Chronomancer

Chronomancer is one of the advanced classes available.

## Abilities

### Motes of Time

A mote is a tiny split-second of time that a Chronomancer steals from his own future. The motes taken are inconsequential slivers of continuance that even the Chronomancer will not notice being missing from his activities. However, a Chronomancer can use these motes to affect his present timeline, allowing him to re-try actions and slow down time around him so he can act more carefully and alertly in fast-moving situations. Each day, the Chronomancer has a pool of motes equal to his Chronomancer level. Once a round as a free action, even outside of their turn, a Chronomancer 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 Chronomancer could use a mote to add a bonus to an Acrobatics 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 +1d3. This increases to +2d3 at 8th level, and +3d3 at 16th level. The Chronomancer 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 Chronomancer’s normal limit of one swift action per round that can be used with Chronomancer class features or spells. This does not increase the normal limit of one swift cast spell per turn.
* Act in the surprise round when the Chronomancer would not normally be able to do so.

At 3rd level, by spending a mote, a Chronomancer gains the ability to extend any spell he casts that has a variable duration by 1d3 rounds. This increases to 2d3 rounds at 8th level and 3d3 rounds at 16th level.

At 7th level, the Chronomancer may spend a mote to reduce the duration of any negative condition or effect he is suffering. By accelerating the speed with which only the negative influences on his travel through time, the Chronomancer can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds (to a minimum of 0). This increased to a 2d6 round reduction at 15th level.

At 11th level, the Chronomancer may spend a mote to take a move action as a swift action.

At 19th level, the Chronomancer may use a mote to grant any ally within 60 feet that he can see an additional move action on that ally’s next turn.

A Chronomancer may gain additional options for use of a mote by taking temporal talents, though he is still restricted to spending motes only once each round.

### Temporal Hiccup

At 1st level, a Chronomancer is able to cause a temporal “hiccup” to reroll a single action that the Chronomancer rolls (e.g., attack roll, skill check, or saving throw). The ability/skill check cannot take more than 1 round. The Chronomancer may spend an additional use of temporal hiccup to affect an ally or enemy within 30 feet. If affecting an enemy, they receive a Will save (DC 10 + half of the Chronomancer’s level + his Intelligence modifier) to be unaffected. A Chronomancer can use this ability a number of times per day equal to 3 + his Intelligence modifier as an immediate action.

### Ahead of Time

At 2nd level, the Chronomancer’s growing control over time grants him a +2 bonus to initiative rolls. Whenever the Chronomancer rolls for initiative, he can roll twice and take either result. At 7th level, the Chronomancer can always act in the surprise round, but if he fails to notice the ambush, he acts last, regardless of his initiative result (he acts in the normal order in following rounds). At 11th level, the Chronomancer can roll for initiative three times and take any one of the results. This bonus stacks with the bonus granted by the improved initiative feat.

### Temporal Talents

As a Chronomancer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a Chronomancer gains one temporal talent. He gains an additional temporal talent every even level except 20. A Chronomancer cannot select an individual talent more than once. Talents marked with an asterisk require a Chronomancer to spend motes, which he may do only once per round.

### Time Flicker

At 3rd level, as a standard action, the Chronomancer can flicker in and out of time, gaining concealment (as the *Blur* spell). He can use this ability for 1 minute per Chronomancer level per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time the Chronomancer activates this ability, he can treat it as the *Blink* spell, though each round spent this way counts as 1 minute of his normal time flicker duration.

### Temporal Precognition

At 4th level, the Chronomancer gains the ability to see small instances of the future, and gains a +1 insight bonus on attack rolls, skill checks, or saving throws. At the beginning of each round, he can choose where to apply his insight bonus to, and this bonus applies to any actions related to his choice until the end of the round. This insight bonus increases by 1 for every four levels after 4th.

### Aevum

At 5th level, the Chronomancer gains the ability to control aevum—distinct moments of important time, stolen from the future and used to power the Chronomancer’s abilities. 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 Chronomancer 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 Chronomancer 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 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.

### Temporal Attunement

At 7th level, a Chronomancer is able to manipulate time with spells in relation to himself. Any spells with a duration can be halved or doubled. A Chronomancer must know or identify the spell being cast upon him. A Chronomancer can only attune himself to one spell per round as an immediate action.

### Foretell

At 8th level, the Chronomancer can utter a prediction of the immediate future. While his foretelling is in effect, he emits a 30-foot aura of fortune that aids his allies or hinders his enemies, as chosen by the Chronomancer at the time of prediction. If he chooses to aid, the Chronomancer and his allies gain a +1 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If he chooses to hinder, his enemies take a –1 penalty on those rolls instead. The bonus/penalty increases by 1 for every four levels after 8th level. He can use this ability for a number of rounds per day equal to his Chronomancer level. These rounds do not need to be consecutive.

### Time Shift

Beginning at 9th level, three times per week and no more than once per day, the Chronomancer can briefly shift time backwards. He can shift back no further than 1 combat round or 1 minute of noncombat time. Any actions that took place during the time the Chronomancer shifts back before are considered to have not taken place yet, and all actions pick up at the point he shifts back.

### Immutable

At 14th level, the Chronomancer becomes immune to outside manipulation of his timeline. He is immune to *Slow* and *Stop Time* spells and effects. The Chronomancer cannot be made Fatigued or Exhausted through spells and effects from another source than himself. He is immune to age effects.

### Time Lord

At 20th level, the ultimate expression of the Chronomancer’s power is the ability to eliminate time and age from his personal time line. The Chronomancer no longer ages physically, preventing him from dying of age or suffering any reduction to his ability scores due to age. If he is older than middle age for his race he reverts to a physical form at the prime of his health, gaining back any Strength, Dexterity, or Constitution lost due to aging. Additionally, the Chronomancer’s daily pool of aevum increases by an amount equal to his Intelligence modifier, and can spending aevum now counts as a move action (unless a power specifies otherwise). The Chronomancer can spend a maximum of two aevum in a single round.