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Chronomancer


Chronomancers are wizards who have devoted their lives to the study and manipulation of time. Chronomancers, like the wizards and sorcerers from whose stock they typically arise, are a diverse group. Even attempting to generalize the behavior or mannerisms of chronomancers is difficult, primarily due to their overall rarity. If chronomancers can be said to share any defining traits amongst their diverse numbers, the most common would be secrecy, one of the reasons chronomancy is so rare. Many chronomancers also tend to be manipulative, using others as pawns in elaborate, complex plots that may span centuries. Others take a more hands-on approach, manipulating single individuals into accepting or denying their fates.

Knowledge of the future, not to mention the ability to change history itself, tends to attract those who would exploit such knowledge or power, or those who would slay the chronomancer out of hand in order to preserve their pasts. Additionally, chronomancy is one of the few sure ways to extend one’s life indefinitely, offering centuries of time in which to acquire enemies, often other chronomancers unhappy with the character’s idea of a “perfect history.” Finally, the clergy of Sortec harbors a deep, unyielding hatred for those who would meddle with time, and often slay suspected chronomancers on sight. In such a climate, it is wise to keep a low profile.

The power to control time is the power to control reality itself. Mistakes can be undone, the future can be predicted, and disasters can be averted. All that is required is a chronomancer with the willpower and desire to change history.

Hit Dice: d6


Requirements

In order to qualify to become a Chronomancer, a character must meet the following criteria.

Skills: Knowledge (history) 9 ranks.

Feats: Extend Spell, Skill Focus (Knowledge (history)).

Spellcasting: Ability to cast arcane spells, two of which must be haste and slow.

Special: The character must be initiated into the secrets of chronomancy by another chronomancer.


Class Skills

The Chronomancer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (all, taken separately) (Int), Sense Motive (Wis), Speak Language (N/A), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.


Spells per Day
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special 1 2 3 4 5
1 +0 +0 +0 +2 Pendulum of Time, Time Warp (object) 1 - - - -
2 +1 +0 +0 +3 Chronomancy 2 - - - -
3 +1 +1 +1 +3 Precognition (+1) 2 1 - - -
4 +2 +1 +1 +4 Time Warp (self) 3 2 - - -
5 +2 +1 +1 +4 Chronomancy, Sever Timeline 3 2 1 - -
6 +3 +2 +2 +5 Precognition (+2) 3 3 2 - -
7 +3 +2 +2 +5 Time Warp (Others) 4 3 2 1 -
8 +4 +2 +2 +6 Chronomancy, Control Aging 4 3 3 2 -
9 +4 +3 +3 +6 Precognition (+3) 4 4 3 2 1
10 +5 +3 +3 +7 Temporal Double 4 4 3 3 2


Class Features:

All of the following are class features of the Chronomancer prestige class.

Weapon and Armor Proficiency: A chronomancer gains no new proficiency with weapons or armor.


Spellcasting: Beginning at 1st level, a chronomancer gains the ability to cast a small number of arcane spells. To cast a spell, the chronomancer must have a Charisma score of at least 10 + the spell’s level, so a chronomancer with a Charisma of 10 or lower cannot cast these spells. Chronomancer bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + the spell level + Charisma modifier. The chronomancer’s spell list appears below; a chronomancer has access to any spell on the list and need not prepare those spells ahead of time, just like a sorcerer. A chronomancer casts spells just as a sorcerer does.

All spells on the Chronomancer spell list are considered to have the “Chronomancy” designator.


Pendulum of Time (Su): Chronomancy is dangerous, and practitioners risk losing themselves amidst their own past and present. A chronomancer of at least 1st level experiences a unique aging process; each time the character takes a level in this prestige class, he rolls 1d6. Depending on the result of the roll, the character is replaced with himself from a different point in his timeline.

Though the character retains his current memories and abilities, his view on his memories changes; they may be the half-remembered memories of a distant past, or the glimpsed possibilities of a distant future. The chronomancer is able to call upon his future “memories” to divine the future; if the chronomancer is currently in a body from a future timeline, he gains the ability to duplicate an augury effect once per day per class level, cast at his character level. If in a body from a past timeline, the character still retains his current memories, though they are vague and dreamlike, as if gleaned from prophecy. In addition, the chronomancer may be unable to recall certain portions of his life, at the DM’s discretion. Depending upon his “new” age, the chronomancer’s base ability scores may change, as shown below.

1d6 Age Modifications
1 Young +1 to physical scores, -1 to mental scores
2 Adult As Normal
3 Middle-Aged -1 to physical scores, +1 to mental scores
4 Old -3 to physical scores, +2 to mental scores
5 Venerable -6 to physical scores, +3 to mental scores
6 Special See Below

On a result of Special, the chronomancer’s self is replaced with one from a drastically unlikely, yet still probable, alternate future. The chronomancer’s ability scores stay the same, but his body has been altered in strange ways. The exact effects of this result are left to the DM, but are mostly cosmetic in nature. The chronomancer gains knowledge of whatever event in the future caused the drastic departure from the normal timeline, possibly revealing previously unknown future threats to the chronomancer.

The chronomancer’s lifeline essentially becomes tangled and snarled, with future and past versions of himself displacing the present version of himself.


Time Warp (Su): A chronomancer is able to shunt a touched object a few moments forward in time, causing it to wink out of existence for a short time. Doing so is a standard action, and causes the object to disappear in a shimmer of silver energy, then reappear in the exact same spot a number of round later. The chronomancer may send an object forward in time 1d4 rounds, plus an additional 1d4 rounds for every two class levels the character possesses past 1st. The chronomancer may choose to subtract any number of d4s from the time warped, but the exact time an object remains warped varies slightly each time this ability is used.

If the space from which the object departed is occupied upon its return to the time stream, the object reappears in the closest unoccupied space, still in the original orientation. Determine the closest space randomly if necessary. The chronomancer may use this ability on any object weighing no more than 50 pounds per class level. Magical items or those in possession of another creature are allowed a Will saving throw (DC 10 + the character’s class level + his Charisma modifier) to resist this effect.

At 4th level, the chronomancer gain the ability to warp himself in addition to objects, causing him to wink out of existence for the determined amount of time. At 7th level, he is able to hurl others through time. Doing so requires a melee touch attack, and the creature in question is allowed a Will saving throw (DC 10 + the character’s class level + his Charisma modifier) to resist the effect.


Chronomancy (Ex): At 2nd level, chronomancer’s control of time has extended to his spells, allowing him to manipulate the temporal properties of spells to great effect. The chronomancer selects from either the Sudden Delay, Sudden Extend, Sudden Quicken, or Sudden Repeat feat, and gains the selected feat as a bonus feat. The chronomancer may select an additional feat at 5th and 8th levels.


Precognition (Su): At 3rd level , the chronomancer’s precognition extends his senses a fraction of a second into the future, granting him a +1 insight bonus to attack rolls, damage rolls, saving throws, and skill checks.

The chronomancer’s perceptions extend further ahead in time as he advances, granting him a +2 bonus at 6th level and a +3 bonus at 9th level. This bonus doubles if the chronomancer is experiencing a period time he has experienced before, such as while his future self is present from his Temporal Double ability (see below).


Sever Timeline (Su): Upon reaching 5th level, the chronomancer has succeeded at severing his timeline, removing all temporal connection to his past. In effect, the chronomancer ceases to exist in any time period except for the present. Spells or effects that would detect events based upon the past, such as legend lore, reveal information on the chronomancer only up to the point where he severed his lifeline. Spells or effects which effect past or future versions of the chronomancer do not affect the chronomancer, unless he wishes it (thus allowing him to continue to use chronomancy spells or effects to “recruit” past or future versions of himself as he desired). After this point in time, it is as if the chronomancer simply did not exist. The chronomancer is considered to be under the effects of a nondetection spell at all times, at a caster level equal to his character level.

From this point on, the chronomancer becomes very difficult to chronicle in historical texts or other means of recording history; anyone attempting to do so must succeed at a Knowledge (history) check against the DC of the nondetection spell of simple “forget” about the chronomancer’s involvement in events. His companions, or, at the very most, “an unknown spellcaster,” receive credit for the chronomancer’s deeds.

A chronomancer who has severed his timeline gains the “Extratemporal” subtype, granting him the following benefits. He suffers no penalties for conversing with past or future versions of himself, and is unaffected by spells with the “Chronomancy” designator unless he chooses otherwise. The chronomancer is considered to be a native of the Plane of Time, and may be banished or dismissed appropriately. Should the past be changed enough to affect the chronomancer’s current time period, he remains unaffected by any changes; the world essentially twists and warps around him. The death of a previous version of himself is no longer instantly fatal to the chronomancer, and carries no inherent danger or calamity. The resulting paradox may attract the attention of time elementals, however, at the DM’s discretion.

The chronomancer may now roll twice while determining his current age via the Pendulum of Time ability, choosing whichever result he desires. Additionally, the chronomancer ceases aging normally, essentially becoming immortal.


Control Aging (Su): A chronomancer of 8th level or higher is able to artificially age a creature, causing centuries of time to elapse in only a few seconds. This ability is effective within 60 feet, and requires a standard action to activate. The targeted creature receives a Will save to resist this effect (DC 10 + the character’s class level + his Charisma modifier), with a success resulting in the creature being fatigued for one round. On a failure, the creature begins to age rapidly. At the beginning of the creature’s next turn, it advances one age category (from young to adult, adult to middle-aged, middle-aged to old, old to venerable, and venerable to dead), accumulating all the physical penalties associated with its new age, while gaining none of the mental bonuses associated with that age.

Each round, the creature advances an additional age category, growing weaker and weaker until it eventually collapses and dies. A remove curse, break enchantment, wish, or miracle spell cast before the creature dies halts this effect, though a second application of the spell is required to restore the creature’s original age. The chronomancer may halt this effect at any point, or reverse the effect, causing the creature to grow one age category younger per round, though the reverse of this ability halts the creature’s age at young. Although this ability does not grant mental ability score increases, it also does not remove them, allowing a chronomancer to restore a venerable character to a more youthful body while retaining its experienced mind.

Creatures who are immortal or immune to aging (such as outsiders, undead, creatures with severed timelines, and the like), or creatures who age differently from normal creatures (such as dragons), are immune to this ability. This ability is usable once per day.


Temporal Double (Ex): At 10th level, the chronomancer gains the ability to pull a future version of himself back to the present for a short time. This ability may be activated once per day per class level, as a free action. Upon activation, a future version of the chronomancer appears from 1 round in the future, in a position adjacent to him. This future version acts on the chronomancer’s initiative, immediately after he does. This future version has all the abilities and equipment of the original, and is under his control (since it is, in actuality, the same character).

Any spell the chronomancer casts or magical items he uses during his turn are unusable to the future version of himself, as if the future version had already cast that spell or used that item the previous round (which, in essence, it did). Any damage the original chronomancer takes is applied to both him and his future self, as if the future version were damaged by the same attack the previous round. Spell effects currently affecting the chronomancer affect his future version as well, provided they have at least one round of duration left. Such effects lose one round of duration, then affect the future version as if it were the chronomancer (which it is).

At the beginning of the chronomancer’s next turn, the original chronomancer disappears, pulled one round into the past, while the future version becomes the new chronomancer. Should the chronomancer’s future self be dead at this time, he dies as well. Since the chronomancer has severed his lifeline by this time, he suffers no harm should his current self die while his future self is present. At the beginning of his next turn, the dead body disappears, summoned into the past (and creating a minor paradox), while the chronomancer assumes control over the future version of himself normally. At the DM’s discretion, this minor paradox may or may not attract the attention of time elementals.





Chronomancer Spells

1st Level Spells

Accelerate Magic, Accelerate Metabolism, Anticipated Attack, Delay Damage, Delay Magic, Gentle Repose, Halt, Haste, Minor Paradox, Slow, Slow Metabolism, True Strike

2nd Level Spells

Alternate Lore, Blight, Corrode, Divination, Globes of Distortion, Repeated Actions, Slow Life, Stop, Temporal Abstraction, Time to Act

3rd Level Spells

Grind to Dust, Legend Lore, Major Paradox, Permanency, Recall Pain, Redo, Temporal Anchor, Temporal Anomaly, Temporal Simultaneousness, Zone of Delayed Magic

4th Level Spells

Foresight, Hindsight, Moment of Prescience, Recall Death, Reset, Temporal Stasis, Time Regression, Time Travel, Vision

5th Level Spells

Balefire, End of Time, Greater Paradox, Greater Time Travel, Look to the Future, Time Stop, Tombstop




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