Friday, December 14, 2018

Temporal feats (Fantasy Friday #26)

And, just to be thorough, the list of Time Powers made available by the Temporal Sensitivity feat (again, I don’t think I’m up to converting them all at once; also, the names are provisional until I dig deeper into the individual powers):
Assured Strike
Ballistakinesis
Barrier of Blades
Battle Strike
Blind
Circle of Shelter
Cloak
Combustion
Contentious Opportunity
Convection
Corruption
Crucitorn
Cryokinesis
Deflecting Slash
Detonate
Disarming Slash
Draw Closer
Energy Resistance
Enlighten
Falling Avalanche
Farseeing
Fated Transfer
Fateful Rage
Fear
Fluid Riposte
Fold Space
Hatred
Hawk-Bat Swoop
High Ground Defense
Inertia
Inspire
Intercept
Kinetic Combat
Leletjo Riposte (Makashi Riposte)
Levitate
Lightning Burst
Liqebgsi (Morichro)
Lykybey (Malacia)
Memory Walk
Mind Shard
Mind Trick
Move Object
Obscure
Pass the Blade
Phase
Plant Surge
Prescience
Pushing Slash
Rebuke
Rend
Repulse
Resist the Flow
Reskebb Sweep (Sarlacc Sweep)
Rising Whirlwind
Saber Swarm
Sever Time
Shatterpoint
Slow
Stagger
Surge
Swift Flank
Tempered Aggression
Temporal Disarm
Temporal Grip
Temporal Light
Temporal Scream
Temporal Slam
Temporal Storm
Temporal Stun
Temporal Track
Thought Bomb
Time Blast
Time Lightning
Time Shield
Time Thrust
Time Tornado
Tusmrls’s Ferocity (Vornskr’s Ferocity)
Tjeim Deflection (Shien Deflection)
Twin Strike
Unbalancing Block
Unhindered Charge
Valor
Vital Transfer
Wound

And the list of flow regimens available:
Awaken Temporal Sensitivity
Breath Bottle
Eyes of the Now
Quiet the Mind
Shadowfighting
Sparring Practice
Telekinetic Practice
Ti’qam’s First Cadence
Ti’qam’s Second Cadence
Ti’qam’s Third Cadence
Ti’qam’s Fourth Cadence
Ti’qam’s Fifth Cadence

All History is a Moment (General)
Prerequisite:  Temporal Sensitivity
Benefit:  You can spend Time points as a free action, even if it is not your turn.  All other restrictions to Time point use still apply.
Normal:  Unless otherwise specified, you can spend Time points only on your turn, preventing you from enhancing attacks and skill checks made as reactions.

Always Flowing (General)
Benefit:  You gain two more Time points, and you rmaximum number of Time points increases by two.

Center of the Circle (General)
Prerequisite:  Strong Flow
Benefit: When you spend a Time point to adjust the result of an attack roll, skill check, or ability check, you roll 1d8 rather than 1d6.

Circular Certainty (General)
Prerequisite:  Float upon the Sea of Time 8 ranks
Benefit:  When you spend a Time point to adjust the result of an attack roll, skill check, or ability check, roll twice and take the highest die result.

Flow Regimen Mastery
Prerequisites:  Float upon the Sea of Time 1 rank, Temporal Sensitivity
Benefit:  You learn a number of flow regimens equal to 1 + your Wisdom modifier (minimum 1).
Special:  You can take this feat more than once.  Each time you take this feat, you learn a number of additional flow regimens equal to 1 + your Wisdom modifier (minimum 1).  If your Wisdom modifier permanently increases, you immediately gain a number of flow regimens equal to the number of flow regimen mastery feats you have taken.

It Has Already Happened (General)
Prerequisite:  Circular Certainty, Float upon the Sea of Time 15 ranks.
Benefit:  When you spend a Time point to adjust the result of an attack roll, skill check, or ability check, roll three times and take the highest die result.

Skill Training (General)
Benefit:  This functions as Hermean Blood, but can be taken by Haćo at any level.
Normal:  Hermean Blood can only be taken at first level, but by any character.

Strong Flow (General)
Benefit: When you spend a Time point to adjust the result of an attack roll, skill check, or ability check, you roll 1d6 rather than 1d4.

Temporal Sensitivity (General)
Benefit:  At the start of the day, you gain 1 Time point, though throughout the day you can gain Time points up to a maximum of your Wisdom modifier (minimum 1) in either of two ways.  Each time the Time-sensitive confirms a critical hit with a moonbeam blade, she regains 1 Time point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the Time-sensitive’s character level doesn’t restore Time points.  When the Time-sensitive reduces a creature to 0 or fewer hit points with a moonbeam blade attack while in combat, she regains 1 Time point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the Time-sensitive’s character level to 0 or fewer hit points doesn’t restore any Time points.
This allows you to make Float upon the Sea of Time checks and can expend one Time point as a free action to add 1d4 to the result of an attack roll, ability check or any skill check other than Float upon the Sea of Time checks, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use only one Time point per skill check.  You can also spend a Time point to avoid death and fall unconscious instead, or to lower your Fate Score by 1.
In addition, at every odd level, you have the option of selecting a temporal or temporal tradition talent instead of one of the class features you would normally gain (you can sacrifice a level of spellcasting in this way).  You must met the prerequisites of the temporal or temporal tradition talent to select it.
Normal:  You can’t make Float upon the Sea of Time checks or select temporal or temporal tradition talents unless you have this feat.

Temporal Training (General)
Prerequisites:  Float upon the Sea of Time 1 rank, Temporal Sensitivity
Benefit:  You add to your Time power suite a number of Time powers equal to 1 + your Intelligence modifier (minimum 1).  You can add the same power more than once.  When your character uses a Time power, it’s like playing a card and putting it in a discard pile.  The power takes effect, and it’s no longer available to the character . . . at least for a while.  You have different ways to regain spent Time powers so that you can use them again:
--When combat is over and you have a chance to rest for 1 minute, you regain all of your Time powers.
-–If you roll a natural 20 on a Float upon the Sea of Time check to activate a Time power, you regain all spent Time powers at the end of your turn.
--You may spend 1 Time point as a reaction to return a single spent Time power to your active suite of Time powers.
--Some unique abilities allow you to regain spent Time powers in other ways.
Special:  You can take this feat more than once.  Each time you take this feat, you add to your Time suite a number of new Time powers equal to 1 + your Intelligence modifier.  If your Intelligence modifier permanently increases, you immediately gain a number of Time powers equal to the number of Temporal Training feats you have taken.

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