Chronotyryn HD:d8
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | + 0 | +0 | +2 | Chronotyryn body, Fledgling Wings, Magic Detector, +2 Cha |
2 | +2 | + 0 | +0 | +3 | Chrono Blood, Bird Eyes, +1 Str |
3 | +3 | + 1 | +1 | +3 | Adamantine Feathers, +1 Dex |
4 | +4 | + 1 | +1 | +4 | Dual Actions, Knowledgeable, +1 Str, +1 Cha |
5 | +5 | + 1 | +1 | +4 | Least Chrono Mastery, +1 Dex |
6 | +6 | + 2 | +2 | +5 | Feather Flurry, +1 Cha |
7 | +7 | + 2 | +2 | +5 | Chrono Craft, +1 Str, +1 Dex |
8 | +8 | + 2 | +2 | +6 | Sonic Screech, +1 Cha |
9 | +9 | + 3 | +3 | +6 | Lesser Chrono Mastery, +1 Str |
10 | +10 | +3 | +3 | +7 | Dual Actions, +1 Dex, +1 Cha |
11 | +11 | +3 | +3 | +7 | Advanced Chrono Mastery, +1 Str |
12 | +12 | +4 | +4 | +8 | Growth, +1 Dex |
13 | +13 | +4 | +4 | +8 | Chrono Harness,+1 Str, +1 Cha |
14 | +14 | +4 | +4 | +9 | Chrono Metamagic, +1 Dex |
15 | +15 | +5 | +5 | +9 | Greater Chrono Mastery, +1 Cha |
16 | +16 | +5 | +5 | +10 | Dual Actions, +1 Str, +1 Dex |
17 | +17 | +5 | +5 | +10 | Ultimate Chrono Mastery, +1 Cha |
18 | +18 | +6 | +6 | +11 | Chrono Flurry, +1 Str |
19 | +19 | +6 | +6 | +11 | Dual Actions, +1 Str, +1 Dex, +1 Cha |
Skills:6+int modifier per level, quadruple at 1st level, class skills are Bluff(Cha) Concentration (Con), Diplomacy, Heal (Wis), Intimidate(Cha), Knowledge (any) (Int), Listen (Wis), Perform(Cha), Sense Motive(Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha).
Proficiencies: simple weapons, its own natural weapons.
Features:Chronotyryn body: The Chronotyryn loses all other racial bonus and gains outsider traits (basicaly darkvision 60 foot). It is a medium sized outsider with base speed 30 foot. It has one Bite natural attack dealing 1d6+1/2 Str mod damage plus two rake attacks dealing 1d4+Str mod damage each. By spending a swift action to speed itsel, for 1 round the Chronotyryn can fullattack as a standard action by synchronizing its dual brains.
In adition it gains a bonus to nat armor equal to its Cha modifier.
Fledgling Wings: A Chronotyryn’s wings take time and work to fully develop. So at first level they can only fly at 30 feet speed with average maneuverability however they must spend all their actions for the round on flying movement as a double move or “run” (or not use them at all) unless they have 5+HD in which case they may fly normally.
Magic Detector: Chronotyryns love collecting magic items, their nests actually built of a jumble of magic paraphernalia. Some scholars have put the theory that the bird creature’s innate powers actually come from being exposed to strong magic raditation even while being hatched as eggs. The Chronotyryn can produce a constant Detect Magic effect on self, starting or stopping it as a standard action, except this is a Su ability.
Ability Score Increase: The Chronotyryn gains +2 to Cha at first level then +1 to
Str at levels 2, 4, 7, 9, 11. 13, 16, 18, 19
Dex at levels 3, 5, 7, 10, 12, 14, 16, 19
Cha at levels 4, 6, 8, 10, 13, 15, 17, 19
For a total of +9 Str, +8 Dex, +10 Cha at level 20.
Chrono Blood: At 2nd level the Chronotyryn‘s arcane potential starts to truly awaken, and it can casts spells as if it was a sorceror of 2/3 Chronotyryn’s level, up to 12th level sorceror casting at 18th level.
Bird Eyes: Starting at end level the Chronotyryn gains a racial bonus to Spot equal to 1+1/2 HD.
Adamantine Feathers: At 3rd level the Chronotyryn’s feathers become dark and dusky, properly hardening into Adamantine, granting the Chronotyryn DR/adamantine and magic equal to 1+1/2 HD plus resistance to fire, acid, cold and electricity equal to 1+HD, sonic immunity, and SR equal to 11+HD which may be raised or dropped at any time as a free action even if it’s not the Chronotyryn’s turn. In addition each wing may be used to deliver a Wing Buffet natural attack dealing 1d3+1/2 Str mod damage. The Chronotyryn’s feathers quickly become brittle and crumble to useless dust soon after being detached from its body however.
Dual Actions: A Chronotyryn has two distinct brains and two separate voice boxes, although it takes them training until they can properly synchronize themselves for separate tasks. Starting at 4th level it can take 2 rounds' worth of actions in any given round, as if it were two creatures, but only for certain actions depending of level (in either order of actions, so for example the first option can be either the full attack first then double move, or double move then full attack). The Chronotyryn doesn’t gain extra swift/immediate actions unless otherwise noted however.
-Full attack action and a double move (demands Chronotyryn lv 4+);
-move, Spell/SLA double move (demands Chronotyryn lv 4+);
-move, basic attack, Spell/SLA, move (demands Chronotyryn lv 4+);
-Charge and full attack (demands Chronotyryn lv 10+);
-Two full attack actions and two 5-foot steps (demands Chronotyryn lv 10+);
-A full attack action, a move action, and a spell-like ability/spell (demands Chronotyryn lv 10+);
-Two spell-like abilities/spells and two move actions (demands Chronotyryn lv 16+);
-Any combination of actions, plus dual extra swift/immediate actions as well (19th level).
If it is casting spells defensively, the Chronotyryn must make separate concentration checks for each spell. This is a supernatural ability .
Knowledgeable: The Chronotyryn’s dual brains can synchronize to proccess knowledge in a most efficient way. Or to put it in simple terms, two brains better than one. Starting at 4th level the Chronotyryn makes Knowledge checks for any Knowledge skills as if it had a minimum of ranks in that skill equal to 1+1/2 Chronotyryn level. To surpass this rank minimum, the Chronotyryn must assign a higher number of ranks to the skill as normal.
Chrono Mastery: Chronotyryns believe themselves to be the masters of time. Although this claimis likely not true, those who encounter the creatures and survive often come away believievers due to the bird-creature’s unique set of abilities. At the pointed levels in the table it can use the respective spells as SLAs a certain number of times per day or per minute. Some of those spells are always active and altough they can be dispelled the Chronotyryn can recreate them in her own turn as a free action. The Chronotyryn can also turn those abilities off out of her own will and reactivate them as a free action when needed(only on her own turn).
Save DC against the SLAs and always active abilities is 10+1/2HD+Cha mod.
Least Lv 5-Displacement 1/day per 3 HD, Blink (always active, self only).
Lesser Lv 9-Feeblemind 1/day per HD, Teleport 1/day per 3 HD.
Advanced Lv 11-Plane Shift 1/day per 10 HD.
Greater Lv 15- Iron Body, Temporal Stasis, each 1/minute per 10 HD.
Ultimate Lv 17-Time Stop, 1/minute per 5 HD.
*upgrades to Greater Teleport at 11 HD.
Feather Flurry: At 6th level the Chronotyryn can launch a barrage of feathers at its opponents as a ranged attack action, dealing 2d6+Str mod for medium size that counts as adamantine and magic. This attack has a range increment of 60 feet.
Chrono Craft: At 7th level the Chronotyryn can craft magic items as if it had any prerequisite crafting feats at no exp cost (spell/CL and any other special prerequisites must be met as well as gold costs), except they’re built in such a way only the dual brains of the Chronotyryn who built them can properly use them, and they’re useless in the hands of anybody else (including “harvesting” their magic essence), even with abilities such as Use Magic Device. In addition 1/day with one hour of work it may create magic items up to 10% its WBL with otherwise the same limitations except they’re made of cheap materials collected from the area and thus cost no gold, but they’re only good for the next 24 hours before becoming useless. Only items actually printed in an official book may be replicated this way (no custom creations), and in the case of consumables/limited uses such as potions/wands/scrolls, count their cost as five times higher for the purpose.
Sonic Screech: At 8th level once per minute, a Chronotyryn can propel a 20-foot burst of incredible sound against its opponents. This attack deals 1d6 points of sonic damage per HD, or half damage on a successful Reflex save (DC 10+1/2 HD+Cha mod). The burst is centered on the Chronotyryn. For Dual Actions, this can take the place of a fullattack.
Growth: At 12th level the Chronotyryn grows a size category. Its flight speed increases to 70 feet and it gains +1 Natural Armor. It gains a +2 bonus to spell/SLA DC and a +4 bonus to SR penetration against opponents smaller than itself.
Chrono Harness: At 13th level the Chronotyryn fashions a special harness to help with magic item crafting and use. It can now craft magic items as if it had CL equal to HD, counts as having quickdraw for drawing magic items, can pick up magic items as a free action, and if they pull a new magic item to use against an opponent, they count as flat-footed against it (only good once per item per opponent).
Chrono Metamagic: At 14th level the Chronotyryn gains a metamagic feat they qualify for. In addition they take no additional time in their spellcasting for applying metamagic to their sorceror spells.
Chrono Flurry: At 18th level whenever the Chronotyryn uses a spell/SLA, charges, takes a double move, or full attacks, it may make a Feather Flurry attack as a free action. Whenever the Chronotyryn uses Feather Flurry, it may target anything and anybody whitin 60 feet.
Chrono Lord: At 19th level the Chronotyryn’s DR/adamantine and magic increases by 5 and increases its sorceror CL to be equal to its HD whenever casting spells while under a Time Stop effect.
Well this one had been in the list for quite some time and I honestly had been kinda evading it since it was a high level monster with spellcasting and extra actions and a bunch of other abilities and oh my.
However giving it a fresh look, it didn’t look that challenging. The sorceror spellcasting is greatly delayed and most of the abilities besides Dual Actions are kinda lackluster. Like 3/day feather flurry for 2d8? Sonic Screech for 8d6 damage in a 20ft burst? How exactly are those supposed to be dangerous for a level 19 party?
Dual Actions was the biggest problem, and ended up going through limiting what you can do with said actions, with said limitations being loosened as the Chronotyryn levels up.
The text mentions they build magic items but they lack any actual item construction feats. So added some custom crafting to help fill the levels.
Also the whole “arrogant purple bird-person with two brains and reality-changing magic” makes me think this may’ve been “inspired” by the Lord of Change from warhammer but that may be just me.
So if you want to play a magic time bird, the Chronotyryn’s for you!