Time Domain: Difference between revisions
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'''Domain Power:''' Character is granted a Kronostaff, embodying Kronos’ mastery of time. The staff is a permanent magical construct which appears intricate and magical. Should the staff be lost or destroyed, it may be resummoned by performing a 10 minute ritual. | '''Domain Power:''' Character is granted a Kronostaff, embodying Kronos’ mastery of time. The staff is a permanent magical construct which appears intricate and magical. Should the staff be lost or destroyed, it may be resummoned by performing a 10 minute ritual. | ||
The staff grants Rank charges per encounter, granting +1 Parry for each charge remaining. This bonus is in addition to any Parry gained from Fighting Style: Staves. The charges may be spent to parry 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, | The staff grants Rank charges per encounter, granting +1 Parry for each charge remaining. This bonus is in addition to any Parry gained from Fighting Style: Staves. The charges may be spent to parry 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. | ||
Revision as of 20:06, 28 July 2020
Domain Power: Character is granted a Kronostaff, embodying Kronos’ mastery of time. The staff is a permanent magical construct which appears intricate and magical. Should the staff be lost or destroyed, it may be resummoned by performing a 10 minute ritual.
The staff grants Rank charges per encounter, granting +1 Parry for each charge remaining. This bonus is in addition to any Parry gained from Fighting Style: Staves. The charges may be spent to parry 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 | ||
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. |