Another one of my custom PrCs. I found something like this on the D&D Wiki, but it was really nebulous, so I reworked it as a prestige class and added a few of my own touches. I'd be happy for any suggestions or opinions on how to polish it. Thanks!
Time Mage
The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages, often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.
Hit Die: D6.
Requirements
To qualify to become a Time Mage, a character must fulfill all the following criteria.
Skills: Concentration 8 ranks, Escape Artist 1 rank.
Base Attack Bonus: 1
Level 3 in any single class except Fighter or Barbarian
Feat: Lightning Reflexes
Class Skills
The Time Mage’s class skills (and the key ability for each skill) are:
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at each level each level: 3 + Int modifier.
Table: The Time Mage
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +3 +2 +0 Improved Initiative, Mind or Matter
2nd +0 +4 +3 +1 Hasten
3rd +1 +4 +4 +1 Fast Movement
4th +1 +5 +5 +1 Greater Initiative, Mind or Matter
5th +2 +5 +6 +2 Time Regression, Increase Speed, Mind or Matter
6th +2 +6 +7 +2 Distant Time
7th +3 +6 +7 +3 Mind or Matter
8th +4 +7 +8 +3 Quick, Reflect
9th +4 +8 +9 +4 Time Jump
10h +5 +8 +9 +5 Mind or Matter, Greater Initiative
CLASS FEATURES
All the following are class features of the Time Mage prestige class.
Weapon and Armor Proficiency:
Time Mages are proficient with all simple weapons. They gain no proficiency with armor. Metal armor may not be worn by a Time Mage.
Improved Initiative: At Level 1, a Time Mage gains Improved Initiative as a Bonus Feat.
Mind or Matter: At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.
If The Sword, she gains Cleave as a Bonus Feat.
If Pure Magic, she gains Quicken Spell as a Bonus Feat.
Hasten (Sp): Beginning at 2nd level, a time mage can use the spell Hasten on any 1 character or creature within 60ft. The effect last 5 rounds. The target's Initiative and dex modifier increases by 1 for each level of the Time Mage for the spell's duration.
Fast Movement (Ex): At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.
Greater Initiative (Ex): At Level 4, the time mage gains a +4 on Initiative checks. This bonus stacks with the Improved Initiative feat.
Slowga (Sp): Beginning at 4th level, a time mage can use the spell Slowga at a range of 30 ft., the target must make a Reflex save DC (15 + Dexterity modifier), with a duration of 5 rounds. Speed and Initiative of the target decrease by 2d6 + Dexterity modifier and the inflicted's dexterity drops to 0 for the spell's duration.
Mind or Matter (Ex): At level 4, if the time mage chose The Sword, she is granted Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power as a bonus feat.
Time Regression (Ps): Gain this spell at the 5th level. Regress apparent time 1 round into the past., in effect “replaying” the previous round of activity. The power regresses time to the point along the time stream just prior to your previous turn, undoing the effects of everyone else’s actions in the meantime. Once you have used time regression, only you retain knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future. This spell may only be used once consecutively.
Increase Speed (Ex): At Level 5, increase your base land speed by 10ft.
Mind or Matter(Ex): At the 5th level, if the Time Mage chose The Sword, she gains Shot on the Run as a bonus feat. If the Time Mage chose Pure Magic, she may choose Maximize Spell or Enlarge Spell as a bonus feat.
Distant Time (Ex): At level 6, a time mage can use touch abilities at a range of 20ft or increase the range of the Slowga and Hasten spells by 30ft.
Mind or Matter (Ex): At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.
Teleport (Sp): Teleport up to a distance of your base land speed + (Dex Mod x10), a number of times per day equal to her class level. She may then make a melee attack on any target within 5ft. The target loses its dex bonus during this attack.
Regen (Sp): This spell may be cast at a range of 30ft. For 5 rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.
Quick (Su): At the 8th level the time mage is always effected by the Hasten spell. The time mage may suppress the effects at will as a free action.
Reflect (Sp): At 8th level, a time mage can use the Spell Turning as a personal spell, with a duration of 2d10 + his/her dexterity modifier rounds.
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)
Time Jump (Sp): The time mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
Mind or Matter (Ex): At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.
Stopaga (Sp): A time mage can stop a target at a range of 30ft. The target must make a Reflex save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration of 1d4 + caster's dexterity modifier rounds, during this time the target can not take any action and is completely helpless. (Does not stack)
Past Due (Sp): A time mage can target a single creature up to 40ft and force them to make a Will save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die. Even if the Fortitude save is successful, the subject still takes 3d6 points of damage.
Greater Initiative (Ex): At Level 10, the time mage gains a +4 on Initiative checks. This bonus stacks with the Improved Initiative feat.
Time Mage
The Time Mage is a dexterity wizard. Warping the bounds of space and reality, Time Mages, often strike down their foes before knowledge of her presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Mages are among the most feared of the specialized magicians. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Mages can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.
Hit Die: D6.
Requirements
To qualify to become a Time Mage, a character must fulfill all the following criteria.
Skills: Concentration 8 ranks, Escape Artist 1 rank.
Base Attack Bonus: 1
Level 3 in any single class except Fighter or Barbarian
Feat: Lightning Reflexes
Class Skills
The Time Mage’s class skills (and the key ability for each skill) are:
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at each level each level: 3 + Int modifier.
Table: The Time Mage
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +3 +2 +0 Improved Initiative, Mind or Matter
2nd +0 +4 +3 +1 Hasten
3rd +1 +4 +4 +1 Fast Movement
4th +1 +5 +5 +1 Greater Initiative, Mind or Matter
5th +2 +5 +6 +2 Time Regression, Increase Speed, Mind or Matter
6th +2 +6 +7 +2 Distant Time
7th +3 +6 +7 +3 Mind or Matter
8th +4 +7 +8 +3 Quick, Reflect
9th +4 +8 +9 +4 Time Jump
10h +5 +8 +9 +5 Mind or Matter, Greater Initiative
CLASS FEATURES
All the following are class features of the Time Mage prestige class.
Weapon and Armor Proficiency:
Time Mages are proficient with all simple weapons. They gain no proficiency with armor. Metal armor may not be worn by a Time Mage.
Improved Initiative: At Level 1, a Time Mage gains Improved Initiative as a Bonus Feat.
Mind or Matter: At Level 1, a Time Mage must pick a path. Will she follow the road of the physical world (The sword) or the metaphisical world (Pure magic). This will affect certain bonus feats and spells received at various levels.
If The Sword, she gains Cleave as a Bonus Feat.
If Pure Magic, she gains Quicken Spell as a Bonus Feat.
Hasten (Sp): Beginning at 2nd level, a time mage can use the spell Hasten on any 1 character or creature within 60ft. The effect last 5 rounds. The target's Initiative and dex modifier increases by 1 for each level of the Time Mage for the spell's duration.
Fast Movement (Ex): At 3rd level, a time mage gains an enhancement bonus to her base land speed. It is equal to the Time Mage's Dex Bonus x5ft. A time mage in medium or heavy armor loses this extra speed while it is worn.
Greater Initiative (Ex): At Level 4, the time mage gains a +4 on Initiative checks. This bonus stacks with the Improved Initiative feat.
Slowga (Sp): Beginning at 4th level, a time mage can use the spell Slowga at a range of 30 ft., the target must make a Reflex save DC (15 + Dexterity modifier), with a duration of 5 rounds. Speed and Initiative of the target decrease by 2d6 + Dexterity modifier and the inflicted's dexterity drops to 0 for the spell's duration.
Mind or Matter (Ex): At level 4, if the time mage chose The Sword, she is granted Great Cleave as a bonus feat regardless of if she has the prerequisites. If she chose Pure Magic, she gains Chain Power as a bonus feat.
Time Regression (Ps): Gain this spell at the 5th level. Regress apparent time 1 round into the past., in effect “replaying” the previous round of activity. The power regresses time to the point along the time stream just prior to your previous turn, undoing the effects of everyone else’s actions in the meantime. Once you have used time regression, only you retain knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future. This spell may only be used once consecutively.
Increase Speed (Ex): At Level 5, increase your base land speed by 10ft.
Mind or Matter(Ex): At the 5th level, if the Time Mage chose The Sword, she gains Shot on the Run as a bonus feat. If the Time Mage chose Pure Magic, she may choose Maximize Spell or Enlarge Spell as a bonus feat.
Distant Time (Ex): At level 6, a time mage can use touch abilities at a range of 20ft or increase the range of the Slowga and Hasten spells by 30ft.
Mind or Matter (Ex): At level 7, if the time mage chose The Sword, she is granted the spell Teleport. If she chose Pure Magic, she gains the spell Regen.
Teleport (Sp): Teleport up to a distance of your base land speed + (Dex Mod x10), a number of times per day equal to her class level. She may then make a melee attack on any target within 5ft. The target loses its dex bonus during this attack.
Regen (Sp): This spell may be cast at a range of 30ft. For 5 rounds, the target heals HP damage at a rate of the caster's Dex mod + 2d6.
Quick (Su): At the 8th level the time mage is always effected by the Hasten spell. The time mage may suppress the effects at will as a free action.
Reflect (Sp): At 8th level, a time mage can use the Spell Turning as a personal spell, with a duration of 2d10 + his/her dexterity modifier rounds.
Spell Turning: Reflect 1d4+6 spell levels back at caster. (Targeted/non-touch only)
Time Jump (Sp): The time mage gains this spell at level 9. Similar to Time Hop. Duration: Dex mod + 1 rounds. The subject of the power hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends.
If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary.
Mind or Matter (Ex): At level 10, if the time mage chose The Sword, she is granted the spell Stopaga. If she chose Pure Magic, she gains the spell Past Due.
Stopaga (Sp): A time mage can stop a target at a range of 30ft. The target must make a Reflex save DC (16 + Dexterity modifier). The target is stopped and held in suspended time for a duration of 1d4 + caster's dexterity modifier rounds, during this time the target can not take any action and is completely helpless. (Does not stack)
Past Due (Sp): A time mage can target a single creature up to 40ft and force them to make a Will save DC (16 + Dexterity modifier) or the target becomes paralyzed for 1d6 rounds. If the target fails the initial save it must make a Fortitude save DC (10 + Dexterity modifier) or die. Even if the Fortitude save is successful, the subject still takes 3d6 points of damage.
Greater Initiative (Ex): At Level 10, the time mage gains a +4 on Initiative checks. This bonus stacks with the Improved Initiative feat.