Standard action, lasts for one round per level. Once per encounter, cast either Haste or Slow on a number of allies or enemies equal to her level, and a number of times equal to her level per day can cast it on herself. Likewise, enemies rolling initiative within 20ft suffer a -1 penalty. Standard action, lasts for one round per level.ĭuring combat, all allies who roll initiative within 20ft of an Heir of time gain a +1 Bonus to initiative. Time players gain a +2 bonus to Sense Motive and Knowledge (History) checks and these are always class skills for a time player.Īll time players gain access to time travel, and are responsible for maintaining the timeline.Ī number of times equal to her level per encounter, a Witch of Time can cast either Haste or Slow on them selves, and once a day she can cast it on a number of allies or enemies equal to her level. The conceptual understanding of Time as the future allows Time players to discern whether a specific action is likely to give good or bad results. This manifests in an optional plus or minus 1 to an initiative roll. Heroes of Time, however, use Time to their advantage, either moving backwards to change past events, slowing the conveyer belt to give their allies more Time, or simply understanding the exact nature of Time and how best to use it.Īll Time players, at first level, have an innate but rudimentary understanding that patience and acting at the right time are important. A constantly moving conveyer belt, Time drags and pulls people towards their inevitable fate.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |