The Genius Guide to the Time Warden (PFRPG) PDF (based on
3
ratings)
Super Genius Games
Our
Price:
$2.99
Add to Cart
Time is something we all understand on an instinctive level, at least to a degree, but few of us have ever tried to define. Time has been called the 4th dimension, nature's way of making sure everything doesn't happen all at once, and a philosophical construct to allow for the comparison of durations. Philosophers grant time the power to heal all wounds, but also warn it is the death of all things from mountains, to kings, to peasants. We do not need to understand time to make use of it, but no matter how much we deny its power, we remain beholden to it.
Time is one of the great forces of the universe. But what if time doesn't just happen? What if time is fragile, or at least mutable, and must be guarded?
The time warden is a master of chronothurgy, the magic of manipulating time, and a self-appointed guardian of the timeline—the sequence of events from the beginning up to the present, and stretching out to the end. With the ability to manipulate time comes the ability to abuse it, and, if damaged, time can become dangerous. Time wardens are aware that if time is stretched too far, ignored too much, or called upon too recklessly, the result can be an injury to time. The measure of how likely a given use of time is to cause damage is known as chronal dissonance, and time wardens seek such dissonance and do their best to reduce it.
Of course, time wardens do far more than place a stitch in time. They are spellcasters, calling on temporal spells as sorcerers call on the arcane and clerics on the divine. Through manipulation of chronothurgy, a time warden can divine the future, heal his allies, undo many harmful effects, and eventually carry friends through time. Much like the bard or monk, the role of the time warden is less well defined than classes that stick closer to the cleric/fighter/rogue/wizard mold, but by the same token is less likely to overlap with existing characters filling those traditional roles. Certainly a time warden can be of great benefit to a band of adventurers, granting time-based benefits and hampering foes, if not through direct damage.
Product Availability
Will be added to
your downloads
immediately upon purchase of
PDF.
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
Voted on by our fans, promised by the end of March and, like many time travelers, late to arrive, it's the Genius Guide to the Time Warden.
Designed to stand entirely on its own (but also able to work with the extremely popular Genius Guide to the Time Thief), this 13-page PDF (+1 page of introduction and 1 page of credits) presents a 20-level spellcasting class able to travel through time. Moreover, the time warden's very existence helps stabilize time itself, as they gather leftover motes of time and free-floating aevum left over from the less-careful manipulations of other classes.
Voted on by our fans, promised by the end of March and, like many time travelers, late to arrive, it's the Genius Guide to the Time Warden.
Designed to stand entirely on its own (but also able to work with the extremely popular Genius Guide to the Time Thief), this 13-page PDF (+1 page of introduction and 1 page of credits) presents a 20-level spellcasting class able to travel through time. Moreover, the time warden's very existence helps stabilize time itself, as they gather leftover motes of time and free-floating aevum left over from the less-careful manipulations of other classes.
Uh-oh, I'd better warn Jenny the fuzz is after her.
I was looking at this and noticed something going on with the spells per day and spells known. Apparently, a warden learns first and second level spells at first level, but can't cast the second level spells until fourth level. The three level difference is ocurring for the second to sixth level spells. Is this intentional or a mistake?
I really dig these classes. SGG does a great job of pushing the rules envelope with these. Any chance you guys are going to publish a bundle of them? Perhaps with an option to print on demand?
I was looking at this and noticed something going on with the spells per day and spells known. Apparently, a warden learns first and second level spells at first level, but can't cast the second level spells until fourth level. The three level difference is ocurring for the second to sixth level spells. Is this intentional or a mistake?
I believe it was a mistake they might want to look at the table and see if they can fix it.
So....looking at the time jaunt ability....what exactly can you do with it. The way it is worded makes it almost completely un-useable. Why are there so many limmitations on it?
I was looking at this and noticed something going on with the spells per day and spells known. Apparently, a warden learns first and second level spells at first level, but can't cast the second level spells until fourth level. The three level difference is ocurring for the second to sixth level spells. Is this intentional or a mistake?
It looks like 0-level spells were left off Table 2: Time Warden Spells Known, and the spells levels shifted to the left, causing the 6th-level column to be lost. (The 3rd-level spells start at the 4th class level, which is when the Time Warden gets access to 2nd-level spells, etc.) Most likely if we change the headings to reflect this and add a column for 6th level of "2-3-4-4-4", that'll fix it. (At least that's my assumption, since they haven't responded on here or to the e-mail I sent them directly. :-\)
But other than that, so far I'm looking forward to trying it out. :-D
It looks like 0-level spells were left off Table 2: Time Warden Spells Known, and the spells levels shifted to the left, causing the 6th-level column to be lost. (The 3rd-level spells start at the 4th class level, which is when the Time Warden gets access to 2nd-level spells, etc.) Most likely if we change the headings to reflect this and add a column for 6th level of "2-3-4-4-4", that'll fix it.
That's correct -- that is both the problem and the fix.
Russ Luzetski wrote:
(At least that's my assumption, since they haven't responded on here or to the e-mail I sent them directly. :-\)
I'm very sorry! I don't seem to have an email from you. Did you send it to ostephens (at) aol (dot) com, or owen (at) supergeniusgames (dot) com, or something else entirely?
And, was there anything else in that email you;d like me to address?
So....looking at the time jaunt ability....what exactly can you do with it. The way it is worded makes it almost completely un-useable. Why are there so many limmitations on it?
It's so limited because it represents real time travel, and thus can make a GM's life hellish and steal play time from all other players if it's not severely restricted.
It's most useful if you can set up a secure location to travel through time, which helps prevent players from walking to a villain's lair, traveling forward in time until its a ruin, walking to the villain's bedroom, then traveling back in time to a moment when the villain is asleep. Instead, they can only travel back until the last living thing was in that room, which helps ensure they can;t avoid an entire adventure.
In playtest people came up with all kinds of uses. That's what players do. They take something with limitations, and think of ways to use it to aid them anyway.
You know, Owen...I never did get a clarification answer to my question I posed in my review..."When using other spells to duplicate the effect of a chronothurgy or chronothurgy spells (such as limited wish, wish, or miracle), or when using spells to price magic items based on chronothurgy or chronothurgy, treat the spell level as if it was 50% higher (minimum +1 level)."....I'm still not entirely sure what to do with this line. Any clarification, from anyone, would help. why the double chronothurgy? Was there the intention of another word in place of the second chronothurgy? A word after it that would make this make sense perhaps?
I have this sinking feeling that this one's going to be something insanely obvious, and I'm just misreading it, but none of my players could make heads or tails of it either.
I have to assume I missed that in proofreading. My bad.
It should read:
"Additionally, because of their alien nature compared to most magic, chronothurgy spells are more difficult to duplicate or turn into magic
items. When using other spells (such as limited wish, wish, or miracle) to duplicate the effect of a chronothurgy spell, or when using spells to price magic items based on chronothurgy, treat the spell level as if it was 50% higher (minimum +1 level)."
I'll ping the Geniuses to see about when we might be able to incorporate an update to the pdf.
Would it be possible to get an errataed version of this sometime soon? The spell contradiction spell progression/spells known confuses, and the avernum progression outlined in the text seems to contradict it in the class chart.
Would it be possible to get an errataed version of this sometime soon? The spell contradiction spell progression/spells known confuses, and the avernum progression outlined in the text seems to contradict it in the class chart.
Yes, it's on its way.
I got swamped at the end of last year, and the errata-included version of this book got buried. It's may fault, and I apologize. The "second printing" of this PDF should be out soon.
Curiosity - how many people have played this class? I have a player who is dying to play this in our next campaign (which is admittedly still a ways off).
To me, it seems like the class doesn't have many combat abilities and could use a power boost. To be an effective combatant, how would you build it?
I'm comparing it in my head to the Bard, who has similar spellcasting capabilities. The bard, conversely, has other features that lend itself well to melee or ranged combat.
Im about to start playing one of these in an upcoming Legacy of Fire game. Has anyone done a work up for HeroLabs?
Not yet. To paraphrase from another thread a statement by John Halpin of SGG on another SGG product, "There is a team working on generating Herolab files for the SGG material, but there is a lot of material to cover."
I'll see if I can find the thread and link. See link below.