Greyfeld85
2012-05-06, 03:29 PM
Chronomancer
http://27.media.tumblr.com/tumblr_m06rt0SqBj1qka2vao1_500.jpg
Early in a mage's career, he learns to dabble with the fabric of the universe. The Chronomancer goes beyond its mere fabric and attempts to harness the very essence of time itself.
Requirements
Skills: Knowledge (Arcana) 10 ranks
Spellcasting: Must be able to cast 3rd level spells.
Special: Must have used the spell Lesser Celerity, Celerity, or Greater Celerity at least once per day during your last level.
{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Flash of Foresight 1/day|
-
2nd|+1|+0|+0|+3|Time Synch 25%|
+1 existing spellcasting class
3rd|+2|+1|+1|+3|Flash of Foresight 2/day, Time Slip|
+1 existing spellcasting class
4th|+3|+1|+1|+4|Time Synch 50%|
+1 existing spellcasting class
5th|+3|+1|+1|+4|Flash of Foresight 3/day, Shared Celerity|
+1 existing spellcasting class
[/table]
Class Skills: Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (Arcana), Knowledge (History), Spellcraft
Skills per level: 2 + Int modifier
Hit Dice: D4
Weapon and armor proficiencies: Chronomancers gain no new weapon or armor proficiencies.
Spellcasting: When a new chronomancer level is gained (except for the first level), the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class to which he belonged before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before he became a chronomancer, he must decide to which class he adds each level of chronomancer for the purpose of determining spells per day and spells known.
Flash of Foresight (Ex): At level 1, a chronomancer's dabbling in the timeline has granted him brief visions of the immediate future. Once per day, he may use an immediate free action to add his casting ability modifier as a Divinity bonus to his next Intimidate/Bluff/Diplomacy check, initiative roll, attack roll, or Reflex save. Alternatively, he may choose to apply the bonus to his AC for one round, or use his foresight to act during a surprise round of combat that he would otherwise be Surprised. Any bonus granted by Flash of Foresight must be used by the end of your next turn or be lost.
The character gains an additional daily use of this ability at levels 3 and 5.
Time Synch (Ex): At level 2, the chronomancer has managed spread his consciousness in such a way as to exist in several points in time at once. All attacks against you have a 25% miss chance, and you take 3/4 damage from area attacks. Attacks you make have a 25% miss chance and spells you cast that effect a target other than yourself have a 25% arcane spell failure chance unless you spend a swift action to condense your consciousness into one point in time.
At level 4, the miss chance against you and your miss chance and arcane spell failure chance is increased to 50%, and you take half damage from area attacks.
Time Slip (Ex): At 3rd level, the chronomancer learns how to let his consciousness slip into the time stream and follow its flow. As a standard action, he may disappear completely from existence. He is not invisible, nor has he teleported to another plane, he simply ceases to be in that moment of time. Any number of rounds later between 1 and his primary casting ability modifier (chosen when this ability is activated), the chronomancer reappears at the beginning of his turn in the exact same place he disappeared from, in the exact same position. Any objects he is carrying at the time disappear and reappear with him.
Shared Celerity (Su): At the peak of his understanding of time and space, a chronomancer may extend his mastery to others for short periods of time. When the caster casts any version of the Celerity spell, he may expend an additional spell slot of equal or greater level to extend the effect of the spell to one other target within 30 feet. Any targets effected by this ability follow the description of the spell as if they had cast it on themselves. Targets that wish to contest the effect may make a Will save DC 10 + class level + casting ability modifier to negate the effect.
http://27.media.tumblr.com/tumblr_m06rt0SqBj1qka2vao1_500.jpg
Early in a mage's career, he learns to dabble with the fabric of the universe. The Chronomancer goes beyond its mere fabric and attempts to harness the very essence of time itself.
Requirements
Skills: Knowledge (Arcana) 10 ranks
Spellcasting: Must be able to cast 3rd level spells.
Special: Must have used the spell Lesser Celerity, Celerity, or Greater Celerity at least once per day during your last level.
{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Flash of Foresight 1/day|
-
2nd|+1|+0|+0|+3|Time Synch 25%|
+1 existing spellcasting class
3rd|+2|+1|+1|+3|Flash of Foresight 2/day, Time Slip|
+1 existing spellcasting class
4th|+3|+1|+1|+4|Time Synch 50%|
+1 existing spellcasting class
5th|+3|+1|+1|+4|Flash of Foresight 3/day, Shared Celerity|
+1 existing spellcasting class
[/table]
Class Skills: Bluff, Concentration, Craft, Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (Arcana), Knowledge (History), Spellcraft
Skills per level: 2 + Int modifier
Hit Dice: D4
Weapon and armor proficiencies: Chronomancers gain no new weapon or armor proficiencies.
Spellcasting: When a new chronomancer level is gained (except for the first level), the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class to which he belonged before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before he became a chronomancer, he must decide to which class he adds each level of chronomancer for the purpose of determining spells per day and spells known.
Flash of Foresight (Ex): At level 1, a chronomancer's dabbling in the timeline has granted him brief visions of the immediate future. Once per day, he may use an immediate free action to add his casting ability modifier as a Divinity bonus to his next Intimidate/Bluff/Diplomacy check, initiative roll, attack roll, or Reflex save. Alternatively, he may choose to apply the bonus to his AC for one round, or use his foresight to act during a surprise round of combat that he would otherwise be Surprised. Any bonus granted by Flash of Foresight must be used by the end of your next turn or be lost.
The character gains an additional daily use of this ability at levels 3 and 5.
Time Synch (Ex): At level 2, the chronomancer has managed spread his consciousness in such a way as to exist in several points in time at once. All attacks against you have a 25% miss chance, and you take 3/4 damage from area attacks. Attacks you make have a 25% miss chance and spells you cast that effect a target other than yourself have a 25% arcane spell failure chance unless you spend a swift action to condense your consciousness into one point in time.
At level 4, the miss chance against you and your miss chance and arcane spell failure chance is increased to 50%, and you take half damage from area attacks.
Time Slip (Ex): At 3rd level, the chronomancer learns how to let his consciousness slip into the time stream and follow its flow. As a standard action, he may disappear completely from existence. He is not invisible, nor has he teleported to another plane, he simply ceases to be in that moment of time. Any number of rounds later between 1 and his primary casting ability modifier (chosen when this ability is activated), the chronomancer reappears at the beginning of his turn in the exact same place he disappeared from, in the exact same position. Any objects he is carrying at the time disappear and reappear with him.
Shared Celerity (Su): At the peak of his understanding of time and space, a chronomancer may extend his mastery to others for short periods of time. When the caster casts any version of the Celerity spell, he may expend an additional spell slot of equal or greater level to extend the effect of the spell to one other target within 30 feet. Any targets effected by this ability follow the description of the spell as if they had cast it on themselves. Targets that wish to contest the effect may make a Will save DC 10 + class level + casting ability modifier to negate the effect.