A new ally
These are the stats of the time dragon Arulantras. I used some material of the time drake (WotC supplement), but otherwise, it is a new monster. The Tracer PrC and most of the equipment is from d20 Future. For the equipment and the ship I didn't strictly follow the rules for flavor reasons.
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Arulantras (Time Dragon), Pal 1, Rgr 3, Sor 11, Tracer 8
Large Dragon, age 795
Hit Dice: 33 (10d12+40 + 1d10+4 + 3d8+12 + 11d4+44 + 8d8+32 (293 hp))
Initiative: +9
Speed: 60 ft. (12 squares), fly 200 ft. (good)
Armor Class: 27 (-1 size, +5 Dex, +10 natural, +3 armor), touch 14, flat-footed 22
Base Attack/Grapple: +27/+37
Attack: Bite +33 melee (2d6+8) OR +33 (MW huge Disintegrator, 6d6 energy, 67 ft., 20x) OR +32 (ranged touch, MW Tangler Gun, -2 Dex, 30 ft., 10x)
Full Attack: Bite +33 melee (2d6+8) and 2 claws +31 melee (1d8+4) and 2 wings +31 melee (1d6+4) and 1 tail slap +31 melee (1d8+4) OR +31/+31/+26/+21/+16 ranged touch (Disintegrator, rapid shot)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Temporal inversion, Smite Evil 1/day, Favored Enemy (Aberrations), swift strike +3d6, aging touch, stasis touch
Special Qualities: Darkvision 60 ft., immunity to sleep & paralysis, low-light vision, temporal displacement, temporal slide, time slip, time adaption, aura of good, detect evil, track, combat style (archery), wild empathy, target species, uncanny stealth (charge, run), improved uncanny dodge (Dex to AC, can’t be flanked), trap sense +2, time hop, danger sense
Saves: Fort +21, Ref +24, Will +19
Abilities: Str 26 (22), Dex 20, Con 18, Int 16 (12), Wis 14, Cha 16
Skills: Bluff +13, Disable Device +13, Knowledge (Technology) +13, Heal +7, Knowledge (Astronomy) +13, Listen +17, Navigation +13, Search +24, Spot +23, Survival +27, Pilot +20, Computer Use +13, Spellcraft +13, Concentration +14, Tumble +10, Knowledge (Behavioral Science) +13, Investigate +13, Sense Motive +12
Feats: Alertness, Multiattack, Starship Operation (medium), Starship Operation (ultralight), Flyby Attack, Eschew Materials, Silent Spell, Starship Gunnery, Quick Draw, Rapid Shot, Endurance (B), Track (B), Urban Tracking (B), Point Blank Shot, Precise Shot (B), Far Shot (B), Improved Initiative (B)
Environment: Any land and underground
Challenge Rating: 27 (needs to be tested)
Equipment:
Implants: Identity Chip, Voice Stress Analyser, Antishock Implant, Knowledge Database
Nanites: Watchdog, Micro Muscles, Brain Boost, Prophecy, 20/20
Other: Neutrad (10 doses), Sporekill (10 doses), Chemicomp Sensor, Violet Rations (15), Medicomp Sensor, Democomp Sensor, Hologram Player/Recorder, Energy Shield, Polyvox, Computer Card, Force Shield (DR 10/-), M-A Communicator, 1 compact Power Backpack, 3 Hackcards (+15 to Computer Use), Fusion Torch, 3x Antitox, 3x Solvaway, 5x Plastiflesh (heals 1d4 damage), HUD (incl. Link, Targeting, Vehicle Software), Motion Sensor, Piercing Visor, Armacomp Sensor, Grappling Tether, 3x Biocort, 3x Truthtell, 2x Neural Scrambler, Neural Recorder, Neural Computer Link, Light Combat Armor
Alignment: Lawful good (typical time dragon: often LN)
A typical time dragon stands about 5 feet tall at the shoulder and has a wingspan of up to 18 feet. Time dragons weigh about 1,250 pounds.
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Time Dragon Spirits
When a time dragon reaches adulthood at an age of ca. 30 years (20 + 2d6 years), it stops aging and there are no known means to age the dragon further. Nevertheless, a time dragon has no unlimited life span. After 1000 + 2d100 years, the dragon undergoes a slow transformation when the regeneration of its body begins to fail. This process takes 1d4+1 years. Most time dragons die of a failure of their vital organs before the transformation is completed (Fortitude save DC 40 for the first year of the transformation, a cumulative +2 on the DC for every following year). Despite the vast technological knowledge of the time dragons, they were unable to improve the surviving chances of their old ones.
However, if the dragon survives, it becomes an immortal powerful spirit of time, able to alter the future of entire civilizations. It becomes an invisible incorporeal outsider. Its temporal displacement is now an extraordinary ability that cannot be suppressed. A mere touch by the dragon can age a living creature to death (Fortitude DC equals 10 + the dragon’s Charisma bonus + half its HD).
The dragon spirit is immune against all kinds of damage (ability and hit point damage regardless the source), transformation effects, ability drain, enchantments, death effects, paralysis, and all effects that need a body to affect (this includes all poisons, gases, fluids). It retains all abilities of a time dragon, except that it can use them indefinetly (still no more than once per round) and all aging and chronal blast effects are doubled, a failure on a save vs. aging or damage always results in death of the affected creature. The spirit is immune against any chronal blast.
The only way to kill a time dragon spirit is sufficient energy drain. This makes most undead and shadow dragons natural enemies of time dragon spirits. Force effects may still affect a time dragon spirit, but they cannot harm it.
The spirit can use foresight and time stop at will, as a supernatural ability. It can cast a scrying sensor at will to learn something on how an action may affect the future (i.e., what might happen if the dragon interferes in a battle between two creatures). However, that future needs not to take place strictly as predicted, but there is a good chance that it will be related to the dragon’s vision in a clear way.
The time dragon spirits are very careful about trying to change the future of a creature, object, or an entire race, since even they cannot precisely predict the future. A time dragon spirit can teleport to any place on the same plane it has seen during its earlier life without error or distance limitations.
Most time dragon spirts lack the ability to move objects and to interact with creatures because they cannot speak or manipulate matter due to their incorporality. A time dragon spirit with spell-casting powers may overcome this hindrance if it has learned how to cast spells without somatic, verbal and material components.
A time dragon spirit gets the following abilities: Str -, Dex +10, Con -, Int +15, Wis +15, Cha +8. Its Charisma modifier gives a deflection bonus to AC. It receives a +5 insight bonus on all saves, attack rolls, AC, and save DCs of its special abilities.
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Time dragons speak Draconic. They receive Improved Initiative as a bonus feat.
Improved Uncanny Dodge (Su): Due to their deep perception of the time stream, time dragons are able to foresee their foes’ actions more easily. This allows them to retain their Dex bonus to AC even when caught flat-footed, or attacked by an invisible creature. In addition, they can’t be flanked and react quickly to traps (trap sense +2). This ability is always active.
Chronal Blast (Su): Once per day the time dragon can emit a spasm of space-time flux in a 30 ft. radius that is centered on the dragon. Every creature (including the time dragon!) receives 15d6 energy damage, 1d4 Constitution damage and ages for 1 year per two HD of the dragon (16 years in Arulantras’ case but this effect does not work on Arulantras). Even other time dragons are, except for the aging effect, not immune to this ability because it ruptures the normal time line. A successful Fortitude save DC 30 halfs all damage and aging effects. The save DC is Constitution-based.
Stasis Touch (Su): As temporal stasis with a CL equal to the dragon’s HD (Fortitude DC 30). The time dragon can use this ability a number of times per day equal to its Constitution bonus (4 for an average time dragon). The save DC is Constitution-based.
Temporal Slide (Su): The time dragon can manipulate time as it moves, allowing it to seemingly disappear and reappear elsewhere instantaneously. As a free action that does not provoke an attack of opportunity, the time dragon moves its current speed (following the normal rules for movement). The time dragon can use this ability at will. It can use this ability only once per round.
Temporal Inversion (Su): Four times per day, as a standard action, a time dragon can shunt one creature out of the time stream for a short period. The time dragon can affect any creature within 60 feet. The creature is then shunted out of time unless it succeeds on a DC 29 Will saving throw. Time passes for creatures other than the affected creature, and it can take no actions other than trying to escape. The creature seems to vanish, while out of the time stream no other creature, spell, magical effect, or force can affect it in any way. (It is as though the creature has ceased to exist.) Each round on its turn, the affected creature may attempt a DC 20 Intelligence check to rejoin the time stream as a full-round action. If the subject doesn't escape, the effect ends after 10 minutes. The save DC is Charisma-based. The dragon can use this ability even on itself and return to the normal time stream at any time it wishes.
Danger Sense (Su): As time dragons are not strictly bound to the time stream as other creatures, they are able to perceive coming events in the near future and prepare accordingly. This is a bit comparable to instinct of normal creatures. The time dragon has a chance of 'knowing' that a dangerous encounter will take place within the next 10 rounds. This chance equals 1 % per HD of the time dragon.
Time Hop (Su): Once per day the time dragon can either go into the near past to review a special event it has gained some knowledge about or it can go into the near future to learn what situation may await. The dragon can go no more than 1 minute per HD in either direction of the time stream. The dragon then vanishes from its current position in the time stream for a few seconds before it returns. However, when it appears at its destination, it cannot interact physically with creatures and objects (the dragon is incorporeal and invisible) and it stays no longer than 1 round per 10 HD. The dragon can only use its Time Slip ability in this time. Most time dragons use this ability to undo bad luck or prepare for a fight.
Time Slip (Su): The time dragon can step back in time a fraction of a second, potentially changing the outcome of one action. The time dragon can immediately reroll a d20 roll a creature or object within sight just made (including the time dragon), but before the outcome of the die roll is determined. The time dragon may decide which of the two rolls is used. Using this ability is an immediate action that does not provoke an attack of opportunity. The time dragon can use this ability a number of times per day equal to its Constitution bonus (4 for an average time dragon). The time dragon may use this ability only once in any given round.
Time Adaption (Su): The time dragon is immune to any effect that alters time (excluding the dragon’s special powers). This includes spells like temporal stasis and the aging breath of a ghost dragon. If a foe or ally casts a time stop, the time dragon can opt to link itself to the spell and get the benefits as well immediately. In addition, he can interact with the caster of the spell normally, as if the two were under normal conditions. The dragon must be aware of the use of a time stop effect to link itself to the effect.
Temporal Displacement (Su): The time dragon blinks in and out of the time stream quickly and at random. This causes attacks against the time dragon to have a 50% miss chance, and neither the Blind-Fight feat or spells such as true seeing or see invisibility help against this miss chance. Like other supernatural abilities, this ability is suppressed in an anti-magic field. The dragon can suppress or resume this ability as a free action once per round.
Aging Touch (Su): By touching a foe with a claw, the time dragon can age that foe simply by speeding up her personal way through time within a second’s fraction. The foe ages for 1d4 years per HD of the time dragon (33d4 in Arulantras’ case), if the foe succeeds on a Fortitude save DC 30, she still ages for 5d4 years. If this exceeds the creature’s life span, it dies and cannot be ressurrected or reincarnated. The save DC is Constitution-based, the time dragon can use this power once per day. Only a greater restoration or similar magic can undo the aging effect. This abilty also works on objects, as the druid spell crumble (CL equals the dragon's HD).
Spell points: 211
Spells known: 0: Daze, Detect Magic, Electricity Jolt, Ghost Sound, Mage Hand, Message, Prestidigitation, Read Magic, Resistance
1: Launch Item, Mage Armor, Magic Missile, True Strike, Shield
2: Choke, Detect Thoughts, Alter Self, See Invisibility, Spectral Hand
3: Clairaudience/Clairvoyance, Greater Magic Weapon, Haste, Hold Person
4: Fear, Locate Creature, Polymorph
5: Telekinesis, Rary’s Telepathic Bond
6: Bigby's Forceful Hand
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MSC Immortal Princess (MP/TS-15)
Ship: Strike Cruiser (PL 9), Ghost Class
Size: Colossal (950 ft. x 200 ft., -8), weight 40 kt
Speed: 5.500 ft.
Engines: Spatial Compressor + Jump Drive + Thrusters
Armor Class: 11/14 (Arulantras as pilot), flat-footed 7/9
Armor: Ablative (DR 40)
Initiative: +4/+X (Arulantras as pilot)
Crew: 2 (large), 5 (medium), all experts
Pilot’s Class Bonus: +5/+7 (Arulantras as pilot)
Pilot’s Dex modifier: +4/+5 (Arulantras as pilot)
Defensive: Point Defense, Cloaking Screen, Improved Autopilot System, Advanced Damage Control (2d10), Radiation Shielding, Repair Drones, Decoy Drone Launcher, Medium Fortification (50 %), Energy Shield (250 points of damage (except ballistic) absorbed, recharges at 20 points at end of round)
Sensors: Class VII Sensor Array, Achilles Targeting Software, Improved Targeting System
Communications: Drive Transceiver, Radio Transceiver
Weapons: 1 battery of three 2-Fire-linked Singularity Cannons (5.000 ft., energy, 30d8/135, 19-20, ignores hardness & armor), Tractor Beam Emitter (adjacent), Missile Launcher (Starload Missile: 20d8/90, 18-20, 16 missiles), Fire-linked EMP Cannons (4.000 ft., electricity, 12d8/54, 19-20, dazes for 1 round)
Special Equipment: Artificial Gravity Generator, Hangar for 1 Assault Fighter, Temporal Drive Generator (disables the ship’s engines, energy shield, sensors, cloaking screen, and weapons for 1 hour due to energy drain of the generator), Food Replicator
Gunner’s Attack Bonus: +4
Attacks: Singularity Cannons battery +3, EMP Cannons battery -2, Starload Missile -2, Tractor Beam -2 (provokes AoO)
Attacks of Opportunity: Point-Defense +5 ranged (3d12x10, 500 ft.)
Cargo Capacity: 3 kt + 1 Assault Fighter (Katana-type)
Grapple Modifier: +16
Hit Dice: 250 (5.000 hp)
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Equipment – Weapons
Huge MW Disintegrator (with phasing ammunition (negates cover), sound suppressor, self repairing, booby-trapped (1d6 electricity damage), rangefinding laser-scope (HUD-linked), expanded magazine, variable charge, autoloader (power pack), stun module, HUD software: targeting (+1 on attacks), integrated equipment: motion sensor (HUD- & computer-linked) & computer card, alternate weapon: grenade launcher)
Grenades: EMP (20 ft. radius, 1 in weapon, 10 in backpack), Singularity (15d6, 5 ft. radius, 1 in weapon, 5 in backpack), Cryonic (8d6, 10 ft. radius, 1 in weapon, 5 in backpack)
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EDIT: I posted an earlier draft of the time dragon, now it is the actual one.