Time Stalker (3.5e Class)
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A strong melee type fighter with powers of single target time-based powers. They excel in fighting single targets where they can rule the battlefield, but need help the more targets there are.
Creator's Clause: This class is a fan work based on the character Kurumi Tokisaki of the series Date a Live. Ideas, motifs, and other similar ideas brought from the series are copyright to their respective owners and properties. This is merely a fanwork.
Making a Time Stalker
Abilities: Dexterity and Intelligence are a must for a Time Stalker. Strength, Constitution and Charisma are needed for damage, hit points, and their skills in general. However, numbers can easily be the downfall of a Time Stalker.
Races: Mainly races of vast intellect and patience dabble in this path, while some, more destructive races do for more personal reasons.
Alignment: Any Chaotic or Lawful. A Time Stalker needs to bear the ideal of Chaos or Law in their actions.
Starting Gold: 4d6×10 gp
Starting Age: "Moderate"
|1st||+0||+0||+2||+2||Zafkiel, The First Bullet, Two Weapon Fighting|
|2nd||+1||+0||+3||+3||The Second Bullet|
|4th||+3||+1||+4||+4||The Third Bullet|
|5th||+3||+1||+4||+4||The Fourth Bullet|
|6th||+4||+2||+5||+5||Improved Two Weapon Fighting|
|7th||+5||+2||+5||+5||The Fifth Bullet|
|8th||+6/+1||+2||+6||+6||The Sixth Bullet|
|9th||+6/+1||+3||+6||+6||Marginal Time Time|
|10th||+7/+2||+3||+7||+7||The Seventh Bullet|
|11th||+8/+3||+3||+7||+7||The Eighth Bullet|
|13th||+9/+4||+4||+8||+8||The Ninth Bullet|
|14th||+10/+5||+4||+9||+9||The Tenth Bullet|
|16th||+12/+7/+2||+5||+10||+10||The Eleventh Bullet|
|20th||+15/+10/+5||+6||+12||+12||The Twelfth Bullet|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Time Stalker
Weapon and Armor Proficiency: The Time Stalker is proficient in all Simple weapons, all Light Martial weapons, the rapier, the scimitar, and kama. They are also proficient in Light armor, and no shields.
Zafkiel: The Emperor of Time. Taking the form of a large clock, the Angel speaks to the Time Stalker. In exchange for power, the Angel himself demands the Time Stalker's life. The Time Stalker starts play with a clock somewhere along their body, be it a tattoo, a physical pocket watch, or something along those lines. It does not tell time, but has the capacity to show a 24 hour day. This is the blood by which the Time Stalker uses their abilities. Every Bullet the Time Stalker uses takes 1 hour from their clock, and one hour from their life. A Time Stalker may increase the power of their Bullets by spending an additional 30 minutes of time from his Clock, increasing the Bullet's ability by one caster level per 30 minutes. A Time Stalker may not increase the Bullet's caster level higher than their own level, and the Time Stalker's own levels count as caster levels for sake of the Time Bullets. All Time Bullet abilities are counted as caster level 1 no matter what level the Time Stalker, only increasing in caster level as the Time Stalker spends hours. All Time Bullets are Standard Action.
The Time Stalker regains time to his clock by landing the killing blow on an enemy. When killed, the Time Stalker gains the remaining time the target had left. The time is converted into minutes in a ration of 1 minute for every 1 year, so 35 years left on a target is actually 35 minutes. The Time Stalker can only regain their time if the Time Stalker himself lands the killing blow. If the Time Stalker uses up all 24 hours on his clock, he has an additional number of rounds equal to 1/2 his level (minimal 1) plus his Con Mod to find and kill a new target in order to gain at least 5 minutes onto his Clock, at which point it is best that he quickly finds more creatures or people to kill and regain time. If the Time Stalker cannot, then they die and can only be revived by means such as Wish or Miracle. The creatures must be considered intelligent (Intelligence of 3 or higher).
All Bullet skills must be executed through two weapons, one in each hand, or a ranged weapon, and an ammo that is not loaded, but can be loaded. The Time Stalker must have their arms free to use each Bullet. When using a skill, Zafkiel will appear behind the Time Stalker in the form of a Large Clock, at which the Time Stalker will use their arms to align their weapons to Zafkiel, using the two weapons, or ranged weapon and it's loadable ammo as both the Hour hand aligned with the Hour of the Bullet, and Minute hand aligned with 12. The Time Stalker does not need to have a ranged weapon to use a Time Bullet. The Time Bullet is a metaphysical energy summoned by Zafkiel himself, and launched towards a target as a Ranged Touch Attack with a range of 100ft + 10ft per level. If the target is willing, an attack roll is not needed. Any form of save from a Time bullet uses the DC of 10 + 1/2 the Time Stalker's level + The Time Stalker's Intelligence Modifier. All the bullets from this class skill are affected by metamagic feats
Two Weapon Fighting: The Time Stalker gains Two Weapon Fighting as a bonus feat, even if they do not meet the prerequisites.
The First Bullet: The First Bullet, One O'clock, Aleph. Casting Aleph replicates the spell Haste.
The Second Bullet: The First Bullet, Two O'clock, Bet. Casting Bet replicates the spell Slow.
Evasion: The Time Stalker gains Evasion as par the skill, working with Light Armor as well.
The Third Bullet: The Third Bullet, Three O'clock, Gimel. Casting Gimel acts as the spell Greater Magic Weapon.
The Fourth Bullet: The Fourth Bullet, Four O'clock, Dalet. Casting Dalet allows an ally to make a reroll until the next round of the Time Stalker's turn, or forces the target to reroll one of their rolls upon the Time Stalker's demand. Dalet may be used before the roll is needed, and only one Dalet may be on one target at once, or, Dalet may be cast as an Attack of Opportunity at the target's normal AC to immediately force a reroll.
Improved Two Weapon Fighting: The Time Stalker gains Improved Two Weapon Fighting as a bonus feat, even if he does not meet the prerequisites. If he already has this feat, he may pick another from the Fighter's Bonus Feat list.
The Fifth Bullet: The Fifth Bullet, Five O'clock, Hel. Casting Hel causes a dying, but stable target to instantly start bleeding out again. For every 30 minutes spent on this Bullet, the target receives 1 point of damage.
The Sixth Bullet: The Sixth Bullet, Six O'clock, Vav. Casting Vav causes a dying, non stable target to instantly stabilize. For every 30 minutes spend on this bullet, the targets heals 1 point of damage.
Marginal Time: The Time Stalker, at this stage of his power, may start to slowly devour time from an opponent he did not kill. If the Time Stalker deals damage to a target, and the target dies from effects that is not the Time Stalker, he gains a fraction of the time left of the target. The Time Stalker only gains one fourth of the targets lifespan left. Example, if a target has 24 years left, and is killed by someone or something other than the Time Stalker kills it, the Time Stalker gains 6 minutes of time, as one fourth of 24 is 6, and 6 years transfers to 6 minutes.
The Seventh Bullet: The Seventh Bullet, Seven O'clock, Zayin. Casting Zayin on a target forces the target to remain locked in place, outside the flow of time for 1 round, and an additional round per 30 minutes the Time Stalker uses. The initial attack is allowed a Will Save to ignore the effect with an increased DC of +5, and on each round, the DC drops by 1 per round the target is in stasis. During this time, the target cannot take damage and all effects on the targets cease. However, if the target is hit, they are immune to the damage, but allowed a second Will save at its current DC to escape.
The Eighth Bullet: The Eighth Bullet, Eight O'clock, Het. Casting Het acts as the spell Mirror Image.
Improved Evasion: The Time Stalker gains Improved Evasion, functioning with Light armor.
The Ninth Bullet: The Ninth Bullet, Nine O'clock, Tet. Tet allows the Time Stalker to share all five of his senses with another target. This effects last one minute, then another minute to 30 minutes spent.
The Tenth Bullet: The Tenth Bullet, Ten O'clock, Yud. Yud allows the Time Stalker to view into the past of a person or object for one minute, then another minute per 30 minutes spent. The DM ay set various DCs or other triggers to view a majority of an items past, or a person's memories, but DCs add the Time Stalker's intelligence modifier into the save, even if it already includes the Time Stalker's intelligence.
Fractional Time: This ability functions the same as Marginal time, except that the Time Stalker gains one half the remaining time left of the killed target.
The Eleventh Bullet: The Eleventh Bullet, Eleven O'clock, Yud Aleph. Casting Yud Aleph allows the Time Stalker to view the future of a target as if casting the spell as if casting the spell Augury. However, instead of it being a percentile increase, the more caster levels on Yud Aleph, the more detailed the spell can get. The Time Stalker can find out the events that unfold from the action, how long it will take for events to happen, if the actions are beneficial, and the likes.
Seconds Hand: The Time Stalker may add his Intelligence Modifier to either the duration of all Bullets, the DC of all Bullets, or into the damage with all weapons, but cannot add more than one effects per use of Seconds Hand.
Time Saver: If the Time Stalker is about to be killed by an attack, he may instead willing reduce his Clock down to one hour to be brought down to -1 HP and become stable. If he does so, any damage he has done any target in the current fight no longer counts towards Fractional time, and later on Devouring time when it retroactively removes Fractional Time.
Devouring Time: The Time Stalker may gain full time whether or not he kills his target, so long as the Time Stalker has damaged the target in some way by his own weapons or Bullet.
The Twelfth Bullet: The Twelfth Bullet, Twelve Midnight, Yud Bet. This Bullet reduces the Time Stalker's clock down to 30 minutes, and the Time Stalker must have at least 12 hours on his clock. Upon using this bullet, using it on themselves, the Time Stalker may rewind time a number of minutes equal to the number of hours the Time Stalker had lost. This effects, however, causes a large deal of stress on the Time Stalker, causing them to take a penalty of one half their level plus their Intelligence modifier on all rolls until the time they have rewound is up. If the Time Stalker rewound ten minutes, then he takes the penalty for ten minutes.
If a Time Stalker is to ever leave his Lawful or Chaotic alignment, he loses all Time Stalker abilities except for saves and proficiencies until he is able to align himself back to either Lawful or Chaotic. He also loses his powers if he is to defy the word of his Angel, and will regain his powers when he receives an atonement spell from a Cleric of the same alignment.
Epic Time Stalker
6 + Int modifier skill points per level.
Human Time Stalker Starting Package
Weapons: Dagger , Short sword , Light Crossbow with 20 bolts.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Use Magic Device||4||Cha||"—"|
Feat: Combat Reflexes.
Bonus Feats: Dodge.
Gear: Backpack, Bedroll, waterskin, flint&tinder, trail rationsx3, lantern, pint of oilx4.
Gold: 4d6×10 gp
Playing a Time Stalker
Religion: Zafkiel, the Emperor of Time is the main deity of the Time Stalker, but a Time Stalker is allowed to worship as they please so long as Zafkiel is given the respect he needs..
Other Classes: Rogues and such tend to get along very will with Time Stalkers, as their skills tend to compliment and supplement each other.
Combat: Time Stalker's work well with other Rogues and Fighters.
Advancement: Time Stalker's tend to stay within the realm of lightly armored classes, like Rogues and some Rangers, mainly for the extra abilities and weapons.
Time Stalkers in the World
Daily Life: Due to the actions of a Time Stalker, they are usually seen as wild and unpredictable beings that must slaughter to live.
Organizations: Very few guilds and groups are willing to recruit Time Stalkers, and if they do, the Time Stalkers are usually kept in a great secret and used as assassins.
NPC Reactions: NPCs and such, once finding out about a Time Stalker, tends to avoid them for their own safety, usually under the impression that the Time Stalker will kill them.
Time Stalker Lore
Characters with ranks in Knowledge (Arcana) or Knowledge (Religion) can research Time Stalkers pr Zafkiel to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Their time abilities tend to revolve around slowing or speeding up time.|
|10||They can actually pinpoint certain people to take their effects.|
|15||The Time Stalker's abilities are directly from Zafkiel, and can ultimately be powerful and otherworldly.|
|20||-Information on a specific Time Stalker-|
|5||Zafkiel is a major, lost deity of time.|
|10||His powers are directly linked to the soul of the Time Stalker, killing them in the process.|
|15||Zafkiel rewards his faithful Time Stalkers with amazing abilities, rumored to even turn back time.|
|20||No one, not even Time Stalkers, have ever truly seen Zafkiel.|