Omegatank
2015-03-18, 01:34 PM
Hi! I'm new to the forums and have been playing DnD for a fair while now, and wanted to get some opinions / balancing advice on a caster class of mine based off of a warlock. I apologize for the rough and readiness of the post - I'm still learning the tips and tricks of the forums. Likewise, whilst I did proofread / spell check things, I apologize for any mistakes made.
Overview: The Chronomancer is a studious wizard of time, adept at wielding time magic, scrying certain moments in time and wielding the fabric of the universe as a weapon. Even those creatures and gods that do not notice magical aging effects can still be harmed by a chronomancer. Higher level chronomancers are an asset to themselves and allies, and in their most desperate hour, may even undo entire rounds of actions in their favor in a quick burst of energy. Unlike most wizards, most of their spells scale with their chronomancer levels as their mastery of time increases. Things immune to magical aging effects can be harmed by the sheer intensity and aeon-spanning magic of a chronomancer, particularly as they begin to draw from the ultimate vision of a chronomancer's power – a boundless desert, stacked with years like grains of sand, filled to the brim with the arcane.
A chronomancer's power typically manifests in a flash of blue, distorted light, and a howl of noise. Simple sounds like talking or the clash of battle sound odd and warped as they pass through anything currently imbued with a chronomancer's power.
Mechanically, a chronomancer has more in common with a warlock than a wizard, giving up a list of selected invocations for set spell-like abilities.
Level
BaB
Fort Save
Ref Save
Will Save
Special
1
+0
+0
+0
+2
Time Bolt, Chronoblade, Regress wounds, Studious Assessment, Minor arcane casting
2
+1
+0
+0
+3
Accelerated Combat, Whispering Sand.
3
Temporal Duplicate, Time Bolt 2d6
4
Conduit Hourglass
5
Twelve Hour Arc, Time Bolt 3d6, Regress Wounds Unlocks, Regress Wounds 3d6.
6
Emptiness of the Desert
7
Borrowed Time, Time Bolt 4d6
8
Sandstorm
9
Implosion of Sand, Time bolt 5d6
10
Permanency, Split Seconds, Regress Wounds 4d6
11
Relentless March, Time Bolt 6d6
12
Bolt Flurry, Timekeeper, Skillful Moment
13
Aging Touch, Time Bolt 7d6
14
Gaze Into Infinity
15
Distort Time, Time Bolt 8d6, Regress Wounds 5d6
16
Temporal Jolt
17
Staggered Bolts, Time Bolt 9d6
18
Time Prison
19
Future Knowledge, Time Bolt 10d6
20
+15
+6
+6
+12
Perfect Self, Perfect Moment, Regress Wounds 6d6
Alignment: Any. Whilst the art of Chronomancy has many implications on the fabric of space-time, it attracts the studious from all walks of life.
BAB: As a Warlock. (15 by level 20)
skill points: 2 + int mod per level, x 4 at level 1.
Saves as a wizard / warlock (6 fort, 6 reflex, 12 will at level 20.)
Proficient skills:
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis),Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Hit dice: D6.
The saving throw for a chronomancer's abilities is (10+ 1/2 of the Chronomancer's level in chronomancer + Chronomancer's int mod.) All of a chronomancer's abilities are bizarre and outside the realms of typical magic, functioning as spell-like abilities unless otherwise stated.
Weapon and Armor Proficiency: Chronomancers are proficient with all simple weapons and the shortsword. ( Though most prefer to channel their spells through a hardy staff of wood or metal) They are proficient with light armor but not with shields.
The save on all Chronomancer abilities unless otherwise stated is DC 10 + 1/2 Chronomancer level + their Intelligence modifier.
Time bolt (sp): The first ability a chronomancer learns is Time Bolt. A Chronomancer attacks his foes with arcane force, dealing Arcane damage (Untyped)
A time bolt is a stand action that creates a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A time bolt deals 1d6 points of damage at 1st level and increases in power as the chronomancer rises in level, an extra 1d6 every 2 levels after level 1. (an extra 1d6 at levels 3, 5, 7, 9, 11, 13, 15, 17, 19, and so on.) A time bolt is the equivalent of a 1st-level spell.
Time bolt crits naturally on a 20 for 2x normal damage, and is subject to feats such as improved critical, however a weapon enchant such as keen does not confer the bonus to Time bolt.
Chronoblade: A Chronomancer may deliver Time Bolt as a melee touch attack, including through a weapon. This gains iterative attacks if their BaB allows it. It does not add the weapon's damage.
Regress Wounds (sp): Once per day plus one per level in chronomancy, a Chronomancer may attempt to regress any allies’ wounds to a less severe degree. healing 2D4. This ability adds an additional 1d4 points of healing starting at level 5 and every 5 levels thereafter. (10, 15, 20.) A chronomancer may add her int modifier to damage healed by Regress Wounds. Starting at level five, a chronomancer may use this ability at will.
Studious Assessment: Starting at level 1, a chronomancer knows at least rudimentary levels of knowledge about magic. She gains Skill Focus (Knowledge Arcana) as a bonus feat.
Minor Arcane Casting: Starting at level 1, The Chronomancer may cast detect magic, ghost sound, and light, an infinite number of times per day, and read magic a number of times equal to her Int mod.
Level 2:
Accelerated combat:
You gain Improved Initiative as a bonus feat. Additionally, you may use Time Bolt as an Attack of Opportunity.
Whispering Sand(sp):
You may cast Whispering Sand as a spell-like ability (See book: Sandstorm.)
Level 3:
Temporal Duplicate(sp): As a swift action a chronomancer may distort time and timeway passages to allow her to come to her own aid for a brief period of time. She may summon a ghostly, timeway distorted version of herself at any point within line of effect and line of sight within 60 feet as a swift action that lasts until the start of her next turn. She may request it target foes with Time Bolts for half their usual damage or heal an ally for half of Regress Wounds. However, as a time-shifted version of herself, it will vanish the instant before it would take damage, and can perform no other action other than talking, attacking with time bolt (Including attacks of opportunity) and movement. Temporal Duplicates last for an additional round at levels 13 and 20.
Level 4:
Conduit Hourglass(sp): The chronomancer may summon a conduit as a swift action that lasts for 5 rounds or until destroyed – A four foot high, two foot wide hourglass on a free area that takes up a five foot square. The hourglass cannot be moved when placed. Upon being summoned and each turn thereafter on the chronomancer's turn, the hourglass will cast slow on all enemy targets within 20 feet of the hourglass. (Will save is 10+ 1/2 of the Chronomancer's hit die + chronomancer's int mod.) A conduit hourglass is very fragile, having 2x the chronomancer's hit dice in HP, with an AC of 10, and a hardness of 2. It automatically fails fortitude and reflex saves, however, it uses the chronomancer's will save, should it require one. It is otherwise treated as an object. The CL of the hourglass is your level in Chronomancer.
In order for the hourglass to be attacked by foe, the creature must make a will save of 10+ 1/2 of the chronomancer's hit die + chronomancer's int mod. if the creature fails, they take 1D6 arcane damage. This damage increases by another 1D6 at levels 12, 16 and 20.
Lastly, the chronomancer may cast Bolts of Time on the Conduit Hourglass. Doing so still requires a ranged touch attack (And thus can crit.) and causes the bolt to become a 20 foot burst, dealing its total damage to all foes in the area on a reflex save of (10+ 1/2 of the Chronomancer's hit die + Chronomancer's int mod.)
Level 5:
Twelve Hour Arc(sp): As a standard action, the Chronomancer may make an attack roll against all enemies within melee reach at their full bab as per Chronoblade, though not gaining iterative attacks.
Any Temporal Duplicates the Chronomancer may have active at this time also perform this same action, dealing 50% less damage than the Chronomancer with these attacks.
If a target is successfully struck by both the Chronomancer and at least one Temporal Duplicate with Twelve Hour Arc in the same round, they must make a will save against being slowed for two rounds.
Level 6:
Emptiness of the Desert(sp): – At level 6, a chronomancer may imbue her spells with the frigid night winds of a bare arctic desert, or the scalding heat of a barren sand desert during midsummer. When they use time bolt, they may nominate sand bolts to be either Fire or Cold damage instead of arcane damage. Additionally, If a target has died within the past hour, the Chronomancer may cast Speak With Dead on the above target as per the spell.
Level 7:
Borrowed Time(sp): The chronomancer may choose to bestow their moments in time upon an ally, giving up their own move and standard actions to give the ally the ability to act during them as if they themself had an action of the corresponding type.
Level 8
Sandstorm(sp): As a standard action, a chronomancer may summon a strange, shifting blue sandstorm centered on themselves that lasts 1d4+1 rounds, in a 60 foot square. All allies within it gain partial concealment and may use it as cover for the purposes of hide checks. Enemies within must make a fortitude save every round at the start of their turn. If they fail, they take 1d4+chronomancer's int modifier in arcane damage. If they succeed, they are completely undamaged. Foes that critically fail this fort save see into a snarl of time, and are also blinded for 1 round.
After using the Sandstorm, you cannot use it again until 1d4 rounds after it has ended.
Time Shield (Sp): As a standard action, you create a 30 foot radius Time Shield centered on yourself that lasts two rounds. It does not have any saving throw and bypasses all spell resistance.
Upon casting this spell-like ability all spells and spell effects within the time shield have their durations consumed at twice their normal rate. Any spell with a duration measured in rounds or minutes, whether beneficial or harmful, if affected (spells measured in hours, days, or longer are shortened imperceptibly). Creatures affected by spells cast outside a time shield that enter the time shield have their spells consumed at the increased rate. Upon leaving the time shield, the creature's spells again decrease at their normal rate. Even spending only a portion of a round within a time shield causes spells to expire at an accelerated rate. Thus, if a creature begins and ends its turn outside a time shield but passes through the area of effect in the interim, any spells that affect the creature lose 2 rounds of duration that round. A time shield cannot affect another time shield, thus the spell has no effect on other instances of this spell.
Level 9:
Implosion of Sand(sp): As a standard action, a chronomancer may cast Implosion of sand, causing a ring of blue timewarped energy to enclose on a target and explode. This spell-like ability functions exactly like Time Bolt, however, it automatically hits. Because it is treated as an automatic hit with no save or attack roll, it cannot crit.
Level 10:
Permanency(sp): Once a week, the chronomancer can cast Permanency as a spell-like ability, with only a 500 exp cost.
Split Seconds(sp): Split Seconds may be cast as a swift action. Split second marks a twenty foot diameter burst area of the Chronomancer's choice. Three rounds after it is cast, the field explodes in a hail of blue sparks. All enemy targets within this field must make a will save or be dazed for one round. Because this daze effect represents becoming disjointed in the present timeline, creatures ordinarily immune to this effect such as undead are still vulnerable, and must attempt the save.
Level 11:
Relentless March(sp): As a standard action the chronomancer folds the fabric of time, attempting to undo one negative spell or spell like effect on any one ally. This ability functions as Dispel Magic for that one function (but no other).
Level 12:
Bolt Flurry(sp): The Chronomancer may use a full round attack to gain iterative ranged attacks with Time Bolt.
Timekeeper(sp): As a standard action, the Chronomancer creates a 5 foot wide circle underneath their feet. This circle contains a 'snapshot' of their current hp and position that lasts for four rounds. Starting from one round after this ability is cast, the chronomancer may active this circle as a swift action to instantly return to the circle and the snapshotted HP, consuming the circle in the process. Consuming the circle is a slightly taxing exercise for the Chronomancer, preventing them from recasting Timekeeper again for 1d10 round. Upon returning in time in this manner, the Chronomancer is dazed for one round.
Skillful Moment (Sp): You may cast Skillful Moment as a spell-like ability. This spell is usable only on yourself.
Upon casting this spell, you channel a future result of one designated course of action into an act you're about to perform. When casting this spell, choose one skill. On the round after you cast this spell you may take 20 on the chosen skill as a single standard action. You only gain this benefit on the skill noted at the time of the spell's casting, gaining no bonus to any other skill. If you do not make the skill check in the round immediately following the spell's casting, the benefit is lost.
Level 13:
Aging Touch (sp): You may cast the spell Aging Touch as a standard ray attack with a range of 60 feet. A fort save negates this.
Any creature you touch with a successful ranged touch attack takes 1 point of Strength, Dexterity, and Constitution damage. This aging is reflected in the target's appearance - skin becomes more wrinkled and pockmarked, hair turns white, posture stoops - and while this has no additional negative effect, it does provide a cumulative +2 bonus on disguise checks. Only the target's body is aged by the spell, and it gains none of the benefits of growing older naturally. Creatures that gain benefits by age category do not gain additional advantages due to this spell. Every time a creature is affected by this spell it is temporarily aged one age category - a young character becomes middle age, a middle-aged character becomes old, and an old character becomes venerable. (Assume a character is young if no age is given.) Every time the target ages in this way the effects of this spell stack, until the target raches venerable age. If a creature is aged past venerable it instead takes 5d6 points of damage each time it is struck, as its body succumbs to the ravages of incredibly swift decay. Thus, a young character struck by a wizard using aging touch three times takes -3 points of damage to Strength, Dexterity and Constitution and gains a +6 bonus to Disguise checks. Upon being struck the fourth time, that target takes 5d6 points of damage. Ability damage dealt by this spell heals as normal, at a rate of 1 point per day for each affected ability. The bonus on Disguise checks also fades over time, decreating at a rate of -2 every day until the target's Disguise modifier returns to normal.
Level 14:
Gaze Into Infinity(sp): As a standard action, The Chronomancer attempts to flood the target's mind with forbidden knowledge about the fabric of the universe with a gaze attack, fascinating the target (Will save negates).
Level 15:
Distort Time(sp): As a standard action, The Chronomancer creates a stable tear in the fabric of reality, summoning a floating wall filled with strange interlocking patterns and terrifying, vast space. Any foes attempting to pass through this area is assaulted with arcane power and visions of their own potential death.
The wall is 40 feet long, 5 feet wide and 30 feet tall, and that lasts 1d4 rounds. All foes attempting to pass it to make a will save or suffer 1d10 per 4 levels in Chronomancer the caster has. If the wall is formed in a square containing a creature, that creature is moved to one side of the wall (the creature in question's choice). The wall is opaque and breaks both line of sight and line of effect.
Level 16:
Temporal Jolt(sp): You learn Temporal Jolt as a spell-like ability, with a range of 100+10/level in chronomancer.
A colourless beam streaks toward your target, violently throwing the target back and forth in time, aging natural materials and damaging the brittle remains. The ray requires a ranged touch attack to hit and deals 1d6 points of damage per 3 caster levels (maximum 5d6). In addition, the beam speeds the decay or corrosion of nonmagical items, aging them hundreds of years in a single moment. Nonmagical armour worn by an affected target permanently loses 1d6 points of armour class (to the maximum amount of protection the armour offered) and nonmagical weapons and items being held are instantly destroyed (items in backpacks, pouches, and other containers are unaffected). Armour that has its armour bonus reduced to zero is destroyed. Magic items are unaffected by this spell.
Level 17
Staggered Bolts(sp): The Chronomancer may, as a swift action, create and suspend 2d8 Time Bolts in midair. At any point before the end of her next round, as an immediate action, the Chronomancer may fire these at any target within Time Bolt's range.
Level 18
Time Prison(sp): As a standard action Stuns the target for 1d3 rounds, freezing their thoughts in time, making them vacant on a will save. Unlike most stuns, this does not cause the target to drop their held items – It merely freezes them in time, allowing them no actions nor dexterity bonus to AC. Creatures normally immune to stuns such as undead are still stunned, due to the time-based nature of this ability.
Level 19:
Future Knowledge: As a standard action, the chronomancer may cast either Clairaudience, Clairsentience or Divination as a spell-like ability, with a 5 minute casting time.
Level 20:
Perfect Self(Ex):
At 20th level, a chronomancer becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the chronomancer’s creature type was) for the purpose of spells and magical effects. Additionally, the chronomancer gains damage reduction 6/magic, which allows her to ignore the first 6 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the chronomancer can still be brought back from the dead as if she were a member of her previous creature type.
Perfect Moment(sp): Once per encounter, as a free action, the Chronomancer may unleash a rush of power, modifying the strength of one of the following spells of their choice drastically until after it is next cast. If Perfect Moment is not used within ten rounds, it fades, consumed.
Timekeeper: Consuming the circle becomes a free action instead of a swift, and upon arrival, dealing 20d10 arcane damage to all enemies within the area.
Split Seconds: Doubles the DC of the dazed effect and increases its duration to 2 rounds. If the Chronomancer is within the burst area when it triggers, they gain temporary hit points for 2 minutes equal to their Chronomancer level + int mod x 2.
Conduit Hourglass: The created hourglass has an AC of 28, and ten times its ordinary HP, and lasts for ten rounds. It increases the burst radius of any Time Bolts that strike it, and the slow field out to 50 feet, and the DC of the slow's save by 10.
Temporal Duplicate: The created duplicate becomes greatly warped and untethered from reality, and cannot be destroyed. It deals full damage, not half, on all of its abilities and interactions and lasts for 10 rounds.
Overview: The Chronomancer is a studious wizard of time, adept at wielding time magic, scrying certain moments in time and wielding the fabric of the universe as a weapon. Even those creatures and gods that do not notice magical aging effects can still be harmed by a chronomancer. Higher level chronomancers are an asset to themselves and allies, and in their most desperate hour, may even undo entire rounds of actions in their favor in a quick burst of energy. Unlike most wizards, most of their spells scale with their chronomancer levels as their mastery of time increases. Things immune to magical aging effects can be harmed by the sheer intensity and aeon-spanning magic of a chronomancer, particularly as they begin to draw from the ultimate vision of a chronomancer's power – a boundless desert, stacked with years like grains of sand, filled to the brim with the arcane.
A chronomancer's power typically manifests in a flash of blue, distorted light, and a howl of noise. Simple sounds like talking or the clash of battle sound odd and warped as they pass through anything currently imbued with a chronomancer's power.
Mechanically, a chronomancer has more in common with a warlock than a wizard, giving up a list of selected invocations for set spell-like abilities.
Level
BaB
Fort Save
Ref Save
Will Save
Special
1
+0
+0
+0
+2
Time Bolt, Chronoblade, Regress wounds, Studious Assessment, Minor arcane casting
2
+1
+0
+0
+3
Accelerated Combat, Whispering Sand.
3
Temporal Duplicate, Time Bolt 2d6
4
Conduit Hourglass
5
Twelve Hour Arc, Time Bolt 3d6, Regress Wounds Unlocks, Regress Wounds 3d6.
6
Emptiness of the Desert
7
Borrowed Time, Time Bolt 4d6
8
Sandstorm
9
Implosion of Sand, Time bolt 5d6
10
Permanency, Split Seconds, Regress Wounds 4d6
11
Relentless March, Time Bolt 6d6
12
Bolt Flurry, Timekeeper, Skillful Moment
13
Aging Touch, Time Bolt 7d6
14
Gaze Into Infinity
15
Distort Time, Time Bolt 8d6, Regress Wounds 5d6
16
Temporal Jolt
17
Staggered Bolts, Time Bolt 9d6
18
Time Prison
19
Future Knowledge, Time Bolt 10d6
20
+15
+6
+6
+12
Perfect Self, Perfect Moment, Regress Wounds 6d6
Alignment: Any. Whilst the art of Chronomancy has many implications on the fabric of space-time, it attracts the studious from all walks of life.
BAB: As a Warlock. (15 by level 20)
skill points: 2 + int mod per level, x 4 at level 1.
Saves as a wizard / warlock (6 fort, 6 reflex, 12 will at level 20.)
Proficient skills:
Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis),Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Hit dice: D6.
The saving throw for a chronomancer's abilities is (10+ 1/2 of the Chronomancer's level in chronomancer + Chronomancer's int mod.) All of a chronomancer's abilities are bizarre and outside the realms of typical magic, functioning as spell-like abilities unless otherwise stated.
Weapon and Armor Proficiency: Chronomancers are proficient with all simple weapons and the shortsword. ( Though most prefer to channel their spells through a hardy staff of wood or metal) They are proficient with light armor but not with shields.
The save on all Chronomancer abilities unless otherwise stated is DC 10 + 1/2 Chronomancer level + their Intelligence modifier.
Time bolt (sp): The first ability a chronomancer learns is Time Bolt. A Chronomancer attacks his foes with arcane force, dealing Arcane damage (Untyped)
A time bolt is a stand action that creates a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A time bolt deals 1d6 points of damage at 1st level and increases in power as the chronomancer rises in level, an extra 1d6 every 2 levels after level 1. (an extra 1d6 at levels 3, 5, 7, 9, 11, 13, 15, 17, 19, and so on.) A time bolt is the equivalent of a 1st-level spell.
Time bolt crits naturally on a 20 for 2x normal damage, and is subject to feats such as improved critical, however a weapon enchant such as keen does not confer the bonus to Time bolt.
Chronoblade: A Chronomancer may deliver Time Bolt as a melee touch attack, including through a weapon. This gains iterative attacks if their BaB allows it. It does not add the weapon's damage.
Regress Wounds (sp): Once per day plus one per level in chronomancy, a Chronomancer may attempt to regress any allies’ wounds to a less severe degree. healing 2D4. This ability adds an additional 1d4 points of healing starting at level 5 and every 5 levels thereafter. (10, 15, 20.) A chronomancer may add her int modifier to damage healed by Regress Wounds. Starting at level five, a chronomancer may use this ability at will.
Studious Assessment: Starting at level 1, a chronomancer knows at least rudimentary levels of knowledge about magic. She gains Skill Focus (Knowledge Arcana) as a bonus feat.
Minor Arcane Casting: Starting at level 1, The Chronomancer may cast detect magic, ghost sound, and light, an infinite number of times per day, and read magic a number of times equal to her Int mod.
Level 2:
Accelerated combat:
You gain Improved Initiative as a bonus feat. Additionally, you may use Time Bolt as an Attack of Opportunity.
Whispering Sand(sp):
You may cast Whispering Sand as a spell-like ability (See book: Sandstorm.)
Level 3:
Temporal Duplicate(sp): As a swift action a chronomancer may distort time and timeway passages to allow her to come to her own aid for a brief period of time. She may summon a ghostly, timeway distorted version of herself at any point within line of effect and line of sight within 60 feet as a swift action that lasts until the start of her next turn. She may request it target foes with Time Bolts for half their usual damage or heal an ally for half of Regress Wounds. However, as a time-shifted version of herself, it will vanish the instant before it would take damage, and can perform no other action other than talking, attacking with time bolt (Including attacks of opportunity) and movement. Temporal Duplicates last for an additional round at levels 13 and 20.
Level 4:
Conduit Hourglass(sp): The chronomancer may summon a conduit as a swift action that lasts for 5 rounds or until destroyed – A four foot high, two foot wide hourglass on a free area that takes up a five foot square. The hourglass cannot be moved when placed. Upon being summoned and each turn thereafter on the chronomancer's turn, the hourglass will cast slow on all enemy targets within 20 feet of the hourglass. (Will save is 10+ 1/2 of the Chronomancer's hit die + chronomancer's int mod.) A conduit hourglass is very fragile, having 2x the chronomancer's hit dice in HP, with an AC of 10, and a hardness of 2. It automatically fails fortitude and reflex saves, however, it uses the chronomancer's will save, should it require one. It is otherwise treated as an object. The CL of the hourglass is your level in Chronomancer.
In order for the hourglass to be attacked by foe, the creature must make a will save of 10+ 1/2 of the chronomancer's hit die + chronomancer's int mod. if the creature fails, they take 1D6 arcane damage. This damage increases by another 1D6 at levels 12, 16 and 20.
Lastly, the chronomancer may cast Bolts of Time on the Conduit Hourglass. Doing so still requires a ranged touch attack (And thus can crit.) and causes the bolt to become a 20 foot burst, dealing its total damage to all foes in the area on a reflex save of (10+ 1/2 of the Chronomancer's hit die + Chronomancer's int mod.)
Level 5:
Twelve Hour Arc(sp): As a standard action, the Chronomancer may make an attack roll against all enemies within melee reach at their full bab as per Chronoblade, though not gaining iterative attacks.
Any Temporal Duplicates the Chronomancer may have active at this time also perform this same action, dealing 50% less damage than the Chronomancer with these attacks.
If a target is successfully struck by both the Chronomancer and at least one Temporal Duplicate with Twelve Hour Arc in the same round, they must make a will save against being slowed for two rounds.
Level 6:
Emptiness of the Desert(sp): – At level 6, a chronomancer may imbue her spells with the frigid night winds of a bare arctic desert, or the scalding heat of a barren sand desert during midsummer. When they use time bolt, they may nominate sand bolts to be either Fire or Cold damage instead of arcane damage. Additionally, If a target has died within the past hour, the Chronomancer may cast Speak With Dead on the above target as per the spell.
Level 7:
Borrowed Time(sp): The chronomancer may choose to bestow their moments in time upon an ally, giving up their own move and standard actions to give the ally the ability to act during them as if they themself had an action of the corresponding type.
Level 8
Sandstorm(sp): As a standard action, a chronomancer may summon a strange, shifting blue sandstorm centered on themselves that lasts 1d4+1 rounds, in a 60 foot square. All allies within it gain partial concealment and may use it as cover for the purposes of hide checks. Enemies within must make a fortitude save every round at the start of their turn. If they fail, they take 1d4+chronomancer's int modifier in arcane damage. If they succeed, they are completely undamaged. Foes that critically fail this fort save see into a snarl of time, and are also blinded for 1 round.
After using the Sandstorm, you cannot use it again until 1d4 rounds after it has ended.
Time Shield (Sp): As a standard action, you create a 30 foot radius Time Shield centered on yourself that lasts two rounds. It does not have any saving throw and bypasses all spell resistance.
Upon casting this spell-like ability all spells and spell effects within the time shield have their durations consumed at twice their normal rate. Any spell with a duration measured in rounds or minutes, whether beneficial or harmful, if affected (spells measured in hours, days, or longer are shortened imperceptibly). Creatures affected by spells cast outside a time shield that enter the time shield have their spells consumed at the increased rate. Upon leaving the time shield, the creature's spells again decrease at their normal rate. Even spending only a portion of a round within a time shield causes spells to expire at an accelerated rate. Thus, if a creature begins and ends its turn outside a time shield but passes through the area of effect in the interim, any spells that affect the creature lose 2 rounds of duration that round. A time shield cannot affect another time shield, thus the spell has no effect on other instances of this spell.
Level 9:
Implosion of Sand(sp): As a standard action, a chronomancer may cast Implosion of sand, causing a ring of blue timewarped energy to enclose on a target and explode. This spell-like ability functions exactly like Time Bolt, however, it automatically hits. Because it is treated as an automatic hit with no save or attack roll, it cannot crit.
Level 10:
Permanency(sp): Once a week, the chronomancer can cast Permanency as a spell-like ability, with only a 500 exp cost.
Split Seconds(sp): Split Seconds may be cast as a swift action. Split second marks a twenty foot diameter burst area of the Chronomancer's choice. Three rounds after it is cast, the field explodes in a hail of blue sparks. All enemy targets within this field must make a will save or be dazed for one round. Because this daze effect represents becoming disjointed in the present timeline, creatures ordinarily immune to this effect such as undead are still vulnerable, and must attempt the save.
Level 11:
Relentless March(sp): As a standard action the chronomancer folds the fabric of time, attempting to undo one negative spell or spell like effect on any one ally. This ability functions as Dispel Magic for that one function (but no other).
Level 12:
Bolt Flurry(sp): The Chronomancer may use a full round attack to gain iterative ranged attacks with Time Bolt.
Timekeeper(sp): As a standard action, the Chronomancer creates a 5 foot wide circle underneath their feet. This circle contains a 'snapshot' of their current hp and position that lasts for four rounds. Starting from one round after this ability is cast, the chronomancer may active this circle as a swift action to instantly return to the circle and the snapshotted HP, consuming the circle in the process. Consuming the circle is a slightly taxing exercise for the Chronomancer, preventing them from recasting Timekeeper again for 1d10 round. Upon returning in time in this manner, the Chronomancer is dazed for one round.
Skillful Moment (Sp): You may cast Skillful Moment as a spell-like ability. This spell is usable only on yourself.
Upon casting this spell, you channel a future result of one designated course of action into an act you're about to perform. When casting this spell, choose one skill. On the round after you cast this spell you may take 20 on the chosen skill as a single standard action. You only gain this benefit on the skill noted at the time of the spell's casting, gaining no bonus to any other skill. If you do not make the skill check in the round immediately following the spell's casting, the benefit is lost.
Level 13:
Aging Touch (sp): You may cast the spell Aging Touch as a standard ray attack with a range of 60 feet. A fort save negates this.
Any creature you touch with a successful ranged touch attack takes 1 point of Strength, Dexterity, and Constitution damage. This aging is reflected in the target's appearance - skin becomes more wrinkled and pockmarked, hair turns white, posture stoops - and while this has no additional negative effect, it does provide a cumulative +2 bonus on disguise checks. Only the target's body is aged by the spell, and it gains none of the benefits of growing older naturally. Creatures that gain benefits by age category do not gain additional advantages due to this spell. Every time a creature is affected by this spell it is temporarily aged one age category - a young character becomes middle age, a middle-aged character becomes old, and an old character becomes venerable. (Assume a character is young if no age is given.) Every time the target ages in this way the effects of this spell stack, until the target raches venerable age. If a creature is aged past venerable it instead takes 5d6 points of damage each time it is struck, as its body succumbs to the ravages of incredibly swift decay. Thus, a young character struck by a wizard using aging touch three times takes -3 points of damage to Strength, Dexterity and Constitution and gains a +6 bonus to Disguise checks. Upon being struck the fourth time, that target takes 5d6 points of damage. Ability damage dealt by this spell heals as normal, at a rate of 1 point per day for each affected ability. The bonus on Disguise checks also fades over time, decreating at a rate of -2 every day until the target's Disguise modifier returns to normal.
Level 14:
Gaze Into Infinity(sp): As a standard action, The Chronomancer attempts to flood the target's mind with forbidden knowledge about the fabric of the universe with a gaze attack, fascinating the target (Will save negates).
Level 15:
Distort Time(sp): As a standard action, The Chronomancer creates a stable tear in the fabric of reality, summoning a floating wall filled with strange interlocking patterns and terrifying, vast space. Any foes attempting to pass through this area is assaulted with arcane power and visions of their own potential death.
The wall is 40 feet long, 5 feet wide and 30 feet tall, and that lasts 1d4 rounds. All foes attempting to pass it to make a will save or suffer 1d10 per 4 levels in Chronomancer the caster has. If the wall is formed in a square containing a creature, that creature is moved to one side of the wall (the creature in question's choice). The wall is opaque and breaks both line of sight and line of effect.
Level 16:
Temporal Jolt(sp): You learn Temporal Jolt as a spell-like ability, with a range of 100+10/level in chronomancer.
A colourless beam streaks toward your target, violently throwing the target back and forth in time, aging natural materials and damaging the brittle remains. The ray requires a ranged touch attack to hit and deals 1d6 points of damage per 3 caster levels (maximum 5d6). In addition, the beam speeds the decay or corrosion of nonmagical items, aging them hundreds of years in a single moment. Nonmagical armour worn by an affected target permanently loses 1d6 points of armour class (to the maximum amount of protection the armour offered) and nonmagical weapons and items being held are instantly destroyed (items in backpacks, pouches, and other containers are unaffected). Armour that has its armour bonus reduced to zero is destroyed. Magic items are unaffected by this spell.
Level 17
Staggered Bolts(sp): The Chronomancer may, as a swift action, create and suspend 2d8 Time Bolts in midair. At any point before the end of her next round, as an immediate action, the Chronomancer may fire these at any target within Time Bolt's range.
Level 18
Time Prison(sp): As a standard action Stuns the target for 1d3 rounds, freezing their thoughts in time, making them vacant on a will save. Unlike most stuns, this does not cause the target to drop their held items – It merely freezes them in time, allowing them no actions nor dexterity bonus to AC. Creatures normally immune to stuns such as undead are still stunned, due to the time-based nature of this ability.
Level 19:
Future Knowledge: As a standard action, the chronomancer may cast either Clairaudience, Clairsentience or Divination as a spell-like ability, with a 5 minute casting time.
Level 20:
Perfect Self(Ex):
At 20th level, a chronomancer becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the chronomancer’s creature type was) for the purpose of spells and magical effects. Additionally, the chronomancer gains damage reduction 6/magic, which allows her to ignore the first 6 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the chronomancer can still be brought back from the dead as if she were a member of her previous creature type.
Perfect Moment(sp): Once per encounter, as a free action, the Chronomancer may unleash a rush of power, modifying the strength of one of the following spells of their choice drastically until after it is next cast. If Perfect Moment is not used within ten rounds, it fades, consumed.
Timekeeper: Consuming the circle becomes a free action instead of a swift, and upon arrival, dealing 20d10 arcane damage to all enemies within the area.
Split Seconds: Doubles the DC of the dazed effect and increases its duration to 2 rounds. If the Chronomancer is within the burst area when it triggers, they gain temporary hit points for 2 minutes equal to their Chronomancer level + int mod x 2.
Conduit Hourglass: The created hourglass has an AC of 28, and ten times its ordinary HP, and lasts for ten rounds. It increases the burst radius of any Time Bolts that strike it, and the slow field out to 50 feet, and the DC of the slow's save by 10.
Temporal Duplicate: The created duplicate becomes greatly warped and untethered from reality, and cannot be destroyed. It deals full damage, not half, on all of its abilities and interactions and lasts for 10 rounds.