Memory Walk [Fate, mind-affecting]
You torment an enemy causing them to relive their most horrible memories. Time: Standard action. Target: One creature with an Intelligence of 3 or higher within 30 feet of you and in your line of sight.
Make a Float upon the Sea of Time check. The result of the check determines the result, if any.
DC 20: If the target fails a Will save (DC equal to your Float upon the Sea of Time roll), the target takes 2d6 points of Time damage and loses their swift action on their next turn.
DC 25: As DC 20, except the target loses their move action on their next turn.
DC 30: As DC 20, except the target loses their standard action on their next turn.
DC 35: As DC 20, except the target loses their standard and swift actions on their next turn.
Special: You can spend a Time point to increase the damage by +2d6.
You can maintain memory walk from round to round, extending the normal duration. Maintaining the memory walk power is a standard action, and you must make a new Float upon the Sea of Time each round. If you take damage while maintaining memory walk, you must succeed on a Float upon the Sea of Time check (DC = 15 + damage taken) to continue maintaining the power.
Sever Force [Destiny]
You can block another Time-floater’s access to the Flow, preventing them from spending Time points and making it difficult for them to use Time powers. Time: Standard action. Target: One Time-surfing creature with a Fate score of 1 or higher that is within 60 feet and within line of sight.
Make a Float upon the Sea of Time check. If your target fails a Will save (DC = the Float upon the Sea of Time check), the effect (if any) is determined by your check result:
DC 25: The target cannot spend Time points for a number of hours equal to its Fate score.
DC 30: As DC 25, plus the target gains a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks.
DC 35: As DC 25, except the target gains a cumulative –2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks.
Special: This Time power has no effect on targets with a Fate score of 0.
You can spend a Time point to double the duration of the effect.
All Kavvuraz needs now, I think, is equipment, and then they’re done! 3000 gp (equivalent to $600,000-$1,500,000), and they already have a moonbeam blade for free from their class. We are thus covered for melee weapon, and I don’t really see the good refo carrying a missile weapon, so we come to the tricky question of armor. Quissians live in a hot desert, deep in the dunes nomading far from cities. Armor tends to be famously uncomfortable in those situations. After a bit of googling about fabric choices in the dry heat of the desert, I figure that silken ceremonial armor seems the most appropriate for Kavvuraz, but I wanna check the rules for robes and things to see if they obviate the need. That’s when I remember that cloaks of resistance provide bonuses to saving throws, not AC ~ I was thinking of bracers of armor. However, I think I can get better protection from the ceremonial armor than the bracers with the money available. Unenchanted, that’s 30 gp ($6000-$15,000) for a +1 armor bonus and no penalties.
The robe thought, however, pushed me to really consider the idea of a desert Jedi that is core to Kavvuraz ~ both desert and Jedi suggest robes, so I start to wonder if spending a bunch of money on a fancy magic robe for Refoaz might not be appropriate. I set myself the task of paging through the magic robes Pathfinder’s published. Nothing particularly affordable comes up ~ robes and cloaks and things tend toward the mid-range expensive. Only three items interest me that cost less than 3000 gp, and they all violate the general guideline of not spending more than half (hell, more than two-thirds) of your net worth on a single item. I’m okay with that, though, generally speaking ~ breaking that guideline leads to fewer magic items (avoiding the mass-production feel of many D&D games/settings) and to magic items that have more weight on the plot (thus giving them more identity and story than just being, again, mass-produced industrially). My options are: robe of the master of masters (2300 gp = $460,000-$1,150,000), abjuration cloak of the hedge wizard (2500 gp = $500,000-$1,250,000), and cloak of the dark tapestry/of the night sky (same cost as the cloak of the hedge wizard).
The robe of the master of masters is more appropriate to a different sect of Time-floaters, the Shivrad sect that interact with the All of Time by means (and metaphors) of ecstatic dancing ~ so that gives us four major sects that have spread beyond the Hemeya Sea and its broad range of Time religions: the Destiny-focused Haćo, the Fate-focused Tosj, the Alys who submit themselves to the Flow, and the Shivrad who dance with Time. The Alys are most common in Not!Central Asia, Not!India, and Not!Southeast Asia rather than in Scarhas itself, and the Shivrad are focused in Not!Persia, with some members throughout the rest of Scarhas and Not!Central Asia. The Haćo and Tosj have spread across Not!Maghreb and Scarhas, with some found in Not!Central Asia, Not!West Africa, Not!Central Africa, and Prester. The other two are vaguely similar (in that they both actively aid desert survival by means of endure elements), but there’s something more aesthetically pleasing about the cloak of the night sky ~ we’ll just make it Haćo-specific rather than Desna-specific, for obvious reasons. That eats up all but 500 gp ($10,000-$250,000), and the silken armor is another 30 gp ($6000-$15,000) gone into the purses of merchants.
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