About Elsir Tel’ranElsir Tel’ran
Spell book:
Contains: All Cantrips, 1st Level; Color Spray, Comprehend Laungauges. Disguise Self, Enlarge Person, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Magic Weapon, Mount, Obscuring Mist, Petulengro’s Validation, Protection from Evil, Reduce Person, Shield, Silent Image, Snapdragon Fireworks, True Strike , Unseen Servant, 2nd Level; Arcane Lock, Create Pit, Detect Thoughts, False Life, Flaming Sphere, Glitterdust, Invisibility, Levitate, Magic Mouth, Mirror Image, Obscure Object, Protection from Arrows, Pyrotechnics, Resist Energy, Rope Trick, See Invisibility, Share Memory, Web, 3rd Level; Clairaudience/Clairvoyance, Dispel Magic, Fireball, Fly, Haste, Magic Circle against Evil, Phantom Steed, Seek Thoughts, Sepia Snake Sigil, Sleet Storm, Summon Monster III, Tongues, Water Breathing 4th Level; Black Tentacles, Detect Scrying, Scrying, Stoneskin, Globe of Invulnerability, Lesser, Improved Invisibility. – 55 pages used. Squawk:
Squawk Male Parrot N Tiny Magical Beast ((animal)) Init +2; Senses low-light vision; Perception +14 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 natural) hp 16 (1d8-1) Fort +1, Ref +4, Will +7 -------------------- Offense -------------------- Speed 10 ft., flight (40 feet, average) Melee Bite (Parrot) +7 (1d3-4/x2) Space 2 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7 Base Atk +3; CMB +3; CMD 9 Feats Skill Focus (Perception), Weapon Finesse Skills Acrobatics +2 (-6 jump), Appraise +0, Climb +2, Diplomacy +2, Fly +10, Linguistics +2, Perception +14, Spellcraft +5, Stealth +10, Survival +3, Swim +2, Use Magic Device +4 Languages SQ improved evasion Other Gear You have no money! -------------------- Special Abilities -------------------- Flight (40 feet, Average) You can fly! Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Elsir Tel'ran Background:
Five background and concept elements important to Elsir Tel’ran. 1) Elsir Tel’ran is an elven wizard who until five years ago served as a curator of antiquities within the Pathfinder’s Grand Lodge in Absalom. First arriving in Abaslom at the young age of one hundred and ten, Elsir was an idealistic elf who originally grew up within the shaded glades of Kyonin. Unlike many of his kin, Elsir wanted to see the world and know its people and despite being warned by his family that he would risk losing himself to the forlornness of the young lived raced, Elsir had made his decision. It was during this time that Elsir traveled to Absalom. He had heard stories of the majestic island, of the Starstone and of the Pathfinders and like many youths he was entranced. Presenting himself at the gates of the Grand Lodge as a formal applicant to the Pathfinder Society, Elsir underwent the stringent tests and examinations required of all applicants. While lacking in the traditional elven training of the sword and the bow, Elsir demonstrated a level of concentration and focus that surprised the instructors. Between his intelligence, skill in magic and raw determination Elsir was accepted as a trainee. While some might have seen the next three years as a long series of grueling tests and lessons, for an elf they passed in the blink of an eye. That was until he met Ashandra, the woman whom he would eventually marry. A bold and vivacious woman, Ashandra was a free spirit and another aspirant. While romance among the trainees was strictly forbidden, that did not stop the young couple from spending time together. Over the next year, Ashandra’s presence slowly melted the icy façade that Elsir presented to the outside world and as soon as they had completed their training they were married. As the years went on, Ashandra became a field agent and Elsir remained behind at the Grand Lodge cataloguing discoveries and compiling chronicles. Elsir also came to serve as curator specializing in the field of ancient civilizations. But, as time slowly marched on Elsir watched as his beautiful wife became old and weak while he remained young and hale. Following the death of his wife, Elsir slipped into a deep depression. Unable to free himself from the guilt at watching Ashandra die while he remained young, Elsir made the decision to leave Abaslom behind. Formally petitioning the mysterious Decemvirate, Elsir requested a transfer and as a reward for his years of service as a curator was given commission as a field agent. 2) For Elsir’s first assignment he was directed to join a team of explorers in mapping the Drowning Stones, a series of ruins located deep within the heart of the Mwangi Expanse. Serving under the command of Venture-Captain Dalton Jeggare, a minor noble of cheliaxian nationality and longtime explorer of the expanse, Elsir and the group of other field agents spent the next two years exploring the site. At first a simple survey of the area, Elsir’s team continued to explore deeper and deeper beneath the ruins until tragedy struck. As the Pathfinders deepened their exploration of the Drowning Stones, they found a second complex built over the ruins of this first. Made from massive stone ziggurats and filled with cylopediean statues, the team soon realized they had stumbled upon the ruins of a Ghol-Gan city once known as Grazh’tolar. Elsir who had long been intrigued in the study of divination and foresight quickly became enraptured by the ancient ruins. From his time as a curator, Elsir knew some of the ancient legends surrounding the Cyclops empires. Duty tomes and manuscripts spoke of their skill in divination and farseeing and in his quest for knowledge, Elsir lead the team to disaster. Deep beneath the ruins of the Grazh’tolar the pathfinders discovered a hidden temple dedicated to some sort of proto-deity. Stone bas reliefs and age worn murals showed horrific scenes of Cyclops sacrificing humans and reading their entrails and of Cyclopedian priests summoning daemons in foul rites. It was then that tragedy struck. Venture-Captain Jeggare found some sort of inner vault sealed below the temples main altar. Even now, three years later Elsir is not entirely sure what happened next. Elsir remembers the Venture Captain somehow opening the vault and then being overcome by a backlash of magical energy. He remembers the earth starting to shake and the temples stone columns starting to collapse around him. He remembers the screaming and a thousand whispering cries in the darkness, but he doesn’t remember what happened next. When Elsir woke, it was to a massive headache and the feeling of Kargath Thunderstrike’s shoulder digging into his gut as the intractable dwarf carried Elsir out of the gods’ forsaken city over his shoulder. When Elsir asked what had happened after he had collapsed the dwarf grimly muttered under his breath about roiling shadows and the screams of the others as they were enveloped in the darkness. Kargath saw a stone strike Elsir’s head as it fell from the ceiling and the dwarf watched as Elsir crumpled to the ground. Watching as the slithering shadows closing in around them, Kargath picked up the wizard and ran. 3) After the tragedy at the Drowning Stones, Elsir and Kargath returned to Absalom. Without being able to recover the bodies of the other Pathfinders, Elsir swore that he would make sure their deaths were not in vain. He watched as each lost member of the expedition was inscribed into the black basalt wall of names atop the memorial hill next to the Grand Lodge. Then, following the memorial for Dalton Jeggare, Nicoleta Mashrava, Nesipho Inkosi and Ojore Spirit-Walker, Elsir made his formal report to the Decemvirate. Standing before the ten faceless, masked members of the Decemvirate, Elsir presented his findings. Four years ago it would have been an easy task, but the last two years spent working side by side next to dwarfs and humans, seeing their happiness and feeling their fear had changed Elsir. What Ashandra had started with her love, Nicoleta, Nesipho, Ojore and Dalton finished with their deaths. Elsir knew he had become forlorn. No longer the cool and clinical elf, Elsir stood before the masked ten and told them of the bravery of his team, of their sacrifices and heroics. Elsir spoke passionately about the discovery of Grazh’tolar and the last moments of his team and then before the Decemvirate, Elsir swore that he would find out the truth of what had happened. 4) And so for the last three years, Elsir has traveled much of the world. With the collapse of much of Grazh’tolar and much of the Drowning Stones ruins, Elsir turned to other locations attempting to research the ancient Cyclops empire. Using the riches he had reclaimed during his exploration of the Drowning Stones and Grazh’tolar, Elsir first set out for the Shackles, exploring ruins and seeking out knowledge. Not resting in one place, Elsir was determined to find the truth of what happened within Grazh’tolar. 5) Five months ago while on a dig in the Sodden Lands, Elsir received a sending from Willas Gundersun, a fellow pathfinder and long time friend of Elsir. Pathfinder Gunderson knew of Elsir’s research into the Ghol-Gan empire and he had recently heard of the discovery of Cyclopedian ruins within the budding nation of Newhaven. Knowing that his friend would be interested, Gundersun wrote to the Grand Lodge requesting that Elsir be informed of the discovery. Two goals that are important to Elsir.
2) I would like for Elsir to find out the truth of what happened below Grazh’tolar. I left some good hooks in there and I think they could be developed. With the possible reappearance of Dalton Jeggare as well as my tied to the Pathfinders and my research into the Ghol-Gan empire, I think there are some hooks that could be worked in. Three secrets about Elsir, one that he knows, and two that he not yet aware of.
2) What Elsir is not aware of is that Venture-Captain Dalton Jeggare’s first loyalty was to Cheliax. Using the Pathfinders to forward their own goals the thrice-dammed house of Thrune knew via infernal bargains of a powerful artifact that lay hidden below the Drowning Stones, within the forgotten city of Grazh’tolar. It was the manipulation of House Thrune that lead to the “discovery” of Grazh’tolar and the subsequent tragedy. 3) Venture-Captain Dalton is still alive and managed to escape the collapse of Grazh’tolar. He reported his findings to House Thrune and is still at large. Four people that are tied to Elsir, three are friends and one is an enemy.
2) Kargath Thunderstrike: The only other remaining survivor of the pathfinder expedition into the Ghol-Gal city of Grazh’tolar, Kargath is a hard-bitten dwarf prone to drinking. Heavily tattooed and scarred, Kargath is more accustomed to settling his disagreements with his fists rather than words. In the desperate moments following the destruction of the ancient cylopedian temple, Kargath dragged the unconscious Elsir out of the collapsing ruins and into safety. After Elsir regained conciseness he swore to Kargath that if the dwarf was ever in need Elsir would do whatever he could to assist him. The last time Elsir saw Kargath was when they parted ways outside of Absalom. 3) Willas Gundersun: A fellow Pathfinder and member of the Woodsedge Lodge, Elsir has known Willas since he first applied for membership to the socicity some fifteen years ago. A half-elf of galtan nationality, Willas was the first to hear of cylopedian ruins found within the budding nation of New Haven. Knowing Elsir’s expertise in the field, he made sure that word was relayed to the elf explorer. 4) Venture-Captain Dalton Jeggare: A middle aged human with watery blue eyes and prodigious skill with a crossbow, Venture-Captain Dalton was believed dead following the tragedy at the Drowning Stones. Unknown to anyone within the Pathfinder Society however is that Dalton’s first loyalty was to House Thrune and it was by their direction that he lead the team of Pathfinders into unlocking what was hidden within the Cylopedian temple within Grazh’tolar. Four memories, mannerisms or quirks Elsir possess.
2) Elsir is a vegetarian. He believes that a clean and pure pallet aids him in spell casting and there for he refused to eat meat. In addition every seventh day he fasts. Whether this is some sort of elven custom or a personal preference, Elsir is unwilling to say. 3) Elsir keeps a small silver locket that belonged to his wife Ashandra on him at all times. He had it commissioned for her on her thirtieth birthday and it has begun to tarnish. He occasionally uses it as a focus when conducting his divination. 4) Elsir carries a Wayfinder that was given to him upon his commission as a field agent. Unlike most compasses this Wayfinder does not always point north. Since the destruction of Grazh’tolar, the compass was somehow altered in the magical backlash when the vault was opened and now it seems to point in seemingly random directions. How Elsir sees his visions:
The best way to describe how Elsir sees his visions is in flashes and pictures. Like the black and grey daguerreotype photos that are starting to be created in Alkenstar, Elsir uses a silver bowl he crafted himself that he then polished, turning the concave of the bowl into a mirror sheen. While starring into the bowl and looking into his own eyes he creates a “resonance” that allows him to tap into his divination abilities. As the images appear between him and his reflection they vary in translucence on how probably an outcome is. Something that is ghostly and indistinct is therefore very unlikely while something that is clear and sharp is far more likely occur. There are also events that can affect the possible outcome of his viewings called “detractors” and “impactor”. Anything that adjusts a outcome towards the desired result is a ”impactor” and anything that moves it away from the desired outcome is a ”detractor”. During Elsir’s foretelling when he is focused on a particular image he can attempt to “pan back” from the image and try to locate what are the nearest impacters and detractors, giving him a sense of how something might change. Any farseeing is exceptionally difficult and the further out one goes the more and more difficult it becomes due to the multitudes possible outcomes. Elsir would likely draw an example to chess. A beginning player is doing well if he is able to predict five moves in advance, while a master might be able to see twenty moves in advance. As time continues onward the sheer amount of paths make divination notorious difficult. That said, Elsir is extremely concerned, since late Pharast, 4078 AR, roughly two weeks before the earthquake below Grazh’tolar, Elsir has seen a picture of utter blackness that has slowly started to come into focus. Based on other divinations he believes that the time line is roughly twenty to twenty-five years away, and he’s not sure what it means. Leading up to this vision he has seen other images. Some of these images may have already come to pass and others still lay ahead. Prophecies and Visions:
Description of Elsir’s Crafted Items::
Chronothurge:
1. Ill Omen - I will describe this as affecting the targets future and shifting probably towards negative outcomes. 2. Augury - Pretty self explanatory. I'll attempt to sift through various futures and gleam the most likely outcome. 3. Divination - Rather than describing it as a spell it will be a flash of insight from my future self giving some sort of vague hint. I would need to be careful so not as to unduly throw off the balance of the future, but still be able to sway myself towards an outcome. 4. Threefold aspect - Again dealing with time, I would describe this as temporarily calling upon my past or future self. I might role play myself differently depending on the current spell in effect. As a youth I would not be forlorn, while as an elder I might be wiser or more emotional. 5. Debilitating Portent - I would role play this as again twisting the threads of fate and time towards a more probable outcome where the target is weaker, or older and having lost much of his skill. Wizard
Specialty School:
Motes of Time
Once a round a chronothurge can expend a mote to create a minor temporal effect. Each source of chronothurge power details what effects are available at what level. When the effect grants a “mote bonus” to a roll or check, the bonus is equal to +1d4. This increases to +2d4 at 8th level, and +3d4 at 16th level. A character can decide to add this bonus immediately after seeing the result of the original die roll. Time Warden Basic Mote Powers:
reaver, time thief, time warden) The character may spend a mote to gain a mote bonus to one saving throw. The roll must represent a single action that occurs entirely within a single round. (A character could use a mote to add a bonus to a saving throw against a fireball, but not to resist madness brought on by spending too much time in a mad god’s lair.) The character may spend a mote to gain a mote bonus to one skill check or ability check. The roll must represent a single action that occurs entirely within a single round. (A character could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The character may spend a mote to gain a mote bonus to one caster level check. The roll must represent a single action that occurs entirely within a single round. (Unless a GM rules otherwise, all caster level checks occur entirely within one round.) The character may spend a mote to gain a mote bonus to a single initiative roll. The character may spend a mote of time to take a swift action that does not count against his normal limit of one swift action per round. Advanced Mote Powers
Some chronothurges are anchored in their current timelines, making it very difficult to kill them. Whenever a character with this power is killed, he may spend all his remaining motes of time as a free action (which may be taken even when it is not his turn) to force whatever effect killed him to be rerolled (if an attack roll was required that roll is rerolled, if a failed saving throw killed him he may reroll the save, if damage from neither an attack roll or a failed save killed him, the damage is rerolled). If the effect targeted more than one creature, only the chronothurge’s result is rerolled. The chronothurge must abide by the second result, even if it is worse. As a standard action the chronothurge can add a mote of time to the timeline of a specific effect he can see. This may be a spell, condition, affliction, spell-like effect or supernatural effect. The duration of the selected effect is extended by 1 round. As a swift action, the chronothurge spends a mote of time to borrow health and vigor from his own future, gaining additional toughness in the present. The chronothurge gains temporary hit points equal to 1d8 +½ his chronothurge level. Any temporary hit points remaining when the chronothurge regains uses of his daily abilities immediately fade. As Future Vitality, but the chronothurge may target a creature touched to be the recipient of the temporary hit points. As a standard action the chronothurge may spend a mote of time to look forward into the timestream, trying to view the most likely result of a specific action. This acts as an augury spell. Such efforts are difficult, as the more often a chronothurge looks into the timestream the more his own divination makes it unlikely his timeline will match that of nearby timelines. Each time after the first a chronothurge uses this power in a 24-hour period, the chance of an accurate answer goes down by 10%. The chronothurge can spend a mote of time as a swift action to suppress the effects of any one detrimental condition affecting him. Only specific conditions (such as dazzled, fatigued, shaken, staggered, and so on) can be suppressed, and they can‘t be the result of combat maneuvers. For example a chronothurge could not suppress the effect of a charm spell, damage from an ongoing poison, or the grappled condition if it is the result of a grapple maneuver. The effect is suspended, having no impact on the chronothurge, for a number of rounds equal to half the chronothurge’s level. If the effect is not removed or cured during that time, and its duration continues beyond the rounds of suspension, it returns in full force. A chronothurge must be 7th level to select this advanced mote power. The character can spend a mote to cast a spell with a casting time of 1 standard action or less as a swift action. The character cannot cast any other spell on the same round this ability is used. A chronothurge must be 11th level to select this advanced mote power. The character can spend a mote of time to alter his personal timeline to one in which he received different training. This requires 1 hour of uninterrupted meditation. At the end of this time, the character can remove skill points from one skill and add them to a different skill, or exchange one feat for another feat, or exchange one spell known for a different spell known. In all cases the selection must meet all normal restrictions (cannot exceed maximum skill points in a skill, select a feat for which the time warden does not qualify or exchange one being used to qualify for other feats, spells must be exchanged for other spells of the same level on the same class list, and so on). Any change made remains in effect for 24 hours. A character cannot have more than 1 total change per three class levels in effect at the same time. Any attempt to make additional changes to his timeline of training fail. A chronothurge must be 8th level to select this advanced mote power. The chronothurge can spend motes of time as a standard action to restore a prepared spell or spell slot used by an allied spellcaster. The chronothurge must touch the subject. To restore a prepared spell the chronothurge must be intimately familiar with the spell (by knowing the spell himself, having been a target of the spell, or successfully identifying the spell with a Spellcraft check – DC 15 + double spell level). To restore a spell slot for a spontaneous spellcaster, the chronothurge must be able to identify at least one spell of that level the spellcaster has used during the day. The chronothurge must spend a number of motes equal to the spell’s level +1, and cannot restore a spell with a level greater than double his chronothurge level. A chronothurge must be 9th level to select this advanced mote power. As a swift action or immediate action the character can spend a mote to refresh memories of the past to review everything he has ever learned on a specific subject. This allows the character to reroll one failed Knowledge check with a bonus equal to half his chronothurge level. This also allows the character to make unskilled Knowledge checks for questions with a DC as high as 15 (rather than the normal limit of DC 10 for unskilled Knowledge checks). At any time during the duration of a spell he has cast, the character can spend a mote to extend the spell’s duration. By slowing the speed with which the spell’s magic travels through time, the chronothurge can increase the duration of any spell he has cast that already has a duration of at least 7 rounds. The chronothurge adds a number of rounds equal to his mote bonus to the spell’s duration. A chronothurge must be 5th level to select this advanced mote power. The character may spend a mote to grant his mote bonus to any one ability check or skill check made by an ally the chronothurge can see. The skill check or ability check must occur entirely within 1 round. A chronothurge must be 17th level to select this advanced mote power The character can add the bonus from spending a mote of time to his Armor Class (as a dodge bonus) until the beginning of his next turn. Alternatively, he may spend a mote to gain proficiency in a single weapon or type of armor for 24 hours. A chronothurge must be 2nd level to select this advanced mote power. The chronothurge can spend a mote of time to sense disturbances within the local timestream for ten minutes per chronothurge level. This acts as scent, but it can be used only to locate and track creatures with the temporal powers, including all archetypes from this book, monsters with temporal powers, and characters with mote of time or aevum abilities. This advanced mote power allows a chronothurge to repeatedly engage in minor social banter with a subject and then step backward in time to before the conversation occurred. The chronothurge remembers how the subject reacted to various overtures and what (if anything) was learned during the exchange, but for the subject the conversation never took place. The chronothurge may make a Bluff, Diplomacy, or Intimidate check with a DC of 10 + subject’s Intimidate bonus, 10 + subject’s Sense Motive bonus, or 15 + the subject’s hit dice (whichever is highest). On a successful check the chronothurge learns how the subject would respond to 1 specific question. The answer is one the subject would give to a creature it has an attitude of friendly towards (see the Diplomacy skill for more information on attitudes). For every 5 by which the chronothurge’s skill check exceeds the DC, the chronothurge gains the answer to another question. The chronothurge may not spend a mote to affect the result of the skill check used in conjunction with this effect. This effect is a supernatural ability. Additionally, whether the chronothurge successfully learns an answer to the question or not, the chronothurge gains a +2 circumstance bonus to all Bluff, Diplomacy, Intimidate and Sense Motive checks made regarding the subject for the next 24 hours, as the chronothurge applies what he learned about the subject’s response to various topics. These bonuses are extraordinary, and continue even if the chronothurge moves into an area where magic does not function. A time warden with this power can weave multiple motes of time together to form an aevum. This process takes ten minutes, and consumes 6 motes of time. If a point of aevum created this way is used to fuel any power that generates motes of time (such as Divide Time), that power cannot create more motes of time than were used to weave together the aevum. A time warden must be at least 5th level and have the aevum class feature to select this advanced mote power. Aevum Powers
Aevum consist of distinct moments of important time, gathered in the same way motes are from fragmented futures and lost histories. Unlike a mote, which is a very minor split second of time, an aevum is a more noteworthy moment — a crucial instance when something important was supposed to happen. While a time warden can freely spend motes for minor effects, aevum represent more major manipulations of time. The character does not physically age. This requires the character to permanently lose one point of aevum, which is used to hold all physical effects of aging at bay. The character may choose to age normally, but this is entirely optional. The character still receives the positive adjustments to Int, Wis, and Cha for aging when he reaches the appropriate age categories. The character is immune to spells and effects based on causing aging (such as the Future Infirmity advanced mote power). A chronothurge must be at least 10th level to select this aevum power. When a chronothurge with this power is killed or destroyed, he has a chance of being replaced by an exact duplicate of himself from an alternate timeline. This power can only be used while the original character is dead. If the player decides to invoke this power, the chance it works is 50%, plus a percentage equal to the character’s Charisma score. If the power fails,it cannot be attempted again until the original character is restored to life (and then dies again). If the power is successful the original character ceases to exist (and cannot be raised or restored by any power short of direct deific intervention). Instead, a new version of the same character comes into existence from an alternate timeline. This character has the same memories and history as the original character, and is game-mechanically identical (and is played by the same player as the original). If the body of the original character still exists and is in a location and situation that the new character would find acceptable, the new character appears in that place (wearing whatever the original character’s body was wearing). If not, the new character appears as close to the original character’s body as possible with equipment appropriate for a starting character. Taking up an empty slot in a new timeline reduces the new character’s total aevum by one. This reduction is permanent, and can only be removed by the same effects (and costs) that can remove negative levels gained as a result of a raise dead spell. The character may spend an aevum to bend future timelines towards a preferred set of results. The character may skew by 25% the chance of something happening that is determined by a percentile die roll. The percentile roll must represent something the chronothurge is aware of, can immediately determine the outcome of, and that occurs entirely within one round. For example the chronothurge could cause the chance of a creature being missed due to blink or displacement to 25% or 75%, but could not affect the chance ranged attacks made against a target with full concealment, that the chronothurge can’t see, will hit (since the chronothurge has no way to immediately determine the outcome of the attack). If the percentile roll applies to an ongoing condition or effect, the skewed percentile lasts for 1 round per chronothurge level. This ability cannot reduce the chance of something happening below 10%, nor increase it above 90%. A chronothurge must have the Alter Outcome advanced mote power before selecting the Alter Probabilities aevum power. The chronothurge can break up the bigger, more important moments of fated time under his control into smaller, more easily manipulated pieces. By spending an aevum as a standard action, the chronothurge can recharge his daily uses of motes. He regains a number of motes of time equal to 1d6 + his Charisma modifier. This cannot increase his number of motes available over his normal mote maximum. As a swift action the chronothurge may spend 1 aevum to mark a moment as a restore point. All changes made during the next turn (damage dealt, resources spent, movement taken) should be noted by players and GM alike. At the beginning of the chronothurge’s next turn, before taking any other actions, as a fullround action the chronothurge may spend two additional aevum to jump back in time to his restore point. This undoes everything that has happened in the past turn, since he marked a restore point. Creatures within 60 feet of the chronothurge remember the events of the now erased round of action, while creatures further away are oblivious to the brief time jaunt. A chronothurge must be 17th level and have selected the Personal Time aevum power to select this aevum power. The chronothurge can spend an aevum to negate the effect of any ability that creates chronal dissonance, which includes any ability that requires the expenditure of motes or aevum, and spells and spell-like abilities with “time” in the title. This acts as a greater dispel magic spell, but can affect (or counterspell) spell-like and supernatural abilities that meet the description of creating chronal dissonance. The chronothurge can take risky actions and, if things go badly, simply reverse her personal timeline to before she made the effort. At the beginning of her turn, the chronothurge spends an aevum as a free action. She then takes one normal round of actions, with all results noted temporarily. After her turn begins, the chronothurge must decide if she is going to keep the round of activity she just took, or rewind herself. If she keeps the round of activity, any changes made to any character during her turn become permanent. If she decides to reverse her timeline, she goes back to the moment she spent the aevum, and all changes that occurred during her round are erased from all creatures and items. The chronothurge is left with a standard action, but is considered to have spent an aevum and made use of her move action already. No one but the chronothurge remembers actions that took place during a round of time she reverses, and only divination spells of 6th level or higher can reveal such events. If the chronothurge is killed or knocked unconscious during a round of Personal Time, she automatically reverses back to the beginning of her turn. The chronothurge can rewind time by small amounts to erase any minor mistakes he makes as a result of distraction around him. By spending an aevum, the chronothurge can use skills reliably even under adverse conditions. Once he spends the aevum, he can take 10 on any skill check made over the next hour, even if stress and distractions would normally prevent him from doing so. The chronothurge can cause successful actions to be repeated in the immediate future. As a swift action, the chronothurge may mark one round of action taken by himself or an ally within 30 feet. Whatever creature is marked should note the die result of any attack roll, ability check, skill check, or saving throw made in the next round. On the following round, if the marked character makes a d20 roll of the same type as one made in the marked round of action, he may take the result of the marked round’s roll. Only a single roll may be repeated in this way, and only on the turn immediately following the round of marked actions. By spending an aevum, a chronothurge can draw information from his future or past, allowing him to instantly gain the benefits of considerable study and reflection. He can also peer briefly into the future to see how others react to his various attempts at negotiation or subterfuge. The time warden can make a single ability check or skill check with a result equal to 20 + his total ability or skill bonus. The chronothurge may spend 1 aevum as a swift action to stop time and trade places with a creature within 60 feet before restoring the flow of time. The creature must be one the chronothurge could reach with the movement available to him at the time the power is used (a typical chronothurge could only use this to Swap with a target he could reach by walking, while a flying chronothurge could use it to Swap with targets he could reach with that movement). The creature must also be one the chronothurge could lift and carry (neither too heavy for the chronothurge to move at all, nor grappled, entangled, or otherwise anchored in place). If the chronothurge readies to use this power in response to an attack, he may make the Swap after the attack is announced, but before the roll is made. The attack cannot be aborted (because the chronothurge waits until it is already begun), and the attack roll is made against the new target. A chronothurge of 10th level or higher may spend 2 aevum to use this ability as an immediate action (which normally functions as if the chronothurge has readied to use the power). Once per day, the chronothurge can spend an aevum to attempt to inflict temporal stasis (as the spell of the same name) on one touched creature. The chronothurge uses his chronothurge level as his caster level for this ability. If the initial touch attack fails, the chronothurge can attempt this again as a standard action until he succeeds or six rounds pass. Once he successfully touches a target he loses the ability to try again, even if the target makes its Fortitude save. A chronothurge must be at least 16th level to select this aevum ability. By spending one aevum, the chronothurge can take himself, and up to one touched creature per three levels, in a short hop through time. The time travelers can go a maximum number of years into the future or the past equal to the chronothurge’s level x the chronothurge’s level, but this theoretical maximum is almost never achieved. Because of the pressure of chronal dissonance, there are severe limitations to how far a Time Jaunt can go. The Time Jaunt cannot go any farther back in time than when the chronothurge and those traveling with him last interacted with another creature with an Int, Wis or Cha of at least 1 or interacted with the world in any major way (including any change to any character’s status, or acquisition of any material or item worth at least 1 gp). It cannot go any further forward in time than the earliest point at which a creature with an Int, Wis or Cha of at least 1 would observe. As a result of this limitation, the Time Jaunt can only take the chronothurge when no one is observing him (except those traveling with him), and only to an area that is unobserved. Time Jaunt can be used only once per day. A chronothurge must be at least 13th level to select this aevum power. By spending an aevum as a swift action, the chronothurge can pause his own timeline to engage in activity that occurs outside the normal timeline. This acts as the time stop spell, but the chronothurge gains only 1d3 rounds of activity during the Time Stop. A chronothurge must be at least 16th level to select this aevum power.
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