Derjuin
2011-07-30, 02:24 AM
Knight of Time
http://f.bandcamp.com/z/28/55/285513710-1.jpg
TG: the thing with time travel is
TG: you cant overthink it
TG: just roll with it and see what happens
TG: and above all try not to do anything stupid
GAME RULE INFORMATION
Knights of Time have the following game statistics.
Abilities: Knights of Time rely on intuition and quick thinking - as they say, you can't overthink it - and thus depend on their Wisdom for some of their abilities. When they wade into the fray, they also depend on their Strength and their Constitution.
Alignment: Any.
Hit Die: d10
Starting Age: As Barbarian.
Starting Gold: As Fighter.
Class Skills
The Knight of Time's class skills are Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Listen, Perform (Sick Burns), Perform (Slam Poetry), Sense Motive, Spot, Swim, Tumble.
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Knight of Time
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Time Shenanigans
2nd|
+2|
+3|
+0|
+0|Insightful Reflexes
3rd|
+3|
+3|
+1|
+1|Limited Time Travel
4th|
+4|
+4|
+1|
+1|Self-Fulfilling Prophecy (Weapon)
5th|
+5|
+4|
+1|
+1|Doomed Duplicate
6th|
+6/+1|
+5|
+2|
+2|Weird Time Shenanigans
7th|
+7/+2|
+5|
+2|
+2|Distorted Time
8th|
+8/+3|
+6|
+2|
+2|Haste
9th|
+9/+4|
+6|
+3|
+3|Self-Fulfilling Prophecy (Future Contact)
10th|
+10/+5|
+7|
+3|
+3|Stable Time Loop I
11th|
+11/+6/+1|
+7|
+3|
+3|Absurd Time Shenanigans
12th|
+12/+7/+2|
+8|
+4|
+4|Expedience
13th|
+13/+8/+3|
+8|
+4|
+4|Futurelink, Other
14th|
+14/+9/+4|
+9|
+4|
+4|Expanded Time Travel
15th|
+15/+10/+5|
+9|
+5|
+5|No Time to Dawdle
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Self-Fulfilling Prophecy (Regress), Celerity
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Futurelink, Self
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Swiftness
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Greater Time Travel
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Stable Time Loop II, Time Stop[/table]
Class Features
All of the following are class features of the Knight of Time.
Weapon and Armor Proficiencies: Knights of Time are proficient with all Simple and Martial weapons, and Light armor.
Time Shenanigans (Ex): A Knight of Time is immediately able to alter time in slight ways. The Knight of Time may, a number of times per encounter equal to 1/2 his Knight of Time levels plus his Wisdom modifier, reroll an attack, damage or save roll once. He must take the second roll, even if it is worse. Engaging in Time Shenanigans, or using abilities that rely on Time Shenanigans (such as Haste, Expedience and Celerity) is an Immediate action.
Insightful Reflexes (Ex): A Knight of Time's influence on a timeline extends both forewards and backwards, and provides him with a strange sense of Déjà vu. At 2nd level, the Knight of Time adds his Wisdom modifier (up to his Knight of Time levels) to his Reflex saves as an Insight bonus.
Limited Time Travel (Su): Beginning at 3rd level, a Knight of Time can hop forward through time. Once per encounter, he can hop forward in time up to 1 round for every 3 Knight of Time levels he has. He reappears in exactly the same orientation and condition as before. From his point of view, no time has passed at all. Using this ability is a Standard Action.
Self-Fulfilling Prophecy (Ex): Though not Oracles themselves, Knights of Time have a knack for fulfilling prophecies that are guaranteed to happen anyway. They complete these prophecies in one of three ways:
Weapon: At 4th level, the Knight of Time arms himself with a weapon he can cause to travel through time, becoming instances of another weapon used in either an alternate reality or the future. Though it happens only gradually, eventually he is able to control its properties to great extent. At 4th level, any weapon in the hands of a Knight of Time is immediately a +1 weapon. It loses this property if it leaves the Knight's hands. In addition, the powers granted to the weapon grow with time:
{table=head]Knight of Time Level|Modifier|Bonus*
4th|+1|-
6th|+1|+1
8th|+2|+1
10th|+2|+2
12th|+3|+2
14th|+3|+3
16th|+4|+3
18th|+4|+4
20th|+5|+5[/table]
At any time, as a move action, the Knight of Time can change these values for his weapon(s) up to the maximum bonus. He can also transfer excess Modifier or Bonus between the two - for example, a Level 8 Knight of Time can make his weapon a +1 weapon with two +1 bonuses, or a +3 weapon with no bonuses, or a +1 weapon with a +2 bonus. Just like Magic weapons, it must always have at least a +1 modifier. This lasts until he spends another move action to change his weapon. Self-fulfilling Prophecy (Weapon) only works on weapons of exceptional make - only Masterwork weapons work with this ability.
He may also meditate for 1 hour to make a specific magical weapon his Self-fulfilling weapon. This allows him to change the bonuses on the specific magic weapon as move actions, to change Modifier and Bonuses, etc. However, he cannot exceed the total bonus the weapon had before his meditation - for exampe, if he comes into possession of a +3 Longsword at level 7, he can change the bonuses and grant it modifiers as if he were level 8. Once he reaches level 10, however, he may treat the weapon as if it had the bonuses on the table above, or change them around. Once a weapon he has meditated with leaves his hand for 1 hour per Knight of Time level, the weapon ceases being his Self-fulfilling weapon. If another creature or character handles his Self-fulfilling weapon, it ceases being such a weapon and reverts to the state it was in before the Knight performed his meditation.
By expending a use of Time Shenanigans, he may also, as a move action, revert the weapon to a previous state (such as "before it was sundered"). This ability only works on magical weapons the Knight of Time has made his Self-fulfilling weapon by way of meditation.
Future Contact: At 9th level, the Knight of Time can sift through the sands of time to a particular spot in the future. He is able to ask very vague questions of future incarnations of himself, though these incarnations resent being asked questions from their past selves as generally they recall asking their future selves the very question they are being asked. The future self always responds in a language the Knight of Time understands, but gives only a very brief response ("Yes", "No", "Maybe", "Irrelevent" etc.). The Knight of Time must spend 1 hour searching through time to find the right timeline to answer his question, and can only do so once per day.
Regress: At 16th level, the Knight of Time can identify small clues in his view of time that lets him know he may be heading toward a doomed timeline. A Knight of Time may, as a standard action, regress time 1 round into the past. In effect, you “replay” the previous round of activity. This ability regresses time to the point along the time stream just prior to your previous turn, undoing the effects of everyone else’s actions on the timeline. Once you have used Regress, only you retain knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future.
Once he has used this ability, a Knight of Time must wait 5 rounds before he can use it again.
Doomed Duplicate (Ex): Time is split into several timelines. There are many, many doomed timelines, and a single alpha timeline. The Knight of Time can attempt to bring into the alpha timeline a doomed duplicate of himself. Beginning at 5th level, the Knight of Time may, once per encounter for every 5 levels he has, summon a duplicate of himself. This requires a Swift action to activate and does not provoke attacks of opportunity. The doomed duplicate appears in any square the Knight of Time has line of sight to. At higher levels, the Knight of Time can summon additional duplicates - at 10th level, he can summon two; at 15th, he can summon three; and at 20th, he can summon 4. Doomed duplicates act on the initiative of the Knight of Time that summoned them.
The doomed duplicate is an exact copy of the Knight of Time at the time of summoning and may use all abilities, items, etc. that the Knight of Time had, except items with charges and those that are consumed. It has no knowledge the Knight himself does not have. Any items that leave the doomed duplicate's possession, however, vanish - they are doomed to disappear, and preservation would cause a paradox, something Time will not stand for. The doomed duplicate exists for at least 1 round; after that round ends, the Knight of Time must make a Wisdom check to continue keeping his duplicates around. The DC for this check is equal to 10 + the number of Duplicates summoned + the number of rounds they have existed in -1. He must make a Wisdom check for each duplicate - failure to make this check causes that single duplicate to vanish from his timeline.
Although doomed duplicates understand they are doomed, they are not resigned to that fate. If the Knight of Time attempts to have a doomed duplicate do something he himself would not do, he must make a Diplomacy check against the duplicate; the duplicate makes its own Sense Motive check. If the duplicate fails its Sense Motive, it agrees to complete the action. This check takes a standard action from the Knight and all doomed duplicates involved to complete. A doomed duplicate cannot use any of its abilities that involve time travel in their own timeline (Limited Time Travel, Doomed Duplicate, Future Contact, Regress, Stable Time Loop, Expanded Time Travel, Futurelink (Self), Greater Time Travel and Time Stop) as their futures and pasts no longer exist on the alpha timeline. If the Knight of Time has any spellcasting abilities, his duplicates are able to use these abilities, but the Knight's level must be at least 5 higher than the spell level to cast the spell (his duplicates can't begin casting spells above cantrips/orisons until he is level 6; similarly, they cannot cast 9th level spells he has until he is level 14). This applies to Psionic Powers and Tome of Battle Maneuvers as well, with Spell Level replaced with Power Level or Maneuver Level, as necessary. Additionally, duplicates cannot make use of abilities granted by a Vestige greater than (Knight Level - 5).
The Knight of Time can only summon one group of doomed duplicates at a time. If this ability is used again while a group of duplicates already exist, the preexisting duplicates vanish to their own timelines, and new ones replace them. If the Knight of Time engages in either Limited Time Travel or uses the Regress function of his self-fulfilling prophecies, all of his Doomed Duplicates vanish instantly.
Weird Time Shenanigans (Ex): Beginning at 6th level, the Knight of Time is capable of even more shenaniganry - he may reroll any ability check or skill check once in addition to the other rolls he is capable of rerolling with Time Shenanigans. He still must keep the second roll, even if it is worse.
Distorted Time (Ex): Beginning at 7th level, the Knight of Time can warp occurrences around him just by engaging in time travel. Whenever the Knight of Time engages in Time Shenanigans, uses an ability that expends uses of Time Shenanigans, changes his weapon via Self-Fulfilling Prophecy or uses the Regress ability of Self-Fulfilling Prophecy, he gains an Insight bonus to AC equal to his Wisdom modifier for 1 round for every 4 class levels he has.
Haste (Su): Beginning at 8th level, the Knight of Time can combine the effort used to engage in Time Shenanigans to temporarily accelerate himself through time. By expending a use of Time Shenanigans, the Knight of Time can grant himself an additional move action. For the round in which the Knight of Time uses this ability, he is also considered to be under the effects of a Haste spell. The Knight of Time can only use this ability once per round.
Stable Time Loop (Su): Beginning at 10th level, the Knight of Time knows enough about Time Travel to begin creating stable time loops. A stable time loop enables the Knight of Time to have a functioning, non-doomed copy of himself, complete with items and abilities at the time of creation. Creating a stable time loop takes time: 1 minute per Knight of Time level (the more invested a Knight is in time travel, the more difficult it is to accurately create a loop with him in it). Upon creating a stable time loop, and at the beginning of each day, both he and the copy must make a DC 15 Wisdom check - if either fails, the copy disappears. A Knight of Time cannot attempt to create a stable time loop while threatened and cannot rush, nor Take 10 or 20 on the attempt. If the Knight is unsuccessful at establishing a stable time loop, a corpse of himself appears from a doomed timeline.
As with doomed duplicates, copies created with Stable Time Loop cannot relinquish their equipment - items that leave their possession instantly vanish. Similarly, they cannot engage in time travel (Limited Time Travel, Doomed Duplicate, Future Contact, Regress, Stable Time Loop, Expanded Time Travel, Futurelink (Self), Greater Time Travel and Time Stop) because its future is the same as the Knight's. This also means the Knight cannot engage in Time Travel - if he does, his stable time loops end and his copies disappear, with one exception - the Knight's copies remain for the duration of his Time Stop ability. Once over, they disappear. However, whenever the Knight uses Time Shenanigans, Haste, Expedience, or Celerity, or gains the benefit of Distorted Time, his copies also gains these benefits for the same duration. As with doomed duplicates, copies created with Stable Time Loop act on the Knight's initiative.
Upon reaching 20th level, the Knight of Time is able to create two copies of himself via Stable Time Loop, but he and both copies must make an additional Wisdom check at DC 20 during creation of the Stable Time Loop and at each day a copy exists, but failure for one of the copies only causes that copy to not appear.
Regardless of his level, a Knight of Time can only create up to one stable time loop at a time. In order to create another, he must dismiss (by engaging in time travel) his previous copies. Copies do not gain XP, nor do they gain a share of treasure. They remain as copies of the Knight of Time at the time of his use of the Stable Time Loop ability. A copy of the Knight of Time that dies instantly vanishes from the timeline. It cannot be resurrected or brought back in any way, even with the power of Wish, Miracle or Reality Revision.
Copies cannot spend XP, nor can they be the subject of spells or abilities that change their shape (as polymorph, alter self, etc.) that were not active on the Knight of Time at the time of creating a stable time loop. A copy created with Stable Time Loop can use charged items that were in the possession of the Knight of Time, but each charge they use from their item also removes a charge from the Knight's. Additionally, a copy created with Stable Time Loop can cast spells, manifest powers, initiate maneuvers and use Vestige abilities the Knight had at the time of creation.
When a copy casts a spell, manifests a power, initiates a maneuver or uses a Vestige-granted ability, it uses up a spell slot of your own, your own power points, a readied maneuver, or causes the cooldown on your Vestige-granted ability to activate (for those abilities whose cooldown begins after they wear off, the ability is off-limits for you until your copy's ability wears off) - a copy doesn't actually have spell slots, power points, maneuvers or vestiges of its own. For example, if you cast a Fireball spell and your copy casts an Lesser Orb of Fire spell, you lose both a 3rd level Spell slot (from the Fireball) and a 1st level Spell slot (from the Lesser Orb of Fire).
Absurd Time Shenanigans (Ex): Beginning at 11th level, the Knight of Time is capable of being picky with time. Any time he engages in Time Shenanigans, he may choose to use the first roll instead of the second. He also may engage in Time Shenanigans one more time per encounter.
Expedience (Su): Beginning at 12th level, the Knight of Time can further merge more effort used to engage in Time Shenanigans to accelerate himself even faster through time. By expending 2 uses of Time Shenanigans, the Knight of Time can grant himself an additional standard action. For the round in which the Knight of Time uses this ability, he is also considered to be under the effects of a Haste spell. The Knight of Time can only use this ability once per round.
Futurelink, Other (Su): Beginning at 13th level, the Knight of Time can establish a quick link to an ally's timeline and identify impending danger or harm to that individual. He cannot manifest such a link on himself, however. The Knight must communicate what he learns to his ally for the warning to be useful, and the ally can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating can all be accomplished before some danger befalls the subject, provided the Knight acts on the warning without delay. The Knight requires a standard action to create a Futurelink, which lasts for 10 minutes per Knight level.
Expanded Time Travel (Su): Beginning at 14th level, the Knight of Time can travel forwards and then backwards through time in the blink of an eye, appearing to teleport. He may enter the time stream as a standard action and reappear in the same timeline up to 600 feet away from his original location. The Knight need only visualize and then visit the location by wading through time. To the Knight, time does not appear to pass at all - for everyone else, the Knight appears to teleport in a bright flash of silver.
No Time to Dawdle (Ex): Beginning at 15th level, the Knight of Time speeds up the rate at which he can engage in Time Shenanigans, for while he is a traveler of time, he is not in fact made of time. Engaging in Time Shenanigans for a Knight of at least 15th level is a free action instead of a swift action, and said shenanigans can be engaged in once per round for every 6 levels the Knight has (twice per round at 15th level, when gaining this ability, and three times per round at level 18). This ability does not allow the Knight to use abilities that expend Time Shenanigans uses as free actions, or multiple times per round.
Celerity (Su): Beginning at 16th level, the Knight of Time can merge immense amounts of effort used to engage in Time Shenanigans to massively accelerate himself through time. By expending 4 uses of Time Shenanigans, the Knight of Time can grant himself an additional full round action. For the round in which the Knight of Time uses this ability, he is also considered to be under the effects of a Haste spell. The Knight of Time can only activate this ability once per round. After his round is over, the Knight of Time is unable to take any actions for 1 round due to the immense amount of control needed to accelerate so quickly.
Futurelink, Self (Su): Beginning at 17th level, the Knight of Time figures out a way to establish his Futurelink ability on himself. Doing so costs one use of Time Shenanigans, but also grants him additional benefits - he is never surprised or flat-footed, and can always act on a Surprise round. On the first round of combat, the Knight gets a surprise round regardless of whether he has been noticed. A creature that notices the Knight is still treated as flat-footed during this round. In addition, the improved Futurelink gives him a general idea of what action he might take to best protect himself and gives him a +2 bonus to AC and Reflex saves. This bonus is lost whenever the Knight would lose a Dexterity bonus to AC.
Swiftness (Ex): Beginning at 18th level, the Knight of Time figures out a way to create a small window of extra time for him to operate in. He gains the ability to use up to 2 swift actions and/or immediate actions per round.
Greater Time Travel (Su): Beginning at 19th level, the Knight of Time can travel through leagues of time as if they were nothing. By expending 5 uses of Time Shenanigans as a full-round action, he can travel to and look through events that happened in the past at his current location. The level of detail he sees and hears by means of this ability depends on the span of time he wishes to observe. He cannot interact with these events, however. Upon using this ability, he chooses a specific span of time to view from the table below. This ability grants him view of 20 of the units of time he views (so 20 days, 20 weeks, etc.), unless he selects Centuries in which he views 5 centuries.
{table=head]Span|Amount of Information
Days|Detailed knowledge of people, conversations, and events that transpired
Weeks|Exact wording and detail are lost, but highlights/participants and events are known
Years|General idea of noteworthy events (deaths, battles, scenes of great emotion, important discoveries, significant happenings)
Centuries|Only the most remarkable of events (coronations, deaths of important personages, major battles, truly historic happenings)[/table]
He may instead use this ability to travel forward and back in time in one action, as with Expanded Time Travel. This ability functions as a Greater Teleport spell (for the purposes of this ability, the Knight's Caster Level is considered to be 20).
Time Stop (Su): The Knight of Time, upon becoming a master of his title, learns to manipulate time in the greatest of ways - to stop its progression for a short amount of time. This ability functions as the Time Stop spell, except the Knight's copies created via Stable Time Loop are also able to act, on his initiative. On the final round of the Knight's Time Stop ability, he and his copies are able to make melee attacks against creatures (but not objects). Stopping Time requires the Knight to expend 6 uses of Time Shenanigans.
---------------------------------------------------------
New Feats
Sweet Shenanigans
Prerequisites: Time Shenanigans
Benefit: You gain 1 extra use of Time Shenanigans per encounter.
Normal: You have 1/2 Knight Level + Wisdom Modifier uses of Time Shenanigans per encounter.
Hella Shenanigans
Prerequisites: Weird Time Shenanigans, Sweet Shenanigans
Benefit: You gain 2 extra uses of Time Shenanigans per encounter.
Normal: You have 1/2 Knight Level + Wisdom Modifier uses of time Shenanigans per encounter.
---------------------------------------------------------
Hopefully everything's cross-referenced right. Most of the abilities that deal with manipulating time are supposed to be off-limits to Doomed Duplicates and Stable Time Loop Copies (mostly to cut down on headache, but also make sure crazy infinite loops don't occur).
http://f.bandcamp.com/z/28/55/285513710-1.jpg
TG: the thing with time travel is
TG: you cant overthink it
TG: just roll with it and see what happens
TG: and above all try not to do anything stupid
GAME RULE INFORMATION
Knights of Time have the following game statistics.
Abilities: Knights of Time rely on intuition and quick thinking - as they say, you can't overthink it - and thus depend on their Wisdom for some of their abilities. When they wade into the fray, they also depend on their Strength and their Constitution.
Alignment: Any.
Hit Die: d10
Starting Age: As Barbarian.
Starting Gold: As Fighter.
Class Skills
The Knight of Time's class skills are Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Listen, Perform (Sick Burns), Perform (Slam Poetry), Sense Motive, Spot, Swim, Tumble.
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Knight of Time
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Time Shenanigans
2nd|
+2|
+3|
+0|
+0|Insightful Reflexes
3rd|
+3|
+3|
+1|
+1|Limited Time Travel
4th|
+4|
+4|
+1|
+1|Self-Fulfilling Prophecy (Weapon)
5th|
+5|
+4|
+1|
+1|Doomed Duplicate
6th|
+6/+1|
+5|
+2|
+2|Weird Time Shenanigans
7th|
+7/+2|
+5|
+2|
+2|Distorted Time
8th|
+8/+3|
+6|
+2|
+2|Haste
9th|
+9/+4|
+6|
+3|
+3|Self-Fulfilling Prophecy (Future Contact)
10th|
+10/+5|
+7|
+3|
+3|Stable Time Loop I
11th|
+11/+6/+1|
+7|
+3|
+3|Absurd Time Shenanigans
12th|
+12/+7/+2|
+8|
+4|
+4|Expedience
13th|
+13/+8/+3|
+8|
+4|
+4|Futurelink, Other
14th|
+14/+9/+4|
+9|
+4|
+4|Expanded Time Travel
15th|
+15/+10/+5|
+9|
+5|
+5|No Time to Dawdle
16th|
+16/+11/+6/+1|
+10|
+5|
+5|Self-Fulfilling Prophecy (Regress), Celerity
17th|
+17/+12/+7/+2|
+10|
+5|
+5|Futurelink, Self
18th|
+18/+13/+8/+3|
+11|
+6|
+6|Swiftness
19th|
+19/+14/+9/+4|
+11|
+6|
+6|Greater Time Travel
20th|
+20/+15/+10/+5|
+12|
+6|
+6|Stable Time Loop II, Time Stop[/table]
Class Features
All of the following are class features of the Knight of Time.
Weapon and Armor Proficiencies: Knights of Time are proficient with all Simple and Martial weapons, and Light armor.
Time Shenanigans (Ex): A Knight of Time is immediately able to alter time in slight ways. The Knight of Time may, a number of times per encounter equal to 1/2 his Knight of Time levels plus his Wisdom modifier, reroll an attack, damage or save roll once. He must take the second roll, even if it is worse. Engaging in Time Shenanigans, or using abilities that rely on Time Shenanigans (such as Haste, Expedience and Celerity) is an Immediate action.
Insightful Reflexes (Ex): A Knight of Time's influence on a timeline extends both forewards and backwards, and provides him with a strange sense of Déjà vu. At 2nd level, the Knight of Time adds his Wisdom modifier (up to his Knight of Time levels) to his Reflex saves as an Insight bonus.
Limited Time Travel (Su): Beginning at 3rd level, a Knight of Time can hop forward through time. Once per encounter, he can hop forward in time up to 1 round for every 3 Knight of Time levels he has. He reappears in exactly the same orientation and condition as before. From his point of view, no time has passed at all. Using this ability is a Standard Action.
Self-Fulfilling Prophecy (Ex): Though not Oracles themselves, Knights of Time have a knack for fulfilling prophecies that are guaranteed to happen anyway. They complete these prophecies in one of three ways:
Weapon: At 4th level, the Knight of Time arms himself with a weapon he can cause to travel through time, becoming instances of another weapon used in either an alternate reality or the future. Though it happens only gradually, eventually he is able to control its properties to great extent. At 4th level, any weapon in the hands of a Knight of Time is immediately a +1 weapon. It loses this property if it leaves the Knight's hands. In addition, the powers granted to the weapon grow with time:
{table=head]Knight of Time Level|Modifier|Bonus*
4th|+1|-
6th|+1|+1
8th|+2|+1
10th|+2|+2
12th|+3|+2
14th|+3|+3
16th|+4|+3
18th|+4|+4
20th|+5|+5[/table]
At any time, as a move action, the Knight of Time can change these values for his weapon(s) up to the maximum bonus. He can also transfer excess Modifier or Bonus between the two - for example, a Level 8 Knight of Time can make his weapon a +1 weapon with two +1 bonuses, or a +3 weapon with no bonuses, or a +1 weapon with a +2 bonus. Just like Magic weapons, it must always have at least a +1 modifier. This lasts until he spends another move action to change his weapon. Self-fulfilling Prophecy (Weapon) only works on weapons of exceptional make - only Masterwork weapons work with this ability.
He may also meditate for 1 hour to make a specific magical weapon his Self-fulfilling weapon. This allows him to change the bonuses on the specific magic weapon as move actions, to change Modifier and Bonuses, etc. However, he cannot exceed the total bonus the weapon had before his meditation - for exampe, if he comes into possession of a +3 Longsword at level 7, he can change the bonuses and grant it modifiers as if he were level 8. Once he reaches level 10, however, he may treat the weapon as if it had the bonuses on the table above, or change them around. Once a weapon he has meditated with leaves his hand for 1 hour per Knight of Time level, the weapon ceases being his Self-fulfilling weapon. If another creature or character handles his Self-fulfilling weapon, it ceases being such a weapon and reverts to the state it was in before the Knight performed his meditation.
By expending a use of Time Shenanigans, he may also, as a move action, revert the weapon to a previous state (such as "before it was sundered"). This ability only works on magical weapons the Knight of Time has made his Self-fulfilling weapon by way of meditation.
Future Contact: At 9th level, the Knight of Time can sift through the sands of time to a particular spot in the future. He is able to ask very vague questions of future incarnations of himself, though these incarnations resent being asked questions from their past selves as generally they recall asking their future selves the very question they are being asked. The future self always responds in a language the Knight of Time understands, but gives only a very brief response ("Yes", "No", "Maybe", "Irrelevent" etc.). The Knight of Time must spend 1 hour searching through time to find the right timeline to answer his question, and can only do so once per day.
Regress: At 16th level, the Knight of Time can identify small clues in his view of time that lets him know he may be heading toward a doomed timeline. A Knight of Time may, as a standard action, regress time 1 round into the past. In effect, you “replay” the previous round of activity. This ability regresses time to the point along the time stream just prior to your previous turn, undoing the effects of everyone else’s actions on the timeline. Once you have used Regress, only you retain knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future.
Once he has used this ability, a Knight of Time must wait 5 rounds before he can use it again.
Doomed Duplicate (Ex): Time is split into several timelines. There are many, many doomed timelines, and a single alpha timeline. The Knight of Time can attempt to bring into the alpha timeline a doomed duplicate of himself. Beginning at 5th level, the Knight of Time may, once per encounter for every 5 levels he has, summon a duplicate of himself. This requires a Swift action to activate and does not provoke attacks of opportunity. The doomed duplicate appears in any square the Knight of Time has line of sight to. At higher levels, the Knight of Time can summon additional duplicates - at 10th level, he can summon two; at 15th, he can summon three; and at 20th, he can summon 4. Doomed duplicates act on the initiative of the Knight of Time that summoned them.
The doomed duplicate is an exact copy of the Knight of Time at the time of summoning and may use all abilities, items, etc. that the Knight of Time had, except items with charges and those that are consumed. It has no knowledge the Knight himself does not have. Any items that leave the doomed duplicate's possession, however, vanish - they are doomed to disappear, and preservation would cause a paradox, something Time will not stand for. The doomed duplicate exists for at least 1 round; after that round ends, the Knight of Time must make a Wisdom check to continue keeping his duplicates around. The DC for this check is equal to 10 + the number of Duplicates summoned + the number of rounds they have existed in -1. He must make a Wisdom check for each duplicate - failure to make this check causes that single duplicate to vanish from his timeline.
Although doomed duplicates understand they are doomed, they are not resigned to that fate. If the Knight of Time attempts to have a doomed duplicate do something he himself would not do, he must make a Diplomacy check against the duplicate; the duplicate makes its own Sense Motive check. If the duplicate fails its Sense Motive, it agrees to complete the action. This check takes a standard action from the Knight and all doomed duplicates involved to complete. A doomed duplicate cannot use any of its abilities that involve time travel in their own timeline (Limited Time Travel, Doomed Duplicate, Future Contact, Regress, Stable Time Loop, Expanded Time Travel, Futurelink (Self), Greater Time Travel and Time Stop) as their futures and pasts no longer exist on the alpha timeline. If the Knight of Time has any spellcasting abilities, his duplicates are able to use these abilities, but the Knight's level must be at least 5 higher than the spell level to cast the spell (his duplicates can't begin casting spells above cantrips/orisons until he is level 6; similarly, they cannot cast 9th level spells he has until he is level 14). This applies to Psionic Powers and Tome of Battle Maneuvers as well, with Spell Level replaced with Power Level or Maneuver Level, as necessary. Additionally, duplicates cannot make use of abilities granted by a Vestige greater than (Knight Level - 5).
The Knight of Time can only summon one group of doomed duplicates at a time. If this ability is used again while a group of duplicates already exist, the preexisting duplicates vanish to their own timelines, and new ones replace them. If the Knight of Time engages in either Limited Time Travel or uses the Regress function of his self-fulfilling prophecies, all of his Doomed Duplicates vanish instantly.
Weird Time Shenanigans (Ex): Beginning at 6th level, the Knight of Time is capable of even more shenaniganry - he may reroll any ability check or skill check once in addition to the other rolls he is capable of rerolling with Time Shenanigans. He still must keep the second roll, even if it is worse.
Distorted Time (Ex): Beginning at 7th level, the Knight of Time can warp occurrences around him just by engaging in time travel. Whenever the Knight of Time engages in Time Shenanigans, uses an ability that expends uses of Time Shenanigans, changes his weapon via Self-Fulfilling Prophecy or uses the Regress ability of Self-Fulfilling Prophecy, he gains an Insight bonus to AC equal to his Wisdom modifier for 1 round for every 4 class levels he has.
Haste (Su): Beginning at 8th level, the Knight of Time can combine the effort used to engage in Time Shenanigans to temporarily accelerate himself through time. By expending a use of Time Shenanigans, the Knight of Time can grant himself an additional move action. For the round in which the Knight of Time uses this ability, he is also considered to be under the effects of a Haste spell. The Knight of Time can only use this ability once per round.
Stable Time Loop (Su): Beginning at 10th level, the Knight of Time knows enough about Time Travel to begin creating stable time loops. A stable time loop enables the Knight of Time to have a functioning, non-doomed copy of himself, complete with items and abilities at the time of creation. Creating a stable time loop takes time: 1 minute per Knight of Time level (the more invested a Knight is in time travel, the more difficult it is to accurately create a loop with him in it). Upon creating a stable time loop, and at the beginning of each day, both he and the copy must make a DC 15 Wisdom check - if either fails, the copy disappears. A Knight of Time cannot attempt to create a stable time loop while threatened and cannot rush, nor Take 10 or 20 on the attempt. If the Knight is unsuccessful at establishing a stable time loop, a corpse of himself appears from a doomed timeline.
As with doomed duplicates, copies created with Stable Time Loop cannot relinquish their equipment - items that leave their possession instantly vanish. Similarly, they cannot engage in time travel (Limited Time Travel, Doomed Duplicate, Future Contact, Regress, Stable Time Loop, Expanded Time Travel, Futurelink (Self), Greater Time Travel and Time Stop) because its future is the same as the Knight's. This also means the Knight cannot engage in Time Travel - if he does, his stable time loops end and his copies disappear, with one exception - the Knight's copies remain for the duration of his Time Stop ability. Once over, they disappear. However, whenever the Knight uses Time Shenanigans, Haste, Expedience, or Celerity, or gains the benefit of Distorted Time, his copies also gains these benefits for the same duration. As with doomed duplicates, copies created with Stable Time Loop act on the Knight's initiative.
Upon reaching 20th level, the Knight of Time is able to create two copies of himself via Stable Time Loop, but he and both copies must make an additional Wisdom check at DC 20 during creation of the Stable Time Loop and at each day a copy exists, but failure for one of the copies only causes that copy to not appear.
Regardless of his level, a Knight of Time can only create up to one stable time loop at a time. In order to create another, he must dismiss (by engaging in time travel) his previous copies. Copies do not gain XP, nor do they gain a share of treasure. They remain as copies of the Knight of Time at the time of his use of the Stable Time Loop ability. A copy of the Knight of Time that dies instantly vanishes from the timeline. It cannot be resurrected or brought back in any way, even with the power of Wish, Miracle or Reality Revision.
Copies cannot spend XP, nor can they be the subject of spells or abilities that change their shape (as polymorph, alter self, etc.) that were not active on the Knight of Time at the time of creating a stable time loop. A copy created with Stable Time Loop can use charged items that were in the possession of the Knight of Time, but each charge they use from their item also removes a charge from the Knight's. Additionally, a copy created with Stable Time Loop can cast spells, manifest powers, initiate maneuvers and use Vestige abilities the Knight had at the time of creation.
When a copy casts a spell, manifests a power, initiates a maneuver or uses a Vestige-granted ability, it uses up a spell slot of your own, your own power points, a readied maneuver, or causes the cooldown on your Vestige-granted ability to activate (for those abilities whose cooldown begins after they wear off, the ability is off-limits for you until your copy's ability wears off) - a copy doesn't actually have spell slots, power points, maneuvers or vestiges of its own. For example, if you cast a Fireball spell and your copy casts an Lesser Orb of Fire spell, you lose both a 3rd level Spell slot (from the Fireball) and a 1st level Spell slot (from the Lesser Orb of Fire).
Absurd Time Shenanigans (Ex): Beginning at 11th level, the Knight of Time is capable of being picky with time. Any time he engages in Time Shenanigans, he may choose to use the first roll instead of the second. He also may engage in Time Shenanigans one more time per encounter.
Expedience (Su): Beginning at 12th level, the Knight of Time can further merge more effort used to engage in Time Shenanigans to accelerate himself even faster through time. By expending 2 uses of Time Shenanigans, the Knight of Time can grant himself an additional standard action. For the round in which the Knight of Time uses this ability, he is also considered to be under the effects of a Haste spell. The Knight of Time can only use this ability once per round.
Futurelink, Other (Su): Beginning at 13th level, the Knight of Time can establish a quick link to an ally's timeline and identify impending danger or harm to that individual. He cannot manifest such a link on himself, however. The Knight must communicate what he learns to his ally for the warning to be useful, and the ally can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating can all be accomplished before some danger befalls the subject, provided the Knight acts on the warning without delay. The Knight requires a standard action to create a Futurelink, which lasts for 10 minutes per Knight level.
Expanded Time Travel (Su): Beginning at 14th level, the Knight of Time can travel forwards and then backwards through time in the blink of an eye, appearing to teleport. He may enter the time stream as a standard action and reappear in the same timeline up to 600 feet away from his original location. The Knight need only visualize and then visit the location by wading through time. To the Knight, time does not appear to pass at all - for everyone else, the Knight appears to teleport in a bright flash of silver.
No Time to Dawdle (Ex): Beginning at 15th level, the Knight of Time speeds up the rate at which he can engage in Time Shenanigans, for while he is a traveler of time, he is not in fact made of time. Engaging in Time Shenanigans for a Knight of at least 15th level is a free action instead of a swift action, and said shenanigans can be engaged in once per round for every 6 levels the Knight has (twice per round at 15th level, when gaining this ability, and three times per round at level 18). This ability does not allow the Knight to use abilities that expend Time Shenanigans uses as free actions, or multiple times per round.
Celerity (Su): Beginning at 16th level, the Knight of Time can merge immense amounts of effort used to engage in Time Shenanigans to massively accelerate himself through time. By expending 4 uses of Time Shenanigans, the Knight of Time can grant himself an additional full round action. For the round in which the Knight of Time uses this ability, he is also considered to be under the effects of a Haste spell. The Knight of Time can only activate this ability once per round. After his round is over, the Knight of Time is unable to take any actions for 1 round due to the immense amount of control needed to accelerate so quickly.
Futurelink, Self (Su): Beginning at 17th level, the Knight of Time figures out a way to establish his Futurelink ability on himself. Doing so costs one use of Time Shenanigans, but also grants him additional benefits - he is never surprised or flat-footed, and can always act on a Surprise round. On the first round of combat, the Knight gets a surprise round regardless of whether he has been noticed. A creature that notices the Knight is still treated as flat-footed during this round. In addition, the improved Futurelink gives him a general idea of what action he might take to best protect himself and gives him a +2 bonus to AC and Reflex saves. This bonus is lost whenever the Knight would lose a Dexterity bonus to AC.
Swiftness (Ex): Beginning at 18th level, the Knight of Time figures out a way to create a small window of extra time for him to operate in. He gains the ability to use up to 2 swift actions and/or immediate actions per round.
Greater Time Travel (Su): Beginning at 19th level, the Knight of Time can travel through leagues of time as if they were nothing. By expending 5 uses of Time Shenanigans as a full-round action, he can travel to and look through events that happened in the past at his current location. The level of detail he sees and hears by means of this ability depends on the span of time he wishes to observe. He cannot interact with these events, however. Upon using this ability, he chooses a specific span of time to view from the table below. This ability grants him view of 20 of the units of time he views (so 20 days, 20 weeks, etc.), unless he selects Centuries in which he views 5 centuries.
{table=head]Span|Amount of Information
Days|Detailed knowledge of people, conversations, and events that transpired
Weeks|Exact wording and detail are lost, but highlights/participants and events are known
Years|General idea of noteworthy events (deaths, battles, scenes of great emotion, important discoveries, significant happenings)
Centuries|Only the most remarkable of events (coronations, deaths of important personages, major battles, truly historic happenings)[/table]
He may instead use this ability to travel forward and back in time in one action, as with Expanded Time Travel. This ability functions as a Greater Teleport spell (for the purposes of this ability, the Knight's Caster Level is considered to be 20).
Time Stop (Su): The Knight of Time, upon becoming a master of his title, learns to manipulate time in the greatest of ways - to stop its progression for a short amount of time. This ability functions as the Time Stop spell, except the Knight's copies created via Stable Time Loop are also able to act, on his initiative. On the final round of the Knight's Time Stop ability, he and his copies are able to make melee attacks against creatures (but not objects). Stopping Time requires the Knight to expend 6 uses of Time Shenanigans.
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New Feats
Sweet Shenanigans
Prerequisites: Time Shenanigans
Benefit: You gain 1 extra use of Time Shenanigans per encounter.
Normal: You have 1/2 Knight Level + Wisdom Modifier uses of Time Shenanigans per encounter.
Hella Shenanigans
Prerequisites: Weird Time Shenanigans, Sweet Shenanigans
Benefit: You gain 2 extra uses of Time Shenanigans per encounter.
Normal: You have 1/2 Knight Level + Wisdom Modifier uses of time Shenanigans per encounter.
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Hopefully everything's cross-referenced right. Most of the abilities that deal with manipulating time are supposed to be off-limits to Doomed Duplicates and Stable Time Loop Copies (mostly to cut down on headache, but also make sure crazy infinite loops don't occur).