Time Sequencer (Pathfinder Class)

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Time Sequencer[edit]

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The Clock Spinner, Permission and art granted by James Firnhaber

Experts at the control over moments and their arrangement of events in the cosmos, time sequencers sort and adjust motes of time to heed their will. These mages are trained to look into realities far beyond our own to perceive events from billions of years ago in the past as well as just as far into the future. They study the present and everything in between in order to find motes of time. These motes are small fragments of useless time that would never be missed and will affect nothing in either the current reality or divergent timestreams. These mages utilize arcane powers from both the Astral and Material plane that reaches into time to bring forth creation and destruction to the battlefield. Restoration and decay come by the bending time either to a time of death or to a time where nothing was wrong. They may bring forth the deadly gas of a supernova just as readily as they may invoke the chaotic darkness when the forces of hell mastered their planet in the past. Every spell they cast has to do with the rearrangement of these minor fragments of time.

Role: Time Sequencers spend much of their time traveling the world, time, and universe, learning whatever martial or arcane secrets they can find. Time Sequencers can be powerful healers or exploit destructive or even cursing spells, however, their primary role is to guide a company of adventurers, explorers, and people who don't fear the unknown, safely through their trials by supporting their allies and debilitating their enemies.

Abilities: Intelligence is a primary ability for this class, followed by Dexterity and Wisdom. For optimization, charisma and strength are primary dump stats.

Alignment: Any.

Hit Die: d8.

Starting Gold: 4d6×10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills[edit]

The time sequencer’s class skills are Appraise (Int), Craft (Int), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int Modifier.

Table: Time Sequencer
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
0th 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Cantrips, foresight, lost tongues, spells, time log 3 1
2nd +1 +0 +3 +3 Distorted time 4 2
3rd +2 +1 +3 +3 4 3
4th +3 +1 +4 +4 Distorted time 4 3 1
5th +3 +1 +4 +4 Bonus feat 4 4 2
6th +4 +2 +5 +5 Distorted time 4 4 3
7th +5 +2 +5 +5 5 4 3 1
8th +6/+1 +2 +6 +6 Distorted time 5 4 4 2
9th +6/+1 +3 +6 +6 5 5 4 3
10th +7/+2 +3 +7 +7 Bonus feat, distorted time 5 5 4 3 1
11th +8/+3 +3 +7 +7 5 5 4 4 2
12th +9/+4 +4 +8 +8 Distorted time 5 5 5 4 3
13th +9/+4 +4 +8 +8 5 5 5 4 3 1
14th +10/+5 +4 +9 +9 Distorted time 5 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Bonus feat 5 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Distorted time, paragon of time 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Distorted time 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Bonus feat, distorted time, mote of life 5 5 5 5 5 5 5

Class Features[edit]

The following are the class features of the time sequencer.

Weapon and Armor Proficiency[edit]

Time Sequencers are proficient with all simple weapons, plus the rapier, sword cane, and whip. They are proficient with light armor, but not with shields. A time sequencer can cast spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a time sequencer wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass time sequencer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells[edit]

A time sequencer casts arcane spells drawn from the time sequencer spell list. A wizard must choose and prepare their spells ahead of time.

To learn, prepare, or cast a spell, the time sequencer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a time sequencer’s spell is 10 + the spell level + the time sequencer’s Intelligence modifier.

A time sequencer can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: Time Sequencer. In addition, they receive bonus spells per day if they have a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A time sequencer may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their time repository. While studying, the time sequencer looks into the future and past, and then decides which spells to prepare.

Starting Spells (See Time Repository below): A time sequencer begins play with a time repository containing all 0-level time sequencer spells plus three 1st-level spells of their choice. The time sequencer also selects a number of additional 1st-level spells equal to their Intelligence modifier to store in the time repository. At each new time sequencer level, they gain two new spells of any spell level or levels that they can cast (based on their new time sequencer level) for their time repository. At any time, a time sequencer can also add spells found in other alchemist's formulae books, time reliquaries, or wizards’ spellbooks to their own (see Magic), as long as the spells are on their spell list.

Spells Gained at a New Level: Time Sequencers perform a certain amount of time delving into the past, present, and future for research between adventures. Each time a character attains a new time sequencer level, they gain two spells of their choice to add to their time repository. The two free spells must be of spell levels they can cast.

Time Repository[edit]

A time sequencer must study their time repository each day to prepare their spells. A time repository is a small box that the time sequencer has constructed or purchased. As the time sequencer looks through their own timeline, alternate timelines, or the distant future or past, they make notations and pull out motes of time for use later in the day. These are stored in the time repository.

Each day as part of their hour of studying, the time sequencer must perform seemingly random actions. These can be something similar to digging into the earth, moving a bush in front of themselves to hide better, taking one of their companion's pouches and sneaking away with it only to return a moment later with it. These actions seem chaotic, but they help the time sequencer have a readily available pool of resource actions to pull sequences from without searching the cosmos or time for their use. These sequences later help them cast their spells. For example, a 5th level time sequencer has studied their time repository for the spell Endure Elements, Communal. That morning, they put extra logs on the fire and make it extra toasty. Later in the day, when they need to endure elements, these seemingly random actions can be pulled from earlier to help heat them.

The time sequencer cannot prepare any spell not stored in their time repository, except for read magic, which all time sequencers can prepare from memory.

A time sequencer begins play with a time repository containing all 0-level time sequencer spells plus three 1st-level spells of their choice. The time sequencer also selects a number of additional 1st-level spells equal to their Intelligence modifier to store in the time repository from their own knowledge.

Adding Spells to a Time Sequencer’s Time Repository: Time Sequencers can add new spells to their time repository through several methods. A time sequencer can only learn new spells that belong to the time sequencer spell list.

Spells Gained at a New Level: Time Sequencers perform a certain amount of spell research between adventures. Each time a character attains a new time sequencer level, they gain two spells of their choice to store in their time repository. The two free spells must be of spell levels they can cast.

Spells Copied from Another Spellbook or Scroll: A time sequencer can also add a spell to their book whenever he encounters one on a magic scroll, by sharing information with a spellcaster, or by reading a wizard’s spellbook with a read magic spell. No matter what the spell’s source, the time sequencer must first decipher the magical writing (see Arcane Magical Writings). Next, they must spend 1 hour studying the spell. At the end of the hour, they must make a Spellcraft check (DC 15 + spell’s level). See Writing a New Spell into a Spellbook for similar associated costs.

Destroyed Time Repository: If a time sequencer's time repository is for some reason destroyed, they possess the ability to recover it from the past. This ability is inherent in the time sequencer and like read magic, does not need to be prepared to bring into effect. Despite it coming back into existence, it will only contain the bare minimum of spells. Any additional spells gained by being copied previously are lost and must be obtained again.

Cantrips[edit]

Time Sequencers can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Time Sequencer under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Foresight[edit]

At 1st level, by focusing on the day ahead, visions of certain events have been seen in part in the mind of a time sequencer. Foresight grants the time sequencer the ability to add an insight bonus to their Reflex saving throws. This increases by +1 every 5 levels.

Lost Tongues (Ex)[edit]

At 1st level, the time sequencer gains the ability to learn unknown, dead, or even forbidden languages. Any time they gain a rank in linguistics, they gain a language as normal, however, on top of that, they learn an unknown language tied to that one. This ability does not add unattainable and forbidden languages such as druidic. For example, if a player takes a rank of linguistics and chooses Elven as their learned language, they also at the same time may learn an ancient form of elven, only spoken hundreds of years ago. These languages are always tied to the original selection.

In addition to this ability, the time sequencer is able to speak these languages they have learned as if continuously affected by the cultural adaption spell without the spell's increase to enchantment DCs.

Time Log[edit]

Time Sequencers are trained to keep obsessively detailed notations of events in the past, present, and future that are stored in their time repository along with these motes of time. These writings are often in languages lost to time so as to keep their secrets to themselves. No one but a time sequencer can read and fully comprehend the book. While a comprehend languages spell may reveal the language used in the book, the mismatched confluence of the past, present, and future style of notation still cannot be understood by anyone so unconnected with the sequencing of time. Because of this book, the time sequencer gains knowledge of events beyond their own capability. This grants the time sequencer a +1 insight bonus to their Knowledge skill checks. This ability increases by 1 for every 2 time sequencer levels. Much like an obsession log for a gnome, this book also gives a +2 circumstance bonus when consulted (taking 1 minute) on their next Craft or Profession check they make.

Distorted Time[edit]

At 2nd level, a time sequencer gains the ability to reach into the future or past to utilize motes of time from many different timelines. Each of these motes of time can be used a number of times a day equal to 3 + the time sequencer's level. After 8 hours of rest and reconnection with their time repository, these motes of time are restored to full. Each of these abilities listed below, even if not indicated, use a minimum of one mote of time to use.

Each mote of time can be used to fulfill various actions. At 2nd level, a time sequencer can choose to learn one ability from the list below and gains one additional choice every 2 levels beyond 2nd. If not otherwise stated, a needed saving throw against a time sequencer's Distorted Time ability is (DC 10+1/2 the time sequencer’s class level + their Intelligence modifier.)

Afterimage (Su): As a standard action, the time sequencer can surround themselves with an envelope of time that increases their speed to ungodly proportions within the constraints of the sphere. While this is in effect, any creature that comes within 5ft of the time sequencer is met with such speedy strikes so that they are quickly crippled. Any creature moving into this zone or in this zone by the end of the time sequencer's turn is affected by fire from their inertia and pain from a series of force-like blows based on the time sequencer's micromovements. This effect causes them to take 1d6 points of fire damage + 2 every levels. A successful Reflex Save (DC 10 + 1/2 the time sequencer’s class level + their Intelligence modifier) negates the fire effect and they take half damage. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.

Combine Timestream (Su): Time can be switched for the advantage or disadvantage of anyone the time sequencer targets. By looking into the past, present, or future, the time sequencer finds an alternate timestream that they can resequence to attach to their target. For the price of one mote of time, this can cause one ally within 30ft to ignore the effects of confusion as though the effect was countered. When targeting an enemy within 30ft of the time sequencer instead, they can cause a confusion effect as per the spell for their level. This effect can be reduced to one round with a successful Will saving throw. This can only be chosen by a time sequencer of 12th level.

Decelerated Strike (Su): As a standard action, the time sequencer can utilize one use of their motes of time to slow incoming attacks to such a point that they rarely are injured by these blows. This ability functions in similarity to the arcanist's arcane exploit armored mask ability, with their additional cost for the shield being another mote of time.

Defoliation of All Things (Su): By spending a mote of time, the time sequencer manages to defoliate an area of all plant life. All leaves decay to dust, fruits age to seed and melt away, trees age, crumble and waste away to nothing but a shell of what they once were. Nothing living of plant life remains and all impeding or even magical means of entanglement based on nature is destroyed. This affects a burst area centered on the time sequencer of 20ft. Plant-based creatures caught in this area take 2d8 points of damage + 1 for each level.

Destroy Effect (Su): By expending one mote of time, the time sequencer can attempt to send a spell into the void of nothingness. This is in essence a counter to a spell as it is being cast. The time sequencer must identify the spell being cast as normal. If they successfully do so, the time sequencer can attempt to counter the spell as an immediate action and by expending an available time sequencer spell slot of a level at least one higher than the level of the spell being cast. To counterspell, the time sequencer must attempt a dispel check as if using dispel magic. If the spell being countered is one that the time sequencer has prepared, they can instead expend an available time sequencer slot of the same level, and they receive a +5 bonus on the dispel check. Counterspelling in this way does not trigger any feats or other abilities that normally occur when a spellcaster successfully counters a spell. The magical mishap ability (see below) still affects this.

Entropy Shield (Su): The time sequencer can cause a field of time distortion to surround around themselves or an ally within 30 ft. This field deflects incoming arrows, rays, and other ranged attacks for 1 round per time sequencer level you possess. Each ranged attack directed at the subject for whom the attacker must make an attack roll has a 20% miss chance (the subject gains concealment). At 12th level this miss chance increases to 50%.

Evasion (Ex): A time sequencer can manipulate probabilities to avoid even magical and unusual attacks. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if the time sequencer is wearing light or no armor. A helpless time sequencer does not gain the benefit of evasion.

Hazard (Su): Using their ability to affect time, a time sequencer can cause disorganization in the natural sequence of things to any target within 25ft + 5ft per level. This causes a hazardous condition to manifest and affect a single target. This hazard deals 1d6 points of damage + 1d6 points of damage every two class levels. A successful Reflex Save (DC 10 + 1/2 the time sequencer’s class level + their Intelligence modifier) results in half damage. This can result from something improbably being pulled through a time warp in a different stream of time and falling from the sky, or pulling the hazardous winds of a swirling hurricane to the current timeline, to even a dramatic lightning strike from a time where a storm rages. The actual damage type is subject to GM determination but the default is often, but not exclusively bludgeoning.

Focused Time Sequencing (Su): Most sequences that a time sequencer pulls from the past, present, or future are known in vague, obscured details to bring about portions, or fragments, of that reality to cause an effect. By spending a mote of time, a time sequencer can focus for an hour to locate some distant piece of specific knowledge. This can be the location of a person or object, or even a shred of important information that the time sequencer forgot. Some time sequencers have been known to look into the past to find combinations to locks or how a specific item was made. After focusing for an hour on this portion of reality, the mage is sickened for 24 hours as they are racked with the odd sensation of being in two realities at once. The mage can rest for 1d4 minutes in a quiet place to end this effect early. Furthermore, it is difficult to look into timelines and places you are not and still attain specific details. Because of this, not all information is available and is subject to GM discretion. This ability can only be selected by someone 8th level or higher.

Invoke Primal Failure (Su): When a target within 100ft of a time sequencer utilizes a magical item that would require a use magic device check to activate (whether they need to use it or not), by spending a mote of time as a readied action, the time sequencer invokes a time when the activator was not as proficient with their magical item. This causes a 30% chance that the magical item causes a critical failure when used. The magical item is not harmed by the results of this failure. Otherwise, this critical failure acts as normal for activating an item but also has an additional 10% chance of creating a primal magic event at the item user's location. A time sequencer must be 6th level to take this ability.

Invoke Primal Magic (Su): When an event within 100ft of the time sequencer would trigger a chance for a primal magic effect, the time sequencer can spend a mote of time as an immediate action to increase the chance this event occurs by 30%.

Lesser Simulacrum (Sp): The time sequencer has taken enough fragments and motes of time to create an identical version of its target. Through sheer magical force and imparting their own will into the creation, it will do their bidding for a small amount of time. This ability creates a lesser simulacrum as per the spell at the time sequencer's current level. The time sequencer does not have to pay the 50gp material cost to create the simulacrum but it does cost them 5 motes of time to cast. Only a character of 8th level can take this ability.

Lost in Time (Su): As a standard action, the time sequencer can spend a mote of time to cause any enemy targeted with this ability within 30ft to find themselves lost in time. For a short period, they are placed in a mirror dimension of some distant time sequence. This can be terrifying, as their minds are not capable of understanding what they are seeing; be it cataclysmic world-ending events, prehistoric creatures roaming around them, or something terrible in their own past. The target makes a Will Saving Throw to resist this effect. If they fail, for 1d4+1 rounds the target vanishes from the battlefield completely. No harm can come to them at this time. Each round, they are able to make another will saving throw at a -2 once inside the maze. When they return to the battlefield, they are shaken for as many rounds as they were gone from the battlefield.

Magical Mishap (Su): When the time sequencer readies an action as though to counterspell or utilizes their destroy effect ability, they can use this ability as a free action. This costs 3 motes of time and causes some of the components of the spellcaster's spell to be misplaced in time. This causes a mishap to take place that has various effects. Roll on the table below to find out what mishap occurs:

Table: Roll a D8
Result Magical Mishap
1 A surge of uncontrolled magical backlash explodes in the spellcaster's face dealing 1d6 points per level of the spell countered.
2 Waves of arcane force knock the caster a random direction 10ft + 10ft per spell level countererd and forces them to be prone.
3 The caster suffers a bizarre effect related to the spell for 1 round per spell level countered. This can be a fraction of the damage or some odd status effect but is usually not a boon.
4 The caster has a 50% chance to bring the spell into effect, but if it does, it ends up targeting either an ally for a harmful spell, or an enemy for a beneficial spell.
5 A time-distorted image of someone important to the caster's past appears in place of the target and causes the caster to be shaken for 1d4 + 1 round per spell level countered.
6 The spell has a delayed effect of targeting the caster, happening 1d6 rounds later.
7 The spell has a 20% chance of creating a primal magic event at the caster's location.
8 Roll Twice and apply both effects rerolling a result of 8.

Mighty Meteor: You channel a devastating event that happens either in the past, present, or future from some timeline. This event embodies the moment of a planetary cataclysm happening somewhere in the universe, or channels the exact moment when a massive meteor had at one point crashes into a planetoid. By opening a breach in the time sequence and spending 5 motes of time, the time sequencer is able to unleash a portion of this blast on foes within a range of 100 feet. The radius of this effect is 60ft and it deals 1d6 damage per level to a max of 15d6 at 15th. The target is able to make a Reflex saving throw for half damage. This ability can only be chosen by a character of 8th level or higher.

Oppressive Weight (Su): By spending 1 mote of time per 2 levels and initially focusing on a target within 30ft, the time sequencer wages war for 1 round for each mote spent (max 5). This ability sends the target into the crushing weight of gravity witnessed at the planetoid's destruction date. Once targeted, the target is considered under these gravitational effects no matter the range they currently are from the time sequencer. These wild gravitational forces bear down and hinder the target in various ways for each of the rounds. When not affected by a status effect that needs recovery (such as prone), on the target's turn, they can act normally, heal if they wish, and are not held by gravitational forces. No additional motes of time from any other ability can be used on the target of this ability until these rounds are completed. This ability cannot be used again, even on different targets, until the rounds for the first target are completed. Roll on the table below on your turn for each of the rounds that the target is affected. There is no saving throw for these effects. A time sequencer must be at least 4th level to choose this ability.

Table: Roll a D12
Result Gravitational Event
1 The target finds themselves thrust upward into the sky and then back down as gravitational forces bash them about. They take the falling damage (not prevented by feather fall effects) of 1d6 for every 4 levels of the time sequencer.
2 Violently, the target is thrust (from the perspective in relation to the time sequencer) to the left and right 30ft in a straight line each way from their original spot. Each hazard, creature, wall, or significant object they crash into deals 1d4 points of bludgeoning damage to them. Any creature hit by the target is dealt 1d4 bludgeoning damage +1 per time sequencer level.
3 Gravitational eddies rip with spike-like force into the target dealing 2d6 piercing damage + 1d6 slashing damage every 4 time sequencer levels.
4 The target is forced prone by the strong downward force of gravity. They must take a standard action to stand.
5 Pinpoints of direct gravitational pressures press in on the target dealing 2 points per time sequencer level.
6 The target is unable to balance properly as forces of gravity shift forward, backward, left, or right. They move in a random direction 25ft + 5ft per time sequencer level. Roll a d8 to determine the direction. This movement is subject to attacks of opportunity and hazards.
7 Nothing happens except the target feels a dread weight pressing on them. Increase their carrying capacity by 200 lbs. and adjust their carrying load appropriately as well as any penalties for the increased weight load.
8 If flying, the target plummets to the ground at incredible speed. They take the damage from the fall and are under the effect of the staggering fall spell. Nonflying creatures are not affected.
9 The target is lifted up into the air to a height of 20ft + 10ft per 2 time sequencer levels. After this effect ends, they fall as normal. Effects such as feather fall, flying abilities, and even an acrobatics skill check to reduce 1d6 falling damage work as normal.
10 The target is yanked about by gravitational forces from two directions as though placed in a torturous rack. This deals 2d6 points of damage for every 6 time sequencer levels, add 1d6 to the damage dealt. Each consecutive roll of this option during the 5 rounds increases this damage by an additional 1d6.
11 As if at the center of gravitational force, the target begins to spin in their current spot uncontrollably, being battered violently against the ground or against their own limbs as they flop about. This deals 2d4 points of bludgeoning +1d4 points every 6 time sequencer levels.
12 The target finds themself crushed under an unbearable weight. They take 1d6 crushing damage +1d6 for every 6 levels of the time sequencer. They are immediately forced prone as their bones begin to be crushed under this force.

Overgrow Area (Su): By spending a mote of time, the time sequencer manages to bring to maturity an area of all plant life. All leaves come to full growth, fruits age and are ripened, trees grow to double their age in height (without actually aging), and underbrush, ferns, and vines overtake the area. This affects a targeted area selected by the caster up to 100ft+10ft per caster level away. The effect's radius is 20ft. Any creature caught in this zone is considered entangled by vines and undergrowth, unable to move unless they make a successful Reflex saving throw. This is difficult terrain and in order to be freed from entanglement, they must make a successful reflex save any time they attempt to move. A plant creature within this area is considered healed 2d8 points + 1 per caster level. Alternatively, the time sequencer can use this ability to bring a portion of a field to harvest without causing it to be overgrown to the point of entanglement.

Redo (Su): As an immediate action, the time sequencer can revert time for a physical skill they previously have failed at. While it may have appeared that they failed to do the task, suddenly, they may spend a mote of time imparting sequences of success to match their action. They add 1d4 points to their previous result after the result is known. If this 1d4 makes the skill check a success, suddenly, their failure becomes an odd success. For example, a successful climb check with this ability that was previously a failure, may make the time sequencer be able to be seen at the top of a wall, despite their allies having seen them fall initially from their original climbing check.

Resequenced Healing (Su): Due to their ability to reorganize time, the time sequencer can pull moments from their past, present, or future and impart micro proportions of an injury to spread out over the course of their life. As a standard action, the time sequencer can gain 1d6 hit points plus their Intelligence modifier. At 4th level, the damage dice rolled for healing increases from d6s to d8s. Every 4 time sequencer levels, this damage increases another +1d8. This costs a mote of time for each use and this ability can be used once per day and an additional time per day every 4 time sequencer levels beyond 6th.

Resequence Innards (Su): In a brutal fashion, a time sequencer sends out a lashing whip of time that distorts all it touches. This can cause any creature's innards it hits to move forward and back in time rapidly, causing them great internal damage. The time sequencer can unleash this lash by expending one mote of time. This creates a 30-foot line of force that deals 1d4 points of force damage + the time sequencer’s Intelligence modifier, plus an additional 1d4 points of force damage for every 2 levels beyond 1st (to a maximum of 10d4 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.

Rewinded Sight (Su): As a standard action, the time sequencer can gain the benefits of the invisibility purge spell at their caster level. This ability takes a fragmented sequence of time from before those invisible within the range of the spell were so. This will not work to see beings who have always been invisible such as unseen servants. In order to work, there must have been some moment in their past that they were not invisible. Only a time sequencer of 8th level or higher can select this ability.

Speed Boost (Su): By using bursts of speed from your past, present, and future in the form of a mote of time, the time sequencer can, as a swift action, increase their speed in a round by 20ft. This increases by 10ft every 4 levels. This ability lasts for 1 minute per level.

Time of No Planets (Su): By activating a mote of time from a segment where space and time have faded into gusts of solar winds and pulls of wild gravity forces, the time sequencer is able to affect their body with the effect of antigravity. This functions otherwise as a levitate spell using their caster level for the spell. This ability can only be taken by a time sequencer of 4th level or higher.

Time Stop (Su): By spending five motes of time, a time sequencer can stop time altogether. This functions like the time stop spell but lasts 1d6+1 rounds instead. This ability can only be chosen by a time sequencer of 18th level or higher.

Too Many Clones (Su): As a standard action, the time sequencer may spend a mote of time to pull fragments of themselves from various times. These near illusionary duplicates match the original's movements. This acts as the mirror image spell cast at their time sequencer level.

Too Slow (Su): As a standard action, the time sequencer can use a mote of time to initiate a field that slows time around them. This allows the time sequencer to dodge an incoming attack. For one hour per time sequencer level, as an immediate action, while this ability is functioning, you can cause any harmful attack roll to likely miss, even if unaware of it. This forces the attacker to roll twice and take the lower result. Once this ability has been used it dissipates. At 5th level, 10th, 15th, and 20th, this ability increases to include one additional attack before dissipating. Area of effect abilities and spells or spells without attack rolls still affect the time sequencer as normal and do not discharge this ability.

Twist the Sequence (Ex): A time sequencer can take 10 as a swift action or take 20 as a full-round action on one singular skill check that can normally be performed in one round even if they are distracted. They can grant this benefit to a creature within 30 ft., even if the skill normally doesn't allow the creature to take 10 or take 20.

Uncanny Dodge (Ex): A time sequencer can react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. The time sequencer still loses their Dexterity bonus to AC if immobilized. A time sequencer with this ability can still lose their Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against them. If a time sequencer already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Bonus Feat[edit]

At 5th level, 10th, 15th, and 20th level, a time sequencer gains a bonus feat. At each such opportunity, they can choose a metamagic feat, an item creation, or Spell Mastery. The time sequencer must still meet all prerequisites for a bonus feat (except Spell Mastery), including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The time sequencer is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.

A time sequencer may also choose an Arcane Discovery, Arcanist Exploit, or an additional Distorted Time ability that they qualify for in place of a bonus feat at these levels. The time sequencer always uses their Intelligence modifier for these abilities.

Paragon of Time[edit]

At 16th level, the time sequencer is no longer affected by effects that hinder them. They are considered to have freedom of movement and cannot be placed in an imprisonment or stasis effect (unless they choose to be). They can choose to preemptively dismiss these effects and can always choose to see or hear time flow around them.

Mote of Life[edit]

At 20th level, a time sequencer has learned to take sequences not only from their lives but unnoticed moments of time from all life. They do not age, even magically, and have complete control over their aged appearance, appearing either as young or as old as they wish at any moment. They also become immune to diseases and poisons of all kinds. Death effects have no hold over them as they have seen and removed their death from time itself.

Time Sequencer Spell List[edit]

Creator Note: You will notice there are many spells here from various lists. Each of these spells represented the various spells that I could see being affected by a time sequencer. They are arcane spells, regardless of their origin (similar to bards). Players are encouraged to conceptualize how these spell events are pulled from various times and places on the astral and material plane, be it in the past, present, or future, purely for roleplay purposes. Here are some examples:

Breeze: The time sequencer manipulates a block of time in that region where he fights that a gentle blowing breeze had once moved through a valley. After having resequenced an aspect of that breeze to his present time and place, a breeze effect can be felt by the players in his party.

Illusion of Calm: The time sequencer opens up a time a few seconds ago when he was not moving. By replacing the present sequence with a fragment of the past, it seems like he once again is not moving, but in reality, he begins to sort through his pack for a potion.

Vision of Hell: At a time when demons roamed the material plane and fought against giants, humans were a footnote. A slave race. This was millennia ago. Far beyond the knowledge of mortal men today. By reaching into this distant hellscape, the mage imparts visions of it upon the real, living, material plane today, and causes terror to strike his unsuspecting foes.

Table: 0-Level Spells
Name Description
Bleed Cause a stabilized creature to resume dying.
Breeze Create a light wind that blows against target from direction of your choice.
Create Water Creates 2 gallons/level of pure water.
Daze A single humanoid creature with 4 HD or less loses its next action.
Detect Magic Detects all spells and magic items within 60 ft.
Drench A sudden downpour soaks a target creature or object.
Flare Dazzles one creature (–1 on attack rolls).
Ghost Sound Figment sounds.
Guidance Touched creature gains +1 on one attack roll, saving throw, or skill check.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Open/Close Opens or closes small or light things.
Penumbra Protects creature or object touched from bright light.
Prestidigitation Performs minor tricks.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Putrefy Food and Drink Makes food and water inedible.
Read Magic Read scrolls and spellbooks.
Spark Ignites flammable objects.
Stabilize Cause a dying creature to stabilize.
Touch of Fatigue Touch attack fatigues target.
Table: 1st-Level Spells
Name Description
Abjuring Step You can move slowly and safely and still cast spells, until you move quickly, make an attack, or cast a harmful spell.
Abundant Ammunition Replaces nonmagical ammunition every round.
Advanced Scurvy A living touched target contracts an advanced form of scurvy.
Air Bubble Creates a small pocket of air around your head or an object.
Alter Winds Increase/decrease strength of natural winds.
Anticipate Peril Target gains a bonus on one initiative check.
Aphasia Prevent a target from understanding language.
Auditory Hallucination Create a phantasm with auditory effects.
Bungle Target takes a -20 penalty on its next attack roll or check.
Blurred Movement As blur, but only while you are moving.
Burning Disarm A metal object instantly becomes red hot possibly causing the wielder to drop it or take damage.
Burst of Adrenaline Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round.
Burst of Insight Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round.
Comprehend Languages You understand all spoken and written languages.
Confusion, Lesser One creature is confused for 1 round.
Crafter's Fortune Subject gains +5 on next Craft check.
Cultural Adaptation Adapt to fit the local culture.
Cure Light Wounds Cures 1d8 damage + 1/level (max +5).
Darting Duplicate You create an illusory duplicate of yourself that opponents might waste an attack of opportunity on.
Decompose Corpse Turn a corpse into a clean skeleton.
Decrepit Disguise Make an object seem worthless.
Defoliate You hurl a tiny ball of negative energy, destroying plant life either in a line 60 feet long or a 10-foot-radius spread.
Delay Disease Gain immunity to disease for 24h.
Desperate Weapon Create an improvised weapon.
Detect Secret Doors Reveals hidden doors within 60 ft.
Diagnose Disease Detect and identify diseases.
Discern Next of Kin Read the target’s mind to learn about its family.
Echo Cause a sound to repeat itself.
Endothermic Touch This spell slows the metabolism and other bodily functions of a creature for a short amount of time.
Endure Elements Exist comfortably in hot or cold regions.
Enhance Water Turn water into alcohol.
Erase Mundane or magical writing vanishes.
Expeditious Construction You create a low wall or other simple structure of packed earth or loose stone measuring 3 feet thick, 3 feet tall, and 10 feet long per 3 caster levels you possess (minimum 10 feet).
Expeditious Excavation Moves 5-ft. cubes of earth.
Expeditious Retreat Your base speed increases by 30 ft.
Fabricate Bullets Converts 1 pound of metal into ammunition.
Feather Fall Objects or creatures fall slowly.
Feather Step Subject ignores adverse movement effects in difficult terrain.
Frostbite Target takes cold damage and is fatigued.
Fumbletongue Target cannot speak intelligently.
Gentle Breeze Light wind protects one target from clouds, gases, heat, and vapors.
Guardian Armor Teleport armor you are wearing off of you and onto an ally within range.
Hairline Fractures Reduce the hardness of a stone object or lower the AC of an earth-type creature.
Heightened Awareness Your recall and ability to process information improve.
Hold Portal Holds door shut.
Identify Gives +10 bonus to identify magic items.
Illusion of Calm You appear to be standing still, even when you take some actions.
Invigorate Temporarily relieves fatigue or exhaustion.
Keep Watch Targets are able to stand watch or keep vigil throughout the night without any ill effects.
Liberating Command Target makes an Escape Artist check as an immediate action and gains a bonus on it.
Line in the Sand Increase your attacks of opportunity per round.
Memorize Page Target perfectly memorizes one page of information.
Memory Lapse Subject forgets events back to last turn.
Mirror Strike You may strike multiple opponents with a single attack.
Moment of Greatness Doubles a morale bonus.
Nature's Paths The target instinctively knows the shortest, easiest, and fastest way through the wilderness.
Obscuring Mist Fog surrounds you.
Open and Shut Obfuscate whether a door is open or closed.
Peacebond Locks a weapon in place on the target’s body.
Preserve You preserve a perishable object for a week. Protects against putrefy spells.
Ray of Enfeeblement Ray causes 1d6 Str penalty + 1 per 2 levels.
Read Weather Forecast weather at your location for next 48 hours.
Recharge Innate Magic Regain one use of all 0-level and 1st-level spell-like abilities you can use as the result of a racial trait.
Remove Sickness Suppress disease, nausea, and the sickened condition.
Restful Sleep Gain more hit points while sleeping.
Restore Corpse Skeletal corpse grows flesh.
Secluded Time Repository As per the spell secluded grimoire.
Silent Image Creates minor illusion of your design.
Stunning Barrier Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you.
Swift Girding Your allies are instantly suited up.
Tears to Wine This spell turns nonmagic liquids into mead or wine of average quality.
Technomancy As detect magic, except detects the presence of technological objects instead of magical objects and grants the Technologist feat for attempting Knowledge (engineering) checks to identify the properties of technological items. If you already possess this feat, you gain a +10 bonus on Knowledge (engineering) checks to identify item properties.
Theft Ward Gain a bonus to Perception checks to notice someone trying to steal an object from you.
Timely Inspiration Gives bonus on failed check/attack.
Touch of Blindness A touch from your hand, which is engulfed in darkness, disrupts a creature’s vision by coating its eyes in supernatural darkness.
Touch of Bloodletting This spell causes existing wounds on a target to bleed profusely.
Touch of Combustion Cause the touched target to ignite in a violent burst of flame.
Touch of Gracelessness Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
True Strike +20 on your next attack roll.
Twisted Futures A creature affected by this spell is unable to benefit from effects that grant the ability to roll multiple times and take the higher result.
Unerring Weapon Grants a +2 bonus, +1 per four caster levels, on attack rolls to confirm a critical hit.
Unprepared Combatant Target takes -4 on initiative and Reflex saves.
Urban Grace Increase your base speed, jump more easily from one building to another, and move easily through crowds and over difficult surfaces.
Vanish As invisibility for 1 round/level (5 max).
Ventriloquism Throws voice for 1 min./level.
Vocal Alteration Disguise target’s voice.
Weaken Powder Targeted firearm’s ammunition halves the firearm’s range and imposes a –2 penalty on damage rolls.
Wizened Appearance Make a target appear as an older version of itself.
Youthful Appearance Target appears younger.
Table: 2nd-Level Spells
Name Description
Abeyance Suppress the effects of a single curse on a creature for 24hrs.
Accelerate Poison Hastens targeted poison’s onset.
Aggressive Thundercloud Flying storm cloud deals 3d6 electricity damage.
Anonymous Interaction Creatures forget details about you and conversations with you.
Anticipate Thoughts Gain increasing bonuses to AC, on attack rolls, and damage rolls against one creature.
Anti-Summoning Shield Within the area of effect, this spell impedes the use of spells of the summoning subschool and other effects that summon creatures.
Arcane Disruption This spell makes it difficult for the subject to cast arcane spells, use spell-like abilities, and use some abilities granted by arcane spellcasting classes.
Arrow Eruption Creates duplicates of an arrow used to kill a creature in the previous round.
Augury Learns whether an action will be good or bad.
Bestow Insight Target gain insight bonus on skill checks and is considered trained in that skill.
Bladed Dash Swiftly move 30 feet and attack one foe along the way.
Blindness/Deafness Makes subject blind or deaf.
Bloodbath Cause yourself and enemies to bleed.
Blur Attacks miss subject 20% of the time.
Binding Earth Target creature treats areas of earth and stone as difficult terrain.
Book Ward As protection from energy, except lasting 1 day/level instead of 10 minutes per level and that the spell only protects against acid and fire damage (and while energy protection remains, the item is also completely waterproof).
Bullet Shield You gain a +4 deflection bonus to AC against firearm attacks.
Cat's Grace Subject gains +4 to Dex for 1 min./level.
Chill Metal Cold metal damages those who touch it.
Clear Grove Trees, shrubs, and other thick vegetation move out of the spell’s area.
Create Pit Creates an extradimensional pit.
Cure Moderate Wounds Cures 2d8 damage + 1/level (max +10).
Darkness 20-ft. radius of supernatural shadow.
Daze Monster Living creature of 6 HD or less loses next action.
Delay Pain Ignore pain for 1 hour/level.
Delay Poison Stops poison from harming target for 1 hour/level.
Destabilizing Powder Ammunition in the targeted firearm is prone to misfire.
Detect Magic, Greater As detect magic, but learn more information.
Disfiguring Touch Target becomes disfigured.
Disrupt Link The target has their link with their bonded creature temporarily severed.
Disrupt Silence Disrupt all silence effects in an area.
Distracting Cacophony Noise makes it difficult to cast.
Dress Corpse Doctor the evidence on a corpse.
Early Judgment Show creatures a glimpse of their judgement in the afterlife. This fascinates good, confuses neutral, and shakes evil creatures.
Effortless Armor Armor you wear no longer slows your speed.
Endure Elements, Communal As endure elements, but you may divide the duration among creatures touched.
Enshroud Thoughts You are warded against the mental prying of others.
Escaping Ward Move 5 feet away from a larger attacking creature as an immediate action.
False Belief Temporarily plant a false memory.
Feast of Ashes A target starves with an insatiable hunger.
Fear the Sun Targets that fail the saving throw gain light blindness. If you cast this spell in the presence of bright light, any target that fails its save is blinded immediately, and dazzled starting at the beginning of its first turn.
Fleshcurdle Cause target’s limbs to mutate to hamper attacks, defense, or movement.
Focused Scrutiny Gain skill bonuses when interacting with the target.
Fog Cloud Fog obscures vision.
Frigid Touch Target takes cold damage and is staggered.
Frost Fall The area is covered in a chilling frost.
Full Pouch You cast this spell as you draw out a consumable alchemical item to use. The item divides itself into two nearly identical copies and the newly separated one is delivered into your hand. The new item functions as the original in all ways except the copied item suffers a slight reduction in quality.
Fury of the Sun Target takes 1d4 nonlethal and suffers from heatstroke (fatigue).
Gallant Inspiration +2d4 bonus on failed attack roll or skill check.
Gird Ally You create a magical field around summoned creatures you control that deflects attacks made against them. The targets gain a deflection bonus to their AC equal to 1 + 1 for every 6 caster levels you possess (maximum +4 deflection bonus at 18th level)
Greensight Grant a target the ability to see through plant matter as if it were transparent.
Grace Movement doesn’t provoke attacks of opportunity.
Groundswell As a swift action, make ground rise 5 feet and prevent flanking.
Gust of Wind Blows away or knocks down smaller creatures.
Heat Metal Makes metal so hot it damages those who touch it.
Heightened Reflexes Each ally in area gains a +10 bonus on one Reflex save.
Hidden Blades Render a target weapon or up to 50 pieces of ammo invisible, granting the wielder a bonus on Sleight of Hand checks made to conceal the weapon or ammunition and to Bluff checks to feint with the weapon or ammo.
Hidden Presence Prevent creatures from noticing your presence.
Hold Animal Paralyzes one animal for 1 round/level.
Hypercognition Quickly perform a linguistics, knowledge, or intelligence check with a bonus equal to CL.
Ice Slick You create a blast of intense cold, coating all solid surfaces in the area with a thin coating of ice.
Inflict Moderate Wounds Touch attack, 2d8 damage + 1/level (max +10).
Instant Armor Summon armor temporarily replacing your current attire.
Investigative Mind Roll twice and take the higher roll when using certain mental skills.
Invisibility Subject is invisible for 1 min./level or until it attacks.
Kinetic Reverberation Channels the force of an enemy’s attack back into its weapon.
Knock Opens locked or magically sealed door.
Lay of the Land In a flash of recognition, you learn about the geography of your surroundings within a radius of 1 mile per 2 caster levels (minimum 1 mile). This instant familiarity grants you an insight bonus equal to your caster level (maximum +5) on Knowledge (geography) checks and Survival checks to avoid getting lost so long as you remain in the affected area.
Magic Mouth Object speaks once when triggered.
Make Whole Repairs an object.
Mindshock You charge yourself with violent psychic energy so attacks you make with weapons, natural weapons, and unarmed strikes cause the target to recall pain suffered in the past.
Minor Image As silent image, plus some sound.
Mirror Image Creates decoy duplicates of you.
Muffle Sound You suppress sounds made by the targets, granting them a +4 bonus on Stealth checks.
Pilfering Hand You may seize an object or manipulate it from afar.
Protection from Arrows Subject gains DR 10/magic against ranged attacks.
Reloading Hands Loads a single shot into your weapon every round.
Remove Paralysis Frees creatures from paralysis or slow effect.
Restoration, Lesser Dispels magical ability penalty or repairs 1d4 ability damage.
Severed Fate A target becomes shaken and can not use hero points for 10 minutes per level.
Shatter Sonic vibration damages objects or crystalline creatures.
Shield of Fortification You create a magical barrier that protects a target’s vital areas.
Shifted Steps Make a target sound as if elsewhere.
Silence Upon the casting of this spell, complete silence prevails in the affected area.
Silent Table Give yourself privacy by muffling sound leaving the area.
Spontaneous Immolation Target takes 3d6 points of fire damage and catches on fire.
Staggering Fall Cause additional damage to a falling creature.
Stone Call 2d6 damage to all creatures in area.
Stricken Heart Touch attack deals 2d6 damage and staggers target.
Suggestion You influence the actions of the target creature by suggesting a course of activity.
Surmount Affliction Temporarily suppress one condition.
Tactical Acumen You gain an additional +1 on attack rolls or to AC due to battlefield positioning.
Telepathic Censure This spell creates an invisible psychic interference that inhibits telepathic communication.
Time Shudder Nearby creatures are affected by haste or slow each round.
Touch of Idiocy Subject takes 1d6 penalty to Int, Wis, and Cha.
Touch of Mercy The target creature deals only nonlethal damage with all of its weapon attacks.
Tremor Blast You create a minor earthquake that can trip creatures.
Twisted Space Targeted creature’s attacks target a random square instead of the intended target.
Undetectable Alignment Conceals the alignment of an object or a creature from all forms of divination.
Unshakable Chill Target is afflicted with severe cold.
Urban Step Step into one doorway and out another.
Voluminous Vocabulary Grant ability to speak, read, and write one or more languages for 8 hours.
Winter Grasp Create a slippery sheet of ice on the ground.
With the Wind Protect a target from being blown away by wind of less than windstorm force.
Table: 3rd-Level Spells
Name Description
Aggravate Affliction All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects.
Akashic Communion Attempt to gain a glimpse of some specific event from the Akashic Record.
Appearance of Life Undead appear to be alive.
Armor Lock Target in heavy metal armor becomes entangled or staggered if Reflex save is failed. A target in light or medium metal armor becomes entangled on failed Reflex save.
Ash Storm Hamper vision and movement.
Audiovisual Hallucination Create a phantasm with auditory and visual effects.
Aura of Inviolate Ownership Attended items of target creatures are harder to take.
Blade Snare This spell creates an invisible magic field that does not stop weapons (whether manufactured or natural) from moving toward you, but impedes their motion when they are retracted.
Blink You randomly vanish and reappear for 1 round per level.
Blot Ruins writings.
Call Lightning Calls down lightning bolts (3d6 per bolt) from sky.
Call the Void An aura of nothingness damages and suffocates creatures adjacent to you.
Clairaudience/Clairvoyance Hear or see at a distance for 1 min./level.
Cloak of Winds Creates screen of strong wind around you.
Cure Serious Wounds Cures 3d8 damage + 1/level (max +15).
Delay Poison, Communal As delay poison, but you may divide the duration among creatures touched.
Devolution Target eidolon temporarily loses 1 evolution +1/five levels.
Diminish Plants Reduces size or blights the growth of normal plants.
Disable Construct Touch attack makes a construct helpless for 1 round/level.
Discern Value You can quickly analyze the monetary value of objects and identify which are most valuable to an average trader.
Displacement Attacks miss subject 50% of the time.
Dreadscape Surroundings and unfamiliar creatures seem like something out of a nightmare.
Excruciating Deformation Target takes Dex and Con damage.
False Alibi As modify memory, except you can modify the target’s memory only in a specific way.
False Future Cause divinations of the future to reveal the result you choose.
Feather Step, Mass As feather step, but multiple creatures.
Fireball 1d6 damage per level, 20-ft. radius.
Fire Trail Trail of flame that follows your movements and deal 1d6+1 per CL (max +10).
Find Fault You instantly learn many of the target’s weaknesses.
Flashfire Cause smoky fires to spring up to burn foes and set them alight.
Flexible Curse Curse your target with a withering aura that degrades its armor and shield (if any).
Fractions of Heal and Harm Heal yourself when you cast your next damaging spell.
Gentle Repose Preserves one corpse.
Gloomblind Bolts Ranged touch attack that deals 4d6 negative energy, 1 bolt +1/four levels (max 3).
Haste One creature/level moves faster, receives +1 on attack rolls, AC, and Reflex saves.
Heatstroke As ray of exhaustion plus 1d4 nonlethal damage and characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves.
Hide Campsite Hides all traces of your campsite.
Howling Agony Screaming pain limits the target’s actions.
Hurricane Blast Creates a severe blast of wind.
Inflict Serious Wounds Touch attack, 3d8 damage + 1/level (max +15).
Instant Fake Provide a short-term replica of an object.
Invisibility Purge Dispels invisibility within 5 ft./level.
Invisible Sphere Makes everyone within 10 feet invisible.
Irregular Size Curse a creature so one set of its limbs shrivels in size.
Isolate You cause the target to become invisible and silent, but only to his allies.
Jester's Jaunt Teleport target within 30 ft. of itself.
Locate Weakness You roll damage twice when you roll damage for a critical hit and take the best damage.
Major Image As silent image, plus sound, smell, and thermal effects.
Nap Stack Subjects only need 2 hours for a night’s sleep, and can sleep even longer for more benefits.
Nature's Ravages You greatly speed up the decomposition process of a nearby corpse.
Open Book Make it permanently easier to learn more about a target.
Pain Strike Inflicts 1d6 nonlethal damage 1 round/level.
Paragon Surge Gain a bonus to Dexterity and Intelligence and the benefits of one additional feat.
Phantasmal Reminder Create a memory loop of a successful attack made against the target, forcing its conscious mind to recall the details of the attack in such excruciating detail that its physical body is racked by the recollection.
Plant Growth Grows vegetation, improves crops.
Protection from Arrows, Communal As protection from arrows, but you may divide the duration among creatures touched.
Pugwampi's Grace One creature rolls 2d20 whenever it needs to roll a d20, and must take the lower result.
Pup Shape Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time.
Quench Extinguishes fires.
Raging Rubble Swarm of stones damaging (1d6) and distracting anything within it.
Ray of Exhaustion Ray makes subject exhausted.
Remove Blindness/Deafness Cures normal or magical blindness or deafness.
Remove Curse Frees object or person from curse.
Remove Disease Cures all diseases affecting subject.
Riversight You can view events transpiring along a natural watercourse you touch.
Sands of Time Target temporarily ages.
Shadowmind You dim your targets’ perceptions of light and shadow, convincing them the space they occupy is dark.
Share Language, Communal As share language, but you may divide the duration among creatures touched.
Sheet Lightning You create a dazzling flash of electricity that fills the target area.
Shifting Sand Creates difficult terrain and erases tracks; can carry creatures or objects along.
Signs of the Land Learn up to three details about the surrounding territory.
Sleet Storm Hampers vision and movement.
Slow One subject/level takes only one action/round, –1 to AC, Reflex saves, and attack rolls.
Speak with Dead Corpse answers one question/two levels.
Stinking Cloud Nauseating vapors, 1 round/level.
Symbol of Exsanguination Triggered rune causes nearby creatures to bleed.
Symbol of Healing Triggered rune heals living creatures.
Tailwind Create a current of wind to enhance or impede flight.
Trade Items Swap a focus object with a target object.
Triggered Suggestion As suggestion, but triggered only and target doesn’t remember the suggestion.
Vision of Hell Illusory hellscape makes creatures shaken.
Table: 4th-Level Spells
Name Description
Age Resistance, Lesser Ignore penalties from middle age.
Aggressive Thundercloud, Greater Flying storm cloud deals 6d6 electricity damage.
Alter River You alter the flow of water in a natural freshwater channel such as a river, stream, or waterfall.
Ancestral Gift A ghostly ancestor appears and gives you a magic weapon, which you may use as if you were proficient in it.
Apparent Master Charm makes a construct regard you as its master.
Blight Withers one plant or deals 1d6/level damage to plant creature.
Bloody Arrows When you deal piercing or slashing damage with a ranged weapon the victim also takes bleed damage.
Boneshatter The target’s bones (or exoskeleton) splinter.
Break Enchantment Frees subjects from enchantments, transmutations, and curses.
Calm Air You calm the air and disperse fog, dust, and other particles.
Conjuration Foil Interfere with nearby teleportation effects.
Contingent Scroll Transfer a scroll’s power to the target; the scroll is then triggered as contingency.
Create Holds You create a path of handholds on earthen, plaster, stone, or wooden walls.
Creeping Ice Sheet of ice slowly spreads outward on a horizontal surface.
Cure Critical Wounds Cures 4d8 damage + 1/level (max +20).
Dance of a Hundred Cuts Gain +1 combat bonus/3 levels.
Daze, Mass As daze, but affecting multiple creatures.
Deadman's Contingency Set one of a list of contingencies for your demise.
Deceitful Veneer Make someone seem like an obvious liar.
Dimension Door Teleports you a short distance.
Dimensional Anchor Bars extradimensional movement.
Dismissal The spell has a delayed effect, happening 1d6 rounds later.
Explosion of Rot Call forth a burst of decay that damages and can stagger targets.
Firefall Causes fire to burst up, dealing 2d6 fire damage.
Forceful Strike Empower a melee weapon to deal 1d4 force damage/level and bull rush on one hit.
Foretell Failure You cast this spell immediately before taking an action that requires a d20 roll, granting you an ability to change your action if it would fail on a roll of 9 or less on the roll.
Freedom of Movement Subject moves normally despite impediments to movement.
Grove of Respite Creates trees and a small spring.
Hold Monster As hold person, but any creature.
Ice Storm Hail deals 5d6 damage in cylinder 40 ft. across.
Inflict Critical Wounds Touch attack, 4d8 damage + 1/level (max +20).
Invisibility, Greater As invisibility, but subject can attack and stay invisible.
Legend Lore Lets you learn tales about a person, place, or thing.
Majestic Image As enter image, but also gain bonuses on social skills while in the image.
Make Whole, Greater Repairs 1d6 +1 points per caster level on a construct (maximum 10d6+10) and can fix destroyed magic items or technological items (items at 0 hit points or fewer), and restores the magic properties of the item if your caster level at least equal to that of the item. This spell otherwise functions as make whole.
Malfunction Construct behaves oddly for 1 round/level.
Minor Creation Creates one cloth or wood object.
Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
Obsidian Flow Converts the surface of the ground into molten glass.
Pain Strike, Mass As pain strike, but affects multiple creatures.
Persistent Vigor Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons.
Phantasmal Asphyxiation Trick a creature into thinking it can’t breathe.
Pyrotechnic Eruption Erupting flames burn a target several times.
Red Hand of the Killer Stain the hand of a creature’s killer red.
Resilient Sphere The spell has a hasted effect, making its duration over in 1 round.
Rest Eternal Dead creature cannot be revived.
Restoration Restores level and ability score drains.
Retributive Reparations If a creature successfully takes the item targeted by this spell while you are holding, wearing, or wielding it, the creature must attempt a Will save. If the creature fails its save, it becomes fatigued, and it must attempt a new saving throw at the end of its turn every round it does not return the item to you.
Rigor Mortis Painfully swell a target’s joints.
River of Wind Creates wind that causes nonlethal damage and can knock down or push creatures.
Rune of Ruin You curse a magic item, such as magical clothing, a suit of armor, or a weapon.
Rusting Grasp Your touch corrodes iron and alloys.
Slowing Mud Targets are covered in mud that blinds them and acts like slow.
Spite Inflict touch spell upon creature that attacks you.
Sturdy Tree Fort Create a tree that supports a defensive fort within its branches.
Suppress Primal Magic Prevent primal magic events from occurring in a 10-ft. radius around you.
Threefold Aspect Appear older or younger.
Tough Crowd You fortify your allies against attempts to control or mislead them.
True Form Removes polymorph effects.
Truespeak You can communicate with any creature that is not mindless.
Vigilant Rest Cause a sleeping creature to retain some perception of its surroundings.
Volcanic Storm Hot rocks deal 5d6 damage.
Zone of Silence Keeps eavesdroppers from overhearing you.
Table: 5th-Level Spells
Name Description
Ancestral Memory Gain insight into current situation.
Bladed Dash, Greater Swiftly move 30 feet and attack all foes along the way.
Blood Boil Raise temperature of target creature’s blood (or other similar body fluid) over 3 rounds causing first fatigue, then Constitution damage, then hp damage.
Breath of Life Cures 5d8 damage + 1/level and restores life to recently slain creatures.
Call Lightning Storm As call lightning, but 5d6 damage per bolt.
Cleanse Cures 4d8 damage +1/level (max +25) and also removes several afflictions.
Control Winds Changes wind direction and speed.
Covetous Aura You may gain the benefits of a spell meant for someone else.
Cure Light Wounds, Mass Cures 1d8 damage + 1/level, affects 1 subject/level.
Damnation Stride Teleports you a short distance and produce a burst of fire.
Darkvault You ward an area’s shadows such that light cannot penetrate them.
Death Ward Grants bonuses against death spells and negative energy.
Disrupting Weapon Melee weapon destroys undead.
Dissolution You touch a Tiny or smaller item, causing the item to vanish as if it did not exist at all. The item ceases to be visible to or interact with the world in any way, as if it no longer existed.
Fabricate Transforms raw materials into finished items.
Fickle Winds Wind walls selectively block attacks.
Flash Forward At end of charge, alter time and return to your original position before you charged.
Foe to Friend Redirect an enemy creature’s attack.
Glimpse of the Truth Gain true seeing for 1 round.
Hasten Judgment Quicken a soul’s journey to judgment— hampering resurrection or weakening undead foes.
Hostile Juxtaposition You create a dimensional link with a targeted creature, and switch spots with it.
Hungry Pit As create pit, but dealing 4d6 damage to those in it as it closes.
Inflict Light Wounds, Mass Deals 1d8 damage + 1/level, affects 1 subject/level.
Life Bubble Protects creatures from environment.
Major Creation As minor creation, plus stone and metal.
Peacebond, Greater As peacebond, but on multiple weapons, even if they aren’t sheathed.
Permanency Makes certain spells permanent.
Persistent Image As major image, but with no concentration required.
Raise Dead Restores life to subject who died as long as one day/level ago.
Rapid Repair Construct gains fast healing 5.
Replay Tracks Reconstruct past events from a set of tracks.
Repress Memory This spell allows you to safeguard important knowledge, even from yourself.
Roaming Pit As create pit, except the pit is capable of movement.
Siphon Magic Transfers a magical effect from touched creature to yourself.
Slough Slough off a target’s skin.
Slay Living Touch attack deals 12d6 + 1 per level.
Suffocation Target quickly suffocates to death.
Village Veil Discourage creatures from investigating an area by making it look useless.
Table: 6th-Level Spells
Name Description
Age Resistance Ignore penalties from old age.
Analyze Dweomer Reveals magical aspects of subject.
Artificer's Curse You temporarily suppress the most powerful qualities of a magical item.
Banishment Banishes 2 HD/level of extraplanar creatures.
Binding Earth, Mass Target creatures treats areas of earth and stone as difficult terrain.
Brilliant Inspiration Take best of two d20 rolls.
Circle of Death Kills 1d4/level HD of creatures.
Contingency Sets trigger condition for another spell.
Cure Moderate Wounds, Mass Cures 2d8 damage + 1/level, affects 1 subject/level.
Curse Terrain, Greater Curse an area with six dangerous hazards.
Dance of a Thousand Cuts As dance of a hundred cuts, plus the benefits of haste.
Decapitate Turn a critical hit into a decapitation.
Disintegrate Reduces one creature or object to dust.
Dust Ward You ward a magic item against other creatures who try to learn to use or copy it.
Eyebite The spell has a hasted effect, making its duration over in 1 round.
Find the Path Shows most direct way to a location.
Getaway Teleports a group of predetermined allies and creatures to a predetermined location.
Inflict Moderate Wounds, Mass Deals 2d8 damage + 1/level, affects 1 subject/level.
Life of Crime Permanently turn someone into a crazed criminal.
Lost Legacy Inflict a powerful curse on a touched creature that causes others to quickly forget positive aspects of their interactions with the target.
Move Earth Digs trenches and builds hills.
Night Terrors Disturb a creature’s rest with dark dreams.
Path of Winds Winds sweep area clear of anything of Small or smaller size, and after act as wind wall.
Permanent Image Permanent illusion, includes sight, sound, smell, and thermal effects.
Project Image Illusory double can talk and cast spells.
Repulsion Creatures can’t approach you.
Sabotage Construct As confusion, except that it affects only constructs.
Sirocco Hot wind does 4d6 damage, fatigues those damaged, and knocks creatures prone.
Source Severance You create an invisible barrier that surrounds you and moves with you, inhibiting one category of magic.
Subjective Reality You alter your perceptions to become convinced the target is an illusion.
Summon Stampede Conjures a herd of aurochs or similar herd animal that immediately stampedes in the indicated direction.
Unerring Tracker Follow an entire trail unerringly.
Wither Limb Make one of the target’s limbs useless.
Word of Recall Teleports you back to designated place.

Collated List for Copy/Paste

0th— Bleed, Breeze, Create Water, Daze, Detect Magic, Drench, Flare, Ghost Sound, Guidance, Light, Mending, Open/Close, Penumbra, Prestidigitation, Purify Food and Drink, Putrefy Food and Drink, Read Magic, Spark, Stabilize, Touch of Fatigue

1st— Abjuring Step, Abundant Ammunition, Advanced Scurvy, Air Bubble, Alter Winds, Anticipate Peril, Aphasia, Auditory Hallucination, Bungle, Blurred Movment, Burning Disarm, Burst of Adrenaline, Burst of Insight, Comprehend Languages, Confusion (lesser), Crafter's Fortune, Cultural Adaptation, Cure Light Wounds, Darting Duplicate, Decompose Corpse, Decrepit Disguise, Defoliate, Delay Disease, Desperate Weapon, Detect Secret Doors, Diagnose Disease, Discern Next of Kin, Echo, Endothermic Touch, Endure Elements, Enhance Water, Erase, Expeditious Construction, Expeditious Excavation, Expeditious Retreat, Fabricate Bullets, Fabricate Disguise, Feather Fall, Feather Step, Frostbite, Fumbletongue, Gentle Breeze, Guardian Armor, Hairline Fractures, Heightened Awareness, Hold Portal, Identify, Illusion of Calm, Invigorate, Keep Watch, Liberating Command, Line in the Sand, Memorize Page, Memory Lapse, Mirror Strike, Moment of Greatness, Nature's paths, Obscuring Mist, Open and Shut, Peacebond, Preserve, Ray of Enfeeblement, Read Weather, Recharge Innate Magic, Remove Sickness, Restful Sleep, Restore Corpse, Secluded Time Repository (Secluded Grimoire), Silent Image, Stunning Barrier, Swift Girding, Tears to Wine, Technomancy, Theft Ward, Timely Inspiration, Touch of Blindness, Touch of Bloodletting, Touch of Combustion, Touch of Gracelessness, True Strike, Twisted Futures, Unerring Weapon, Unprepared Combatant, Urban Grace, Vanish, Ventriloquism, Vocal Alteration, Weaken Powder, Wizened Appearance, Youthful Appearance

2nd— Abeyance, Accelerate Poison, Aggresive Thundercloud, Anonymous Interaction, Anticipate Thoughts, Anti-Summoning Shield, Arcane Disruption, Arrow Eruption, Augury, Bestow Insight, Bladed Dash, Blindness/Deafness, Bloodbath, Blur, Binding Earth, Book Ward, Bullet Shield, Cat's Grace, Chill Metal, Clear Grove, Create Pit, Cure Moderate Wounds, Darkness, Daze Monster, Delay Disease, Delay Pain, Delay Poison, Destabilizing Powder, Detect Magic Greater, Disfiguring Touch, Disrupt Link, Disrupt Silence, Distracting Cacophony, Dress Corpse, Early Judgement, Effortless Armor, Endure Elements Communal, Enshroud Thoughts, Escaping Ward, False Belief, Feast of Ashes, Fear the Sun, Fleshcurdle, Focused Scrutiny, Fog Cloud, Frigid Touch, Frost Fall, Full Pouch, Fury of the Sun, Gallant Inspiration, Gird Ally, Greensight, Grace, Groundswell, Gust of Wind, Heat Metal, Heightened Reflexes, Hidden Blades, Hidden Presence, Hold Animal, Hold Person, Hypercognition, Ice Slick, Inflict Moderate Wounds, Instant Armor, Investigative Mind, Invisibility, Kinetic Reverberation, Knock, Lay of the Land, Magic Mouth, Make Whole, Mindshock, Minor Image, Mirror Image, Muffle Sound, Pilfering Hand, Protection from Arrows, Reloading Hands, Remove Paralysis, Restoration Lesser, Severed Fate, Shatter, Shield of Fortification, Shifted Steps, Silence, Silent Table, Spontaneous Immolation, Staggering Fall, Stone Call, Stricken Heart, Suggestion, Surmount Affliction, Tactical Acumen, Telepathic Censure, Time Shudder, Touch of Idiocy, Touch of Mercy, Tremor Blast, Twisted Space, Undetectable Alignment, Unshakable Chill, Urban Step, Voluminous Vocabulary, Winter Grasp, With the Wind

3rd— Akashic Communion, Aggravate Affliction, Appearance of Life, Armor Lock, Ash Storm, Audiovisual Hallucination, Aura of Inviolate Ownership, Blade Snare, Blink, Blot, Call Lightning, Call the Void, Clairaudience/Clarvoyance, Cloak of Winds, Cure Serious Wounds, Delay Poison Communal, Devolution, Diminish Plants, Disable Construct, Discern Value, Displacement, Dreadscape, Excruciating Deformation, False Alibi, False Future, Feather Step Mass, Fireball, Fire Trail, Find Fault, Flashfire, Flexible Curse, Fractions of Heal and Harm, Gentle Repose, Gloomblind Bolts, Haste, Heatstroke, Hide Campsite, Howling Agony, Hurricane Blast, Inflict Serious Wounds, Instant Fake, Invisibility Purge, Invisible Sphere, Irregular Size, Isolate, Jester's Jaunt, Locate Weakness, Major Image, Nap Stack, Nature's Ravages, Open Book, Pain Strike, Paragon Surge, Phantasmal Reminder, Plant Growth, Protection from Arrows Communal, Pugwampi's Grace, Pup Shape, Quench, Raging Rubble, Ray of Exhaustion, Remove Blindness/Deafness, Remove Curse, Remove Disease, Riversight, Sands of Time, Shadowmind, Share Language Communal, Sheet Lightning, Shifting Sand, Signs of the Land, Sleet Storm, Slow, Speak with Dead, Stinking Cloud, Symbol of Exsanguination, Symbol of Healing, Tailwind, Trade Items, Triggered Suggestion, Vision of Hell

4th— Age Resistance Lesser, Aggressive Thundercloud Greater, Alter River, Ancestral Gift, Apparent Master, Blight, Bloody Arrows, Boneshatter, Break Enchantment, Calm Air, Conjuration Foil, Contingent Scroll, Create Holds, Creeping Ice, Cure Critical Wounds, Dance of a Hundred Cuts, Daze Mass, Deadman's Contingency, Deceitful Veneer, Dimension Door, Dimensional Anchor, Dismissal, Explosion of Rot, Firefall, Forceful Strike, Foretell Failure, Freedom of Movement, Grove of Respite, Hold Monster, Ice Storm, Inflict Critical Wounds, Invisibility Greater, Legend Lore, Majestic Image, Make Whole Greater, Malfunction, Minor Creation, Neutralize Poison, Obsidian Flow, Pain Strike Mass, Persistent Vigor, Phantasmal Asphyxiation, Pyrotechnic Eruption, Red Hand of the Killer, Resilient Sphere, Rest Eternal, Restoration, Retributive Reparations, Rigor Mortis, River of Wind, Rune of Ruin, Rusting Grasp, Slowing Mud, Spite, Sturdy Tree Fort, Suppress Primal Magic, Threefold Aspect, Tough Crowd, True Form, Vigilant Rest, Volcanic Storm, Zone of Silence

5th— Ancestral Memory, Bladed Dash Greater, Blood Boil, Breath of Life, Call Lightning Storm, Cleanse, Control Winds, Covetous Aura, Cure Light Wounds Mass, Damnation Stride, Darkvault, Death Ward, Disrupting Weapon, Dissolution, Fabricate, Fickle Winds, Flash Forward, Foe to Friend, Glimpse of the Truth, Hasten Judgment, Hostile Juxtaposition, Hungry Pit, Inflict Light Wounds Mass, Life Bubble, Major Creation, Peacebond Greater, Permanency, Persistent Image, Raise Dead, Rapid Repair, Replay Tracks, Repress Memory, Roaming Pit, Siphon Magic, Slough, Slay Living, Suffocation, Truespeak, Village Veil

6th— Age Resistance, Analyze Dweomer, Artificer's Curse, Banishment, Binding Earth Mass, Brilliant Inspiration, Circle of Death, Contingency, Cure Moderate Wounds Mass, Curse Terrain Greater, Dance of a Thousand Cuts, Decapitate, Disintegrate, Dust Ward, Eyebite, Find the Path, Getaway, Inflict Moderate Wounds Mass, Life of Crime, Lost Legacy, Move Earth, Night Terrors, Path of Winds, Permanent Image, Phantasmal Putrefaction, Prognostication, Programmed Image, Project Image, Repulsion, Sabotage Construct, Sirocco, Slay Living, Source Severance, Subjective Reality, Summon Stampede, Unerring Tracker, Unwilling Shield, Wither Limb, Word of Recall

Alternate Favored Class Bonus[edit]

Table: Racial Traits
Race Bonus
Dwarf Select one item creation feat known by the time sequencer. Whenever crafting an item using that feat, the amount of progress made in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
Elf Select one arcane school. The time sequencer adds +1/2 to the caster level check to overcome spell resistance versus that school.
Gnome Add +1/2 to the number of uses per day of the time sequencer's distorted time ability.
Half-elf When casting time sequencer enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.
Half-orc Add a +1 bonus on concentration checks made due to taking damage while casting time sequencer spells.
Halfling Add +1/4 to the time sequencer’s effective class level for the purposes of determining their foresight ability.
Human Add one spell from the time sequencer spell list to the time sequencer’s time repository. This spell must be at least one level below the highest spell level they can cast.
Dhampir Add +1/4 to the time sequencer’s caster level when casting spells of the necromancy school.
Fetchling Add one spell from the time sequencer spell list to the time sequencer’s time repository. This spell must be at least one level below the highest spell level they can cast and must be of the illusion (shadow) subschool or have the darkness descriptor.
Samsaran Add 1/4 to the DC of fire spells cast by the time sequencer.
Sylph Select one spell that deals with air. The time sequencer class level is treated as though it were +½ higher (to a maximum of +4) when determining the effects of that power.
Other Races Choose One:

-Add 1/6 additional known distorted time ability.

-Add +1/6 to all Knowledge Checks.

-Add +1/6 to the time sequencer’s effective class level for the purposes of determining their foresight ability.

-Add +1/3 to the number of uses per day of the time sequencer's distorted time ability.


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