Timewalker (3.5e Class)

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Timewalker
Rating: Not rated
(Rate this class)
Status: <-how close to completion->
Editing: Constructive edits welcome

Contents

[edit] <-Timewalker->

<-Time walkers are a type of people who have been born with the unexplainable capability to envelop themselves in utter non-existance and actually exist 'outside' of time. While in this state, they still exist in time, and they're still swept along in its current, but they have the power to see and understand its impossible rhythm to the degree that they can actual reach out and twist it to their fancy. Upon the field of battle, a time walker is a seemingly unkillable foe that can slip away and recover from nearly any attack, no matter how inexplicable it may be.->.

[edit] Making a <-Timewalker->

<-Time walkers are stalwart warriors upon the battlefield who can seemingly take any kind of attack and keep going, considering that time itself seems to work backwards upon them, knitting fresh wounds together into seamless scar tissue, and brushing away bruises as though they were nothing but dust. Not to mentions that they can move faster that practically any other warrior, and tear through the ranks of their enemies with exceeding ease and perfectly timed out precision. ->.

Abilities: <-To a time walker, Wisdom and Constitution are the two most important ability scores, considering that they need Wisdom to make the most of the majority of their class features, and they need Constituion to get as many hit points as possible. Next, in order of importance to a time walker, come Dexterity and Strength, so that they can increase both their AC and their bonus to attack rolls. Lastly, in order of importance to a time walker, come Intelligence and Charisma, though, both can be found useful in a given situation. ->.

Races: <-Any->.

Alignment: <-Any->.

Starting Gold: <-4d6×10 gp (140 gp)).

Starting Age: As rogue

Table: The <-class name->

Hit Die: d<-Die size for Hit Die->

Level Base
Attack Bonus
Saving Throws Special Speed Bonus
Fort Ref Will
1st +1 +0 +2 +2 <-Flow of Time (Ex), Walk the Aeons (ExTemporal Strike+1 +10
2nd +2 +0 +3 +3 Fast Healing 1 +10
3rd +3 +1 +3 +3 Temporal Strike+2 +20
4th +4 +1 +4 +4 DelayFast Healing 2 Dichotomy +20
5th +5 +1 +4 +4 Temporal Strike+3 +30
6th +6/+1 +2 +5 +5 Fast Healing 3 Annul (Ex), Moment Stop +30
7th +7/+2 +2 +5 +5 Temporal Strike+4 +40
8th +8/+3 +2 +6 +6 Fast Healing 4 +40
9th +9/+4 +3 +6 +6 Greater Delay, Greater Flow of Time (Ex), Temporal Strike +5 +50
10th +10/+5 +3 +7 +7 Fearless Fast Healing 5 +50
11th +11/+6/+1 +3 +7 +7 Temporal Strike +6 +60
12th +12/+7/+2 +4 +8 +8 Renewal (Ex Fast Healing 6 +60
13th +13/+8/+3 +4 +8 +8 Improved Moment Stop, Temporal Strike +7 +70
14th +14/+9/+4 +4 +9 +9 Fast Healing 7 +70
15th +15/+10/+5 +5 +9 +9 Temporal Strike +8 +80
16th +16/+11/+6/+1 +5 +10 +10 Foresight (Ex) Fast Healing 8 +80
17th +17/+12/+7/+2 +5 +10 +10 Temporal Strike +9 +90
18th +18/+13/+8/+3 +6 +11 +11 Fast Healing 9 +90
19th +19/+14/+9/+4 +6 +11 +11 Ideal Flow of Time (Ex), Temporal Strike +10 +100
20th +20/+15/+10/+5 +6 +12 +12 Fast Healing 10, Greater Moment Stop +100

Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
<-class skills (and key abilities)->.

[edit] Class Features

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex). |}

[edit] Class Features

All of the following are class features of the Time Walker.

Weapon and Armor Proficiency: A time walker is proficient with all simple and martial weapons and with light armor and shields, but not tower shields.

Flow of Time (Ex): A time walker is a time walker for one reason alone, and that reason is the fact that he can encase himself in non-existence, and move through time in a way that others cannot even comprehend, almost becoming one with the flow of time itself. A time walker can become one with the flow of time a number of times per day equal to half his total HD + 2. While using the flow of time ability, a time walker temporarily gains a +4 bonus to Dexterity, a +4 bonus to Wisdom, and gains the ability to re-roll a single d20 roll per round. This re-roll can be made on any roll that the time walker makes, whether or not it's on his turn or not, though, only a single re-roll can be attempted per round. This re-roll must be declared before the result of the d20 roll has been revealed, and must be accepted, even if it's worse than the first. A single usage of the flow of time lasts for a number of rounds equal to 2 + the character’s (newly improved) Wisdom modifier. A time walker may prematurely end the use of the flow of time. At the end of the use of the flow of time, the time walker loses the modifiers, looses the ability to re-roll dice, and becomes dazed (can’t take actions) for two rounds as his mind attempts to readjust itself to the world after comprehending the flow of time (unless he is a 20th-level time walker, at which point this limitation no longer applies; see below).

Walk the Aeons (Ex): A time walker has it within his power to comprehend time on many different levels, allowing him to move with precision that few can comprehend. A time walker adds his Wisdom bonus (if any) as an insight bonus to his AC. If the time walker is wearing a piece of armor that has a maximum Dex bonus, then this insight bonus is restricted by this maximum Dex bonus in the same way their Dex bonus is restricted by it.

Temporal Strike: A time walker is someone who has it within his power to see time, and even affect it, this ability truly makes him a dangerous foe upon the battlefield. At second level a time walker gains the ability to make the first attack he makes in any given round a temporal strike by slashing through the temporal existence of a creature instead of it's physical existence, this attack is considered a touch attack and has a +1 distortion bonus to both attack roll and damage, additionally, on a successful temporal strike the target becomes fatigued for a number of rounds equal to the distortion bonus. If a fatigued character is struck by a time walkers temporal strike ability, then they do not become exhausted, and the duration of the fatigue overlaps. This distortion bonus increase by +1 at every second level after second (4th, 6th, 8th, 10th, 12th, etc.).

Fast Healing (Ex): Time grants many blessings upon a time walker, and one of the main blessings that it grants is the unbelievably fast regeneration of flesh wounds. At third level, A time walker regains hit points at an extraordinarily fast rate, regaining 1 hit point per round, as long as he has at least 1 hit point remaining. The amount that the time walker heals each round increases by 1 every 3 levels after third (6th, 9th, 12th, 15th, and 18th).

Fast Movement (Ex): A time walker has it within his power to seemingly slow down time around him, yet still remain going at the same speed. At third level, a time walker gains an enhancement bonus to his speed, as shown on Table: The Time Walker.

Delay: Time is something that is rarely noticed, until you loose some of it. At fifth level a time walker gains the ability to make a single attack as a standard action, if this attack lands then no damage is dealt. Instead, the target of the attack drops one place in order of initiative.

Annul (Ex): A time walker eventually learns to channel the healing powers that time blesses him to an even greater degree. Starting at seventh level, at the end of any round that the time walker is using the flow of time class feature, but has not used his re-roll for the round, he heals a number of hit points equal to 5 + his Wisdom modifier.

Moment Stop: A time walkers reactions are unbelievably fast, and they can seem to be able take steps in between the passage of one moment and the next. At seventh level, a time walker gains the ability to take one additional 5 ft. free step as an immediate action that does not actually count against the total immediate actions or swift actions he can take in a round. If this ability is used after an opponent has moved to a square where they threaten the time walker, but before the opponent makes an attack, then the opponent counts as having used his move action for the turn unless he has the spring attack feat and his total movement doesn't exceed this total speed. This ability can only be used once every 1d4 rounds.

Greater Delay: A time walker can seem to rip apart a being's time line in and of itself at times, making them forget that time is even flowing for long moments. At fifth level a time walker gains the ability to make a single attack as a standard action, if this attack lands then no damage is dealt, instead, the target must make a Will save (DC 10 + half the time walker's Hit Die + the time walker's Wisdom modifier) or skip their next turn.

Greater Flow of Time (Ex): A time walker soon masters his ability to travel through time in the unusual way that he can to such a degree that hardly nothing can keep up with him. At tenth level, a time walker’s bonuses to Dexterity and Wisdom during the use of his flow of time class feature each increase to +6, though, he is still dazed for two rounds after the use of the flow of time class feature ends.

Fearless: At eleventh level a time walker learns to see the future pass without even attempting to do so, and to face the world before him with the knowledge that there is nothing he cannot see coming, becoming immune to all fear effects.

Renewal (Ex): A time walker eventually manages to exert such a degree of control over the flow of time that he can actually seem to reverse it and instantaneously heal himself, should he be properly focused. At thirteenth level, a time walker gains the ability to sit down and meditate for an hour, and turn all of his mental control over the flow of time, forming as tight a grip upon it's passage as he can muster. After the time walker has managed to meditate in this way without being interrupted for a full hour, he can resume normal behavior and still keep his grip on the reigns of time. The time walker does not lose this focus for any reason other than expending it. The may expend this focus at any point in time afterward as a free action and heal himself a total number of hit points equal to his Wisdom modifier (at the time of expending the focus) × his time walker level. The time walker can take this free action and heal himself at any point, even if it's just a split second after he has taken enough damage to fall unconscious or die.

Improved Moment Stop: Time walkers have the ability to move farther than most other beings in instances that few others can even comprehend. At fourteenth level a time walker gains the ability to move at their full base land speed as an immediate action that does not actually count against the total immediate actions or swift actions he can take in a round (provoking attacks of opportunity as normal). If this ability is used after an opponent has moved to a square where they threaten the time walker, but before the opponent makes an attack, then the opponent counts as having used his move action for the turn unless he has the spring attack feat and his total movement doesn't exceed this total speed. This ability does not replace the moment stop class feature, but only either this class feature or moment stop can be used in a given round. This ability can only be used once every 1d4 rounds.

Foresight (Ex): A time walker eventually becomes so incredibly aware of the flow of time, that he can comprehend moments and events before they even come to take place. At seventeenth level, a time walker may act normally in a surprise round, no matter the circumstances, the time walker is also never caught flat-footed and receives his Wisdom modifier as an insight bonus attack rolls and saving throws.

Dichotomy (Ex): A time walker is someone who is inherently a piece of the existence of time, and this fact makes it so that they can grip the flow of time and change it, tear it beyond it's true limits, and reconstruct the fabric of reality. At nineteenth level, a time walker gains the ability to take a standard action and utterly decimate the flow of time, tearing into other time lines for an instant and making realities cross on a minuscule level for the blink of eye. During the instant that time lines cross during this standard action, the time walker stretches probability to the limit and exists in two realities simultaneously. Instantly after doing this, probability re-orients itself, and causality begins to play a role in both realities. Of course, the fabric of existence cannot abide the existence of a single object in two time lines, and so a backlash occurs, causing instead, for two of the same object to exist in a single time line.

After this standard action has been resolved, a single duplicate of the time walker comes into play in a single square adjacent to the time walker (this square is of the time walkers choice). This duplicate is entirely sentient and is generally separate from the original time walker, and anything that happens to him does not affect the original. Though, for all intents and purposes (such as an item only responding to a particular person), the duplicate is the same being as the original. The duplicate has the exact same spells per day (from any class), special qualities, or other traits that the original hand when this ability was used. Though, each version of time walker only has ½ of the hit points that the original had when he used dichotomy (rounded down). Though, for the purpose of equipment, the duplicate only has what materials that the original had that didn't put the original over a medium load. Both magical and mundane materials are copied, but living material that is not part of the time walker isn't. Both versions of the time walker are dazed for one round after this standard action has been taken. If either version of the time walkers dies, then the remaining version can use this ability again after a days time has passed. This ability cannot be used if more than one version of time walker exists and are alive in the same time line.

Ideal Flow of Time (Ex): A time walker eventually perfects his ability to travel through time while being outside of time, to the point that he doesn't even flinch from removing himself from that state. At twentieth level, a time walker’s bonuses to Dexterity and Wisdom during the use of his flow of time class feature each increase to +8, additionally, he is no longer dazed at all after the use of the flow of time class feature ends.




[edit] Epic <-Timewalker->

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

[edit] <-Sample race of your choice-> <-class name-> Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

[edit] Campaign Information

[edit] Playing a <-class name->

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

[edit] <-pluralized class name-> in the World

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

[edit] <-class name-> Lore

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

[edit] <-pluralized class name-> in the Game

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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