Trinity:Templar: Difference between revisions
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[[Trinity:Jikuu#Speed|Speed]] 2 Target gains +4 to DEX. None | [[Trinity:Jikuu#Speed|Speed]] 2 Target gains +4 to DEX. None | ||
[[Trinity:Jikuu#Slow|Slow]] 2 One target/level is slowed. Will negates | [[Trinity:Jikuu#Slow|Slow]] 2 One target/level is slowed. Will negates | ||
[[Trinity:Jikuu#Identify_Jikuu| | [[Trinity:Jikuu#Identify_Jikuu|Identify Jikuu]] 2 Identify a temporal item. | ||
[[Trinity:Jikuu#Hustle|Hustle]] 2 As swift, gain a move action now. | [[Trinity:Jikuu#Hustle|Hustle]] 2 As swift, gain a move action now. | ||
[[Trinity:Jikuu#Temporal_Edit|Temporal Edit]] 2 Redo your last action after the fact. | [[Trinity:Jikuu#Temporal_Edit|Temporal Edit]] 2 Redo your last action after the fact. |
Revision as of 17:06, 28 August 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 at first level equal to his Intelligence modifier.
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.
The list below is a complete list of jikuu, though it is by no means complete in terms of effects.
JIKUU JP EFFECT SAVE? Accelerate 1 Target adds +10 ft. to its move. None Decelerate 1 Target's speed is halved. Will negates Deja Vu 1 Target repeats last action. Will negates Lethargy 1 Target takes 1d4 temp DEX dmg. Fort negates Bomb 1 1d8+1/level dmg to target. Ref half Chronosense 1 Sense time passing. None Detect Jikuu 1 Detect temporal effects. None Moment 1 Refocus. None Pause 1 Target's init reduced by 4. Will negates Dimension Swap 2 Switch ally's places. Will negates Time Swap 2 Switch inits with touched creature. None Phase Shift 2 Go through up to 1' of solid stuff. Speed 2 Target gains +4 to DEX. None Slow 2 One target/level is slowed. Will negates Identify Jikuu 2 Identify a temporal item. Hustle 2 As swift, gain a move action now. Temporal Edit 2 Redo your last action after the fact. Gravity 3 Target loses 25% current HP. Fort negates Haste 3 One target/level is hasted. None Meteorite 3 2d8+1/level dmg to target. Ref half Time Hop 3 Go forward 1 rd/level in time. Will negates Tracer 3 Put a tracer in the timestream. None Time to Act 3 Target makes a skill check now. None Undo Jikuu 3 As per dispel magic, but time. Lag 3 Target's init reduced by 3 each round for one round/level. Will negates (each round) Steal Time 3 As swift, touched creature loses a partial action on next turn and you gain a partial action this turn. Will negates Blink 3 As per blink. Time to Pause 4 Target can take 10 in an instant. Will negates Immobilize 4 Target cannot move from its square. Will negates Regen 4 Target heals 2d4 HP/round. None Temporal Acceleration 4 1 round to act freely. None Retrieve 4 Teleport an item to your hand. Will negates (if held) Dimension Door 4 As per dimension door. Warp 4 Physically return to a tracer. (Willing only) Trace Teleport 4 Trace the destination of a teleport effect. None Compress Time 4 Target's init increases by 2 each round for 1 rd/level. Day's Rest 5 A day passes. Will negates Quicken 5 Target goes now. None Comet 5 1d6/level dmg in 20-ft radius. Ref half Second Chance 5 As swift, gain a reroll. Teleport 5 As per teleport. Freedom of Movement 5 You cannot be held or immobilized. Speed, Mass 5 1 creature/level gets +4 DEX. Fort negates (harmless) Decay 5 Target takes 2d4 damage/round. Fort negates (each round) Undo Blue 5 As per undo jikuu, but blue. Undo Chaos 5 As per undo jikuu, but chaos. Demi 6 Target loses 50% current HP. Fort negates Hasteaga 6 Target gets additional action each rd. None Time Slip 6 Target takes 2d6 dmg/action. Fort negates Time Hop, Mass 6 Multiple targets go forward in time. Will negates Double 6 Creature is cloned for 1 rd/level, then disappears for 1 rd/level. Will negates Temporal Dodge 6 As immediate, avoid the effects of a single action. Chrono Trigger 6 As per contingency. 20 Minutes 7 Target can take 20 in an instant. Will negates Synchronize 7 Negate all Jikuu. None Nova 7 1d8/level dmg in 20-ft radius. Ref half Fate of One 7 Reroll any roll you just failed. None Divert Teleport 7 As per divert teleport. Will negates Teleportaga 7 As per greater teleport. Undo Force 7 As per undo jikuu, but any force. Stop 8 Target is stopped. Will negates Quick 8 Templar takes two actions now. None Temporal Regression 8 Go back in time to a tracer. None Temporal Disjunction 8 Target lags in time. Will negates Temporal Stasis 8 As per temporal stasis. Fort negates Aging 9 Target suffers -4 to all abilities. Fort negates Rewind 9 Relive the last round. None Time Stop 9 1d4+1 rounds to act freely. None Meteor 9 As per meteor swarm. Ref half Chrono Break 9 You gain another position in the initiative order. 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