CHRONOMANCY! in Radiance RPG
Yes, Lady Virginia, there is now a time-shaper, a chronomancer, and his ilk. It's the Victorian era's answer to the classic or medieval oracle.
You can find a full preview of the class, the deity Kronos, and 4 townie professions as well:
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As a courtesy to the board, I'm posting the chronomancer here. It is NOT yet official. It's a test drive. Because GM's rarely want PCs monkeying with time on their own terms, I've taken a different approach with the class's core shtick. The Radiance multiverse assumes there are a few chronomancers, and a fair number of temporal merchants and temporal scholars, scattered across all eras. The benefit: Chronomancer apprentices learn to communicate across time, to share information and even trade (non-living) items with their fellows in other times. It's temporal short-wave radio! Every day a chronomancer PC will be crossing the chasms of time, just not in person physically, which is saved for (much) higher levels. Anyway, without further ado:
Chronomancer
A chronomancer masterfully explores and manipulates time.
Background & Adventures
A chronomancer is sensitive to time portals, travelers, and shifts. He communicates across history, querying peers in other eras and even trading items. He may be a time traveler or protector of an era.
Chronomancers are founts of history, including likely future events, and they manipulate time with keen eyes and lore in mind. Because tampering with time is fraught with peril, they focus on spells with specific controllable effects. However, powerful chronomancers are more free-form and can even travel through time.
More than other classes, a chronomancer thrives on strategy and forethought. He can plant “seeds”—seemingly minor words and actions—that unfold with dramatic effects later in a ever-magnifying chain of causes and effects.
Chronomancers enjoy adventure to witness other times and places. As mage users they poor in melee. Except for aging spells, they are not so aggressive. A sensible chronomancer sticks with his allies.
Class Details
Chronomancers have the following statistics.
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Prime Attribute: Intelligence.
Attack: d20 + ½ class level + Intelligence modifier.
Defenses: Will +2.
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Armor: All Light armors such as leather.
Weapons: Any 2 weapon groups.
Starting Gold: 5d4 x 10 (125 gp).
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Alignment: Any.
Special: Abilities marked with an M require you hold a pocket watch, hour glass, chronograph or similar time piece as an implement. When you do not, apply a -2 penalty to your attack rolls.
Training: 3d4 years.
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Core Abilities
Chronomancers start with the following abilities at 1st level.
Chronomancy: Boost Arcana, Diplomacy, and History checks by +3.
Temporal TapM: Once daily for 5 minutes you may contact a generic ally in roughly the same place but another time to gain lore or trade objects. You don’t need to recruit the allies. On a successful DC 13 Diplomacy check you may a) try an Intelligence-based skill check with a +10 bonus, or b) gain up to 100 gp per level in any gear paid by goods and/or coins of equal value and weight. Alternatively, you enjoy a +5 bonus and trade up to 50 gp per level in gear. In urban areas, boost the check by +2. In wilderness areas (but not ruins), apply a -10 penalty. This ability cannot contact a specific person. You can gain goods up to 3x per level. Costs 2 vitality.
Time SenseM: You always know your current time to the correct year, month, day, hour, minute, and second. Also, 1x daily as a swift action you can move yourself by +/-5 in the initiative order.
Basic Abilities
Chronomancers select from the following basic abilities.
Antecedent: Once daily, you may seed a space by planting a minor item or performing a minor action that will grant a future benefit to you or a named person that comes within 30 ft of the seeded space. Just 3 rounds after planting, the seed grants the subject a +1 bonus on d20 checks and +1d6 damage in the area. After 1 hour, bonuses increase to +2 and +2d6. After 24 hours, the seed expires. Once planted, the seed’s effect cannot be ended. Requires Chronomancy and Time Sense.
Arcane WatchM: You conjure a pocket watch or hourglass that boosts your attack rolls by +1 when using chronomancer abilities. It vanishes if it leaves your person. You are limited to 1 at a time. It counts as an implement. Requires Time Sense.
Cruel Fate: As Antecedent, except subject suffers the modifiers as penalties (no save).
Detect Time ConduitM: You learn whether an invisible time conduit is present within a 30-ft cone. If you scan the area again, you learn the exact space in which the conduit lies. Each conduit leads to the same location but a different time, past or future.
Fate’s ProsperityM: As a move action, you reveal to an adjacent allied person his likely good fortune, boosting his next attack roll by +1 and damage by +1d6.
Fate’s TroublesM: You reveal to an adjacent person his likely horrid fate, dazing him for 1 round. Will resists.
Fixed SpeedM: For 2 minutes, you ignore effects that hasten or slow your normal speed, such as by the Slow spell or due to difficult terrain. Requires Time Sense. Costs 1 vitality.
Futurist: You may try History checks regarding future historical events with a -10 penalty on your check.
Hustle: As a swift action up to 1/round, you gain a bonus move action. Requires Time Sense and Fixed Speed. Costs 1 vitality.
Panoply of Temporal Allies: This improves Temporal Tap to grant a +5 bonus on Diplomacy checks and 1 more daily use.
PreserveM: An adjacent hide, organ, limb or vial of blood is preserved as fresh for up to 1 day per level. Costs 1 vitality.
Quick Start: Boost your initiative checks by +2. Requires Time Sense.
RetryM: As a move action, you partially bend time back 1 round to retry a skill check, ignoring the outcome of the prior try. Only other chronomancers notice the retry. Costs 2 vitality.
Sense Temporal ShiftsM: You learn whether a person, object, or 5-ft space within 15 ft has ever initiated or experienced the effects of a time-affecting magic ability.
Spell Ready: Boost Arcana and Perception checks by +5.
Thread the Needle: Once daily, apply a +10 bonus to a single d20 roll made by you or an adjacent ally. Requires Time Sense.
Tic TokM: Up to 2x daily as a swift action you gain a bonus move action usable on any initiative during combat, even when it’s not your turn. Requires Time Sense. Costs 1 vitality.
Time Traveler: Apply a +2 bonus on Bluff, Disguise, History, Stealth, and Survival checks.
Intermediate Abilities
Chronomancers select from the following intermediate abilities.
Analyze Time ConduitM: You focus on an adjacent time conduit and learn what time (second, minute, day, month, year) it leads to, whether it is stable, and whether it is currently passable. Requires Detect Time Conduit. Costs 2 vitality.
AuguryM: You peek into the future and gain insight regarding an immediate choice you face such as whether to open a chest or enter a room. You receive an answer of weal (good fortune), woe (bad fortune), or unclear (mixed fortune). The chance that you receive an answer equals 70% + 1% per level. The answer is based on the likely outcome within the next 10 minutes. Costs 2 vitality.
Bonus Time Seeds: This improves Antecedent to 3 daily uses.
Fate’s Disasters: This improves Fate’s Troubles such that the target is stunned for 1 round. Will resists.
Fate’s Glories: This improves Fate’s Prosperity, such that the ally enjoy +2 on attack rolls and +2d6 damage.
Fixed Point in Time: As an immediate action, for 2 minutes, time- and age-altering effects such as Slow, Time Hop, and Wither Limb within 15-ft of you are delayed by 5 minutes. Costs 2 vitality.
Historian: Boost History checks by +10.
Improved Initiative: You react quickly to attack. Apply a +5 bonus on initiative checks or +2 when over-loaded.
Rapid AgingM: An adjacent foe suffers 1d3 wound damage from your touch, or is slain outright if it is level 2 or lower. Requires Chronomancy. Costs 2 vitality.
Read RuinsM: Locations accumulate the psychic residue of powerful events such as battles, betrayals, marriages, murders, births, great pain, and so forth. Starting with the most recent such event and working backward in time, you sense 1 distinct event for every 10 minutes you concentrate, if any such events exist, to a maximum of 1 event per level. You learn the general nature of the event and its distance in time. For each event, you also enjoy a cumulative +1 bonus on History checks for 24 hours regarding the location. You can use this ability once per level on a given location. Costs 2 vitality.
Tap Alternate TimelineM: Once daily you focus as a move action and select any 1 ability of your race or 1 chronomancer magic ability of a tier you can access except paragon tier. You can and must immediately use the ability or you lose it. You must be a chronomancer to use this ability.
Temporal Merchant: This improves Temporal Tap such that you may gain up to 500 gp per level, or 2x that amount up to 1/week, on a successful DC 25 Diplomacy check. Also, you can use Temporal Tap +1 times daily but only to engage in trade.
Temporal Sage: This improves Temporal Tap such that you may attempt 2 skill checks during the tap, and you can use it +1 times daily but only to make skill checks.
Time HopM: You vanish and move to a time period up to 1 round per level in the future, as decided when you hop. You arrive in the nearest open space as if no time has passed for you. Costs 2 vitality.
Urban Intersection: As Antecedent, except you evoke a random urban event (RPG, page 257, Table 13-6) at a time you designate at least 3 rounds (max. 24 hours) into the future. If you set 2+ hours to activate the seed, you may influence the table’s result by up to +/- 5 points. Requires you know Antecedent. Costs 2 vitality.
Wither LimbM: An adjacent target must resist using Reflex or suffer 1d6 wound damage. Also, if it fails to resist using Fortitude, 1 limb withers, falls off, and blows away as dust. You specify a leg, arm, tentacle or similar appendage. A biped suffers a -5 penalty on Strength- and Dexterity-based skill checks and attack rolls for each missing limb. Creatures with 5+ limbs instead suffer a -2 penalty per lost limb. Costs 2 vitality.
Advanced Abilities
Chronomancers select from the following advanced abilities.
Anti-Incursion Zone: This improves Fixed Point in Time to protect up to 10 cubic ft per level for 4 hours + 1 hour per level, or a single 10-ft cube for 1 day per level. Costs 10 vitality.
Deadly Aging: This improves Rapid Aging, such that an adjacent foe suffers 2d4 wound damage or is slain outright by rapid aging if it is level 6 or lower. Costs 5 vitality.
Death UndoneM: You restore to life an adjacent creature that has died within the past 3 rounds. It returns with 1 wound point. Ailments at its time of death remain. Costs 5 vitality.
Lasting Youth: You no longer suffer the negative effects of aging although you still die of old age when your time is up.
Personal HasteM: Magic propels you to blinding speed of action. For 5 minutes, you gain a bonus move action each round. Costs 5 vitality.
Ray of SlownessM: You limit 1 target within 30 ft to an agonizingly slow speed of action. For 2 minutes, each round, the target loses a move action and all swift and immediate actions. When Will resists, the target only loses its swift actions. Costs 5 vitality.
Revelation of Tears: This improves Fate’s Troubles to target all sentient foes within 30 ft and hearing range. Costs 5 vitality.
StasisM: An adjacent living creature falls asleep and enters a state of suspended animation. Will resists. Nonliving creatures, and those such as elves that ignore sleep effects, are immune. The creature does not age. Its body functions virtually cease, ongoing conditions are belayed, and no force or effect harms it. Dispel Magic ends the effect. Requires a gem worth 100 gp per creature level, which is consumed when the spell is successful. Costs 5 vitality.
Temporal SendingM: You send a one-way message of 25 words or less to a willing person that you have met before and know by name on the same world and in any time period. You cannot send to yourself in another time. Costs 5 vitality.
Tempus FugitM: Upon casting, note a start time for up to 8 allies within 30 ft. Up to 4 hours + 1 hour per level later, note an end time. There upon, the 2 times stitch together, such that the hours passed as minutes for everything else. If any affected ally is attacked or makes an attack roll, that moment is the end time. Costs 5 vitality.
Tempus Pando: As a swift action, you improve your next use that round of Time Hop or Time Filch such that you move hours rather than minutes into the future. Costs 5 vitality.
Time Filch: This improves Time Hop. You may either move yourself, an adjacent target, or both you and an adjacent target. Costs 5 vitality.
Time Lord: Boost Diplomacy and History checks by +10.
Time PoolM: After 1 hour using a fount or other reflective pool (min. 5 cubic ft) to search across time, you learn an answer (yes/no/maybe/irrelevant) regarding 3 questions. Questions must be 10 words or less. Costs 3 vitality per question.
Time RegressionM: You try to undo effects of the coming round. To use this ability, announce its use at the top of the round, spend 1 vitality as an immediate action, and start noting the round’s effects. Before the round’s end, you may finish the ability by spending 5 vitality to undo up to a total of 3 effects on you and/or an ally within 30 ft. Each undoing is a swift action. Requires Antecedent.
Vanishing Ray: One person within 30 ft must resist using Will or start to vanish. On round 1, he tingles. On round 2, all his d20 rolls fail. On round 3, he vanishes, gone from history, and any person who has known him must resist using Will or forget him. Prior to vanishing, the target knows his impending fate and Remove Curse halts it. Miracle or Wish restores him. Costs 5 vitality.
Paragon Abilities
Chronomancers select from the following paragon abilities.
ForesightM: You cannot be surprised and you ignore Sneak Attack damage. Moreover, once daily you may completely ignore 1 attack against you as an immediate action as if you had foreseen the moment. This ability does not work while you are unconscious.
Greater Vanishing Ray: This improves Vanishing Ray to affect any creature type.
Haste: This improves Personal Haste to aid all allies that remain within 30 ft. Costs 5 vitality + 2 vitality per ally (max. 20 vitality).
Mass Time Hop: This improves Time Hop to affect all allies within 30 ft. Costs 10 vitality.
Revelation of Doom: This improves Fate’s Disasters to target all foes within 30 ft and hearing range. Costs 10 vitality.
Slowness: This alters Ray of Slowness to expand as a sphere around you that targets all foes within 30 ft. Costs 5 vitality + 2 vitality per foe (max 20 vitality).
Temporal ConduitM: You create a 10-ft-square shimmering time conduit within 60 ft. The conduit lasts 2 minutes and leads to a time you designate. Its accuracy requires a DC 15 History check for the right year, DC 20 for the day, DC 25 for the hour, DC 35 for the minute, and DC 50 for the right round. A failed check indicates a random time past any easier DC that would have succeeded. A conduit cannot transport persons to other times in which they exist as persons. Costs 1000 gp in special materials and 20 vitality.
Temporal LoopM: You or 1 target within 60 ft is whisked into a temporal loop for 5 minutes. Each round on its turn, the subject has a 1 in 6 chance to escape, or a 2 in 6 chance if it has Intelligence 15+. While trapped, the subject relives the same events and may retry skill checks or otherwise action to reveal a truth about the real world. When it escapes, the subject reappears in the space it departed from, or the nearest open space. Costs 10 vitality.
Temporal Whirlpool: This alters Temporal Conduit such that all creatures and objects within 30 ft of the conduit are drawn into it. Each round a creature is within range, it must use Will to resist. Costs +5 vitality.
Time StopM: You speed up so greatly that all else seems to stop. For the rest of your turn, you gain 1d4+1 bonus rounds to use as you like. However, during these rounds, you cannot target others, make attack rolls, or affect other creatures or attended objects. Requires Personal Haste. Costs 5 vitality + 5 vitality per round.