Chrono-Master (3.5e Prestige Class)

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Chrono-Master
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Chrono-Master[edit]

I am the Master of Time. Gods shall bow before me.
—Raptos Tempus, Race Unknown, Inscribed in the Hall of the Chrono-Master, his ruined temple.
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<-fluff about this prestige class->

Becoming a Chrono-Master[edit]

The power of time is an appealing one. Some want it to live forever, correct their mistakes or to see worlds they would not normally have lived to see. The power of the Chrono-Master is a rare one though. The title is one that nobody can give, it must be taken. Chrono-Masters are those who wish to become Gods. Their force so strong that they can reshape time on a massive scale, stop it entirely and travel back to the creation of the universe or forward to its end.


Entry Requirements
Alignment: Non-Chaotic. Only those with great self control can become a true Chrono-Master.
Skills: Concentration (20 Ranks), Knowledge: Time or Planes(10 Ranks), Spellcraft (5 Ranks), Psicraft (5 Ranks).
Patron: Godless.
Special: Must have some time affecting ability and study time manipulation for extended periods of time.

Table: The Chrono-Master

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day/Spells Known
Fort Ref Will
1st +0 +1 +1 +1 +1 spellcasting class level
2nd +1 +1 +1 +1 Slow/Speed Time (Half/Double) +1 spellcasting class level
3rd +2 +2 +2 +2 +1 spellcasting class level
4th +3 +2 +2 +2 Stop Time (Seconds)
5th +3 +3 +3 +3 +1 spellcasting class level
6th +4 +3 +3 +3 Slow/Speed Time (Quarter/Quadruple) +1 spellcasting class level
7th +5 +4 +4 +4 +1 spellcasting class level
8th +6/+1 +4 +4 +4 Stop Time (Minutes) +1 spellcasting class level
9th +6/+1 +5 +5 +5 +1 spellcasting class level
10th +7/+2 +5 +5 +5 Time Leap (Days), Ageless Body +1 spellcasting class level
11th +8/+3 +6 +6 +6 +1 spellcasting class level
12th +9/+4 +6 +6 +6 Slow/Speed Time (Eighth/Octuple) +1 spellcasting class level
13th +9/+4 +7 +7 +7 +1 spellcasting class level
14th +10/5 +7 +7 +7 Stop Time (Hours) +1 spellcasting class level
15th +11/+6/+1 +8 +8 +8 +1 spellcasting class level
16th +12/+7/+2 +8 +8 +8 Time Leap (Months) +1 spellcasting class level
17th +12/+7/2 +9 +9 +9 +1 spellcasting class level
18th +13/+8/+3 +9 +9 +9 Temporal Crack +1 spellcasting class level
19th +14/+9/+4 +10 +10 +10 +1 spellcasting class level
20th +15/+10/+5 +10 +10 +10 Time Slow/Speed (Sixteenth/Sexdecuple), Time Stop (Days), Time Leap (Years) +1 spellcasting class level

Class Skills (2 + Int modifier per level, ×4 at 1st level)
<-list of class skills->.

Class Features[edit]

Spellcasting: At each level after first, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Chrono-Master, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Manifesting: At each level after first, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a Chrono-Master, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Spells: To cast a particular spell, you must have a relevant ability score of at least 10 + the spell's level. Your bonus spells are based on your relevant ability. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your relevant ability bonus (if any).

You cast spells as a <-similar spellcasting class-> does. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic <-class name->’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0—<-this spell->, <-that spell->, <-and the other spell->.

1st—<-this spell->, <-that spell->, <-and the other spell->.

2nd—<-this spell->, <-that spell->, <-and the other spell->.

3rd—<-this spell->, <-that spell->, <-and the other spell->.

4th—<-this spell->, <-that spell->, <-and the other spell->.

5th—<-this spell->, <-that spell->, <-and the other spell->.

6th—<-this spell->, <-that spell->, <-and the other spell->.

7th—<-this spell->, <-that spell->, <-and the other spell->.

8th—<-this spell->, <-that spell->, <-and the other spell->.

9th—<-this spell->, <-that spell->, <-and the other spell->.

Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The <-class name->. In addition, you receive bonus power points per day if you have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Powers Known: You begin play knowing X <-class name-> powers of your choice. Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against <-class name-> powers is 10 + the power's level + your <-abbreviated relevant ability-> modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st—<-this power->, <-that power->, <-and the other power->.

2nd—<-this power->, <-that power->, <-and the other power->.

3rd—<-this power->, <-that power->, <-and the other power->.

4th—<-this power->, <-that power->, <-and the other power->.

5th—<-this power->, <-that power->, <-and the other power->.

6th—<-this power->, <-that power->, <-and the other power->.

7th—<-this power->, <-that power->, <-and the other power->.

8th—<-this power->, <-that power->, <-and the other power->.

9th—<-this power->, <-that power->, <-and the other power->.

Maximum Power Level Known: This column determines the highest level power you can learn at this level.

To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.

<-extraordinary class feature-> (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

<-psi-like class feature-> (Ps): <-class feature game rule information, including any differences in the class feature at epic levels->

<-spell-like class feature-> (Sp): <-class feature game rule information, including any differences in the class feature at epic levels->

<-supernatural class feature-> (Su): <-class feature game rule information, including any differences in the class feature at epic levels->

<-class feature->: <-class feature game rule information, including any differences in the class feature at epic levels->

<-subclass feature-> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: See the archmage's "High Arcana" for an example: http://www.dandwiki.com/wiki/SRD:Archmage#High_Arcana->}} <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->

Bonus Feats: <- any bonus feats gained in pre-epic levels->.

The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->[edit]

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Campaign Information[edit]

Playing a <-class name->[edit]

This section is not complete, and needs to be finished. Edit this Page

Combat: <-Typical role in combat->

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->

Resources: <-What kind of assistance members of this class can expect from each other including possible organizations->

<-pluralized class name-> in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: <-How NPCs react to characters of this class->

<-class name-> Lore[edit]

This section is not complete, and needs to be finished. Edit this Page

Characters with ranks in <-the appropriate skills-> can research <-insert prestige class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Chrono-Masters in the Game[edit]

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<-How characters of this class fit in the game (PC and NPC) and what roles they play->

Adaptation: <-Fitting this class in your campaign->

Sample Encounter: <-DM placement for NPC of this class->

EL whatever: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter->



Back to Main Page3.5e HomebrewClassesPrestige Classes

{{#anc:Table: The Epic Chrono-Master}
Level Special
21st
22nd Bonus Feat
23rd
24th Temporal Plane Travel
25th
26th Bonus Feat
27th
28th Bonus Feat
29th
30th A God of Time|}
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