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Custom Prestige class: Time Mage
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<blockquote data-quote="M.Handy" data-source="post: 5734860" data-attributes="member: 6685593"><p>Okay. I've made several changes, including rearranging Greater Initiative and Improved Initiative, making Greater Initiative weaker, and replacing the second one with Evasive Celerity from the Swiftblade. I changed it's requirements, added saves to spells, and much, much more. I also added a Armor/Weapon proficiency similar to the Bard, and Spell progression similar to the Archmage. I tweaked just about everything else. How does it look now?</p><p></p><p>Requirements</p><p>To qualify to become a Time Mage, a character must fulfill all the following criteria.</p><p>Skills: Concentration 8 ranks, Sleight of Hand 1 rank.</p><p>Level 3 in any single class except Fighter or Barbarian</p><p>Feat: Lightning Reflexes and Dodge</p><p></p><p>Class Skills</p><p>The Time Mage’s class skills (and the key ability for each skill) are:</p><p>Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).</p><p></p><p></p><p> Skill Points at each level each level: 4 + Int modifier.</p><p> Hit Die: D6.</p><p></p><p></p><p>Table: The Time Mage</p><p> Base</p><p> Attack Fort Ref Will</p><p>Level Bonus Save Save Save Special</p><p>1st +0 +0 +2 +0 Mind or Matter</p><p>2nd +1 +1 +3 +0 Greater Initiative, Hasten</p><p>3rd +2 +1 +4 +1 Fast Movement</p><p>4th +3 +1 +5 +1 Improved Initiative, Mind or Matter</p><p>5th +4 +2 +6 +2 Time Regression, Increase Speed, Mind or Matter</p><p>6th +5 +2 +7 +2 Distant Time</p><p>7th +6 +2 +8 +3 Mind or Matter</p><p>8th +7 +3 +9 +3 Quick, Reflect</p><p>9th +8 +3 +10 +4 Time Jump</p><p>10th +9 +4 +10 +5 Mind or Matter, Evasive Celerity</p><p></p><p>CLASS FEATURES</p><p>All the following are class features of the Time Mage prestige class.</p><p></p><p>Weapon and Armor Proficiency:</p><p> A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields).</p><p> Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes.</p><p></p><p> Spells per Day: When a new Time Mage level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained.</p><p>This essentially means that she adds the level of Time Mage to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.</p><p></p><p>Mind or Matter: At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.</p><p> If The Sword, she gains Cleave as a Bonus Feat.</p><p> If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat.</p><p></p><p>Hasten (Sp): Beginning at 2nd level, a time mage can use the spell Hasten on any 1 character or creature within 60ft. The effect last 5 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p> When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level.</p><p> Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga.</p><p></p><p>Improved Initiative: At Level 2, a Time Mage gains Improved Initiative as a Bonus Feat.</p><p></p><p>Fast Movement (Ex): At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.</p><p></p><p>Greater Initiative (Ex): At Level 4, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat.</p><p></p><p></p><p>Slowga (Sp): Beginning at 4th level, a time mage can use the spell Slowga at a range of 30 ft. with a duration of 5 rounds. The target must make a Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack, nor does it stack with Slow. Slowga counters and dispels haste or hasten.</p><p> This may be used a number of times per day equal to her class level.</p><p></p><p>Mind or Matter (Ex): At level 4, if the time mage chose The Sword, she is granted Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power as a bonus feat.</p><p></p><p>Time Regression (Ps): A Time Mage of 5th level or higher may use this spell. Regress apparent time 1 round into the past., in effect “replaying” the previous round of activity. The power regresses time to the point along the time stream just prior to your previous turn, undoing the effects of everyone else’s actions in the meantime. Once you have used time regression, only you retain knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future.</p><p> This spell may be used once per day.</p><p></p><p>Increase Speed (Ex): At Level 5, increase your base land speed by 10ft.</p><p></p><p>Mind or Matter(Ex): At the 5th level, if the Time Mage chose The Sword, she gains Shot on the Run as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat.</p><p></p><p>Distant Time (Ex): At level 6, a time mage can use touch attacks or spells/powers at a range of 20ft or increase the range of the Slowga and Hasten spells by 30ft.</p><p></p><p>Mind or Matter (Ex): At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.</p><p> Teleport (Sp): Teleport up to a distance of your base land speed + (Dex Mod x10), a number of times per day equal to her class level. She may then make a melee attack on any target within 5ft. The target loses its dex bonus during this attack.</p><p> Regen (Sp): This spell may be cast at a range of 30ft. For 5 rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.</p><p></p><p>Quick (Su): At the 8th level the time mage is always effected by the Hasten spell. The time mage may suppress the effects at will as a free action.</p><p></p><p>Reflect (Sp): At 8th level, a Time Mage can use the Spell Turning as a personal spell, with a duration of 2d10 + her dexterity modifier rounds.</p><p> Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)</p><p></p><p>Time Jump (Sp): The time mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.</p><p> If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.</p><p> This may be used once per day.</p><p></p><p>Mind or Matter (Ex): At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.</p><p> Stopaga (Sp): A time mage can stop a target at a range of 30ft. The target must make a Reflex save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration of 1d4 + caster's dexterity modifier rounds, during this time the target can not take any action and is completely helpless. Mutiple Stopaga effects to not stack. This may be used a number of times per day equal to her class level.</p><p> Past Due (Sp): A time mage can target a single creature up to 40ft and force them to make a Will save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die. Even if the Fortitude save is successful, the subject still takes 3d6 points of damage. This may be used a number of times per day equal to her class level.</p><p></p><p>Evasive Celerity (Ex): At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's range was increased with Distant Time, targeted spells have a 30% chance of failing against you instead.</p></blockquote><p></p>
[QUOTE="M.Handy, post: 5734860, member: 6685593"] Okay. I've made several changes, including rearranging Greater Initiative and Improved Initiative, making Greater Initiative weaker, and replacing the second one with Evasive Celerity from the Swiftblade. I changed it's requirements, added saves to spells, and much, much more. I also added a Armor/Weapon proficiency similar to the Bard, and Spell progression similar to the Archmage. I tweaked just about everything else. How does it look now? Requirements To qualify to become a Time Mage, a character must fulfill all the following criteria. Skills: Concentration 8 ranks, Sleight of Hand 1 rank. Level 3 in any single class except Fighter or Barbarian Feat: Lightning Reflexes and Dodge Class Skills The Time Mage’s class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). Skill Points at each level each level: 4 + Int modifier. Hit Die: D6. Table: The Time Mage Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +0 +2 +0 Mind or Matter 2nd +1 +1 +3 +0 Greater Initiative, Hasten 3rd +2 +1 +4 +1 Fast Movement 4th +3 +1 +5 +1 Improved Initiative, Mind or Matter 5th +4 +2 +6 +2 Time Regression, Increase Speed, Mind or Matter 6th +5 +2 +7 +2 Distant Time 7th +6 +2 +8 +3 Mind or Matter 8th +7 +3 +9 +3 Quick, Reflect 9th +8 +3 +10 +4 Time Jump 10th +9 +4 +10 +5 Mind or Matter, Evasive Celerity CLASS FEATURES All the following are class features of the Time Mage prestige class. Weapon and Armor Proficiency: A Time Mage is proficient with all simple weapons, plus the whip. Time Mages are proficient with light armor and shields (except tower shields). Because the dexterity driven components required for Time Mage spells are relatively simple, she can cast Time Mage spells while wearing light armor without incurring the normal arcane spell failure chance. However, a Time Mage wearing medium or heavy armor or using a shield incurs a chance of spell failure (equal to the item's arcane spell failure). A Time Mage still incurs the normal arcane spell failure chance for arcane spells received from other classes. Spells per Day: When a new Time Mage level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class (if any) she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Time Mage to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. Mind or Matter: At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels. If The Sword, she gains Cleave as a Bonus Feat. If Pure Magic, she gains Quicken Spell or Quicken Power as a Bonus Feat. Hasten (Sp): Beginning at 2nd level, a time mage can use the spell Hasten on any 1 character or creature within 60ft. The effect last 5 rounds. The affected character gains a +1 bonus on attack rolls and a +1 dodge bonus to AC. In addition, he gains a Reflex save bonus equal to the Time Mage's Dexterity Modifier. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.) This may be used a number of times per day equal to her class level. Multiple Hasten effects don’t stack, nor does it stack with Haste. Hasten dispels and counters Slow and Slowga. Improved Initiative: At Level 2, a Time Mage gains Improved Initiative as a Bonus Feat. Fast Movement (Ex): At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn. Greater Initiative (Ex): At Level 4, the time mage gains a +2 on Initiative checks. This bonus stacks with the Improved Initiative feat. Slowga (Sp): Beginning at 4th level, a time mage can use the spell Slowga at a range of 30 ft. with a duration of 5 rounds. The target must make a Reflex save DC (15 + Dexterity modifier) to negate. An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a penalty on attack rolls, AC, and Reflex saves equal to the Time Mage's Dexterity Bonus. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. Multiple Slowga effects don’t stack, nor does it stack with Slow. Slowga counters and dispels haste or hasten. This may be used a number of times per day equal to her class level. Mind or Matter (Ex): At level 4, if the time mage chose The Sword, she is granted Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power as a bonus feat. Time Regression (Ps): A Time Mage of 5th level or higher may use this spell. Regress apparent time 1 round into the past., in effect “replaying” the previous round of activity. The power regresses time to the point along the time stream just prior to your previous turn, undoing the effects of everyone else’s actions in the meantime. Once you have used time regression, only you retain knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future. This spell may be used once per day. Increase Speed (Ex): At Level 5, increase your base land speed by 10ft. Mind or Matter(Ex): At the 5th level, if the Time Mage chose The Sword, she gains Shot on the Run as a bonus feat regardless of if she has the prerequisites. If the Time Mage chose Pure Magic, she may choose Maximize Spell, Maximize Power, Enlarge Spell, or Enlarge Power as a bonus feat. Distant Time (Ex): At level 6, a time mage can use touch attacks or spells/powers at a range of 20ft or increase the range of the Slowga and Hasten spells by 30ft. Mind or Matter (Ex): At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen. Teleport (Sp): Teleport up to a distance of your base land speed + (Dex Mod x10), a number of times per day equal to her class level. She may then make a melee attack on any target within 5ft. The target loses its dex bonus during this attack. Regen (Sp): This spell may be cast at a range of 30ft. For 5 rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6. Quick (Su): At the 8th level the time mage is always effected by the Hasten spell. The time mage may suppress the effects at will as a free action. Reflect (Sp): At 8th level, a Time Mage can use the Spell Turning as a personal spell, with a duration of 2d10 + her dexterity modifier rounds. Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only) Time Jump (Sp): The time mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The target may make a Will save DC (16 + Dexterity modifier) to negate this spell.The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends. If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary. This may be used once per day. Mind or Matter (Ex): At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due. Stopaga (Sp): A time mage can stop a target at a range of 30ft. The target must make a Reflex save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration of 1d4 + caster's dexterity modifier rounds, during this time the target can not take any action and is completely helpless. Mutiple Stopaga effects to not stack. This may be used a number of times per day equal to her class level. Past Due (Sp): A time mage can target a single creature up to 40ft and force them to make a Will save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die. Even if the Fortitude save is successful, the subject still takes 3d6 points of damage. This may be used a number of times per day equal to her class level. Evasive Celerity (Ex): At 10th level, your knowledge of the hasten spell makes you difficult to target with spells. While under the effect of a hasten spell, individually targeted spells have a 20% chance of failing against you. The effect of this ability does not stack with blink or similar spell effects. If Hasten's range was increased with Distant Time, targeted spells have a 30% chance of failing against you instead. [/QUOTE]
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