Timelord

Matthew Hedges, mhedges@chariot.net.au

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Spells

1st

0

0

0

2

Time Sense, Blur Time

2nd

1

0

0

3

Bonus Slow, Bonus Haste

+1 level of existing class

3rd

1

1

1

3

Minor Time Disruption, Timeless Body

4th

2

1

1

4

Immune to Unnatural Aging, Time Portal

+1 level of existing class

5th

2

1

1

4

Reverse Unnatural Aging, Permanency

6th

3

2

2

5

Mass Haste

+1 level of existing class

7th

3

2

2

5

Major Time Disruption

8th

4

2

2

6

Forewarning

+1 level of existing class

9th

4

3

3

6

Time Stop

10th

5

3

3

7

Temporal Stasis

+1 level of existing class

A mysterious brotherhood of arcane spellcasters known as the Timelords practice the fine art of chronomancy. Manipulating the fourth dimension to alter the very fabric of time itself using specially crafted arcane magics.

The brotherhood is very selective about whom they admit to their ranks. To admit someone of questionable morale fibre is to invite disaster, not only for the brotherhood but also possibly for the known world. The study of time magic brings great power, which in turn brings great responsibility. Thus all applicants are rigorously screened.

The aim of the brotherhood is to gain further understanding of the nature of time and to explore the possibilities of using arcane magic to alter and manipulate time to the benefit of the greater community.

Timelords display remarkable skill in manipulating time magics. The have influence over the aging process of both themselves and others.

Wizards and sorcerers make up the vast majority of Timelords, though there is several precedents of Bards becoming members.

Hit Die: d4

Requirements

Knowledge (Time): 10 ranks

Knowledge (Arcana): 6 ranks

Spellcraft: 7 ranks

Feats: Extend Spell or Quicken Spell metamagic feat, Improved Initiative.

Spells: Must be able to cast a time based arcane spell such as slow, haste, mass haste.

Special: Must be approved by the council of Elder Timelords before training can begin. The initial training takes about two months. Thereafter a timelord can train themselves through study.

Class skills

The class skills (and key ability for each skill) of the timelord are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills) (Int), Scry (Int), Spellcraft (Int).

Skill points at each level: 2 + Int modifier

Class Features

Weapon and Armour Proficiency: Timelords are not proficient any armours or shields. They are proficient with the following weapons: dart, dagger, heavy and light crossbow, quarterstaff. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket and Tumble.

Time Sense: Timelords are so in tune with time that they can keep track of time exactly. They will always know what the exact time is for their current location, and they will always know the exact duration of time that has passed during a given period. The former ability is automatic and instinctive, the latter requires purposeful thought to start.

Blur time: The timelord can alter the time field around his body, causing all that view him to see a distorted picture, exactly as per the spell Blur. This spell like ability can be used once per day.

Bonus Slow: The timelord may cast the spell Slow, once per day, in additional to existing spell casting ability.

Bonus Haste: The timelord may cast the spell Haste, once per day, in additional to existing spell casting ability.

Minor time disruption: Timelords are able to upset an opponent's sense of time. By focussing as though preparing a spell (standard action - invites an attack of opportunity) the timelord can summon a time disrupting aura. When the time lord then makes a successful touch attack (this does not attract an attack of opportunity), the target's sense of timing is severely hampered, resulting in greatly reduced hand-eye coordination. All attacks are made at -2 and any skill that requires some timing (e.g. tumbling) also suffers -2 to skill checks. Any spell casting that requires a Concentration skill check will also suffer a -2 penalty. This effect lasts one full round per Timelord class level.

Timeless body: Timelords are not affected physically by the passing of time. Thus on gaining this supernatural ability the timelord no longer appears to age. They still age chronologically, and hence are not immortal.

Immune to unnatural aging: Timelords become immune to unnatural aging.

Time portal: A timelord's access to the time dimension allows them to act exactly as per the spell dimension door, moving via the time dimension.

Reverse unnatural aging: Timelord's can undo the affect of unnatural aging. This supernatural ability can be used once per day, and restore the last affect of unnatural aging on one person. Further uses on the same person have no affect and the unnatural aging must have occurred no longer ago than the timelord's class level in months.

Permanency: The timelord may cast the Permanency spell once per day.

Major time disruption: The timelord is able to form a time disrupting hex, which he can use to attack an opponent. The effect of this hex is to completely warp the targets sense of time and hence reality. This in turn so shocks the target's senses that they become stunned. This spell like ability can be used once per day and behave in all respects like the Power word, stun spell.

Mass Haste: The timelord may cast the Mass Haste spell once per day.

Forewarning: The timelord is able to use his access to check the future for possible danger. This is an inexact process but often reveals enough information for the timelord to avoid harm. This spell like ability can be used once per day and behaves exactly like the spell Foresight.

Time stop: The timelord may cast the Time Stop spell once per day.

Temporal Stasis: The timelord may cast the Temporal Stasis spell once per day.

Spells: The timelord gains extra spells based on their original spell casting ability at the levels indicated on the table.