Trinity:Templar

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Revision as of 16:26, 28 August 2007 by 72.129.151.224 (talk) (Class Features)
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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.

The list below is a complete list of jikuu, though it is by no means complete in terms of effects. Note that some jikuu mention the idea of a partial action; it is recommended that you read that page and understand the concept of the partial action before reading the jikuu.

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
Precognition,
    Offensive	1	Gain a bonus to attack rolls.
Precognition,
    Defensive	1	Gain bonuses to AC and saves.

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.
Fold Space	2	Fold space in on itself.
Foresight,
    Offensive	2	Gain a bonus to damage rolls.

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.
Chrono Cross	3	As mirror image, but better.

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.
Expand Space	4	Stretch space out.

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