Trinity:Templar
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.
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.
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 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. Dimension Swap 2 Switch ally's places. Will negates Fold Space 2 Fold space in on itself. 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. 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. 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. 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 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. 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 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