. Ref negates
 
  [[Trinity:Jikuu_A-I#Drag|Drag]] 1 Target creature falls faster. Ref negates
  Escape 1 Move quickly through space.
+
  Escape 1 Teleport a short distance.
 
  [[Trinity:Jikuu_A-I#Float|Float]] 1 Target creature falls slower. Will negates (harmless)
 
  [[Trinity:Jikuu_A-I#Float|Float]] 1 Target creature falls slower. Will negates (harmless)
 
  [[Trinity:Jikuu_J-R#Lethargy|Lethargy]] 1 Target takes 1d4 temp DEX dmg. Fort negates
 
  [[Trinity:Jikuu_J-R#Lethargy|Lethargy]] 1 Target takes 1d4 temp DEX dmg. Fort negates

Revision as of 15:27, 13 October 2007

The Templar

							Max
						Jikuu	Jikuu
Level	BAB	Fort	Ref	Will	JP	Known	JP
1	+0	+0	+1	+2	2	4	1
2	+1	+0	+2	+3	4	6	1
3	+1	+1	+2	+3	6	8	2
4	+2	+1	+2	+4	8	10	2
5	+2	+1	+3	+4	11	12	3
6	+3	+2	+3	+5	14	14	3
7	+3	+2	+4	+5	17	16	4
8	+4	+2	+4	+6	21	18	4
9	+4	+3	+4	+6	25	20	5
10	+5	+3	+5	+7	29	22	5
11	+5	+3	+5	+7	34	24	6
12	+6/+1	+4	+6	+8	39	26	6
13	+6/+1	+4	+6	+8	44	28	7
14	+7/+2	+4	+6	+9	50	30	7
15	+7/+2	+5	+7	+9	56	32	8
16	+8/+3	+5	+7	+10	62	34	8
17	+8/+3	+5	+8	+10	69	36	9
18	+9/+4	+6	+8	+11	76	38	9
19	+9/+4	+6	+8	+11	83	40	10
20	+10/+5	+6	+9	+12	90	42	10

Templar

What is time, but a passing string of moments held together by a tenuous thread? This is the thinking of the templar, the primary student of time. Whereas others are content merely passing through the timestream in a single direction, the templar feels that a unidirectional flow is limiting - there are so many other ways to experience time! And so the would-be templar embarks on a journey into the world of physics, and - should he do well in his training - emerges a templar, capable of manipulating time to his bidding.

Templars tend to be a dangerous, secretive sort, and are the only known class that makes use of the force of time. They are relatively rare in the world of Trinity, and can be an incredible asset or a terrible foe. What is more difficult to fight than a being who does not simply flee through space, but also through time?...

Game Rule Information

Templars have the following game statistics.

Force Alignment: Time.

Force Resistances: UO 5 + level, CO 5 + level.

Abilities: Intelligence, Wisdom, and Charisma are all equally important to a templar. He gains bonus JP based on his Wisdom, bonus jikuu known based on his Intelligence, and he sets the saving throw DC for his jikuu based on his Charisma.

Hit Die: d6.

Class Skills: The Templar’s class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Jikuucraft (Int), Knowledge (History) (Int), Listen (Per), Search (Per), Speak Language, and Use Temporal Item (Cha).

Skill Points at Each Level: 2 + Int.

Alignment: Any.

Starting Age: As a wizard.

Starting Gold: 4d4 x 10gp.

Favored By: None.

Class Features

All of the following are class features of the templar.

Weapons and Armor Proficiency: Templars are proficient with the club, dagger, dart, hand crossbow, light crossbow, quarterstaff, sap and sling, but not with any type of armor or shield. Using jikuu is not affected by armor.

Jikuu (Ti): The primary weapon of the templar is jikuu, the name of the abilities of the force of time. The effective level of a jikuu is equal to its JP cost.

A templar gains additional jikuu known based on his Intelligence modifier. Whenever he gains access to a level of jikuu for which he would get "bonus spells per day," he instead gains access to that many additional jikuu of that level. A templar must have an Intelligence score of 10 + jikuu level in order to use a jikuu of a given level.

At 4th level, and every four levels thereafter (8th, 12th, etc), the templar may exchange one jikuu he knows for one he does not, so long as the new jikuu does not exceed the limit on the maximum JP cost of jikuu he knows.

A templar gains bonus JP based upon his Wisdom modifier. A templar gains bonus JP at each level according to the following formula: templar level x wisdom modifier x 1/2. At each new templar level, the bonus JP are recalculated based upon the templar's base JP for that level, then added to his total. This table can be used for ease of reference.

A templar sets the saving throw DC for his jikuu based on his Charisma. A jikuu's saving throw DC is 10 + jikuu level + the templar's Charisma modifier.

Temporal Synchronicity (Ex): Unlike most Force-users, who are restricted to using one Force-based ability per round (no matter how many actions they may have), the templar has no such restrictions, and may use as many jikuu in a round as his actions will allow.

Jikuu

JIKUU		JP	EFFECT					SAVE?
Accelerate	1	Target adds +30 ft. to its move.	None
Accelerate
   Metabolism	1	Weaken a creature by rapidly accelerating
			   its metabolism.			Fort negates
Alacrity	1	One creature is hasted for one round.
Bomb		1	1d8+1/level dmg to target.		Ref half
Chronosense	1	Sense time passing.			None
Decelerate	1	Target's speed is halved.		Will negates
Precognition,
   Defensive	1	Gain bonuses to AC and saves.
Deja Vu		1	Target repeats last action.		Will negates
Detect Jikuu	1	Detect temporal effects.		None
Drag		1	Target creature falls faster.		Ref negates
Escape		1	Teleport a short distance.
Float		1	Target creature falls slower.		Will negates (harmless)
Lethargy	1	Target takes 1d4 temp DEX dmg.		Fort negates
Moment		1	Refocus.				None
Precognition,
   Offensive	1	Gain a bonus to attack rolls.
Pause		1	Target's init reduced by 4.		Will negates
Temporal Armor	1	Gain a +4 haste bonus to initiative for
			   1 hour/level.

Age Item	2	Rapidly age an item.
Bestow Time	2	Grant touched creature a partial action
			   on its next turn.
Dimension Swap	2	Switch ally's places.			Will negates
Fold Space	2	Fold space in on itself.
Fracture Flow	2	Target takes their actions disparately.	Will negates (harmless)
Hustle		2	As swift, gain a move action now.
Identify Jikuu	2	Identify a temporal item.
Foresight,
   Offensive	2	Gain a bonus to damage rolls.
Phase Shift	2	Go through up to 1' of solid stuff.
Refresh		2	Target regains immediate or swift action,
			   AoOs.
Slow		2	One target/level is slowed.		Will negates
Speed		2	Target gains +4 to DEX.			None
Temporal Edit	2	Redo your last action after the fact.
Time Lapse	2	Target effect's duration is shortened.
Time Swap	2	Switch inits with touched creature.	None

Blink		3	As per blink.
Bullet Time	3	Perceive time passing slower.
Chrono Cross	3	As mirror image, but better.
Detect
   Remembrance	3	Detect Blue and Chaos effects.
Gravity		3	Target loses 25% current HP.		Fort negates
Haste		3	One target/level is hasted.		None
Lag		3	Target's init reduced by 3 each round
			   for one round/level.			Will negates (each round)
Meteorite	3	2d8+1/level dmg to target.		Ref half
Restore Item	3	Restore an item to an earlier version;
			   requires a tracer.
Splice		3	Two targets take their turns at the
			   same time.				Will negates
Steal Time	3	As swift, touched creature loses a
			   partial action on next turn and you
			   gain a partial action this turn.	Will negates
Time Hop	3	Go forward 1 rd/level in time.		Will negates
Time to Act	3	Target makes a skill check now.		None
Tracer		3	Put a tracer in the timestream.		None
Undo Jikuu	3	As per dispel magic, but time.

Age Creature	4	Rapidly age a creature for 1 rd/level.
Compress Time	4	Target's init increases by 2 each round
			   for 1 rd/level.
Dimension Door	4	As per dimension door.
Expand Space	4	Stretch space out.
Immobilize	4	Target cannot move from its square.	Will negates
Quintessence	4	Compress time into a physical item.
Regen		4	Target heals 2d4 HP/round.		None
Restore
   Creature	4	Rapidly youthen a creature for 1 rd/level.
Retrieve	4	Teleport an item to your hand.		Will negates (if held)
Temporal
   Acceleration	4	1 round to act freely.			None
Time Ebb	4	Until your next turn, time does not
			   count against effects' durations.
Time to Pause	4	Target can take 10 in an instant.	Will negates
Timetwister	4	Everyone rerolls their initiative.
Trace
   Teleport	4	Trace the destination of a teleport	
			   effect.				None
Warp		4	Physically return to a tracer.		(Willing only)

Comet		5	1d6/level dmg in 20-ft radius.		Ref half
Day's Rest	5	A day passes.				Will negates
Decay		5	Target takes 2d4 damage/round.		Fort negates (each round)
Detect Force	5	Detect Force effects.
Freedom of
   Movement	5	You cannot be held or immobilized.
Dimension Swap,
   Offensive	5	Switch enemy's places.			Will negates
Quicken		5	Target goes now.			None
Second Chance	5	As immediate, gain a reroll.
Speed, Mass	5	1 creature/level gets +4 DEX.		Fort negates (harmless)
Teleport	5	As per teleport.
Temporal Dodge	5	As immediate, avoid the effects of a
			   single action.
Temporal
   Forewrite	5	Interact with a possible future.
Temporal
   Rewrite	5	Rewrite a small part of your past.
Undo Blue	5	As per undo jikuu, but blue.
Undo Chaos	5	As per undo jikuu, but chaos.

Chrono Trigger	6	As per contingency.
Demi		6	Target loses 50% current HP.		Fort negates
Double		6	Creature is cloned for 1 rd/level,
			   then disappears for 1 rd/level.	Will negates
Echo		6	Target creature suffers through the
			   events of last round again.		Will negates
Eject		6	Trap a target in folded space.		Ref negates
Hasteaga	6	Target gets additional action each rd.	None
Immediacy	6	As immediate, gain a move action.
Reset		6	Bring a past version of yourself 
			   forward from a tracer.
Temporal Skip	6	As immediate, skip over a creature's 
			   turn.				Will negates
Time Hop, Mass	6	Multiple targets go forward in time.	Will negates
Time Slip	6	Target takes 2d6 dmg/action.		Fort negates

20 Minutes	7	Target can take 20 in an instant.	Will negates
Divert
   Teleport	7	As per divert teleport.			Will negates
Fate of One	7	Reroll any roll you just failed.	None
Nova		7	1d8/level dmg in 20-ft radius.		Ref half
Stitch in Time	7	Some creatures get an extra round.
Synchronize	7	Negate all Jikuu.			None
Teleportaga	7	As per greater teleport.
Undo Force	7	As per undo jikuu, but any force.
Withering	7	Kill target by rapid aging.

Discrete Time	8	Immediate actions can't be taken.	Will negates
Quick		8	Templar takes two actions now.		None
Stop		8	Target is stopped.			Will negates
Temporal
   Disjunction	8	Target lags in time.			Will negates
Temporal
   Regression 	8 	Go back in time to a tracer. 		None
Temporal
   Stasis	8	As per temporal stasis.			Fort negates

Borrow Time	9	Gain actions others don't take.
Chrono Break	9	You gain another position in the
			   initiative order.
Meteor		9	As per meteor swarm.			Ref half
Rewind		9	Relive the last round.			None
Time Stop	9	1d4+1 rounds to act freely.		None
Time Stretch	9	Actions take less time for you.

Quantum Leap	10	Choose the future.
Quarter		10	Target loses 75% current HP.		Fort negates
Stopaga		10	Multiple targets are stopped.		Will negates
Temporal
   Abstraction	10	Gain 1d10 partial actions.		None
Triple		10	Creature is cloned twice for 1 rd/level,
			   then disappears for 2 rds/level.	Will negates