Chronomancer
Chronomancer
A wizard class.
Requirements
Ability minimumsIntelligence 17, Wisdom 16
Prime requisitesIntelligence
AlignmentLawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil
RacesHuman, Elf, Half-elf, Aquatic elf, Drow, Grey elf, High elf, Sylvan elf
Level limitsElf 15, Half-elf 12Passing a limit warns; the level still stands, and your DM decides.
Advancement
Chronomancer experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d4 |
| 2 | 3,000 | 2d4 |
| 3 | 6,000 | 3d4 |
| 4 | 12,000 | 4d4 |
| 5 | 24,000 | 5d4 |
| 6 | 48,000 | 6d4 |
| 7 | 72,000 | 7d4 |
| 8 | 105,000 | 8d4 |
| 9 | 160,000 | 9d4 |
| 10 | 285,000 | 10d4 |
| 11 | 425,000 | 10d4+1 |
| 12 | 850,000 | 10d4+2 |
| 13 | 1,235,000 | 10d4+3 |
| 14 | 1,610,000 | 10d4+4 |
| 15 | 1,985,000 | 10d4+5 |
| 16 | 2,370,000 | 10d4+6 |
| 17 | 2,755,000 | 10d4+7 |
| 18 | 3,140,000 | 10d4+8 |
| 19 | 3,525,000 | 10d4+9 |
| 20 | 3,910,000 | 10d4+10 |
Combat
WeaponsDagger, staff, dart, blowgun, knife, sling. Dual-classing may add more.
ArmourNone, except elven chain for elf and half-elf chronomancers.
SpecializationMay not specialize in a weapon.
Chronomancer THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 20 |
| 4 | 19 |
| 5 | 19 |
| 6 | 19 |
| 7 | 18 |
| 8 | 18 |
| 9 | 18 |
| 10 | 17 |
| 11 | 17 |
| 12 | 17 |
| 13 | 16 |
| 14 | 16 |
| 15 | 16 |
| 16 | 15 |
| 17 | 15 |
| 18 | 15 |
| 19 | 14 |
| 20 | 14 |
Chronomancer saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 14 | 11 | 13 | 15 | 12 |
| 2 | 14 | 11 | 13 | 15 | 12 |
| 3 | 14 | 11 | 13 | 15 | 12 |
| 4 | 14 | 11 | 13 | 15 | 12 |
| 5 | 14 | 11 | 13 | 15 | 12 |
| 6 | 13 | 9 | 11 | 13 | 10 |
| 7 | 13 | 9 | 11 | 13 | 10 |
| 8 | 13 | 9 | 11 | 13 | 10 |
| 9 | 13 | 9 | 11 | 13 | 10 |
| 10 | 13 | 9 | 11 | 13 | 10 |
| 11 | 11 | 7 | 9 | 11 | 8 |
| 12 | 11 | 7 | 9 | 11 | 8 |
| 13 | 11 | 7 | 9 | 11 | 8 |
| 14 | 11 | 7 | 9 | 11 | 8 |
| 15 | 11 | 7 | 9 | 11 | 8 |
| 16 | 10 | 5 | 7 | 9 | 6 |
| 17 | 10 | 5 | 7 | 9 | 6 |
| 18 | 10 | 5 | 7 | 9 | 6 |
| 19 | 10 | 5 | 7 | 9 | 6 |
| 20 | 10 | 5 | 7 | 9 | 6 |
Magic
CastsWizard spells
Schoolchronomancy
Opposition schoolsabjuration, conjuration, necromancy
Chronomancer spell slots
Spells castable per day at each level, before any bonus from a high score.| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| 1 | 1 | — | — | — | — | — | — | — | — |
| 2 | 2 | — | — | — | — | — | — | — | — |
| 3 | 2 | 1 | — | — | — | — | — | — | — |
| 4 | 3 | 2 | — | — | — | — | — | — | — |
| 5 | 4 | 2 | 1 | — | — | — | — | — | — |
| 6 | 4 | 2 | 2 | — | — | — | — | — | — |
| 7 | 4 | 3 | 2 | 1 | — | — | — | — | — |
| 8 | 4 | 3 | 3 | 2 | — | — | — | — | — |
| 9 | 4 | 3 | 3 | 2 | 1 | — | — | — | — |
| 10 | 4 | 4 | 3 | 2 | 2 | — | — | — | — |
| 11 | 4 | 4 | 4 | 3 | 3 | — | — | — | — |
| 12 | 4 | 4 | 4 | 4 | 4 | 1 | — | — | — |
| 13 | 5 | 5 | 5 | 4 | 4 | 2 | — | — | — |
| 14 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | — | — |
| 15 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | — | — |
| 16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | — |
| 17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | — |
| 18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 |
| 19 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 3 | 1 |
| 20 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 |
Kits
Guide
A meddler-idealist who reshapes the events he judges wrong. Keeps a scholarly cover in his own era, reconnoitres before and after each alteration, and strikes suddenly.
Ability minimumsWisdom 17
Weapons requiredStaff or Sling (the FIRST weapon proficiency must be one of these)
Proficiencies requiredchr-future-history OR p-ancient-history
Proficiencies recommendedchr-languages-future, wz-religion, wz-languages-ancient, wz-reading-writing, wz-spellcraft
Starting money(1d4+1) x 8 gp
Benefits
- When planning an alteration to an event, the player may ask the DM for one piece of advice. It is suggestion-grade guidance, not an answer.
Hindrances
- Hounded by the Guardians and by other chronomancers who want his 'crimes' undone. If he is revealed, he is doomed.
- Must buy pre-change histories, which are immune to alteration while carried in the timestream, and re-buy them afterwards — accumulating a huge and increasingly inaccurate library.
Historian
A scholar devoted to recording the past accurately, and adamantly non-interventionist. Works as a scribe, sage, or adviser.
Ability minimumsWisdom 17
Weapons requiredDagger, Knife, Staff
Proficiencies requiredwz-reading-writing
Proficiencies recommendedg-languages-modern, g-etiquette, wz-ancient-history, wz-languages-ancient, r-disguise, r-local-history
Starting money100 gp + (1d4+1) x 10 gp
Benefits
- May convert weapon to nonweapon slots. Once all three of his weapons are learned, the conversion becomes automatic.
- Finds allies among the learned: +2 reaction with scholarly people on intellectual matters, and a favorable reaction yields shelter and food.
- Citing historical precedent to sway a learned person from their duty forces a morale check at -1, or the subject is convinced.
Hindrances
- A reluctant time traveler who never interferes with the natural order. He attacks as though one lower.
- Must buy pens, ink, and parchment, and must never be without them.
Seer
A public prophecy-monger who hides being a wizard. Observes the future and reports it obliquely in the past; theatrical and riddling.
Ability minimumsCharisma 14
Weapons requiredStaff (the FIRST weapon proficiency must be a staff)
Proficiencies requiredchr-prophecy
Proficiencies recommendedchr-future-history, chr-languages-future, chr-time-sense, wz-religion, r-gaming, w-weaponsmithing, wz-reading-writing
Starting money(1d6+1) x 10 gp
Benefits
- A string of accurate predictions, especially ones involving someone influential, gives +3 reaction with important individuals. Positions at royal courts are .
Hindrances
- A streak of failures, or one spectacular miss, gives -5 reaction from everyone who heard about it — he is assumed to be a con artist.
- Must buy a distinctive prophecy-prop item and keep it in brand-new condition; a worn prop undermines his prophecies. Major prophecies should include a purpose-assigned magic item that the Seer procures.
Traveler
The archetypal adventuring chronomancer. Flaunts the power over time while guarding its mechanics; a self-interested thrill-seeker drawn to important events.
Weapons requiredKnife or Dagger (the FIRST weapon proficiency must be one of these)
Proficiencies recommendedr-disguise, chr-future-history, chr-languages-future, r-local-history, r-reading-lips, r-tumbling, wz-ancient-history, wz-languages-ancient, wz-reading-writing, wz-spellcraft
Starting money(1d4+1) x 10 gp — Several concealed knives or daggers are recommended.
Benefits
- +1 on any check related to time travelling — strand-covered returns, for instance.
Hindrances
- Attracts attention, which makes him easy for the Guardians to find. He is coveted and coerced by powerful people in every age.
Notes
- Automatically a in chronomancy; ordinary multi-classing is impossible (the Temporal Champion and Temporal Raider subclasses stand in its place).
- Any NON-CHAOTIC . A chronomancer who drifts chaotic suffers no direct penalty but is watched by peers and loses their aid.
- Dual-classing INTO chronomancer requires Int 18, Wis 17.
- +1 memorized spell per spell , which must be a chronomancy spell (so two spells at 1st level).
- abjuration, conjuration/summoning, and necromancy cannot be memorized, cast from scrolls, or used from items wholly based on them.
- Learn rolls: +10 for chronomancy, -25 outside the . One free chronomancy spell, no roll, at each new spell attained.
- No bonus against its own (only chronomancers cast it), but non-chronomancers save at -1 against chronomantic spells.
- At 5th : immune to slow and haste. (Articus's manager is not a haste effect.)
- -2 penalty against spells from a of an .
- NO 10% XP bonus, ever. Non-chronomancy spells earn group XP only.
- Individual XP (Table 1): 60 XP per spell for a chronomancy spell cast to overcome a foe or problem; 600 XP per spell level for one successfully researched; the XP value of any potion, scroll, or permanent magic item made.
- No or . An apprentice, usually a relative, seeks the chronomancer out between 12th and 16th .