Showing posts with label divine. Show all posts
Showing posts with label divine. Show all posts

Monday, 6 February 2012

How To: Class making


With the 3rd party folder open and accepting on the Dropbox, it leaves room for imaginative people to create their own classes. The following is a handy how-to for those who want to take a crack at doing it themselves, the lessons and ideas here can be transferred to other tabletop games, in addition to Providence.


The Concept
            The idea that sprang about your mind, the really cool thing you saw at the cinema, or something you’ve wanted to be since childhood. The concept of your class needs to be clear enough so people can get an immediate feel of what it does. A Fighter, for example, fights. Be sure to avoid stepping on the toes of other classes. As such, do not copy powers or class features, and if they perform the same role as another class, demonstrate how it performs the role in a different manner.


The Role
            Each class must fulfil a specific role to define its play style, and is usually decided by the Concept. Still, be sure to allocate a specific purpose for the class. Don’t be afraid to play around with the roles, and feel free to think of a combination of roles that might not be present in existing classes. Fighters, for example, are Tanks that can be tooled to become Damage Dealers by using Dominate the Field to gain bonus attacks. Paladins are also Tanks, but can be made into righteous slayers or armoured priests.

            Tanks soak damage, and generally have high hit points and a method of increasing their defences. The penalty for this is usually damage dealing potential or their skills. Tanks require a power or class ability, nicknamed the Tanking Engine, which inflicts the Marked condition on enemies, and punishes those enemies for deviating from them. Be sure to consider the potential pros and cons of your engine; Fighters can easily Mark many enemies in their vicinity, but without appropriate feats, they can only react to a few of them, and cannot react at all at a distance. Paladins can Mark anything they can see, and potentially inflict large amounts of damage even at range, but they can only Mark one enemy,

            Damage Dealers, or DDs/DPS, inflict large amounts of damage to enemies. They tend to be very dedicated in their role, and often do not deviate from the path of attack and damage. Grant powers and class features that single out targets, or offer bonuses to attacks in specific conditions or provide crippling disadvantages.
The fallout of this tends to be a weakness that can be exploited by a savvy GM. Barbarians, for example, are designed to deal the most damage in Providence. Their weaknesses are a fairly low AC, and their Rage power prevents all kind of clever thinking. Although this is offset somewhat by a massive pool of Hit Points, a GM can lead a Barbarian player into a mid-combat trap, or trick him into charging allies.
Rogue is another example, although it straddles the Damage Dealer and Toolbox roles. Rogues have very limited damage potential, as they do not have access to a great number of large weapons. However, their Sneak Attack class feature does spectacular damage to compensate. There is a drawback, however, as Rogues can only inflict this damage against opponents who grant Combat Advantage, thus limiting their effectiveness.

Toolbox characters perform acts that other characters generally can’t. This often includes a large skill list and a large pool of skill points, as well as other powers that twist the natural workings of the game. Toolboxes are often combined with other roles to a greater or lesser extent, so be sure to include a method through which their utility powers effect the outcome of a battle. Many Toolboxes are more frail in combat than other classes, and have very few methods of making themselves tougher.
Rogues are a skill based Toolbox, potentially having the most skill points available to a single class. Combined with their Rogue Talents class feature, they can trick, convince or mislead enemies into odd positions, and capitalise on their weakness with their Sneak Attack feature.
Totemics have the power to transform into animals. Their unique forms are their greatest strength, for who better to infiltrate the castle than a rat, or to search for sunken treasure than a shark? Totemics are not frail in direct combat either, but can be at a loss if they do not possess an appropriate form for a task.

Support characters are used best with allies, and are generally very weak on their own. In exchange for other essential scores, Support characters grant impressive bonuses to their allies, and sometimes ail their enemies. Think of a system through which the class can grant bonuses, and consider putting a limit on the usage of such powers if they are powerful enough.
Bards are the king of Support classes. Although they are part-way Healer and Toolbox as well, their song can grant fantastic improvements to their allies’ fighting power, potentially making an impossible encounter conquerable. However, Bards are also frail, and must stay close to danger in order to grant their bonuses.
Faustians do not aid their allies at all, instead choosing to cripple their enemies with powerful curses and irresistible hexes, while their Familiar transforms into a mighty beast that can fill any potential role in the party. Still, Faustians have no real fighting power on their own, low health and low defences. Coupled with their sacrificial Manifestations, they are easily singled out and destroyed.

Healers have the power to aid failing allies, often restoring Hit Points, granting Temporary Hit Points and allowing Saving Throws. All Healing classes have a Healing power, nickname the Main Heal. Main Heal powers are all minor actions with a Range of 5, restore one Healing Surge, can be used at least once per encounter to a maximum of three times, and has an additional effect. Be sure to differentiate yours from the rest with different effects. Healing Word, for example, restores an additional 1d6 Hit Points that scale with level, whereas a Bard’s Majestic Word restores an additional number of Points equal to their CHR modifier.
The style of healing is also a factor for the creation of healing classes. Clerics and other Divine classes must be adjacent to allies in order to heal them, whereas Druids can heal with ranged Primal spells, but the healing is slow, and takes time.


The Power Source
            This is where your class gains its power from and is the source for much of its flavour. Try to adhere to the conventions of the Power Sources, as they are designed to be easily identifiable categories through which later class choices are made.

            Arcane classes are magical by nature. All of the classes in this source have access to the Arcane Spell List or accrues Magic Points. This list is long and very in depth, so be aware of the maximum spell level and the number of Magic Points you allow your class to have access to. Sometimes, although not always, Arcane classes can change the way their spells work, or put them into effect where other classes cannot. Arcane classes have no dedicated melee class at their disposal, and to the same degree, they have no ability to Tank.

            Divine classes worship Gods. They also tend to be very flexible, although Divine classes have trouble fighting at a distance. In addition, each Divine class has the Divine Aura class feature, through which you can choose to manipulate the class features. In addition, you can give your class access to the Domains list as a means of customisation. Alignment is important, and based on the deity players worship, so feel free to play around with alignment based bonuses.

            Martial classes are based on physical prowess over supernatural power. There is nothing mystic about the Martial classes, as they have no power that is conceivably impossible to mortal man. Keep this in mind as you think of your character’s abilities. If inspiration evades you, look to the modern world of guidance, as truth is often weirder than fiction. Consider item based powers, such as granting attack rerolls or the ability to wield mundane items as lethal weapons.

            Primal classes revolve around the natural world. Think like a hippie; try to stay away from man-made weapons and armour, and design creative ways of circumnavigating these problems. Primal classes tend to be very extreme in their inherent build, so try to stick to a maximum of two Roles when creating your character, if not one.

            Psionic classes use the mind to wield the soul as a weapon. They follow the theme of spending resources, so it is recommended that you have a resource-based ability list to draw on. Although Power Points is the resource engine of Psion, feel free to use it if your Psionic class uses Psionic spells, as Power Points are specifically used to empower such spells.

            Shadow classes are more sinister than other classes. Theirs is the theme of the pact. Of the existing classes, this takes the form of a physical reminder, with Faustian epitomizing this source with their Familiar. Do not feel constricted by this idea, the pact can take one of many forms. Shadow classes also tend to be very flexible, and have unique powers. Healers do not fit into the realms of the Shadow class.


The Alignment
            Set which of the nine alignments your class must adhere to. Personally, I dislike the concept of alignment restriction, and as a result all of my classes can be any alignment. Still, be sure to note that certain classes tend to swing in one direction more than another. It is conceivable for a Barbarian to attempt to be a law-abiding citizen in a large town, or a Paladin to belong to a Chaotic Evil God.



Key Abilities
            Set the key ability scores for your class. Make them MAD! By that, I mean Multiple Attribute Dependant (or Disorder, as I like to think). Make sure your class has four or more attributes to revolve around. Make sure class features and powers fit with the right attribute. The reason for this is to make a player think about their class choices. If there were only two ability scores that effected the class, then all of the characters would handle the same. By expanding your classes’ horizons, you have the chance for players to create the same class, twice, in a completely different manner.
            Paladins are the perfect example of MAD; a Paladin needs STR to land hits, but might need DEX to increase their AC. If they want to Tank, they will need a semi-decent CON score, but at the same time they need a high WIS score to fuel their Divine spells. On top of all that, many of their offensive powers run on CHR. In fact, the only ability score that isn’t used at all is INT. Then again, if the Paladin wants to be of more use to the party or perform more unorthodox combat manoeuvres, they just might need that INT score.
            Here, there are multiple uses for Paladin, all of which are perfectly viable, but run off differing combinations of scores, such as the shield warrior (STR + CON), the frontline healer (STR + WIS), the righteous slayer (STR + CHR), the armoured priest (WIS + CHR), the nimble powerhouse (STR + DEX) and so on.

            Strength (STR) is the basis of all melee attacks. The easiest way to include it is through melee classes, although it is possible to create a lethal ranged class that gains a STR bonus to spells and or powers. When writing powers, emphasise damage, size and killing things in general.

            Dexterity (DEX) governs a lot of things, and is arguably used more than any other ability score. Make this a priority if your class makes extensive use of ranged weaponry, light armour or is designed to dual-wield. It also governs a great deal of skills. Be in mind that the Weapon Finesse feat can alter a ranged class into a melee class by using DEX instead of STR for melee attacks. If you want your class to stay at range, give them powers that work best at range. When writing powers, focus in on movement, delicate aiming attacks or tricky manoeuvres.

            Constitution (CON) is often overlooked, because it is difficult to envision as a tool to be used. A friend once said to me it can be considered how fat you are. If your class tanks, it is wise to prioritise CON. When writing powers, think about powers that grant bonus Hit Points, saving throws or damage reduction. CON is the score used to determine the attack and damage rolls of Psionic spells.

            Intelligence (INT) is the basis for skill growth. It also governs a lot of skills, so remember to consider how many skill points to attribute per level based on the need for INT. When writing powers, reward clever skill checks, traps, and thinking outside of the box. INT is the score used to determine the attack and damage rolls of Arcane spells.

            Wisdom (WIS) handles the dissemination of information. Many classes can make use of WIS, as it is essentially common sense. When writing powers, remember that sensible actions are often the focus for WIS, and should be rewarded as such. WIS is the score used to determine the attack and damage rolls of Divine spells.

            Charisma (CHR) is essential for NPC interaction. Witty characters or those with a strongness of heart should benefit from a CHR score. Feel free to write powers with more eclectic effects. CHR is the score used to determine the attack and damage rolls of Primal spells.


Proficiencies
            Choose which tools your class will wage war with. Remember that each piece of armour and each weapon have its own advantages and disadvantages, and must consider this when choosing your classes’ role. Heavier armours are generally used by more melee orientated classes, whereas the lighter armours are favoured by Toolboxes, as to avoid skill penalties. Feel free to restrict your character to one specific item or set of items rather than a whole category.
            As standard, only Paladin can wear Super-Heavy armour at 1st level without the aid of feats. In addition, it is rare indeed that a class has access to the whole plethora of Martial weapons, and rarer still have proficiency with a Superior weapon as standard.


Bonuses to Defence
            A slight increase to your classes’ defences is needed, mainly to add 1st level flavour, and in part to set them aside from the rest. Choose either a +2 bonus to one of Fortitude, Reflex or Will, or a +1 bonus to two of them. This puts a defensive emphasis on your character, and adds some definition to the class. It only makes sense that a Rogue is good at dodging, or a Psion has a might will.
            On rare occasions, you might feel that your class has such a broad spectrum, than neither option really fits. In such circumstances, grant your class a +1 bonus to all three of these defences to reflect this. This is not a common tool, and usually it is granted to compensate for some initial weakness in the class.


Hit Points
            The Hit Points you grant your class define much of its playing style, and indeed, defines its role numerically. At the lowest end of the spectrum, many cloth-based classes will gain d4 Hit Points per level, as befitting their frail nature. At the other end of the spectrum, d8 Hit Point growth belongs to the heavier classes, such as Tanks or frontline Damage Dealers. The d10 growth belongs almost exclusively with Barbarian, keep this in mind if you decide to grant a class such a large pool, and be ready to make a sacrifice somewhere else amongst their design.
            Of course, these definitions are based on the Providence RPG design, for D&D and Pathfinder, the dice standard is different, but the idea is the same.


Healing Surges
            Choose between six and twelve healing surges to grant your class. This is a measure of how much they can be healed, so a back line class will not need as many as a front line class. Be careful with the number of surges you grant, as too many surges means that there is no threat of ever running low on Hit Points.


Skill Points
            Decide on how many skill points you want to award your class with. Many classes do not have a great number of skill points, as it is the realm of the Toolbox. To aid your decision, think about how you want your class to perform in terms of skill;
If the class is likely to have a high INT score without being a Toolbox, set the bar low, a 2 + INT modifier. This way, their skills grow at an accelerated level without any particular effort.
If this class is a Toolbox with a high INT score or a different role that leans toward a Toolbox mindset, set the growth rate at 4 + INT modifier, allowing for rapid skill growth.
If the class is a Toolbox, but with only an optional use of the INT score, use 6 + INT modifier for skill growth. This way, skills will grow at an accelerated rate without the player input. If the player does decide to give attention to INT, then their skills will rise at an unparalleled rate, so long as this decision is at a detriment to another aspect of their class.
 If your class does not emphasise skills or INT at all, then leave the skill growth at 2. This will provide enough points to add some utility and flavour, but not enough to distract it from its real role.


Skills
            Decide on a skill list for your class. The number of skills and which skills to use are heavily dependant on the ability scores you chose to focus around. Pick skills that both make sense for your classes’ image, and are aided by the ability scores chosen. A heavy, frontline fighter will often be adept and jumping and climbing, whereas a light, sneaky character will need skills to balance and pick locks. Remember, a class cannot possess the Fly skill unless they have an ability in their eventual growth that allows them to fly.


Attack Growth
            Determine how quickly your class gains new attacks per standard action. A growth of 6 is for main damage dealers and other melee-orientated classes. A growth of 7 is for Toolboxes, and other roles that have viable melee potential, but not as adept as others. A growth of 8 is for spellcasters, and other such archetypes that do not wade forward into the fray to gain much of combat experience. The attack growth of 5 is exclusive to Fighter.


Class Features and Growth
            The meat of class creation; decide what your class will do, and how it will go about doing it. This is where many of the inspirational ideas you’ve had accumulates into class growth, but there are still a few things to consider.

            Find one theme or ability, and focus around that. Turn the key ability into a platform from which you can write other powers.

            Offer a choice of ‘build’ at 1st level. A broad-ish selection of minor powers suffices, enough to grant a feeling of flavour and individuality but not enough to overpower the class. If possible, make it tie in with your classes’ primary ability, or make the choice enhance the existing power.

            Keep the 1st level bonuses as concise as you can. 1st level characters are above average persons, they are not heroes just yet, make them earn their growth by limiting what they have access to at 1st level.

            Avoid dead levels in character growth. Customisation is key, make sure that from levels 1-20 the class has something new to offer.

            Choose which kind of growth to employ. The easiest strategy is to grant set powers or abilities at every even level, and allow feats to take the odd levels. This can be a very lengthy process to write the full extent of powers and abilities, but it is often worthwhile. Another strategy is to do a paralleled growth style, namely at 2nd level and every 4th level thereafter, and at 4th level and every 4th level after. This allows for two different bonuses and themes to grow in the same class. A third, and less desirable, option is fixed growth. Write every power and ability at even level, and offer the player no choice as to how they develop. Although this is restricting, it can be very balanced, as there is little to no room for finding that golden, game-breaking combination you hadn’t considered. This style usually grants specific, awesome powers that outclasses any choice, and is often employed for spellcasting classes, who already have a great deal of customisation via their spells.

            Does your class employ magic? If so, restrict the amount of customisation your class has to a few feats or select powers, as the sheer scope of the spell lists alone far and away surpasses the options for non-spellcasters.

            Does your class have a great power that needs restricting, like a Barbarian’s Rage or a Bard’s Song? If your classes’ effects are too powerful or open to abuse, limit the number of times per day they can be used. An easy option is to tie the duration to a specific skill. Barbarians, for example, can Rage a number of rounds per day equal to their Endurance skill.

            Does your class have a resource? Think of ways your resource can be used in the most creative manner possible. How is this resource managed? How is it spent, and what happens when it is? How does your resource recover?

            How complicated is your class? Be careful of straying too far outside RPG conventions or introducing too many class-specific terms. If your class is fantastically complicated, be very careful it doesn’t become convoluted in execution at the risk of losing potential players. If others have trouble understanding it, layout is your best friend. Use smaller sentences, use subtitles and make paragraphs more obvious. Anticipate the questions asked of you.

            Reward players for taking your class to 20th level and beyond. Prepare a fantastic power that is so good, it entices players to go the distance with yours. Once per day powers are a good choice, potentially involving something like a perfect success skill check, an irresistible spell, or an instant-death attack.

And so
            I sincerely hope that you find the inspiration to write your own class, because I can promise you there’s nothing more exhilarating than seeing another person enjoying the workings of your class.
            Don’t be afraid about getting it wrong; start underpowered and work upwards to an appropriate strength level. You’ll have to test your class into destruction before you get it right. Have a calculator with you, and assume all ability scores you class works with will be at 18 at 1st level.
            Have fun, and I hope to see some works of art soon!

Tuesday, 17 January 2012

FAQ: Power Sources


What are Power Sources?

            Each class draws on something, whether it is the strength of a deity, ambient magic or a well of experience. This is called their Power Source.


What does a Power Source do?

            Immediately? Nothing. Mechanics – wise, Power Sources come much later into character growth, usually affecting the choices around which Archetype and which Epic Destiny the character can choose.
            Thematically speaking, each Power Source gives a flavour to a group of classes by conforming to a common set of themes.


What are the Power Sources?

Arcane

            Arcane characters are unanimously magical. Their expertise lies in twisting the ambient magic of the world to fit their own ends. Classes that are Arcane include Wizards, Sorcerers, Bards and Artificers.
            Arcane characters are generally very good at a distance, and between the classes, they can provide, support, damage, healing and utility in equal measure. Arcane classes are also uniquely flexible; many of them have access to the Arcane spell list, and at least one method of manipulating their spells to suit their needs.
            The Arcane Power Source lacks any viable melee options, however, and have no ability to Tank.


Divine
            Divine characters subscribe to the will of the Gods. They are devoted to one or several causes, and wield their deific gifts to further the ends of their patron. Classes that are Divine include Cleric, Inquisitor and Paladin.
            All Divine characters embrace the theme of defence over offence. They incorporate some of the best healing capabilities with defensive unity that can be used up close and personal or at a distance. Equally, a single Divine class is a force to be reckoned with, as their God-given powers grant them many tools to fight one or more enemies alone.
            Despite their defensive flexibility and depth of the Divine spell list, Divine classes lack any dedicated ability to fight at range, even though some Inquisitors and Clerics can attempt to alleviate this problem.


Martial
            Martial characters draw on wells of experience and intense training. They do not have supernatural powers, but rely on themselves over everything else to see the day through. Classes that are Martial include Fighter, Ranger, Rogue and Warlord.
            Martial characters are easily the most well rounded of the Power Sources, combining offence, defence and utility in equal measure. They are generally have more Hit Points than other classes, and any one class can be tooled to cope with any situation.
            Martial characters also have the greatest flaw amongst the Power Sources; there is no spell list for Martial characters. This means that Martial characters cannot overcome more exotic foes without the aid of magical characters, and more eclectic powers of the other Power Sources remain far out of their reach.

Primal
            Primal characters worship Greater Spirits in the same manner that Divine characters worship Gods. They are not bound to the service of one patron, instead revelling in the entirety of the natural world. Classes that are Primal include Barbarian, Druid, Elementalist and Totemic.
            Primal classes contain many extremes in their lineup. Many of them, Barbarian in particular, can only do one role at a time, whereas many other classes can potentially fill several roles. Nevertheless, all Primal classes are powerful, and contain aspects and combinations of powers that are not present in other Power Sources.


Psionic
            Psionic characters use the mind to wield the power of the immortal soul. They are uniquely powerful, and make use of exotic power mechanics. Classes that are Psionic include Chronarch, Monk and Psion.
            Psionic classes follow a theme of spending. Each one has a resource, whether it be Seconds, Ki or Power Points, which they use to augment their spells and powers. As a result, Psionic characters can manipulate their functions to perform exceedingly well in and out of combat.
            Despite all of their power, Psionic classes are limited to how far they can push themselves. When their Psionic Resources run dry, they must use more mundane methods of combat, which in turn is generally less effective than other classes.


Shadow
            Shadow characters have a relationship with darkness as an entity. Although they have a potentially evil source, a Shadow character is no less inclined to do good or evil. Classes that belong to the Shadow Source include Doomguard, Faustian and Shadowdancer.
            Shadow classes run under the theme of the pact. Every one of them includes an aspect of their soul that has been given away, or turned into something more malefic. Their class powers allow them to cover the whole spectrum of party needs.
            Although a Faustian can aid a party, this Power Source has no dedicated healers amongst its ranks. In addition, many of the more exotic powers at the Shadow Source’s disposal require precise conditions, making them situational and inflexible.

[Kudos to a Google for th epictures. You all know the drill by now.]

Saturday, 17 December 2011

FAQ: Tanks


What do Tanks do?
     Tanks in Providence are specific classes that share a similar profile; they have high defences and health, they operate mainly in melee range, and they have a class feature that can inflict the Marked condition. They are used as a barrier between weaker character, like Wizards or Faustians. They also function as an anvil for some faster or more damaging classes to hit their enemies against.
    Tanks generally work well with other tanks, as no two Marking ability is identical to another, potentially allowing for some fantastic teamwork attacks that can punch a hole through many enemy lineups.
      There is one tanking class for each of the five different powersources.


Fighter
      Fighters are the tank for the Martial powersource. They are the masters of weapons, and benefit from the potential to cause significant damage, even while on the defensive. Their Marking class feature, Dominate the Field, Marks anything they attack, hit or miss. This ability works on all weapon attacks, so a Fighter can make use of ranged weapons such as crossbows or bows to take an early advantage.
      Their reaction engine is an opportunity attack, which triggers if the enemy shifts, or attacks something that isn't them. Even then, Fighters can learn to retaliate against enemies that hit them. Thus, no matter what an enemy will do, a Fighter can always punish them for it, often with fatal consequences.
      Fighters lack the power to successfully tank enemies at a range, however, as their reaction engine can only be used with melee weapons.


Paladin
     Paladins are the tank for the Divine powersource. They are consummate defenders with many unique powers, ranging from covering stances to devastating smites. They are the only class that can wear half plate and full plate armour at 1st level, and many choose to make the best use of this fact. Paladins can also be tooled to wear lighter armour and fight with the aim of damage in mind rather than defence, but even then they are capable protectors. To augment their protective role, Paladins can also learn spells from the Divine spell list, although not to the same extent as a Cleric.
      Their reaction engine is a single target Mark that  can be used at any range. Should the enemy stray from the Paladin, they are automatically blasted with holy radiance, causing significant damage. Although this allows the Paladin to tank at a range, they can only mark one target at a time.


Elementalist
      Elementalists are the tank for the Primal powersource. Elementalists are at home at range or in melee and possess the power to manifest elemental arms and armour with but a thought, taking forms such as molten plate armour and swords of flame. Elementalists also possess some of the best resistances in the game. They live between the realms of the Fighter and the Druid, but gain a steady growth of bonus feats and class features to compensate for their dual nature.
      Their reaction engine allows them to hit targets with melee strikes and damaging elemental spells. Combined with malleable armour, Elementalists are the most flexible of the tanking classes. They have a unique weakness, however; their Elemental Command class feature can only Mark targets if they hit their enemies with a weapon or spell. So, for all their strength, they are the only tank with the potential for failure in their duty.


Doomguard
      Doomguards are the tank for the Shadow powersource. Grim and spiteful, Doomguards are argueably the strangest of the tanking classes. Instead of the theme of protection, Doomguards attempt to cripple, break and destroy their enemies before their allies are harmed. They are melee specialists that can inflict negative conditions on creatures they strike. Doomguards are also immune to many, more exotic, powers that makes them extremely difficult to kill.
      Their reaction engine is similar to that of a Paladin, but has a far smaller range. If an enemy strikes one of the Doomguard's allies, the Doomguard's spirit inflicts just as much pain back to the target. Although their style is simple, effective and needlessly brutal, they are arguably the least flexible tanking class. Their Marking  power does not allow a margin of error.


Chronarch
      Chronarchs are the tank for the Psionic powersource. Instead of focusing on superb defences, special resistant powers or an overflowing Hit Point pool, Chronarchs reward planning, teamwork and timing to protect their allies. They are the masters of time, able to manipulate their immediate and past turns to change their current one. They are the most lightly armoured of the tanking classes, but by far the most maneuverable. 
      These tanks are unique, in that they have a total of four potential reaction engines, rather than one. This covers a Fighter-style retaliation, withering and poisoning, to repositioning of an enemies' front line. Chronarchs, like many tanking classes, cannot tank at range. In addition, their ability to alter time is extremely limited. Once they use their allotted powers, they must rely on more mundane methods  of  protecting their allies.


[Credits to Paizo, http://nunubeh.deviantart.com/, sinbot.linneberg.com, withfriendship.com, and Niklass Jansson for the pictures]