Chronomancer
Temporal Raider
A wizard class.
Requirements
Ability minimumsIntelligence 17, Wisdom 16, Dexterity 14, Charisma 13
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 12, Half-elf 12Passing a limit warns; the level still stands, and your DM decides.
Advancement
Temporal Raider experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d4 |
| 2 | 3,500 | 2d4 |
| 3 | 7,000 | 3d4 |
| 4 | 14,000 | 4d4 |
| 5 | 28,000 | 5d4 |
| 6 | 55,000 | 6d4 |
| 7 | 110,000 | 7d4 |
| 8 | 220,000 | 8d4 |
| 9 | 400,000 | 9d4 |
| 10 | 840,000 | 10d4 |
| 11 | 1,280,000 | 10d4+1 |
| 12 | 1,720,000 | 10d4+3 |
| 13 | 2,160,000 | 10d4+4 |
| 14 | 2,600,000 | 10d4+6 |
| 15 | 3,040,000 | 10d4+7 |
| 16 | 3,480,000 | 10d4+9 |
| 17 | 3,920,000 | 10d4+10 |
| 18 | 4,360,000 | 10d4+12 |
| 19 | 4,800,000 | 10d4+13 |
| 20 | 5,240,000 | 10d4+15 |
Combat
WeaponsPer the secondary (rogue) class, but no spell may be cast with a nonwizard weapon in hand.
ArmourPer the secondary (rogue) class, but any armor other than elven chain blocks spellcasting.
SpecializationMay not specialize in a weapon.
Temporal Raider THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 19 |
| 4 | 19 |
| 5 | 18 |
| 6 | 18 |
| 7 | 17 |
| 8 | 17 |
| 9 | 16 |
| 10 | 16 |
| 11 | 15 |
| 12 | 15 |
| 13 | 14 |
| 14 | 14 |
| 15 | 13 |
| 16 | 13 |
| 17 | 12 |
| 18 | 12 |
| 19 | 11 |
| 20 | 11 |
Temporal Raider 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
Temporal Raider 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 | 1 | — | — | — | — | — | — | — | — |
| 3 | 1 | 1 | — | — | — | — | — | — | — |
| 4 | 2 | 1 | — | — | — | — | — | — | — |
| 5 | 3 | 1 | 1 | — | — | — | — | — | — |
| 6 | 3 | 1 | 1 | — | — | — | — | — | — |
| 7 | 3 | 2 | 1 | 1 | — | — | — | — | — |
| 8 | 3 | 2 | 2 | 1 | — | — | — | — | — |
| 9 | 3 | 2 | 2 | 1 | 1 | — | — | — | — |
| 10 | 3 | 3 | 2 | 1 | 1 | — | — | — | — |
| 11 | 3 | 3 | 3 | 2 | 2 | — | — | — | — |
| 12 | 3 | 3 | 3 | 3 | 3 | 1 | — | — | — |
| 13 | 4 | 4 | 4 | 3 | 3 | 1 | — | — | — |
| 14 | 4 | 4 | 4 | 3 | 3 | 1 | 1 | — | — |
| 15 | 4 | 4 | 4 | 4 | 4 | 1 | 1 | — | — |
| 16 | 4 | 4 | 4 | 4 | 4 | 2 | 1 | 1 | — |
| 17 | 4 | 4 | 4 | 4 | 4 | 2 | 2 | 1 | — |
| 18 | 4 | 4 | 4 | 4 | 4 | 2 | 2 | 1 | 1 |
| 19 | 4 | 4 | 4 | 4 | 4 | 2 | 2 | 2 | 1 |
| 20 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 2 | 1 |
Class abilities
Temporal Raider abilities by level
What the class grants as it advances.| Level | Backstab |
|---|---|
| 1 | x2 |
| 2 | x2 |
| 3 | x2 |
| 4 | x2 |
| 5 | x3 |
| 6 | x3 |
| 7 | x3 |
| 8 | x3 |
| 9 | x4 |
| 10 | x4 |
| 11 | x4 |
| 12 | x4 |
| 13 | x5 |
| 14 | x5 |
| 15 | x5 |
| 16 | x5 |
| 17 | x5 |
| 18 | x5 |
| 19 | x5 |
| 20 | x5 |
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/rogue. Humans may not into this; elves and half-elves qualify. May also take a .
- Thief attack rolls, backstab, and thieves' cant. Thief stronghold and restrictions apply.
- are the chronomancer's d4. as a WIZARD.
- Thief skills (Table 9) start from base scores that are NOT the thief's: PP -5%, OL 10%, F/RT -5%, MS 10%, HS 5%, DN 10%, CW 45%, RL 5%.
- Only 40 discretionary skill points at 1st (not 60) and 20 per level after (not 30).
- No +10 chronomancy learn bonus (the free spell at each new spell still applies). Never the 10% XP bonus.
- Individual XP (Table 6): 100 XP per successful special- use; 2 XP per gp of treasure gained through thievery; 250 XP per success when a special ability furthers a chronomancer goal. Table 1 also applies.
- The spell table EXCLUDES the +1 chronomancy per , which is added on top.