Drolyt
2010-01-17, 12:58 PM
Here is the Time Lord:
I'm a Time Lord... I'm not a human being, I walk in Eternity...
Time Lord
Medium Outsider (Native)
HD 20d8+200 (290)
Speed 60' ft. (12 squares)
Init: +14 (+10 Dex, +4 Improved Initiative)
AC 39 (+10 Dex, +5 Deflection, +5 Natural, +4 Armor, +4 Shield, +1 Dodge); touch 26; flat-footed 28
BAB +20; Grp +30
Attack +5 Keen Brilliant Energy Longsword +37
(1d8+15, 18-20/x2)
Full-Attack +5 Keen Brilliant Energy Longsword +37/+37/+32/+27/+22 (1d8+15, 18-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Lore, Spell-Like Abilities, Spells
Special Qualities Haste (Ex), Mage Armor (Ex), Regeneration, Shield (Ex), Spell Resistance 30
Saves Fort +24 Ref +25 Will +24
Abilities Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 30
Skills Time Lords treat all skills as class skills. They generally have max ranks in every Knowledge skill.
Feats Empower Spell, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell, Weapon Focus (Longsword)
Environment Any
Organization Solitary
Challenge Rating 20
Treasure Time Lords are equipped as if they were an NPC of their challenge rating. A single magic weapon is typical of Time Lords with no class levels, though many more powerful Time Lords carry artifacts and other powerful magic items. All Time Lords also carry a magical Spellbook that contains all Wizard and Cleric spells in the Player's Handbook, plus the Celerity line of spells if you have access to the Player's Handbook II.
Alignment Any
Advancement by Class Level; Favored Class None (Time Lords usually take prestige classes; regardless they never take XP penalties for multiclassing)
Level Adjustment +10
Time Lords are an enigmatic race whose true origins remain obscure. In appearance they are exactly like Humans, and seem to possess the very same range of skin tones, hair colors, eye colors, etc., though they are far more powerful than any mortal species and do not age. Legend has it that they were once the masters of a material plane world known as Gallifrey, and that they commanded an artifact known as the Time Vortex which allowed them to become more powerful than the gods. According to this legend there was a great war that consumed the heavens, so that when all hope seemed lost the Time Lords joined the battle. It is said that they very nearly turned the tide, but at that time the Vortex itself came under attack. It was believed that if the Vortex was damaged the Multiverse itself would die; knowing this the Time Lords chose to rewrite history so that Gallifrey never existed, but neither did the Vortex or the enemy that had nearly conquered the Multiverse. Regardless it is certain that less than 100 Time Lords ever existed in this timeline, and only a few dozen survive today. They are so rare that it requires at least a DC 30 Knowledge check (Arcana, History, Religion, or The Planes) to even know of their existence.
Combat:
Time Lords make good warriors, though they prefer to fight using their magic or better yet, not at all. They invariably cast various defensive spells before engaging in any combat. If you have access to the Player's Handbook II Time Lords always have Greater Celerity prepared. After preparing their defenses they use their spells to try to control the battlefield, never attacking directly until they have an advantage. However, when it comes to dealing damage a Time Lord usually either transforms using Shapechange or a similar spell or uses a magic weapon; their spells are used exclusively for defense and to control the battlefield.
Haste (Ex): Time Lords are constantly under an effect similar to the Haste Spell. This ability works exactly like the spell, save that it is an extraordinary ability. These benefits are included in the statistics above.
Lore (Ex): This ability functions as the Bardic Knowledge ability of a 20th level Bard.
Mage Armor (Ex): Time Lords are protected by invisible armor similar to the Mage Armor spell, save that it is an extraordinary ability. These benefits are included in the statistics above.
Regeneration (Ex): A Time Lord is not easily killed. If you manage to slay their physical body, a new one appears within a day (4d6 hours) at any location they choose on the same plane. Their new body is not necessarily anything like their old one, and can easily be of a different ethnic appearance or even gender, though they seem to have some level of control over their new appearance. There is a limit however: they can only regenerate in this manner 12 times before they die for good. It is not clear if there is any way to revive them after this, but spells that require a body do not work.
Shield (Ex): Time Lords are protected by an invisible shield similar to the Shield spell, save that it is an extraordinary ability. These benefits are included in the statistics above.
Spell-Like Abilities: At Will- Greater Teleport, Haste, Plane Shift, Slow, Vision 3/day- Temporal Stasis, Time Stop 1/Day- Wish CL 20th, DC is 20 + Spell Level
Spells: Time Lords cast spells as a 20th level Wizard and a 20th level Archivist (Heroes of Horror; if you don't have that supplement simply treat it as a Wizard with the Cleric spell list. Time Lords do not worship deities, but manipulate Divine Magic just as if it were Arcane Magic).
Need to know whether the CR and Level Adjustment are accurate. Besides that, any thoughts are welcome. Fluff to come soon. Fluff is here, and I added regeneration to their special qualities. More Fluff to come, added some abilities related to their great amount of knowledge.
I'm a Time Lord... I'm not a human being, I walk in Eternity...
Time Lord
Medium Outsider (Native)
HD 20d8+200 (290)
Speed 60' ft. (12 squares)
Init: +14 (+10 Dex, +4 Improved Initiative)
AC 39 (+10 Dex, +5 Deflection, +5 Natural, +4 Armor, +4 Shield, +1 Dodge); touch 26; flat-footed 28
BAB +20; Grp +30
Attack +5 Keen Brilliant Energy Longsword +37
(1d8+15, 18-20/x2)
Full-Attack +5 Keen Brilliant Energy Longsword +37/+37/+32/+27/+22 (1d8+15, 18-20/x2)
Space 5 ft.; Reach 5 ft.
Special Attacks Lore, Spell-Like Abilities, Spells
Special Qualities Haste (Ex), Mage Armor (Ex), Regeneration, Shield (Ex), Spell Resistance 30
Saves Fort +24 Ref +25 Will +24
Abilities Str 30, Dex 30, Con 30, Int 30, Wis 30, Cha 30
Skills Time Lords treat all skills as class skills. They generally have max ranks in every Knowledge skill.
Feats Empower Spell, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quicken Spell, Weapon Focus (Longsword)
Environment Any
Organization Solitary
Challenge Rating 20
Treasure Time Lords are equipped as if they were an NPC of their challenge rating. A single magic weapon is typical of Time Lords with no class levels, though many more powerful Time Lords carry artifacts and other powerful magic items. All Time Lords also carry a magical Spellbook that contains all Wizard and Cleric spells in the Player's Handbook, plus the Celerity line of spells if you have access to the Player's Handbook II.
Alignment Any
Advancement by Class Level; Favored Class None (Time Lords usually take prestige classes; regardless they never take XP penalties for multiclassing)
Level Adjustment +10
Time Lords are an enigmatic race whose true origins remain obscure. In appearance they are exactly like Humans, and seem to possess the very same range of skin tones, hair colors, eye colors, etc., though they are far more powerful than any mortal species and do not age. Legend has it that they were once the masters of a material plane world known as Gallifrey, and that they commanded an artifact known as the Time Vortex which allowed them to become more powerful than the gods. According to this legend there was a great war that consumed the heavens, so that when all hope seemed lost the Time Lords joined the battle. It is said that they very nearly turned the tide, but at that time the Vortex itself came under attack. It was believed that if the Vortex was damaged the Multiverse itself would die; knowing this the Time Lords chose to rewrite history so that Gallifrey never existed, but neither did the Vortex or the enemy that had nearly conquered the Multiverse. Regardless it is certain that less than 100 Time Lords ever existed in this timeline, and only a few dozen survive today. They are so rare that it requires at least a DC 30 Knowledge check (Arcana, History, Religion, or The Planes) to even know of their existence.
Combat:
Time Lords make good warriors, though they prefer to fight using their magic or better yet, not at all. They invariably cast various defensive spells before engaging in any combat. If you have access to the Player's Handbook II Time Lords always have Greater Celerity prepared. After preparing their defenses they use their spells to try to control the battlefield, never attacking directly until they have an advantage. However, when it comes to dealing damage a Time Lord usually either transforms using Shapechange or a similar spell or uses a magic weapon; their spells are used exclusively for defense and to control the battlefield.
Haste (Ex): Time Lords are constantly under an effect similar to the Haste Spell. This ability works exactly like the spell, save that it is an extraordinary ability. These benefits are included in the statistics above.
Lore (Ex): This ability functions as the Bardic Knowledge ability of a 20th level Bard.
Mage Armor (Ex): Time Lords are protected by invisible armor similar to the Mage Armor spell, save that it is an extraordinary ability. These benefits are included in the statistics above.
Regeneration (Ex): A Time Lord is not easily killed. If you manage to slay their physical body, a new one appears within a day (4d6 hours) at any location they choose on the same plane. Their new body is not necessarily anything like their old one, and can easily be of a different ethnic appearance or even gender, though they seem to have some level of control over their new appearance. There is a limit however: they can only regenerate in this manner 12 times before they die for good. It is not clear if there is any way to revive them after this, but spells that require a body do not work.
Shield (Ex): Time Lords are protected by an invisible shield similar to the Shield spell, save that it is an extraordinary ability. These benefits are included in the statistics above.
Spell-Like Abilities: At Will- Greater Teleport, Haste, Plane Shift, Slow, Vision 3/day- Temporal Stasis, Time Stop 1/Day- Wish CL 20th, DC is 20 + Spell Level
Spells: Time Lords cast spells as a 20th level Wizard and a 20th level Archivist (Heroes of Horror; if you don't have that supplement simply treat it as a Wizard with the Cleric spell list. Time Lords do not worship deities, but manipulate Divine Magic just as if it were Arcane Magic).
Need to know whether the CR and Level Adjustment are accurate. Besides that, any thoughts are welcome. Fluff to come soon. Fluff is here, and I added regeneration to their special qualities. More Fluff to come, added some abilities related to their great amount of knowledge.