Temporal Lord (3.5e Prestige Class)

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Temporal Lords[edit]

No longer shall I fear death for time is my ally and I am its Master!
—Milenko, Spellscale Temporal Lord

Temporal Lords are powerful spellcasters, they have transcended mortality in a way few would dare to imagine. masters of time and death, they can no longer die. A Temporal Lord manages to keep his flesh, and mortality's pleasures. Necromancers envy them, common mortals fear them. They are truly marvelous examples of how magic can screw up nature.

Becoming a Temporal Lord[edit]

The path of the Temporal Lords is a Random one, usually these individuals are powerful spellcasters that are either at the right place at the right time, or the wrong place at the wrong time. Taking this path is very immoral, since an Temporal Lord simply mock nature.

Entry Requirements
Race: Any non-undead.
Skills: Knowledge (Arcana) 30 Ranks, Knowledge (Time) 30 Ranks
Special: 10th level Time Mage
Table: The Temporal Lord

Hit Die: d6

Level Special Spellcasting
1st True Immortality, +1 to Existing Spellcasting Class
2nd Jump,
3rd Slow, Stop, +1 to Existing Spellcasting Class
4th Time Stop, Telepathy
5th Immortal Body +1 to Existing Spellcasting Class

Class Skills (6 + Int modifier per level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis),Spellcraft(Int).

Class Features[edit]

All of the following are class features of the Temporal Lord.

Spellcasting:When a new level of Temporal Lord is gained, the character gains new spells per day as if he had gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Temporal Lord to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.

If a character had more than one spellcasting class before he became a Temporal Lord, he must decide which class he adds each level of Temporal Lord for the purpose of determining spells per day.

True Immortality (Ex): At 1st level the Temporal Lord gains immortality and no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. also His body no longer requires mortal needs and ignores many of it's previous weaknesses. He also takes on the following traits.

  • Can no longer die of old age, the Temporal Lord is still considered ageing for the purpose of gaining bonus based on age.
  • Immunity to disease, poison, ability damages/drain, fatigue/exhaustion.
  • No longer needs to eat, sleep, drink or breath. But he may do so if he wish.
  • Once per year a Temporal Lord may return, after death, to the world of the living, he is affected by the spell true resurrection one day after death. He may resurrect at his birthplace, where he was killed, or where he was one day before he was killed. If none of those places are safe he returns at a nearby safe place. This Resurrection ability renews itself each year, on the Temporal Lord's birthday (or the day he came into existence). If a Temporal Lord dies when he has already used up his resurrection for the year he is instead resurrected on his birthday (using up his Resurrection use for the year).
  • The Temporal Lord is immune to any kind of death or seal over his soul, he cannot be stopped from respawning by any means. (example: The Temporal Lord is immune to the True Death quality).

Jump (Ex): The signature mark of a Temporal Lord, is the ability to seemingly teleport from one time and place to another without so much as a thought. This ability is actually gained due to the Temporal Lord's inherent ability to move into a fourth spacial dimension. At second level, a Temporal Lord gains the ability to travel between two places instantaneously. The Temporal Lord may teleport from his currently location to any other location within his base speed of his original location as a swift action that does not provoke an attacks of opportunity. A Temporal Lord can move both before and after the jump, provided that his total distance moved is not greater than his base speed. A Temporal Lord can also bring along objects as long as their weight doesn’t exceed his maximum load. A Temporal Lord can bring along other living creatures too, as long as their total weight doesn’t exceed his maximum load. Additionally, a Temporal Lord can jump with unwilling creature as long as that creature is in a grapple with the Temporal Lord, though, even then, an unwilling creature is allowed a Reflex saving throw (DC 10 + half the Temporal Lord's HD) to avoid being taken along with the Temporal Lord. A Temporal Lord cannot teleport to a location that is occupied by another creature or an object, nor can he jump if he is immobilized. The distance a Temporal Lord can jump across increases by 30 feet every level after third. Jump is not hampered by dimensional lock or similar spells. Take note that this ability is not derived from magical abilities and therefore works fine in an antimagic field.

At 5th level, a Temporal Lord is capable of jumping a certain number of days through time as a standard action (from their point of view), to do this, they must make separate Will and Fortitude saves, both of which have a DC equal to (15+the number of days attempting to be travelled), if the Temporal Lord fails their Fortitude save then the attempt fails and the Temporal Lord is fatigued for the next 12 hours, another attempt may be made 24 hours after the first, if the Time Walker fails their Will save then the attempt succeeds, but upon arriving in the new time they immediately pass out for a 12 hour time period, another Time Jump can be made as soon as they wake up, if the Temporal Lord fails both saves then the attempt fails and they immediately pass out for a 24 hour time period, another attempt can be made 24 hours after the last. After any successful Jump another attempt cannot be made until 6 hours after the last.

When a Temporal Lord makes a Time Jump, their body, in relation to the world around it, remains in the same location. If there is something in the location they are standing in at the end of the jump, then they may change their location slightly so they don't end the Jump being inside something else. Every time a Temporal Lord makes a Jump, they take only what they are carrying, nothing else, if an object is too large for them to pick up, then they cannot take it with them when they Jump. If a Temporal Lord encounters themselves, it is not required for the Temporal Lord to later go out of his way to fill the shoes of the other version of himself, if a Temporal Lord dies after encountering a version of himself older than he was at death, nothing out of the ordinary happens. there is not one single time line, but instead an unfathomable web of ever branching time lines, a new one being born with each individual choice that is made. open gaining the ability Temporal Lord's understand the fragile natural of time and never try and change or influence what has happened in his own time line. doing so may black out the sun and destroy 2/3 of the universe

Slow (Sp): Beginning at 3th level, a Temporal Lord can use Slow as a touch spell, requiring a touch attack, with a duration of 2d6 + her dexterity modifier rounds. The Temporal Lord can use this ability a number of times per day equal to her charisma modifier + one.

Stop (Su): at 3th level A Temporal Lord can stop a target as a touch attack. The target is stopped and help in suspended time for a duration of 2d6 + her dexterity modifier rounds, during this time the target can not take any action and is completely helpless. The Temporal Lord can use this ability a number of times per day equal to her charisma modifier + one. this functions as the spell Slow for saves

Time Stop (Sp): Beginning at 4th level, a Temporal Lord can use Time Stop as the spell. Each day she can stop time a total number of rounds equal to 5 + her Dexterity bonus. A Temporal Lord may choose to divide this abilty among multiple uses, and she doesn’t have to use it all at once. Using time stop is a swift action. Her caster level equals her class level.

Telepathy (Su): at 4th level, As a swift action, a Temporal Lord may attempt to read the mind of any creature within 60ft as detect thoughts, except she is not subject to the stunning effect of the spell. Additionally she may concentrate on a number of targets equalling her intelligence modifier, gaining information from all. She may also can communicate telepathically with any creature within that range per telepathy. If her concentration is disturbed with a successful attack. Each time the telepath is attacked she might attempt a DC10+damage taken concentration check. If she succeed she can maintain concentration. Any creature caught in read thought must make a will save (DC 15 + Temporal Lord level + Int modifier) or be affected by the ability as detect thoughts. Maintenance concentration for 1 round is a swift action. A Temporal Lord may gain battle bonus against opponents she is able to read the mind (affected by Read Thoughts. She gain the following bonus against creatures affected by her read thoughts ability.

  • Insight bonus to AC equal to the Temporal Lord's intelligence modifier.
  • Insight bonus on attack roll, damage roll and skill checks equal to Temporal Lord's class level.
  • +1 DC of all mind affecting spell the Temporal Lord cast.

Immortal Body (Ex): At 5th level the Temporal Lord makes the final step. He take on the following traits.

  • Become a Native Outsider
  • He is always effected by the Haste spell. The Temporal Lord may suppress the effects at will as a free action.
  • Regeneration 5
  • The Temporal Lord's Regeneration ability can be overcome in 2 ways. A Lawful, Chaotic or Evil Temporal Lord's Regeneration is overcame by a weapon of the opposed alignment. A Neutral Temporal Lord must choose one of these (Good, Law, Chaos or Evil). Secondly a Temporal Lord must choose one material (Mithral, Adamantine, Silver, Cold Iron or similar material with DM's approval) any weapons made of this material automatically overcomes a Temporal Lord's Regeneration.
  • The Temporal Lord regrows any lost body part within 1 minute, the body part reattaches immediately if pressed against the wound. An Temporal Lord no longer die because of head loss.
  • Adds their HD into their spell caster level.

Campaign Information[edit]

Playing a Temporal Lord[edit]

Combat: As the base class.

Advancement: Temporal Lord's come from every domain of spellcasting. When an Temporal Lord take upon this path, he usually finish it (taking all 5 level). Multiclassing would only delay their ultimate goal. Thus they tend to frown it.

Resources: Temporal Lord gain support depending on their moral outlook and former classes, an Temporal Lord will probably still have the support of his guild or church.

Temporal Lords in the World[edit]

Like i said the last time you killed me, nine centuries ago, do you think you scare me reaper?
—Genari, Human Temporal Lord

Temporal Lord's are so called because they are able to travel in and manipulate time through magic to a far greater degree than anyone else. An Temporal Lord is a spellcaster who succeeded at avoiding death, forever. They may take any form, the PCs mentors or the archvillain. Temporal Lord's see them self's as brothers/sisters no matter the alignment, race, or gender and form a loose nit society. Temporal Lord's who have dropped out of Temporal Lord society, live in less technologically advanced communities, shunning life in the cities. The Outsiders have often been equated with the "Shobogans", a group being responsible for acts of vandalism. In general, the Temporal Lord's are an aloof people, with a society full of pomp and ceremony. The Temporal Lord penchant for ceremony extends to their technology and magic, with various artefacts given weighty names like the Hand of Omega, the Eye of Harmony or the Key of Rassilon.

Temporal Lord's as a stagnant and corrupt society, a state caused by million's of years of absolute power. Temporal Lord's were sworn never to interfere, only to watch. It has been suggested that, since perfecting the magic of time travel, they have withdrawn, bound by the moral complexity of interfering in the natural flow of history it is suggested that Time Lords are responsible for maintaining a general balance of power between the Races of the Planes. While interference is apparently against Time Lord policy, there are occasions when they do intervene, albeit indirectly.

NPC Reactions: Temporal Lord tend to be unpopular among moral persons, NPCs like druid tend to hate them for playing with the natural cycle. However unlike undeath, Temporal Lords still retain their former race basic features. Temporal Lords may live multiple lives, using persisted disguise self or other spells to lives normal lives.

Temporal Lord Lore[edit]

Characters with ranks in Knowledge (Religion)/(Arcane) can research Temporal Lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)/(Arcane)
DC Result
16 Temporal Lord's are not a myth.
21 Temporal Lord's are brought in to exist when time, space and arcane and divine magic mearge and erase death from their truename, a very rare process making them impervious to true death.
26 An Temporal Lord can never effectively be killed. Thus they simply return once each years no matter the circumstance of death.
31 there are very few Temporal Lords that exist and even fewer on this plane, Info on particular Temporal Lord.

Temporal Lords in the Game[edit]

Temporal Lords have transcended the natural cycle, they tend to be unpopular amongst druids, inevitable and good characters and non-player characters, a NPC Temporal Lord is probably a villain using his immortality to get what they want tho not Evil. An Temporal Lord however may give the player the feeling they never win (well against a 5th level Temporal Lord at least). If an Temporal Lord cannot achieve his gaol because of some heroes he can simply wait and outlive them, they have all eternity after all.

Adaptation: Temporal Lords fit in any generic magical campaign, unless magic is weird in your world you won't need extensive adaptation.

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