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Obly99

Hero
Today I post one of the most powerful creature of the Star Wars universe, Abeloth (Abeloth). As the base creature I use the the Qomok (Sub-Epic Offerings) because a lot of the abilities are in common (assorb a creature, copy it, assimilate his knowledge).

Abeloth

CE medium aberration (abomination, chaotic, evil, shapechanger)

Init +40 (1/day always first); Senses blindsense 60 ft., blindsight 500 ft., darkvision 60 ft., detect thoughts, true seeing; Perception +73

Aura dominion of the emotions (+25 against emotion effects, 10 ft.)

DEFENSE

AC 122, touch 105, flat-footed 101 (+16 Cha, +16 deflection, +11 Dex, +10 dodge, +4 divine, +12 jedi, +17 natural, +12 sith, +14 Wis)

hp 1.050 (50d8+650) fast healing 25, regeneration 25 (epic and good)

Fort +78, Ref +76, Will +77; +25 against emotion effects

Defensive Abilities amorphous, emptiness of emotions, clear mind, dark grace, dark mind, force block (+100, 500 pounds), force strength, freedom of movement, grace of the calm, hibernation, improved evasion, improved uncanny dodge, nondetection, outer space queen, suppress the emotions, uncanny dodge, wholeness of body 16/day (100 hp); DR 25/epic and good; Immune ability damage or drain, cold, death effects, emotion effects, energy drain, mind-affecting effects, polymorphing, petrification, or any form-altering attack, enchantment, illusion and transmutation, death from massive damage; Resistance cold 20, fire 20; PR/SR 64

OFFENSE

Speed 120 ft., starflight (as shantak)

Melee bite +87 (4d10+46), 6 extremities +85 (2d10+46/19-20/×3 plus grab)

Special Attacks force blast (+82 to hit, 16d6 divine damage, DC 53, 180 ft. range), force chock (+87 to the maneuver, 2d8+46, 66 rounds, 130 ft. range), force trick (+85 to the maneuver, 6d10+46 for Sunder, 130 ft. range), improved force lightning (+82 to hit, 25d8+30 half divine half electricity, DC 55, 180 ft. range), mythic power (10/day, surge +1d12)

Spell-like Abilities (CL 54th, concentration +74)

Constant—detect thoughts (DC 32), freedom of movement, nondetection, true seeing;

At-will—clairaudience/clairvoyance, mage hand, telekinesis (DC 35, 4.050 lb.)

16/day—suggestion (DC 55),

8/day—augury, dominate person (DC 35)

7/day—sith mind poison (DC 55)

3/day—dimension door, greater dispel magic, teleport

1/day—greater teleport, hindsight, limited wish, summon psionic neothelid (see below)

1/year—astral projection, contact other plane (the Force only, as Outer Plane, Greater Deity), foresight, interplanetary teleport, wish

Space 5 ft.; Reach 5 ft. (30 ft. with extremities)

STATISTICS

Str 42, Dex 33, Con 36, Int 34, Wis 38, Cha 43

Base Atk +37; CMB +87; CMD 158 (cannot be tripped)

Feats Combat Expertise, Combat Reflexes, Cut from the AirB, Dodge, Great Fortitude, Improved Critical (extremities), Lightning Reflexes, Magic Trick (mage hand)B, Mobile, Psychic SensitivityB, Smash from the AirB, Spring Attack, Unarmored Specialist, Whirlwind Attack

Epic Feats Cats Fall, Ether GoerB, Etheric Vision, Improved Combat Reflexes, Improved Dodge, Good Fortitude, Good Reflexes, Mathesis, Phrenoly, Plastic Soul

Skills All skills 57 + ability modifier; Acrobatics +304 made for jump, Knowledge (all) +94

Languages Abyssal, Celestial, Infernal; Telepathy 1.000 ft.

SQ access to the force, alter shape, assimilate, assimilate knowledge, control the force, deflection, force jump, greater sith reflexes, improved deflection, improved sith reflexes, improved telekinesis, mastery of the force, maven, might, mimicry, mythic, no breath, sith lord, sith reflexes, omnicompetent, virtual size category +2

Environment Any

Organization Unique

Treasure incidental

Abeloth renounce to 6 feats for 1 divine ability.

Divine Abilities

• Visions of a future that could be (Su): see below.

Alter Shape (Ex)
Abeloth can alter her shape in the following ways:
  • As a full-round action, during which she is completely helpless, Abeloth can perfectly mimic a creature she has assimilated. Abeloth can use this ability to assume the appearance of specific individuals, much like a doppelganger’s perfect copy ability. None of Abeloth’s ability scores are adjusted when she mimics a victim’s form. While she mimics a victim’s form, Abeloth knows (and can speak) the languages known by the victim, and gains the use of all of the victim’s sense, natural weapons, defensive (not natural armor) and offensive abilities, but not feats, traits, supernatural abilities, spellcasting (but gain any racial spell-like abilities, with CL equal to that of the mimic creature or the HD of the Abeloth, which of the two is lower), or class abilities. Abeloth, for calculate the bonus or DCs of an ability she gains, uses is own HD and abilities score (if Abeloth mimic a Xenarth demon, the poison has a DC of 52 instead of 23). Abeloth also gains any weaknesses, such as light blindness or light sensitivity, and vulnerabilities of the creature for as long as she continues to mimic it. Abeloth also replicates the appearance of any physical wounds (though she does not suffer damage herself), illnesses or diseases possessed by a victim (though she does not suffer any ill effects), as well as any physical deformities, such as missing eyes or limbs. Abeloth can only replicate living, organic material. Because Abeloth mimic is so perfect, she automatically pass all Disguise checks to impersonate it. This is a polymorph effect and true seeing do not pierce it unless the caster succeed a caster level check against the spell resistance of Abeloth (the caster is unaware of making this roll).​
  • As a swift action, Abeloth can extend the reach of one of her extremities’ or her bite attack by 10 feet until the beginning of her next turn. Abeloth can also expend one use of mythic power as a swift action to extend all of her melee attacks by 10 feet until the beginning of her next turn. This is not a polymorph effect.​
  • As a move action, Abeloth can generate body parts that provide her with one of the following additional forms of movement: burrow 60 ft., climb 80 ft., fly 60 ft. (average), or swim 80 ft. She can only maintain body parts for one of these four forms of movement at a time. This is not a polymorph effect.​
  • As a swift action, Abeloth can gain one of the following special attack forms: attach (bite), constrict (2d10+46), distraction (DC 52), engulf (DC 52, 10d6 acid), fast swallow (8d10 plus 10d6 acid, AC 18, 105 hp), grab (bite), pounce, pull (extremities, 10 ft.), push (extremities, 10 feet), rake (2 extremities +85 2d10+46/19-20/×3), rend (2 natural attacks, 2d10+46), smother (can be used even with force chock), sound mimicry, stench (DC 52, 2d6 rounds), strangle, trample (6d10+54, DC 55), trip (claws or extremities). Abeloth can maintain up to 6 of these replicated special attack forms at one time, and she can end any number of them as a free action. Additionally, if any of the special attacks require a saving throw, Abeloth can expend one use of mythic power as a free action to force her target to roll two saves and keep the lower result. This is not a polymorph effect.​

Assimilate (Ex)
Abeloth can consume a recently dead corpse (less than 1 hour) as a full-round action that provoke attack of opportunity. A consume creature’s body is completely annihilated and can only be restored to life using miracle, true resurrection, or wish.
After she assimilates a creature, Abeloth has detailed information about the victim’s identity and personality, has access to all of the victim’s memories and add all the languages know by the victim to her own.

Assimilated Knowledge (Ex)
Abeloth absorbs an incredible amount of knowledge from her assimilated victims over her long existence. She adds ½ her HD on all Knowledge checks and can make all Knowledge checks untrained.

Divine Traits (Abomination) (Ex)
As an abomination, Abeloth gains a +4 divine bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Abeloth’s natural attacks or any weapons she wields, are treated as epic for the purpose of overcoming damage reduction. Abeloth does not age and requires no food or drink to sustain herself.

Extremities (Ex)
When Abeloth attacks, she generates various extremities that end in claws, pincers, bludgeoning protrusions, spikes, tentacles, or talons as a free action. Regardless of which attack form Abeloth generates or what size Abeloth assumes, the base damage for her extremities natural attack is 2d10 and Abeloth can choose to deal bludgeoning, piercing, or slashing damage as a free action on each separate hit of the extremities.

Hibernation (Ex)
If Abeloth is reduced to negative hit points for more than 5 minutes or if she becomes trapped in an extremely hostile environment of Dimensional level (like a black hole) of the Outer Space for more than 5 minutes, she enters a state of involuntary hibernation. While in this state, she is unconscious and gains the benefit of a mind blank effect. Abeloth also appears dead to most observers, though a successful DC 86 Heal check detects faint signs of life. If Abeloth is forced into hibernation for being reduced to negative hit points for more than 5 minutes awakens in 4d6 hours (after her charred remains cool). If Abeloth is forced into hibernation due to extremely hostile environment of Dimensional level of the Outer Space, she remains in hibernation until she enters a nonhostile environment, whereupon she awakens in 1d4 days.

Mastery of the Force
Abeloth gains access to the ability of a 50th level Jedi and Sith with the following differences.
  • For the abilities access to the force, force block, [X] mage hand, [X] mind trick, force lightning, telekinesis, wholeness of body, force chock and the number of times per day she can use wholeness of body she use the version of the sith.​
  • She gains both version of force strength and force jump.​
  • She does not gains the abilities of the lightsaber (but count as having it for the purpose of crafting and using one and calculating the damage).​
  • For deflection and improved deflection she use one of her natural weapon instead of the lightsaber.​
  • For force lightning, half damage is divine and half is electricity while for force blast is pure divine damage​

Might (Ex)
Abeloth deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and her damage dice cannot go below this dice but this cannot increase to more dice than her HD.

Mimicry (Ex)
Abeloth can use any spell trigger or spell completion item as if the spells were on her spell list and of the correct type. Her caster level is equal to her racial Hit Dice and her spellcasting ability score is always Charisma, even for object that require other scores (like a scroll of a cleric spell that normally require Wisdom).

Mythic (Ex)
Abeloth has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. Abeloth can use any of her spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.

Outer Space Queen (Ex)
Abeloth is immune to Terrestrial and Stellar Hazards and resistant to Dimensional Hazards of the outer space (a black hole might be used to imprison Abeloth with the high EMF essentially functioning as dead-magic zones).

Summon Psionic Neothelid (Sp)
Once per day, as a standard action, Abeloth can summon 1d4+1 neothelid overlord or 1d8+4 neothelid with the following difference:
  • All of these creatures gain the psionic subtype. Psi-like abilities replace spell-like abilities.​
  • Psi-Like Abilities (ML 20th, concentration +25 [+27 for overlord]):
    Constant - Flight, trace teleport (300 ft.)
    At will - Clairvoyant sense, compelling voice (DC 25 [27 over.], 9 creatures), empathic connection (DC 20 [22 over.], all types, 20 days), psychoport (always very familiar), read thoughts (DC 25 [27 over.]), telekinetic force (625 lb.), telekinetic maneuver (+31 CMB [+33 over.]), truevenom (tongue, DC 19 [21 over.])
    3/day - Mind thrust (ML 15th, DC 20 [22 over.], 15d10), psychic crush (ML 15th, DC 23 [25 over.], 6d6), quickened truevenom (tongue, DC 19 [21 over.])
    Skills: Replace Knowledge (arcana) with Knowledge (psionics)​
Vision of a Future that Could Be (Su)
Abeloth can see glimpses of the future. This is similar to the 10th sense omnific ability but much more risky. This ability extend only to the native universe of Abeloth and is not constant: Abeloth must concentrate as a full-round action on the specific topic she want to consult. Also, this ability is not sure of the result: it only shows one of the possible futures that can happen (for simplicity, roll a d%, if the result is 91-100, then the future shown is what really happens [the roll is secretly rolled by the DM and Abeloth does not know the result]). Once Abeloth checks a topic, all future checks of that topic will always show the same result unless Abeloth has reached a point in history that makes it clear that that future is now impossible. The Inner Eye or Evil Eye do not allow to choose the result of this d%.
 

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Obly99

Hero
A thing from my setting that intervenes when someone tries to change history by traveling through time without permission.

Time Killer CR 35

A mighty automaton stands before your eyes. Made of silvery metal and shaped like an elf, it appears to be gazing somewhere in the air, as if seeing things you don't notice. Suddenly there is a glow and it disappears.

Beyond Alignment (N) Large construct (extraplanar, time)

Init +10 (1/day Always First); Senses darkvision 60 ft., sense the fracture, true seeing, x-ray; Perception +51

Aura time zone (90 ft.)

AC 58, touch 51, flat-footed 45 (+16 deflection, +6 Dex, +7 dodge, +7 natural, +13 insight, -1 size)

hp 857 (38d10+648) regeneration 30 (epic)

Fort +41, Ref +41, Will +47

Defensive Abilities alternate self, displacement, eternal, foresight, freedom of movement, improved evasion, insight, slipstream; DR 20/—; Immune construct traits, magic, Terrestrial and Stellar Hazards; Resistance Dimensional Hazards

Weakness flaw of time

Offense

Speed 300 ft., air walk, Greater Starflight, Time Shift

Melee 3 slam +58 (6d12+28/18-20)

Ranged chronal cannon (30d12 plus time consummation)

Special Attacks alter probabilities, cancellation, chronal cannon (DC 45), mythic power (10/day, surge +1d12), powerful blow (slam), temporal displacement (DC 45), temporal island, time break (DC 45), time consummation (DC 45), trample (20d12 plus time break, DC 48)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 30th; concentration +40)

Constant—air walk, displacement, freedom of movement, haste, tongues, true seeing

At-will—dimension door, freedom (remove temporal stasis only), greater teleport, interplanetary teleport, limited wish, plane shift (DC 27), sands of time (DC 23), slow (DC 23), temporal stasis (DC 28), time stop

3/day—wish

Str 48, Dex 22, Con —, Int 35, Wis 36, Cha 42

Base Atk +38; CMB +59; CMD 110

Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Greater Vital Strike, Improved Critical (slam), Improved Initiative, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (slam)

Epic Feats Cat’s Fall, Greater Critical (slam), Improved Combat Reflexes, Improved Dodge

Skills Bluff +54, Knowledge (arcane, history, planes, religion) +50, Knowledge (dungeoneering, engineering, geography, local, martial, nature, nobility, psionic) +13, Perception +51, Sense Motive +51, Spellcraft +50, Stealth +40, Survival +51, Swim +49, Use Magic Device +54

Languages Abyssal, Aklo, Celestial, Draconic, Ignan, Infernal, Terran; tongues

SQ aevum (do over, personal time, swap, temporal doppelganger, temporal feedback) 9/day, back to the future, foresee battle, legendary reflexes, magnetar, motes of time 19/day, time dilation, time runner, unmaking, virtual size category +1, will of time

Alternate Self (Su)
Even if a creature find a way to overcome the Eternal ability, a time killer has a backup plan. When a time killer is permanently destroyed, it has a chance of being replaced by an exact duplicate of itself from an alternate timeline. If the time killer decides to invoke this power, the chance it works is 50%, plus a percentage equal to the time killer’s Charisma score (92% for a typical time killer; maximum 99%). If the power is successful the original time killer ceases to exist (and cannot be raised or restored by any power short of direct deific intervention of an Elder One with Double Time Portfolio). Instead, a new version of the time killer comes into existence from an alternate timeline. This time killer has the same memories and history as the original time killer, and is game-mechanically identical. If the body of the original time killer still exists and is in a location and situation that the new time killer would find acceptable, the new time killer appears in that place (wearing whatever the original time killer’s body was wearing). If not, the new time killer appears as close to the original time killer’s body with no equipment.

Alter Probabilities (Su)
The time killer may spend an aevum to bend future timelines towards a preferred set of results. The time killer may skew by 25% the chance of something happening that is determined by a percentile die roll. The percentile roll can represent something the time killer is aware of (like the chance of a creature being missed due to blink or displacement to 25% or 75%), or something more smoky, like an encounter on the table of the random encounters during a travel. If the percentile roll applies to an ongoing condition or effect, the skewed percentile lasts for 1 round per time killer HD. This ability cannot reduce the chance of something happening below 0%, nor increase it above 100%.

Back to the Future (Su)
The time killer can spend two motes to fling itself briefly into the future to observe the results of proposed acts or decisions in its present. The base chance for receiving meaningful information is 99%. This roll is made secretly by the GM. If the ability succeeds, the time killer gets one of the following four results:
  • Weal (if the action will probably bring good results).​
  • Woe (for bad results)​
  • Weal and woe (for both).​
  • Nothing (for actions that don’t have especially good or bad results).​
If the ability fails, the time killer gets the “nothing” result. There is no way to tell if a “nothing” result is the consequence of an action with no particular results or a failed use of this ability. This ability can see into the future only about 1 hour per HD of the time killer, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long term consequences of a contemplated action. All efforts to use this ability by the same time killer about the same topic use the same die result as the first use of the ability.

Cancellation (Su)
A creature or object reduced to 0 or less hp by a time killer is disintegrated by the flow of time.

Chronal Cannon (Su)
The time killer can shoot a cannon of time energy from its chest as a standard action. The time killer can choose to fire the cannon as a 240-foot line or a 120-foot cone. A successful DC 45 Reflex save halves the damage from this attack. The save DC is Charisma-based.

Do Over (Su)
As a swift action the time killer may spend 1 aevum to mark a moment as a restore point. All changes made during the next turn (damage dealt, resources spent, movement taken) should be noted by the GM. At the beginning of the time killer’s next turn, before taking any other actions, as a full-round action the time killer may spend two additional aevum to jump back in time to his restore point. This undoes everything that has happened in the past turn, since it marked a restore point. Creatures within 60 feet of the time killer remember the events of the now-erased round of action, while creatures further away are oblivious to the brief time jaunt.

Eternal (Ex)
The time killer always was and forever will be. So long as time continues to flow, the construct cannot truly be destroyed. If it is destroyed, another instance of the construct from elsewhere in time replaces itself. The construct can replace itself instantly, but it usually chooses to wait at least 1 week to study its attackers before it chooses to reappear. Because this ability require the time to flow, it’s deactivate in a time stop spell, a plane with the timeless trait or any other environment in which the time is stagnant.

Flaw of Time (Ex)
A time killer, despite slipstream and the time subtype, is not immune to the slow spell and suffer a -6 penalty to save against it.

Foresee Battle (Su)
As a free action when rolling initiative, the time killer can spends 2 motes of time to roll twice on the initiative check and take the higher result.

Greater Starflight (Su)
A time killer can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes a time killer 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).

Immunity to Magic (Ex)
A time killer is immune to any spell or spell-like ability that allows spell resistance, except as noted below.
• A slow spell negate the displacement, freedom of movement, and haste spell-like abilities, the improved evasion defensive ability and the time dilation special quality for its duration.

Insight (Su)
While its foresight ability is active, the time killer gains its Wisdom as an insight bonus to all saving throw (already calculated in the statistics).

Legendary Reflexes (Su)
A time killer can, 1/day, act first in initiative. The decision must be made before initiative is rolled. Two beings with the ability to act first would roll for initiative normally against each other.

Magnetar (Ex)
Once a time killer has identified a target for elimination, the two beings are inextricably linked, and the time killer can follow the target anywhere and in any time. Treat this as an infinite-range Spell Stowaway attuned to any magical methods of movement.

Mythic (Ex)
A time killer has Mythic Power (10/day, surge +1d12) and counts as a 10th-rank Mythic creature. A time killer can use any of its spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Motes of Time (Su)
Every time killer has a pool of temporal energy generated by its interaction with the dimension of Time. A time killer can draw a number of motes from its temporal pool each day equal to 3 + its Charisma modifier. Regardless of the action taken or the number of motes spent, a time killer can only spend motes of time three times per round.
By spending 1 mote of time as a free action, the time killer can use one of the following mote powers.
  • Spare Second: Take a swift action that does not count against the time killer‘s normal limit of one swift action per round.​
  • Take Two: Act in the surprise round when the time killer would not normally be able to do so.​
  • Fast Suffering: Reduce the duration of any negative condition or effect from which it is suffering by 2d6 rounds.​
  • Personal Action: Take a move action as a swift action.​
  • Sudden Action: Grant an ally within 60 feet that it can see an additional move action on that ally’s next turn. In addition, the time killer can spend 1 mote of time as a swift or immediate action to grand itself or an ally within 60 ft. a +3d4 mote bonus to certain checks (see below). The time killer can decide to add this bonus immediately after seeing the result of the original die roll but before the result is revealed.​
  • Defensive Retry: One saving throw.​
  • Detailed Retry: One skill check or ability check.​
  • Offensive Retry: One attack roll.​
  • Time of Battle: One damage roll, or armor class (as a dodge bonus) until the beginning of its next turn.​

Personal Time (Su)
The time killer can take risky actions and, if things go badly, simply reverse its personal timeline to before it made the effort. At the beginning of its turn, the time killer spends an aevum as a free action. It then takes one normal round of actions, with all results noted temporarily. After its round of activity, before the next creature’s turn begins, the time killer must decide if it is going to keep the round of activity or just took, or rewind itself.
If it keeps the round of activity, any changes made to any character during its turn become permanent. If it decides to reverse it timeline, it goes back to the moment it spent the aevum, and all changes that occurred during its round are erased from all creatures and items. The time killer is left with a standard action, but is considered to have spent an aevum and made use already of its 2 move action and one standard action. No one but the time killer remembers actions that took place during a round of time it reverses, and only divination spells of 9th level or higher can reveal such events. If a time killer is killed or knocked unconscious during a round of personal time, it automatically reverses back to the beginning of its turn.

Sense the Fracture (Su)
A time killer automatically know if in the dimension where it is currently, a creature travel in time. The time killer automatically know the name and position of the creature and can teleport in his position (in any time) as a swift action using greater teleport, interplanetary teleport, or plane shift, automatically marking him for magnetar.

Slipstream (Su)
A time killer is unaffected by temporal effects (such as temporal stasis), cannot be undermined by time travel (someone cannot go back to its past and simply kill him for instance). If a time killer is within the area of a time stop spell then it gains access to the additional rounds.

Swap (Su)
The time killer may spend 1 aevum as a swift action to stop time and trade places with a creature within 60 feet before restoring the flow of time. The creature must be one the time killer could reach with the movement available to him at the time the power is used. The creature must also be one the time killer could lift and carry (neither too heavy for the time killer to move at all, nor grappled, entangled, or otherwise anchored in place). If the time killer readies to use this power in response to an attack, he may make the Swap after the attack is announced, but before the roll is made. The attack cannot be aborted (because the time killer waits until it is already begun), and the attack roll is made against the new target. A time killer may spend 2 aevum to use this ability as an immediate action (which normally functions as if the time killer has readied to use the power).

Temporal Displacement (Su)
As a melee touch attack, a time killer can send a creature some rounds into the future. A DC 45 Will save negate the effect. On a failed save, the creature disappears in a flash of temporal energy only to reappear in the same space 3d4 rounds later. This effectively removes that creature from combat for the duration. If the space is occupied when the creature returns, it suffers no damage and is shunted aside. The save is Charisma-based.

Temporal Doppelganger (Su)
The time killer can spends 1 aevum to call a duplicate of himself from some time in the near past or future, from a time when the time killer wouldn’t have been doing anything important. The duplicate is controlled by the time killer as his own body, and the time killer can hear and act in both bodies (which use a single initiative check in combat). The duplicate lasts for 1 hour, and must remain on the same plane as the original time killer, or it dissipates (as if the duration of the ability had ended). The time killer may extend the duration for a second hour by spending two more aevum, extend it to a third hour by spending three more aevum, and so on. Although the time killer is literally in two places at once, his split mental attention means he can’t operate both timeline’s bodies at full efficiency. All actions taken by either body counts against the time killer’s total action for a round. For example the time killer could have one body take a move action and the other take a move action and a swift action, or he could have one body take a full-round action and the other just a 5-foot step (but remember time dilation). Similarly, any attacks of opportunity made by either body count against the time killer’s maximum number of attacks of opportunity per round. However, the time killer may take as many free actions as each body is capable of, rather than be limited to the number of free actions the GM considers reasonable for a single body to take. Also, since both bodies are the same physical form, just from two points in time, any damage dealt to either (including ability damage and ability drains) count against both. However, any effect suffered by one body affects only it as long as the two bodies are separate, but all effects still active on both bodies are added to the time killer’s single form when the Temporal Doppelganger ends.

Temporal Feedback (Su)
By spending an aevum when adjacent to an ally who recently used a limited resource ability, the time killer can grant that ally the use of their ability back. If the ability is limited to uses per day (such as smite evil), the ally regains 1 use. If the ability is drawn from a pool (such as channel energy, ki, bardic performance, or rage), the ally regains a number of uses of that ability up to 2d6 + the time killer’s Charisma modifier (16 for a typical time killer). This cannot give the ally more uses of their ability than their maximum allowed. The time killer can use this ability on itself for recharge the mote of times but not the aevum.

Temporal Island (Su)
As a free action, the time killer can spends 1 mote of time to charge its touch with the ability to block access to the timeways. Once within 1 minute, the time killer can make a touch attack against a creature. If the attack hits, the time killer can interrupt the target’s flow of time, raising the cost for that creature to activate abilities with motes of time by 1 mote for 1 hour. If the time killer spends 2 mote of times, it can use this ability to affect the target’s arcane pool, arcane reservoir, grit points, inspiration, ki pool, or panache points instead of its temporal pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit.

Time
A creature with the time subtype has some connection to the Plane of time. They exist outside the normal flow of time and often age differently, sometimes not aging at all and other times actually aging backwards. They are immune to spells and effects that affect time. They also possess the following trait:
Foresight (Su)
Creatures with the time subtype are able to see a few seconds into the future preventing them from being surprised, caught flat-footed, or flanked. It also grants the creature an insight bonus to AC equal to its Wisdom bonus. This ability can be negated, but can be restarted as a free action on the creature’s next turn.

Time Break (Su)
When the time killer confirm a critical hit with its slam or a creature fail (or renounce the save) the Reflex save of trample, wild temporal energies risk moving the creature through time. The creature must make a Will save DC 45 or be hurled in a different time of the time killer choice. The time killer usually move the target millions of years in the past, when the planet was still a glowing ball in formation or when it didn't yet exist for the creature to die simply due to the hostile environment. If this is not enough to eliminate him, the time killer with sense the fracture can simple follow the target for finish the work. The save DC is Charisma-based.

Time Consummation (Su)
A creature or object that fail the saving throw of the chronal cannon must make a Fortitude save DC 45 or advance to the next age category. The target immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. A creature advanced beyond venerable is disintegrated by the flow of time. Object, construct, undead, ageless or immortal creatures takes instead other 20d12 points of damage as time weathers and corrodes them if they fail the Fortitude saving throw. The save DC is Charisma-based.

Time Cross (Su)
The time killer can focus its timeline-stealing powers on a target, and steal from it a moment of success. It spends an aevum to make a ranged touch attack against any target it can see within 100 ft. + 10 ft./time killer HD (480 ft. for a typical time killer). If the time killer misses with this ranged attack it can try again (with each new attempt being its own standard action) for up to one minute per HD. Once a target is hit, as an immediate reaction, the time killer can force the target to re-roll a single attack roll, damage roll, skill check, or saving throw it is aware of that occurs while the time cross is active (a time period equal to one minute per time killer HD). The target must take the result of the second roll. After the target re-rolls once, the ability is discharged regardless of the outcome of the re-roll.

Time Dilation (Su)
The flow of time is distorted around the time killer. The time killer can take twice as many actions during the round than usual.

Time Runner (Su)
The time killer can move briefly through time, taking an action that does not exist in the normal sequence of reality. The time killer spends two motes as a free action to gain an additional move action. The time killer does not set off alarms or traps during this move action (though it may cause them to be triggered if, at the end of its run, the proper triggering situation still exists). It does not provoke attacks of opportunity during this move action, nor may other characters make Perception checks to notice the time killer during this move action. After the move action time catches up to the time killer, allowing triggered traps to go off and other creatures to immediately notice the time killer where it now stands.

Time Shift (Su)
When the time killer uses greater teleport, interplanetary teleport, or plane shift, it can arrive precisely at its decided location at any time in history (it can use them to transport other creatures to different points in time). Also, the time killer can use its plane shift spell-like ability for travel to and from the Dimension of Time.

Time Zone (Su)
The time killer generates a bubble of time-altering energy that slows existence around it. All of existence within 90 feet of it is paused from reality, allowing the time killer to act instantaneously relative to the reality outside of this area. All of reality within the bubble progresses as normal, allowing combat, exploration, and general life to continue normally. From an outsider view, this is perceived as all of the events within happening quicker than an instant and usually missed by outside creatures. This does not count as timeless for the eternal ability.

Unmaking (Su)
An opponent selected with magnetar slain by a time killer is unmade–erased from the very fabric of time. No memories or recollections of the unmade creature exist anywhere in reality. Past events the creature was responsible for are now attributed to an unknown–even if they recently took place. For example, suppose a great hero saved a kingdom from certain doom and then suffers the unmaking. The kingdom is still safe, but no one can quite recall who saved it. A creature that suffers the unmaking cannot be raised, resurrected, or restored to life by any means–not even a wish can restore an unmade creature. A creature of demi-deity or above power with the Time Portfolio remember the erased creature, as well any creature with the ability to travel through time. Only the direct intervention of a lesser deity (or higher) with the Double Time Portfolio can restore one who suffers this fate. (the DM may consider an Epic quest of travel to the dimension of time to recover the shards of the erased creature as a viable alternative)

Will of Time (Ex)
The time killer treats its Charisma score as its Constitution score for the purpose of saves and calculating hit point and gains Reflex and Will as good saves.

Time Killer
CL
136th; Price 18,000,000 gp
CONSTRUCTION
Requirements
Craft Construct, air walk, displacement, freedom, freedom of movement, greater teleport, interplanetary teleport, plane shift, time conduit, time stop, wish; Special creator must be caster level 136th, Double Time Portfolio, Divine Rank (or equivalent) 16; Skill Craft (armor) or Craft (weapons) DC 180; Cost 12,000,000 gp

Time Conduit (PF1 Version)
Conjuration [Teleport, Time]

Level: Sorcerer/Wizard 9

Components: V, S, M (see below)

Casting time: 1 round

Range: 30 ft.

Area: Special

Duration: Special

Saving Throw: none

Spell Resistance: none

Upon casting this spell, a shimmering golden portal appears somewhere close to the caster (though the caster has no idea where the portal appears). The 10-foot circular opening appears to lead into a long tunnel filled with silvery-blue flashes of light. Creatures that gaze into the tunnel for more than one round begin to see glimpses of their past cascading past the walls of the tunnel, though these memories cause no damage. The portal remains for one round per level of the caster or until the caster enters the conduit, whichever occurs first. During casting, the caster names the age and year that the time conduit is to transport those who enter it. This spell allows travel only to the past, never to the future. For example, a wizard who wanted to visit Thassilon around the time of the schism berween the Runelords would state: “During the Age of Legend, in the year -1650 AR.” Items that do not yet exist in the time are removed. Stripped items are stored in the conduit and are returned during the voyage home to the time travelers (but the return trip likewise strips travelers of items they have collected during their stay, creating a storehouse on each end of the conduit where time travelers can leave their belongings). Spells that do not exist in the current age appear as blank pages in a spellcaster’s spell book and spontaneous spellcaster (like bard and sorcerer) cannot cast them. Scrolls that do not yet exist in the current time are likewise blank. Blank pages return to normal when the time traveler returns to his own time or when the spell becomes available during his stay in the new time (such as by it being created during the year in which they’re in the past). There is never a way to determine the precise destination when using a time conduit spell. The only thing for certain is that the time travelers appear somewhere in the lands that they seek. For example, travelers entering Thassilon might appear in the southern city of Xin-Eurythnia or they might appear as far north as Xin-Shalast. Time travelers always arrive during the festivities celebrating the new year; they always return to their own times during the final night of the year. Nothing can prevent a time traveler from being drawn into the time conduit at the close of the year, even spells that negate magic or shield against its effects. Upon returning to their own time, creatures discover that one month has passed since they left (though they have still aged one full year). Items obtained during time travel (including spells written on the spellbook), are not carried over to the present and are left in the past. Also, time travelers can not exist more than once in a particular time: once a traveler time-travels to a particular year, he can never return to that year again. Any attempt to do so simply fails. The material components for this spell are three scales from three differently aligned great wyrm dragons (one from each), the dust from a slain royal time elemental (Tome of Horrors Complete), soil from the destination land for the time conduit spell, and knowledge of the age and time to be visited. The physical components are consumed during the casting (the knowledge remains).

Special: Time Conduit is different from standard spells. A spellcaster gains access to Time Conduit only by uncovering its secrets in some other way. Some are guarded by jealous archwizard, while others are lost in missing libraries or molder on forgotten scrolls.

A campaign in which modern-day heroes travel back through time to a past age carries with it more than just the knowledge that the player characters bring with them. Fortunately‚ travel back into past is jealously guarded by the Overgods that carries the portfolio of time. They understood that time traveling would become an interest to spellcasters at some point. Instead of allowing spellcasters to come up with their own methods for time travel, they took it upon themself to establish how magic and time travel could work together. To this end, they created the time conduit spell to allow travel through time on their terms. Wizards who sought to create new spells that evaded the rules of time travel inevitably failed, their research leading them back to the conclusion that their time conduit spell was the only way to time travel. Its drawbacks, however, made it nearly impossible for time travelers to alter history (which, for many spellcasters, was the only reason to time travel). The decision as to allow player characters the ability to alter the timeline is left in the hands of the Dungeon Master. The official timeline remains as detailed, assuming that player-characters were unable to make. Spellcasters and their companions who traveled back in time always arrived at the start of the new year‚ and they always left on the final night of that year. Nothing‚ not even anti-magic field or wish prevent the magic from pulling a time-traveler back to his current time. Armor and weapons that didn’t exist at the destination likewise couldn’t go with the time traveler. Spell books and scrolls could go back in time, but spells that don’t exist at the destination time simply appear as blank pages (such spells reappear when the time traveler returns to his own time). The time conduit spell, is an extraordinarily difficult spell to obtain; researching the spell could take many years. Abilities granted by a god in one time might not exist in the destination time period: the deities available in the past were few‚ compared to those existing in modern-day. Clerics‚ paladins‚ and inquistors of a deity who arrive in the past from the distant future find themselves in one of two positions. The first possibility is that their patron exist in this moment of the past. If this is the case‚ the follower loses only those spells that do not yet exist in this moment of the pasy. Divine classes that arrive during a time that their god didn’t exist lose all of their ability (like if thei become an ex member of their former class) until they find a god to worship. Since they are time travelers, Ouroboros (a great, great, great wyrm cometary dragon, Divine Rank 64, as a Demiurge Stage II) and Yog-Sothoth are willing to provide spells to them (since time travelers are technically part of their portfolio).
 
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A thing from my setting that intervenes when someone tries to change history by traveling through time without permission.

Time Killer CR 35

A mighty automaton stands before your eyes. Made of silvery metal and shaped like an elf, it appears to be gazing somewhere in the air, as if seeing things you don't notice. Suddenly there is a glow and it disappears.

Beyond Alignment (N) Large construct (extraplanar, time)

Init +10 (1/day Always First); Senses darkvision 60 ft., sense the fracture, true seeing, x-ray; Perception +51

Aura time zone (90 ft.)

AC 58, touch 51, flat-footed 45 (+16 deflection, +6 Dex, +7 dodge, +7 natural, +13 insight, -1 size)

hp 857 (38d10+648) regeneration 30 (epic)

Fort +41, Ref +41, Will +47

Defensive Abilities alternate self, displacement, eternal, foresight, freedom of movement, improved evasion, insight, slipstream; DR 20/—; Immune construct traits, magic, Terrestrial and Stellar Hazards; Resistance Dimensional Hazards

Weakness flaw of time

Offense

Speed 300 ft., air walk, Greater Starflight, Time Shift

Melee 3 slam +58 (6d12+28/18-20)

Ranged chronal cannon (30d12 plus time consummation)

Special Attacks alter probabilities, cancellation, chronal cannon (DC 45), mythic power (10/day, surge +1d12), powerful blow (slam), temporal displacement (DC 45), temporal island, time break (DC 45), time consummation (DC 45), trample (20d12 plus time break, DC 48)

Space 10 ft.; Reach 10 ft.

Spell-Like Abilities (CL 30th; concentration +40)

Constant—air walk, displacement, freedom of movement, haste, tongues, true seeing

At-will—dimension door, freedom (remove temporal stasis only), greater teleport, interplanetary teleport, limited wish, plane shift (DC 27), sands of time (DC 23), slow (DC 23), temporal stasis (DC 28), time stop

3/day—wish

Str 48, Dex 22, Con —, Int 35, Wis 36, Cha 42

Base Atk +30; CMB +50; CMD 102

Feats Cleave, Combat Reflexes, Dodge, Great Cleave, Greater Vital Strike, Improved Critical (slam), Improved Initiative, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus (slam)

Epic Feats Cat’s Fall, Greater Critical (slam), Improved Combat Reflexes, Improved Dodge

Skills Bluff +54, Knowledge (arcane, history, planes, religion) +50, Knowledge (dungeoneering, engineering, geography, local, martial, nature, nobility, psionic) +13, Perception +51, Sense Motive +51, Spellcraft +50, Stealth +40, Survival +51, Swim +49, Use Magic Device +54

Languages Abyssal, Aklo, Celestial, Draconic, Ignan, Infernal, Terran; tongues

SQ aevum (do over, personal time, swap, temporal doppelganger, temporal feedback) 9/day, back to the future, foresee battle, legendary reflexes, magnetar, motes of time 19/day, time dilation, time runner, unmaking, virtual size category +1, will of time

Alternate Self (Su)
Even if a creature find a way to overcome the Eternal ability, a time killer has a backup plan. When a time killer is permanently destroyed, it has a chance of being replaced by an exact duplicate of itself from an alternate timeline. If the time killer decides to invoke this power, the chance it works is 50%, plus a percentage equal to the time killer’s Charisma score (92% for a typical time killer; maximum 99%). If the power is successful the original time killer ceases to exist (and cannot be raised or restored by any power short of direct deific intervention of an Elder One with Double Time Portfolio). Instead, a new version of the time killer comes into existence from an alternate timeline. This time killer has the same memories and history as the original time killer, and is game-mechanically identical. If the body of the original time killer still exists and is in a location and situation that the new time killer would find acceptable, the new time killer appears in that place (wearing whatever the original time killer’s body was wearing). If not, the new time killer appears as close to the original time killer’s body with no equipment.

Alter Probabilities (Su)
The time killer may spend an aevum to bend future timelines towards a preferred set of results. The time killer may skew by 25% the chance of something happening that is determined by a percentile die roll. The percentile roll can represent something the time killer is aware of (like the chance of a creature being missed due to blink or displacement to 25% or 75%), or something more smoky, like an encounter on the table of the random encounters during a travel. If the percentile roll applies to an ongoing condition or effect, the skewed percentile lasts for 1 round per time killer HD. This ability cannot reduce the chance of something happening below 0%, nor increase it above 100%.

Back to the Future (Su)
The time killer can spend two motes to fling itself briefly into the future to observe the results of proposed acts or decisions in its present. The base chance for receiving meaningful information is 99%. This roll is made secretly by the GM. If the ability succeeds, the time killer gets one of the following four results:
  • Weal (if the action will probably bring good results).​
  • Woe (for bad results)​
  • Weal and woe (for both).​
  • Nothing (for actions that don’t have especially good or bad results).​
If the ability fails, the time killer gets the “nothing” result. There is no way to tell if a “nothing” result is the consequence of an action with no particular results or a failed use of this ability. This ability can see into the future only about 1 hour per HD of the time killer, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long term consequences of a contemplated action. All efforts to use this ability by the same time killer about the same topic use the same die result as the first use of the ability.

Cancellation (Su)
A creature or object reduced to 0 or less hp by a time killer is disintegrated by the flow of time.

Chronal Cannon (Su)
The time killer can shoot a cannon of time energy from its chest as a standard action. The time killer can choose to fire the cannon as a 240-foot line or a 120-foot cone. A successful DC 45 Reflex save halves the damage from this attack. The save DC is Charisma-based.

Do Over (Su)
As a swift action the time killer may spend 1 aevum to mark a moment as a restore point. All changes made during the next turn (damage dealt, resources spent, movement taken) should be noted by the GM. At the beginning of the time killer’s next turn, before taking any other actions, as a full-round action the time killer may spend two additional aevum to jump back in time to his restore point. This undoes everything that has happened in the past turn, since it marked a restore point. Creatures within 60 feet of the time killer remember the events of the now-erased round of action, while creatures further away are oblivious to the brief time jaunt.

Eternal (Ex)
The time killer always was and forever will be. So long as time continues to flow, the construct cannot truly be destroyed. If it is destroyed, another instance of the construct from elsewhere in time replaces itself. The construct can replace itself instantly, but it usually chooses to wait at least 1 week to study its attackers before it chooses to reappear. Because this ability require the time to flow, it’s deactivate in a time stop spell, a plane with the timeless trait or any other environment in which the time is stagnant.

Flaw of Time (Ex)
A time killer, despite slipstream and the time subtype, is not immune to the slow spell and suffer a -6 penalty to save against it.

Foresee Battle (Su)
As a free action when rolling initiative, the time killer can spends 2 motes of time to roll twice on the initiative check and take the higher result.

Greater Starflight (Su)
A time killer can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes a time killer 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM’s discretion).

Immunity to Magic (Ex)
A time killer is immune to any spell or spell-like ability that allows spell resistance, except as noted below.
• A slow spell negate the displacement, freedom of movement, and haste spell-like abilities, the improved evasion defensive ability and the time dilation special quality for its duration.

Insight (Su)
While its foresight ability is active, the time killer gains its Wisdom as an insight bonus to all saving throw (already calculated in the statistics).

Legendary Reflexes (Su)
A time killer can, 1/day, act first in initiative. The decision must be made before initiative is rolled. Two beings with the ability to act first would roll for initiative normally against each other.

Magnetar (Ex)
Once a time killer has identified a target for elimination, the two beings are inextricably linked, and the time killer can follow the target anywhere and in any time. Treat this as an infinite-range Spell Stowaway attuned to any magical methods of movement.

Mythic (Ex)
A time killer has Mythic Power (10/day, surge +1d12) and counts as a 10th-rank Mythic creature. A time killer can use any of its spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spells.

Motes of Time (Su)
Every time killer has a pool of temporal energy generated by its interaction with the dimension of Time. A time killer can draw a number of motes from its temporal pool each day equal to 3 + its Charisma modifier. Regardless of the action taken or the number of motes spent, a time killer can only spend motes of time three times per round.
By spending 1 mote of time as a free action, the time killer can use one of the following mote powers.
  • Spare Second: Take a swift action that does not count against the time killer‘s normal limit of one swift action per round.​
  • Take Two: Act in the surprise round when the time killer would not normally be able to do so.​
  • Fast Suffering: Reduce the duration of any negative condition or effect from which it is suffering by 2d6 rounds.​
  • Personal Action: Take a move action as a swift action.​
  • Sudden Action: Grant an ally within 60 feet that it can see an additional move action on that ally’s next turn. In addition, the time killer can spend 1 mote of time as a swift or immediate action to grand itself or an ally within 60 ft. a +3d4 mote bonus to certain checks (see below). The time killer can decide to add this bonus immediately after seeing the result of the original die roll but before the result is revealed.​
  • Defensive Retry: One saving throw.​
  • Detailed Retry: One skill check or ability check.​
  • Offensive Retry: One attack roll.​
  • Time of Battle: One damage roll, or armor class (as a dodge bonus) until the beginning of its next turn.​

Personal Time (Su)
The time killer can take risky actions and, if things go badly, simply reverse its personal timeline to before it made the effort. At the beginning of its turn, the time killer spends an aevum as a free action. It then takes one normal round of actions, with all results noted temporarily. After its round of activity, before the next creature’s turn begins, the time killer must decide if it is going to keep the round of activity or just took, or rewind itself.
If it keeps the round of activity, any changes made to any character during its turn become permanent. If it decides to reverse it timeline, it goes back to the moment it spent the aevum, and all changes that occurred during its round are erased from all creatures and items. The time killer is left with a standard action, but is considered to have spent an aevum and made use already of its 2 move action and one standard action. No one but the time killer remembers actions that took place during a round of time it reverses, and only divination spells of 9th level or higher can reveal such events. If a time killer is killed or knocked unconscious during a round of personal time, it automatically reverses back to the beginning of its turn.

Sense the Fracture (Su)
A time killer automatically know if in the dimension where it is currently, a creature travel in time. The time killer automatically know the name and position of the creature and can teleport in his position (in any time) as a swift action using greater teleport, interplanetary teleport, or plane shift, automatically marking him for magnetar.

Slipstream (Su)
A time killer is unaffected by temporal effects (such as temporal stasis), cannot be undermined by time travel (someone cannot go back to its past and simply kill him for instance). If a time killer is within the area of a time stop spell then it gains access to the additional rounds.

Swap (Su)
The time killer may spend 1 aevum as a swift action to stop time and trade places with a creature within 60 feet before restoring the flow of time. The creature must be one the time killer could reach with the movement available to him at the time the power is used. The creature must also be one the time killer could lift and carry (neither too heavy for the time killer to move at all, nor grappled, entangled, or otherwise anchored in place). If the time killer readies to use this power in response to an attack, he may make the Swap after the attack is announced, but before the roll is made. The attack cannot be aborted (because the time killer waits until it is already begun), and the attack roll is made against the new target. A time killer may spend 2 aevum to use this ability as an immediate action (which normally functions as if the time killer has readied to use the power).

Temporal Displacement (Su)
As a melee touch attack, a time killer can send a creature some rounds into the future. A DC 45 Will save negate the effect. On a failed save, the creature disappears in a flash of temporal energy only to reappear in the same space 3d4 rounds later. This effectively removes that creature from combat for the duration. If the space is occupied when the creature returns, it suffers no damage and is shunted aside. The save is Charisma-based.

Temporal Doppelganger (Su)
The time killer can spends 1 aevum to call a duplicate of himself from some time in the near past or future, from a time when the time killer wouldn’t have been doing anything important. The duplicate is controlled by the time killer as his own body, and the time killer can hear and act in both bodies (which use a single initiative check in combat). The duplicate lasts for 1 hour, and must remain on the same plane as the original time killer, or it dissipates (as if the duration of the ability had ended). The time killer may extend the duration for a second hour by spending two more aevum, extend it to a third hour by spending three more aevum, and so on. Although the time killer is literally in two places at once, his split mental attention means he can’t operate both timeline’s bodies at full efficiency. All actions taken by either body counts against the time killer’s total action for a round. For example the time killer could have one body take a move action and the other take a move action and a swift action, or he could have one body take a full-round action and the other just a 5-foot step (but remember time dilation). Similarly, any attacks of opportunity made by either body count against the time killer’s maximum number of attacks of opportunity per round. However, the time killer may take as many free actions as each body is capable of, rather than be limited to the number of free actions the GM considers reasonable for a single body to take. Also, since both bodies are the same physical form, just from two points in time, any damage dealt to either (including ability damage and ability drains) count against both. However, any effect suffered by one body affects only it as long as the two bodies are separate, but all effects still active on both bodies are added to the time killer’s single form when the Temporal Doppelganger ends.

Temporal Feedback (Su)
By spending an aevum when adjacent to an ally who recently used a limited resource ability, the time killer can grant that ally the use of their ability back. If the ability is limited to uses per day (such as smite evil), the ally regains 1 use. If the ability is drawn from a pool (such as channel energy, ki, bardic performance, or rage), the ally regains a number of uses of that ability up to 2d6 + the time killer’s Charisma modifier (16 for a typical time killer). This cannot give the ally more uses of their ability than their maximum allowed. The time killer can use this ability on itself for recharge the mote of times but not the aevum.

Temporal Island (Su)
As a free action, the time killer can spends 1 mote of time to charge its touch with the ability to block access to the timeways. Once within 1 minute, the time killer can make a touch attack against a creature. If the attack hits, the time killer can interrupt the target’s flow of time, raising the cost for that creature to activate abilities with motes of time by 1 mote for 1 hour. If the time killer spends 2 mote of times, it can use this ability to affect the target’s arcane pool, arcane reservoir, grit points, inspiration, ki pool, or panache points instead of its temporal pool. The effects of this ability do not stack, but multiple hits increase the duration by 1 hour for each hit.

Time
A creature with the time subtype has some connection to the Plane of time. They exist outside the normal flow of time and often age differently, sometimes not aging at all and other times actually aging backwards. They are immune to spells and effects that affect time. They also possess the following trait:
Foresight (Su)
Creatures with the time subtype are able to see a few seconds into the future preventing them from being surprised, caught flat-footed, or flanked. It also grants the creature an insight bonus to AC equal to its Wisdom bonus. This ability can be negated, but can be restarted as a free action on the creature’s next turn.

Time Break (Su)
When the time killer confirm a critical hit with its slam or a creature fail (or renounce the save) the Reflex save of trample, wild temporal energies risk moving the creature through time. The creature must make a Will save DC 45 or be hurled in a different time of the time killer choice. The time killer usually move the target millions of years in the past, when the planet was still a glowing ball in formation or when it didn't yet exist for the creature to die simply due to the hostile environment. If this is not enough to eliminate him, the time killer with sense the fracture can simple follow the target for finish the work. The save DC is Charisma-based.

Time Consummation (Su)
A creature or object that fail the saving throw of the chronal cannon must make a Fortitude save DC 45 or advance to the next age category. The target immediately takes the age penalties to Strength, Dexterity, and Constitution for its new age category, but does not gain the bonuses for that category. A creature whose age is unknown is treated as if the spell advances it to middle age. A creature advanced beyond venerable is disintegrated by the flow of time. Object, construct, undead, ageless or immortal creatures takes instead other 20d12 points of damage as time weathers and corrodes them if they fail the Fortitude saving throw. The save DC is Charisma-based.

Time Cross (Su)
The time killer can focus its timeline-stealing powers on a target, and steal from it a moment of success. It spends an aevum to make a ranged touch attack against any target it can see within 100 ft. + 10 ft./time killer HD (480 ft. for a typical time killer). If the time killer misses with this ranged attack it can try again (with each new attempt being its own standard action) for up to one minute per HD. Once a target is hit, as an immediate reaction, the time killer can force the target to re-roll a single attack roll, damage roll, skill check, or saving throw it is aware of that occurs while the time cross is active (a time period equal to one minute per time killer HD). The target must take the result of the second roll. After the target re-rolls once, the ability is discharged regardless of the outcome of the re-roll.

Time Dilation (Su)
The flow of time is distorted around the time killer. The time killer can take twice as many actions during the round than usual.

Time Runner (Su)
The time killer can move briefly through time, taking an action that does not exist in the normal sequence of reality. The time killer spends two motes as a free action to gain an additional move action. The time killer does not set off alarms or traps during this move action (though it may cause them to be triggered if, at the end of its run, the proper triggering situation still exists). It does not provoke attacks of opportunity during this move action, nor may other characters make Perception checks to notice the time killer during this move action. After the move action time catches up to the time killer, allowing triggered traps to go off and other creatures to immediately notice the time killer where it now stands.

Time Shift (Su)
When the time killer uses greater teleport, interplanetary teleport, or plane shift, it can arrive precisely at its decided location at any time in history (it can use them to transport other creatures to different points in time). Also, the time killer can use its plane shift spell-like ability for travel to and from the Dimension of Time.

Time Zone (Su)
The time killer generates a bubble of time-altering energy that slows existence around it. All of existence within 90 feet of it is paused from reality, allowing the time killer to act instantaneously relative to the reality outside of this area. All of reality within the bubble progresses as normal, allowing combat, exploration, and general life to continue normally. From an outsider view, this is perceived as all of the events within happening quicker than an instant and usually missed by outside creatures. This does not count as timeless for the eternal ability.

Unmaking (Su)
An opponent selected with magnetar slain by a time killer is unmade–erased from the very fabric of time. No memories or recollections of the unmade creature exist anywhere in reality. Past events the creature was responsible for are now attributed to an unknown–even if they recently took place. For example, suppose a great hero saved a kingdom from certain doom and then suffers the unmaking. The kingdom is still safe, but no one can quite recall who saved it. A creature that suffers the unmaking cannot be raised, resurrected, or restored to life by any means–not even a wish can restore an unmade creature. A creature of demi-deity or above power with the Time Portfolio remember the erased creature, as well any creature with the ability to travel through time. Only the direct intervention of a lesser deity (or higher) with the Double Time Portfolio can restore one who suffers this fate. (the DM may consider an Epic quest of travel to the dimension of time to recover the shards of the erased creature as a viable alternative)

Will of Time (Ex)
The time killer treats its Charisma score as its Constitution score for the purpose of saves and calculating hit point and gains Reflex and Will as good saves.

Time Killer
CL
136th; Price 18,000,000 gp
CONSTRUCTION
Requirements
Craft Construct, air walk, displacement, freedom, freedom of movement, greater teleport, interplanetary teleport, plane shift, time conduit, time stop, wish; Special creator must be caster level 136th, Double Time Portfolio, Divine Rank (or equivalent) 16; Skill Craft (armor) or Craft (weapons) DC 180; Cost 12,000,000 gp

Time Conduit (PF1 Version)
Conjuration [Teleport, Time]

Level: Sorcerer/Wizard 9

Components: V, S, M (see below)

Casting time: 1 round

Range: 30 ft.

Area: Special

Duration: Special

Saving Throw: none

Spell Resistance: none

Upon casting this spell, a shimmering golden portal appears somewhere close to the caster (though the caster has no idea where the portal appears). The 10-foot circular opening appears to lead into a long tunnel filled with silvery-blue flashes of light. Creatures that gaze into the tunnel for more than one round begin to see glimpses of their past cascading past the walls of the tunnel, though these memories cause no damage. The portal remains for one round per level of the caster or until the caster enters the conduit, whichever occurs first. During casting, the caster names the age and year that the time conduit is to transport those who enter it. This spell allows travel only to the past, never to the future. For example, a wizard who wanted to visit Thassilon around the time of the schism berween the Runelords would state: “During the Age of Legend, in the year -1650 AR.” Items that do not yet exist in the time are removed. Stripped items are stored in the conduit and are returned during the voyage home to the time travelers (but the return trip likewise strips travelers of items they have collected during their stay, creating a storehouse on each end of the conduit where time travelers can leave their belongings). Spells that do not exist in the current age appear as blank pages in a spellcaster’s spell book and spontaneous spellcaster (like bard and sorcerer) cannot cast them. Scrolls that do not yet exist in the current time are likewise blank. Blank pages return to normal when the time traveler returns to his own time or when the spell becomes available during his stay in the new time (such as by it being created during the year in which they’re in the past). There is never a way to determine the precise destination when using a time conduit spell. The only thing for certain is that the time travelers appear somewhere in the lands that they seek. For example, travelers entering Thassilon might appear in the southern city of Xin-Eurythnia or they might appear as far north as Xin-Shalast. Time travelers always arrive during the festivities celebrating the new year; they always return to their own times during the final night of the year. Nothing can prevent a time traveler from being drawn into the time conduit at the close of the year, even spells that negate magic or shield against its effects. Upon returning to their own time, creatures discover that one month has passed since they left (though they have still aged one full year). Items obtained during time travel (including spells written on the spellbook), are not carried over to the present and are left in the past. Also, time travelers can not exist more than once in a particular time: once a traveler time-travels to a particular year, he can never return to that year again. Any attempt to do so simply fails. The material components for this spell are three scales from three differently aligned great wyrm dragons (one from each), the dust from a slain royal time elemental (Tome of Horrors Complete), soil from the destination land for the time conduit spell, and knowledge of the age and time to be visited. The physical components are consumed during the casting (the knowledge remains).

Special: Time Conduit is different from standard spells. A spellcaster gains access to Time Conduit only by uncovering its secrets in some other way. Some are guarded by jealous archwizard, while others are lost in missing libraries or molder on forgotten scrolls.

A campaign in which modern-day heroes travel back through time to a past age carries with it more than just the knowledge that the player characters bring with them. Fortunately‚ travel back into past is jealously guarded by the Overgods that carries the portfolio of time. They understood that time traveling would become an interest to spellcasters at some point. Instead of allowing spellcasters to come up with their own methods for time travel, they took it upon themself to establish how magic and time travel could work together. To this end, they created the time conduit spell to allow travel through time on their terms. Wizards who sought to create new spells that evaded the rules of time travel inevitably failed, their research leading them back to the conclusion that their time conduit spell was the only way to time travel. Its drawbacks, however, made it nearly impossible for time travelers to alter history (which, for many spellcasters, was the only reason to time travel). The decision as to allow player characters the ability to alter the timeline is left in the hands of the Dungeon Master. The official timeline remains as detailed, assuming that player-characters were unable to make. Spellcasters and their companions who traveled back in time always arrived at the start of the new year‚ and they always left on the final night of that year. Nothing‚ not even anti-magic field or wish prevent the magic from pulling a time-traveler back to his current time. Armor and weapons that didn’t exist at the destination likewise couldn’t go with the time traveler. Spell books and scrolls could go back in time, but spells that don’t exist at the destination time simply appear as blank pages (such spells reappear when the time traveler returns to his own time). The time conduit spell, is an extraordinarily difficult spell to obtain; researching the spell could take many years. Abilities granted by a god in one time might not exist in the destination time period: the deities available in the past were few‚ compared to those existing in modern-day. Clerics‚ paladins‚ and inquistors of a deity who arrive in the past from the distant future find themselves in one of two positions. The first possibility is that their patron exist in this moment of the past. If this is the case‚ the follower loses only those spells that do not yet exist in this moment of the pasy. Divine classes that arrive during a time that their god didn’t exist lose all of their ability (like if thei become an ex member of their former class) until they find a god to worship. Since they are time travelers, Ouroboros (a great, great, great wyrm cometary dragon, Divine Rank 64, as a Demiurge Stage II) and Yog-Sothoth are willing to provide spells to them (since time travelers are technically part of their portfolio).
Honestly as cool as this creature is, and it is really cool, it's way too strong for CR 35. It's obvious you put a lot of work into this creation and as a concept i think it's great, especially for an epic campaign. You also made epic spells as well, this obviously has a lot of love that went i to it, and for all of that I commend you, making any creation is tough and I think this could work really well, however as is, it's power is extremely unbalanced. Lopsided even.

It has too many Immunities, Neutronium Golem powers, Immunity to Magic, immunity to temporal effects and if you do somehow kill it, it just replaces itself in two different ways, it permanently kills whomever it slays, can teleport/ time travel with pinpoint accuracy, has a bubble of time around it, can make copies of itself, has class features, and can send you to millions of years into the past, and even with all that, it has a laundry list of additional abilities on top of that.

Tell me, honestly, as it's immune to Magic, which would be the easiest way of defeating this thing, what group of 35th level characters, let's give them some decent builds, a Barbarian/War Hulk/ Legendary Dreadnought, a Kenseijin, a Cleric/Bard, a Fighter (we'll even make it my Real Deal Fighter), a Ranger/Arcane Archer, an Unchained Monk, and an Unchained Rogue, and lets assume they have an epic spellcaster, say a Wizard/ Mystic Theurge as well, what group could beat this? Or even come close to beating this? They may be able to hurt it, but it can't lose. Honestly, I don't see any possible way for even a powerful party to fight this thing.

I literally see no way at all that a stacked party with minmaxxed stats of 35th level with epic items, even items beyond their level, even artifacts, could even touch this thing in any significant way, much less win, and even if they did win, there's no way to actually beat it as it just infinitely respawns or goes back to it's "save file", a 35th level party, hell a 50th level party wouldn't be able to beat this thing, it's abilities are just too strong. Smfh.

Compare this to the 3.5 Phane, granted it's CR 25, but the difference in power between the two beings, and a Phane is a strong monster, is staggering. A Phane would be a challenging threat to a CR 25 party, but not impossible to beat, this Time Killer of yours is actually impossible to fight.


Even a Great Wyrm Time Dragon, the single most powerful thing ever designed by WotC for 3.5 can't do half the things this thing can temporally, and that thing is literally CR 90.

For comparison I've attached a .pdf with the Time Dragon's stats and abilities. Take a look for yourself.

I like the concept but it has about 50 extra abilities and too many stacked powers to be legitimately used without the DM just giving the party haxx powers. Sorry.
 

Attachments

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Last edited:

Obly99

Hero
Honestly as cool as this creature is, and it is really cool, it's way too strong for CR 35. It's obvious you put a lot of work into this creation and as a concept i think it's great, especially for an epic campaign. You also made epic spells as well, this obviously has a lot of love that went i to it, and for all of that I commend you, making any creation is tough and I think this could work really well, however as is, it's power is extremely unbalanced. Lopsided even.

It has too many Immunities, Neutronium Golem powers, Immunity to Magic, immunity to temporal effects and if you do somehow kill it, it just replaces itself in two different ways, it permanently kills whomever it slays, can teleport/ time travel with pinpoint accuracy, has a bubble of time around it, can make copies of itself, has class features, and can send you to millions of years into the past, and even with all that, it has a laundry list of additional abilities on top of that.

Tell me, honestly, as it's immune to Magic, which would be the easiest way of defeating this thing, what group of 35th level characters, let's give them some decent builds, a Barbarian/War Hulk/ Legendary Dreadnought, a Kenseijin, a Cleric/Bard, a Fighter (we'll even make it my Real Deal Fighter), a Ranger/Arcane Archer, an Unchained Monk, and an Unchained Rogue, and lets assume they have an epic spellcaster, say a Wizard/ Mystic Theurge as well, what group could beat this? Or even come close to beating this? They may be able to hurt it, but it can't lose. Honestly, I don't see any possible way for even a powerful party to fight this thing.

I literally see no way at all that a stacked party with minmaxxed stats of 35th level with epic items, even items beyond their level, even artifacts, could even touch this thing in any significant way, much less win, and even if they did win, there's no way to actually beat it as it just infinitely respawns or goes back to it's "save file", a 35th level party, hell a 50th level party wouldn't be able to beat this thing, it's abilities are just too strong. Smfh.

Compare this to the 3.5 Phane, granted it's CR 25, but the difference in power between the two beings, and a Phane is a strong monster, is staggering. A Phane would be a challenging threat to a CR 25 party, but not impossible to beat, this Time Killer of yours is actually impossible to fight.


Even a Great Wyrm Time Dragon, the single most powerful thing ever designed by WotC for 3.5 can't do half the things this thing can temporally, and that thing is literally CR 90.

For comparison I've attached a .pdf with the Time Dragon's stats and abilities. Take a look for yourself.

I like the concept but it has about 50 extra abilities and too many stacked powers to be legitimately used without the DM just giving the party haxx powers. Sorry.
Because It is not immune to antimagic field. 75% of it's powers are Supernatural. The combo I thought to kill it is to use time stop (mythic if possible to bring the whole party after you) to remove his Eternal and then use mythic antimagic field on the ignorant barbarian/melee excluding abjuration to prevent him from exiting the time stop effect. What CR do you think is the Time Killer (I have no problem increasing it since I put CR 35 based only on hp, attack roll and saving throws)? Eventually, what do you think, when under the spell slow, lose the magic immunity for spell resistance X (10+CR)?
 
Last edited:

Obly99

Hero
You also made epic spells as well
No, Time Conduit is a level 9th spell. It is not epic because it was created specifically to be given to mortals as a "sweet" so that they didn't try to get too far into the maze of time. It does not allow you to change history. The epic version that really makes you travel through time and allows you to change events is this one.

Teleport Through Time

Conjuration [Teleport, Time]

Spellcraft DC: 847

Components: V, S

Casting time: 1 week

Range: Personal and touch

Target: The character and touched objects or other touched willing creatures weighing up to 1,000 lb./level

Duration: Instantaneous

Saving Throw: None and Will negates (object)

Spell Resistance: No and Yes (object)

To Develop: 7,623,000 gp; 153 days; Seed: transport (DC 27). Factor: 1,000 punds per caster level (+30 DC), transport is in time instead of space (+80 DC), you can change the history (+750 DC), you can bring and take objects (+60 DC). Mitigating factor: increase casting time to a week (-40 DC), no way for further reduce the DC (-10 DC), only to the past (-20 DC), you do not arrive in the moment precise (-20 DC), change of mishap (-10 DC).

A far more powerful version of the teleport spell, this spell instantly transports the character to the same location, but to a different time. Interplanar travel is not possible, and the spell fails on any plane where time is meaningless. The character can bring along objects and willing creatures totaling up to 1,000 pounds per caster level. Unwilling creatures cannot be affected by this spell. Only objects held or in use (attended) by another person receive saving throws and spell resistance.

To cast this spell, the character must be able to state the arrival time accurately, down to the minute. The spell never transports the caster and companions to the precise minute desired, but it cannot function at all without a specific minute in time to target. This "drift" effect of not arriving at the precise time desired grows with the "distance" through time (measured in years, months, and weeks) traveled. Thus, a caster teleporting to last month arrives closer to her goal than one traveling 250 years. The minimum temporal distance traveled is 1 day, so this spell is not useful for going back to the beginning of a melee that is still progressing.

This spell requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this spell to work. It is possible to use this spell to travel forward in time, but only to the point in the caster's life when the caster first went back in time. Since the caster may not know exactly what is transpiring at the destination time, prudent time-travelers prepare for the worst. The errors in arrival for this spell occur in time rather than in location, since the character does not change locations at all. To see how closely the character arrives to the planned arrival time, consult this table.

Temporal
Distance Traveled
Temporal
Drift*
Chance of
Mishap
1 day to 1 month​
+/- 1d8 minutes​
5%​
1 month to 1 year​
+/- 1d8 hours​
7%​
1 year to 10 years​
+/- 1d20 hours​
10%​
10 years to 100 years​
+/- 1d8 days​
15%​
100 years to 1,000 years​
+/- 1d20 days​
20%​
1,000 years +​
+/- 1d20 months​
25%​
* There is a 50% chance that the number is a negative number.

Add or subtract the temporal drift to the destination time to determine the exact time of arrival.

Mishaps result in the spell failing and the character taking 1 point of Intelligence damage for every 10 years of expected time travel due to the mental bombardment that time travel brings with it. Thus, a character trying to transport through 100 years would take 10 points of Intelligence damage. Intelligence can be reduced to 0 through this damage (but not lower).

In the case that a traveler meets himself, the two are instantly destroyed and removed permanently from the timeline by the generated paradox (it cannot be recovered by the deities, only by a Demiurge or highter in power with the Transtemporal ability), unless it posses the Slipstream ability (in that case, both the version gains a Will save DC 500 for negate the effect; this save must be repeated every round in which at least one creature perceives both versions of the traveler; if the version of the past is the one that fail the save, they are both destroyed), while if he has the Transtemporal ability is immune. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. A wish spell allow a number of creatures (up to the caster level of the caster of wish) to return to their time, in the point where the spell was cast, 1 second after the spell was cast.

As usual, creatures with the Slipstream cosmic ability cannot be undermined by time travel.

Contrary to normal epic spells, the teleport through time final DC cannot be reduced by adding participants, increasing the casting time, accepting to take damage or with other normal means that allow to reduce the DC of an epic spell.

Special Note: The introduction of time travel into any campaign can be fraught with peril, so tread carefully. Players will wonder how much they can mess with the timeline, and you may run into instances of the grandfather paradox. Further, changes made very far back in time cannot really be worked out completely because of the chaotic aspect of events. Thus, it is simplest to use the rule that changes in time are minor and somehow time smooths them out. This argues for a determinism and predestination in the ways of your world, but you can say that once events have transpired, small perturbations are possible (this person lives rather than dies, but does not contribute to events in a meaningful way), but the large-scale events themselves somehow happen anyway. If the cause is changed, another cause comes along. In the case of someone killing their own grandfather, the PC might find that he is the same but has a different family when returning to the present. As long as you keep the knowledge of how to travel in time restricted, your campaign will not fall apart.


You can create portals that traverse time rather than location. Portals share some common features and qualities. All portals are two-dimensional areas, usually a circle with a radius of up to 15 feet (you can increase the radius of 5 ft. for every 1,000,000,000 gp that you spend more than the standard price), but sometimes square, rectangular, or another shape. The portal itself is intangible and invisible. A portal is a one-way trip. Once created, a portal cannot be moved. For correctly activate the portal, it is necessary to make a Knowledge (History) check and a Use Magic Device check DC 40 with 1 minute of work. If even one check fails the portals does not activate. Once activated, the portal remain actived for 10 rounds.

Setting up a portal for time travel requires some knowledge of the destination time, so it cannot transport anyone into the future since the future is entirely unknown to the caster. Even spells that give knowledge of the future cannot give definite enough knowledge to allow this portal to work. Creatures who touch or pass through the area of the portal are instantly teleported through time to the moment the portal's activator has specified. It is not possible to poke one's head through a portal to see what's on the other side. A portal can only transport creatures that can fit through the portal's physical dimensions. If a creature or solid object already occupies the area where a portal leads, the user is instead transported to a suitable location as close as possible to the original destination. A suitable location has a surface strong enough to support and enough space to hold the user. Unattended objects cannot pass though a portal. For example, a character can carry any number or arrows through a portal but he cannot fire an arrow through a portal. An unattended object that hits a portal simply bounces off. Unless the builder has preset some limit, any number of creatures can pass through a portal each round. A creature using a portal can take along up to its heavy load of gear. In this ease, gear is anything a creature carries or touches. If two or more creatures touch the same piece of equipment, it counts against both creatures' weight limits.

As with the spell teleport through time, some temporal displacement occurs. The errors in arrival for this spell occur in time rather than in location. To see how closely the character arrives to the planned arrival time, consult this table. A portal never has a mishap.

Temporal
Distance Traveled
Temporal
Drift*
1 day to 1 month​
+/- 2d8 minutes​
1 month to 1 year​
+/- 2d8 hours​
1 year to 10 years​
+/- 4d20 hours​
10 years to 100 years​
+/- 5d8 days​
100 years to 1,000 years​
+/- 5d20 days​
1,000 years +​
+/- 5d20 months​
* There is a 50% chance that the number is a negative number.

Add or subtract the temporal drift to the destination time to determine the exact time of arrival.

In the case that a traveler meets himself, the two are instantly destroyed and removed permanently from the timeline by the generated paradox (it cannot be recovered by the deities, only by a Demiurge or highter in power with the Transtemporal ability), unless it posses the Slipstream ability (in that case, both the version gains a Will save DC 500 for negate the effect; this save must be repeated every round in which at least one creature perceives both versions of the traveler; if the version of the past is the one that fail the save, they are both destroyed), while if he has the Transtemporal ability is immune. However, should a traveler die while traveling in the past, the traveler's body immediately vanishes from the point of time it traveled to and returns to the point where the spell was cast at the time that the spell was cast. In other words, if a traveler perishes in a fire, the instant that the traveler died in that fire is the instant in which the traveler is no longer in that time period, and the body is never found within that location since it returns to the moment of time in which the traveler finished the spell and began time traveling. A wish spell allow a number of creatures (up to the caster level of the caster of wish) to return to their time, in the point where the spell was cast, 1 second after the spell was cast.

As usual, creatures with the Slipstream cosmic ability cannot be undermined by time travel.

Please refer to the spell teleport through time for more information on time travel and some ideas on how to handle it in your campaign.

Construction
A time portal’s is chiseled from a single block of hard stone, such as granite, weighing at least 10,000 pounds. The stone must be of exceptional quality, and costs 1,000,000 gp.
CL 500th; Price 200,000,000,000 gp
CONSTRUCTION REQUIREMENTS
Feats Craft Wondrous Item; Spells teleport through time, teleportation circle, wish; Special creator must be caster level 500th; Skill Check(s) Craft (stonemasonry) DC 900; Cost 100,000,000,000 gp
 

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Because It is not immune to antimagic field. 75% of it's powers are Supernatural. The combo I thought to kill it is to use time stop (mythic if possible to bring the whole party after you) to remove his Eternal and then use mythic antimagic field on the ignorant barbarian/melee excluding abjuration to prevent him from exiting the time stop effect. What CR do you think is the Time Killer (I have no problem increasing it since I put CR 35 based only on hp, attack roll and saving throws)? Eventually, what do you think, when under the spell slow, lose the magic immunity for spell resistance X (10+CR)?
An antimagic field is only a 10ft radius, this thing moves at a baseline of 300ft and has double actions so it could easily evade an antimagic field, and once it simply, moves out of the way, what's stopping it from just going back in time and killing the caster?

Honestly I can't really calculate this things CR due to everything I stated above. It has too many powers that even high level casters and players can do nothing about. It has several Cosmic Level abilities, how is a 40th level caster, rogue or fighter supposed to handle that?

I think it, tbh, needs to be severely revamped. It needs a focus and a clear way to fight it, moreover due to it having so many powers it's hard to use as a DM, it has more abilities than any other creature I've ever seen at basic epic levels which makes it overburdened and weighed down. Look through the epic monsters, even the IH Bestiary epic monsters and take a look at how many powers they have and what their powers do. They're concise, easy to pick up and use, and though extremely powerful, aren't so overwhelming nothing can possibly beat them.

Even the Nexus Dragon and Neutronium Golems are pretty straight forward and you can easily implement them. This on the other hand has so many powers it's very hard to keep track of and remember all of what it can do, moreover it's powers are so strong, like I said above, I can't reasonably calculate its CR, I'd say at least 75. It's lack of HD would eventually catch up to it, but I can't imagine anything less than a party at level 60 minimum defeating this thing, but again, without a clear way of doing so, it would be futile. Yes theoretically it could perhaps be grappled and dragged into a antimagic field but as it can spend time to act as an immediate action, that doesn't seem really plausible as it can save state or time warp teleport away, so even if it has used up all it's motes and aevum, it would just teleport away.

And even if you did kill it it would just respawn.

It's powers are just way too strong. It crits you, you die forever, it ages you to death whole age categories which means you die forever once you get past a certain threshold, it disintegrates you if you get killed by it, it launches you into the past, etc etc. It just gets to be a little much.
 

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