Time Walker, Variant (3.5e Class)
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 Time Walker
Time walkers are a type of people who have been born with the unexplainable capability to envelop themselves in utter non-existance and actually exist 'outside' of time. While in this state, they still exist in time, and they're still swept along in its current, but they have the power to see and understand its impossible rhythm to the degree that they can actual reach out and twist it to their fancy. Upon the field of battle, a time walker is a seemingly unkillable foe that can slip away and recover from nearly any attack, no matter how inexplicable it may be.
 Making a Time Walker
Time walkers are stalwart warriors upon the battlefield who can seemingly take any kind of attack and keep going, considering that time itself seems to work backwards upon them, knitting fresh wounds together into seamless scar tissue, and brushing away bruises as though they were nothing but dust. Not to mentions that they can move faster that practically any other warrior, and tear through the ranks of their enemies with exceeding ease and perfectly timed out precision.
Abilities: To a time walker, Wisdom and Constitution are the two most important ability scores, considering that they need Wisdom to make the most of the majority of their class features, and they need Constituion to get as many hit points as possible. Next, in order of importance to a time walker, come Dexterity and Strength, so that they can increase both their AC and their bonus to attack rolls. Lastly, in order of importance to a time walker, come Intelligence and Charisma, though, both can be found useful in a given situation.
Starting Gold: 4d6×10 gp (140 gp).
Hit Die: d10
|Saving Throws||Special||Speed Bonus|
|1st||+0||+0||+2||+2||Flow of Time (Ex), Walk the Aeons (Ex)||+0 ft.|
|2nd||+1||+0||+3||+3||Temporal Strike +1||+0 ft.|
|3rd||+2||+1||+3||+3||Fast Healing 1||+10 ft.|
|4th||+3||+1||+4||+4||Temporal Strike +2||+10 ft.|
|6th||+4||+2||+5||+5||Fast Healing 2, Temporal Strike +3||+20 ft.|
|7th||+5||+2||+5||+5||Annul (Ex), Moment Stop||+20 ft.|
|8th||+6/+1||+2||+6||+6||Temporal Strike +4||+20 ft.|
|9th||+6/+1||+3||+6||+6||Fast Healing 3||+30 ft.|
|10th||+7/+2||+3||+7||+7||Greater Delay, Greater Flow of Time (Ex), Temporal Strike +5||+30 ft.|
|12th||+9/+4||+4||+8||+8||Fast Healing 4, Temporal Strike +6||+40 ft.|
|13th||+9/+4||+4||+8||+8||Renewal (Ex)||+40 ft.|
|14th||+10/+5||+4||+9||+9||Improved Moment Stop, Temporal Strike +7||+40 ft.|
|15th||+11/+6/+1||+5||+9||+9||Fast Healing 5||+50 ft.|
|16th||+12/+7/+2||+5||+10||+10||Temporal Strike +8||+50 ft.|
|17th||+12/+7/+2||+5||+10||+10||Foresight (Ex)||+50 ft.|
|18th||+13/+8/+3||+6||+11||+11||Fast Healing 6, Temporal Strike +9||+60 ft.|
|19th||+14/+9/+4||+6||+11||+11||Dichotomy (Ex)||+60 ft.|
|20th||+15/+10/+5||+6||+12||+12||Ideal Flow of Time (Ex), Temporal Strike +10||+60 ft.|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Time Walker.
Flow of Time (Ex): A time walker is a time walker for one reason alone, and that reason is the fact that he can encase himself in non-existence, and move through time in a way that others cannot even comprehend, almost becoming one with the flow of time itself. A time walker can become one with the flow of time a number of times per day equal to half his total HD + 2. While using the flow of time ability, a time walker temporarily gains a +4 bonus to Dexterity, a +4 bonus to Wisdom, and gains the ability to re-roll a single d20 roll per round. This re-roll can be made on any roll that the time walker makes, whether or not it's on his turn or not, though, only a single re-roll can be attempted per round. This re-roll must be declared before the result of the d20 roll has been revealed, and must be accepted, even if it's worse than the first. A single usage of the flow of time lasts for a number of rounds equal to 2 + the character’s (newly improved) Wisdom modifier. A time walker may prematurely end the use of the flow of time. At the end of the use of the flow of time, the time walker loses the modifiers, looses the ability to re-roll dice, and becomes dazed (can’t take actions) for two rounds as his mind attempts to readjust itself to the world after comprehending the flow of time (unless he is a 20th-level time walker, at which point this limitation no longer applies; see below).
Walk the Aeons (Ex): A time walker has it within his power to comprehend time on many different levels, allowing him to move with precision that few can comprehend. A time walker adds his Wisdom bonus (if any) as an insight bonus to his AC. If the time walker is wearing a piece of armor that has a maximum Dex bonus, then this insight bonus is restricted by this maximum Dex bonus in the same way their Dex bonus is restricted by it.
Temporal Strike: A time walker is someone who has it within his power to see time, and even affect it, this ability truly makes him a dangerous foe upon the battlefield. At second level a time walker gains the ability to make the first attack he makes in any given round a temporal strike by slashing through the temporal existence of a creature instead of it's physical existence, this attack is considered a touch attack and has a +1 distortion bonus to both attack roll and damage, additionally, on a successful temporal strike the target becomes fatigued for a number of rounds equal to the distortion bonus. If a fatigued character is struck by a time walkers temporal strike ability, then they do not become exhausted, and the duration of the fatigue overlaps. This distortion bonus increase by +1 at every second level after second (4th, 6th, 8th, 10th, 12th, etc.).
Fast Healing (Ex): Time grants many blessings upon a time walker, and one of the main blessings that it grants is the unbelievably fast regeneration of flesh wounds. At third level, A time walker regains hit points at an extraordinarily fast rate, regaining 1 hit point per round, as long as he has at least 1 hit point remaining. The amount that the time walker heals each round increases by 1 every 3 levels after third (6th, 9th, 12th, 15th, and 18th).
Fast Movement (Ex): A time walker has it within his power to seemingly slow down time around him, yet still remain going at the same speed. At third level, a time walker gains an enhancement bonus to his speed, as shown on Table: The Time Walker.
Delay: Time is something that is rarely noticed, until you loose some of it. At fifth level a time walker gains the ability to make a single attack as a standard action, if this attack lands then no damage is dealt. Instead, the target of the attack drops one place in order of initiative.
Annul (Ex): A time walker eventually learns to channel the healing powers that time blesses him to an even greater degree. Starting at seventh level, at the end of any round that the time walker is using the flow of time class feature, but has not used his re-roll for the round, he heals a number of hit points equal to 5 + his Wisdom modifier.
Moment Stop: A time walkers reactions are unbelievably fast, and they can seem to be able take steps in between the passage of one moment and the next. At seventh level, a time walker gains the ability to take one additional 5 ft. free step as an immediate action that does not actually count against the total immediate actions or swift actions he can take in a round. If this ability is used after an opponent has moved to a square where they threaten the time walker, but before the opponent makes an attack, then the opponent counts as having used his move action for the turn unless he has the spring attack feat and his total movement doesn't exceed this total speed. This ability can only be used once every 1d4 rounds.
Greater Delay: A time walker can seem to rip apart a being's time line in and of itself at times, making them forget that time is even flowing for long moments. At fifth level a time walker gains the ability to make a single attack as a standard action, if this attack lands then no damage is dealt, instead, the target must make a Will save (DC 10 + half the time walker's Hit Die + the time walker's Wisdom modifier) or skip their next turn.
Greater Flow of Time (Ex): A time walker soon masters his ability to travel through time in the unusual way that he can to such a degree that hardly nothing can keep up with him. At tenth level, a time walker’s bonuses to Dexterity and Wisdom during the use of his flow of time class feature each increase to +6, though, he is still dazed for two rounds after the use of the flow of time class feature ends.
Fearless: At eleventh level a time walker learns to see the future pass without even attempting to do so, and to face the world before him with the knowledge that there is nothing he cannot see coming, becoming immune to all fear effects.
Renewal (Ex): A time walker eventually manages to exert such a degree of control over the flow of time that he can actually seem to reverse it and instantaneously heal himself, should he be properly focused. At thirteenth level, a time walker gains the ability to sit down and meditate for an hour, and turn all of his mental control over the flow of time, forming as tight a grip upon it's passage as he can muster. After the time walker has managed to meditate in this way without being interrupted for a full hour, he can resume normal behavior and still keep his grip on the reigns of time. The time walker does not lose this focus for any reason other than expending it. The may expend this focus at any point in time afterward as a free action and heal himself a total number of hit points equal to his Wisdom modifier (at the time of expending the focus) × his time walker level. The time walker can take this free action and heal himself at any point, even if it's just a split second after he has taken enough damage to fall unconscious or die.
Improved Moment Stop: Time walkers have the ability to move farther than most other beings in instances that few others can even comprehend. At fourteenth level a time walker gains the ability to move at their full base land speed as an immediate action that does not actually count against the total immediate actions or swift actions he can take in a round (provoking attacks of opportunity as normal). If this ability is used after an opponent has moved to a square where they threaten the time walker, but before the opponent makes an attack, then the opponent counts as having used his move action for the turn unless he has the spring attack feat and his total movement doesn't exceed this total speed. This ability does not replace the moment stop class feature, but only either this class feature or moment stop can be used in a given round. This ability can only be used once every 1d4 rounds.
Foresight (Ex): A time walker eventually becomes so incredibly aware of the flow of time, that he can comprehend moments and events before they even come to take place. At seventeenth level, a time walker may act normally in a surprise round, no matter the circumstances, the time walker is also never caught flat-footed and receives his Wisdom modifier as an insight bonus attack rolls and saving throws.
Dichotomy (Ex): A time walker is someone who is inherently a piece of the existence of time, and this fact makes it so that they can grip the flow of time and change it, tear it beyond it's true limits, and reconstruct the fabric of reality. At nineteenth level, a time walker gains the ability to take a standard action and utterly decimate the flow of time, tearing into other time lines for an instant and making realities cross on a minuscule level for the blink of eye. During the instant that time lines cross during this standard action, the time walker stretches probability to the limit and exists in two realities simultaneously. Instantly after doing this, probability re-orients itself, and causality begins to play a role in both realities. Of course, the fabric of existence cannot abide the existence of a single object in two time lines, and so a backlash occurs, causing instead, for two of the same object to exist in a single time line.
After this standard action has been resolved, a single duplicate of the time walker comes into play in a single square adjacent to the time walker (this square is of the time walkers choice). This duplicate is entirely sentient and is generally separate from the original time walker, and anything that happens to him does not affect the original. Though, for all intents and purposes (such as an item only responding to a particular person), the duplicate is the same being as the original. The duplicate has the exact same spells per day (from any class), special qualities, or other traits that the original hand when this ability was used. Though, each version of time walker only has ½ of the hit points that the original had when he used dichotomy (rounded down). Though, for the purpose of equipment, the duplicate only has what materials that the original had that didn't put the original over a medium load. Both magical and mundane materials are copied, but living material that is not part of the time walker isn't. Both versions of the time walker are dazed for one round after this standard action has been taken. If either version of the time walkers dies, then the remaining version can use this ability again after a days time has passed. This ability cannot be used if more than one version of time walker exists and are alive in the same time line.
Ideal Flow of Time (Ex): A time walker eventually perfects his ability to travel through time while being outside of time, to the point that he doesn't even flinch from removing himself from that state. At twentieth level, a time walker’s bonuses to Dexterity and Wisdom during the use of his flow of time class feature each increase to +8, additionally, he is no longer dazed at all after the use of the flow of time class feature ends.
 Epic Time Walkers
|21st||+70 ft.||Fast Healing 7, Greater Moment Stop|
|22nd||+70 ft.||Temporal Strike +11|
|23rd||+70 ft.||Bonus Feat|
|24th||+80 ft.||Fast Healing 8, Temporal Strike +12|
|26th||+80 ft.||Bonus Feat, Temporal Strike +13|
|27th||+90 ft.||Fast Healing 9|
|28th||+90 ft.||Temporal Strike +14|
|29th||+90 ft.||Bonus Feat|
|30th||+100 ft.||Eternal (Ex), Fast Healing 10, Sovereign Flow of Time (Ex), Temporal Strike +15|
Greater Moment Stop: At 21st level a time Walker gains the ability to move up to 4 times their full base land speed as an immediate action that does not actually count against the total immediate actions or swift actions he can take in a round (not provoking attacks of opportunity). If this ability is used after an opponent has moved to a square where they threaten the time walker, but before the opponent makes an attack, then the opponent counts as having used his move action for the turn unless he has the spring attack feat and his total movement doesn't exceed this total speed. This ability does not replace the moment stop or the improved moment stop class features, but only either this class feature, moment stop, or improved moment stop can be used in a given round. This ability can only be used once every 1d4 rounds.
Temporal Strike: The distortion bonus for a time walkers temporal strike increase by 1 at every even level after 20th (22nd, 24th, 26th, etc.).
Eternal (Ex): At thirtieth level, a time walker become one with time, blurring the lines of consciousness and mere existance. At this point, the time walker no longer ages, becoming effectively immortal. Additionally, the time walker becomes immune to ability drain, death from massive damage, and disease as time heals his body so rapidly that things can't even seem to damage him for more than a second. Also, the time walker no longer has to sleep and is immune to sleep effects, since his body is kept refreshed with hours of sleep at every plausible moment in time
Sovereign Flow of Time (Ex): To a time walker of a certain caliber, time is merely a tool to be contorted to their every whim, no matter how slight, no matter how distant it may be. At thirtieth level, a time walker’s bonuses to Dexterity and Wisdom during the use of his flow of time class feature each increase to +10. Additionally, the time walker makes the second roll of any dice he rerolls while under the effects of his flow of time class feature with a +10 competence bonus.
Bonus Feats: The epic time walker gains a bonus feat (selected from the list of epic time walker bonus feats) every 3 levels after 20th.
Armor: Chain Shirt
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feat: Mobility
Gold: 100 gp.
 Campaign Information
 Playing a Time Walker
Religion: The ability to comprehened the flow of time and its inexplicable rhythym generally changes a mans outlook on religion. Some time walkers could possibly scorn the concept of laying themselves down before an ideal or a belief, since they have seen the true of nature of all reality, and so, nothing could possibly be higher than themselves, in their own minds. Another time walker could see through history, and see the manner in which a god came to be, possibly being swayed to follow such an entity in the process.
Other Classes: Time walkers have an extremely close connection with a matter of reality that some beings spend their entire lives attempting to merely comprehend. This fact makes it very easy for wizards and other intellectual classes to get along with them. On the other hand, this same connection with the essence of time can only be effectively used in combat, and this inherently leads to them being able to understand the flow of a battle to a greater degree. This fact tends to help a time walker become greater friends with fighters or barbarians.
Combat: Time walkers have an extremely unique role in battle. They tend to bounce around the field of battle, being generally unpredictable, and making single, heavy blows that nearly knock opponents out of the game entirely. On the other hand, a time walker could fill the role of a support character, who juggles opponents completely out of the battle, and takes hit after hit after hit, yet keeps going, and giving the opponent a fight they more than likely won't win. Honestly, a time walker can turn the battle on its head at any given moment.
Advancement: Sometimes, a time walker manages to discover different abilities he can muster with his passage through time, and seeks unusual paths to power. For example, a certain time walker could discover how to trail through time in a way, and begin taking levels in temporal dancer. Another time walker could discover that, by travelling through time, he can stretch and break it to his every whim, and take a few levels in moment breaker. On the other hand, a time walker could seek to progress in slightly different ways, and may take levels in horizon walker, duelist, or assassin.
 Time Walkers in the World
|“||Um... What time is it?||”|
|—Demin Tell, Half-Elf Time Walker|
Time walkers rarely fit into roles that would be considered 'normal', instead finding themselves as assassins, leaders, or wise men. Due to this fact, a time walker is usually found in places of wonder, or horror. From the truly terrible choas of the battlefield, to the pristinely clean precision of a king's halls, they can be found anywhere, and everywhere. Though, sometimes, a time walker may find a way to slip between the cracks in the world, and settle down, in a quiet place. When this happens, a time walker will still find the world around them to be a wonderous place, since they can see it for what it truly is.
Daily Life: Day to day life for a time walker can be a good bit more interesting for them than for another creature, considering that they have the ability to see and understand a day's passage in ways that few can understand. A particular time walker could enjoy spending his time merely watching its flow slip through the world, just as another person would enjoy watching a waterfall flow. Though, sometimes, a time walker could simply view the flow of time as a backdrop to existence, and hardly even notice it, being too busy with the other matters in his life.
Notables: Mason Uregai, Male Human Time Walker: fought off the onslaught of an entire army of celestial beings for a month.
Darrell Ix, Male Azer Time Walker: has percieved all of time, and is in constant understanding of it.
Organizations: Time walkers are not directly tied to any kind of organization, considering that their ability result from the inherent ability to comprehend time. Though, it isn't uncommon for an organization to seek to have a time walker or two amongst their ranks, considering that time walkers are very powerful entities, from their ability in combat, to their insight about the nature of things. Although, on occasion, there may arise a situation where multiple time walkers are drawn to a particular place. In such a case, these time walkers could find themselves enjoying the company of others of their kind, and in turn, band together to form a guild or organization purely of time walkers.
NPC Reactions: Time walkers are difficult to notice most of the time, and can usually pass as just an ordinary person in most situations. Though, should a time walker show what they are, whether by moving through time, or speaking about the inner workings of time, they tend to be more easily spotted, since their very manner of existance is unusual. When an NPC actually realizes that a person is a time walker, they usually regard that person with different degrees of respect, awe, and fear, depending entirely on the person in question.
 Time Walker Lore
Characters with ranks in gather information can research time walkers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Time walkers can actually percieve the very flow of time.|
|10||Time walkers can turn back the flow of time and undo it's effects.|
|15||Time walkers can move through time yet be outside of it at the same time.|
|20||Characters who get this result can know the name and location of a specific time walker and any item related to them.|
 Time Walkers in the Game
Time Walkers can seen wandering through nearly any location concievable, from the oldest and most revered of a king's courts, to the most brutal and unrelenting desert. Though, one truth about time walkers is that they can seem to be calm in almost any situation. A particular time walker could find themselves being faced with a war engine bearing down upon them, and not even bat an eye, for they can feel and see what is going to happen next. This fact often leads those around a time walker to have a kind of latent respect for the him, since he can virtually stare down the raging path of a storm, should he choose to.
Adaptation: Time walkers can truly be adjusted to fit into any world, no matter how far fetched it may be. For example, time walkers could be a sect of nomads who wander through the far southern deserts of one world. In another situation, it could be that the path to being a time walker could be lost, and the only record of the ways one can become a time walker are stored in an ancient scroll buried in a kings tomb.
Sample Encounter: Orin Maske grew up in a cold world, always shunned out into the freezing darkness of the night, always powerless as he saw atrocities acted upon those closest to him, always wishing death upon the evil people of the world, but never getting his wish. Until that is, the day he turned 13 he realized that he had a strange power, the ability to actually see the passage of time, in ways that others couldn't understand. He eventually realized that, when he was looking at time this way, that others could seem to keep up catch him, no matter what they did, and he soon realized what he could do with this ability. Orin found himself then, stealing things like loaves of bread from bakers' windows, and then disappearing from sight without so much as a scratch on his frail form. After a time, he began stealing bigger things, like books, clothing, and occasionally bags of coins. Though, one day, someone did catch him, moving as a blur for an instant and knocking Orin down, coins flying everywhere. This man was faster than anyone he had even seen. The man said his name was Drake Nere, and, strangely enough, hadn't turned him in to the police, like others would have. No, instead, he told Orin to travel with him, and actually taught the boy some different kinds of fighting, giving him a sword, a suit of armor, and many other things. Though, a day came when Drake left, in the middle of the night, leaving Orin alone, asleep in the dark. Orin always wondered why Drake had left, but didn't care much beyond that. Today Orin is still travelling, just as he had been when he was with Drake. But he has felt much more alone than he had before, as though he was the only person left in the world.