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Time Walker (3.5e Class)/Class Features

1 byte removed, 14:04, 16 September 2010
m
Class Features: (fixed)
'''{{anchor|Delay}}:''' Time is something that is rarely noticed, until you lose some of it. At fifth level a time walker gains the ability to make a single attack as a [[SRD:Standard Actions|standard action]], if this attack lands then no damage is dealt, instead, the target of the attack drops one place in order of [[SRD:Initiative|initiative]].
'''{{anchor|Time Sync}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Time is something that nothing can hold off, not no matter how resolute it may be. At fifth level, a time walker can make one attack each round as a melee touch attack.
'''{{anchor|Annul}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A time walker eventually learns to channel the healing powers that time blesses him with to an even greater degree. At seventh level, at the end of any [[SRD:Round|round]] that the time walker is using the [[#Flow of Time|flow of time]] class feature, but has not used his reroll for the [[SRD:Round|round]], he heals a number of [[SRD:Hit Points|hit points]] equal to 5 + his [[SRD:Wisdom|Wisdom]] modifier.
'''{{anchor|Moment Stop}}:''' A time walkers reactions are unbelievablly fast, and they can seem to be able take steps inbetween the passage of one moment and the next. At seventh level, a time walker gains the ability to take one additional [[SRD:Free Actions|5 ft. free step]] as an [[SRD:Immediate Actions|immediate action]] that does not actually count against the total [[SRD:Immediate Actions|immediate actions]] or [[SRD:Swift Actions|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 [[SRD:Spring Attack|spring attack]] feat and his total movement doesn't exceed this total [[SRD:Movement Speed|speed]]. This ability can only be used once every 1d4 rounds.
'''{{anchor|Greater Delay}}:''' A time walker can seem to rip apart a beings timeline in and of itself at times, making them forget that time is even flowing for long moments. At fifth tenth level a time walker gains the ability to make a single attack as a [[SRD:Standard Actions|standard action]], if this attack lands then no damage is dealt, instead, the target must make a [[SRD:Saving Throw#Will|Will]] save ([[SRD:DC|DC]] 10 + half the time walker's Hit Die + the time walker's [[SRD:Wisdom|Wisdom]] modifier) or skip their next turn.
'''{{anchor|Greater Flow of Time}} ([[SRD:Special Abilities Overview#Extraordinary|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 [[SRD:Dexterity|Dexterity]] and [[SRD:Wisdom|Wisdom]] during the use of his [[#Flow of Time|flow of time]] class feature each increase to +6, though, he is still [[SRD:Dazed|dazed]] for two rounds after the use of the [[#Flow of Time|flow of time]] class feature ends.

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