Timebound

There are a rare few timesworn paladins who do not serve Arplakoon the Timedreamer, yet still have an inexplicable control to some degree over the flow of time. Without Arplakoon's aid, they do not travel throughout timelines; instead, they rob moments from his dreams to aid themselves in the present. Some may describe themselves as "unstuck in time," for immature manipulation of timelines can lead to confusion about just where and when the timebound paladin is.
Timebound paladins are a more evil-focused variant of the homebrew timesworn paladin.
==Alignment and Code of Conduct==
Timebound paladins are most commonly lawful evil, neutral evil, true neutral, or chaotic neutral. A rare few may be chaotic evil depending on their god's view of the integrity of timelines. Timebound paladins cannot be good-aligned. If they follow a god, they must also be within one alignment step of their god and follow that god's code for altering and preserving timelines, whatever it may be. Violating this code of conduct can result in a paladin being stranded in a time other than their own and the loss of their powers.
In Chrono Stars, timebound paladins do not gain their powers directly from a god, as their goals and use of their powers go contrary to Arplakoon. They still may worship a god, but that god is not the source of their powers. Consequently, their codes of conduct are focused more on themselves and what they see as proper use of their powers.
==Weapon and Armor Proficiency==
Timebound paladins are proficient in all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
==HD, Base Attack Bonus, Base Saves, and Spells Per Day==
Timebound paladins' HD, base attack bonus, base saves, and spells per day follow the default paladin progression.
==Class Skills==
Instead of regular paladin class skills, timebound paladins have Bluff, Craft, Diplomacy, Disguise, Hide, Intimidate, Knowledge (Religion), Knowledge (History), Move Silently, Profession, Ride, Sense Motive, and Spellcraft as their class skills.
==1st Level==
===Blending In (Su)===
A timebound paladin can use misdirection, as in the spell, to confound attempts at discerning his alignment. He may use this ability a number of times per day equal to his timebound paladin class level.
This ability replaces Aura of Good.
===Time Fragments (Su)===
At 1st level, a timebound paladin gains the ability to use small bits of time from other timelines, as in the time thief Mote of Time ability.
Each day, timebound paladin has a pool of motes equal to his class level. Once a round, as a free action, a timebound paladin can expend a mote to do any one of the following things:
*Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A timebound paladin could use a mote to add a bonus to an Jump check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +1d4. This increases to +2d4 at 8th level, and +3d4 at 16th level. The timebound paladin can decide to add this bonus immediately after seeing the result of the original die roll.
*Take a swift action that does not count against the timebound paladin’s normal limit of one swift action per round.
*Act in the surprise round when the timebound paladin would not normally be able to do so.
*Retry a Knowledge check made in the past minute, gaining an insight bonus on the check equal to his Charisma modifier.
This ability replaces Smite Evil.
===Detect Futures (Su)===
At 1st level, a timebound paladin is able to use Detect Futures on another creature as a move action, giving him an impression of what kind of influence a person may have on a timeline or the timebound paladin and his goals. This impression is general and nonspecific, behaving as the Augury spell and giving a “woe, weal, both, or neither” answer and only “seeing” into the future for one hour per paladin level the user possesses. Thus, any actions the subject may take after that time are not taken into account by Detect Futures.
A timebound paladin is only able to use this ability once per day on a given subject, and using it gives the timebound paladin a Mote of Time for use that day. Detect Futures may only grant motes of time equal to his paladin level +3 each day.
This ability replaces Detect Good.
==2nd Level==
===Timeless Grace (Su)===
Timebound paladins receive Divine Grace as normal at 2nd level.
===Unraveling Time (Su)===
At 2nd level, timebound paladins receive Unraveling Time, which allows them to open up wounds past or future in the target. The target can be living, undead, or even an inanimate object, and Unraveling Time can be used a number of times equal to 1/2 of the timebound paladin's class level + his Charisma modifier. On a successful touch attack, he deals 1d6 damage per two timebound paladins level he possesses. Unraveling Time does not provoke an attack of opportunity and is a standard action.
When Unraveling Time is used on another creature, the timebound paladin heals himself for half the damage dealt (rounded down).
This ability replaces Lay on Hands, and for the purposes of any abilities or feats that modify the Lay on Hands ability, Unraveling Time counts as a Lay on Hands class feature.
==3rd Level==
===Time Fragments (damage, dodge)===
At 3rd level, a timebound paladin gains the ability to add the bonus from spending a mote of time to a single damage roll, or to his armor class (as a dodge bonus) until the beginning of his next turn. At his choice, he may instead use this on an ally, but doing so consumes two motes of time instead of one.
===Aura of Wavering Time (Ex)===
At 3rd level, a timebound paladin radiates an aura that causes time to move slower for his foes. All enemies within 10 feet of the timebound paladin take a -4 penalty to Reflex saves. This ability only functions when the timebound paladin is conscious, not unconscious or dead.
This ability replaces Aura of Courage.
===Just in Time (Ex)===
At 3rd level, a timebound paladin may roll twice on Initiative checks and take either result.
This ability replaces Divine Health.
===Time-Lost Mercy===
At 3rd level, timebound paladins receive a time-lost mercy selected from the paladin Mercy list. When the timebound paladin is inflicted with any condition that he has a time-lost mercy for, he may use Unraveling Time even if other conditions would normally prevent him from doing so. If he succeeds on Unraveling Time's touch attack on another creature, he transfers the condition he has a time-lost mercy for to the target. If the target is immune to the condition, the timebound paladin still loses the negative status condition.
This ability replaces Mercy.
==4th Level==
===Channel Time (Su)===
At 4th level, a timebound paladin gains the ability to command greater bursts of time stolen from other timelines. He gains Improved Initiative as a bonus feat. In addition, he gains access to Timebound domain spells, able to cast its spells in addition to those normally gained from his class. The spells he can cast from the Timebound domain are determined by his timebound paladin level do not need to be prepared in advance and can take the place of another prepared spell, but doing so loses the prepared spell until the next time the timebound paladin prepares spells.
Timebound domain spells are as follows:
*1st level: True Stike, Deathwatch
*2nd level: Gentle Repose, Twisted Futures
*3rd level: Locate Weakness, Nondetection
*4th level: Haste, Lesser Spellcrash
This ability replaces Channel Positive Energy.
===Spells===
At 4th level, a timebound paladin gains the ability to cast spells from the antipaladin spell list. These spells must be prepared in advance.
===Precise Detect Futures 1/day (Su)===
Starting at 4th level, a timebound paladin is able to use Detect Futures more precisely. When using Detect Futures, a timebound paladin may choose to look farther into the future for a subject for up to one full day per four timebound paladin levels that he possesses to a maximum of five days at 20th level. A timebound paladin may use this ability once per day at 4th level. A given creature cannot be the subject of both Precise Detect Futures and the general Detect Futures in the same day.
==5th Level==
===Time-Worn Bond (Su)===
At 5th level, a timebound paladin gains the ability to use larger pieces of time stolen from other timelines, as in the time thief Aevum ability.
Unlike a mote, which is a very minor split second of time, an aevum is a more noteworthy moment, a crucial instance when something important happened. While a timebound paladin has a ready supply of motes to spend on minor effects, aevum represent more major manipulations of time and are thereby a rarer commodity.
When first gained, the timebound paladin must select a single power from the list below and has a single aevum per day to spend. He gains additional aevum powers at 9th, 13th, and 17th level, and he also increases his daily aevum pool by +1 at each of the levels. Spending an aevum is a standard action unless the ability description says otherwise.
This ability replaces Divine Bond.
*Bolt Time (Su): By spending an aevum, the timebound paladin can accelerate his movements to a speed that allows him to easily see and react to the movement of a crossbow bolt or other projectile as it flies toward a target. The timebound paladin remains in bolt time for one round per class level. This ability counts as a haste effect. While in bolt time, the timebound paladin gains the following benefits:
**When making a full attack action, the timebound paladin may make one extra attack with any weapon he is holding. The attack is made using his full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by haste or a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
**The timebound paladin gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.
**All of the timebound paladin’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice her normal speed using that form of movement. This increase counts as an enhancement bonus and it affects the timebound paladin’s jumping distance as normal for increased speed.
**Each round, the timebound paladin may automatically be hit by a ranged attack he is aware of that would otherwise strike an ally.
*Entropy (Su): The timebound paladin can force a target to suddenly feel the effects of aging, which damages and weakens it. He spends an aevum and makes a ranged touch attack as a standard action against any target he can see within 100 ft. + 10 ft./timebound paladin level. If he hits the target, it takes 1d8 points of damage per class level of the timebound paladin (to a maximum of 15d8). This damage bypasses hardness and DR.
*Personal Time (Su): The timebound paladin can take risky actions and, if things go badly, simply reverse his personal timeline to before he made the effort. At the beginning of his turn, the timebound paladin spends an aevum as a free action. He then takes one normal round of actions, with all results noted temporarily. After his round of activity, before the next creature’s turn begins, the timebound paladin must decide if he is going to keep the round of activity he just took, or rewind himself.
:: If he keeps the round of activity, any changes made to any character during his turn become permanent. If he decides to reverse her timeline, he goes back to the moment he spent the aevum, and all changes that occurred during his round are erased from all creatures and items. The timebound paladin is left with a standard action, but is considered to have spent an aevum and made use of his move action already. No one but the timebound paladin remembers actions that took place during a round of time he reverses, and only divination spells of 6th level or higher can reveal such events. If a timebound paladin is killed or knocked unconscious during a round of personal time, he automatically reverses back to the beginning of his turn.
*Shatter Time (Su): The timebound paladin can break up the bigger, more important moments of stolen time under his control into smaller, more easily manipulated pieces. By spending an aevum, the timebound paladin can recharge his daily uses of motes. He regains a number of motes of time equal to 1d4 + his Charisma modifier. This cannot increase the number of motes available to above his daily mote total.
*Temporal Stasis (Sp): Once per day, the timebound paladin can spend an aevum to attempt to inflict temporal stasis (as the spell of the same name) on one touched creature. The timebound paladin uses his class level as his caster level for this ability. If the timebound paladin’s initial touch attack fails, he can attempt this again as a standard action until he succeeds or until six rounds pass, whichever comes first. Once he successfully touches a target, he loses the ability to try again, even if the target succeeds its Fortitude save. A timebound paladin must be at least 17th level to select this aevum ability.
*Time Cross (Su): The timebound paladin can focus his timeline-stealing powers on a target and prevent it from a success that will negatively impact the timeline. He spends an aevum to make a ranged touch attack against any target she can see within 100 ft. + 10 ft./timebound paladin level. If the timebound paladin misses with this ranged attack, he can try again (with each new attempt being its own standard action) for up to one minute per level. Once a target is hit, as an immediate reaction, the timebound paladin can force the target to re-roll a single attack roll, damage roll, skill check, or saving throw he is aware of that occurs while the time cross is active (a time period equal to one minute per timebound paladin level). The target must take the result of the second roll. After the target re-rolls once, the ability is discharged regardless of the outcome of the re-roll.
*Time Stop (Sp): Once per day, the timebound paladin can spend an aevum to create a time stop effect (as the spell of the same name) on himself. A timebound paladin must be at least 17th level to select this aevum ability.
==6th Level==
===Time-Lost Mercy===
At 6th level, a timebound paladin gains another time-lost mercy.
==7th Level==
===Time Fragments (conditions)===
At 7th level, the timebound paladin may spend a mote to reduce the duration of any negative condition he is suffering. By accelerating the speed with which only the negative influences on his travel through time, the timebound paladin can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds (to a minimum of 0).
===Precise Detect Futures 2/day===
At 7th level, a timebound paladin gains an additional use of Precise Detect Futures. Precise Detect Futures cannot be used on the same creature multiple times in a given day.
==8th Level==
===Aura of Resolve (Ex)===
At 8th level, a timebound paladin gains Aura of Resolve, but it only affects himself, not his allies.
This ability modifies Aura of Resolve.
==9th Level==
===Time-Lost Mercy===
At 9th level, a timebound paladin gains another time-lost mercy.
===Time-Worn Bond Ability===
At 9th level, a timebound paladin chooses another Time-Worn Bond ability and increases his aevum pool to 2.
==10th Level==
===Precise Detect Futures 3/day===
At 10th level, a timebound paladin gains an additional use of Precise Detect Futures.
==11th Level==
===Time Fragments (move action)===
At 11th level, the timebound paladin may spend a mote to take a move action as a swift action.
==12th Leel==
===Reverse Time (Ex)===
At 12th level, a timebound paladin gains the ability to more effectively undo negative outcomes. As an immediate action, he may reroll any d20 roll – either his own or that of another creature – after seeing the results of the action by spending an aevum from Time-Worn Bond. The results of the reroll must be taken, even if it is a worse result than the original roll.
This ability replaces Aura of Justice.
===Time-Lost Mercy===
At 12th level, a timebound paladin gains another time-lost mercy.
==13th Level==
===Precise Detect Futures 4/day===
At 13th level, a timebound paladin gains an additional use of Precise Detect Futures.
===Time-Worn Bond Ability===
At 13th level, a timebound paladin chooses another Time-Worn Bond ability and increases his aevum pool to 3.
==14th Level==
===Time and Time Again (Ex)===
At 14th level, a timebound paladin is able to use up to two abilities that require motes of time in a given round if he chooses. In addition, he receives an additional daily mote of time allotment equal to his Charisma modifier.
This ability replaces Aura of Faith.
==15th Level==
===Time Fragments (conditions improved)===
At 15th level, a timebound paladin is able to reduce the duration of any negative condition that he is suffering by 2d6 rounds (to a minimum of 0) by spending a mote of time.
===Time-Lost Mercy===
At 15th level, a timebound paladin gains another time-lost mercy.
==16th Level==
===Precise Detect Futures 5/day===
At 16th level, a timebound paladin gains an additional use of Precise Detect Futures.
==17th Level==
===Time-Worn Bond Ability===
At 17th level, a timebound paladin chooses another Time-Worn Bond ability and increases his aevum pool to 4.
===Aura of Confusion (Ex)===
At 17th level, a timebound paladin emits an aura that confounds enemies' minds. He gains an immunity to compulsion spells and spell-like abilities. Any enemy within 10 feet of the timebound paladin takes a -4 penalty on saving throws against compulsion effects. This ability only functions when the timebound paladin is conscious, not unconscious or dead.
This ability replaces Aura of Righteousness.
==18th Level==
===Time Fragments (prevent move action)===
At 18th level, the timebound paladin may use a mote of time to prevent the move action of any creature within 60 feet. The creature can resist this effect by rolling a Will save (DC 10+timebound level+Charisma modifier).
===Time-Lost Mercy===
At 18th level, a timebound paladin gains another time-lost mercy.
==19th Level==
===Precise Detect Futures 6/day===
At 19th level, a timebound paladin gains an additional use of Precise Detect Futures.
==20th Level==
===Unstuck in Time (Su)===
At 20th level, a timebound paladin is more attuned to the various timeways than any mortal could possibly comprehend. He is able to use aevum-required abilities a number of times equal to his Charisma modifier, and he may use two aevum in a given round if he so chooses. In addition, his Inflict spells and Unwavering Time always deal the maximum amount of damage or healing potentially available.
This ability replaces Holy Champion.
Category:Homebrew
Category:No Spoilers