Illusionist/Chronomancer

*Chronomancers are a different breed of illusionist: while not as powerful spellcasters nor as adept in social situations as their counterparts, they make up for this with martial prowess and the ability to create and shatter illusionary clones of themselves to further manipulate the battlefield to their own ends.*

Chronomancer is an archetype of the illusionist class, created by Floof.

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## **Class Skills**

The chronomancer loses Diplomacy (Cha) and Perform (Cha) and gains Acrobatics (Dex) and Escape Artist (Dex) as class skills.

## **Limited Spellcasting**

A chronomancer loses access to 7th through 9th level spells and has a lower base MP as noted below.

## **Martial Prowess**

A chronomancer’s base attack bonus increases by one step (from 1/2 BAB to 3/4 BAB), and hit dice increases by one step, from d6 to d8. Their reflex save progression becomes good.

## **Weapon and Armor Proficiency**

Chronomancers are proficient with all simple and martial weapons, but not power weapons. They are also proficient with light and medium armor, and shields (but not tower shields). However, armor interferes with a chronomancer’s movements, which can cause her spells with somatic components to fail.

This replaces an illusionist’s normal weapon proficiencies.

## **Limit Breaks (Su)**

At 1st level, the chronomancer receives the Limit Break (Ether Signet). This replaces the Limit Break (Terrifying Nightmare).

*Ether Signet (Su):* This Limit Break gives the chronomancer, for a duration of 1 round + 1 round per four illusionist levels after 1st, one clone per turn at the start of her turn. This does not allow the chronomancer to have more clones in her pool than normal. This limit break is cast as a swift action.

## **Prismatic Understanding (Su)**

A chronomancer casts illusion spells which are drawn from the illusionist spell list. A chronomancer uses intelligence as her spellcasting modifier instead of charisma for all her spell effects, bonus MP, and spellcasting requirements.

**Additionally, any illusionist class feature that normally uses a calculation based on Charisma is instead based on Intelligence for a chronomancer.**

This modifies an illusionist’s normal spellcasting and class features.

## **Phantasm Pool (Su)**

Starting at 1st level, the chronomancer gains a phantasm pool equal to her illusionist level (min 1) + her intelligence modifier. The pool refreshes once per day when the chronomancer rests for 8 full hours. Pool points can be spent directly to fuel veil and phantasmal powers, or spent to empower phantasms. This pool is treated as the veil pool for the purposes of the extra veil pool feat and favored class bonuses.

As a standard action, the chronomancer can spend one point from her phantasm pool to vanish as per the spell Disappear. This is an illusion effect that lasts up for a number of rounds equal to her illusionist level, maximum 5.

This ability replaces Veil Pool and Quick Veil.

## **Finesse Training [Duelist’s Discipline] (Ex)**

At 1st level, a chronomancer gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she can add her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the illusionist from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The chronomancer can select a second weapon at 11th level and a third at 19th level.

This ability replaces Blinding Ray.

## **Clone Pool (Su)**

Starting at second level, when a chronomancer hits with her phantasm attacks made as part of the chronophantasma feature, they generate clones. Clones are illusory copies that only manifest when shattered (see below). A chronomancer starts the day with 0 clones, and can only ever have a maximum of three at any given time. Clones not expended disappear at the end of combat. As a free action, a chronomancer can expend a clone to gain +1 damage on her next attack that turn.

This ability replaces Mirror.

## **Chronophantasma (Su)**

Starting at second level, as a standard action, the chronomancer can summon a phantasm and optionally make a single attack at their highest base attack bonus. When using this ability, declare the phantasm being summoned, then you may choose to make an attack roll at a -2 penalty, then resolve the listed effects based on the phantasm. Each phantasm has different effects as detailed below; but all require the target to be within 30ft and line of effect to function, if not, the phantasm does not appear and has no effect. If a phantasm effect requires an attack roll, make it at the same bonus as the attack you made (or would have made) as part of this standard action; phantasms are always considered to have a crit range/multiplier of 20/x2. If the phantasm attack (which is not the chronomancer making an attack) hits, generate a clone, unless otherwise stated.

At 2nd level, select two phantasms to add to your list of options. At every three levels thereafter, (5, 8, 11, 14, 17, 20), select one additional phantasm that you qualify for. Some phantasms have other prerequisites.

* ***Phantasmal Swordsman:*** Make an additional melee attack roll. This phantasm does 1d6 + intelligence modifier (min 0, up to class level) in piercing damage on a hit.
* ***Phantasmal Berserker:*** Make an additional melee attack roll at an additional -2 penalty. This phantasm does 2d6 + intelligence modifier (min 0, up to class level) in slashing damage on a hit.
* ***Phantasmal Warrior:*** Make an additional melee attack roll. This phantasm does 1d6 + intelligence modifier (min 0, up to class level) in bludgeoning damage on a hit.
* ***Phantasmal Duelist:*** Make an additional melee attack roll. This phantasm does 1d4 + intelligence modifier (min 0, up to class level) on a hit, and 1d2 bleed damage per turn for 2 turns. This bleed damage does not stack with itself.
* ***Phantasmal Defender*:** Until the start of your next turn, gain a +2 shield bonus to your AC. This bonus does not stack with any existing shield bonuses. This phantasm cannot generate clones.
* ***Phantasmal Warden:*** Until the start of your next turn, you may use an attack of opportunity to attempt to parry a single ranged attack made against you. This parry roll is made at the same bonus as other phantasm attacks. This otherwise functions as the feat Cut From the Air. If the attack is parried, generate one clone. If not, the phantasm disappears at the start of your next turn and you do not gain a clone.
	+ Prerequisites: 5th level
* ***Phantasmal Mage:*** Make an additional melee attack roll. This phantasm does 2d4 elemental damage, chosen when making the attack. Pick one out of electric, earth, water, ice, wind or fire damage.
* ***Phantasmal Rogue:*** Against the target of your phantasm attack, you are treated as flanking until the end of your turn. This includes the attack roll made as part of this feature.
* ***Phantasmal Warlock:*** When using the *Phantasmal Mage* phantasm, additionally add your intelligence modifier to the elemental damage done.
	+ Prerequisites: 8th level, *Phantasmal Mage* phantasm

* ***Phantasmal Disenchanter*:** Make an additional melee attack roll. If this attack hits, the chronomancer can, as a swift action, cast a targeted *Dispel* against the target. Pay the MP cost as normal for this spell. If the dispel is successful, gain a clone.
	+ Prerequisites: 8th level, ability to cast *Dispel*

This ability replaces Cloaked Casting and Resilient Illusions.

## **Shatter (Ex)**

Starting at third level, a chronomancer can spend a move action to expend any clones currently in her clone pool for additional effects (“shattering”). When the chronomancer decides to use a shatter, they select a square within close (25ft plus 5ft per two illusionist levels) range as the center of the shatter, unless stated otherwise. Shatters affect an area of 5ft + 5ft per 5 illusionist levels, and the chronomancer can choose whether they affect allies or enemies within the radius. Affected enemies may make a reflex save (DC: 10 + ½ illusionist level + intelligence modifier) to halve this damage.

* *Split Second*: Starting at 3rd level, the chronomancer can shatter to deal 1d6 + ½ illusionist level, rounded down (minimum 0) non-elemental damage per clone to all enemies within the area of effect. This increases by 1d6 per 4 levels after the first.
* *Rending Shatter*: Starting at 3rd level, the chronomancer can shatter to cause 1d4 points of bleed damage per clone to all enemies within the area of effect. Multiple uses of this shatter do not stack.

* *Diversion*: Starting at 4th level, as a standard action, the chronomancer can expend one clone to attempt to daze one target within 30 feet and line of sight, for one round. Affected creatures must make a fortitude save (10 + ½ illusionist level + Intelligence modifier) to avoid this effect.
* *Mind Wrack*: Starting at 5th level, the chronomancer can expend one clone to attempt to blind and dazzle creatures within the area for 1d2 rounds. Affected creatures must make a will save (10 + ½ illusionist level + casting modifier) to avoid this effect. Creatures are dazzled for 1d2 rounds on a failed save, regardless.

* *Distortion*: Starting at 7th level, The chronomancer can, as an immediate action, expend two clones to gain the effects of the displacement spell until the start of their next turn.

This ability replaces Chains of Disbelief and Master of the Veil.

## **Phantasmal Powers (Su)**

The chronomancer gains both veil powers and phantasmal powers. Starting at 3rd level, a chronomancer gains either a veil power or a phantasmal power. She gains another power for every three levels of illusionist attained after 3rd level. Unless specified otherwise, a chronomancer cannot select an individual power more than once.

### Phantasm Powers

* *Illusory Accuracy (Su):* A chronomancer who selects this power may expend one clone as a swift action to gain an insight bonus on all her attack rolls equal to her intelligence modifier until the end of her turn.

* *Illusory Defense (Ex):* A chronomancer who selects this power gains a +1 shield bonus to AC per active clone they have.
* *Illusory Leap (Su):* A chronomancer who selects this power can expend a clone as a move action to teleport to any open square adjacent to any enemy or ally within 60 feet. This movement provokes attacks of opportunity when the chronomancer leaves her square, but not on arrival. The chronomancer may not take any additional actions after using this feature, but can choose to deal 2d6 damage to any targets adjacent to the square she arrived at.
	+ *Prerequisites: Chronomancer level 9th*
* *Phantasmal Sorcery (Su):* A chronomancer who selects this power gains Spell Focus (Illusion) as a bonus feat.
* *Lingering Thoughts (Su):* A chronomancer who selects this power can, as an immediate action, spend one phantasmal pool point after hitting an opponent with a phantasm attack made as part of the chronophantasma feature to treat any damage done by the phantasm (not the chronomancer) as continuous damage for the purposes of concentration checks for one round.
* *Desperate Decoy (Ex):* A chronomancer with this power can expend a clone as a swift action to move through threatened squares without provoking attacks of opportunity for the first 15 feet of her movement that turn.
* *Phantasmal Fury (Ex):* A chronomancer who selects this power can apply the effects of Vital Strike and any feat that has Vital Strike as a prerequisite whenever she makes a phantasm or mirror blade attack. This only applies to the chronomancer’s damage roll.
	+ Prerequisities: Chronomancer level 6

### Shatter Powers

* *Master of Fragmentation (Su):* A chronomancer who selects this power can treat the number of clones expended as one higher for the purposes of calculating damage for the *Split Second* and *Rending Shatter* shatters. This does not allow the chronomancer to shatter when she does not have any active clones.
* *Shatter Storm (Su):* A chronomancer who selects this power increases the area of effect of her shatters by 5ft. This does not allow shatters which normally do not have an area of effect to gain an area of effect. This power can be taken up to two times.
* *Shatter Focus (Su):* A chronomancer who selects this power increases the DC of any shatter they cast by 1. This power may be taken up to two times.
* *Chaotic Persistence (Su):* A chronomancer who selects this power applies the effects of *Mind Wrack*  for 1d4 rounds on a failed save, instead of 1d2.

### Other Powers

* *Healing Illusions (Su):* A chronomancer who selects this power can additionally use *Restorative Illusions* on any ally they can see within 30 feet instead of themselves. This ability otherwise functions as normal.
	+ *Prerequisites: Restorative Illusions*
* *Restorative Illusions (Su):* A chronomancer who selects this power can expend clones to heal themselves for 1d6 hit points per clone sacrificed. This healing increases by 1d6 for every 5 illusionist levels after the 3rd.
* *Infinite Horizon (Su)*: When a chronomancer who selects this power casts any illusion spell on their spell list with a duration of “concentration”, the spell’s effects last an additional round after the chronomancer stops concentrating.
	+ *Prerequisites: Chronomancer level 11*

This ability modifies and may replace veil powers.

## **Armored Mage [Illusion of Vulnerability] (Ex)**

At 3rd level, normally, armor of any kind interferes with a spell-caster's gestures, which can cause spells to fail if those spells have a somatic component. An illusionist’s limited focus and specialized training, however, allows her to avoid spell failure so long as she sticks to light armor and light shields. This training does not extend to medium armor or to heavy shields. This ability does not apply to spells gained from a different spell-casting class. At 7th level, an illusionist learns to use medium armor with no chance of spell failure. At 10th level, an illusionist learns to use heavy shields with no chance of spell failure.

This ability replaces haze.

## **Mirror Blade (Su)**

Starting at 5th level, as a standard action, the chronomancer can spend a phantasmal pool point to create an illusionary mirror of any melee weapon they are currently wielding. The mirror blade remains with the chronomancer for a duration of 1 minute per illusionist level, until dismissed as a free action, or used. The blade does not function as a weapon normally, nor do the blades function as clones. A chronomancer may only have one blade active at any given time.

As part of creating the blade or as a standard action, the chronomancer may choose to “throw” an active illusionary blade against any target the chronomancer can see within 25 feet + 5ft per 2 illusionist levels, which allows the chronomancer to make a single melee attack against the target. Using a mirror blade in this way dismisses it, whether the attack hits or not.

While a blade is active, whenever the chronomancer makes a phantasm attack as part of the chronophantasma feature and hits with her phantasm attack, she can expend the blade to gain an additional clone.

The ability replaces Clear Mind and Illusive Reality.

## **Superiority Complex (Ex)**

Starting at 5th level, an illusionist can treat her illusionist level as her base attack bonus for the purposes of qualifying for feats.

This replaces Minor, Moderate, and Major Illusion Esoterica.

## **Persistence of Memory (Su)**

Starting at 6th level, whenever the illusionist makes an attack or uses her chronophantasma class feature, she can take a -1 penalty on all attacks made that turn to make that attack(s) and either continue concentrating on any illusion she has active (that was not casted on that turn), or dismiss a currently active spell. She can choose to make her attack(s) or concentrate/dismiss first in either order, but cannot concentrate/dismiss between attacks if she has multiple.

This ability replaces The Show Must Go On.

## **Illusory Inspiration (Su)**

Starting at 7th level, a chronomancer can, as a move action, spend phantasm points to empower their phantasm attacks for one round. At 11th level, she may do so as a swift action instead. They unlock the inspiration whenever the base phantasm attack is unlocked.

* ***Phantasmal Swordsman, Phantasmal Warrior:*** You may spend one phantasm point to reduce the phantasm’s attack penalty by 2.
* ***Phantasmal Berserker:*** You may spend one phantasm point to additionally deal half of the phantasm’s damage on a successful hit to another target adjacent to the first.
* ***Phantasmal Duelist:*** You may spend two phantasm points to resolve the phantasm’s attack against touch AC instead.
* ***Phantasmal Warden:*** You may spend two phantasm points to additionally allow parry attempts against ranged touch attacks, but not unusually massive ranged weapons.
* ***Phantasmal Mage:*** You may spend one phantasm point to deal 2d6 elemental damage instead of 2d4.
* ***Phantasmal Defender*:** You may spend one phantasm point to change the defender’s AC bonus to deflection instead of shield.
* ***Phantasmal Rogue:*** You may spend one phantasm point to make this phantasm instead last until the end of your next turn for effects. However, you may only have one active at any given time.

This ability replaces Master of Disguise and 1 MP Spell.

## **Gravity Well (Su)**

At 8th level, the chronomancer gains the ability to manipulate gravity within a small area. As a standard action, the chronomancer can cause the gravity in a 20ft radius to increase, forcing creatures caught within it to make a reflex save (DC equal to 10 + ½ illusionist level + casting modifier) or be knocked prone. This effect lasts for a number of rounds equal to ½ the illusionist’s level, and any creature that succeeds on its save but remains in the well must continue to save each round at the start of your turn. The chronomancer must maintain line of sight to the location to cause this effect. The chronomancer can use this ability once per day at 8th level, and then one additional time for every 4 additional illusionist levels thereafter.

This ability replaces Tenacious Illusions.

## **Illusionary Reversion (Su)**

At 15th level, the chronomancer learns to be more efficient with her shatters. Once per day, when she shatters, she gains a number of clones equivalent to the number expended at the start of her next turn. She can do this an additional time per day at 19th level.

This ability replaces Doublecast.

## **Echo of Memory (Su)**

At 20th level, as a move action, the chronomancer can activate a shield that lasts until the start of her next turn. Whenever the chronomancer takes damage while under this shield (once per attack roll made, or per saving throw against spell effects), she gains one clone. This does not allow her to have more clones than normal. She can use this ability a number of times per day equal to her charisma modifier.

This ability modifies and replaces Bend Reality.

This archetype written by Floof (Amiti#7220) for personal use. Do not distribute without permission. Thanks to Lolasaurus, EdinoiZ, Zuppin, Hoshi, Cookie, Ask, Teeble, Merlin, and Patriot Pig for help creating this archetype.

Image credit and archetype inspiration provided by ArenaNet LLC, and the Guild Wars 2 videogame (Go play it! It’s pretty good.)