Cambria

META: Chronomancy

Sooo, Chronomancy is a beast. Come to the conclusion that is too big for a single theme, too OP for a class of its own. I was considering making it a school of magic, the setup that they did for Wizards in the Essentials expansion. But, I also want to let more than one just one class use the effects. At this point, I’m thinking 4 themes, one for each class role. Leaders, Defenders, Strikers, and Controllers. They’ll be utilities mostly, buffing self or allies whilst hindering enemies.

Some examples of the new powers/effects (Bounced ideas back and forth at work with Kenny, gotta give credit where it’s most certainly due). These are all rough form, and will be edited, formed into standard power stat blocks at a later date.

Existing Powers Note: this is the quick and dirty list, pretty much just listing off effects.

  • Encounter- Chronomancy, Teleportation
    Move Action Personal
    Effect: You teleport up to 3 squares.
    Special: You may use this power twice per encounter, but only once per round.
  • Daily- Chronomancy
    Move Action Personal
    Effect: You shift up to twice your normal speed
  • Daily- Chronomancy
    Minor Action Personal
    Effect: Until the end of the encounter, you may take one extra minor action per turn.
  • Daily- Chronomancy
    Standard Action Personal
    Effect: At the end of your current turn, take another turn. At the end of that turn, roll a D6. If a 6 is rolled, immediately take a 3rd turn.
  • Encounter- Chronomancy
    Move Action Personal
    Effect: you ignore all solid difficult and dangerous terrain. If you end your movement in said terrain, you will be affected by said terrain starting on your next turn.
  • Encounter- Chronomancy
    Minor Action Range 5
    Target: One creature
    Effect: Target creature is slowed until the end of your next turn.
  • Encounter- Chronomancy
    Minor Action Personal
    Effect: You become insubstantial until the end of your next turn.
  • Daily- Chronomancy
    Standard Action Range 10
    Target: One creature
    Attack: Intelligence vs. Will
    Effect: Until the end of the encounter, target creature loses either any minor, interrupt, or reaction powers it may have.
  • Encounter- Chronomancy, Teleportation
    Minor Action Personal
    Effect: You cease to exist and can take no actions until the end of your next turn. You have no line of sight and line of effect to any creature or object, and no creature or object has line of sight or line of effect to you. At the end of your next turn, you reappear in a square of choice within 3 squares of the square you left.
  • Encounter- Chronomancy, Teleportation
    Standard Action Personal
    Effect: Target creature ceases to exist and can take no actions until the end of your next turn. It has line of sight and line of effect to no creature or object, and no creature or object has line of sight or line of effect to it. At the end of your next turn, target creature reappears in a square of choice within 3 squares of the square it left.

NEW STUFF!

Encounter Powers

  • Immediate Interrupt- An ally making an opportunity attack against an enemy makes two attacks against that enemy instead.
  • Immediate Interrupt- Trigger: You take damage. Effect: Damage is not taken at the present time. Rather, you take the damage at the end of your next turn.
  • Target ally may move up to two times their normal speed, and gain +2 to defenses vs. opportunity attacks

Daily Powers

  • Increase one creatures Initiative score by 5 for the rest of the encounter.
  • Decrease one creatures Initiative score by 5 for the rest of the encounter.
  • Until end of the encounter, once per turn you may make a basic melee or basic ranged attack against a single enemy as a free action.
  • Immediate Reaction- Trigger: an ally expends an encounter power. Effect: The power recharges at the start of the ally’s next turn.
  • (Here’s the doozy) Close Burst 2: Creates a zone where time is slowed for those not adept at the manipulation of time. All creatures within the zone count as being both slowed and weakened. Any creature possessing an ability with the Chronomancy keyword is immune to these effects. Minor Action: The zone persists

WIP powers/Ideas

  • Adjusting entire party’s Initiative score, effectively helping the party to collectively outscore enemies.
  • “Until end of the encounter, all powers are reduced to minor actions instead of standard actions” (Pretty much God mode for any DPS)

Comments

AstartesDomina

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