HEXER OF TIME
”Time itself is nothing but a tool; a weapon deadlier than any other made.” – Raygon, a Hexer of Time
Art by ~Lemon-style at deviantart.com
What is time?
Some view it as a stream of infinite possibilities, ever-changing. Others view it as an intangible force that keeps this world going. However, to some, it is but a tool. A tool whose quality cannot be determined, and its uses only limited by the users imagination. A tool above all others.
Some Hexblades yearn for this power, trying to learn how to curse time itself. Their arcane energies, while strong, cannot do this alone. He needs to dive into his soul, and bring for the power of Incarnium, along with his curse, to gain the might weapon called time.
BECOMING A HEXER OF TIME
Hexer’s of Time are often an uncaring bunch, and rarely take on disciples or write down their findings. As such, most often one can only become a Hexer of Time through trial and error, many making mistakes that end with them lost in time, never to be found again. Those that do manage to discover the secret, however, gain control over time and find that they have an ever powerful tool.
Hexblade’s Curse 2/day
Incarnium Radiance 1/day
Dark Companion (Hexblade ACF)
Extra Cursing Feat
The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int)
Skills Points at Each Level:
4 + int
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|Spellcasting, Hexblade’s Curse, Meldshaping, Cursed Moments, Hexing Expertise|
|Chakra Binds(Crown, Hands, Feet)|
|Chakra Binds(Arms, Brow, Shoulders)|
|Black Soul Companion|
|Chakra Binds(Neck and Waist) or Chakra Bind(Heart)|
|Cursed Moments, Time Lord|
: A Hexer of Time does not gain any weapon or armor proficiencies
At each level, the Hexer of Time increases his Meldshaper level, the number of Soulmelds he can shape, the number of Chakra binds he can create, and his Essentia pool as if he had gained a level in a Meldshaping class to which he belonged prior to gaining the Hexer of Time level. He does not, however, gain any other abilities of that class, such as new tiers of Chakra binds. If he had more than one Meldshaping class before becoming a Hexer of Time, he must decide to which class to add each level for the purpose of determining his Essentia pool, Meldshaper level, and the number of Soulmelds and Chakra binds available.
At each level the Hexer of Time gains new spells per day, spells known, and an increase in caster level as if she gained a level in another spellcasting class to which the Hexer of Time belonged before choosing this prestige class. The Hexer of Time does not, however, gain any other increase in benefits from her old class. If the Hexer of Time has multiple applicable spellcasting classes before becoming a Hexer of Time, she must choose which one gains the extra casting.
Hexer’s of Time learn to expertly wield their cursing powers, and gain a number of daily uses of their Hexblade’s curse equal to their charisma modifier. In addition, add your Hexer of Time and Incarnate levels to your Hexblade levels to determine the DC of the Hexblade’s curse and for the greater and dire versions of the curse.
You have learned how to curse time itself, and to manipulate it to give you an advantage in combat. At levels 1, 4, 7, and 10, choose one of the abilities below. Activating any of these abilities is a free action, however only one of them can be activated in any single round, and you cannot use your Hexblade curse in the same round as a Cursed Moment. Each Cursed Moment takes up one daily use of your Hexblade Curse. Any saves involved with a Cursed Moment uses the save DC of your Hexblade’s curse, including any bonuses from feats or items (such as ability focus).
Removed From Time: You have learned to separate yourself from time, disappearing in order to escape. You disappear from the material plane for up to your Charisma modifier rounds. You are aware of what happens within 30ft of where you used this ability, but you may not cast spells nor use any ability while removed from time. Rejoining the timestream is a free action that can only be done on your turn, reappearing anywhere within 30ft of where you left the time stream.
Time Heals All Wounds: By expanding a daily use of your curse, you heal an amount of hp equal to you charisma modifier x ˝ your class levels.
Repeat: By manipulating time into repeating itself, you can cause a target to repeat it’s last move. An opponent failing it’s will save is forced to repeat its last action for a number of rounds equal to your charisma modifier. It gets a new save each round to end the effect. If it is not cappable of repeating it's actions then it gets a +2 to it's save. If it still fails, however, it cannot do anything that round.
Fast Forward: You speed up the personal time of yourself or one of your allies. The target of this ability gains a +20ft time bonus to speed, and a +2 time bonus to attack rolls. This lasts for a number of rounds equal to your charisma modifier. These bonuses improve to +30ft and +4 attack roll bonus at level 5, and a +6 bonus to attack rolls and a +40ft speed bonus at level 10.
Slow Time: You slow down the time around you briefly, giving you more time to perceive the world around you. You gain a +4 time bonus to ac and reflex saves. This lasts for a number of rounds equal to your charisma modifier. This improves to a +6 bonus at level 5, and a +8 bonus at level 10.
Skip: Just as you are being targeted, you cause a slip in the timestream and attempt to skip to the time where the ability is over, completely avoiding it. You use this ability as an immediate action in response to an opponent targeting you with an attack, spell, spell-like, or supernatural ability. If the opponent is targeting you, they must make a will save. If they fail the save, you cause a gap in the time stream, which causes the attack or spell (or spell-like or supernatural ability) to be completely avoided. Success indicates that the attack or ability continues as normal.
Delayed Effect: You have learned to delay effects and release them later as needed. When you use this ability, you must cast a spell or use a spell-like or supernatural ability afterwards within one round, or the use is lost. When you use the spell, spell-like, or supernatural ability, the effects to don’t occur. Instead, any time thereafter, you may use the spell, spell-like, or supernatural ability at any time as a swift or immediate action. You may only have one delayed effect at a time.
Pause: Your curse has become potent enough to stop time temporarily. An opponent targeted by this effect must make a will save or become stunned for 1d4 rounds. You may not gain this ability until you have at least 7 class levels.
Extend: Your curse can manipulate time, allowing it to draw out effects over time and make them last longer. Target any one spell, spell-like, or supernatural ability currently in effect within 30ft of you that has a duration of longer than instantious. The remaining duration of the effect is doubled.
Shorten: Time is but a stream, and your curse has become potent enough to cut time short. Target any one spell, spell-like, or supernatural ability currently in effect within 30ft of you that has a duration of longer than instantious. The remaining duration of the effect is reduced to 1d4 rounds.
Age: Time is merely your tool to use against others. With this ability, an opponent you target must make a fortitude save or age extremely fast, causing their body to wither and rot away. An opponent who suffers this curse takes a penalty to their strength, dexterity, or constitution score equal to one-half of your class levels for an hour, as their body becomes old an feeble. This effect does not, however, give the opponent any of the normal benefits and penalties of aging. A successful save negates this effect. This effect can be used on the same foe multiple times, each time chosing a different ability score.
As the Hexer of Time attains higher levels, he can bind his Soulmelds and magic items to new Chakras, gaining new powers based on the combination chosen.
At 2nd level, he can bind Soulmelds to his Least Chakras (Crown, Feet, Hands), in addition to any other Chakras available.
The Lesser Chakras (Arms, Brow, Shoulders) become available at 5th.
At 8th, the Hexer of Time has a choice: he may open the two Greater Chakras (Throat and Waist), or he may instead open the Heart Chakra. He makes this choice upon reaching 8th level, and once made he cannot change it.
Your cursed abilities have grown very strong, to the point where even your soul is corrupted. You may now use your Incarnium radiance ability to fuel your Cursed Moments ability, and you gain an additional number of uses of your Incarnium Radiance ability equal to half of your class levels. In addition your Hexer of Time class levels now stack with your incarnate levels to determine the strength of your Incarnium Radiance ability.
Black Soul Companion(Su):
Your Dark Companion feeds off of your essentia, gaining strength as it does so. Treat it as a soulmeld for the purposes of how much essentia you may invest in it, and for the purpose of feats and class features. However, it does not count against your limit of soulmelds shaped.
You abilities effect time itself, and you have mastered time to the point where you can directly gain power from it. You gain access to the time domain, gaining it domain ability and access to all of its spells (at the levels you can cast). In addition, you may cast each spell from the list once a day as a spell-like ability, however each casting cost one of your daily Hexblade Curse uses. You may only cast a spell whose level is no greater than 1/2 your character level.
You have become one with time itself. As a result of this merging, you can completely stop time for brief moments, allowing you to interrupt others. As an immediate action, you may release a burst of energy, stopping time briefly due to the unfocused energies used. This allows you to make a standard action as a part of the immediate action used to activate this. However, because time is stopped, no one else can act, even if they could normally use an immediate action.
This can only be used once per encounter. In addition, you have separated yourself from the timestream, and stop aging. You no longer suffer any penalties for aging, nor can you die of old age, although you may still continue to gain the benefits of aging. In addition, you become immune to any ability which can age you or turn back time on you in any way, and can act whenever another casts the Time Stop spell. If another casts the spell, you may attack them and cast spells at them, but you may not target, directly or indirectly, any opponent who cannot take actions during the timestop.
PLAYING A HEXER OF TIME
Hexer of Time are a fickle bunch, rarely staying in one place for too long, and often can be found as travelers and mercenaries. The see time as an abstract tool, and often do not pay attention to the amount of time goes by. And why should they? They can command time itself.
Hexers of Time are melee combatants. They rely on their on their command over time, along with their Incarnium abilities, to give them an edge in combat. Rarely, one will become an archer of sorts, but this tends to be rare. However, some to use their spell casting to weaken their targets before closing it. Not many do this, as their mastery of the arcane arts is very limited when compared to that of a wizard.
As a Hexer of Time relies on both Incarnium and his curing abilities, he comes to the crossroads at the end of the class. Which to advance, meldshaping or hexblade? Thanks to their Hexing Expertise ability, their curse ability will not suffer if they take either path, making both viable. However, a select few progress into the Soulcaster prestige class, sacrificing their cursing abilities for both spell and meldshaping. The ones that do this are very few in number, as a Hexer of Time focuses on their cursing power. Those that do go and join the Soulcaster ranks, however, may chose cursed moments whose power is not affected by this choice, such as Time Heals All Wounds.
A Hexer of Time has very few resources, especially if his powers are known. People tend to look down upon these “cursed ones” already, let alone those who can use their abilities to manipulate time. However, a few do go on to form small groups of people who do accept them. Those that don’t often become hired swords.
HEXER OF TIMES IN THE WORLD
”Can’t Catch up! Too fast!”
– Argoth, a mercenary hired to kill a Hexer of Time.
Hexers of Time are often a lonely bunch. They tend to travel alone, however by relying on their time-manipulating abilities, they have managed to survive against several campaigns kings and others have held against Hexers of Time. Those fighting against Hexers of Time often find themselves unable to counter due to their time manipulation, and often find themselves aged or worse due to these time abilities.
Hexers of Time often travel, either to advance their abilities or to find an employer. Those that don’t travel usually hide their abilities, and must be very careful to hide them, least they be chased out. Some even become tricksters, playing pranks on others and using their time abilities to hide.
Raygon is propbably the most well-known Hexer of Time. He is known for his contribution to the Battle of Garodoth, when an army 300 strong was fighting to control a key fort in the war. The defending army was roughly of equal size. Raygon, unfortunate for them, had been relaxing nearby and got caught up in the battle. He, very angry at both, manipulated the time of both armies. causing the soldiers to rapid age and become old men, resulting in a stalement where nether army could advance.
Hexers of Time rarely group together; the most anyone will normally is perhaps a master and apprentice, but even that is rare. Often, however, Hexer's of Time will join up other adventuring parties to hone and advance their powers.
Hexers of Time are looked down upon even more than normal Hexblades. Hexers of Time are often chased out of villages and towns because of their powers, if known to the public. Otherwise they are treated as a magical swordsman most of the time.
HEXERS OF TIME IN THE GAME
Hexers of Time are specifically from advancing Incarnate and Hexblade classes, leaving them some versatility in the form of spells and meldshaping, in addition to their cursed moment abilities. Their choices of spells and meldshaping will deterime what they can do in a day, although for most these are secondary benefits and will primarily rely on their curse and cursed moments abilities.
Hexers of Time do not have much room for reflavorment due to the specific abilities and flavor of the class, however, one could take a more divine approach and say that the abilites were granted by a god pittying the cursed mortal or rewarding them for being a devout follower.
Hexers of Time will often be found by themselves, most likely as a hired sword of sort. It is possible that a Hexer of Time was hired to take care of the PC's, or he may approach the PC's and offer his services to the PC's to help with their current goal. Very rarely, the PC's may find themselves in a area that's been warped by time because of the Hexer of Time's abilities; in this case, the PC's may of heard rumors or been hired to investigate.
Give an example of how one might encounter a member of this PrC.
Give the encounter level and description of a sample member of this class and a stat block for him/her.
: Listen +, Spot +,
, touch , flat-footed ()
ft. ( squares)
Str , Dex , Con , Int , Wis , Cha