Chronoreaper (3.5e Class)
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Making a Chronoreaper
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: Most of the abilities are Wisdom based, and Strength and Dexterity make the Chronoreaper more combat effective.
Races: <-description of relative likelihood of various races to join this class->.
Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).
|1st||+0||+0||+0||+2||Rewind (saving throws) 1/day, Time Scythe|
|2nd||+1||+0||+0||+3||Delayed Strike 1d4|
|4th||+3||+1||+1||+4||Delayed Strike 2d4, Timeless Step 2 rounds|
|5th||+3||+1||+1||+4||Rewind (skill checks) 2/day, Tempor Exitalis 1/day|
|6th||+4||+2||+2||+5||Delayed Strike 3d4|
|8th||+6||+2||+2||+6||Delayed Strike 4d4, Timeless Step 3 rounds|
|10th||+7||+3||+3||+7||Rewind (attack rolls) 3/day, Delayed Strike 5d4, Tempor Exitalis 2/day|
|12th||+9||+4||+4||+8||Delayed Strike 6d4, Timeless Step 4 rounds|
|13th||+9||+4||+4||+8||Temporal Strike 1/day|
|14th||+10||+4||+4||+9||Delayed Strike 7d4|
|15th||+11||+5||+5||+9||Rewind 4/day, Tempor Exitalis 3/day|
|16th||+12||+5||+5||+10||Delayed Strike 8d4, Timeless Step 5 rounds, Temporal Strike 2/day|
|18th||+13||+6||+6||+11||Delayed Strike 9d4|
|19th||+14||+6||+6||+11||Temporal Strike 3/day|
|20th||+15||+6||+6||+12||Rewind 5/day, Delayed Strike 10d4, Timeless Step 6 rounds, Temporal Reaping 1/day|
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
All of the following are class features of the <-class name->.
Weapon and Armor Proficiency: All simple weapons, light armor, and the scythe.
Time Scythe (Su): The chronoreaper wields a special scythe that allows him to exercise his natural ability to control the time-stream. It acts as a focus, allowing the chronoreaper to perform more conspicuous feats of time manipulation. The abilities Rewind and Timeless Step are the only abilities that can be performed without the Time Scythe. In addition, while the chronoreaper is still in possession of his Time Scythe, he may control the rate at which he ages, including allowing himself to age in reverse. The scythe does not have to be on the chronoreapers person.
Rewind (Su): A chronoreaper may, once per day, jump back in time a fraction of a second, allowing him to reroll a saving throw. He must take the second result, even if it is worse than the original result. At level 5, and every 5 levels afterwards, the chronoreaper gains one additional use of Rewind per day. In addition, at 5th level, the chronoreaper may use Rewind to reroll skill checks, and at 10th he may reroll attack rolls. All rerolls made with Rewind get a +1 insight bonus.
Delayed Strike (Su):The chronoreaper is a specialist at attacking through time. When makeing an attack, the chronoreaper may use a swift action to declare his next attack is a Delayed Strike, and then declare a target. This attack automaticaly misses. The next round, the chronoreaper may, as a free action, make a single attack against the declared target at his highest base attack bonus. This attack deals 1d4 bonus damage. at every even numbered level, the bonus damage increases by an additional 1d4.
Timeless Step (Su): The chronoreaper gains the ability to jump backwards in time and aid himself. As a free action once per day, the chronoreaper may call himself from 2 rounds in the future back in time. As soon as he does, a future version of himself appears. The whenever Original!chronoreaper takes damage, Fututre!chronoreaper takes the same amount of damage. However, if F!chronoreaper takes damage, O!chronoreaper does not take damage as well. Any duration effects that are applied to O!chronoreaper are also applied to F!chronoreaper, but with 2 rounds taken off of the duration, and any durations that were already applied to O!chronoreaper when he uses this ability are carried over to F!chronoreaper but with 2 rounds removed from the duration. 2 rounds after the chronoreaper uses this ability, O!chronoreaper disapears to travel back in time. At level 8 and every 4 levels afterwards, the number of rounds into the future the F!chronoreaper appears from increases by 1.
Temporum Exeo (Su): A chronoreaper has learned how to use a small time jump to gather power and momentum. The chronoreaper declares a target within 20 feet of himself when using this ability. He then jumps 1 or 2 rounds into the future, seeming to disappear and then reappear 1 or 2 rounds later, adjacent to the the target, and then make one attack against the target. If the attack hits, it automatically deals double damage. If he jumped the full two rounds, his attack instead deals a full critical hit.
Temporal Strike (Su): A chronoreaper may choose to use this ability after making a successful attack roll with a scythe. If he does, his target must make a Will save (DC 10 + Wisdom modifier + ½ class levels). Should the target fail, it is sent forward in time. The target disappears and then reappears a number of rounds later equal to the chronoreaper's wisdom modifier in the same condition and location as when it disappeared.
Temporal Reaping (Su): For three rounds once per day, the Chronoreaper jumps into timeless space, seeming to disappear and then reappear three rounds later. Each round that he is there, he may make a single attack against an opponent that was within 20 feet of him when he disappeared. This attack gains a +5 bonus to hit, uses the Chronoreaper's highest base attack bonus, and deals no damage. When he returns, the Chronoreaper strikes all of the foes that he successfuly hit while he was in timeless space. These strikes automatically critically hit. If these strikes drop two or more targets below 0 health, the Chronoreaper may immediately use this ability again. However, he may not use it a third time, nor does he gain the +5 to hit on his attacks while in timeless space.
<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbreviated key ability->||<-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Playing a Chronoreaper
Religion: Chronoreapers tend to worship the gods Chronos or Janus. Those who worship Chronos tend to act as temporal guardians, punishing those who tamper with the timeline significantly. The "Janureapers" act more to observe and study. They gather knowledge on the causes and trends across the timestream.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
Chronoreapers in the World
|“||I will soon have killed you already||”|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
<-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-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.->.