Expanding Chronomancer Aevum Options
Expanding Chronomancer Aevum Options
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Genius Options:
Masters of Time
Beings with powers that manipulate time itself,
chronothurges, first appeared in The Genius Guide
to the Time Thief and The Genius Guide to the Time
Warden. Each of those books presented a new base
class (time thief and time warden, respectively)
that had access to two new powers sources, “motes
of time” and “aevum.” They also offered hints of
a world where a war waged through multiple,
linked, parallel timelines and time itself could be
stolen, damaged, or even destroyed.
The classes immediately garnered a large
following, and requests for additional material
quickly began making their way to Super Genius
Games. The first book to offer additional support for
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classes and creatures. train a young time thief in the use of the (much as spellcasters are divided into 351421
However, even without those three Unspoken Words power, or only by drinking arcane and divine types) – time master,
products, it’s possible to add material a potion made from the crushed carapaces of time thief, time ravager, and time warden.
from Genius Options: Masters of Time into a leap insects (from Mythic Menagerie: Ravagers Time masters are the most basic form of
campaign. For player characters, a range of of Time) can a powerful time reaver gain the chronothurges, able to manipulate time to
options exist to pick up some chronothurge Temporal Doppelganger aevum power. a small degree but lacking the depth and
powers with feats from the New Feats If a Game Master enjoys building focus of other time manipulators. Time
section, or to take advantage of one of the campaign-specific prestige classes, new reavers are chronothurges who gain most of
new archetypes presented in the Temporal temporal powers may not be generally their abilities by attacking the fabric of time
Options for Base and Core Classes section. available at all, instead becoming powers for itself, often resulting in a form of temporal
Nor are all the chronothurge options restricted specific prestige classes. Players aren’t likely damage known as chronal dissonance.
to player characters. The Temporal Threats to complain if the Retrocast power is actually Time thieves literally steal small pieces of
section provides rules for GMs who wish to a class feature in the Temporalmancer time from where they are least likely to
add time-based dangers or monsters with prestige class (designed by the GM to fill a be needed, and reuse the temporal power
time manipulation abilities to their campaign specific role in a campaign), since the players to aid themselves. Time wardens work
(including a sample temporal monster, the had no expectation of being able to take the to heal damaged time and avoid chronal
temporal labyrinthian). power anyway. dissonance, using the energy gathered
Actually introducing new character and from such work to create effects that bend,
monster options to a campaign is generally but do not break, the timestream.
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For the most part the differences between Similarly, a prerequisite that requires a type be accessed with powerful magic, some creatures
these four types of chronothurgy are simply of chronothurge level (such as “time reaver and adventurers are able to move through and
background flavor and prerequisites – a chronothurge level 7”) only counts levels of that manipulate the timestream.
character that counts as a time reaver has a chronothurge type (just as some prerequisites For purposes of a campaign, much of what
different set of powers available than a time require arcane or divine spellcasting levels, happens in the timestream is just beyond the
warden. The time thief and time warden rather than any spellcasting ability). Levels in reach of player characters, and not likely to be
classes automatically qualify as chronothurges a class that grants access to motes of time or either comprehensible or relevant. It makes
of the same type as their class names, while aevum (even if it’s as a result of an archetype), little difference to a band of adventures what
other types are defined by feats, archetypes, count toward a character’s chronothurge is happening in possible futures or alternate
and similar options. level and define what type of chronothurge pasts – what matters to them is how those
If a feat or option lists the character is. Other sources of motes and temporal realms can be called on to their own
a chronothurge level as aevum (such as magic items and feats) do not benefit. However, a basic understanding of
a prerequisite, this is grant a character a chronothurge level unless what the timestream is, and how temporal
the same as caster they specifically state that they do so. powers interact with it, can be useful to GM
level being a and players both when using chronothurgy.
requirement. Because things seen in the timestream are all
The Timestream possibilities, probabilities, and potentials, magic
One concept mentioned more than once designed to determine the accuracy of statements
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of the “timestream.” The timestream is a Everything said about the timestream is true,
space outside normal time, often described and it’s all lies, and there is no difference between
by chronal scholars as the sea through which the alternate past and the potential future. Only
the waters of time flow. The timestream creatures native to the timestream believe they
is a place where the past, all possible can gain useful information from observing its
futures, and numerous alternate eddies and flows and they are worried about
presents can be accessed, affecting likelihoods, not about what is actually
each known as a timeline. going to occur in just one timeline.
Normally, even powerful Obviously, this makes them difficult to
mortal time travelers cannot understand or negotiate with. All mote of time
change timelines, and few and aevum powers define their function in
can directly access the specific terms, describing their impact on the
timestream (though material world rather than depending on a GM
most draw on it to fuel to adjudicate any action a player might take
their temporal powers). in the timestream. If a GM does wish to allow
However, just as the timestream travel, it can be treated as a variant
outer planes have their version of the ethereal plane, but one that can
own inhabitants and can only be entered with spells and abilities that
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specifically state they can do so. Creatures in and foes, or even slice the last seconds of the damage dealt by one weapon attack, natural
the timestream can see vaguely into timelines a dying man’s life into useable motes (as attack, or unarmed attack. This decision must
around them much as creatures in the ethereal determined by the GM and flavor text of be made before an attack roll is made, and if the
plane can see vaguely into the material plane. various abilities). Regardless of their source attack misses the mote is wasted.
Creatures in the timestream are invisible and motes of time are used the same way.
Defensive Retry (Su) (time master, time
intangible just as creatures in the ethereal Once a round a chronothurge can
reaver, time thief, time warden)
are, and creatures in the timestream can be expend a mote to create a minor temporal
The character may spend a mote to gain a
affected by force effects. Since the timestream effect. Each source of chronothurge power
mote bonus to one saving throw. The roll must
connects to many possible timelines, creatures details what effects are available at what
represent a single action that occurs entirely
within the timestream can “move away” from level. When the effect grants a “mote
within a single round. (A character could use a
the timeline of the PCs to enter other timelines, bonus” to a roll or check, the bonus is
mote to add a bonus to a saving throw against a
much as creatures on the ethereal plane can equal to +1d4. This increases to +2d4 at 8th
fireball, but not to resist madness brought on by
move to the shadow plane. level, and +3d4 at 16th level. A character can
spending too much time in a mad god’s lair.)
Defined as a plane of existence, the timestream decide to add this bonus immediately after
has subjective directional gravity, erratic time, seeing the result of the original die roll. Detailed Retry (Su) (time thief, time warden)
infinite size, and is divinely morphic. The The character may spend a mote to gain a
constant leak and flow of time energies into Basic Mote Powers mote bonus to one skill check or ability check.
and through the timestream makes it a plane The roll must represent a single action that
The two base chronothurge classes – time
of wild magic to most creatures, but one of occurs entirely within a single round. (A
thief and time warden – can use motes of
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enhanced magic for creatures with powers character could use a mote to add a bonus to
time for a number of basic abilities, listed
fueled by aevum or motes of time. an Acrobatics check to leap over a chasm, but
below. The two classes use motes in slightly
not to a Craft check made to determine how
different ways. Each of the basic powers list
much progress was made after a day of work.)
Motes of Time which class receives it (and both classes
also list these powers in their own write- Eldritch Retry (Su) (time warden)
A mote is a tiny split-second of time gathered
ups). Characters that gain access to motes The character may spend a mote to gain a
by a chronothurge through various means
through a feat, item, or archetype may mote bonus to one caster level check. The
to subtly alter the normal flow of time. Time
be more limited in their selection of basic roll must represent a single action that occurs
masters gather motes of time through complex
powers, as outlined in each specific option. entirely within a single round. (Unless a GM
formulas and mental exercises often learned in
Using a basic mote power is a free action rules otherwise, all caster level checks occur
dank tomes, while time reavers break the edges
unless it specifies otherwise. entirely within one round.)
of time itself to gather up shattered motes for
their own use. Time thieves generally steal Crack In Time (Su) (time reaver) Offensive Retry (Su) (time reaver, time thief)
motes of time from their own futures, while The chronothurge can draw raw temporal The character may spend a mote to gain a mote
time wardens gather motes left over from lost energy from the timestream and add it to an bonus to one attack roll. The roll must represent
timelines. Specific groups of chronothurges attack, granting it the power of attacks made in a single action that occurs entirely within a single
may save unused motes of time from their days, years, and centuries past. The character round. (Unless a GM rules otherwise, all attack
past, cannibalize motes of time from friends may spend a mote to gain a mote bonus to rolls occur entirely within one round.)
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detailed retry, offensive retry, spare second, and take two – they just maximum weight the character may carry.
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aren’t given those names in the class description. The same is true for
some of the powers listed in Advanced Mote Powers – if the power
originally came from the time warden or time thief it has been given a
Advanced Mote Powers
new name and the class is listed after the power name. For all purposes, In addition to the basic mote powers automatically available to
including prerequisites, the time thief and time warden are considered all four types of chronothurges, some chronothurges learn to use
to already have these powers when they reach the listed level. motes of time to fuel new effects gained through an archetype,
A GM may run the time thief and time warden exactly as they class, talent, or feat. Unlike basic mote powers, some advanced
are presented in their own books, even when using the material mote powers are not free or immediate actions (as detailed in their
from this product. Alternatively, the time thief and time warden entries). A character is still limited to spending a single mote each
can be considered to have the class feature advanced mote power round, regardless of the type of action required or power used.
at levels when they normally gain a new way to use motes of time Different types of chronothurgy give access to different ways
(3rd, 7th, 11th, 15th, and 19th level for the time thief – 2nd, 5th, 8th, 11th, to manipulate time, and thus not all chronothurges may access all
14th, and 17th for the time warden). Rather than automatically gain advanced mote powers. Each power lists if it may be accessed by
the new option listed with the mote of time class feature, at those any chronothurge, or only by those that qualify as time masters, time
levels a character of that class may take any advanced mote power reavers, time thieves, or time wardens. Members of the time thief
he meets the prerequisites for (including being the correct type of and time warden class normally qualify as the same type as their
chronothurge listed with each power). class name (though some archetypes can alter that), while various
feats and other options may allow other creatures to qualify as one
or more form of chronothurge, as mentioned in each option.
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Alter Outcome (Su) (time master, time Extend Time (Su) (time master, time thief, failed save the subject takes a -2 penalty to
reaver, time thief) time warden) Strength, Dexterity, and Constitution for 10
The character may spend a mote to As a standard action the chronothurge minutes per chronothurge level. Creatures
rewind time by a split second, to see if a can add a mote of time to the timeline of that do not age are immune to this ability.
random event has a different result the a specific effect he can see. This may be a Creatures of the dragon type take penalties
second time around. The character may spell, condition, affliction, spell-like effect only to their Dexterity, and actually gain a +2
force a percentile die to be rerolled. The or supernatural effect. The duration of the enhancement bonus to their Str, Con, and Int
percentile roll must represent something selected effect is extended by 1 round. if they fail their save.
the chronothurge is aware of, can
Fast Suffering (Su) (time reaver, time thief) Future Vitality (Su) (time master, time
immediately determine the outcome of,
The character may spend a mote to reduce thief, time warden)
and that occurs entirely within one round. As a swift action, the
the duration of any negative condition or
For example, the chronothurge could reroll chronothurge spends a
effect she is suffering. Only effects with a
an attack that missed as a result of blink or mote of time to borrow
duration of 1 round or more (not instant or
displacement, but not a ranged attack made health and vigor
permanent), and that naturally ends after
against a target with full concealment from his own future,
a span of time (and thus not things such as
that the chronothurge can’t see (since the gaining additional
being entangled by a net or grappled by a
chronothurge has no way to immediately toughness in the
foe, which could last forever) are affected by
determine the outcome of the attack). present. The
this ability. By accelerating the speed with
Anchored in Time (Su) (time warden) chronothurge
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his chronothurge level. Any temporary hit points many days had passed. The wounds heal for Personal Timeline (Su) (time reaver,
remaining when the chronothurge regains uses 1d8 damage, +1 per chronothurge level. time warden)
of his daily abilities immediately fade. The character can spend a mote of time to
Partial Stasis (Su) (any)
Future Vitality, Improved (Su) (time The chronothurge can spend a mote of time alter his personal timeline to one in which he
master, time thief, time warden) as a swift action to suppress the effects of received different training.
As Future Vitality, but the chronothurge may any one detrimental condition affecting him. This requires 1 hour of uninterrupted
target a creature touched to be the recipient Only specific conditions (such as dazzled, meditation. At the end of this time, the
of the temporary hit points. fatigued, shaken, staggered, and so on) character can remove skill points from
can be suppressed, and they can‘t be the one skill and add them to a different skill,
Glimpse of the Future (Su) (any) or exchange one feat for another feat, or
result of combat maneuvers. For example a
As a standard action the chronothurge may exchange one spell known for a different
chronothurge could not suppress the effect
spend a mote of time to look forward into spell known. In all cases the selection must
of a charm spell, damage from an ongoing
the timestream, trying to view the most likely meet all normal restrictions (cannot exceed
poison, or the grappled condition if it is the
result of a specific action. This acts as an augury maximum skill points in a skill, select a feat
result of a grapple maneuver.
spell. Such efforts are difficult, as the more for which the time warden does not qualify or
The effect is suspended, having no impact
often a chronothurge looks into the timestream exchange one being used to qualify for other
on the chronothurge, for a number of rounds
the more his own divination makes it unlikely feats, spells must be exchanged for other
equal to half the chronothurge’s level. If the
his timeline will match that of nearby timelines. spells of the same level on the same class list,
effect is not removed or cured during that
Each time after the first a chronothurge uses and so on).
time, and its duration continues beyond the
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this power in a 24-hour period, the chance of Any change made remains in effect for 24
rounds of suspension, it returns in full force.
an accurate answer goes down by 10%. hours. A character cannot have more than 1
A chronothurge must be 7th level to select
Lost Time (Su) (time reaver) this advanced mote power. total change per three class levels in effect at
As a move action, the chronothurge can spend the same time. Any attempt to make additional
a mote to slice time away from any target he
Personal Action (Su) (time thief) changes to his timeline of training fail.
The chronothurge may spend a mote to take A chronothurge must be 8th level to select
can see within 60 feet. The target must make
a move action as a swift action. this advanced mote power.
a Will or Fortitude save (whichever the target
A chronothurge must be 11th level to select
prefers, DC 10 + ½ chronothurge level +
this advanced mote power. Retrocast (Su) (time master, time warden)
chronothurge Charisma bonus) or be unable to The chronothurge can spend motes of
take swift actions for 1 round/2 chronothurge Personal Casting Time (Su) (time warden) time as a standard action to restore a
levels. A target suffering this effect may take a The character can spend a mote to cast a spell prepared spell or spell slot used by an
move action once per round to do something with a casting time of 1 standard action or allied spellcaster. The chronothurge must
that is normally a swift action. less as a swift action. The character cannot touch the subject. To restore a prepared
Old Wounds (Su) (time reaver, time thief) cast any other spell on the same round this spell the chronothurge must be intimately
ability is used. familiar with the spell (by knowing the
As a standard action, the character can
A chronothurge must be 11th level to select spell himself, having been a target of the
channel time into a wound with a touch,
this advanced mote power. spell, or successfully identifying the spell
causing it to experience rapid healing, as if
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with a Spellcraft check – DC 15 + double Sphere of Calm Time (Su) (time warden) Time of War (Su) (time warden)
spell level). To restore a spell slot for a The character may spend a mote to grant his The character can add the bonus from
spontaneous spellcaster, the chronothurge mote bonus to any one ability check or skill spending a mote of time to his Armor Class
must be able to identify at least one spell check made by an ally the chronothurge can (as a dodge bonus) until the beginning of
of that level the spellcaster has used during see. The skill check or ability check must his next turn. Alternatively, he may spend a
the day. The chronothurge must spend a occur entirely within 1 round. mote to gain proficiency in a single weapon
number of motes equal to the spell’s level A chronothurge must be 17th level to select or type of armor for 24 hours.
+1, and cannot restore a spell with a level this advanced mote power. A chronothurge must be 2nd level to select
greater than double his chronothurge level. this advanced mote power.
A chronothurge must be 9th level to select
Steady Hand (Su) (time master, time thief)
this advanced mote power.
The character can rewind time by small Time Sense (Su) (any)
amounts to erase any minor mistakes she The chronothurge can spend a mote of
Second Thought (Su) (time master, time makes as a result of distraction around time to sense disturbances within the local
thief, time warden) her. By spending a mote, the chronothurge timestream for ten minutes per chronothurge
As a swift action or immediate action the may use skills reliably even under adverse level. This acts as scent, but it can be used
character can spend a mote to refresh conditions. Once she spends the mote, she only to locate and track creatures with the
memories of the past to review everything may take 10 on any single skill check made temporal powers, including all archetypes
he has ever learned on a specific subject. before the end of her next round, even if from this book, monsters with temporal
This allows the character to reroll one failed stress and distractions would normally powers, and characters with mote of time or
Knowledge check with a bonus equal to half prevent her from doing so.
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aevum abilities.
his chronothurge level. This also allows the
character to make unskilled Knowledge
Sudden Action (time reaver, time thief) Unspoken Words (Ex, Su – See Text)
The chronothurge may spend a mote to allow (time master, time thief, time warden)
checks for questions with a DC as high as
an ally within 60 feet to take an additional This advanced mote power allows a
15 (rather than the normal limit of DC 10 for
move action on the ally’s next turn. chronothurge to repeatedly engage in minor
unskilled Knowledge checks).
A chronothurge must be 16th level to select social banter with a subject and then step
Slow Spell (Su) (time master, time warden) this advanced mote power. backward in time to before the conversation
At any time during the duration of a spell he occurred. The chronothurge remembers how
has cast, the character can spend a mote to
Time of Battle (Su) (time reaver, time thief)
the subject reacted to various overtures and
The character can add the bonus from
extend the spell’s duration. By slowing the what (if anything) was learned during the
spending a mote of time to his Armor Class
speed with which the spell’s magic travels exchange, but for the subject the conversation
(as a dodge bonus) until the beginning of
through time, the chronothurge can increase never took place.
his next turn. Alternatively, he may spend a
the duration of any spell he has cast that The chronothurge may make a Bluff,
mote to add his mote bonus to the result of a
already has a duration of at least 7 rounds. Diplomacy, or Intimidate check with a DC of
single attack roll. This decision must be made
The chronothurge adds a number of rounds 10 + subject’s Intimidate bonus, 10 + subject’s
prior to knowing the result of the attack roll.
equal to his mote bonus to the spell’s duration. Sense Motive bonus, or 15 + the subject’s hit
A chronothurge must be 3rd level to select
A chronothurge must be 5th level to select dice (whichever is highest). On a successful
this advanced mote power.
this advanced mote power. check the chronothurge learns how the
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subject would respond to 1 specific question. spend a mote to affect the result of the skill
The answer is one the subject would give check used in conjunction with this effect. Aevum Powers
to a creature it has an attitude of friendly This effect is a supernatural ability. The following powers are available only
towards (see the Diplomacy skill for more Additionally, whether the chronothurge to characters with the aevum class feature,
information on attitudes). For every 5 by successfully learns an answer to the including time thieves and time wardens,
which the chronothurge’s skill check exceeds question or not, the chronothurge gains a +2 or archetypes that specify they grant aevum
the DC, the chronothurge gains the answer to circumstance bonus to all Bluff, Diplomacy, powers. A character may select these in place
another question. The chronothurge may not Intimidate and Sense Motive checks of the aevum powers listed in the aevum class
made regarding the subject feature, when the character’s class grants
for the next 24 hours, as a new aevum power. Some new aevum
the chronothurge applies powers also have other listed prerequisites
what he learned about the the character must meet before the power can
subject’s response to various be selected.
topics. These bonuses are
Ageless (Su) (any)
extraordinary, and continue
The character does not physically age. This
even if the chronothurge
requires the character to permanently lose
moves into an area where
one point of aevum, which is used to hold all
magic does not function.
physical effects of aging at bay. The character
Weave Time (Su) may choose to age normally, but this is
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it cannot be attempted again until the original of a creature being missed due to blink The character must pay full value for this item
character is restored to life (and then dies again). or displacement to 25% or 75%, but could (even if he has some ability that reduces the
If the power is successful the original not affect the chance ranged attacks made cost of purchased equipment). A character may
character ceases to exist (and cannot be raised against a target with full concealment, that always spend the gp in his value pool as normal
or restored by any power short of direct deific the chronothurge can’t see, will hit (since the gp, but gp can only be added to the pool when
intervention). Instead, a new version of the chronothurge has no way to immediately physically at a community and when spending
same character comes into existence from an determine the outcome of the attack). an aevum to establish it as a focus.
alternate timeline. This character has the same If the percentile roll applies to an ongoing
Bolt Time (Su) (time master, time reaver,
memories and history as the original character, condition or effect, the skewed percentile
time thief)
and is game-mechanically identical (and is lasts for 1 round per chronothurge level.
By spending an aevum, the chronothurge
played by the same player as the original). This ability cannot reduce the chance of
can accelerate her movements to a speed
If the body of the original character still something happening below 10%, nor
that allows her to easily see and react
exists and is in a location and situation that increase it above 90%.
to the movement of a crossbow bolt or
the new character would find acceptable, A chronothurge must have the Alter
other projectile as it flies toward her. The
the new character appears in that place Outcome advanced mote power before
chronothurge remains in Bolt Time for one
(wearing whatever the original character’s selecting the Alter Probabilities aevum power.
round per level. This ability counts as a haste
body was wearing). If not, the new
Back Order (Su) (time master, time thief) effect. While in Bolt Time, the chronothurge
character appears as close to the original
The character is capable of adjusting his gains the following benefits:
character’s body as possible with equipment
past so he would have bought something • When making a full attack action, the
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increase counts as an enhancement bonus Enforce Dissonance (Su) (time warden) confused for 1 round/2 chronothurge levels.
and it affects the chronothurge’s jumping The chronothurge can spend an aevum to Creatures merely benefiting from effects that
distance as normal for increased speed. negate the effect of any ability that creates trigger this power (such as the recipients of haste)
• Each round, the chronothurge may chronal dissonance, which includes any are instinctively aware of the threat using those
automatically dodge the first ranged attack she ability that requires the expenditure of bonuses pose, and may choose to not use them
is aware of that would otherwise strike her. motes or aevum, and spells and spell-like while within the dissonance field. Creatures that
create triggering effects receive no such warning.
Divide Time (Su) (time master, time warden) abilities with “time” in the title. This acts
A chronothurge must be at least 7th level to
The chronothurge can break up the bigger, as a greater dispel magic spell, but can affect
select this aevum power.
more important moments of fated time (or counterspell) spell-like and supernatural
under his control into smaller, more easily abilities that meet the description of creating Personal Time (Su) (time thief, time warden)
manipulated pieces. By spending an aevum chronal dissonance. The chronothurge can take risky actions and,
as a standard action, the chronothurge can Entropy (Su) (time reaver, time thief) if things go badly, simply reverse her personal
recharge his daily uses of motes. He regains The chronothurge can force a target to timeline to before she made the effort. At the
a number of motes of time equal to 1d6 + his suddenly feel the effects of aging, which beginning of her turn, the chronothurge spends
Charisma modifier. This cannot increase his damages and weakens it. She spends an an aevum as a free action. She then takes
number of motes available over his normal aevum and makes a ranged touch attack as a one normal round of actions, with all results
mote maximum. standard action. If she hits the target, it takes noted temporarily. After her turn begins, the
Do Over (Su) (time thief, time warden) 1d8 points of damage per class level of the chronothurge must decide if she is going to keep
the round of activity she just took, or rewind
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As a swift action the chronothurge may spend 1 chronothurge (to a maximum of 15d8). This
herself. If she keeps the round of activity, any
aevum to mark a moment as a restore point. All damage bypasses hardness and DR.
changes made to any character during her turn
changes made during the next turn (damage Maximize Dissonance (Su) (time reaver)
become permanent. If she decides to reverse her
dealt, resources spent, movement taken) should The chronothurge can spend an aevum to
timeline, she goes back to the moment she spent
be noted by players and GM alike. boost the dissonance created by any temporal
the aevum, and all changes that occurred during
At the beginning of the chronothurge’s next power within 60 feet, which includes any
her round are erased from all creatures and
turn, before taking any other actions, as a full- ability that requires the expenditure of
items. The chronothurge is left with a standard
round action the chronothurge may spend two motes or aevum, and spells and spell-like
action, but is considered to have spent an aevum
additional aevum to jump back in time to his abilities with “time” in the title. The field of
and made use of her move action already.
restore point. This undoes everything that has Maximized Dissonance lasts for ten minutes
No one but the chronothurge remembers
happened in the past turn, since he marked a per chronothurge level.
actions that took place during a round of
restore point. Creatures within 60 feet of the For the duration, within this area, anyone who
time she reverses, and only divination spells
chronothurge remember the events of the now- creates or benefits from temporal effects, and
of 6th level or higher can reveal such events.
erased round of action, while creatures further effects that create a haste or slow effect (including
If the chronothurge is killed or knocked
away are oblivious to the brief time jaunt. any magic item or spell that specifies is does not
unconscious during a round of Personal
A chronothurge must be 17th level and have stack with or can negate either haste or slow) must
Time, she automatically reverses back to the
selected the Personal Time aevum power to make a Fortitude save (DC 10 + ½ chronothurge
beginning of her turn.
select this aevum power. level, + chronothurge’s Cha modifier) or be
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Preferred Timeline (Su) (time master, can make a single ability check or skill check be aborted (because the chronothurge waits
time warden) with a result equal to 20 + his total ability oruntil it is already begun), and the attack roll
The chronothurge can rewind time by small skill bonus. is made against the new target.
amounts to erase any minor mistakes he A chronothurge of 10th level or higher
Shatter Time (Su) (time reaver, time thief)
makes as a result of distraction around him. may spend 2 aevum to use this ability as
The chronothurge can slice up the bigger,
By spending an aevum, the chronothurge an immediate action (which normally
more important moments of time under her
can use skills reliably even under adverse functions as if the chronothurge has readied
control into smaller, more easily manipulated
conditions. Once he spends the aevum, he to use the power).
pieces. By spending an aevum as a swift
can take 10 on any skill check made over action, the chronothurge can gain additional Temporal Doppelganger (Su) (time
the next hour, even if stress and distractions motes of time to use for the day. She gains a reaver, time thief)
would normally prevent him from doing so. number of motes of time equal to 1d4 + her The chronothurge spends 1 aevum to call
Repeat (Su) (time master, time warden) Charisma modifier. This can increase the a duplicate of himself from some time in
The chronothurge can cause successful number of motes available to more than her the near past or future, from a time when
actions to be repeated in the immediate daily mote total. Any unused motes above the chronothurge wouldn’t have been
future. As a swift action, the chronothurge her daily maximum are lost when she next doing anything important. The duplicate is
may mark one round of action taken by regains use of her daily abilities. controlled by the chronothurge as his own
himself or an ally within 30 feet. Whatever body, and the chronothurge can hear and act
Swap (Su) (any)
creature is marked should note the die result in both bodies (which use a single initiative
The chronothurge may spend 1 aevum as a
check in combat). The duplicate lasts for 1
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of any attack roll, ability check, skill check, swift action to stop time and trade places with
or saving throw made in the next round. On hour, and must remain on the same plane as
a creature within 60 feet before restoring the
the following round, if the marked character the original chronothurge, or it dissipates (as
flow of time. The creature must be one the
makes a d20 roll of the same type as one made if the duration of the ability had ended). The
chronothurge could reach with the movement
in the marked round of action, he may take chronothurge may extend the duration for a
available to him at the time the power is
the result of the marked round’s roll. Only a second hour by spending two more aevum,
used (a typical chronothurge could only use
single roll may be repeated in this way, and extend it to a third hour by spending three
this to Swap with a target he could reach by
only on the turn immediately following the more aevum, and so on.
walking, while a flying chronothurge could
round of marked actions. Although the chronothurge is literally in
use it to Swap with targets he could reach
two places at once, his split mental attention
Reverse Timeline (Su) (time master, with that movement). The creature must
means he can’t operate both timeline’s bodies
time warden) also be one the chronothurge could lift and
at full efficiency. All actions taken by either
By spending an aevum, a chronothurge can carry (neither too heavy for the chronothurge
body counts against the chronothurge’s
draw information from his future or past, to move at all, nor grappled, entangled, or
total action for a round. For example the
allowing him to instantly gain the benefits otherwise anchored in place).
chronothurge could have one body take
of considerable study and reflection. He If the chronothurge readies to use this
a move action and the other take a move
can also peer briefly into the future to see power in response to an attack, he may make
action and a swift action, or he could have
how others react to his various attempts at the Swap after the attack is announced, but
one body take a full-round action and the
negotiation or subterfuge. The time warden before the roll is made. The attack cannot
other just a 5-foot step. Similarly, any attacks
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of opportunity made by either body Meanwhile, Veronic-B can sneak off of the
count against the chronothurge’s balcony, taking full-round actions to look
maximum number of attacks of for the caliph’s vault of treasures.
opportunity per round. However, Unfortunately, Veronic-B is spotted
the chronothurge may take as many dashing across a hallway, and a guard alerts
free actions as each body is capable of, the caliph. Furious, the caliph orders his
rather than be limited to the number of guards to capture the intruder, whoever she
free actions the GM considers reasonable is. When the caliph bursts into the harem and
for a single body to take. sees Veronic-A playing cards, he demands
Also, since both bodies are the same an explanation. At the same time guards
physical form, just from two points find Veronic-B, and attack her. Veronic now
in time, any damage dealt to either must split her actions between Veronic-A
(including ability damage and ability trying to calm the caliph and Veronic-B
drains) count against both. However, fighting the guards. If Veronic-A takes a
any effect suffered by one body affects round to make a Bluff check to convince
only it as long as the two bodies are the caliph she couldn’t be raiding his
separate, but all effects still active on both palace while sitting in his harem with 20
bodies are added to the chronothurge’s witnesses (a fairly easy Bluff), on that
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Temporal Stasis (Sp) (time master, time Time Jaunt (Su) (time reaver, time warden)
thief, time warden) By spending one aevum, the chronothurge can Temporal Feats
Once per day, the chronothurge can spend take himself, and up to one touched creature While most temporal powers are special abilities
an aevum to attempt to inflict temporal per three levels, in a short hop through time. fueled by motes of time or aevum, some feats
stasis (as the spell of the same name) on one The time travelers can go a maximum number also exist that deal with chronothurgy. These
touched creature. The chronothurge uses of years into the future or the past equal to represent techniques and abilities used by
his chronothurge level as his caster level for the chronothurge’s level x the chronothurge’s chronothurges to gain access to new powers, or
this ability. If the initial touch attack fails, level, but this theoretical maximum is almost to use powers in more complex ways.
the chronothurge can attempt this again as never achieved. Because of the pressure of
a standard action until he succeeds or six chronal dissonance, there are severe limitations Aevum Mastery
rounds pass. Once he successfully touches a to how far a Time Jaunt can go. You have learned a new way to use the powerful
target he loses the ability to try again, even if The Time Jaunt cannot go any farther back chunks of temporal energy known as aevum.
the target makes its Fortitude save. in time than when the chronothurge and those Prerequisite: Chronothurge 7, aevum class
A chronothurge must be at least 16th level traveling with him last interacted with another feature.
to select this aevum ability. creature with an Int, Wis or Cha of at least 1 Benefit: You gain one additional aevum
or interacted with the world in any major way power. You must meet this power’s prerequisites.
Time Cross (Su) (time thief) Special: You may select this feat more
(including any change to any character’s status,
The chronothurge can focus her timeline-
or acquisition of any material or item worth at than once, but not more than once per 7
stealing powers on a target, and steal from it
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Benefit: You gain the basic mote powers mote powers (such as a time thief who had from another class, they stack with those
available to a time master, and qualify as used this feat to gain access to the time warden gained by spending a mote.
the time master chronothurge type for feat basic mote powers then taking a level in time
prerequisites. You gain a pool of motes of warden), you may exchange this feat for any 1 Precognition
time with three motes in it. You treat your hit other feat for which you meet the prerequisites. You receive messages of warning sent from
dice as your chronothurge level. your future self.
Special: If you take levels in a class that grants Mote Specialization Prerequisites: Chronothurge level 7, Int
motes of time or aevum, you may swap this feat You have learned new ways to use motes of time. 13, aevum class feature.
for the Mote Mastery or Spare Time feats, even Prerequisite: Chronothurge level 3, motes Benefit: You periodically receive
if you do not meet their prerequisites. of time pool. information sent back in time from near-
Benefit: Select one advanced mote power future versions of yourself. Such messages
Last-Second Save available to a chronothurge of your type. You are, of necessity, brief and often vague, as
You can change the results of a particularly now have access to this advanced mote power. your future self wrote them in such a way as
damaging blow to you so it has less effect. Special: You may select this feat more to not invalidate the warnings they contain
Prerequisites: Chronothurge level 5, Dex 13. than once, but not more often than once per while at the same time minimizing their
Benefit: You have the power to rewind time three levels. negative impact on the future timestream.
right after you have been struck by a sneak As a standard action you may spend one
attack or critical hit, giving you just enough Mote of Time Focus aevum to gain the benefits of a divination
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a target so that the target loses access to cause new objects or loyalties to exist (such
New Options For memories, training, and techniques that form as Leadership) are unaffected by twist time.
an important part of the target’s past. At 2nd While the target loses access to the feat,
Chronothurge level, as a swift action, the time reaver can he does not lose access
add a time twist to any one attack made or to other feats that
Base Classes spell cast. A single target hit by the attack, have the “lost” feat as
While most of the new options available or that fails a save against the spell, must a prerequisite. While
to the time thief and time warden classes make a Fortitude or Will save (whichever this does cause minor
come in the form of new advanced mote the target prefers) with a DC of 10 + ½ time paradoxes (as the target
powers and aevum powers, each class has reaver’s level + time reaver’s Charisma remembers training for
a few additional options available only to it modifier. Twist time cannot be added to advance techniques with
presented below. actions that do not require attack rolls or
spells that do not require saving throws, and
Time Reaver Archetype can never affect more than a single target.
On a successful save, the time twist has no
Both time thieves and time wardens can
additional effect and the mote is lost. On a
be used to represent time reavers, ruthless
failed save, the target loses bits of his past as
chronothurges that don’t care how much
they are temporarily ripped loose and replaced
damage they do to the timestream as they use
with random, meaningless memories of other
their powers. Time thieves and time wardens
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no idea how he learned the basics), the fact the time thief is not herself flanking it), she may Range: touch
the change in the target’s history is temporary attempt to steal motes of time (if the target has Target: you
prevents this from being a major issue. any) in addition to her attack’s normal damage. Duration: 10 minutes/level
For time thieves, twist time replaces the The target must make a Will save (DC 10 + ½ You call upon arcane energies to temporarily
temporal talent gained at 2nd level. For time the time thief’s level + her Charisma bonus). If it expand your power to manipulate time.
wardens, it replaces one 1st level spell known fails this save, it loses 1d4 motes of time and the Select one time master basic mote power, or
and one 1st level spell slot at 2nd level (reducing time thief gains the same number. A time thief time master or time warden advanced mote
the number of 1st level spells known and 1st cannot steal more total motes in a day than her power for which you meet the prerequisites.
level spell slots for all levels after 2nd as well). Charisma bonus. If a time thief has more motes You gain access to this mote power. At the
of time than her normal maximum when she end of the spell’s duration any ongoing effect
Time Thief regains uses of her daily powers, any excess of the mote power also ends (though instant
above the maximum are lost. effects are not reversed).
Time thieves are fully detailed in The Genius
Guide to the Time Thief. Most time thief abilities New Advanced Time Thief Talents Saved Time
are focused on stealth and misdirection, and Steal Future (Su): When the time thief uses her School: transmutation; Level: time warden 4
their chronal powers represent their ability steal mote talent on a target with no motes of Casting Time: 10 minutes
to steal minor, unimportant moments of time time, on a failed save the target is restricted to Components: V, S
from their own futures (and in some cases, a partial action on its next turn, and the time Range: touch
those of others). In addition to motes of time and thief gains a single mote of time. A time thief Target: you
aevum, time thieves have access to temporal
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must have selected the steal time talent to select Duration: instantaneous
talents, representing special techniques they this advanced talent. A time thief is still limited
pick up over the course of their careers. You gather loose and unused fragments
to gaining no more motes of time per day than of chronal energy from the timestream,
her Charisma modifier from these two talents. both cleansing it of chronal dissonance and
New Time Thief Talents
The following talents may be selected by a replenishing your own temporal powers.
time thief when she gains new talents. Time Warden You regain up to 4 motes of time, or a single
Time wardens are fully detailed in The Genius aevum. This spell cannot cause you to have
Advanced Mote Power: The time thief
Guide to the Time Warden. Time wardens are motes of time or aevum in excess of your
may select an advanced mote power (see
skilled spellcasters in addition to being daily maximum.
Advanced Mote Powers, earlier in this
product) if she meets its prerequisites. powerful chronothurges, and can augment
their time-manipulating powers with more Time Warden Archetype:
Steal Mote (Su): The time thief may attempt traditional magics. Warp Warden
to steal motes of time directly from other The warp warden knows that time and space
chronothurges. As a standard action the time New Time Warden Spells are, at a deep level, essentially the same.
thief may make a single melee attack (or Rather than deal with just temporal concerns,
ranged attack, if the target is within 30 feet). If Chronal Maestro
the warp warden watches over the fabric of
the target is denied its Dex bonus to AC against School: transmutation; Level: time warden 5
spacetime, trying to monitor and protect the
the time thief’s attack, or if it is flanked (even if Casting Time: 10 minutes
integrity of reality.
Components: V, S
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Longshot (Su): The warp warden can spend portals. This causes two 5-foot-diameter
a mote to increase the effective distance circles to become the same point in space. Both Temporal Options
between himself and any creature that is spaces must be within line of sight and line
not threatening him. Any creature that does of effect of the warp warden when created, for Base and Core
not have the warp warden within its reach and the portals last for 1 round per warp
must add a distance equal to the warden’s warden level. A warp warden with aevum Classes
mote bonus x 5 ft. to any range calculation may spend one to extend the dimensional While the time thief and time warden are
when determining range increments or portal’s duration to one minute per level. the true masters of time, there’s no special
determining if the warp warden is in range The dimensional portals act as a doorway reason why other classes can’t learn a little
of some ability. The warp warden rolls his between the two spaces. Creatures able to chronothurgy. Characters with these options
bonus dice once to determine the additional fit through them (all medium creatures, and are most likely to be common in areas where
effective range when the ability is used, and large creatures who can squeeze) can step full chronothurges are common. If time
the effect lasts for one round per warp warden through a portal (moving from one space thieves are a major presence in the Emirate
level. The warp warden may end the effect to the other) as part of normal movement. of Tarse, it makes sense that spellcasters
early, but must spend an additional mote of Creatures with reach can make melee attacks and sages within Tarse are more likely to
time to do so. through the portals. Ranged attacks and spend some effort to understand and master
This ability is treated as a basic mote power spells can be fired through the doorway, temporal magics themselves.
available only to the warp warden, and it ignoring any distance between them.
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replaces the Defensive Retry basic mote power. However, only acts of will can move items Barbarian 351437
May Be Closer Than It Appears: A warp warden between the portals. Any attack, spell, effect, Barbarians normally aren’t just uninterested
can touch a creature and spend a mote of time or item a creature decides to pass through in the idea of chronothurgy, they’re
to shorten the distance between the touched the portal travels normally. Even unthinking actively annoyed by it. It flies in the face
creature and targets out of that creature’s creatures (such as constructs and vermin) are of their instinctive preference to things
reach. For any ranged attack or effect, the capable of enough volition to move things they can taste, touch, and hear. Even
affected creature treats all ranges as half through the portals. Inanimate matter does other forms of magic are preferable to
their true distance for one round per level not pass through the portals unless grabbed chronothurgy, as at least those are common
of the warp warden. This never allows the and moved by a creature. Thus, if a portal enough to be well-understood threats.
creature to make melee attacks, melee touch was opened at the bottom of a lake, and The exceptions to this attitude are
attacks, normal combat maneuvers (or any the other end above a pit, the water does barbarians from lands that have been ravaged
other effect that only works on adjacent foes) not naturally flow through the portal to fill by temporal threats. Savages from shattered
against a creature beyond its normal reach. the pit. A creature could move handfuls of
apocalyptic futures where chronothurges
This ability is treated as a basic mote power water through the portal, but this is no more have warped time itself and split the moon
available only to the warp warden, and it efficient than scooping it out of a pool. take chronal powers seriously, as do primitive
replaces the Spare Second basic mote power. This ability replaces the aevum power
warriors native to lands filled with temporal
the time warden gains at 4th level. The warp
Dimensional Portals (Su): Once per day, a warp warden gains his first aevum at 7th level. monsters and zones of broken time.
warden can create a set of linked dimensional
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mote of time powers, aevum powers, trap sense to gain child of dissonance (but still
and chronomancy spells (spells with the of influence over him, and less likely to be
frightened by more mundane magic. The gains armor training at 7th and higher levels).
chronomancy descriptor, and any spell with
“age” or “time” in the name). Additionally outlander adds half his level to Perception *The gunslinger outlander loses the quick clear
upon reaching maturity, the outlander ages checks made to notice the sensors created deed ability rather than fast movement to gain
at only 1/3 of the normal rate (one year aged by divination (scrying) spells, and to saving slow aging, loses nimble rather than a rage
for every three years lived), extending his throws against fear effects. power to gain ravage, and loses the gunslinger
maximum lifespan accordingly. This ability replaces the trap sense initiative deed ability at 3rd level rather than
This ability replaces fast movement. class feature. trap sense to gain child of dissonance.
Ravage (Su): The chronal dissonance *The rogue outlander loses trapfinding rather
imbued in the outlander allows him to
Cavalier than fast movement to gain slow aging, loses
instinctively rip small slices of time apart While few cavaliers worry about such the talent gained at 2nd level rather than a rage
to assist him in felling his foes. At 2nd level esoteric and lofty questions as the nature of power to gain ravage (but still receives talents
the outlander gains a number of motes of time, as dedicated combatants they certainly at 4th and subsequent levels), and loses the
time equal to half his level, and has a time take notice when a temporal enemy seems +1d6 sneak attack die gained at 3rd level rather
reaver chronothurge level equal to half his to know their every move, is able to avoid than trap sense to gain child of dissonance
class level. He does not receive the time any surprise, and acts as if everything the (but still gains additional sneak attack dice at
reaver basic mote powers, but may select cavalier attempts is predictable. 5th and higher levels).
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Order of Finality
Cavaliers who join the order of finality
dedicate themselves to fighting threats from
alternate timelines and opposing incursions
from the distant past or far-flung future.
Cavaliers of this order tend to have strong
religious convictions and be proponents
of free will and fairness, and feel that the
“natural order of things” precludes creatures
being allowed to “cheat” by jumping forward,
backward, or sideways through time. They
believe the ability to constantly revisit and
rearrange the events of a life make each
moment less valuable, and focus on working
to make every moment of their lives count
for something. Though often suspicious
of chronothurges, they appreciate the lore
provided by time masters and the defensive
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check to identify the abilities and weaknesses combat maneuver made against a temporal You treat your cleric level as your chronothurge
of creatures with temporal powers (including foe (including all archetypes from this level for determining the effectiveness of these
all archetypes from this book, monsters with book, monsters with temporal powers, powers (and your effective mote bonus dice).
temporal powers, and characters with mote of and characters with mote of time or aevum You may use your time manipulation powers a
time or aevum abilities). abilities), and deals an additional 2d6 damage total number of times per day equal to 3 + your
Order Abilities: A cavalier of the order of against such foes on successful attacks. Wisdom modifier.
finality gains the following abilities as he Time Control (Su): At 8th level you may select
increases in level. Cleric one aevum power available to a time master
Unchanging (Su): At 2nd level, once per Few religions concern themselves with the chronothurge of 8th level. Once this selection
day, the cavalier’s convictions actually give nature of time or the timestream, as such is made, it cannot be changed. You treat your
him the power to influence the timestream issues generally have little impact on the goals cleric level as your chronothurge level for
and bypass effects that could invalidate the of their gods. Some religions take a much determining the effectiveness of this power.
cavalier’s efforts. As an immediate action the more repressive approach, actively denying You may use this power once per day. At 15th
cavalier can negate a power, spell, or effect the existence of alternate timelines (in which level, you may use it twice per day.
that forces him to reroll any one attack roll, their god might not be worshiped at all). Domain Spells: 1st—deathwatch, 2nd—mirror
damage roll, or saving throw. Alternatively, The general exceptions to this are churches image, 3rd—haste, 4th—lesser age resistance,
he can ignore a single condition or effect that that revere gods of time, or those that deal in 5th—hold monster, 6th—contingency, 7th—
gives him a random chance for one attack to knowledge, history, or the mysteries of other greater age resistance, 8th—temporal stasis,
miss (such as concealment, mirror image, blur, planes. While chronothurges are extremely
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9th—time stop.
and blink). He may use this ability twice per rare, even within those organizations, clerics
day at 6th level, and one additional time per with some access to temporal powers do exist Druid
day for every 4 levels thereafter. in small numbers.
Though most druids give it no particular
Determined Effort (Ex): At 8th level the Temporal Domain thought, time is one of the most powerful
cavalier can call upon his resolve to make The temporal domain gives a cleric minor forces of nature. The effects of time in nature
every moment count to increase his chances abilities to control and understand time. It is are obvious – the passing of the seasons, the
of success. He gains a pool of determination most commonly granted by gods with time as cycle of life, the phases of the moon, and even
points equal to 1 + ½ his cavalier level. Once a specific part of their divine portfolio, but may the endless alternating of night and day are
per round as a free action, the cavalier may also be available to priests of gods who grant well-known druidic concerns – but few worry
spend a point of determination to gain a +1d4 the Knowledge, Law, and Travel domains. about the nature of time itself. Nevertheless,
bonus to a single attack roll, damage roll, if the natural progression of time is damaged,
saving throw, ability check, or skill check he Granted Powers: You gain a limited ability to
it is nature that suffers. Only a few druids
makes. The decision to add this bonus must adjust time to serve you and your allies.
focus on the temporal aspects of nature rather
be made before the success or failure of the Time Manipulation (Su): You gain access to powers than more typical elements such as animals,
roll is determined. that match the basic mote powers available to plants, and weather, and those that do are
Time Bane (Su): At 15th level, the cavalier time masters. You do not actually gain motes of often seen as more than a bit odd by their
of finality gains a +2 bonus to any attack or time, and cannot gain additional mote powers. brethren. But when winter comes directly
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after summer, or hawks revert into eggs, it Temporal Knowledge: Knowledge (arcana) Maintain Timeline (Su): At 9th level the
is the druids of time who can understand the and Knowledge (planes) are class skills for a temporal daduchos gains the ability to use
true nature of that threat. temporal daduchos. The temporal daduchos maintain timeline (as the aevum power, see
does not gain Climb or Handle Animal as above) as a standard action a number of times
Nature’s Bond: Temporal class skills. per day equal to his Wisdom bonus. At 15th
Domain Time Sense (Su): At first level, the temporal level he may do this as a swift or immediate
Though such druids should be fairly rare, daduchos can sense disturbances in the action. This ability replaces venom immunity
a GM may decide to allow some druids to natural flow of time. This acts as scent, but it and timeless body.
take the temporal domain (see above) as can be used only to locate and track creatures
their nature’s bond. Because such druids with the temporal powers, including all Magus
are defenders of the natural order of time, archetypes from this book, monsters with Magi already work to blend martial and
they should receive the Basic Mote Powers temporal powers, and characters with mote magical abilities, giving them a tradition of
appropriate to time wardens rather than of time or aevum abilities. flexibility and creative thinking that applies
those for time masters, and be restricted to This ability replaces wild empathy. well to learning a little chronothurgy. Even
time warden powers when they select their
Wild Time (Su): At 4th level, a temporal daduchos’ in lands where other chronothurges are rare,
aevum ability.
understanding of the place time has in the many magi at least dabble in time magics. In
Druid Archetype: Temporal natural order of things allows him to gather realms with a large time thief and time warden
tiny bits of time that leak into the material presence, some magi focus on chronothurgy
Daduchos
to a degree that makes them nearly the equal
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Druids who focus their studies on the plane from the timestream in particularly
ancient or primitive natural places. The of dedicated chronothurges.
nature of time (and the time of nature) are
not common. In many druid communities character gains a pool of motes of time, with
a number of motes equal to 3 + his class level. Temporal Magus Arcana
only a single druid ever takes such a role, The follow magus arcana are available to
doing so specifically to be able to advice He is considered a chronothurge of all types,
and has a chronothurge level equal to his class magi in games including chronothurgy.
other druids on how to handle threats
to or from the timestream. Such druids level -3. He also gains four basic mote powers Arcane Motes (Su)
are known as temporal daduchos, with of his choice. Once these choices have been The magus can use points from his arcane
the term “daduchos” literally meaning made, they cannot be changed. The temporal pool as motes of time (see Motes of Time,
“torch bearer,” and used in this context to daduchos is considered to have the mote of earlier in this product) and receives all
indicate an expert who lights the way to time class feature for purposes of prerequisites. the time master basic mote powers. The
understanding a specific subject. Temporal At 6th level, and every 2 levels thereafter, magus treats his magus level as his time
daduchos are rare not only because their the temporal daduchos gains either an warden chronothurge level for this, and
concerns exist on the edge of druidic additional basic mote power, or an advanced any other mote powers he receives through
philosophy, but also because as defenders mote power he qualifies for. other means. (If the character already has a
of time, even master druids who follow This ability replaces the wild shape chronothurge level from another source, he
this route suffer the ravages of time more class feature, and all improvements and adds his magus level to it to determine his
deeply than other druids. expansions of that feature. final chronothurge level.)
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species native to time travel, but families with apply to spells notated as harmless in the Witch
strong natural chronothurgy are nevertheless saving throw entry.
generally referred to as having a “wampus- A witch that focuses on time will almost
Suspend Spell (Su): At 3rd level, once per day always work to prevent or reverse the effects
cat bloodline,” in reference to one of the you may, as a swift action, suspend in time
better-known creatures of the timestream. of time, or use the powers of the timestream to
one spell you cast that is still active and has further the witch’s more mundane concerns.
a duration of at least one round per level.
Wampus Bloodline
The effect of the spell disappears, and any New Hexes
Class Skill: Knowledge (planes) remaining duration is preserved. As a move The following hexes are available to witches
Bonus Spells: adjuring step (3 ), retrieve item action you can recall the spell, and use any
rd
in a campaign that allows temporal powers.
(5th), displacement (7th), dimensional anchor (9th), remaining spell duration. You may use this Ageless (Su): A witch with this hex no longer
permanency (11th), getaway (13th), temporary ability twice per day at 8th level, and three takes ability score penalties for aging and
resurrection (15th), moment of prescience (17th), times per day at 16th level. You can only cannot be magically aged. Any penalties she
time stop (19th). suspend a particular casting of a spell once.
may have already incurred, however, remain
Bonus Feats: Amateur Chronothurge*, Improved Short Time (Su): At 9th level, whenever in place. Bonuses still accrue, and the witch
Breadth of Experience**,Eclectic**, Extend you are affected by an affliction, condition, still dies of old age when her time is up.
Spell, Mote Mastery*, Mote Specialization*, spell, spell-like ability, or supernatural ability At 5th level the witch may alter her
Spare Time*, Taunt**, Timely Detonation*. with a duration of two rounds or more, it apparent age from a teenager to a crone at
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This has no impact on its duration against age or age-based penalties. At 8th level, any
**This feat is found in the Advanced
other targets. This benefit replaces short time. age-based penalties the witch has suffered
Player’s Guide. You do not have to meet its
prerequisites, as it represents knowledge This ability does not apply to spells notated are reversed, and she no longer accrues age-
gained by viewing the lives of alternate as harmless in the saving throw entry. based penalties.
versions of yourself in alternate timelines. Innate Extension (Su): at 15 level whenever Alternate Memory (Su): This hex allows a witch
th
Bloodline Arcana: You add your Charisma you cast a spell that could benefit from having to call on memories from alternate timelines
bonus to your caster level when determining the Extend Spell metamagic feat applied, its to change how the target remembers a single
duration is automatically doubled. If you event. Alternate Memory may only be used
the duration of sorcerer spells you cast.
do apply the Extend Spell metamagic feat to on a target able to hear and understand the
Bloodline Powers: The infusion of temporal such a spell, its duration is actually tripled. witch, and that is friendly toward the witch
energy into your heritage grants you a few innate
time-manipulating powers, most of which focus Temporal Transformation (Su): At 20th level, (whether that is the result of a naturally
on using time and your arcane spells together. your body surges with temporal power. Select friendly nature, a Diplomacy check, or some
a number of aevum powers equal to your form of magic). The target must make a Will
Short Time (Su): When you fail a saving throw Charisma bonus. You do not need to meet save (DC 10 + ½ witch level + the witch’s
against a spell with a duration of two rounds the prerequisites for these powers. You may Int modifier) or instantly have one memory
or more, it affects you for only half its normal use each power once per day by expending changed in a way defined by the witch. If the
duration. This has no impact on its duration a spell slot of 3rd level or higher, using your target makes its save, it is immune to alternate
against other targets. This ability does not class level as your chronothurge level. memory until the witch gains another level.
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On a failed save, the witch may modify one Wizard Always Prepared (Su): As a standard action
memory of a specific event. The memory must you may spend a mote of time to change a
be of an event the witch has witnessed, or that The wizard is the non-chronothurge class spell you have prepared for another spell
the witch has intimate knowledge of (as the most likely to take an interest in matters of you know that could be prepared in the same
result of an appropriate divination spell of 3rd time, the timestream, and chronal dissonance. level spell slot.
level or higher, extensive research, or lengthy Most wizards see magic of all types as falling
within their purview. Arcane magic already Aevum (Su): At 8 level you gain one point
th
conversation with a witness to the event). The
witch can change the memory in whatever overlaps with chronothurgy in its ability to of aevum, and may select one aevum power
way she wishes, but an alternate memory does see into the past and future, speed or slow you qualify for. You are considered to
not necessarily affect the subject’s actions, creature’s movement through time and, at have the aevum class feature for purposes
particularly if it contradicts the creature’s natural the highest level, even stop time itself. Many of prerequisites.
inclinations. An illogical alternate memory wizards see specializing in temporal magic
is dismissed by the creature as a bad dream, no different from specializing in abjuration,
or flame spells, or crafting magic items.
Temporal Threats
too much wine, or another similar excuse. GMs running campaigns with chronothurge
The memory remains altered unless restored player characters may want to add new time-
Specialty School:
with a modify memory spell, restoration, heal, or themed threats to match those characters’
similar magic. Chronothurgy
At 1st level, rather than specialize in a typical time-themed abilities. This certainly isn’t
Past Stab (Su): The witch can make an attack school of magic or in an element, a wizard necessary – the vast majority of chronothurge
through the timestream, to wound a target may specialize in the study of chronothurgy. powers work just fine when facing the
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at some point in its past, causing the effects The wizard must select 2 schools to be traditional threats of goblin acquisition
of that wound to appear in the present. This opposition schools, as with normal school groups, multistory undead-infested sub-
is a ranged touch attack (as the attack finds specialization, but does not receive any bonus basements, and obsessive-compulsive fire-
a moment in the past when the target was spell slots or other bonuses for a specialized breathing lizards. But one way to blend
vulnerable and unprotected). The witch can school. Instead he gains limited access to new chronothurge options into a game is
only make an unarmed, natural, or light chronothurgy (as detailed below) as specialty to link them to a place or group within the
melee attack through the timestream, and school powers. campaign. And if the Desert of No Dawn is
only the weapon’s base damage is dealt (not a renowned source of temporal oddities, it
any magical effect, poison, or effect caused Chronothurgy (Su): You treat your class can be useful to have unique hazards and
by a feat or maneuver). The total amount of levels as time master chronothurge levels. monsters native to it.
damage a target may have on it from a witch’s You gain a pool of motes of time equal to
your Intelligence bonus (minimum 1), and
past stab at one time cannot exceed the attack’s
all the time master basic mote powers. You
Zone of Broken Time
maximum critical hit damage. The witch may
make multiple attacks to reach this amount of gain an advanced mote power you meet the Effects
damage, and may make additional attacks if prerequisites for at 3rd level, and every 3 One of the oft-mentioned potential dangers
the target is healed, but no attack can result levels thereafter. You are considered to have of chronothurgy is “chronal dissonance,” a
in the target having more than the weapon’s the mote of time class feature for purposes kind of temporal feedback that damages the
maximum critical damage dealt to it at once. of prerequisites. timestream when time magic is used wrongly,
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operating. Generally caused by major misuse has an existing displacement (from this effect or the actual spell) when this effect is triggered, 351445
of temporal powers (or the most powerful the new displacement replaces the old one.
of conflicts within the timestream), a zone 60-69. All creatures in the area gain moments of prescience. Each round a creature may
of broken time represents a section of the reroll one of its attack rolls or saving throws, or force an attacker to reroll an attack roll
material plane where the timestream isn’t made against the creature. These rolls are made after the result of the original roll is known,
flowing properly. This causes time to run too and the creature must abide by the result of the second roll, even if it is worse.
fast, or erratically, or (rarely) not at all. Such 70-79. All creatures in the area are affected as if they had blessing of fervor or haste (determined
a zone can be temporary or last until fixed, be randomly). These effects are persistent and cannot be dispelled as long as the zone exists.
as small as a single 5-foot square or as large
80-88. For every minute that passes within the zone, a day passes outside of it.
as an entire desert, as dictated by the needs
of the GM. 89-98. For every day that passes within the zone, a minute passes outside of it.
When creatures first enter a zone of broken 99. Time flows backwards within the zone. When creatures leave it they are at a point
time, roll on the table below to see what effect in time as much earlier than their own entry into it as the duration spent within. Such
it is having. You may use this effect for the creatures never encounter themselves during the period they should be in two places at
entire time a group is within the zone, or once, though anyone they run into does remember them doing whatever they did during
change it periodically (every subjective day the same time period prior to entering the zone originally.
a group is within the zone, or even at the 100. No matter how much time is spent within the zone, when creatures leave the zone it is
beginning of every encounter). one second after their entrance into it.
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access only time master powers. Monsters If a GM wishes to give a temporal monster
Temporal with a combat role should access time reaver bonus mote powers without trading in existing
powers, monsters with a skill role access time feats, this increases the monster’s CR. Up to 3
Monsters thief powers, and monsters with a spell role additional mote powers can be granted for an
Not all the masters of time are humanoid, access time warden powers. additional +1 CR, or up to 6 for an additional
as indeed not all are even native to the true Adding temporal powers can also be a +2 CR. In most cases, it’s a bad idea to give a
timeline. Chronothurgical creatures ranging good way to keep monsters with additional monster more than 6 additional mote powers,
from aberrations from alternate histories, to hit dice competitive with threats designed and normally you don’t want to more than
sole mutants affected by exposure to time for higher-level adventures. While this is less double a monster’s CR through this method.
rifts at an early age, can exist (and cease to of an issue for monsters with spellcasting
exist with little explanation) to meet the abilities or extensive special abilities, monsters Monsters With Aevum
needs of a campaign’s plotline. A GM may that depend on brute force for most of their
Aevum powers are generally more powerful
choose to use temporal monsters as unusual threat often come up short when they are
than mote abilities, and aren’t available
threats unique to a specific region to give it advanced to higher CRs. No matter how
until higher levels. Rather than spend
more color, or use foes from potential futures many hit dice an advanced minotaur has, for
feats to gain aevum powers, it’s simpler
or dying timelines to create compelling example, even with bonus feats and ability
to grant them as bonuses to a monster and
foes with bases of operation well and truly score advancement, it runs short of options to
then increase the creature’s CR. A monster
beyond the PCs’ reach. Perhaps it is well threaten characters by the time it’s raised to CR
should not gain access to aevum powers that
known that the Prismatic Wastes are home 9 and up. Adding time reaver powers not only
require a higher chronothurge level than
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to variant goblins that can hop forward and gives it new options, it makes the minotaur a
the monster’s CR (rather than hits hit dice),
backward through time, or that purple-robed more interesting and customized foe.
should only receive aevum from a single
spellcasters periodically appear from the
type of chronothurge (which should match
Neverwhen Academy, a magic school that Monsters with Motes its mote powers, if any), and uses its hit dice
will exist in 500 years and teach time magics
Temporal monsters can be created by replacing as its chronothurge level when determining
then that are unknown now.
some of a creature’s feats with motes of time the effect of its aevum powers.
Temporal monsters treat their racial hit dice
and/or aevum powers. Monsters may replace A monster of CR 4 or less should never
as chronothurge levels for purposes of feat and
one feat with a mote of time pool (3 +1/HD) be given aevum powers. A monster with a
power prerequisites, and for determining the
and all the basic mote powers of one type of base CR of 5 to 9 can be given a single aevum
effectiveness of such abilities. If a GM wishes
chronothurge. Additional feats may be spent power, and two aevum with which to use it.
to keep the time powers of a specific monster
to gain +1 point in the monster’s mote pool, Monsters from CR 10 to 14 can be given two
to a set theme, he may wish to restrict each
and one advanced mote power of the same aevum powers and three points of aevum,
monster to mote powers accessible to time
chronothurge type as was selected for its monsters of CR 15 to 19 three aevum powers
masters, time reavers, time thieves, or time
basic power. Such monsters treat their HD and four points of aevum, and monsters of
wardens. When determining what kind of
as their chronothurge level, and do not alter CR 20 or more, four aevum powers and five
time powers a monster should access, look at
their CR. A monster should never get a mote points of aevum. Using this system, any such
the monster’s role (as defined in the Bestiary).
of time power that requires a chronothurge creature’s CR is increased by +2.
Monsters with a role of any or special should
level higher than its hit dice.
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Example Temporal Base Atk +12; CMB +20 (+22 bull rush); CMD at opposite ends of a 30-foot-square chamber
30 (32 vs. bull rush) where all exits lead to the maze itself (and the
Monster Feats Great Fortitude, Impaling Charge, only way out for the target).
Improved Bull Rush, Power Attack, Vital Strike Natural Cunning (Ex): Although the temporal
Temporal Labyrinthian Skills Intimidate +8 (+12 vs. Medium or labrynthian is not especially intelligent, it
The large bovine eyes of this bull-headed smaller), Perception +22, Stealth +3 (+11 possesses innate cunning and logical ability.
humanoid burn with shifting, glowing colors. in mazes/labyrinths), Survival +22; Racial This gives it immunity to maze spells and
Temporal Minotaur Elder CR 11 Modifiers +4 Perception, +4 Survival, +8 prevents it from ever becoming lost. A temporal
CE Large monstrous humanoid Stealth (in mazes/labyrinths) labyrinthian’s natural cunning ability protects
Init +0(+4 in mazes); Senses darkvision 60 ft.; Languages Giant it from ever being caught flat-footed.
Perception +22 SQ maze mastery, motes of time, natural Motes of Time (Su): Temporal labyrinthians
DEFENSE cunning have a pool of motes of time with 15 mote
AC 22, touch 9, flat-footed — (see natural Environment ruins or underground points. They can access the Crack in Time
cunning) (+5 armor, +8 natural, –1 size) Organization solitary or accompanied by 1-3 (add mote bonus to damage of one attack),
hp 114 (12d10+48) minotaur attendants Defensive Retry (add mote bonus to one
Fort +10, Ref +8, Will +11 Treasure standard (greataxe, crossbow, scale saving throw), Offensive Retry (add mote
Defensive Abilities mote of time (Defensive mail armor, plus other treasure) bonus to one attack roll), Spare Second
Retry), natural cunning Gear greataxe, scale mail (take an additional swift action), and
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OFFENSE
Speed 20 ft. Entropy (Su): Twice per day the temporal encumbrance penalties for one round) basic
mote powers. See Basic Mote Powers for
Melee +1 greataxe +19/+14/+9 (3d6+12/x3) labyrinthian can force a target to suddenly more information on these abilities. Temporal
and gore +13 (1d8+3) feel the effects of aging, which damages and
labyrinthians count as time reavers, and have
Power Attack +1 greataxe +15/+10/+5 weakens it. It makes a ranged touch attack as a chronothurge level of 12.
(3d6+24/x3) and gore +9 (1d8+11) a standard action. If the attack hits the target,
Ranged crossbow +10 (4d8; 19–20/x2 ; 120 ft.) it takes 12d8 points of damage. This damage Temporal labyrinthians are minotaurs who
Space 10 ft.; Reach 10 ft. bypasses hardness and DR. have taken to wandering the complex mazes
Special Attacks entropy (ray +11, 12d8), mote Maze Mastery (Su): The temporal labyrinthian and patterns of the timestream, often accessing
of time (Crack in Time, Offensive Retry), possesses a supernatural cunning when in the it through ancient ruins of long-lost civilizations.
powerful charge (gore +15, 4d6+10) confines of a maze or labyrinth. In such areas it They are obsessed with the glories of past
Spell-Like Abilities (CL 9th): receives a +4 bonus on initiative checks and a minotaur empires (which may never have
3/day—fog cloud, glyph of warding (blast 15’ +8 racial bonus on Stealth checks. In addition, a existed in the current timeline), and work to
radius; 4d8 fire damage; Reflex DC 16 for temporal labrynthian may enter a maze spell as rebuild those mythic empires. However they are
half), stone shape it is being cast along with the intended target so unwilling to go far from whatever portal gives
1/day—maze, wall of stone long as the target is within 30 feet. This includes them access to the timestream, and generally
maze spells cast by the labrynthian. Once inside, disappear for long periods as they explore
STATISTICS the labrynthian can leave the maze as a move alternate timelines, making it difficult for them
Str 24, Dex 10, Con 19, Int 9, Wis 16, Cha 10 action. The labrynthian and the target appear to succeed at any long-term organization.
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The Open Game License allows for the distribution and use of game content by adhering strictly to established guidelines, such as including the license with distributed content and not using any Product Identity without proper licensing agreements. It ensures intellectual property rights are respected and maintained while also enabling users to freely incorporate and modify open content within new creations, fostering a collaborative and legally compliant gaming environment .
'Future Vitality' grants the chronothurge temporary hit points by borrowing health from their future self, with the amount determined by an additional factor of their chronothurge level. 'Improved Future Vitality,' on the other hand, allows the chronothurge to confer these temporary hit points onto another creature through touch, expanding its utility from self-preservation to aiding allies, thereby enhancing its strategic application in supporting team members in challenging situations .
The 'Timeless Burden' ability allows a chronothurge to temporarily negate encumbrance penalties by suspending the weight of their equipment in time. This can provide a significant tactical advantage in battle, especially for those wearing heavy armor, as it permits unrestricted movement and improved agility without the normally associated penalties. By doing so, a chronothurge can rapidly reposition or evade, giving them a crucial flexible edge in dynamic combat scenarios where mobility is key .
The 'Future Infirmity' ability afflicts creatures with penalties related to an aged body's physical decline, but it does not impact creatures that do not age because they do not experience age-related physical deterioration. Dragon-type creatures, however, exhibit a different response due to their unique physiology, taking a penalty only to Dexterity while gaining enhancement bonuses to Strength, Constitution, and Intelligence if they fail the saving throw. This reflects dragons' strong vitality and resilience despite the otherwise detrimental effects of aging .
Time thief and time warden classes have specific levels at which they gain access to advanced mote powers, receiving new ways to use motes of time. Time thieves gain access at 3rd, 7th, 11th, 15th, and 19th levels while time wardens access them at 2nd, 5th, 8th, 11th, 14th, and 17th levels. This structured advancement allows them to enhance their capabilities systematically, thereby expanding their arsenal of temporal effects as they progress .
The 'Fast Suffering' ability allows a chronothurge to spend a mote of time to reduce the duration of any negative condition or effect they are suffering by 1d6 rounds, with a minimum reduction limit of 0 rounds. This is particularly beneficial because it enables the chronothurge to alleviate harmful conditions more rapidly than normal, which can be critical in combat or situations where extended suffering could be severely detrimental. The reduction increases to 2d6 rounds at 15th level, granting even greater mitigation of negative effects .
The 'Lost Time' ability allows a time reaver to effectively utilize portions of unused time to leverage additional movement or action economy during combat. This may involve recovering used actions or employing new strategies swiftly, allowing the time reaver to navigate complex battle landscapes more effectively, react to enemy movements, and close strategic gaps that might arise during a skirmish .
The 'Alter Outcome' power can be effectively employed in scenarios where a chronothurge wants to replay small moments to achieve a more favorable result. This power allows the reroll of a percentile die for events within the chronothurge's perception and immediate outcome awareness. It is particularly useful in combat situations for actions like rerolling a missed attack due to effects like blink or displacement but cannot be used for actions lacking immediate visibility of the outcome, such as shooting a concealed target .
The 'Glimpse of the Future' ability allows a chronothurge to view potential future outcomes similar to an augury spell. However, repeated uses within a short timeframe decrease the reliability of its results. For each subsequent use after the first in a 24-hour period, the chance of obtaining an accurate answer decreases by 10%, making it increasingly unreliable. This limitation highlights the difficulty in predicting future events and emphasizes a tactical approach to its usage .
The 'Anchored in Time' power allows a chronothurge to avoid potential fatality by spending all remaining motes of time to reroll the effect that caused their death, such as an attack roll, a failed saving throw, or damage roll. This ability offers a last-ditch chance to avert death, giving the chronothurge an opportunity to survive what would otherwise have been a final blow, providing a critical edge in dire situations .