Chronomancer (3.5e Prestige Class)

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Chronomancer
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Chronomancer[edit]

Time and space are two sides of the same coin. Once you control the vastnesses of space, you can manipulate the infinities of time.
—Valkya, elven chronomancer, The Temporal Sea

Chronomancers are arcane spellcasters that have attained some level of mastery over time. They can travel in time to a limited degree, control time's ravages over matter, and uncover secrets that have been lost to the ages.

Like druids, chronomancers are part of a loose society. All chronomancers nominally belong to this society- but few are interested in people.

Chronomancers tend to be bookish, withdrawn, and reclusive. Like diviners, they know things that others don't, and others are quick to seek them out.

Becoming a Chronomancer[edit]

Any arcane spellcaster can become a chronomancer. However, wizards, with their penchant for experimentation and study, are far more likely to come upon this class than self-taught sorcerers. Transmuters, diviners, and conjurers specializing in teleportation are the most likely candidates.

Intelligence or Charisma (your primary spellcasting attribute) is the most important attribute for a chronomancer. Almost as important are Dexterity and Constitution, to help you get out of the way and tough out damage. (Your celerity ability also is tied to your Dexterity.)


Entry Requirements
Skills: Knowledge (Arcana) 8 Ranks
Feats: Extend Spell, Quicken Spell Special: Must be able to cast arcane 3rd-level Conjuration and Divination spells.

Table: The Chronomancer

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +2 +2 Celerity, Temporal Vision +1 level of existing class
2nd +1 +0 +3 +3 Slip the Noose +1 level of existing class
3rd +1 +1 +3 +3 <-class features gained at this level->
4th +2 +1 +4 +4 <-class features gained at this level-> +1 level of existing class
5th +2 +1 +4 +4 <-class features gained at this level-> +1 level of existing class
6th +3 +2 +5 +5 <-class features gained at this level->
7th +3 +2 +5 +5 <-class features gained at this level-> +1 level of existing class
8th +4 +2 +6 +6 <-class features gained at this level-> +1 level of existing class
9th +4 +3 +6 +6 <-class features gained at this level->
10th +5 +3 +7 +7 <-class features gained at this level-> +1 level of existing class

Class Skills (<-skill points-> + Int modifier per level)

<-list of class skills->.

Class Features[edit]

<-fluff about class features; class features should be listed in the order which they are gained. Abilities gained at the same level should be listed alphabetically->. All of the following are class features of the <-class name->.

Spellcasting: At certain levels 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 arcane spellcasting class before becoming a Chronomancer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Celerity (Sp): A 1st-level Chronomancer may, as a swift action, force her consciousness into the near future. She may sacrifice any number of spells, adding their collective spell level to her Celerity rating. A Chronomancer's celerity rating may never exceed her level - any points beyond it are lost. A Chronomancer's Celerity points expire in a number of rounds equal to 5 + her Int bonus - measured from when she first enters the state.

Temporal Vision (Ex): The Chronomancer receives a temporal bonus equal to her celerity rating to initiative checks, reflex saves, and attack rolls.

<-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 Chronomancer[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->

Chronomancers 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->

Chronomancer Lore[edit]

Characters with ranks in Knowledge: Arcanna can research Chronomancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge: Arcanna
DC Result
10 Chronomancy magics exist; Chronomancers can actually move through time.
15 Playing in time can cause paradoxes; Can see alternate timelines.
20 Can see people that are out of time by viewing their temporal aura; Chronomancers can hide things in time-streams.
25 Chronomancers can get "Caught" by creatures that are servitors of temporal watchers or gods.
30 Chronomancers may stop a person from aging or existing; Can get lost if they get to far from their own reality.

Chronomancers in the Game[edit]

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

<-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->



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