Guide (Character Kit)

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==Guide==
Guides are similar to Travelers (see page 12) in that they are meddlesome. They use their powers to seek out weak points in the natural order of events and change them as they see fit. In their defense, however, Guides usually possess a righteous belief in a certain plan for the world, and when they act, they believe they are bettering reality. Most Guides are benevolent, fighting against evil, but some are destructive, since their plans may run against the welfare of most beings.
Chronomancy and time traveling are natural tools for Guides. Since they are wiser than the normal person, they believe they have the right to second-guess history. Guides often come from a well-schooled, upper-class background. This forms the basis for their superior attitudes.
Requirements: Guides must have a minimum Wisdom of 17.
Role: In their natural times, Guides are often accepted members of intellectual circles. This is where they acquire and hone a good many of their ideas on what to change, and they frequently return to judge the difference with their colleagues. Most see them as scholars with theoretical models, but no more. Guides prefer this, since it helps them get more honest answers and keep a low profile.
When time traveling, Guides are methodical. Before approaching an important event, they reconnoiter before and after it. If new information is turned up that could influence their plans, they return home to consider new plans before attempting the change. Guides know that they receive only one shot at altering any event, and they are determined to make the most of it.
When the event to be changed is near, the Guide engineers a bold and powerful stroke. The direction in which they plan to strike is never apparent until the final seconds, since they are aware that other chronomancers are almost certainly watching.
Weapon Proficiencies: Many Guides make their changes by judicial application of a weapon at the appropriate time (not always fatally!). Their first weapon must be a staff (for its better damage potential) or a sling (for its range). They are limited to standard wizardly weapons for later choices.
Nonweapon Proficiencies:
* Required: Future History or Ancient History. Recommended: (Chronomancer) Future Languages; (Priest) Religion; (Wizard) Ancient Languages, Reading/Writing, Spellcraft.
Equipment: Guides take advantage of the fact that those traveling in the timestream are immune to alterations. Before they make any changes to the timestream, Guides must purchase excellent histories concerning the event and its ramifications. Then they take these books with them so that the books are not changed. When they return, they purchase new books so they can judge their accomplishments by more than their memories. A Guide thus eventually owns one of the largest, most inaccurate libraries in existence.
Special Benefits: Guides have an advantage when planning an event alteration. The player is allowed to ask the Dungeon Master for a piece of advice on any proposed alteration, assuming the Guide carefully considers and researches the subject. The advice should be more of a suggestion than an answer. After all, there are so many variables involved.
Special Disadvantages: Due to the nature of their mission, Guides are often hounded by other chronomancers who wish to undo the "crimes" the Guide has committed against the timestream. Guides can expect visits from the Guardians and other independent chronomancers on a regular basis unless they take great pains to disguise their nature. Once they are revealed, they are surely doomed.
Wealth: Since Guides are often something less than thrifty concerning their research materials, they receive only (1d4+1) × 8 gold pieces to purchase initial equipment.
Category:Character Kit
Category:Character Kit CB