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: Complex.
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.
Time Sensitivity (Ti): The templar may, as a swift action, learn the initiative of all creatures within 60 feet; this ability essentially functions as per the chronosense jikuu. However, it only lasts for 1 round per level. The templar can use this ability at will.
Jikuu
JIKUU JP ACT EFFECT SAVE? Accelerate 1 Stan Target adds +30 ft. to its move. None Accelerate Metabolism 1 Stan Weaken a creature by rapidly accelerating its metabolism. Fort negates Alacrity 1 Stan One creature is hasted for one round. Bomb 1 Stan 1d8+1/level dmg to target. Ref half Chronosense 1 Swif Sense time passing. None Decelerate 1 Stan Target's speed is halved. Will negates Precognition, Defensive 1 Stan Gain bonuses to AC and saves. Deja Vu 1 Stan Target repeats last action. Will negates Detect Jikuu 1 Move Detect temporal effects. None Drag 1 Imme Target creature falls faster. Ref negates Escape 1 Move You or touched creature teleports a short distance. (Willing only) Float 1 Imme Target creature falls slower. Will negates (harmless) Lethargy 1 Stan Target takes 1d4 temp DEX dmg. Fort negates Moment 1 Swif Refocus. None Precognition, Offensive 1 Stan Gain a bonus to attack rolls. Pause 1 Stan Target's init reduced by 4. Will negates Temporal Armor 1 Imme Gain a +4 haste bonus to initiative for 1 hour/level. Age Item 2 Move Rapidly age an item. Bestow Time 2 Part Grant touched creature a partial action on its next turn. Dimension Swap 2 Stan Switch ally's places. Will negates Fold Space 2 Full Fold space in on itself. Fracture Flow 2 Stan Target takes their actions disparately. Will negates (harmless) Hustle 2 Swif As swift, gain a move action now. Identify Jikuu 2 Spec Identify a temporal item. Foresight, Offensive 2 Stan Gain a bonus to damage rolls. Phase Shift 2 Stan Go through up to 1' of solid stuff. Refresh 2 Imme Target regains immediate or swift action, AoOs. Slow 2 Stan One target/level is slowed. Will negates Speed 2 Stan Target gains +4 to DEX. None Temporal Edit 2 Swif Redo your last action after the fact. Time Lapse 2 Stan Target effect's duration is shortened. Time Swap 2 Stan Switch inits with touched creature. None Blink 3 Stan As per blink. Bullet Time 3 Swif Perceive time passing slower. Chrono Cross 3 Stan As mirror image, but better. Detect Remembrance 3 Move Detect Blue and Chaos effects. Gravity 3 Stan Target loses 25% current HP. Fort negates Haste 3 Stan One target/level is hasted. None Lag 3 Swif Target's init reduced by 3 each round for one round/level. Will negates (each round) Meteorite 3 Stan 2d8+1/level dmg to target. Ref half Restore Item 3 Stan Restore an item to an earlier version; requires a tracer. Splice 3 Stan Two targets take their turns at the same time. Will negates Steal Time 3 Swif As swift, touched creature loses a partial action on next turn and you gain a partial action this turn. Will negates Time Hop 3 Stan Go forward 1 rd/level in time. Will negates Time to Act 3 Stan Target makes a skill check now. None Tracer 3 Swif Put a tracer in the timestream. None Undo Jikuu 3 Stan 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. Adjust Flow 6 Time flows faster or slower in area. 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 Eternal 6 Make a jikuu a permanent effect. 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 damage/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 Save State 8 Remember current version of creature to possibly replace later. (Willing only) 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 Tempoview 8 Scry on a creature in time. Will 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. Temporal Projection 9 Visit other times and timelines, but unable to interact. 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 Time Gate 10 Open a gate through time. Triple 10 Creature is cloned twice for 1 rd/level, then disappears for 2 rds/level. Will negates