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Chronomancer
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<blockquote data-quote="Sollir Furryfoot" data-source="post: 959886" data-attributes="member: 748"><p>Above was the core class, here are some PrC's that deal with chronomancy.</p><p></p><p>Divine class PrC:</p><p></p><p><strong>The Keeper of Ancient Time</strong></p><p></p><p><strong>Prerequisites:</strong></p><p><strong>Alignment:</strong> Any nonevil</p><p><strong>Skills:</strong> Knowledge (religion) 10 ranks, Knowledge (history) 5 ranks</p><p><strong>Feats:</strong> Extend Spell, </p><p><strong>Spellcasting:</strong> Ability to cast 4rd level divine spells</p><p></p><p><strong>Patron Deity:</strong> Labelas Enoreth</p><p><strong>Domains:</strong> Time domain </p><p></p><p>BAB and Saves as a Cleric</p><p></p><p>Class Features - Spellcasting</p><p>1) Sealed Youth, Trade Eye +1 to existing divine class level</p><p>2) Knowledge of the Ancient 1x +1 to existing divine class level</p><p>3) Ahead of time +1 to existing divine class level</p><p>4) Knowledge of the Ancient 2x +1 to existing divine class level</p><p>5) Time Spells +1 to existing divine class level</p><p>6) Knowledge of the Ancient 3x +1 to existing divine class level</p><p>7) Persistant Spell +1 to existing divine class level</p><p>8) Knowledge of the Ancient 4x +1 to existing divine class level</p><p>9) Mass Haste +1 to existing divine class level</p><p>10) Eternal Youth +1 to existing divine class level</p><p></p><p><strong>Armor and Weapon Proficiencies:</strong> The Keeper of Ancient Time gains no additional armor or weapon proficiencies.</p><p></p><p><strong>Trade Eye:</strong> Like Labelas Enoreth traded one of his eyes to be able to peer into time, the Keeper of Ancient Time trades one of his eyes. He doesn’t lose his sight, but the eye he traded in gains some special kind of vision that allows members of the prestige class to gain the special features of the class.</p><p></p><p><strong>Sealed Youth:</strong> Upon reaching the 1st level in the Keeper of Ancient Time prestige class, the character becomes immune to unnatural aging. He does, however, continues to age as a being of his race.</p><p></p><p><strong>Knowledge of the Ancient:</strong> His devotion to research the secrets of history grants him divine insight into the past to learn for the future. The character gains a bonus to a knowledge (history) check equal to his prestige class level. This ability can be used once per day on 2nd level of the prestige class and one additional time at 4th, 6th and 8th level.</p><p></p><p><strong>Ahead of Time:</strong> Your growing control over time grants you an additional +2 bonus to initiative rolls. This bonus stacks with the bonus granted by the improved initiative feat.</p><p></p><p><strong>Time Spells:</strong> The spells of the Time Domain become spells of your regular spell list and can be prepared in your regular spell slots.</p><p></p><p><strong>Persistant Spell:</strong> You gain this feat for free.</p><p>Mass Haste: The Keeper of Ancient Time can cast Mass Haste as a spell-like ability once per day. The spell lasts for 1 rnd per prestige class level.</p><p></p><p><strong>Eternal Youth:</strong> Upon reaching the 10th level of the Keeper of Ancient Time prestige class, the character stops aging. However, he does gain the mental benefits of high age but won’t have to suffer the physical consequences.</p><p></p><p></p><p>Arcane class PrCs:</p><p></p><p><strong>Chronomancer</strong> (IMC I use the name Time Lord, so I can allow both the Chronomancer core class and this PrC)</p><p></p><p>(Chart doesn't copy well)</p><p></p><p>BAB and Saves: As Wizard</p><p></p><p>1) Sense Fate, Metaspell</p><p>2) Defense Foresight</p><p>3) Metaspell</p><p>4) Immune to haste/slow</p><p>5) Metaspell</p><p>6) Imp Defense Foresight</p><p>7) Metaspell</p><p>8) Timestep</p><p>9) Metaspell</p><p>10) Timeless</p><p></p><p>+1 level of existing class each level.</p><p></p><p><strong>Requirements:</strong></p><p><strong>Feats:</strong> Extend Spell, Quicken Spell</p><p><strong>Spells:</strong> Must know 7 different transmutation spells. One must be lvl 3 or higher.</p><p><strong>Knowledge (outer planes):</strong> 8 ranks</p><p><strong>Special:</strong> Must study under another chronomancer or an appropriate clergy of magic, luck or time.</p><p></p><p><strong>Class Skills:</strong></p><p>Concentration (Con), Gather Information (Cha), Knowledge (outer planes) (Int), Scry (Int), </p><p>Speak Language, Spellcraft (Int)</p><p><strong>Skill Points at Each Level:</strong> 2 + Int modifier</p><p></p><p><strong>Class Features:</strong></p><p><strong>Weapon and Armor Proficiency:</strong> Simple Weapons</p><p><strong>Chronomancy:</strong> All chronomancers can cast from the chronomancer spell list in addition to thier own. </p><p><strong>Sense Fate (Ex):</strong> The character sometimes gets premonitions of the immediate future and can attempt to alter the percieved future in a limited fashion. Once per day, the chronomancer is allowed to reroll one roll that she has just made. She must take the result of the reroll, even if it's worse than the original roll.</p><p><strong>Metaspell:</strong> At 1st level, the chronomancer may pick a spell from her spell list that acts as if it had the extend spell feat applied to it. The spell may be one that the character can not yet cast, but must be on a spell list availiable to the character at the time that this is gained. Once the spell is chosen, It cannot be changed.</p><p>At 3rd, 5th, 7th and 9th levels, the chronomancer may pick a spell from her spell list that acts as if it had any 1 of the following feats applied to it: (Persistent Spell, Delay Spell, Twin Spell, or Quicken Spell). The spell may be one that the character can not yet cast, but must be on a spell list availiable to the character at the time that this is gained. Once the spell is chosen, It cannot be changed.</p><p><strong>Defensive Foresight (Ex):</strong> The chronomancer's awareness extends a fraction of a second into the future, allowing her to better prepare. She gains a +1 insight bonus to all saves.</p><p><strong>Immune to Haste/Slow (Su):</strong> The chronomancer is not affected by either of these spells. Even if they want to be!</p><p><strong>Improved Defensive Foresight (Ex):</strong> The chronomancer's awareness extends a fraction further forward. She gains a +2 insight bonus to saves and a +1 insight bonus to AC.</p><p><strong>Time Step (Su):</strong> Once per day, and as a free action, the chronomancer can step forward in time a number of rounds equal to her Intelligence bonus. This ability is otherwise identical to the spell Timeslip (detailed below).</p><p><strong>Timeless (Su):</strong> Once per day, the chronomancer is free to act for a number of rounds equal to her Intelligence modifier whil all other creatures seem frozen in time. The effects of this are otherwise identical to the Time Stop spell. (Cannot affect environment)</p><p></p><p>More Npc/Broken PrC:</p><p></p><p><span style="font-size: 12px"><strong>Guardian of Time</strong></span></p><p>Inspired by "Chronomancer" by TSR. Created by Vincent N. Darlage, James Auton, and Jonathan Kokoski Chronomancy in Inzeladun was discovered by Grindill and Groll in the Fourth Age. Groll chose to specialize in the new magic while his master, Grindill, went on to other things. As Groll took on new apprentices, the need for someone to watch the activities of the chronomancers became apparent. He took on the title 'Guardian of Time'. As other chronomancers grew in power and proved their responsible handling of their powers, Groll added them to the new Order.</p><p></p><p>Known variously as Guardians of Time, Time Lords, Lords of Time, and other various titles, the Order served Groll until his death. Now they serve Groll's deathless lich, under the name of Merandius. The Guardians monitor chronomantic activity and serve as protectors of Inzeladun's Time Line. The Guardians are high level chronomancers of every conceivable type. Some are pure Chronomancers. Others are Temporal Champions and Temporal Raiders. These mysterious beings have kept themselves hidden from the questioning minds of those in reality and are known only slightly by other chronomancers due to the unavoidable confrontations that occur.</p><p></p><p>The Guardians are pledged to the preservation of Temporal Prime and the timestreams. They labor to prevent degredation of the borders between Temporal Prime and the Prime Material. The Guardians monitor the timestreams carefully and try to fix severe damage as they can. They detect turbulence patterns and try to intercept major upheavals in the natural order of events. Failing that, they plan complex infiltrations into reality to thwart the chronomancer's plans. Since most confrontations are of this nature, a certain amount of friction exists between the Guardians and the other Chronomancers.</p><p></p><p>Guardians set themselves high goals in their attempt to prevent degredation of the timestreams, but there are some things they simply cannot do. Guardians are kept quite busy with important work and even if one of them were to notice a low-level chronomancer making his first timeslip, the Guardian would report the activity, but would not interfere. The Guardians are too few to stop all chronomancy, and they always need new chronomancers to recruit into the Order. Guardians must, unfortunately, ignore most of the tampering, attempting to control the damage being done by chronomancers with just enough power to be really dangerous.</p><p></p><p>To attain their goals, the Guardians have set rules and procedures that they follow. Number One is SECRECY. The degree of secrecy the Time Lords keep make a regular chronomancer appear talkative. Guardians are all too aware fo their small numbers, and regardless of their higher levels, they cannot afford direct interraction, even of a friendly nature. It would take up too much time that is best spent patrolling and defending Temporal Prime.</p><p></p><p>More information can be found in TSR's "Chronomancer". </p><p><strong>Prerequisites:</strong></p><p><strong>Chronomancy:</strong> Must be able to cast spells of the Chronomancy School.</p><p><strong>Feat:</strong> Advanced Spell Focus (Chronomancy)</p><p><strong>Recruitment:</strong> A current Guardian must have offered you a chance to join. This presupposes a certain amount of</p><p>responsible activity.</p><p><strong>Alignment:</strong> Lawful at first. Guardians will not invite any neutral or chaotic individuals into their Order. </p><p><strong>Hit Dice:</strong> d4 </p><p><strong>Class Skills:</strong> As wizard </p><p><strong>Base Attack Bonus:</strong> As Wizard</p><p><strong>Fort Save:</strong> Poor</p><p><strong>Ref Save:</strong> Poor</p><p><strong>Will Save:</strong> Good</p><p></p><p><strong>Level</strong></p><p>1 See Anachronism, sever lifeline, spell advancement, DC +1</p><p>2 Chronomancy Reflection, spell advancement</p><p>3 Detect Chronomancer, spell advancement, DC +2</p><p>4 Historical Sense, spell advancement</p><p>5 Reincarnation, spell advancement, DC +3</p><p>6 Sense Alternity, spell advancement</p><p>7 Remembrance, spell advancement, DC +4</p><p>8 Advanced Historical Sense, spell advancement</p><p>9 Summon Time Elemental, spell advancement, DC +5</p><p>10 Ignore Chronomancy, spell advancement </p><p></p><p><strong>Special:</strong></p><p></p><p><strong>See Anachronism:</strong> The Time Lord can see things that are out of their time period - even if disguised by magic - or are under some chronomantic influence. This power is constant.</p><p></p><p><strong>Sever Lifeline:</strong> As per the spell in "Chronomancer" with the same effects. Time Lords can do this far earlier than other chronomancers. Time Lords often need to cross their own trails.</p><p></p><p><strong>Spell Advancement:</strong> Guardians of Time advance in spells as if they had moved up one level in Chronomancer.</p><p></p><p><strong>DC +X:</strong> The Difficulty Class of any chronomancy spell cast by a time lord increases as he moves up in levels and becomes more and more in tune with Temporal Prime.</p><p></p><p><strong>Chronomancy Reflection:</strong> Any targeted chronomancy spell can be reflected back at the caster if the Guardian of Time makes a successful save. The Guardian of Time gains a save even against chronomancy spells that otherwise do not get a save. The DC of any reflected spell is +2.</p><p></p><p><strong>Detect Chronomancer:</strong> The Time Lord can sense another chronomancer much like a Paladin can detect evil. Range and other information are identical to the paladin ability.</p><p></p><p><strong>Historical Sense:</strong> A Chronomancer can touch a lifeline and know the basic history of the person. Any questions regarding the person whose life line was touched would be answered at a DC of 10, modified by intelligence. This knowledge lasts until another lifeline is touched for its historical sense.</p><p></p><p><strong>Reincarnation:</strong> The Time Lord becomes touched by the Maelstrom where the headquarters are located (see "Chronomancer"). This touching adds an alien quality to the Time Lord. He can reincarnate 12 times. This reincarnation is usually done upon death, but can sometimes be done at will ~ DC 40. Time Lords cannot choose their appearence, unless they take the Reincarnation Feat (which will be detailed later). Time Lords who reincarnate keep their levels and classes, but they may choose new feats and may redistribute their skills as different parts of their mind is accessed. Personality also changes.</p><p></p><p><strong>Sense Alternity:</strong> The Guardian of Time knows when he is in an alternate or changed time line. He may or may not know what the change was, but he will know something changed. A wisdom check at DC 25 determines if the Time Lord knows what the change was.</p><p></p><p><strong>Remembrance:</strong> The Guardian of Time sometimes needs outside help to set things right. He has the power to cause a group a people to remember the "true" timeline if time was altered. He can affect one person per Guardian level per day.</p><p></p><p><strong>Advanced Historical Sense:</strong> The Guardian of Time, by concentrating on a person or place for a full round, can gain an understanding of the historical significance of that person or place. Any questions regarding this information can be answered with a DC of 10, modified by intelligence. The knowledge lasts until another person or place is concentrated on.</p><p></p><p><strong>Summon Time Elemental:</strong> The Guardian of Time can summon and control a Time Elemental once per day for one hour (relatively speaking).</p><p></p><p><strong>Ignore Chronomancy:</strong> The tenth level Guardian of Time has such a mastery over chronomancy that he may ignore any chronomantic effect he desires. This is at will and at his discretion and functions even if he is asleep, unconscious, or otherwise incapacitated. Basically, if the Time Lord does not WANT to be affected, he will not be affected.</p><p></p><p></p><p>Spells next post, promise <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Btw, remember, none of this stuff is mine (although I corrected some errors), but merely a collection of info from several different webpages. If you want to go looking, Niko over at the WotC boards has another chronomancer PrC, but its abilities are overlapped by the following spells a ltitle.</p></blockquote><p></p>
[QUOTE="Sollir Furryfoot, post: 959886, member: 748"] Above was the core class, here are some PrC's that deal with chronomancy. Divine class PrC: [b]The Keeper of Ancient Time[/b] [b]Prerequisites:[/b] [b]Alignment:[/b] Any nonevil [b]Skills:[/b] Knowledge (religion) 10 ranks, Knowledge (history) 5 ranks [b]Feats:[/b] Extend Spell, [b]Spellcasting:[/b] Ability to cast 4rd level divine spells [b]Patron Deity:[/b] Labelas Enoreth [b]Domains:[/b] Time domain BAB and Saves as a Cleric Class Features - Spellcasting 1) Sealed Youth, Trade Eye +1 to existing divine class level 2) Knowledge of the Ancient 1x +1 to existing divine class level 3) Ahead of time +1 to existing divine class level 4) Knowledge of the Ancient 2x +1 to existing divine class level 5) Time Spells +1 to existing divine class level 6) Knowledge of the Ancient 3x +1 to existing divine class level 7) Persistant Spell +1 to existing divine class level 8) Knowledge of the Ancient 4x +1 to existing divine class level 9) Mass Haste +1 to existing divine class level 10) Eternal Youth +1 to existing divine class level [b]Armor and Weapon Proficiencies:[/b] The Keeper of Ancient Time gains no additional armor or weapon proficiencies. [b]Trade Eye:[/b] Like Labelas Enoreth traded one of his eyes to be able to peer into time, the Keeper of Ancient Time trades one of his eyes. He doesn’t lose his sight, but the eye he traded in gains some special kind of vision that allows members of the prestige class to gain the special features of the class. [b]Sealed Youth:[/b] Upon reaching the 1st level in the Keeper of Ancient Time prestige class, the character becomes immune to unnatural aging. He does, however, continues to age as a being of his race. [b]Knowledge of the Ancient:[/b] His devotion to research the secrets of history grants him divine insight into the past to learn for the future. The character gains a bonus to a knowledge (history) check equal to his prestige class level. This ability can be used once per day on 2nd level of the prestige class and one additional time at 4th, 6th and 8th level. [b]Ahead of Time:[/b] Your growing control over time grants you an additional +2 bonus to initiative rolls. This bonus stacks with the bonus granted by the improved initiative feat. [b]Time Spells:[/b] The spells of the Time Domain become spells of your regular spell list and can be prepared in your regular spell slots. [b]Persistant Spell:[/b] You gain this feat for free. Mass Haste: The Keeper of Ancient Time can cast Mass Haste as a spell-like ability once per day. The spell lasts for 1 rnd per prestige class level. [b]Eternal Youth:[/b] Upon reaching the 10th level of the Keeper of Ancient Time prestige class, the character stops aging. However, he does gain the mental benefits of high age but won’t have to suffer the physical consequences. Arcane class PrCs: [b]Chronomancer[/b] (IMC I use the name Time Lord, so I can allow both the Chronomancer core class and this PrC) (Chart doesn't copy well) BAB and Saves: As Wizard 1) Sense Fate, Metaspell 2) Defense Foresight 3) Metaspell 4) Immune to haste/slow 5) Metaspell 6) Imp Defense Foresight 7) Metaspell 8) Timestep 9) Metaspell 10) Timeless +1 level of existing class each level. [b]Requirements:[/b] [b]Feats:[/b] Extend Spell, Quicken Spell [b]Spells:[/b] Must know 7 different transmutation spells. One must be lvl 3 or higher. [b]Knowledge (outer planes):[/b] 8 ranks [b]Special:[/b] Must study under another chronomancer or an appropriate clergy of magic, luck or time. [b]Class Skills:[/b] Concentration (Con), Gather Information (Cha), Knowledge (outer planes) (Int), Scry (Int), Speak Language, Spellcraft (Int) [b]Skill Points at Each Level:[/b] 2 + Int modifier [b]Class Features:[/b] [b]Weapon and Armor Proficiency:[/b] Simple Weapons [b]Chronomancy:[/b] All chronomancers can cast from the chronomancer spell list in addition to thier own. [b]Sense Fate (Ex):[/b] The character sometimes gets premonitions of the immediate future and can attempt to alter the percieved future in a limited fashion. Once per day, the chronomancer is allowed to reroll one roll that she has just made. She must take the result of the reroll, even if it's worse than the original roll. [b]Metaspell:[/b] At 1st level, the chronomancer may pick a spell from her spell list that acts as if it had the extend spell feat applied to it. The spell may be one that the character can not yet cast, but must be on a spell list availiable to the character at the time that this is gained. Once the spell is chosen, It cannot be changed. At 3rd, 5th, 7th and 9th levels, the chronomancer may pick a spell from her spell list that acts as if it had any 1 of the following feats applied to it: (Persistent Spell, Delay Spell, Twin Spell, or Quicken Spell). The spell may be one that the character can not yet cast, but must be on a spell list availiable to the character at the time that this is gained. Once the spell is chosen, It cannot be changed. [b]Defensive Foresight (Ex):[/b] The chronomancer's awareness extends a fraction of a second into the future, allowing her to better prepare. She gains a +1 insight bonus to all saves. [b]Immune to Haste/Slow (Su):[/b] The chronomancer is not affected by either of these spells. Even if they want to be! [b]Improved Defensive Foresight (Ex):[/b] The chronomancer's awareness extends a fraction further forward. She gains a +2 insight bonus to saves and a +1 insight bonus to AC. [b]Time Step (Su):[/b] Once per day, and as a free action, the chronomancer can step forward in time a number of rounds equal to her Intelligence bonus. This ability is otherwise identical to the spell Timeslip (detailed below). [b]Timeless (Su):[/b] Once per day, the chronomancer is free to act for a number of rounds equal to her Intelligence modifier whil all other creatures seem frozen in time. The effects of this are otherwise identical to the Time Stop spell. (Cannot affect environment) More Npc/Broken PrC: [size=3][b]Guardian of Time[/b][/size] Inspired by "Chronomancer" by TSR. Created by Vincent N. Darlage, James Auton, and Jonathan Kokoski Chronomancy in Inzeladun was discovered by Grindill and Groll in the Fourth Age. Groll chose to specialize in the new magic while his master, Grindill, went on to other things. As Groll took on new apprentices, the need for someone to watch the activities of the chronomancers became apparent. He took on the title 'Guardian of Time'. As other chronomancers grew in power and proved their responsible handling of their powers, Groll added them to the new Order. Known variously as Guardians of Time, Time Lords, Lords of Time, and other various titles, the Order served Groll until his death. Now they serve Groll's deathless lich, under the name of Merandius. The Guardians monitor chronomantic activity and serve as protectors of Inzeladun's Time Line. The Guardians are high level chronomancers of every conceivable type. Some are pure Chronomancers. Others are Temporal Champions and Temporal Raiders. These mysterious beings have kept themselves hidden from the questioning minds of those in reality and are known only slightly by other chronomancers due to the unavoidable confrontations that occur. The Guardians are pledged to the preservation of Temporal Prime and the timestreams. They labor to prevent degredation of the borders between Temporal Prime and the Prime Material. The Guardians monitor the timestreams carefully and try to fix severe damage as they can. They detect turbulence patterns and try to intercept major upheavals in the natural order of events. Failing that, they plan complex infiltrations into reality to thwart the chronomancer's plans. Since most confrontations are of this nature, a certain amount of friction exists between the Guardians and the other Chronomancers. Guardians set themselves high goals in their attempt to prevent degredation of the timestreams, but there are some things they simply cannot do. Guardians are kept quite busy with important work and even if one of them were to notice a low-level chronomancer making his first timeslip, the Guardian would report the activity, but would not interfere. The Guardians are too few to stop all chronomancy, and they always need new chronomancers to recruit into the Order. Guardians must, unfortunately, ignore most of the tampering, attempting to control the damage being done by chronomancers with just enough power to be really dangerous. To attain their goals, the Guardians have set rules and procedures that they follow. Number One is SECRECY. The degree of secrecy the Time Lords keep make a regular chronomancer appear talkative. Guardians are all too aware fo their small numbers, and regardless of their higher levels, they cannot afford direct interraction, even of a friendly nature. It would take up too much time that is best spent patrolling and defending Temporal Prime. More information can be found in TSR's "Chronomancer". [b]Prerequisites:[/b] [b]Chronomancy:[/b] Must be able to cast spells of the Chronomancy School. [b]Feat:[/b] Advanced Spell Focus (Chronomancy) [b]Recruitment:[/b] A current Guardian must have offered you a chance to join. This presupposes a certain amount of responsible activity. [b]Alignment:[/b] Lawful at first. Guardians will not invite any neutral or chaotic individuals into their Order. [b]Hit Dice:[/b] d4 [b]Class Skills:[/b] As wizard [b]Base Attack Bonus:[/b] As Wizard [b]Fort Save:[/b] Poor [b]Ref Save:[/b] Poor [b]Will Save:[/b] Good [b]Level[/b] 1 See Anachronism, sever lifeline, spell advancement, DC +1 2 Chronomancy Reflection, spell advancement 3 Detect Chronomancer, spell advancement, DC +2 4 Historical Sense, spell advancement 5 Reincarnation, spell advancement, DC +3 6 Sense Alternity, spell advancement 7 Remembrance, spell advancement, DC +4 8 Advanced Historical Sense, spell advancement 9 Summon Time Elemental, spell advancement, DC +5 10 Ignore Chronomancy, spell advancement [b]Special:[/b] [b]See Anachronism:[/b] The Time Lord can see things that are out of their time period - even if disguised by magic - or are under some chronomantic influence. This power is constant. [b]Sever Lifeline:[/b] As per the spell in "Chronomancer" with the same effects. Time Lords can do this far earlier than other chronomancers. Time Lords often need to cross their own trails. [b]Spell Advancement:[/b] Guardians of Time advance in spells as if they had moved up one level in Chronomancer. [b]DC +X:[/b] The Difficulty Class of any chronomancy spell cast by a time lord increases as he moves up in levels and becomes more and more in tune with Temporal Prime. [b]Chronomancy Reflection:[/b] Any targeted chronomancy spell can be reflected back at the caster if the Guardian of Time makes a successful save. The Guardian of Time gains a save even against chronomancy spells that otherwise do not get a save. The DC of any reflected spell is +2. [b]Detect Chronomancer:[/b] The Time Lord can sense another chronomancer much like a Paladin can detect evil. Range and other information are identical to the paladin ability. [b]Historical Sense:[/b] A Chronomancer can touch a lifeline and know the basic history of the person. Any questions regarding the person whose life line was touched would be answered at a DC of 10, modified by intelligence. This knowledge lasts until another lifeline is touched for its historical sense. [b]Reincarnation:[/b] The Time Lord becomes touched by the Maelstrom where the headquarters are located (see "Chronomancer"). This touching adds an alien quality to the Time Lord. He can reincarnate 12 times. This reincarnation is usually done upon death, but can sometimes be done at will ~ DC 40. Time Lords cannot choose their appearence, unless they take the Reincarnation Feat (which will be detailed later). Time Lords who reincarnate keep their levels and classes, but they may choose new feats and may redistribute their skills as different parts of their mind is accessed. Personality also changes. [b]Sense Alternity:[/b] The Guardian of Time knows when he is in an alternate or changed time line. He may or may not know what the change was, but he will know something changed. A wisdom check at DC 25 determines if the Time Lord knows what the change was. [b]Remembrance:[/b] The Guardian of Time sometimes needs outside help to set things right. He has the power to cause a group a people to remember the "true" timeline if time was altered. He can affect one person per Guardian level per day. [b]Advanced Historical Sense:[/b] The Guardian of Time, by concentrating on a person or place for a full round, can gain an understanding of the historical significance of that person or place. Any questions regarding this information can be answered with a DC of 10, modified by intelligence. The knowledge lasts until another person or place is concentrated on. [b]Summon Time Elemental:[/b] The Guardian of Time can summon and control a Time Elemental once per day for one hour (relatively speaking). [b]Ignore Chronomancy:[/b] The tenth level Guardian of Time has such a mastery over chronomancy that he may ignore any chronomantic effect he desires. This is at will and at his discretion and functions even if he is asleep, unconscious, or otherwise incapacitated. Basically, if the Time Lord does not WANT to be affected, he will not be affected. Spells next post, promise ;) Btw, remember, none of this stuff is mine (although I corrected some errors), but merely a collection of info from several different webpages. If you want to go looking, Niko over at the WotC boards has another chronomancer PrC, but its abilities are overlapped by the following spells a ltitle. [/QUOTE]
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