ChronoshifterTime is not on anyone's side.-- Henry Radozin, chronoshifter
Time is my ally
Time is my foe
Those who oppose, from I
To you, woe! Time governs all. It waits for no one--except the chronoshifter. Disrupting the flow of time and destroying its proper cycles are the chronoshifter's area of expertise.
Adventures: Typical chronoshifters adventure to gain more control over time, usually so they can change its flow, as so many are dissatisfied with it. Some wish to live longer and have a chance at a longer life, while others attempt to spite time itself by controlling it.
Characteristics: A chronoshifter uses chronoshifts, allowing him to change time's flow in certain areas and even within creatures' bodies. Chronoshifts provide a huge variety of abilities, allowing the chronoshifter to function is most situations at least adequately.
Alignment: Lawful chronoshifters are fairly rare, while chaotic ones are far more common. Good and evil have no special hold over chronoshifters, generally, though the variety is much greater on the moral scale.
Religion: Religious beliefs are fairly rare among chronoshifters. Some worship gods and goddesses with time as part of their domain, but most don't, as the whole idea of being a chronoshifter is to mess with time. Possible deities chronoshifters would worship include Cyndor (god of continuity) and Labelas Enoreth (goddess of history).
Background: A chronoshifter's abilities are discovered early in life, though they are undeveloped and chaotic. As a child, a chronoshifter might slow time around him so he can sneak out of the house with little effort and get back before his parents even know, or he might defend his friends or himself with distortions in time. Most chronoshifters don't officially take up the name until later in life, however, when they can control their abilities properly and when they know the consequences of attempting to control time.
Races: Short-lived races like humans and half-orcs tend to be more common among chronoshifters, since controlling time in what little time they have is a strong and common ambition. However, elves and other long-lived races often have chronoshifters, though fewer, to help shape history and keep it.
Other Classes: Chronoshifters get along with few other classes. Barbarians might find chronoshifters too focused on breaking the fabrics of time than enemies, while clerics and paladins might see the chronoshifter as an affront to their chosen deity. Wizards sometimes get along just fine with chronoshifters, as both have world-changing abilities that often fit together well.
Role: As a versatile caster-like class, the chronoshifter is able to fulfill a few roles, sometimes at once. His combat ability and overall sturdiness is extremely low, but with strong supporting abilities, crowd control, and utility, the chronoshifter tends to make up for it easily. In battle, the chronoshifter takes on a battlefield controller-type role or a supporting role often, but he can dish out decent damage with a few chronoshifts, as well. Outside of battle, chronoshifters have a few utilities from chronoshifts, a big knowledge-base from skills, and even the ability to scout.
GAME RULE INFORMATIONChronoshifters have the following game statistics.
Abilities: Wisdom allows the chronoshifter to manipulate time more effectively in many ways, adding to chronoshift save DCs and Will saving throws, important for avoiding warps and other dangers. Dexterity grants bonuses to initiative, allowing the chronoshifter to use his potentially game-changing powers more quickly. Constitution buffs up his pathetic hit point total.
Alignment: Any.
Hit Die: d4.
Starting Age: As cleric.
Starting Gold: 5d4x10 gp.
Class SkillsThe chronoshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spot (Wis).
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
CHRONOSHIFTER Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Chronoshift Level | Shift Points |
1st | +0 | +0 | +0 | +2 | Chronoshifting, shift points | 1 | 2 |
2nd | +1 | +0 | +0 | +3 | Prepared chronoshift | 1 | 4 |
3rd | +1 | +1 | +1 | +3 | - | 2 | 6 |
4th | +2 | +1 | +1 | +4 | Rushed chronoshift 1/day | 2 | 8 |
5th | +2 | +1 | +1 | +4 | Prepared chronoshift | 2 | 10 |
6th | +3 | +2 | +2 | +5 | - | 3 | 12 |
7th | +3 | +2 | +2 | +5 | Future sight 1/encounter | 3 | 14 |
8th | +4 | +2 | +2 | +6 | Prepared chronoshift | 3 | 16 |
9th | +4 | +3 | +3 | +6 | - | 4 | 18 |
10th | +5 | +3 | +3 | +7 | Rushed chronoshift 2/day, timesight | 4 | 20 |
11th | +5 | +3 | +3 | +7 | Prepared chronoshift, timeless body | 4 | 22 |
12th | +6/+1 | +4 | +4 | +8 | - | 5 | 24 |
13th | +6/+1 | +4 | +4 | +8 | Extended Life Span, future sight 2/encounter | 5 | 26 |
14th | +7/+2 | +4 | +4 | +9 | Prepared chronoshift | 5 | 28 |
15th | +7/+2 | +5 | +5 | +9 | - | 6 | 30 |
16th | +8/+3 | +5 | +5 | +10 | Rushed chronoshift 3/day | 6 | 32 |
17th | +8/+3 | +5 | +5 | +10 | Extended Life Span, prepared chronoshift | 6 | 34 |
18th | +9/+4 | +6 | +6 | +11 | - | 7 | 36 |
19th | +9/+4 | +6 | +6 | +11 | Future sight 3/encounter | 7 | 38 |
20th | +10/+5 | +6 | +6 | +12 | Prepared chronoshift, ultimate chronoshift | 7 | 40 |
Class FeaturesAll of the following are class features of the chronoshifter.
Weapon and Armor Proficiency: Chronoshifters are proficient with all simple weapons, but not with any armor or shields.
Chronoshifting: A chronoshifter's namesake, chronoshifting is the art of manipulating time by force of will and understanding of the universe. Grabbing the threads of time, the chronoshifter can do amazing things. The process of chronoshifting is risky, however. Time was not meant to be twisted in the way the chronoshifter so loves to do. Sometimes, time will actively resist the chronoshifter, creating chaotic effects, including possibly destroying sections of time itself. When the chronoshifter uses a chronoshift, he must make a Will save of DC 5 + twice the level of the chronoshift + the number of chronoshifts used within the last minute. Success means nothing, while failure brings some sort of risk, called a "warp," to the chronoshift, as designated in each individual chronoshift. The warp's effects are in addition to whatever effects the chronoshift would have. Any immunity the chronoshifter possesses doesn't affect warps. If a chronoshift allows a saving throw to avoid some or all of its effects, the save DC is equal to 15 + Wis modifier + the number of chronoshifts used within the last minute.
A chronoshifter can only chronoshift once per round and every chronoshifting ability (hereafter referred to as chronoshifts) requires a standard action to use unless otherwise noted. As well, all chronoshifts are supernatural in nature unless otherwise noted. Finally, the chronoshifter can use a specific chronoshift only once every two rounds.
A chronoshifter knows all chronoshifts of every level available to him.
Shift Points: The chronoshifter is limited in his time-manipulating ways by a number of shift points, as given in the table above. Chronoshifts cost a number of shift points equal to their level. A chronoshifter can recover shift points by spending a minute to focus on the flow of time. The amount recovered is equal to 1/3 the chronoshifter's level (minimum 1).
Prepared Chronoshift: At 2nd level, a chronoshifter is able to prepare one chronoshift for the day. The cost of a prepared chronoshift is 1 less than normal. This reduction only applies once per day. In addition, any time the chronoshifter uses a prepared chronoshift that affects multiple squares, he may exempt a single square from being affected. The chronoshifter cannot avoid his own chronoshifts in this manner.
The chronoshifter can prepare any chronoshift of a level equal to one lower than the highest level available to him (minimum level 1).
At 5th level, and at every third level after (8th, 11th, 14th, 17th, 20th), the chronoshifter can prepare another chronoshift every day or focus more energy into a single chronoshift, further reducing its cost and granting another square to exempt from its effects.
Rushed Chronoshift: At 4th level, the chronoshifter is capable of using a chronoshift as a swift action instead of a standard action, effectively allowing for two chronoshifts to be used in one round. However, there is a 25% chance the rushed chronoshift will automatically subject the chronoshifter to its warp. A rushed chronoshift has no effect on the Will save DC to avoid warps.
The chronoshifter can rush a chronoshift once per day at 4th level, twice per day at 10th level, and three times per day at 16th level. In addition, at 10th level, the chronoshifter is allowed one risk-free use of a rushed chronoshift. The chronoshifter must still make a Will save to avoid the chronoshift's warp, but there is no percentage chance that he will automatically fail. At 16th level, he is allowed another risk-free rushed chronoshift. These risk-free rushed chronoshifts are in addition to their more risky counterparts gained at the same levels.
Future Sight (Su): At 7th level, a chronoshifter can see into the future, if only a few moments, allowing him to discover how a creature will act. Once per encounter, the chronoshifter can look into a creature's future as a free action. Through this future sight, he discovers one action the creature will perform on its next turn. That creature must perform the specified action on its next turn or be dazed for 1 round. A successful Will save of DC 10 + 1/2 class levels + Wis modifier causes the creature to instead be nauseated for 1 round. If the creature cannot perform its action (such as if it was going to heal a creature that is dead by its turn), then it may act as normal.
At 13th and 19th levels, the chronoshifter can see one additional action a creature will take. The actions the chronoshifter can see can either be split up among several rounds or seen in one round, and can be split among multiple creatures or seen on one. Regardless of how many actions the chronoshifter sees a creature doing, the creature is dazed or nauseated for only 1 round if it doesn't take the action or actions.
DM Note:You choose the action the chronoshifter sees. Make it something interesting, though. "Breathing fire in this cone" and showing the cone to the chronoshifter player would be a fine use of the ability. "Drawing a longsword" isn't, unless it's some sort of magical sword that has very powerful capabilities and the players are aware of that fact.
Timesight (Su): At 10th level, the chronoshifter gains a certain kind of insight into time's shifting nature. Whenever someone other than the chronoshifter affects time, he is aware of it and its general purpose. The chronoshifter may designate certain types of effects he is aware of at different times in order to lessen the mental burden of constant time flow changes.
Timeless Body (Ex): At 11th level, a chronoshifter no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the chronoshifter still dies of old age when his time is up.
Extended Life Span (Ex): At 13th and 17th levels, the chronoshifter gains the
Extended Life Span epic feat.
Ultimate Chronoshift: At the peak of his time-twisting ability, the chronoshifter learns one chronoshifting ability so powerful and so dangerous that time itself is torn asunder. The chronoshifter chooses one ultimate chronoshift to learn at 20th level from the ultimate chronoshift list. All ultimate chronoshifts take longer than normal chronoshifts to use, different Will save DCs to avoid warps, and XP costs (each specified in individual chronoshift entries). As well, an ultimate chronoshift that allows a saving throw has a DC of 20 + Wis modifier + twice the number of chronoshifts used within the last minute. The DC is based on when the chronoshifter starts the ultimate chronoshift, but creatures subject to saving throws don't make the save until after it is completed. While using an ultimate chronoshift, the chronoshifter is in a state of deep meditation, traversing the paths of time with his mind. If he takes damage, he may choose to come out of this state, though it breaks the chronoshift's effects and subjects him to a Will save to avoid its warp. He need not come out of his meditation if he does not will it, however. Ultimate chronoshifts cost 30 shift points.
Level 1 Chronoshifts:Age
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature or object
Duration: 3 rounds
Saving Throw: Fortitude negates (object)
The chronoshifter points at the target living creature or object, rapidly aging it. A targeted creature suffers from a -2 penalty to Strength, Dexterity, and Constitution. A targeted object sometimes rusts or weakens. A door's lock, for example, might rust and become easier to bash open or its tumblers might become easier to push, making picking the lock easier. The actual age of the creature or object targeted is not affected.
Warp
The chronoshifter takes a -2 penalty to Strength, Dexterity, and Constitution for the duration.
Brief Hindsight
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)
Looking into the past, the chronoshifter allows his target to learn from past mistakes. The target gains a +1 insight bonus to the next attack roll, damage roll, saving throw, or skill check made in the same round. This chronoshift requires only a swift action.
Warp
After the bonus is used (or after the duration is over), the chronoshifter takes a -1 penalty on his next attack roll, damage roll, saving throw, or skill check.
Damage Lag
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates (harmless)
When the chronoshifter uses this chronoshift, any damage the target suffers for 1 round is delayed until the beginning of the chronoshifter's turn next round.
The target can be prematurely healed of damage that would be forced on him if the proper magics are used, such as a cure light wounds spell. This chronoshift requires only an immediate action.
Warp
If the target suffers damage during this chronoshift (even if it is cured), in the next round, the chronoshifter takes 1d3 damage.
Distort
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: 1 round
Saving Throw: None
Upon using this chronoshift, the chronoshifter mixes past, present, and future, making the designated area distorted both in appearance and feeling. Anyone who enters the area becomes sickened.
Warp
The distortion is centered on the chronoshifter.
Time Bomb
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round; see text
Saving Throw: Reflex half
This chronoshift causes the target creature to feel a heavy presence of something dangerous coming; an explosion of time coming soon. The creature is not aware exactly of what will happen—it simply senses danger. At the end of the chronoshifter's next turn, the target and any creatures within 5 feet of the target suffer 1d4 damage per level of the chronoshifter (to a maximum of 5d4 damage). A successful Reflex save reduces this damage by half.
Warp
Roll 1d2. On a result of 1, the bomb explodes immediately and has a blast radius of 30 feet, not 5 feet. On a result of 2, the bomb takes 2 rounds to explode.
Level 2 Chronoshifts:AccelerateRange: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates (harmless)
The chronoshifter directly modifies the flow of time in the target's body, forcing it to work in overdrive. This chronoshift causes the target creature to speed up over time, gaining a 10-foot movement speed bonus to all movement speeds. In addition, the target gains a +1 bonus to attack rolls, Reflex saves, and dodge bonus to AC. Both of these benefits apply in each round for 3 rounds after using the chronoshift.
If this chronoshift is used more than once on a single target, the duration renews, but the bonuses reset upon use.
WarpThe chronoshifter becomes
overcharged.
Chrono BarrierRange: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-radius barrier trap
Duration: 1 hour/level (D)
Saving Throw: Reflex negates; see text
Delving into the fabrics of time, the chronoshifter creates a trap for any who would step into it. A successful Reflex save allows would-be-captured creatures to avoid being trapped, moving to the nearest square outside the barrier (If there's a tie for closest square, randomly determine it with a die roll or coin toss.). While trapped, creatures can move around inside the barrier, but cannot move outside it. The barrier automatically stops all attacks from going inside it from the outside and vice-versa. A barrier may be created partially or entirely in solid material, as the barrier is made of folds in time itself, and so is not subject to many physical rules of the universe. If a creature is too large to be caught in the barrier's radius, it gains a +4 bonus on its Reflex save to avoid the barrier. If it fails, however, it is caught within as normal and the barrier simply expands to accommodate it. The chronoshifter can keep only one barrier up at a time. The chronoshifter may dismiss the barrier as a standard action at any time.
WarpThe trap is centered on the chronoshifter and any creatures that are caught in the radius must make Reflex saves to avoid being captured, including the chronoshifter. The chronoshifter may not dismiss the barrier until at least 1 hour has passed and he may not recover shift points while trapped involuntarily, nor may he or any allies caught within rest. If the chronoshifter intended to set the barrier over himself and his allies and succeeds on his Will save to avoid this warp, it is considered voluntary entrapment.
DecelerateRange: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 3 rounds
Saving Throw: Fortitude negates
The chronoshifter directly modifies the flow of time in the target's body, forcing it to work more slowly. This chronoshift causes the target creature to slow down over time, taking a 10-foot movement speed penalty to all movement speeds. In addition, the target suffers a -1 penalty to attack rolls, Reflex saves, and dodge bonus to AC. Both of these penalties apply in each round for 3 rounds after using the chronoshift. A creature's movement speed can only be reduced to 5 feet for any given speed.
If this chronoshift is used more than once on a single target, the duration renews, but the penalties reset upon use.
WarpThe chronoshifter becomes fatigued.
Roar of TimeRange: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
The chronoshifter forces sounds from hundreds of years of history upon the target, causing deafness.
WarpThe chronoshifter is deafened for 1 week.
Rush of TimeRange: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Permanent
Saving Throw: Will negates
The chronoshifter floods the consciousness of the target with images from hundreds of years of history, causing blindness.
WarpThe chronoshifter is blinded for 1 week.
Level 3 Chronoshifts:Condition Lag
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates (harmless)
When the chronoshifter uses this chronoshift, any status conditions the target suffers for 1 round are delayed until the beginning of the chronoshifter's turn next round.
The target can be prematurely cured of status conditions that would be forced on him if the proper magics are used, such as a restoration spell. This chronoshift requires only an immediate action.
Warp
If the target suffers a status condition during this chronoshift, the chronoshifter also suffers from it for the duration and the duration is increased by 1 round if it has a duration in rounds, 1 minute if it has a duration in minutes, and so on. If the duration is permanent, this warp instead makes the effect more potent, usually by forcing higher penalties (at most 50% higher). If the target or chronoshifter are immune to the status condition in question, this warp does nothing.
Delay
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
The target of this chronoshift cannot act for 1 round. The creature is not stunned, paralyzed, dazed, or anything else. It simply cannot act. However, the target also cannot be harmed. On the following round, the creature acts normally as it would have in the previous round.
Warp
The chronoshifter cannot act for 1 round.
Knockback Bomb
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round; see text
Saving Throw: Reflex negates; see text
This chronoshift works like time bomb, except this bomb also causes any creature that takes damage from it to be pushed 5 feet away from the direction of the blast. This bomb can deal a maximum of 10d4 damage rather than 5d4 damage. The target is pushed in a random direction, as determined by a roll of 1d8. A successful Reflex save reduces damage by half and allows creatures to avoid being knocked back.
Warp
Roll 1d2. On a result of 1, the bomb explodes immediately and has a blast radius of 40 feet. On a result of 2, the bomb takes 2 rounds to explode.
Time Heals All Wounds
Range: Touch
Target: Touched creature
Duration: 1 round; see text
Saving Throw: None
The chronoshifter speeds the flow of time of the touched creature's wounds, quickly mending any damage done. This heals 2d8 + 1/level hit points and grants 5 + 1/level temporary hit points for 1 round.
Warp
The chronoshifter takes on the wounds of the creature he heals, taking as much damage as he heals and suffering "negative hit points" for 1 round, equal to the number of temporary hit points granted. These negative hit points work in the same way temporary hit points work, except they reduce hit points instead of adding to them. The negative hit points cannot kill the chronoshifter outright, but can reduce him to as low as -9 hit points.
Time Is Ticking
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Up to 3 rounds; see text
Saving Throw: Will negates; see text
Quickening time's flow in the target's body, the chronoshifter forces the creature to make a Will save or suffer 1d6 + 1/level damage each round for 3 rounds. If the creature makes any Will save, the chronoshift's effects end. If it fails, it has to make another save in the following rounds to avoid damage again. After all 3 rounds have passed, the creature must make one final Will saving throw or die.
A creature cannot be hit again by this chronoshift while still affected by it.
Warp
The chronoshifter takes 2d6 damage for 2 rounds.
Level 4 Chronoshifts:Acceleration Field
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 3 rounds
Saving Throw: Fortitude negates (harmless)
This chronoshift works exactly like the chronoshift accelerate, except in a 20-foot radius.
Warp
The chronoshifter becomes exhausted.
Aging Field
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation
Duration: 3 rounds
Saving Throw: Fortitude negates (object)
This chronoshift works like the age chronoshift, except in a 20-ft.-radius. In addition, the penalties increase to -4 to Strength, Dexterity, and Constitution and objects age even more, rusting more completely or weakening much more. Again, the actual ages of targets in the area do not change.
Warp
The emanation is centered on the chronoshifter and the chronoshifter is automatically affected by the field.
Deceleration Field
Range: Close (25 ft. + 5 ft./2 levels)
Target: 20-ft.-radius emanation
Duration: 3 rounds
Saving Throw: Fortitude negates
This chronoshift works exactly like the chronoshift decelerate, except in a 20-foot radius.
Warp
The chronoshifter becomes exhausted.
Hold Initiative
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
The chronoshifter forces a single creature to the last position in initiative. If the creature has already acted this round, it gains another turn. This chronoshift can only be used on a single creature once per encounter, even if it succeeds on a Will saving throw to avoid the effect.
Warp
The chronoshifter is moved to the last position in initiative and is considered flat-footed until his turn in the next round. The chronoshifter does not gain an extra turn if he already acted, unlike the target of this chronoshift.
Push Initiative
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
The chronoshifter forces a single creature to the first position in initiative. If the creature has not acted yet this round, it loses its turn. This chronoshift can only be used on a single creature once per encounter, even if it succeeds on a Will saving throw to avoid the effect.
Warp
See hold initiative.
Level 5 Chronoshifts:Interval BombRange: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/2 levels
Saving Throw: Reflex half; see text
The chronoshifter sets time explosions to detonate several times over many rounds. Every round until the end of its duration, the target takes 3d6 + 1/level damage. Creatures within 5 feet of the target also take damage. A successful Reflex save each round halves the damage.
WarpRoll 1d2. On a result of 1, each explosion's radius is increased to 60 feet. On a result of 2, the explosions only occur every other round (1st, 3rd, 5th, and so on).
Pocket LeapRange: Personal; see text
Target: You; see text
Duration: 1 round
Saving Throw: Reflex half; see text
The chronoshifter creates a pocket in time and steps inside it for 1 round. During this time, he is simply nonexistent. After the duration, he pops out of the pocket in a square up to his highest movement speed away and deals 7d6 damage in a 10-foot-radius emanation centered on the square he comes out of. A successful Reflex save halves the damage. The chronoshifter does not make a saving throw against the chronoshift itself and, indeed, is not allowed one in the first place.
WarpThe chronoshifter takes half the damage himself and is also dazed for 1 round after coming out of the pocket.
Time's UpRange: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Up to 2 rounds; see text
Saving Throw: Will partial; see text
The chronoshifter marks a single creature for death, shifting its last days forward to the present. The creature must make a Will saving throw or die. This is a death effect. If the creature succeeds or is immune to death effects, it must make another saving throw of the same DC in the next round or suffer 3d6 + 1/level damage.
A creature cannot be marked again while still affected by this chronoshift.
WarpThe chronoshifter becomes dazed for 1 round and suffers 4d6 damage the round after unless he succeeds on a Will saving throw of DC 10 + the number of chronoshifts used within the last minute. Success allows the chronoshifter to avoid being dazed.
Total LagRange: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 2 rounds
Saving Throw: Will negates (harmless)
Any negative effects the target suffers in the round this chronoshift is active are delayed for 2 rounds and take effect at the beginning of the chronoshifter's turn 2 rounds after using this chronoshift. Damage and effects suffered in the round between the chronoshift's active round and when the target is subject to its effects affect the chronoshifter normally.
The target can be prematurely cured of status conditions that would be forced on him if the proper magics are used, such as a
restoration spell. In the same way, damage can be healed prematurely. This chronoshift requires only an immediate action.
WarpIf the target suffers damage during the round this chronoshift is active, the chronoshifter takes 50% of that damage at the beginning of his next turn. This applies both to hit point damage and ability damage (If all of the damage is healed, he instead takes 2d6 damage. If all ability damage is healed, he instead takes 1 ability damage to the ability score that would have been affected.). If the target would suffer from a status condition, copy the
condition lag chronoshift's warp, then double the extra duration if applicable.
DM Note:If the target is subject to an effect that doesn't work with the above warp, determine the warp by relating the penalty to the effect itself.
Touch of InfinityRange: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)
Touching the target creature, the chronoshifter shows the target exactly how long time can go on for it, assuming, of course, it sticks with the chronoshifter. This touch of hope grants the creature a +2 morale bonus to all checks for 1 round.
WarpThe chronoshifter suffers a -3 morale penalty on all checks for 1 round.
Level 6 Chronoshifts:Backward Motion
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
The chronoshifter moves up to his speed, leaving his essence in the past. If he would be subject to harm, he can take an immediate action to move back to any square he moved through with this chronoshift. This chronoshift requires only a move action, but the chronoshifter cannot use any other chronoshift this round.
Warp
The chronoshifter is treated as flat-footed and takes a -20-foot penalty to all movement speeds for 1 round.
Day's End
Range: 1 mile
Area: 1-mile-radius emanation, centered on you
Duration: See text
Saving Throw: None
Night falls immediately in the area. Sunlight disappears and moonlight replaces it. Then, time stops in the area until the rest of the world catches up, at which point, it starts again. Creatures in the area can act normally for the duration.
Warp
The chronoshifter falls asleep for 1 day.
Forward Motion
Range: Personal
Target: You
Duration: 1 round
Saving Throw: None
The chronoshifter moves up to his speed and then marks where he plans on moving next round, projecting his essence forward in time. If he would be subject to harm, he can take an immediate action to move forward to any square he planned on moving to in the next round. This chronoshifter requires only a move action, but the chronoshifter cannot use any other chronoshift this round.
Warp
The chronoshifter is treated as flat-footed and takes a -20-foot penalty to all movement speeds for 1 round.
Night's End
Range: 1 mile
Area: 1-mile-radius emanation, centered on you
Duration: See text
Saving Throw: None
Day comes immediately in the area. Sunlight appears and moonlight disappears. Then, time stops in the area until the rest of the world catches up, at which point, it starts again. Creatures in the area can act normally for the duration.
Warp
The chronoshifter is blinded permanently, the sunlight burning his eyes as he summons it. Magical aid cures the blindness as normal.
Split Paths
Range: Touch
Target: Touched creature
Duration: 1 round
Saving Throw: Will negates (harmless)
With this chronoshift, the chronoshifter creates a copy of the touched creature for 1 round, which is actually a possible future self called forth to act. During this round, the copy can do anything the creature can normally do. However, it cannot make the same action the touched creature makes. If the creature casts fireball, for example, the copy cannot cast fireball, due to it being from a different path in the future for the creature. Making a full attack and making a single attack are considered different, as are making a full attack after a charge and just making a full attack. This restriction has no bearing on the copy's movement, passive abilities, or defenses. At the end of the round, the copy dissipates into the possible future.
Warp
The chronoshifter takes 3d4 Wisdom damage.
Level 7 Chronoshifts:Cloying Vacuum BombRange: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial; see text
The chronoshifter sets the ultimate time explosion on the target, forcing a slew of status conditions on all creatures within 20 feet of the target and pulling all creatures that are hit to within 5 feet of the target. If they cannot all fit in the eight squares around the creature, they are moved as close as possible. All creatures hit are blinded, deafened, fatigued, sickened, and take 4 ability damage to every ability score. In addition, they all take 10d6 + 1/level damage. A successful Reflex save halves damage and ability damage and negates blindness, fatigue, and sickening. Deafening occurs regardless of the save. Each creature hit must make the saving throw.
WarpRoll 1d2. On a result of 1, the explosion's radius is increased to 100 feet. On a result of 2, the explosion is centered on a square adjacent to the chronoshifter, as determined by a roll of 1d8.
Future SuccessRange: Personal
Target: You
Duration: 1 round
Saving Throw: None
The chronoshifter prepares himself for success by moving forward and backward in time quickly, allowing him to catch enemies off-guard. This chronoshift adds +10 DC to the chronoshifter's next chronoshift used within 1 round. This chronoshift requires only a swift action.
WarpThe chronoshifter takes a -10 penalty on all saving throws for 1 round.
Reverse EvolutionRange: Medium (100 ft. + 10 ft./level)
Area: 20-foot cone
Duration: 2 rounds
Saving Throw: Fortitude partial; see text
The chronoshifter causes all creatures hit to revert to earlier forms of themselves. Depending on the setting, different creatures will change into different forms. However, all changes are purely detrimental. Upon changing, creatures in the area lose all class features, including spells, skills, racial abilities, and take a -10 penalty to Intelligence (minimum 1) for the duration. A successful Fortitude save allows the creatures to retain their forms, but each still takes a -4 penalty to Intelligence and all skills for the duration.
WarpThe chronoshifter suffers the same effects as any creatures in the area. He gets a Fortitude save as normal to avoid the brunt of the effects.
DM Note:If your setting doesn’t fit with this chronoshift, consider refluffing it to be like baleful polymorph. The effects should remain the same.
RewindRange: Medium (100 ft. + 10 ft./level)
Area: 60-ft.-radius emanation, centered on you
Duration: Instantaneous
Saving Throw: None
The chronoshifter causes the entire last round to replay itself within the area, effectively reversing any effects that happened in the last round. Any damage incurred, spell slot spent, and so on is rewound and restored. The cost of this chronoshift is not restored. The round then starts anew once more. A chronoshifter cannot use this chronoshift in the round after first using it, but any other chronoshift may be used as such, disregarding the normal rules for chronoshifting.
WarpAny effects the chronoshifter was responsible for in the round before the rewound one are also rewound and he becomes dazed for 1 round. This does not restore any resources the chronoshifter may have used.
Time Knows No DeathRange: Touch
Target: Living creature touched
Duration: 1 round
Saving Throw: Will negates (harmless)
Touching the target, the chronoshifter bends time so that if danger would come to the creature, it would be circumvented. If the target would die during the round this chronoshift is in effect, the target does not die and its hit points are completely restored.
This chronoshift is extremely draining. The chronoshifter gains one negative level upon using it for 1 hour. This negative level never results in permanent level loss.
WarpThe chronoshifter gains three negative levels instead of one.
Ultimate Chronoshifts:EraseRange: 1 mile
Area: 1-mile-radius, centered on you
Duration: Instantaneous
Saving Throw: Fortitude or Will partial; see text
Will DC: 38
Shifting Time: 1 day
XP Cost: 10,000
Everything in the area is subject to being erased from history 1 day after using this chronoshift. Nothing in the area dies or disappears. It all simply never existed. Every creature in the world's memory of the area and whatever was contained in it is reduced to feelings of déjà vu or nothing at all.
Creatures equal to or of a higher level than the chronoshifter are allowed a Fortitude save in the area to resist being utterly erased. Creatures outside the area of equal or higher level are allowed a Will save to resist the memory erase. If a creature inside the area is not erased, the memories of it stay within everyone's minds as normal. Success on a saving throw to resist this effect still brings terrible consequences, however. Any creature inside the area that succeeds on its Fortitude save takes 3d6 Constitution and Charisma damage instantly. Creatures outside the area that succeed are unaffected.
WarpThe chronoshifter's most recently-attained magical possession worth at least 3,000 gp that he still possesses is erased from existence. If he doesn't have a magical possession worth at least this much, the item with the highest gold value he owns is erased. In addition, he takes 3d6 Wisdom damage.
DM Note:Warn the chronoshifter of this spell's repercussions if he doesn't consider it carefully. Not only is every creature in the area erased, but since their histories are, as well, everything that came about as a result of that creature is also erased.
Future RewrittenRange: 10 miles
Area: 10-mile-radius spread, centered on you
Duration: Instantaneous
Saving Throw: Will partial; see text
Will DC: 32
Shifting Time: 1 hour
XP Cost: 10,000
This chronoshift utterly wipes out the fates and futures of all creatures, living or otherwise, within the radius and replaces them with new ones. These can either be randomly selected destinies for the creatures of the chronoshifter can designate specific futures for the creatures, though he cannot specify futures for particular individuals--only for the entire affected population.
The exact effects of this ultimate chronoshift depend on what the chronoshifter chooses for the creatures within the region specified. Usually, creatures have rewritten skill sets, abilities, and often entirely different careers from then on. The chronoshifter himself cannot be affected, though allies may be if they choose.
Creatures equal to or of a higher level than the chronoshifter are allowed a Will save to avoid personal future rewriting. Success, however, is dangerous in itself, as each creature who succeeds on this saving throw suffers 6d4 Wisdom damage instantly.
WarpThe chronoshifter becomes
confused permanently and suffers 5d6 Wisdom damage. Only effects such as
greater restoration,
heal,
lesser wish,
miracle, and
wish can cure the permanent
confusion.
ImmortalityRange: 1 mile
Area: 1-mile-radius emanation, centered on you
Duration: Instantaneous
Saving Throw: None
Will DC: 30
Shifting Time: 1 day
XP Cost: 10,000
The chronoshifter and everyone within the radius is rendered immortal, unable to die from old age, starvation, dehydration, and disease. Any other source of death is still possible. While disease cannot outright kill the affected creatures, its other effects still work as normal. Constitution damage from diseases cannot reduce an affected creature's Constitution below 1.
WarpThe chronoshifter ages 20 years instantly and suffers 3d6 Wisdom damage as well as 2d6 Strength, Dexterity, and Constitution damage.
Time's EndRange: 10 miles
Area: 10-mile-radius spread, centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Will DC: 38
Shifting Time: 1 day
XP Cost: 15,000
The world effectively ends in the specified area. Everything in the area dies except for the chronoshifter and any number of specified creatures within 1 mile of the chronoshifter. Plant life will never grow in the area again and all sources of water dry up. After 1 week, the area becomes completely uninhabitable and anything entering the area must leave or die in 1 hour.
Creatures equal to or of a higher level than the chronoshifter are allowed a Fortitude save in the area to resist destruction. Time is not trifled with lightly, though. Success on this saving throw causes the creature to take 5d4 Constitution damage and suffer from blinding, deafening, and exhaustion. The blindness and deafness are permanent, though exhaustion works normally.
WarpTime lashes out at the chronoshifter for causing such destruction. The chronoshifter dies and his soul is trapped in a stasis field that only exists in the folds of time.
DM Note:The chronoshifter may be allowed to escape this soul trap through an adventure. Perhaps his allies have been trapped as well and they all need to escape. Be creative.