

(better for thief of doom)Īt the start of each encounter, you may choose to switch the initiative counts of one of your allies or enemies, switching them with each other. This could potentially count as a Heroic Death. You swap HP Values with your ally becoming disabled or dead in the process. Once a day, you may choose to die in an ally's place.

You may use this result any time you want in this encounter. Once an encounter, you may choose to steal another's die roll, forcing them to reroll. These effects last for one round per level.
Pathfinder timely inspiration free#
Once per encounter, cast Slow on an enemy, and Haste on yourself as a free action. Once per Encounter, you can choose to steal an enemy or ally's initiative, count, switching it with your own. Restore all allies' (including caster's) health to full. Reduce health to 1 and cause the equivalent total HD of enemies to your HD within 50 ft to make a fortitude save of 20 or suffer damage equal to their current HP -1
Pathfinder timely inspiration plus#
Once per day, take a number of standard actions equal to caster level plus dexterity bonus in the same timeframe as one normal standard action, then become stunned for the same number of standard actions. 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.
