Difference between revisions of "Trinity:Templar"

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'''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.
 
'''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 [[Trinity:Jikuu|jikuu]], the name of the abilities of the force of time. The effective level of a jikuu is equal to its JP cost.
+
'''Jikuu (Ji):''' The primary weapon of the templar is [[Trinity:Jikuu|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.
 
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.
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'''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.
 
'''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 ''[[Trinity:Jikuu_A-I#Chronosense|chronosense]]'' jikuu. However, it only lasts for 1 round per level. The templar can use this ability at will.
+
'''Time Sensitivity (Te):''' The templar may, as a swift action, learn the initiative of all creatures within 60 feet; this ability essentially functions as per the ''[[Trinity:Jikuu_A-I#Chronosense|chronosense]]'' jikuu. However, it only lasts for 1 round per level. The templar can use this ability at will.
  
 
==Jikuu==
 
==Jikuu==
 +
 +
===1st===
 
  '''JIKUU JP ACT EFFECT SAVE?'''
 
  '''JIKUU JP ACT EFFECT SAVE?'''
 
  [[Trinity:Jikuu_A-I#Accelerate |Accelerate]] 1 Stan Target adds +30 ft. to its move. None
 
  [[Trinity:Jikuu_A-I#Accelerate |Accelerate]] 1 Stan Target adds +30 ft. to its move. None
Line 96: Line 98:
 
   Offensive]] 1 Stan Gain a bonus to attack rolls.
 
   Offensive]] 1 Stan Gain a bonus to attack rolls.
 
  [[Trinity:Jikuu_J-R#Pause|Pause]] 1 Stan Target's init reduced by 4. Will negates
 
  [[Trinity:Jikuu_J-R#Pause|Pause]] 1 Stan Target's init reduced by 4. Will negates
 +
[[Trinity:Jikuu_S-Z#Slide|Slide]] 1 Stan Move subject 5 feet. Will negates
 +
[[Trinity:Jikuu_S-Z#Surprise|Surprise]] 1 Swif Flatfooted creatures get -10 to init. None
 
  [[Trinity:Jikuu_S-Z#Temporal_Armor|Temporal Armor]] 1 Imme Gain a +4 haste bonus to initiative for
 
  [[Trinity:Jikuu_S-Z#Temporal_Armor|Temporal Armor]] 1 Imme Gain a +4 haste bonus to initiative for
 
    1 hour/level.
 
    1 hour/level.
   
+
 
 +
===2nd===
 +
  '''JIKUU JP ACT EFFECT SAVE?'''
 
  [[Trinity:Jikuu_A-I#Age_Item|Age Item]] 2 Move Rapidly age an item.
 
  [[Trinity:Jikuu_A-I#Age_Item|Age Item]] 2 Move Rapidly age an item.
  [[Trinity:Jikuu_A-I#Bestow_Time|Bestow Time]] 2 Part Grant touched creature a partial action
+
  [[Trinity:Jikuu_A-I#Bestow_Time|Bestow Time]] 2 Part Grant touched creature a [[Trinity:Partial_Action |partial action]]
 
      on its next turn.
 
      on its next turn.
 
  [[Trinity:Jikuu_A-I#Dimension_Swap|Dimension Swap]] 2 Stan Switch ally's places. Will negates
 
  [[Trinity:Jikuu_A-I#Dimension_Swap|Dimension Swap]] 2 Stan Switch ally's places. Will negates
 +
[[Trinity:Jikuu_A-I#Disorient|Disorient]] 2 Stan Creature rerolls its init, flatfooted
 +
    until next action. Will negates
 
  [[Trinity:Jikuu_A-I#Fold_Space|Fold Space]] 2 Full Fold space in on itself.
 
  [[Trinity:Jikuu_A-I#Fold_Space|Fold Space]] 2 Full Fold space in on itself.
 
  [[Trinity:Jikuu_A-I#Fracture_Flow|Fracture Flow]] 2 Stan Target takes their actions disparately. Will negates (harmless)
 
  [[Trinity:Jikuu_A-I#Fracture_Flow|Fracture Flow]] 2 Stan Target takes their actions disparately. Will negates (harmless)
Line 112: Line 120:
 
  [[Trinity:Jikuu_J-R#Refresh|Refresh]] 2 Imme Target regains immediate or swift action,
 
  [[Trinity:Jikuu_J-R#Refresh|Refresh]] 2 Imme Target regains immediate or swift action,
 
    AoOs.
 
    AoOs.
 +
[[Trinity:Jikuu_S-Z#Slide_Potent|Slide, Potent]] 2 Stan Move subject up to 20 feet. Will negates
 
  [[Trinity:Jikuu_S-Z#Slow|Slow]] 2 Stan One target/level is slowed. Will negates
 
  [[Trinity:Jikuu_S-Z#Slow|Slow]] 2 Stan One target/level is slowed. Will negates
 
  [[Trinity:Jikuu_S-Z#Speed|Speed]] 2 Stan Target gains +4 to DEX. None
 
  [[Trinity:Jikuu_S-Z#Speed|Speed]] 2 Stan Target gains +4 to DEX. None
Line 117: Line 126:
 
  [[Trinity:Jikuu_S-Z#Time_Lapse|Time Lapse]] 2 Stan Target effect's duration is shortened.
 
  [[Trinity:Jikuu_S-Z#Time_Lapse|Time Lapse]] 2 Stan Target effect's duration is shortened.
 
  [[Trinity:Jikuu_S-Z#Time_Swap|Time Swap]] 2 Stan Switch inits with touched creature. None
 
  [[Trinity:Jikuu_S-Z#Time_Swap|Time Swap]] 2 Stan Switch inits with touched creature. None
   
+
 
  [[Trinity:Jikuu_A-I#Blink|Blink]] 3 As per blink.
+
===3rd===
  [[Trinity:Jikuu_A-I#Bullet_Time|Bullet Time]] 3 Perceive time passing slower.
+
  '''JIKUU JP ACT EFFECT SAVE?'''
  [[Trinity:Jikuu_A-I#Chrono_Cross|Chrono Cross]] 3 As mirror image, but better.
+
  [[Trinity:Jikuu_A-I#Blink|Blink]] 3 Stan As per blink.
 +
  [[Trinity:Jikuu_A-I#Bullet_Time|Bullet Time]] 3 Swif Perceive time passing slower.
 +
  [[Trinity:Jikuu_A-I#Chrono_Cross|Chrono Cross]] 3 Stan As mirror image, but better.
 
  [[Trinity:Jikuu_A-I#Detect_Remembrance|Detect
 
  [[Trinity:Jikuu_A-I#Detect_Remembrance|Detect
   Remembrance]] 3 Detect Blue and Chaos effects.
+
   Remembrance]] 3 Move Detect Blue and Chaos effects.
  [[Trinity:Jikuu_A-I#Gravity|Gravity]] 3 Target loses 25% current HP. Fort negates
+
[[Trinity:Jikuu_A-I#False_Gravity|False Gravity]] 3 Stan Travel on solid surface as though it
  [[Trinity:Jikuu_A-I#Haste|Haste]] 3 One target/level is hasted. None
+
  had its own gravity.
  [[Trinity:Jikuu_J-R#Lag|Lag]] 3 Target's init reduced by 3 each round
+
  [[Trinity:Jikuu_A-I#Gravity|Gravity]] 3 Stan Target loses 25% current HP. Fort negates
  for one round/level. Will negates (each round)
+
  [[Trinity:Jikuu_A-I#Haste|Haste]] 3 Stan One target/level is hasted. None
  [[Trinity:Jikuu_J-R#Meteorite|Meteorite]] 3 2d8+1/level dmg to target. Ref half
+
  [[Trinity:Jikuu_J-R#Lag|Lag]] 3 Swif Target's init reduced by 3 each round
  [[Trinity:Jikuu_J-R#Restore_Item|Restore Item]] 3 Restore an item to an earlier version;
+
  for one round/level. Will negates (each round)
  requires a tracer.
+
  [[Trinity:Jikuu_J-R#Meteorite|Meteorite]] 3 Stan 2d8+1/level dmg to target. Ref half
  Splice 3 Two targets take their turns at the
+
  [[Trinity:Jikuu_J-R#Restore_Item|Restore Item]] 3 Stan Restore an item to an earlier version;
  same time. Will negates
+
  requires a tracer.
  [[Trinity:Jikuu_S-Z#Steal_Time|Steal Time]] 3 As swift, touched creature loses a
+
  [[Trinity:Jikuu_S-Z#Splice|Splice]] 3 Stan Two targets take their turns at the
  [[Trinity:Partial_Action |partial action]] on next turn and you
+
    same time. Will negates
  gain a [[Trinity:Partial_Action |partial action]] this turn. Will negates
+
  [[Trinity:Jikuu_S-Z#Steal_Time|Steal Time]] 3 Swif As swift, touched creature loses a
  [[Trinity:Jikuu_S-Z#Time_Hop|Time Hop]] 3 Go forward 1 rd/level in time. Will negates
+
  [[Trinity:Partial_Action |partial action]] on next turn and you
  [[Trinity:Jikuu_S-Z#Time_to_Act|Time to Act]] 3 Target makes a skill check now. None
+
  gain a [[Trinity:Partial_Action |partial action]] this turn. Will negates
  [[Trinity:Jikuu_S-Z#Tracer|Tracer]] 3 Put a tracer in the timestream. None
+
  [[Trinity:Jikuu_S-Z#Time_Hop|Time Hop]] 3 Stan Go forward 1 rd/level in time. Will negates
  [[Trinity:Jikuu_S-Z#Undo_Jikuu|Undo Jikuu]] 3 As per dispel magic, but time.
+
  [[Trinity:Jikuu_S-Z#Time_to_Act|Time to Act]] 3 Stan Target makes a skill check now. None
   
+
  [[Trinity:Jikuu_S-Z#Tracer|Tracer]] 3 Swif Put a tracer in the timestream. None
 +
  [[Trinity:Jikuu_S-Z#Undo_Jikuu|Undo Jikuu]] 3 Stan As per dispel magic, but time.
 +
 
 +
===4th===
 +
  '''JIKUU JP EFFECT SAVE?'''
 
  [[Trinity:Jikuu_A-I#Age_Creature|Age Creature]] 4 Rapidly age a creature for 1 rd/level.
 
  [[Trinity:Jikuu_A-I#Age_Creature|Age Creature]] 4 Rapidly age a creature for 1 rd/level.
 
  [[Trinity:Jikuu_A-I#Compress_Time|Compress Time]] 4 Target's init increases by 2 each round
 
  [[Trinity:Jikuu_A-I#Compress_Time|Compress Time]] 4 Target's init increases by 2 each round
Line 161: Line 176:
 
    effect. None
 
    effect. None
 
  [[Trinity:Jikuu_S-Z#Warp|Warp]] 4 Physically return to a tracer. (Willing only)
 
  [[Trinity:Jikuu_S-Z#Warp|Warp]] 4 Physically return to a tracer. (Willing only)
   
+
 
 +
===5th===
 +
  '''JIKUU JP EFFECT SAVE?'''
 
  [[Trinity:Jikuu_A-I#Comet|Comet]] 5 1d6/level dmg in 20-ft radius. Ref half
 
  [[Trinity:Jikuu_A-I#Comet|Comet]] 5 1d6/level dmg in 20-ft radius. Ref half
 
  [[Trinity:Jikuu_A-I#Days_Rest|Day's Rest]] 5 A day passes. Will negates
 
  [[Trinity:Jikuu_A-I#Days_Rest|Day's Rest]] 5 A day passes. Will negates
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  [[Trinity:Jikuu_S-Z#Temporal_Dodge|Temporal Dodge]] 5 As immediate, avoid the effects of a
 
  [[Trinity:Jikuu_S-Z#Temporal_Dodge|Temporal Dodge]] 5 As immediate, avoid the effects of a
 
    single action.
 
    single action.
  Temporal
+
  [[Trinity:Jikuu_S-Z#Temporal_Forewrite|Temporal
    Forewrite 5 Interact with a possible future.
+
  Forewrite]] 5 Interact with a possible future.
  Temporal
+
  [[Trinity:Jikuu_S-Z#Temporal_Rewrite|Temporal
    Rewrite 5 Rewrite a small part of your past.
+
  Rewrite]] 5 Rewrite a small part of your past.
  Undo Blue 5 As per undo jikuu, but blue.
+
  [[Trinity:Jikuu_S-Z#Undo_Blue|Undo Blue]] 5 As per undo jikuu, but blue.
  Undo Chaos 5 As per undo jikuu, but chaos.
+
  [[Trinity:Jikuu_S-Z#Undo_Chaos|Undo Chaos]] 5 As per undo jikuu, but chaos.
   
+
 
 +
===6th===
 +
  '''JIKUU JP EFFECT SAVE?'''
 +
[[Trinity:Jikuu_A-I#Adjust_Flow|Adjust Flow]] 6 Time flows faster or slower in area.
 
  [[Trinity:Jikuu_A-I#Chrono_Trigger|Chrono Trigger]] 6 As per contingency.
 
  [[Trinity:Jikuu_A-I#Chrono_Trigger|Chrono Trigger]] 6 As per contingency.
 
  [[Trinity:Jikuu_A-I#Demi|Demi]] 6 Target loses 50% current HP. Fort negates
 
  [[Trinity:Jikuu_A-I#Demi|Demi]] 6 Target loses 50% current HP. Fort negates
Line 192: Line 212:
 
  [[Trinity:Jikuu_A-I#Hasteaga|Hasteaga]] 6 Target gets additional action each rd. None
 
  [[Trinity:Jikuu_A-I#Hasteaga|Hasteaga]] 6 Target gets additional action each rd. None
 
  [[Trinity:Jikuu_A-I#Immediacy|Immediacy]] 6 As immediate, gain a move action.
 
  [[Trinity:Jikuu_A-I#Immediacy|Immediacy]] 6 As immediate, gain a move action.
 +
[[Trinity:Jikuu_J-R#Permanency|Permanency]] 6 Make a jikuu a permanent effect.
 
  [[Trinity:Jikuu_J-R#Reset|Reset]] 6 Bring a past version of yourself  
 
  [[Trinity:Jikuu_J-R#Reset|Reset]] 6 Bring a past version of yourself  
 
    forward from a tracer.
 
    forward from a tracer.
  Temporal Skip 6 As immediate, skip over a creature's  
+
  [[Trinity:Jikuu_S-Z#Temporal_Skip|Temporal Skip]] 6 As immediate, skip over a creature's  
 
    turn. Will negates
 
    turn. Will negates
  Time Hop, Mass 6 Multiple targets go forward in time. Will negates
+
  [[Trinity:Jikuu_S-Z#Time_Hop_Mass|Time Hop, Mass]] 6 Multiple targets go forward in time. Will negates
  Time Slip 6 Target takes damage/action. Fort negates
+
  [[Trinity:Jikuu_S-Z#Time_Slip|Time Slip]] 6 Target takes damage/action. Fort negates
   
+
 
  20 Minutes 7 Target can take 20 in an instant. Will negates
+
===7th===
 +
  '''JIKUU JP EFFECT SAVE?'''
 +
  [[Trinity:Jikuu_A-I#20_Minutes|20 Minutes]] 7 Target can take 20 in an instant. Will negates
 
  [[Trinity:Jikuu_A-I#Divert_Teleport|Divert
 
  [[Trinity:Jikuu_A-I#Divert_Teleport|Divert
 
   Teleport]] 7 As per divert teleport. Will negates
 
   Teleport]] 7 As per divert teleport. Will negates
 
  [[Trinity:Jikuu_A-I#Fate_of_One|Fate of One]] 7 Reroll any roll you just failed. None
 
  [[Trinity:Jikuu_A-I#Fate_of_One|Fate of One]] 7 Reroll any roll you just failed. None
  Nova 7 1d8/level dmg in 20-ft radius. Ref half
+
  [[Trinity:Jikuu_J-R#Nova|Nova]] 7 1d8/level dmg in 20-ft radius. Ref half
  Stitch in Time 7 Some creatures get an extra round.
+
  [[Trinity:Jikuu_S-Z#Stitch_in_Time|Stitch in Time]] 7 Some creatures get an extra round.
  Synchronize 7 Negate all Jikuu. None
+
  [[Trinity:Jikuu_S-Z#Synchronize|Synchronize]] 7 Negate all Jikuu. None
  Teleportaga 7 As per greater teleport.
+
  [[Trinity:Jikuu_S-Z#Teleportaga|Teleportaga]] 7 As per greater teleport.
  Undo Force 7 As per undo jikuu, but any force.
+
  [[Trinity:Jikuu_S-Z#Undo_Force|Undo Force]] 7 As per undo jikuu, but any force.
  Withering 7 Kill target by rapid aging.
+
  [[Trinity:Jikuu_S-Z#Withering|Withering]] 7 Kill target by rapid aging.
   
+
 
  Discrete Time 8 Immediate actions can't be taken. Will negates
+
===8th===
  Quick 8 Templar takes two actions now. None
+
  '''JIKUU JP EFFECT SAVE?'''
 +
  [[Trinity:Jikuu_A-I#Discrete_Time|Discrete Time]] 8 Immediate actions can't be taken. Will negates
 +
  [[Trinity:Jikuu_J-R#Quick|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
 
  Stop 8 Target is stopped. Will negates
 
  Temporal
 
  Temporal
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  Temporal
 
  Temporal
 
     Stasis 8 As per temporal stasis. Fort negates
 
     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.
+
 
 +
===9th===
 +
'''JIKUU JP EFFECT SAVE?'''
 +
  [[Trinity:Jikuu_A-I#Borrow_Time|Borrow Time]] 9 Gain actions others don't take.
 
  [[Trinity:Jikuu_A-I#Chrono_Break|Chrono Break]] 9 You gain another position in the
 
  [[Trinity:Jikuu_A-I#Chrono_Break|Chrono Break]] 9 You gain another position in the
 
    initiative order.
 
    initiative order.
  Meteor 9 As per meteor swarm. Ref half
+
  [[Trinity:Jikuu_J-R#Meteor|Meteor]] 9 As per meteor swarm. Ref half
  Rewind 9 Relive the last round. None
+
  [[Trinity:Jikuu_J-R#Rewind|Rewind]] 9 Relive the last round. None
 
  Time Stop 9 1d4+1 rounds to act freely. None
 
  Time Stop 9 1d4+1 rounds to act freely. None
 
  Time Stretch 9 Actions take less time for you.
 
  Time Stretch 9 Actions take less time for you.
   
+
  Temporal
 +
    Projection 9 Visit other times and timelines, but
 +
  unable to interact.
 +
 
 +
===10th===
 +
'''JIKUU JP EFFECT SAVE?'''
 
  [[Trinity:Jikuu_J-R#Quantum_Leap|Quantum Leap]] 10 Choose the future.
 
  [[Trinity:Jikuu_J-R#Quantum_Leap|Quantum Leap]] 10 Choose the future.
  Quarter 10 Target loses 75% current HP. Fort negates
+
  [[Trinity:Jikuu_J-R#Quarter|Quarter]] 10 Target loses 75% current HP. Fort negates
 
  Stopaga 10 Multiple targets are stopped. Will negates
 
  Stopaga 10 Multiple targets are stopped. Will negates
 
  Temporal
 
  Temporal
 
     Abstraction 10 Gain 1d10 [[Trinity:Partial_Action |partial actions]]. None
 
     Abstraction 10 Gain 1d10 [[Trinity:Partial_Action |partial actions]]. None
 +
Time Gate 10 Open a gate through time.
 
  Triple 10 Creature is cloned twice for 1 rd/level,
 
  Triple 10 Creature is cloned twice for 1 rd/level,
 
    then disappears for 2 rds/level. Will negates
 
    then disappears for 2 rds/level. Will negates
  
 
[[Category:Trinity]]
 
[[Category:Trinity]]

Latest revision as of 05:21, 22 April 2009

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[edit]

A 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[edit]

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[edit]

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 (Ji): 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 (Te): 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[edit]

1st[edit]

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
Slide		1	Stan	Move subject 5 feet.			Will negates
Surprise	1	Swif	Flatfooted creatures get -10 to init.	None
Temporal Armor	1	Imme	Gain a +4 haste bonus to initiative for
				   1 hour/level.

2nd[edit]

JIKUU		JP	ACT	EFFECT					SAVE?
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
Disorient	2	Stan	Creature rerolls its init, flatfooted 
			   	   until next action.			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.
Slide, Potent	2	Stan	Move subject up to 20 feet.		Will negates
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

3rd[edit]

JIKUU		JP	ACT	EFFECT					SAVE?
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.
False Gravity	3	Stan	Travel on solid surface as though it
				   had its own gravity.
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.

4th[edit]

JIKUU		JP	EFFECT					SAVE?
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)

5th[edit]

JIKUU		JP	EFFECT					SAVE?
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.

6th[edit]

JIKUU		JP	EFFECT					SAVE?
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
Hasteaga	6	Target gets additional action each rd.	None
Immediacy	6	As immediate, gain a move action.
Permanency	6	Make a jikuu a permanent effect.
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

7th[edit]

JIKUU		JP	EFFECT					SAVE?
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.

8th[edit]

JIKUU		JP	EFFECT					SAVE?
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

9th[edit]

JIKUU		JP	EFFECT					SAVE?
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.

10th[edit]

JIKUU		JP	EFFECT					SAVE?
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