Conan Tierney
2015-09-16, 12:44 PM
My hope is to find a viable, balanced class that can affect time. Please give me feedback on this. I have never actually play tested it because I don't want it to be terrible or completely over powered. I appreciate your help
Chronomancer
Hit Points- d8
Skill Point- 2 + INT
BAB- 1/2
Saves- Good Reflex and Will
Spells per day- Wizard level
Spells Known- Sorcerer level
Skills- Concentration, Craft, Knowledge (Arcana or Religion based on spell type), Profession, Spellcraft
1 - Accelerated Life-force +1, Temporal Powers, Speed
2 -
3 - Guardian
4 -
5 -
6 - Accelerated Lifeforce +2, Hop
7 -
8 - Slow/Haste
9 -
10 - Temporal Combining
11 - Accelerated Lifeforce +3, Advanced Speed
12 -
13 - Advanced Guardian
14 -
15 -
16 - Accelerated Lifeforce +4, Advanced Hop
17 -
18 - Mass Time Stop
19 -
20 - Accelerated Lifeforce +5, Temporal Regression
Weapon & Armor Proficiency- Chronomancers are proficient with all simple weapons, light armor, and shields (except tower)
Spellcasting- Chronomancers can cast their spells as either arcane or divine. If they choose arcane, their CHA modifier is used to determine the difficulty class of their spells' saving throws and the highest level spells they can cast. If they choose divine, their WIS modifier is used instead.
Regardless of what type of spells they cast, Chronomancers must choose either the sorcerer/wizard, cleric, or druid spell list. Once they choose a list they may not switch. Chronomancers are spontaneous casters like sorcerers.
Accelerated Life-force- Chronomancers bodies are permanently altered due to their exposure to temporal energy. They gain fast healing 1 at level 1 which increases as they level up.
Temporal Powers- Chronomancers spend all their energy on learning the mysteries of time. Through their studies, they gain unique powers that allow them to alter time in specific ways. They can use these powers a number of times per day equal to 5 + their spell ability modifier. Tampering with time causes some temporal backlash, a welcome risk for the control over time. Using these abilities takes a standard action.
● Speed- Increases the movement speed of the target by 20 ft. and their initiative by +2 for 10 minutes/lvl. (max. 10). Backlash- 1d4
● Guardian- Gives the target a +2 deflection bonus to AC and a +2 to reflex saving throws for 1 minute/lvl. (max. 10). Backlash- 1d6
● Hop- Allows the target to disappear from time for a number of rounds up to the Chonomancer's level. The number of rounds is decided at the casting by the chronomancer. They appear in the exact spot they disappeared from as if no time had passed. When they return, the target acts as though they were under the effects of time stop for one round before returning to normal speed. Backlash- 2d6
● Slow/Haste- If this power is used on an enemy, they receive a will save equal to 10+1/2 chronomancer level+Spell ability modifier. If they succeed, one use is expended but no effects or backlash occurs. If they fail, the target is immobilized for 1 round. Then for a number of rounds equal to the chronomancer's level (max. 10) the target is under the effect of the slow spell. If it is used on an ally, they gain the effects of time stop for 1 round and then haste for 1 round/level (max. 10) Backlash- 4d4
● Temporal Combining- Allows the chronomancer to use 2 powers at once. If they do, they take 1.5x the backlash from both powers. This takes a full round action but only counts as 1 use of power instead of 2.
● Advanced Speed- Gives an increase of 60 ft. to move speed, +6 to initiative, and the effects of the spell, freedom of movement, for 10 minutes/level. Backlash- 6d4
● Advanced Guardian- Gives a +6 deflection bonus to AC, +6 to reflex saves, and the effects of evasion for 1 minute/level. Backlash- 6d6
● Advanced Hop- Allows the chronomancer to take with him a number of willing allies equal to his spell ability modifier. All those targeted are sent forward in time up to 1 hour/lvl. They reappear in the same spot where they were when this power was used as if no time had passed. They act as though they were under the time stop spell for one round before returning to normal. Backlash- 6d8
● Mass Time Stop- Allows the chronomancer to take with him a number of willing allies equal to his spell ability modifier. This functions just like the spell time stop. Backlash- 6d10
● Temporal Regression- Allows the chronomancer to turn back time. He is limited to a max number of rounds equal to his spell ability modifier. The backlash for this power is dealt for every round he chooses to go back. If he is killed by backlash, the power still happens and he is dead in the past. Backlash- 6d12/round
Chronomancer
Hit Points- d8
Skill Point- 2 + INT
BAB- 1/2
Saves- Good Reflex and Will
Spells per day- Wizard level
Spells Known- Sorcerer level
Skills- Concentration, Craft, Knowledge (Arcana or Religion based on spell type), Profession, Spellcraft
1 - Accelerated Life-force +1, Temporal Powers, Speed
2 -
3 - Guardian
4 -
5 -
6 - Accelerated Lifeforce +2, Hop
7 -
8 - Slow/Haste
9 -
10 - Temporal Combining
11 - Accelerated Lifeforce +3, Advanced Speed
12 -
13 - Advanced Guardian
14 -
15 -
16 - Accelerated Lifeforce +4, Advanced Hop
17 -
18 - Mass Time Stop
19 -
20 - Accelerated Lifeforce +5, Temporal Regression
Weapon & Armor Proficiency- Chronomancers are proficient with all simple weapons, light armor, and shields (except tower)
Spellcasting- Chronomancers can cast their spells as either arcane or divine. If they choose arcane, their CHA modifier is used to determine the difficulty class of their spells' saving throws and the highest level spells they can cast. If they choose divine, their WIS modifier is used instead.
Regardless of what type of spells they cast, Chronomancers must choose either the sorcerer/wizard, cleric, or druid spell list. Once they choose a list they may not switch. Chronomancers are spontaneous casters like sorcerers.
Accelerated Life-force- Chronomancers bodies are permanently altered due to their exposure to temporal energy. They gain fast healing 1 at level 1 which increases as they level up.
Temporal Powers- Chronomancers spend all their energy on learning the mysteries of time. Through their studies, they gain unique powers that allow them to alter time in specific ways. They can use these powers a number of times per day equal to 5 + their spell ability modifier. Tampering with time causes some temporal backlash, a welcome risk for the control over time. Using these abilities takes a standard action.
● Speed- Increases the movement speed of the target by 20 ft. and their initiative by +2 for 10 minutes/lvl. (max. 10). Backlash- 1d4
● Guardian- Gives the target a +2 deflection bonus to AC and a +2 to reflex saving throws for 1 minute/lvl. (max. 10). Backlash- 1d6
● Hop- Allows the target to disappear from time for a number of rounds up to the Chonomancer's level. The number of rounds is decided at the casting by the chronomancer. They appear in the exact spot they disappeared from as if no time had passed. When they return, the target acts as though they were under the effects of time stop for one round before returning to normal speed. Backlash- 2d6
● Slow/Haste- If this power is used on an enemy, they receive a will save equal to 10+1/2 chronomancer level+Spell ability modifier. If they succeed, one use is expended but no effects or backlash occurs. If they fail, the target is immobilized for 1 round. Then for a number of rounds equal to the chronomancer's level (max. 10) the target is under the effect of the slow spell. If it is used on an ally, they gain the effects of time stop for 1 round and then haste for 1 round/level (max. 10) Backlash- 4d4
● Temporal Combining- Allows the chronomancer to use 2 powers at once. If they do, they take 1.5x the backlash from both powers. This takes a full round action but only counts as 1 use of power instead of 2.
● Advanced Speed- Gives an increase of 60 ft. to move speed, +6 to initiative, and the effects of the spell, freedom of movement, for 10 minutes/level. Backlash- 6d4
● Advanced Guardian- Gives a +6 deflection bonus to AC, +6 to reflex saves, and the effects of evasion for 1 minute/level. Backlash- 6d6
● Advanced Hop- Allows the chronomancer to take with him a number of willing allies equal to his spell ability modifier. All those targeted are sent forward in time up to 1 hour/lvl. They reappear in the same spot where they were when this power was used as if no time had passed. They act as though they were under the time stop spell for one round before returning to normal. Backlash- 6d8
● Mass Time Stop- Allows the chronomancer to take with him a number of willing allies equal to his spell ability modifier. This functions just like the spell time stop. Backlash- 6d10
● Temporal Regression- Allows the chronomancer to turn back time. He is limited to a max number of rounds equal to his spell ability modifier. The backlash for this power is dealt for every round he chooses to go back. If he is killed by backlash, the power still happens and he is dead in the past. Backlash- 6d12/round