Repeater

The repeaters are a unique warpmaster school that have explored the concept of recursion in nature and blended it into their space-folding arts. They drill by compulsively repeating actions specific numbers of times to understand the relationship between an original action and its echo on the space/time grid. The result of this prodigious training is known as the art of the repeater or “art of the second coming”. They can compel other creature to replay specific points in their life.” Repeater have a tendency to repeat what they say often.

Deja Vu (Su): As a move action a repeater can spend 3 euclidean points to cause a creature within 30 feet of them to repeat an action, to the best of their ability, that they performed last turn. The creature, if unwilling, receives a Will save (DC 10 + 1/2 repeater level + Intelligence modifier). If unable to be done perfectly, the controler player/DM must propose an action to the repeater and he must accept it (if he does not they can discuss it and come to an acceptable option).

Unless expressly stated, this cannot target the repeater himself. This can be any of the following actions:

  • Return: The creature’s timeline is rewound and, provided the square is empty, they return to the square they were in at the start of their last turn. This movement is made by instantly (as if by the 4th-dimensional movement class feature of the warpmaster, using the target’s move speed) The repeater can target himself with this ability.
  • Attack: The repeater can cause a creature who made an attack against another creature last turn to repeat the action. This means they attack the same target with the same weapon in the same fashion. The result is exactly the same as the last turn, including feats used (such a Power Attack), weapon choice, kind of ammo, target, etc. Any dice (or other random variable) are rolled anew. If not possible to perfectly mimic (such as the creature no longer having any use of a limited use ability), the attack should be carried out in as close of a fashion to the previous round as possible.
  • Movement: The repeater can cause a creature who moved last turn to take the same movement pattern and distance in the same fashion (double move, run action, etc) they they did on their previous turn. They retain the direction they moved (if the creature moved 10 feet north, the repeater could cause them to move only north on their next turn). Since the creature is moving from a new starting location, anything that would impede their movement ends their movement. Anything that would limit or enhance their movement speed (such as having stepped on caltrops, being hasted) is taken into account, the creature must do their best to mimic their movement on the previous turn.
  • Spellcasting / Spell-Like: If a creature cast a spell or used a spell-like ability on their last round that they are capable of performing again, the repeater can force the creature to recast/reuse it. This still consumes resources as if it were cast again (expends uses per day, etc). This can even cause an unwilling spellcaster capable of sacrificing spells to sacrifice a spell in order to recast the spell. If this is a spell it must target the same creature or square.

This can compel a creature to take unwise actions or even actions that can prove lethal. This ability seems to literally skip the character affected back by a round with an otherworldly flicker (like a video tape with bad tracking).

This replaces the 4th dimensional movement class feature of the warpmaster.

Warp Talents: The repeater loses access to the following warp talents: uncertainty principle, relativity, warpmaster dance, self-tessellating wormhole. The repeater gains access to the following new warp talents (called repeater talents):

This modifies the warpmaster’s warp talents.

  • Echoing Strike: If the repeater attacks the same creature in the same fashion (meeting all the requirements a creature compelled to repeat the attack action via the deja vu class feature would have to) he gains a +2 bonus on attack and damage rolls against that creature.
  • Echoing Movement: If the repeater takes the same movement pattern as he did last round (meeting all the requirements a creature compelled to repeat the move action via the deja vu class feature would have to) he gains a +4 bonus against attacks of opportunity.
  • Repetitious Insight: An ally who is affected by a repeater’s deja vu class feature gains a bonus based on what kind of action they are repeating.
    • Attack: +1 insight bonus on attack and damage rolls made during that turn.
    • Move: +2 insight bonus to their AC against attacks of opportunity.
  • Second Chance: The repeater can expend 3 euclidian points as a free action to cause a creature within 30 feet of them to re-roll any dice roll and take the new result. This cannot be used on themselves.
  • Skill Drill: If the repeater attempts to retry a failed skill check they gain a +4 insight bonus on such rolls. This must be done with 24 hours.
  • Stagnation: An enemy who is affected by a repeater’s deja vu class feature gains a penalty based on what kind of action they are repeating.
    • Attack: A -2 penalty on attack and damage rolls made during that turn.
    • Move: A -2 penalty to their AC against attacks of opportunity.

This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.