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Time Shaman Spirit v1 (SSDK Materials)

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Oct 18th, 2017
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  1. Time (Shaman Spirit)
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  3. A Shaman who selects the Time spirit seems surrounded by a faint hum of eerie sounds, and the contrasts of light appears increased when looking at him. He sometimes appears out of sync with existence, as if the plane he inhabits isn't entirely sure when he is real or not.
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  5. Spirit Magic Spells: Memory Lapse (1st), Ally Across Time (2nd), Threefold Sight (3rd), Threefold Aspect (4th), Permanency (5th), Contingency (6th), Temporal Divergence (7th), Temporal Stasis (8th), Time Stop (9th).
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  7. HEXES
  8. Owed Time - The distorted ticking of clocks can be heard as you attempt to steal a creature's time for yourself. As a standard action, you curse a creature for a number of rounds equal to 1+your CHA modifier (min 1); if it fails its Will save against this hex, for the duration of this hex it is affected as per Slow, and you are affected as per Haste. The duration of this hex can be extended by Chant or Cackle. A creature affected by this hex cannot be affected by it again for 24 hours.
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  10. Time Hop - With a hop, skip and a jump, you stitch together space and time to make yourself appear elsewhere in an instant. As a move action, you can teleport up to 10 feet per shaman level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
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  12. Cast from the Past - You can send your spells a short time into the future, allowing you to set up elaborate masterplans in advance. A number of times per day equal to half your shaman level, you can delay the effect of a spell a number of rounds up to 1 + your Charisma modifier (minimum 1). Instead of taking effect on your turn, they take effect at the start of your turn that number of rounds in the future. Personal and Area spells function normally; a spell that targets a creature (or multiple creatures) is instead of a target designated a targeted square (or several) when you cast it, and upon taking effect it targets any creature in that square. Any decisions you would make about the delayed spell, including attack rolls, designating targets, or determining or shaping an area, are decided when the spell is cast. Any effects resolved by those affected by the spell, including saving throws, are decided when the delay period ends. A delayed spell cannot be detected or dispelled during the delay. At 11th level, you may spend 2 uses of this ability to send a spell a number of minutes into the future up to half your shaman level.
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  14. Rewrite - You can take possession of the strands of time of your fallen foes, and rearrange their last moments to suit your needs. A number of times per day equal to 3 + your Charisma modifier, you can rewrite the last moments of a creature you have killed, undoing any effects they have created in their final turns before dying. You can undo a number of turns equal to half your shaman level. At 7th level, you can as a swift action spend a use of this ability to attempt to write a creature out of history as you attempt to strike it down, dealing extra damage equal to your Shaman level; if the target is killed, this ability functions as normal, otherwise it has no further effect. If you are at least 13th level, you can spend 3 uses of this ability at once; this increases the bonus damage to 2 per shaman level, and doubles the amount of rounds rewritten if the target is killed.
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  16. Time Flicker - As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per shaman level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time you activate this ability, you can treat it as the blink spell, though each round spent this way counts as 1 minute of your normal time flicker duration.
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  19. Spirit Animal: The shaman's spirit animal is eerily quiet and moves with an uncanny mix of jankiness and perfect fluidity; its eyes are always moving, with pupils shaped like flowing hourglasses or irises like ticking clocks. It gains the ability to reroll (and take the second result even if it's worse) a skill check, ability check, saving throw or attack roll once per day, plus one additional time per day for every 4 shaman levels you possess.
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  22. Spirit Ability: Aging Touch - The world withers away and grinds to a halt at your touch. In place of a normal attack, the shaman can make a melee touch attack that deals 1 point of Strength damage per 2 Shaman levels you possess, or 1d6 points of damage per shaman level against objects or constructs; you can use this ability a number of times per day equal to 3 + her Charisma modifier. If used against an object in another creature's possession, treat this attack as a sunder combat maneuver. At 11th level, you can treat any weapon you wield as a Leagbreaker weapon, even if it is not a bludgeoning melee weapon.
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  24. Greater Spirit Ability: The World - Everything becomes silent as you step out of time itself. For a number of rounds per day equal to half your Shaman level, you can stop time; activating this ability is a standard action, and it functions like Time Stop, with the following exceptions. These rounds need not be spent consecutively. Time is only stopped for you and objects in your possession; the moment an object leaves your possession it hangs frozen in the air until the flow of time resumes. If you make an attack or cast a spell or spell-like ability, the time stop ends as you resolve the attack or casting, resuming the normal flow of time; opponents are considered flat-footed against an attack made out of a Time Stop.
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  26. True Spirit Ability: Time Paradox - Twisting time to your own benefit, you force your foes to bear the brunt of an attack that hasn't even happened yet. As a swift or immediate action upon hitting an enemy with an attack or spell, you can force him to make an additional Will save; if he fails, at the start of his next turn he is struck by a non-harmless spell, spell-like ability or supernatural ability you can cast and have available or prepared (as long as it has a casting time of no longer than 1 standard action). If the effect produced by the spell has an area of effect, it occurs normally but centered on your target; if it normally affects multiple targets, it only affects the target of this ability. After the spell cast from this ability activates, within a number of minutes equal to your shaman level you must spend a standard action to cast the spell you sent into the past, spending it as well as a random prepared spell of equal or lower level, just as if you had cast the spell normally (but producing no effects in your current time). If you fail to do this before the time is up, you are instead hit with the spell yourself (as if you were the target of this ability), and you lose the spell. You can use this ability a number of times per day equal to 1 + your Charisma bonus.
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  28. Manifestation: Upon reaching 20th level, you become a true master of time and stop aging. You cannot be magically aged and no longer take penalties to your ability scores for aging. Age bonuses still accrue, and any aging penalties that you have already accrued remain in place. You cannot die of old age, but you can be killed or die through accident, disease, poison, or other external effects. In addition, you can cast time stop once per day as a spell-like ability.
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