Chronomancer

Temporal Champion

A wizard class.

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Requirements

Ability minimumsIntelligence 17, Wisdom 16, Strength 15, Constitution 14
Prime requisitesIntelligence
AlignmentLawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil
Level limitsElf 12, Half-elf 14Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Temporal Champion experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d6
24,0002d6
38,0003d6
416,0004d6
530,0005d6
660,0006d6
7120,0007d6
8200,0008d6
9350,0009d6
10700,0009d6+2
111,000,0009d6+4
121,500,0009d6+6
132,000,0009d6+8
142,500,0009d6+10
153,000,0009d6+12
164,000,0009d6+14
174,500,0009d6+16
185,000,0009d6+18
195,500,0009d6+20
206,000,0009d6+22

Combat

WeaponsPer the secondary (warrior) class, but no spell may be cast with a nonwizard weapon in hand.
ArmourPer the secondary (warrior) class, but any armor other than elven chain blocks spellcasting.
SpecializationMay not specialize in a weapon.
Combat

Temporal Champion THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
219
318
417
516
615
714
813
912
1011
1110
129
138
147
156
165
174
183
192
201
Saving throws

Temporal Champion 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

Temporal Champion spell slots

Spells castable per day at each level, before any bonus from a high score.
Level123456789
11
21
311
421
5211
6211
72211
82221
922211
1022211
1122222
12222221
13333221
143332211
153333311
1633333211
1733333221
18333332211
19333332221
20333332221

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

  • Chronomancer/warrior. Humans may not into this; elves and half-elves qualify. May also take a .
  • Uses the FIGHTER attack tables, but gets no weapon specialization and no multiple-attack bonus.
  • May attract per the warrior rules. Does NOT get the warrior / bonuses.
  • as a WIZARD, not as a warrior.
  • No +10 chronomancy learn bonus (the free spell at each new spell still applies). Never the 10% XP bonus.
  • Individual XP (Table 3): 10 XP per of a creature defeated; 25 XP per HD of a temporal creature defeated. Table 1 also applies.
  • Lapsed study habits cost half the XP gained since the last (DM's call).
  • The spell table EXCLUDES the +1 chronomancy per , which is added on top.