Chronomancer

Chronomancers have not only been part of Devonia since the beginning, they are its architects. However, much like the essence of Time that they manipulate, this class continuously undergoes change. During the foundation of the Viridian Veil, chronomancers were a separate class unto themselves. While the core of their studies seemed wizardly, they tapped directly into the power of Karma to fuel their magic, and eschewed any power from other sources.

This turned out to be an extremely dangerous endeavor. The saying “master chronomancer” was a euphemism for someone dangerously close to accidently ending his own existence. Karma does not favor the chronomancer, and the class had to change to preserve the complex formulas that held sway over time. And thus, the chronomancer prestige class was born. This “invitation only” path is offered to magic users who show great promise and abundant interest in time magic.

Today’s chronomancers are often regarded as important specialists in Devonia. They are not only called upon when problematic rifts open up, but also when things happen that no one else can explain. They are also expected to deal with whatever might creep, crawl or tear through a rift.

**Hit Die:** d6.

**REQUIREMENTS:**

To qualify to become a chronomancer, a character must fulfill all the following criteria:

* **Skills:** Knowledge (history) 5 ranks, Spellcraft 5 ranks.
* **Spells:** Able to cast at least three different spells with the chronomancy descriptor, one of which must be of 3rd level or higher.

**CLASS SKILLS:** The chronomancer's class skills (and the key ability for each skill) are Appraise (Int), Knowledge (history) (Int), Linguistics (Int), Perception (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

**Skill Ranks at Each Level:** 2 + Int modifier.

### **CLASS FEATURES**

All the following are class features of the chronomancer prestige class:

### **Weapon and Armor Proficiency**

A chronomancer gains no additional weapon or armor proficiencies.

### **Spells Per Day**

When a new chronomancer level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster) and an increased effective level of spellcasting.

### **Karma Pool (Su)**

A chronomancer gains a reservoir of temporal energy known as Karma to manipulate the time stream in a variety of ways. Karma has a number of points equal to half her class level + her Intelligence modifier (minimum 1). This pool refreshes once per day when the chronomancer prepares her spells.

Spells with the chronomancy descriptor almost always add or subtract from this pool, though this is not the same as spending Karma deliberately. A careless or desperate chronomancer can easily amass a negative karma total. After karma refreshes from daily preparation, the negative karma from the day before is subtracted. A chronomancer with a positive karma pool can spend these points to perform "tricks of time."

### **Tricks of Time (Su)**

Starting at 1st level and every other chronomancer level thereafter (3rd, 5th, 7th, and 9th level), the chronomancers may learn one new trick from the following list:

* ***Forewarning:*** The chronomancer can expend 1 point of Karma when he rolls initiative to allow himself or an ally within 30 feet to roll 1d4 and add it to that character’s initiative result. At 5th level, the chronomancer can expend 2 Karma as an immediate action to apply this benefit to a saving throw he has just rolled (but before the result is revealed). At 10th level, the die size increases to 1d6.
* ***Haste:*** A chronomancer can cast *haste* as a spell-like ability by spending 6 Karma. Caster level is equal to the chronomancer's caster level, and the spell Save DC is based off of the chronomancer's wisdom.
* ***Molding Time:*** A chronomancer can shape the progression of time in a specific area. By spending 3 Karma, a chronomancer can advance the time in a specific area by 1 round. Likewise, time can be stretched out for an additional round instead. This ability has a 20-foot radius. This ability requires a swift action to activate no matter how much karma is expended. Creatures are unaffected by this ability. For example, if a chronomancer were to advance time in a certain area by 3 rounds, after spending 9 Karma, everything within that area moves forward those 3 rounds instantaneously. The obvious use for this ability is to manipulate spell and effect durations.
* ***Rewind:*** As an immediate action after losing a spell due to a failed concentration check or after casting a spell that had no effect (such as due to successful saving throws, a failed caster level check to overcome spell resistance, or other immunities), the chronomancer can expend a number of points from his Karma equal to half the spell’s level (minimum 1) to immediately prepare the spell again, as if it had not been cast. Any material components expended in the original casting remain expended, as are actions used to cast the original spell.
* ***Slow***: A chronomancer can cast *slow* as a spell-like ability by spending 6 Karma. Caster level is equal to the chronomancer's caster level, and the spell Save DC is based off of the chronomancer's wisdom.
* ***Spell Suspension:*** A chronomancer can either delay or stop a spell dead in its tracks. By spending 3 Karma, a chronomancer can delay the effects a spell by either halting the duration of a spell for 1 round, or by causing a spell with a duration of instantaneous to come into effect 1 round later. This ability requires a swift action to activate no matter how much karma is expended.
* ***Time Freeze:*** A chronomancer can temporarily stop all movement within a 20-foot radius of herself. For every 9 Karma spent, all time stops within the area for 1 round. No creature caught in this ability can move or perform any actions (including the chronomancer). Damage caused within this area is negated, and any spell cast within this area is suspended until the effect ends.

### **Homeward Rift**

At 2nd level, the chronomancer can open a rift in the veil to her own time as a full round action. The rift is large enough for a large creature to fit through comfortably, and too small for anything greater than Huge size to fit through. The rift remains for one round per point of Karma that the chronomancer choses to spend.

This ability only works within the area of the Veil, even if the veil does not exist in that particular time. For each sentient creature that passes through this rift that does not belong in the chronomancer’s time, the chronomancers loses 4 Karma. Each animal from the wrong time that passes through the rift causes the chronomancers to lose one point of Karma.

### **Speed Boost**

At 4th level, the Chronomancer gains a single extra attack at his highest BAB. At 7th level, the Chronomancer gains one attack at his highest BAB, and one at his lowest. At 10th level, the Chronomancer gains two attacks at his highest BAB, and one at his lowest.

(10th level Example: +11/+11/+11/+6/+1/+1)

### **Parallel Self**

At 6th level, if the chronomancer is killed, he can immediately expend 10 points of karma to summon an alternate version of himself from a parallel existence, appearing up to 30 feet away. This alternate version is identical to the chronomancer with a few minor exceptions. The alternate version has half the chronomancer’s total hit points (but not any temporary hit points) and those spells the chronomancer had prepared when he died. The alternate version has the same equipment as the chronomancer but does not bear any artifacts the chronomancer was carrying. Any expendable items, charges, or expensive material components the alternate version uses are also expended for the chronomancer. This alternate version remains for 1 minute before the duplicate and its equipment are ripped back to their reality.

### **Complex Contingency**

At 8th level, the chronomancer can specify two trigger conditions when casting *contingency*. In addition, when the chronomancer’s *contingency* would trigger, the chronomancer can expend 1 Karma as an immediate action to prevent the *contingency* from triggering, saving the stored effect for later.

### **Immortality (Ex)**

At 10th level, a chronomancer gains the ability to permanently stop aging. Their body no longer ages, and the chronomancer has no age limit. In addition, the chronomancer is unaffected by the Time Freeze trick, both his own and that of other chronomancers.