"No matter who, when, or where. I will be there.
" - A Knight
" - Lynk, a mythical Timeless Knight rumoured to have grown so powerful that he sent himself back in time.
BECOMING A TIMELESS KNIGHT
Timeless Knights do not come from the ordinary mortal realm, instead coming from a world far beyond the Outer Realms, and travelling from time memorial. Any applicant to thier cause must be able to survive the flows of the universe itself, and pass through the gates of time that they have locked thier realm within. Few applicants ever reach these guardhouses, but they are almost assured to be allowed within to be trained in an art of combat long forgotten, from far in the future that has happened.
An extended life span (no maximum age or >300 years)
Able to cast Plane Shift
Knowledge (Planes) (12)
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Any, each must be taken seperately), Listen (Wis), Profession (Wis), Ride (Dex), Swim (Str)
Skills Points at Each Level:
6 + int
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|Temporal Law, Knight's Oath|
|Crisis of Time|
: Timeless Knights are profiecient with all simple and martial weapons, all types of armour, and with shields (except tower shields)
: All time must be balanced, quickening of time for a moment requires slowed time at another moment, to slow time for all requires a quickened moment to balance the equation. The Timeless Knight may make adjustments to the timeline with his abilities at the cost of sand from his Hourglass*. The Timless Knight automatically gains his Hourglass, a gift from Time itself, upon gaining this ability. He may use any ability from the Time list below, as long as he meets the prerequisites for its use. Knights generate 1 Sand at level 1, 3 at level 3, 6 at level 6, 9 at level 9 and 12 at level 10.
: The hourglass is an expression of the power the Timeless Knight has been granted over the ordinary flow of time. The hourglass does not need to be a physical object, and may merely exsist within the Knight's mind, though they may recieve one from Time, if they wish. The hourglass may be created of any material, and in any form, as long as its shape and function are to track the passing of time. No matter what it is created out of, once it recieves the belief of the Knight to be a sacred hourglass, it henceforth counts as being forged out of Mithril for all intents and purposes. The Knight may not replace this physical Hourglass at any point, or maintain more than one, but even if it is destroyed, he may still use his powers. However, the Hourglass, while functional, must never leave his person.
: The Knight's oath requires a few things of every Timeless Knight ; That they remain forever Lawful, and that they visit the Sanctuary of Time once per year. A Timeless Knight may not engage in lethal combat against another Timeless Knight. He may not worship any god or diety, for with time any of them may be overthrown. See below for Fallen Knights.
PLAYING A TIMELESS KNIGHT
Slipstream ; (1 Sand/2 Rounds) The Knight may act as if under the effects of the Haste spell, this effect may stack with Haste or any Haste-like effects. This effect uses his swift action for the round as long as it is maintained.
Temporal Movement ; (1 Sand) The Knight may automatically return to the position he started the round in as a swift action.
Timewarped Strike ; (1 Sand) Your next attack ignores any defences that your enemy may have raised (Miss Chance, DR, immunity, incorperealness, etc). You must still hit, albiet, against thier Touch AC. This uses a Swift action to activate.
Retroactive Repitition ; (2 Sand) You may repeat all of your actions of the previous round as a Standard action. This will still cost you the relevant spells/sand/manuevers per day. If you are unable to pay the required spells/sand/manuever cost, then that action is not performed. To activate this ability, you must use a Swift action.
Time's Ally ; (2 Sand) You may cast Time Stop as if a Wizard with a Caster Level equal to your character level. The Time Stop automatically lasts the minimum time possible. This uses a Standard action.
Quickened Reality (3 Sand/hour) You automatically go first in any initiative roll, beating the next highest score by one.
Rewind ; (3 Sand/round) You may undo all actions of the previous rounds, all parties regaining thier spells, health and other resources that may have been spent. You do not regain the 3 Sand required to cast this. This takes up your Swift action on the new turn.
Identity Paradox (3 Sand + 1 Sand/round) You may summon yourself from the end of the previous turn, as a Swift action, with all the stats you (past) had at the time (minus three Sand). He/you may take any actions, for as long as you (present) can pay the sand cost. Any spells or Sand that he uses must be accounted for on your Sand/Spells per day. You may dismiss yourself as a free action. You may summon another copy of yourself for +2 Sand and +1 Sand per round. This ability automatically uses your (present) Swift Action each turn.
Time Break (4 Sand) You can remove any creature, friendly or hostile, from exsistance for d6 rounds. This is a touch attack that takes a standard action, and has a Will Save (DC 15 + Int Mod + Character Level) to negate the removal. If the Will Save is passed, then the target must pass a Fortitude Save (DC 10 + Int Mod + Character Level) or be stunned for one round.
Chronomatic Rejuvination (6 Sand) You regain all of your spells and health as if starting a new day. This uses a Swift action. It does not restore any Sand.
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TIMELESS KNIGHTS IN THE WORLD
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TIMELESS KNIGHTS IN THE GAME
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: Listen +, Spot +,
, touch , flat-footed ()
ft. ( squares)
Str , Dex , Con , Int , Wis , Cha