Inversion, Something for the future
Frank
Posted: May 16 2009, 12:19 AM


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Alright, so I've been building a world for a while and one of the features of this world is Inversion, explained below. The world is Varana, so don't be thrown off by references to it. If you have any criticisms or ideas I'd be pleased to hear them. Things are probably on the powerful side, so don't be surprised. The balance needs to be close but not perfect, it will be playtested in the future game, and perfected there, hopefully. So... here it is:

Inversion abilities and magic:
Inversion is something that grew in the humans of Varana. They can naturally utilize the abilities of Inversion, with training. Other races can learn, and develop nearly identical abilities, however humans will always be the masters. Inversion however is the catch-all term. Inversion is the manipulation of spacetime in unique ways, sometimes folding, sometimes punching a hole. Each person who practices Inversion sees it in a unique manner, none describing it the same. Many attribute Inversion to the nature of the universe, and the gods, each person being a tiny god, and able to reshape existence. Others would call Inversion a belief that allows one to overcome the false existence that is this life. More theories exist, though these figure most prominently. In any case Inversion has shaped the face of Varana.

Inversion Mage

In Varana magic developed very secretive and many techniques were invented by mavericks who figured out how to invert their spells. Inverting a spell makes it nearly undetectable to the untrained and the Inversion mage starts out learning that, but there is more to inversion than the initial step. The Inversion mage realizes this, and learns to do more.

Prerequisites: Ability to cast 3rd level arcane spells
Special: Must be trained by another Inversion mage.

Class progression:
BAB Half
D4 Hit dice.
Spellcasting
1. Inversion 1 +1 Level
2. Skill Focus (Spellcraft)
3. Inversion 2 +1 Level
4. Skill Focus (Knowledge (Arcana))
5. Inversion 3 +1 Level

Class Abilities:
Invert Spell 1: You find it possible to hide your spells. You may cast a spell inverted, raising the spell level slot by 2, but requiring no extra time to cast. Any spell so inverted gives no visual cues, except when they must, i.e. creation spell, and is not detected by Detect Magic or similar spells (except Detect Inversion). Casting an inverted spell raises the DC to identify the spell with Spellcraft by 10. Additionally any spell Inverted so gains a +2 on the save DC.

Skill Focus (Spellcraft): Deep Study in magic's intricacies allows you to recognize spells and their effects. You gain Skill Focus (Spellcraft) as a bonus feat.

Invert Spell 2: Through probing the mysteries of inversion you've learned how to bypass normal forms of energy. You can invert any spell that deals energy damage to deal half untyped damage. This raises the spell level slot by 2.

Skill Focus (Knowledge (Arcana)): Intense study of magic has led you to understand greater things about magic in general. You gain Skill Focus (Knowledge (Arcana))

Invert Spell 3: The third tier of inversion allows what seems impossible. You can bypass anti-magic fields and spell resistance. By raising a spell's level by 4 it will bypass spell resistance equal to your caster level and is able to be cast in an anti-magic field, if your caster level is higher than the fields.
Example: Bob 15th level wizard casts an inverted fireball on the White Dragon, it requires a 7th level slot and bypasses 15 of the 30 points of spell resistance the dragon has. Bob must now roll 15 on his caster level check to beat the dragon's spell resistance. Since the minimum he can hit is 15 he automatically bypasses the dragon's spell resistance.


New spells.

Detect Inversion
Divination
Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You can see and identify inverted spells as normal. While active Detect Inversion allows the caster to identify Inverted Spells at the normal DC, and make saves against them at the normal DC.

Revert
Universal
Divination
Level: Clr 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 immediate action
Range: 10 feet/caster level
Target: One Spell being cast.
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
You can undo an inversion by an inversion mage. Make a caster level check versus the spell's caster level. If you win the spell is reverted and loses any benefits of Inversion. The spell still takes a higher level slot.


Inversion Master
Prerequisitess: Character level 10 or higher
5 levels Inversion Mage
Or, 2 or more Inversion feats;
Taught by another Inversion Master


An Inversion Master is the next stage of development for inversion mages, or those otherwise versed in inversion powers. They have taken inversion beyond their spells, and can bypass magic to warp time and space to the highest degree.

HD: d8
BAB: Moderate
Saves: Fort poor; Reflex poor; Will good

1:
2: Time Inversion Lesser 1/encounter
3:
4:
5: Spatial Inversion 1
6: Time Inversion Lesser 2/encounter
7: Inversion Field
8:
9: Time Inversion Greater
10: Spatial Inversion 2, Time Inversion Lesser 3/encounter

Spatial Inversion 1: The Inversion Master has learned to invert space. As a standard action he may invert space around him such that he gains a 20% miss chance that cannot be overcome by true seeing or a similar effect. This can be maintained as a move action.

Spatial Inversion 2: Increase to 50%. Maintaining is a standard action.

Time Inversion Lesser: The Inversion Master may warp time momentarily, and may re-roll 1 attack roll, saving throw, or ability check as a swift action. This can by used 1/encounter. At 6th level the Inversion Master may do this 2/encounter, and at 10th level he may do it 3/encounter.

Time Inversion Greater: The Inversion Master can wrap time around himself and others like a cloak, and allow himself to slip between the seams. He may travel backward in time. Warping time in this fashion takes 1 day, and the Inversion Master may travel to any previous time he wishes. However he may only warp time like this for 10 minutes. The Edict of Time does apply.

Inversion Field: The Inversion Master literally flips the nature of reality in a localized area (20 foot radius). Any creatures in this area take damage from the alien nature of the existence. They take 1d6/class level in damage, Fortitude half (DC equal to 10+class level+wisdom modifier). This can be activated as a standard action, and can be maintained as a standard action.

Inversion feats: All inversion feats are (EX) abilities. These feats are available only to Humans trained by someone with knowledge in Inversion.

Sense Inversion
You've learned to recognize inverted magic's movements
Benefit: You get a +2 on saves versus inverted spells

Revert
Prerequisites: Feel inversion
You can revert and break inverted spells targeted against you.
Benefit: When subjected to an inverted spell with a duration longer than instantaneous you may take a full-round action to dispel the spell. You make a character level check as your caster level, plus your wisdom bonus.

Detect Inversion
Prerequisites: Feel Inversion
You are attuned to magic and inversion to a greater extent.
Benefit: You gain a +4 on saves against inverted spells.

Inversion Terror
Prerequisites: Mage Hunter, Feel Inversion
You have learned to fight against those who invert their spells.
Benefit: When engaged in melee with an inversion character (that is one with an inversion feat or ability), they lose the benefit of any inversion feats or abilities they have.

Inversion Blade
Prerequisites: Wis 14+
You have learned to Invert a fold of space, creating a blade.
Benefit: You can create a blade that does 1d6 damage, it is not modified by your strength, though the blade bypasses damage reduction less than 10. The blade may be activated as a standard action and wielded like any other weapon, it cannot be thrown, disarmed, or sundered. Any feats that apply to a shortsword apply to an Inversion Blade.

Swift Blade
You can fold space to create a blade in an instant.
Prerequisites: Inversion Blade, Quick Draw
Benefit: You can activate your Inversion Blade as a swift action.

Greater Inversion Blade
You have mastered Inversion Blades, and learned how to create a deadlier one.
Prerequisites: Inversion Blade, Wisdom 14+, Character Level 9
Benefit: Your Inversion Blade's damage increases to 1d8 and bypasses 10 points of damage reduction.

Dual Inversion Blades
You can create a second fold in reality.
Prerequisites: Inversion Blade, Wisdom 14+, Character Level 3, Two-Weapon Fighting
Benefit: You can create a second Inversion Blade. This functions identically to the original and is modified by any other feats that modify an Inversion Blade. You can activate both Inversion Blades as a standard action.

Throw Inversion Blade
Prerequisites: Inversion Blade, Wisdom 14+, Swift Blade
You can "throw" your Inversion Blade, though in reality you are creating a continious Inversion.
Benefit: You can throw your Inversion Blade as a ranged weapon with a range of 30 feet. You can throw your Inversion Blade as many times as you have attacks.

Inversion Sight
Prerequisites: Wis 12+
You can Manipulate time and see a moment into the future.
Benefit: Once per encounter you may declare you are using this feat to gain a +2 unnamed bonus on an attack roll, skill check, ability check, or saving throw. This check must be made before the end of your next turn. This takes no action in and of itself.

Reversion
Prerequisites: 4 or more Inversion Feats, Wisdom 14+, Age Category: Middle Age or higher
You can revert your body back to its prime, temporarily.
Benefit: You gain a bonus in you physical stats equal to those you have taken from your age category. This bonus is untyped and lasts for 1 minute/character level.


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Levistus
Posted: May 16 2009, 02:43 AM


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Everything is looking pretty good, but like all rough drafts, here come some critiques and suggestions (I'm sure some of these you probably already thought of, but their may be some you haven't so I just went through everything).


QUOTE
Class progression:
BAB Half
D4 Hit dice.
Spellcasting
1. Inversion 1 +1 Level
2. Skill Focus (Spellcraft)
3. Inversion 2 +1 Level
4. Skill Focus (Knowledge (Arcana))
5. Inversion 3 +1 Level


Full progression in spellcasting? The abilities are similar to Incantatrix, so full progression would seem appropriate (or if you think it's a little on the powerful side, I'd go no less than 4 out of the 5 levels of progression).

And we need saves (I'm guessing it's Fort and Ref poor with good Will).

QUOTE
HD: d8
BAB: Moderate
Saves: Fort poor; Reflex poor; Will good

1:
2: Time Inversion Lesser 1/encounter
3:
4:
5: Spatial Inversion 1
6: Time Inversion Lesser 2/encounter
7: Inversion Field
8:
9: Time Inversion Greater
10: Spatial Inversion 2, Time Inversion Lesser 3/encounter



I would suggest that Time Inversion be under levels 1/5/9 and put Time Inversion Greater in 10 (it's definitely the most powerful ability, therefore should be at the highest), and finally Spatial Inversion 1 a 4th and 2 at 8th.


QUOTE
Spatial Inversion 1: The Inversion Master has learned to invert space. As a standard action he may invert space around him such that he gains a 20% miss chance that cannot be overcome by true seeing or a similar effect. This can be maintained as a move action.

Spatial Inversion 2: Increase to 50%. Maintaining is a standard action.


Needs a duration if not maintained, or a side note that it dissipates.

Also needs an (su) next to it.

QUOTE
Inversion Field: The Inversion Master literally flips the nature of reality in a localized area (20 foot radius). Any creatures in this area take damage from the alien nature of the existence. They take 1d6/class level in damage, Fortitude half (DC equal to 10+class level+wisdom modifier). This can be activated as a standard action, and can be maintained as a standard action.


I would increase the maintain requirement to full round. We have fortitude half (as opposed to reflex), no spell slot requirement and a moderate saving throw, the power of that needs to be toned down a bit.

There also needs to be a range on this ability, I would recommend close or centered on you.

QUOTE
Inversion Blade
Prerequisites: Wis 14+
You have learned to Invert a fold of space, creating a blade.
Benefit: You can create a blade that does 1d6 damage, it is not modified by your strength, though the blade bypasses damage reduction less than 10. The blade may be activated as a standard action and wielded like any other weapon, it cannot be thrown, disarmed, or sundered. Any feats that apply to a shortsword apply to an Inversion Blade.



This is a continuity error because there are feats based on strength that conflict with the idea of this blade, Power Attack being one of them. Power Attack is simply less accuracy/more brute force, which despite the technical rules of power attack is still about the strength of the attack and not the skill.

There is also the problem that if it cannot be disarmed or sundered then it is ethereal, if it was just the sundered you could justify it as super strong material stronger than adamantium this isn't the case. I don't have a suggestion for this one, I can only list some problems that might occur.

QUOTE
Greater Inversion Blade
You have mastered Inversion Blades, and learned how to create a deadlier one.
Prerequisites: Inversion Blade, Wisdom 14+, Character Level 9
Benefit: Your Inversion Blade's damage increases to 1d8 and bypasses 10 points of damage reduction.


For balance purposes, I would say increase the wisdom requirement to 16 and lower the character level requirement to 6. The main reason is because this blade is not more powerful than the feat improved critical, nor great cleave or whirlwind attack. It's only slightly less powerful and should have requirements that reflect so.

Oh, and as for "bypasses 10 points of damage reduction," is that supposed to be ten more points?

QUOTE
Inversion Sight
Prerequisites: Wis 12+
You can Manipulate time and see a moment into the future.
Benefit: Once per encounter you may declare you are using this feat to gain a +2 unnamed bonus on an attack roll, skill check, ability check, or saving throw. This check must be made before the end of your next turn. This takes no action in and of itself.


I would change "Unnamed bonus" to insight. There is a reason for the bonus, it's similar to moment of prescience.

QUOTE
Reversion
Prerequisites: 4 or more Inversion Feats, Wisdom 14+, Age Category: Middle Age or higher
You can revert your body back to its prime, temporarily.
Benefit: You gain a bonus in you physical stats equal to those you have taken from your age category. This bonus is untyped and lasts for 1 minute/character level.


How many times per day can you use it and how long does it take to use it. Considering how little this situation might come up, I would say it should have a casting time of 1 minute and can be used once per day per character level.


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Frank
Posted: May 16 2009, 01:14 PM


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QUOTE (Levistus @ May 15 2009, 10:43 PM)
Everything is looking pretty good, but like all rough drafts, here come some critiques and suggestions (I'm sure some of these you probably already thought of, but their may be some you haven't so I just went through everything).


Of course.
QUOTE (Levistus @ May 15 2009, 10:43 PM)

QUOTE
Class progression:
BAB Half
D4 Hit dice.
Spellcasting
1. Inversion 1 +1 Level
2. Skill Focus (Spellcraft)
3. Inversion 2 +1 Level
4. Skill Focus (Knowledge (Arcana))
5. Inversion 3 +1 Level


Full progression in spellcasting? The abilities are similar to Incantatrix, so full progression would seem appropriate (or if you think it's a little on the powerful side, I'd go no less than 4 out of the 5 levels of progression).

And we need saves (I'm guessing it's Fort and Ref poor with good Will).


I was trying to avoid making it too powerful. But 4/5 spellcasting with a loss at first would be fine with me. And I did forget the saves.

QUOTE (Levistus @ May 15 2009, 10:43 PM)

QUOTE
HD: d8
BAB: Moderate
Saves: Fort poor; Reflex poor; Will good

1:
2: Time Inversion Lesser 1/encounter
3:
4:
5: Spatial Inversion 1
6: Time Inversion Lesser 2/encounter
7: Inversion Field
8:
9: Time Inversion Greater
10: Spatial Inversion 2, Time Inversion Lesser 3/encounter



I would suggest that Time Inversion be under levels 1/5/9 and put Time Inversion Greater in 10 (it's definitely the most powerful ability, therefore should be at the highest), and finally Spatial Inversion 1 a 4th and 2 at 8th.


Placement was off the cuff, I'll take it into consideration.

QUOTE (Levistus @ May 15 2009, 10:43 PM)

QUOTE
Spatial Inversion 1: The Inversion Master has learned to invert space. As a standard action he may invert space around him such that he gains a 20% miss chance that cannot be overcome by true seeing or a similar effect. This can be maintained as a move action.

Spatial Inversion 2: Increase to 50%. Maintaining is a standard action.


Needs a duration if not maintained, or a side note that it dissipates.

Also needs an (su) next to it.


Bad language on my part, I'll clear that up. It only lasts while maintained. And Inversion stuff is Ex for flavor reasons. That's part of the reason why it is going to be hard to balance.

QUOTE (Levistus @ May 15 2009, 10:43 PM)

QUOTE
Inversion Field: The Inversion Master literally flips the nature of reality in a localized area (20 foot radius). Any creatures in this area take damage from the alien nature of the existence. They take 1d6/class level in damage, Fortitude half (DC equal to 10+class level+wisdom modifier). This can be activated as a standard action, and can be maintained as a standard action.


I would increase the maintain requirement to full round. We have fortitude half (as opposed to reflex), no spell slot requirement and a moderate saving throw, the power of that needs to be toned down a bit.

There also needs to be a range on this ability, I would recommend close or centered on you.


Once again, bad language. I should have "20 foot radius centered on you." Full-round is reasonable.

QUOTE (Levistus @ May 15 2009, 10:43 PM)

QUOTE
Inversion Blade
Prerequisites: Wis 14+
You have learned to Invert a fold of space, creating a blade.
Benefit: You can create a blade that does 1d6 damage, it is not modified by your strength, though the blade bypasses damage reduction less than 10. The blade may be activated as a standard action and wielded like any other weapon, it cannot be thrown, disarmed, or sundered. Any feats that apply to a shortsword apply to an Inversion Blade.



This is a continuity error because there are feats based on strength that conflict with the idea of this blade, Power Attack being one of them. Power Attack is simply less accuracy/more brute force, which despite the technical rules of power attack is still about the strength of the attack and not the skill.

There is also the problem that if it cannot be disarmed or sundered then it is ethereal, if it was just the sundered you could justify it as super strong material stronger than adamantium this isn't the case. I don't have a suggestion for this one, I can only list some problems that might occur.


You won't get any benefit from Power Attack with Inversion Blade, because Power Attack has no effect on Shortswords. "You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks)".

And I was having trouble figuring out how to represent it. Its a fold of space that you can wield, can't break space, your mind is creating it, hard to just let go. I might take out no disarm, just say its breaking concentration. The sunder one I'm having trouble with...


QUOTE (Levistus @ May 15 2009, 10:43 PM)

QUOTE
Greater Inversion Blade
You have mastered Inversion Blades, and learned how to create a deadlier one.
Prerequisites: Inversion Blade, Wisdom 14+, Character Level 9
Benefit: Your Inversion Blade's damage increases to 1d8 and bypasses 10 points of damage reduction.


For balance purposes, I would say increase the wisdom requirement to 16 and lower the character level requirement to 6. The main reason is because this blade is not more powerful than the feat improved critical, nor great cleave or whirlwind attack. It's only slightly less powerful and should have requirements that reflect so.

Oh, and as for "bypasses 10 points of damage reduction," is that supposed to be ten more points?


I wanted to have this be a higher level ability, but there's only so much I wanted to put in it. I don't want it as a 6th level feat, I think it should be more powerful than that. Not to mention I don't want people using their Inversion Blades as primary weapons, I'm not just adding a different flavor soulknife to the mix. It should be a nice backup weapon.

Good catch. I thought I had Inversion Blade set at 5, I guess not. That will be corrected next chance.
QUOTE (Levistus @ May 15 2009, 10:43 PM)

QUOTE
Inversion Sight
Prerequisites: Wis 12+
You can Manipulate time and see a moment into the future.
Benefit: Once per encounter you may declare you are using this feat to gain a +2 unnamed bonus on an attack roll, skill check, ability check, or saving throw. This check must be made before the end of your next turn. This takes no action in and of itself.


I would change "Unnamed bonus" to insight. There is a reason for the bonus, it's similar to moment of prescience.


I wanted to have it be untyped for 2 reasons. 1) Inversion isn't magic, so named bonuses aren't quite applicable. 2) To justify why this is a 1/encounter ability, though I may want to lower the bonus to 1 now.

QUOTE (Levistus @ May 15 2009, 10:43 PM)

QUOTE
Reversion
Prerequisites: 4 or more Inversion Feats, Wisdom 14+, Age Category: Middle Age or higher
You can revert your body back to its prime, temporarily.
Benefit: You gain a bonus in you physical stats equal to those you have taken from your age category. This bonus is untyped and lasts for 1 minute/character level.


How many times per day can you use it and how long does it take to use it. Considering how little this situation might come up, I would say it should have a casting time of 1 minute and can be used once per day per character level.


Last feat I created, bound to have more errors. Mostly this feat is just for NPCs, though characters can benefit. Its a 1/day and I like it as a full round action, makes it more dramatic.

Thanks for the feedback. I have to work soon, so I'll get around to editing the actual text later tonight.


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Levistus
Posted: May 21 2009, 06:17 AM


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Damn....after thinking about it for a while, for some reason all I can think of is Kuhabara from Yu Yu Hakusho.

As a parody of Soulknife, a class based on space time and the use of a blade would be pretty bitchin at this point.


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Levistus
Posted: Aug 6 2009, 08:14 PM


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Like your ideas, these ones I'm suggesting are rough drafts and in no way ready to be used in everyday gaming (I don't know if they're quite balanced).

I had trouble with the wording considering the idea, so any ideas on how to re-word it would help.

---------

Metamagic Feats-

Invert Spell-
You invert and alter the course of an area effect spell. When using this feat, you can choose to alter the course to expand outwards or contract inwards (these are chosen at the time of casting and do not need to be prepared ahead of time like the metamagic feats themselves). With either option, the opposite area of the spell is weakened whereas the focused area is strengthened. For example, if you cast an inverted fireball, and choose for it to expand outward, it will do more damage towards the edge and less damage in the center.

Any area effect spell can be modified. The effects are as follows-

Expand-
Center Area: -2 to the DC and/or -1 to the result of each die roll.
Middle Area: As normal
Outer Edge: +2 to the DC and/or +1 to the result of each die roll.

Contract-
Center Area: +2 to the DC and/or +1 to the result of each die roll.
Middle Area: As normal
Outer Edge: -2 to the DC and/or -1 to the result of each die roll.

This increases the spells level by 1.

Polarize Spell-
This feat splits the spells area effect into two smaller versions of the area effect 1/2 the normal size of the regular spells area, and the extra area effect is sent directly opposite of the first targeted area effect.

For example, if you cast a fireball and send it 50 feet in front of you with this feat, the fireball will be a 10 foot radius rather than a 20 foot radius and another 10 foot radius fireball will be sent 50 feet behind you.

For the purposes of what is considered "Opposite," both of the altered area effect spells and you must form a straight line in position.

This increases the spells level by 1.


Improved Polarized Spell-
Requisites: Polarized Spell, Any other Metamagic Feat

You can choose to use this with the polarize spell feat (But are still required to prepare it ahead of time) and can send two more equally sized area effects in a perpendicular direction, forming a perfect square.

For example, a fireball sent 50 feet forward will have a radius of 10 feet. With this, there will be one sent 50 feet backwards, 50 feet to your left, and 50 feet to your right.

This increases the spells level by an additional 1 from the Polarize spell feat (totalling 2).


Greater Polarized Spell-
Requisites: Polarized Spell, Improved Polarized spell, Widen Spell

By using a mesh of the two other polarized spell feats and widen spell, you can now retain the original area effect of the spell, rather than reducing it by half.

If using only the original polarized spell feat, this modifies the spells level as if it were two more higher, totaling three spell levels higher.
If using the improved version, this modifies the spells level as if it were three more higher totaling five levels higher.


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Levistus
Posted: Aug 9 2009, 12:02 AM


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Another idea, a monster this time.

Since I tend to use a lot of overpowered stuff, I made this one the "Big baddy" of them all and didn't hide the fact that they were strong, hence the CR 23. A party with an average level of 21-24 would likely be able to deal with these kinds of abilities.

Anyways...I hope you like it-



Epoch Eidolon-
Size/Type: Huge Outsider (Chaotic, Extraplanar)

Hit Dice: 20d8+240 (330 hp)

Initiative: +16

Speed: fly 100 ft. (Perfect)

Armor Class: 35 (-2 size, +12 Dex, +15 natural), touch 20, flat-footed 23

Base Attack/Grapple: +20/+40

Attack: Stalk +30 (2D8+12 plus Withering Touch)

Full Attack: Four Stalks +30 (2D8+12 plus Withering Touch)

Space/Reach: 15 ft./15 ft.

Special Attacks: Age/Regress, Spell Like Abilities, Time Hop, Withering Touch

Special Qualities: Ageless, Damage reduction 10/Law and Cold Iron, darkvision 60 ft., Fast Healing 20, immunity to Sonic, Inversion; Omniglot, Time Hop Paradox, Resistance to acid 10, cold 10 and fire 10, spell resistance 25, telepathy 100 ft., Ubiquitous true seeing

Saves: Fort +24, Ref +24, Will +24

Abilities: Str 35, Dex 35, Con 35, Int 35, Wis 35, Cha 35

Skills: Bluff +35, Concentration +35, Diplomacy +39, Disguise +12 (+14 acting), Hide +31, Intimidate +37, Knowledge Planes +35, Knowledge Arcana +35, Listen +53, Move Silently +35, Search +45, Sense Motive +35, Spellcraft +35 (+37 scrolls), Spot +53, Survival +12 (+14 following tracks), Use Magic Device +35 (+37 scrolls)

Feats: Improved Initiative, Great Fortitude, Iron Will, Lightning Reflexes, Quicken Spell Like Ability (Contingency), Inversion Sight, Ability Focus Age/Regress

Environment: The Astral Plane

Organization: Solitary

Challenge Rating: 23

Treasure: No coins; Double goods; Double items

Alignment: Always chaotic neutral

Advancement: 21-30 HD (Huge); 31-60 HD (Gargantuan)

Level Adjustment: —


This creature resembles a rather large ooze with four large stalks sticking out of its backside. It's gaping maw and seething eye make it seem all the more menacing. The space around it seems to be disappearing as he moves, as if it were ceasing to exist.

Combat-

Epoch Eidolons prefer avoiding direct combat and fighting from a distance; their time manipulation abilities are usually enough to annihilate most foes, however if faced with an opponent up close it will use its withering touch ability to drain their opponents of their lives.

Stalks- An opponent can choose to attack the stalks rather than the base of the creature. Each stalk represents approximately 10% of the creatures maximum hit points, and once dropped to 0 lose their functions entirely.

Age/Regress (SU)- The Epoch Eidolon can age or regress any single creature within 60 ft. as a standard action. A creature targeted by this ability must make a will save DC 34 or begin to age or regress extremely rapidly, at approximately one year older or younger per minute. Only a Mordenkainen's (Mage's) Disjunction can break this effect however the aging is permanent even if the spell succeeds. Creatures immune to inversion magic are immune to this effect. The Save DC is Charisma based.

Spell Like Abilities (SU)-
At Will: Animate Objects, Antilife Shell, Circle of Death, Undeath to Death, Contingiency, Disentegrate (DC 28), Greater Teleport (Self and 1,000lbs. of equipment), Delayed Blast Fireball (DC 29)
3/day: Dimensional Lock, Greater Spell Immunity, Temporal Stasis (DC 30)
1/day: Clone, Gate, Time Stop
CL 20th, Save DC's are Charisma based

Time Hop (SU)-
The Epoch Eidolon can hop up to ten minutes forward or backwards in time. If it hops backwards, it encounters itself and becomes a paradox. However many rounds or minutes it hopped backwards is how long it has to remain alive. After it dies, a sphere of annihilation is born in its place, sucking all matter into it and destroying anything it touches. Eidolons know this is what happens and thus rarely choose to use this ability, but they will if absolutely necessary. This ability can be used once per hour.

Withering Touch (SU)- Two of the stalks on the Eidolon have the ability to damage muscles. The other two have the ability to damage organs. Anyone struck by the stalks will take either 1 point of strength damage per hit or 1 point of constitution damage per hit. This damage lasts for 24 hours or until healed, and it is cumulative throughout multiple attacks.

Ageless (EX)- Because of the unique physical nature of an Eidolon's body, they do not stand the test of time and do not die of natural causes. They are immune to all natural poisons and diseases because of this. They do still have the ability to die from massive injuries however.

Omniglot (EX)- Due to a massively superior intellect, Eidolons have the ability to communicate with any creature. If they come across a language they have not encountered, it merely takes them two rounds to learn it as a whole.

Ubiquitous True Seeing (SU)- An Eidolon's eye can actually maneuver itself quite rapidly anywhere on its body, and has the power to see and sense through illusions. They are under a constantly effective True Seeing spell and have all around vision, making them immune to flanking effects of any kind. They aso have a +10 to Listen, Spot and Search checks. However, because they do not have the ability to blink or shield their eyes in any way, they take a -10 to saving throws against all gaze attacks.


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