Chronomancer

Temporal Raider

A wizard class.

← All classes

Requirements

Ability minimumsIntelligence 17, Wisdom 16, Dexterity 14, Charisma 13
Prime requisitesIntelligence
AlignmentLawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil
Level limitsElf 12, Half-elf 12Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Temporal Raider experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d4
23,5002d4
37,0003d4
414,0004d4
528,0005d4
655,0006d4
7110,0007d4
8220,0008d4
9400,0009d4
10840,00010d4
111,280,00010d4+1
121,720,00010d4+3
132,160,00010d4+4
142,600,00010d4+6
153,040,00010d4+7
163,480,00010d4+9
173,920,00010d4+10
184,360,00010d4+12
194,800,00010d4+13
205,240,00010d4+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.
Combat

Temporal Raider THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
319
419
518
618
717
817
916
1016
1115
1215
1314
1414
1513
1613
1712
1812
1911
2011
Saving throws

Temporal Raider 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 Raider spell slots

Spells castable per day at each level, before any bonus from a high score.
Level123456789
11
21
311
421
5311
6311
73211
83221
932211
1033211
1133322
12333331
13444331
144443311
154444411
1644444211
1744444221
18444442211
19444442221
20444443221

Class abilities

Class abilities

Temporal Raider abilities by level

What the class grants as it advances.
LevelBackstab
1x2
2x2
3x2
4x2
5x3
6x3
7x3
8x3
9x4
10x4
11x4
12x4
13x5
14x5
15x5
16x5
17x5
18x5
19x5
20x5

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.