Chronomancer

Chronomancer

A wizard class.

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Requirements

Ability minimumsIntelligence 17, Wisdom 16
Prime requisitesIntelligence
AlignmentLawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil
Level limitsElf 15, Half-elf 12Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Chronomancer experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d4
23,0002d4
36,0003d4
412,0004d4
524,0005d4
648,0006d4
772,0007d4
8105,0008d4
9160,0009d4
10285,00010d4
11425,00010d4+1
12850,00010d4+2
131,235,00010d4+3
141,610,00010d4+4
151,985,00010d4+5
162,370,00010d4+6
172,755,00010d4+7
183,140,00010d4+8
193,525,00010d4+9
203,910,00010d4+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.
Combat

Chronomancer THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
320
419
519
619
718
818
918
1017
1117
1217
1316
1416
1516
1615
1715
1815
1914
2014
Saving throws

Chronomancer saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11411131512
21411131512
31411131512
41411131512
51411131512
6139111310
7139111310
8139111310
9139111310
10139111310
111179118
121179118
131179118
141179118
151179118
16105796
17105796
18105796
19105796
20105796

Magic

CastsWizard spells
Schoolchronomancy
Opposition schoolsabjuration, conjuration, necromancy
Spells

Chronomancer spell slots

Spells castable per day at each level, before any bonus from a high score.
Level123456789
11
22
321
432
5421
6422
74321
84332
943321
1044322
1144433
12444441
13555442
145554421
155555521
1655555321
1755555332
18555553321
19555553331
20555554332

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 .