starwoof
2007-03-05, 08:48 PM
Chronomancer
"We have to go back! Back... to the future!"
The chronomancer is a manipulator of time and its forces, not its master. he simply understands the ebb and flow and can surf it as he pleases... to an extent. The ability to travel freely through time is a power that no mortal possesses, though a Chronomancer can visit the past as a ghost and get hints toward possible futures. They are an elite and rare corps of wizards, each one seeing the others as allies in knowledge. Most are neutral. They see it as their personal mission to stop those manipulating the flow of time with abandon and to rein in rogue Chronomancers. They adventure to gain knowledge of ancient civilizations and to gain insight as to whats coming. Chronomancers tend to be well versed on many topics.
Requirements
Spellcasting: Able to Cast 3rd level arcane spells
Skills: Knowledge (History) 5 ranks, Knowledge (arcana) 5 ranks, concentration 8 ranks
Feats: Quicken Spell or Sudden Quicken, any other metamagic spell
Special: Must have received training from an experienced Chronomancer.
Chronomancer
Hit Die: d4
Class Skills: Knowledge (all) (int), Concentration (con), Spellcraft (int), Appraise (int), Craft (int), Profession (int), Speak Language, Gather Information (cha), Decipher Script (int)
Skill Points: 3+intelligence per level
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0
|
+0
|
+0
|
+2
|Time Walk, Speed Manipulation +1, Chronological Awareness|
2nd|
+1
|
+0
|
+0
|
+3
|Prescience|+1 level of existing spellcasting class
3rd|
+1
|
+1
|
+1
|
+3
|Speed Manipulation +2|
4th|
+2
|
+1
|
+1
|
+4
|Precience|+1 level of existing spellcasting class
5th|
+2
|
+1
|
+1
|
+4
|Speed Manipulation +3|+1 level of existing spellcasting class
6th|
+3
|
+2
|
+2
|
+5
|Prescience|+1 level of existing spellcasting class
7th|
+3
|
+2
|
+2
|
+5
|Speed Manipulation +4|
8th|
+4
|
+2
|
+2
|
+6
|Prescience|+1 level of existing spellcasting class
9th|
+4
|
+3
|
+3
|
+6
|Speed Manipulation +5|+1 level of existing spellcasting class
10th|
+5
|
+3
|
+3
|
+7
|Ultimate Chronological Manipulation, Prescience|[/table]
Time Walk [sp]: Time Walking is the Chronomancer's primary ability. It allows the chronomancer to visit the past. When using this ability the Chronomancer may travel backwards in time a number of centuries equal to his character level x2. The chronomancer may bring along a number of creatures equal to half his chronomancer level. This ability lasts a number of hours equal to the chronomancers character level. When the time period is up the chronomancer and any creatures that have returned with him will immediately be brought back to the present, at the exact moment they left. The chronomancer does not teleport in any way, he remains in the exact same spot. If staying in the same spot would result in him entering a solid object, he will be shunted to the nearest open space, taking 1d6 damage per 10 feet he is moved. The chronomancer cannot affect the past in any way, and for all intents and purposes he is not there. He can activate items, cast spells, attack, or do anything else he could normally do, though it will not affect the past at all. Note that neither he nor any creatures he brings along are incorporeal. The chronomancer can affect other creatures that have been brought along with him as spells.He can use this ability once per week.
Chronological Awareness [ex]: The chronomancer always knows exactly what time it is, down to the millisecond, on all possible methods of measurement.
Prescience [su]: At every even numbered level the Chronomancer gains one of the following abilities, chosen by the chronomancer. He cannot choose a new ability if he somehow manages to travel back in time. *ahem*
Uncanny Dodge [b](Requires Uncanny Dodge)[/b [su]]: The Chronomancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
Improved Uncanny Dodge [su]: The chronomancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Combat Prescience [su]: The chronomancer gains a bonus to attack rolls equal to one third his chronomancer level, rounding down. This includes attack rolls for rays and the like.
Defensive Prescience [su]: The chronomancer gains a dodge bonus to his armor class equal to one third his chronomancer level, rounding down.
Evasion [su]:The chronomancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the chronomancer is wearing light armor or no armor. A helpless chronomancer does not gain the benefit of evasion.
Speed Manipulation [sp]: A chronomancer can use this ability a number of times per day equal to half his chronomancer level (rounding down). He may affect a number of creatures with the spell slow or haste, but with the folowing changes. The spells have a duration of one minute per level of this ability. The save DC for the spells are at +2. The range is increased to 100 ft +50 ft per level of this ability. The caster level is equal to the chronomancers arcane spellcaster level.
Ultimate Chronological Manipulation [sp]: The chronomancer unlucks the ultimate ability of his class. Once per week he can force time to skip backwards by 12 seconds. Only he will be aware of this shift, and other creatures will act similarly to how they acted before unless given a warning. If the chronomancer can warn an ally of something then he gains a +2 insight bonus to the roll in question (such as a reflex to avoid a fireball or climb check to avoid falling). There is no save for this ability, but the chronomancer must make a DC 30 spellcraft check to activate it. Failure results in him wasting his daily use of the ability. Good uses of this ability would be to avoid a danger, stop the death of a comrade, etc.
The chronomancer can spend a use of this ability to cast time stop instead. This is at the chronomancer's caster level (even if he couldnt normally cast time stop.
[hr]
Ive been woeking on this for a while, but seeign the broken and poorly formatted (sorry) other one I decided to kikc it up. Rip this apart.
"We have to go back! Back... to the future!"
The chronomancer is a manipulator of time and its forces, not its master. he simply understands the ebb and flow and can surf it as he pleases... to an extent. The ability to travel freely through time is a power that no mortal possesses, though a Chronomancer can visit the past as a ghost and get hints toward possible futures. They are an elite and rare corps of wizards, each one seeing the others as allies in knowledge. Most are neutral. They see it as their personal mission to stop those manipulating the flow of time with abandon and to rein in rogue Chronomancers. They adventure to gain knowledge of ancient civilizations and to gain insight as to whats coming. Chronomancers tend to be well versed on many topics.
Requirements
Spellcasting: Able to Cast 3rd level arcane spells
Skills: Knowledge (History) 5 ranks, Knowledge (arcana) 5 ranks, concentration 8 ranks
Feats: Quicken Spell or Sudden Quicken, any other metamagic spell
Special: Must have received training from an experienced Chronomancer.
Chronomancer
Hit Die: d4
Class Skills: Knowledge (all) (int), Concentration (con), Spellcraft (int), Appraise (int), Craft (int), Profession (int), Speak Language, Gather Information (cha), Decipher Script (int)
Skill Points: 3+intelligence per level
{table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0
|
+0
|
+0
|
+2
|Time Walk, Speed Manipulation +1, Chronological Awareness|
2nd|
+1
|
+0
|
+0
|
+3
|Prescience|+1 level of existing spellcasting class
3rd|
+1
|
+1
|
+1
|
+3
|Speed Manipulation +2|
4th|
+2
|
+1
|
+1
|
+4
|Precience|+1 level of existing spellcasting class
5th|
+2
|
+1
|
+1
|
+4
|Speed Manipulation +3|+1 level of existing spellcasting class
6th|
+3
|
+2
|
+2
|
+5
|Prescience|+1 level of existing spellcasting class
7th|
+3
|
+2
|
+2
|
+5
|Speed Manipulation +4|
8th|
+4
|
+2
|
+2
|
+6
|Prescience|+1 level of existing spellcasting class
9th|
+4
|
+3
|
+3
|
+6
|Speed Manipulation +5|+1 level of existing spellcasting class
10th|
+5
|
+3
|
+3
|
+7
|Ultimate Chronological Manipulation, Prescience|[/table]
Time Walk [sp]: Time Walking is the Chronomancer's primary ability. It allows the chronomancer to visit the past. When using this ability the Chronomancer may travel backwards in time a number of centuries equal to his character level x2. The chronomancer may bring along a number of creatures equal to half his chronomancer level. This ability lasts a number of hours equal to the chronomancers character level. When the time period is up the chronomancer and any creatures that have returned with him will immediately be brought back to the present, at the exact moment they left. The chronomancer does not teleport in any way, he remains in the exact same spot. If staying in the same spot would result in him entering a solid object, he will be shunted to the nearest open space, taking 1d6 damage per 10 feet he is moved. The chronomancer cannot affect the past in any way, and for all intents and purposes he is not there. He can activate items, cast spells, attack, or do anything else he could normally do, though it will not affect the past at all. Note that neither he nor any creatures he brings along are incorporeal. The chronomancer can affect other creatures that have been brought along with him as spells.He can use this ability once per week.
Chronological Awareness [ex]: The chronomancer always knows exactly what time it is, down to the millisecond, on all possible methods of measurement.
Prescience [su]: At every even numbered level the Chronomancer gains one of the following abilities, chosen by the chronomancer. He cannot choose a new ability if he somehow manages to travel back in time. *ahem*
Uncanny Dodge [b](Requires Uncanny Dodge)[/b [su]]: The Chronomancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
Improved Uncanny Dodge [su]: The chronomancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Combat Prescience [su]: The chronomancer gains a bonus to attack rolls equal to one third his chronomancer level, rounding down. This includes attack rolls for rays and the like.
Defensive Prescience [su]: The chronomancer gains a dodge bonus to his armor class equal to one third his chronomancer level, rounding down.
Evasion [su]:The chronomancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the chronomancer is wearing light armor or no armor. A helpless chronomancer does not gain the benefit of evasion.
Speed Manipulation [sp]: A chronomancer can use this ability a number of times per day equal to half his chronomancer level (rounding down). He may affect a number of creatures with the spell slow or haste, but with the folowing changes. The spells have a duration of one minute per level of this ability. The save DC for the spells are at +2. The range is increased to 100 ft +50 ft per level of this ability. The caster level is equal to the chronomancers arcane spellcaster level.
Ultimate Chronological Manipulation [sp]: The chronomancer unlucks the ultimate ability of his class. Once per week he can force time to skip backwards by 12 seconds. Only he will be aware of this shift, and other creatures will act similarly to how they acted before unless given a warning. If the chronomancer can warn an ally of something then he gains a +2 insight bonus to the roll in question (such as a reflex to avoid a fireball or climb check to avoid falling). There is no save for this ability, but the chronomancer must make a DC 30 spellcraft check to activate it. Failure results in him wasting his daily use of the ability. Good uses of this ability would be to avoid a danger, stop the death of a comrade, etc.
The chronomancer can spend a use of this ability to cast time stop instead. This is at the chronomancer's caster level (even if he couldnt normally cast time stop.
[hr]
Ive been woeking on this for a while, but seeign the broken and poorly formatted (sorry) other one I decided to kikc it up. Rip this apart.