The Cyclicurate

The concept of time is a subject that has fascinated mortal philosophers for eons, inviting countless debates about its nature, how its perceived, and in some cases its very existence. One group in particular that claims to have the answers to these questions are a peculiar sect of priests known as the cyclicurates. These individuals worship the concept of time itself, claiming to shepherd the flow of time the same way druids tend to nature. Whether these claims are accurate or not, what is undeniable as that the cyclicurates wield a singular influence over time that few other spellcasters can match.

Adventures: Cyclicurates often treat adventuring as a convoluted means to an end, using their adventures as a way to coax the flow of events towards its proper direction. Properly managing the transition from past to future requires substantial power, however, and cyclicurates are just as likely to use adventuring as a way to gain said power.

Characteristics: Cyclicurates are divine spellcasters, though they lack anything resembling the potency or versatility of clerics or druids. They make up for this, however, with an array of abilities that allow them to manipulate time itself, reversing the injuries of their allies while stealing time itself from their enemies.

Alignment: Overseeing the flow of time requires a dispassionate mindset. As such, all cyclicurates must have at least one neutral component to their alignment.

Religion: While cyclicurates reserve most of their devotion to the concept of time itself, a few will privately venerate deities of time or knowledge as well, though this rarely extends past little more than lip service.

Background: The majority of cyclicurates learn their craft in dedicated monasteries. Many such places are built in remote locations, particularly ones overlooking places of ancient historical significance, though a few can be found in large cities where more experienced cyclicurates can watch history unfold firsthand. Regardless of their location, these monasteries are typically quite secretive and closed to outsiders, only allowing outsiders inside on rare occasions.

Races: Many cyclicurates come from longer lived races, those who’ve had a chance to watch the flow of time with their own eyes, with elves claiming that the discipline originated with them. Dwarven cyclicurates are less common than their elven counterparts but far from unheard of, often serving their clans as historians. Humans, their short lives granting them a fascination with the concept of eternity, make up a growing number of cyclicurates, and are often some of the most active members of the class.

Other Classes: Cyclicurates tend to get along well with classes with a more scholarly bent, such as wizards, or classes with an interest in leaving their mark on history such as certain fighters or bards. Druids usually find them and their devotion to time odd but not objectionable, but most clerics and paladins are highly distrustful.

Role: In combat, cyclicurates typically stay back and use their spells and special abilities to keep the party healthy while disrupting their enemies. Outside of combat, cyclicurates make excellent sages thanks to their knowledges and spells.

GAME RULE INFORMATION
Cyclicurates have the following game statistics
Abilities: Wisdom is far and away the most important ability for a cyclicurate, as it not only governs their spellcasting, but also most of their special abilities. Dexterity is valuable as cyclicurates typically little or no armor, and Constitution provides much needed hit points.
Alignment: Any neutral (NG, LN, N, CN or NE)
Hit Die: D6
Starting Age: As cleric
Starting Gold: As sorcerer

Class Skills:
Concentration, Craft, Decipher Script, Heal, Knowledge (any), Profession, Spellcraft
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier

Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Temporal Reversal 2 0 -- -- -- -- -- -- -- --
2nd +1 +0 +0 +3 Steal Moment (swift action) 3 1 -- -- -- -- -- -- -- --
3rd +1 +1 +1 +3 Reverse Misfortune 1/day 3 1 0 -- -- -- -- -- -- --
4th +2 +1 +1 +4 Borrowed Time (move action) 3 2 1 -- -- -- -- -- -- --
5th +2 +1 +1 +4 Reverse Status 3 2 1 0 -- -- -- -- -- --
6th +3 +2 +2 +5 Reverse Misfortune 2/day 3 2 2 1 -- -- -- -- -- --
7th +3 +2 +2 +5 Time Shift 1/day 3 3 2 1 0 -- -- -- -- --
8th +4 +2 +2 +6 Steal Moment (move action) 3 3 2 2 1 -- -- -- -- --
9th +4 +3 +3 +6 Reverse Death, Reverse Misfortune 3/day 3 3 3 2 1 0 -- -- -- --
10th +5 +3 +3 +7 Mass Temporal Reversal, Time Shift 2/day 3 3 3 2 2 1 -- -- -- --
11th +5 +3 +3 +7 Borrowed Time (standard action) 3 3 3 3 2 1 0 -- -- --
12th +6 +4 +4 +8 Reverse Misfortune 4/day 3 3 3 3 2 2 1 -- -- --
13th +6 +4 +4 +8 Improved Reverse Death, Time Shift 3/day 3 3 3 3 3 2 1 0 -- --
14th +7 +4 +4 +9 Steal Moment (standard action) 3 3 3 3 3 2 2 1 -- --
15th +7 +5 +5 +9 Reverse Misfortune 5/day 3 3 3 3 3 3 2 1 0 --
16th +8 +5 +5 +10 Time Shift 4/day 3 3 3 3 3 3 2 2 1 --
17th +8 +5 +5 +10 Greater Reverse Death 3 3 3 3 3 3 3 2 1 0
18th +9 +6 +6 +11 Borrowed Time (full-round action), Reverse Misfortune 6/day 3 3 3 3 3 3 3 2 2 1
19th +9 +6 +6 +11 Time Shift 5/day 3 3 3 3 3 3 3 3 2 2
20th +10 +6 +6 +12 Steal Moment (full-round action) 3 3 3 3 3 3 3 3 3 3


Class Features

Weapon and Armor Proficiency: A cyclicurate is proficient with all simple weapons. Cyclicurates are not proficient with any type of armor or shield.

Spells: A cyclicurate casts divine spells, which are drawn from the cyclicurate spell list given below. When a cyclicurate gains access to a new level of spells, he automatically knows all the spells for that level on the cyclicurate’s spell list. A cyclicurate can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list.
To cast a cyclicurate spell, a cyclicurate must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against a cyclicurate spell is 10 + the spell’s level + the cyclicurate’s Wis modifier. Unlike other spontaneous spellcasters, a cyclicurate can apply metamagic feats to their cyclicurate spells without increasing the casting time.
A cyclicurate can cast only a certain number of spells of each spell level per day. The cyclicurate’s base daily spell allotment is given on the Table. In addition, a cyclicurate receives bonus spells per day if he has a high Wisdom score. When the table indicates that the cyclicurate gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

Temporal Reversal (Su): One of the most fundamental skills a cyclicurate develops is the ability to reverse the harm they or their allies have received. As a standard action, the cyclicurate may select a single creature or object within 60 feet (including themselves). The target of this ability immediately heals an amount of damage equal to 1d8 for every three caster levels the cyclicurate possesses (rounded down) plus the cyclicurate’s class level. If the cyclicurate wishes, they can continue to concentrate on their target in subsequent rounds, which works the same as maintaining concentration on a spell of a level equal to the number of dice healed by the ability. Should the cyclicurate do this, their target continues to heal this damage each round as long as the cyclicurate maintains concentration. The cyclicurate can maintain these additional rounds of healing for a number of additional rounds equal to their Wisdom modifier (minimum 1). Because this ability heals by manipulating time instead of using positive energy, it can be used to heal undead, constructs, or objects as well as living creatures.
Alternatively, the cyclicurate can use this ability to inflict harm on their target by reopening old wounds and causing exiting injuries to fester. This use of the ability works the same as using it to heal, including the ability to concentrate to deal additional damage over multiple rounds, except that the target can attempt to halve the damage dealt with a Fortitude save (DC equal to 10 + one-half the cyclicurate’s class level rounded up + the cyclicurate’s Wisdom modifier).
The cyclicurate can use this ability a number of times per day equal to 3 + their Wisdom modifier.

Steal Moment (Su): Beginning at 2nd level, a cyclicurate develops the ability to siphon off a sliver of a creature’s immediate future and use that time for themselves. Once per round as a free action on their turn, the cyclicurate can designate a single creature within 30 feet, which must succeed on a Will save (DC equal to 10 + one-half the cyclicurate’s class level rounded up + the cyclicurate’s Wisdom modifier). On a failed save, the cyclicurate gains the ability to take an additional swift action during their turn and the target loses their swift action until the end of their next turn. Regardless of whether the Will save succeeds or fails, the cyclicurate must wait 1d4 rounds before targeting that creature with this ability again. The cyclicurate can use this ability a number of times per day equal to one-half their class level.
As the cyclicurate gains levels, they become able to steal progressively more time from their target when they use this ability. At level 8, the cyclicurate receives and their target loses a move action, at level 14 this ability steals a standard action, and at level 20 this ability steals a full-round action from the target.

Reverse Misfortune (Su): A cyclicurate of 3rd level or higher can use their powers to briefly reverse time, allowing themselves or an ally to avoid catastrophe. As an immediate action, the cyclicurate can grant themselves or an ally within 30 feet to reroll a saving throw that they have just failed. The target must use the new roll, even if it is lower than their original roll.
The cyclicurate can use this ability once per day at level 3, and gains an additional use of this ability for every 3 class levels they have beyond that (2/day at level 6, 3/day at level 9, 4/day at level 12, 5/day at level 15, and 6/day at level 18).

Borrowed Time (Su): Beginning at 4th level a cyclicurate gains the ability to pull bits of their own timestream forward to use in the present. The cyclicurate may activate this ability as an immediate action and then immediately take a move action. At the same time, the cyclicurate must designate a point in the future no later than 1 round per class level. At that time, the cyclicurate is pulled partially out of the timestream for 1 full-round as they 'pay back' the borrowed time. During this round the cyclicurate can take no actions and is treated as being incorporeal for the purposes of attacks made against them. Once the cyclicurate has used their borrowed time ability they may not use it again until this 'pay back' occurs. At 11th level, a cyclicurate 's ability to borrow time improves, allowing them to take a standard action as part of this ability, and at 18th level a cyclicurate may take a full-round action as part of this ability.
A cyclicurate may use this ability 3 times per day.

Reverse Status (Su): At 5th level, a cyclicurate develops the ability to remove certain conditions or restore ability damage or drain. A single use of the ability can remove one of any of the following conditions; blinded, deafened, exhausted, fatigued, nauseated, or sickened. Alternatively, the cyclicurate can reverse all points of ability damage from a single ability, remove 1d4 points of ability drain from a single ability, or remove 1 negative level.
A cyclicurate has a number of daily uses of this ability equal to their class level.

Time Shift (Su): A cyclicurate of 7th level or higher gains the ability to temporarily alter time for multiple creatures, siphoning time from the enemies to empower their allies. When the cyclicurate uses this ability as a standard action, they can force one creature for every two class levels (rounded up) within 120 feet to make a Will save (DC equal to 10 + one-half the cyclicurate’s class level rounded up + the cyclicurate’s Wisdom modifier) or be slowed for 1 round per class level.
Furthermore, for every target that fails their save against this ability, the cyclicurate can designate an ally (including themselves) within 120 feet, who then gains the benefits of a haste spell for 1 round per class level.
A cyclicurate can use this ability once per day at 7th level, and gains an additional use of this ability per day for every three additional cyclicurate levels they possess (2/day at 10th level, 3/day at 13th level, 4/day at 16th level, and 5/day at 19th level)

Reverse Death (Su): Beginning at 9th level a cyclicurate masters their control over the timestream to such a degree that they can reset a deceased creature to a point where they were still alive.
Using this ability typically involves a one-minute ritual, at the conclusion of which the cyclicurate can restore a creature that has been dead for no more than one day per class level back to life. Creatures restored to life in this manner lose 1 level or Hit Die when raised, or lose 2 points of Constitution instead if they only have 1 HD. A raised creature returns at -1 hp and is stable, is cured of any ability damage, poisons, diseases, or curses. Any ability scores reduced to 0 by ability drain are raised to 1. This ability can return creatures to life who have been killed by death effects, and can also revive creatures who have been turned into undead provided the undead is first destroyed.
The cyclicurate can alternatively use this ability as a standard action, however doing so comes with significant risks. Using this ability as a standard action causes the cyclicurate to take 10d6 points of damage from temporal backlash, and leaves the cyclicurate exhausted for 1d6 hours thereafter. Should the cyclicurate be killed by this damage, their body is completely and utterly destroyed as they are wiped from the timeline itself. The only way to restore a cyclicurate killed in this way is with a wish or miracle followed by a true resurrection.
Regardless of the version of the ability used, the cyclicurate must sacrifice diamonds or other valuables totaling 5000 gp in value as part of the ritual.
The cyclicurate can use this ability once per day.

Mass Temporal Reversal (Su): At 10th level, whenever a cyclicurate uses their temporal reversal ability, they can elect to heal or harm multiple targets within range simultaneously, up to one target for ever two class levels they have. The cyclicurate can only affect multiple targets with the same temporal reversal effect with a given use, so all targets are either healed or harmed by the effect.

Improved Reverse Death (Su): A cyclicurate of 13th level improves their ability to reverse death, allowing them to restore creatures who have been deceased longer and to full health. The cyclicurate is now able to reverse the death of a creature who has been dead for up to 1 year per class level, and the creature is brought back at full health, with all ability drain or other maladies cured, though the creature is still subject to the loss of 1 level or Hit Die as before.
Furthermore, the cyclicurate can now use this ability twice per day.

Greater Reverse Death (Su): At 17th level, a cyclicurate’s ability to reverse death reaches its zenith. The cyclicurate is now able to reverse the death of a creature who has been dead for up to 10 years per class level, and creatures revived by this ability are no long subject to level or Constitution loss.

Cyclicurate Spell List
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0: dawn, detect magic, light, mending, message, guidance, resistance, purify food and drink, read magic

1: accelerated movement, benign transposition, combat readiness, delay disease, dispel ward, expedited retreat, guided path, impede, inhibit, incite, lesser vigor, nerveskitter, omen of peril, resurgence, scholar’s touch, snake’s swiftness, true strike

2: augury, baleful transposition, death knell, decomposition, delay poison, dimension hop, dispelling touch, gentle repose, lesser celerity, lesser restoration, locate object, make whole, mass snake’s swiftness, owl’s wisdom, status, swift haste

3: clairaudience/clairvoyance, delay death, dimension step, dispel magic, haste, mass lesser vigor, mass resurgence, neutralize poison, regroup, remove blindness/deafness, remove curse, remove disease, rust ray, scattering trap, slow, vigor

4: celerity, dimension door, dimensional anchor, divination, freedom of movement, locate creature, reincarnate, restoration, rusting grasp, starvation, weather eye

5: break enchantment, commune, dimension shuffle, greater dimension door, greater vision, panacea, permanency, plane shift, scrying, teleport, transmute sand to stone, transmute stone to sand, wood rot

6: contingency, ethereal jaunt, eyes of the oracle, find the path, greater dispel magic, legend lore, ray of entropy, ruby ray of reversal, vigorous circle, word of recall

7: greater plane shift, greater restoration, greater scrying, greater teleport, pact of return, renewal pact, sequester

8: death pact, foresight, greater celerity, hindsight, moment of prescience, temporal stasis, visions of the future

9: etherealness gate, instant refuge, reaving dispel, teleport through time, teleportation circle, time stop