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Time Knight, Revised
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<blockquote data-quote="Chris Elliott" data-source="post: 7103408" data-attributes="member: 6877441"><p>"Time Knights," come from the dimension of the ethereal time plane, or another time creation before the D&D universe. Each Knight is always equipped with its personal bronze cage, and Orb, as well as the Key to open them about their neck with chain. Their homeworld consists of, "The Fortress of Darkness," where hundreds of Knights guard, and walk its halls with their cages always straped to their backside waiting to be sent to our time. The Great Wizards created them, and are lead always by at least one Wizard when entering our time. Their weapon of choice is the mighty Greatsword. Level 20 Time Knights receive, "Time Wave", a spell capable of freezing more than just one adversary, a group. "Time Freeze", spell attained at level 6, freezes a single foe. Lever 12 they receive, "Time Lock", Stops current time for 5 secs, allowing for a free strike or attack upon an adversary or group of foes.</p><p></p><p>Their cages with white orbs of light trapped within them are significant to the Knight, for it's the only thing that can bring the Knight, and accompanying Wizard back to its Time Dimension. If the key around their necks can be obtained, and inserted into their personal cage it will release the orb from its cage, and shall enter the Knight taking them back to its time. If all orbs have entered all knights, the accompanying wizard is taken back as well. Time Wizards rely soley on the knights ability preventing their orbs from being freed.</p><p></p><p>Maps located on old post, same title, search homebrew threads.</p></blockquote><p></p>
[QUOTE="Chris Elliott, post: 7103408, member: 6877441"] "Time Knights," come from the dimension of the ethereal time plane, or another time creation before the D&D universe. Each Knight is always equipped with its personal bronze cage, and Orb, as well as the Key to open them about their neck with chain. Their homeworld consists of, "The Fortress of Darkness," where hundreds of Knights guard, and walk its halls with their cages always straped to their backside waiting to be sent to our time. The Great Wizards created them, and are lead always by at least one Wizard when entering our time. Their weapon of choice is the mighty Greatsword. Level 20 Time Knights receive, "Time Wave", a spell capable of freezing more than just one adversary, a group. "Time Freeze", spell attained at level 6, freezes a single foe. Lever 12 they receive, "Time Lock", Stops current time for 5 secs, allowing for a free strike or attack upon an adversary or group of foes. Their cages with white orbs of light trapped within them are significant to the Knight, for it's the only thing that can bring the Knight, and accompanying Wizard back to its Time Dimension. If the key around their necks can be obtained, and inserted into their personal cage it will release the orb from its cage, and shall enter the Knight taking them back to its time. If all orbs have entered all knights, the accompanying wizard is taken back as well. Time Wizards rely soley on the knights ability preventing their orbs from being freed. Maps located on old post, same title, search homebrew threads. [/QUOTE]
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