Time Domain: Difference between revisions
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'''Domain Power: Kronostaff''' | '''Domain Power: Kronostaff''' | ||
As a visible sign of their ability, the channeler is granted an intricate and magical staff embodying Kronos’ mastery of time. The Kronostaff is a permanent magical construct bound to the channeler; its | As a visible sign of their ability, the channeler is granted an intricate and magical staff embodying Kronos’ mastery of time. The Kronostaff is a permanent magical construct bound to the channeler; its appearance is generally unique to its channeler, however these differences are only cosmetic - it is a construct of magic, and not "made" of any particular material that may provide additional bonuses. Its divine power may not benefit anyone else, and the staff disappears upon the channeler's death. Should it become lost or destroyed, it may be resummoned by performing a 10 minute ritual. | ||
Counterattack: Each encounter begins with a pool of Rank charges, providing the channeler with +1 Parry for each available charge. This bonus is in addition to any Parry gained from Fighting Style: Staves. The charges may be spent to counter incoming physical attacks (melee or ranged) as a Reactive Action. | Counterattack: Each encounter begins with a pool of Rank charges, providing the channeler with +1 Parry for each available charge. This bonus is in addition to any Parry gained from Fighting Style: Staves. The charges may be spent to counter incoming physical attacks (melee or ranged) as a Reactive Action. |
Revision as of 19:42, 10 July 2022
Domain Power: Kronostaff
As a visible sign of their ability, the channeler is granted an intricate and magical staff embodying Kronos’ mastery of time. The Kronostaff is a permanent magical construct bound to the channeler; its appearance is generally unique to its channeler, however these differences are only cosmetic - it is a construct of magic, and not "made" of any particular material that may provide additional bonuses. Its divine power may not benefit anyone else, and the staff disappears upon the channeler's death. Should it become lost or destroyed, it may be resummoned by performing a 10 minute ritual.
Counterattack: Each encounter begins with a pool of Rank charges, providing the channeler with +1 Parry for each available charge. This bonus is in addition to any Parry gained from Fighting Style: Staves. The charges may be spent to counter incoming physical attacks (melee or ranged) as a Reactive Action.
When attempting to counter an attack in this way, make an opposed attack roll vs the attacker's unmodified attack roll. Your attack roll gains a bonus equal to the amount of Parry you have. If your opposed roll is greater than the attack roll, you counter the attack preventing it from dealing damage. Attacks deflected in this way do not hit any Wards, reactive armors, or other defenses. On a successful Parry of a melee attack, the staff counterattacks dealing an immediate Non-Lethal Damage equal to the difference between the Parry Attack roll and the attack.
Rank | Power | Description |
---|---|---|
1 | Temporal Charge | Gain movement speed from successful melee attacks. |
2 | Temporal Chains | Slow a target by reducing their speed and initiative. |
3 | Distortion Field | Field of temporal energy stuns targets who fail to move or wards the caster. |
4 | Delay Spell | Store a spell within the Kronostaff to be cast at a later time. |
5 | Rewind | The caster reactively returns to their state moments ago. |
Rank | Power | Description |
---|---|---|
1 | Kronometry | Gain divine insight into an item and its history. |
2 | Moment of Clarity | Peer into a living target's timeline to gain information about them. |
3 | Kronosight | Mentally travel backward in time to view events that have occurred nearby. |
4 | Clairvoyance | Caster looks forward in time to suggest optimal actions in battle. |
5 | Temporal Anomaly | Creates a portal into an alternate timeline for 24 hours. |
Rank | Power | Description |
---|---|---|
1 | Time Warp | Twist time, allowing a friendly target an additional move action. |
2 | Accelerate | Grant a friendly target a bonus to speed and initiative. |
3 | Pause | Slow time to a crawl, inhibiting a target's movement and leaving them flat-footed. |
4 | Rapid Aging | Speed the passage of time on a single target, causing their body to wither and decay. |
5 | Time Stop | The channeler halts time around himself and is able to act freely for a short time. |