Lord Villastir

Elsir Tel’ran's page

188 posts. Alias of Celeador.


Full Name

Elsir Tel’ran

Race

Male Elf Wizard (Forsight) 7 AC 13(21)/13(21)/13(21) / HP 38/38 / F +4 R +6 W +7 (+2 vs. ench) / Init. +10 / Perc. +20)

Alignment

Chaotic Good

Deity

Yuelral and Nethys

Location

Newhaven

Languages

Celestial, Common, Cyclops, Draconic, Elven, Ghol-Gan, Giant, Gnome, Goblin, Polyglot, Sylvan

Strength 8
Dexterity 16
Constitution 12
Intelligence 22
Wisdom 12
Charisma 10

About Elsir Tel’ran

Elsir Tel’ran
Male Elf Wizard 7
CG Medium Humanoid (elf)
Init +10; Senses low-light vision; Perception +20
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 38 (7d6+7)
Fort +4, Ref +6, Will +7; +2 vs. enchantments
Immune sleep; Resist elven immunities
Hero Points: 3
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Offense
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Speed 20 ft.
Melee Masterwork Quarterstaff +3 (1d6-1/x2)
Spell-Like Abilities Light (At will)
Wizard Spells Prepared (CL 7th; concentration +18):
4th (3/day) —black tentacles , improved invisibility, scrying
3rd (4/day)—haste, fireball (DC 19), clairaudience/clairvoyance, fly
2nd (6/day)—mirror image, glitterdust (DC 18), see invisibility, create pit (DC 18), pyrotechnics (DC 18), levitate
1st (7/day)—true strike, silent image (DC 17), mage armor, grease (DC 17), obscuring mist, toppling magic missile, unseen servant
0 (at will)—detect magic, ghost sound (DC 16), message, spark (DC 16)
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Statistics
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Str 8, Dex 16, Con 12, Int 22, Wis 12, Cha 10
Base Atk +3; CMB +2; CMD 15 Concentration 19;
Feats Craft Wondrous Item, Improved Initiative, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Penetration, Toppling Spell
Traits Magical Lineage (Magic Missile), Observant
Skills Acrobatics +0 (-4 jump), Appraise +13, Climb -4, Diplomacy +4, Escape Artist +0, Fly +4, Knowledge (arcana) +19, Knowledge (dungeoneering) +16, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +16, Linguistics +12, Perception +20, Ride +0, Sense Motive +3, Spellcraft +21 (+23 to determine the properties of a magic item), Stealth +0, Survival +2 (+4 to avoid becoming lost), Swim -4, Use Magic Device +7
Languages Celestial, Common, Cyclops, Draconic, Elven, Ghol-Gan, Giant, Gnome, Goblin, Polyglot, Sylvan
SQ +3 to appraise checks, arcane bonds ( squawk, parrot), arcane focus, deliver touch spells through familiar, elven magic, empathic link with familiar, forewarned +3, opposition schools (enchantment, necromancy), prescience (9/day), share spells with familiar, speak with familiar, specialized schools (foresight)
Combat Gear Extend metamagic rod (lesser) (3/day), Gloves of Elvenkind, Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Potion of cure moderate wounds, Scroll of Communal Protection from Arrows, Scroll of Communal Resist Energy, Scroll of Comprehend Languages (2), Scroll of Detect Thoughts (2), Scroll of Dispel Magic, Scroll of Fireball, Scroll of Flaming Sphere, Scroll of Glitterdust, Scroll of Haste, Scroll of Invisibility (2), Scroll of Lightning Bolt, Scroll of Mount, Scroll of Obscuring Mist, Scroll of Petulengro’s Validation, Scroll of Protection from Evil (2), Scroll of Resist Energy (2), Scroll of Silent Image (2), Scroll of Summon Monster II, Scroll of Web, Wand of Shield (CL1, 48 Charges), Wand of scorching ray (CL 3, 45 Charges), Antitoxin (2); Other Gear Masterwork Quarterstaff, Cloak of resistance +1, Eyes of the eagle, Handy haversack (31 @ 46 lbs), Headband of vast intelligence +2 (Knowledge [dunge, Wayfinder (empty), Arcane family workbook, Explorer's outfit, Ink, black, Inkpen, Journal, Noble's outfit, Pantograph, Pathfinder chronicle (Knowledge [arcana]), Pathfinder chronicle (Knowledge [dungeoneering]), Pathfinder chronicle (Knowledge [history]), Pathfinder chronicle (Knowledge [planes]), Pathfinder's kit, Sealing wax, Signet ring, Spell component pouch, Spellbook, 76 GP, 4 SP
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Special Abilities
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+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item or to overcome spell resistance.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell.
Foresight Associated School: Divination
Forewarned +3 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Magic Missile) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Prescience (9/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Penetration You gain a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creatures spell resistance. This bonus stacks with Elven Magic.
Toppling Spell Spell with the force descriptor knocks targets prone.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

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
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Defense
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AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 natural)
hp 16 (1d8-1)
Fort +1, Ref +4, Will +7
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Offense
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Speed 10 ft., flight (40 feet, average)
Melee Bite (Parrot) +7 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
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Statistics
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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!
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Special Abilities
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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.
1) Since this is Kingmaker, I would really like the chance to establish my own Pathfinder Lodge within Newhaven. The nearest one is supposed to be the Dryblade House within Daggermark. Brevoy doesn’t have one, but if there was a find of historical significance and New Haven was proved to the Grand Lodge to be friendly to the organization I think it could be possible. Oh and I want a wizards tower attached to the lodge somehow!

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.
1) What Elsir has never mentioned to anyone, including the Decemvirate is that he suspects that something was released during the exploration of Grazh’tolar. Just before the magical shockwave struck, Elsir can he vividly recall seeing an emaciated figure rise out of the sealed vault. Elsir is not sure what the creature was but he is convinced that his team was responsible to releasing it into this world.

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.
1) Squawk: During the exploration of Drowning Stones, Elsir lost his scorpion familiar in a battle with ettercaps and giant spiders. In the weeks following its loss Elsir took on a new companion at the urging of his companions. Forced to limit his choices to local fauna, Elsir befriended a small but intelligent grey parrot. Nicknamed Squawk by his team, Elsir’s familiar has a foul mouth, thanks in no small part to Kargath Thunderstrike and much to Elsir’s annoyance.

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.
1) Elsir is notoriously fickle about conducting divinations upon himself or attempting to look into his own future. He is ok with doing so with others, but did so once before and will not speak of what he saw.

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:

  • A group of explorers wrapped in furs atop a snow covered mountain look below at a procession of skeletal horsemen flanking a huge satyr, a blue four armed giant, a blue dragon and a wintery blue-green fey queen whose head is adorned in a crown of icicles. Gusting around the humans the wind blows furiously covering the divination in snow.

  • A Man opens a parcel and clutches at his eyes as his face is burned and blistered by the contents within. The box falls to the ground and a single eye rolls out. A woman and child wander along a cold lonely road, the same man as before trails behind them with rags wrapped around his eyes. He follows behind them carrying a gnarled wooden staff. Hate, hotter than a bonfire burns within the child's heart.

  • A large bastard sword with the pommel in the shape of two snarling wolf heads made of silver, with black forked tongues made of onyx hanging in darkness. Around it swirls effervescent shapes that howl in terror as they are slowly drawn ever closer to the blade. Fighting over the pommel are two men. One, young and hansom with fair hair clutches at the sword in one hand while the other hand grip a stone eye. The second man draped in black and silver mist is also grabbing at the sword while in his other hand he grips a black rose. Standing between the two and watching silently is a stocky and muscular figure whose face is hidden behind the sword.

  • Seen from behind is woman with brown hair standing next to a horribly scarred man. Before them is a looming throne that stretches up into the sky towards a skull faced moon. Sitting quiet and proud upon the throne is a shrouded figure that exudes timelessness. The woman seems to be speaking, gesturing to the scarred man with conviction. There is much in this moment that hangs in the balance. It is a great confluence of possibilities.

  • Forlorn stands an abandoned and ruined tower upon a lonely island. Sleeping within are figured that toss and turn as shadowy horrors approach their dreams, yet are the shadows somehow pushed back by a radiant key that sheds a pure and golden light, throwing darts of luminescent glory at the umbral fiends.

  • Laying on a bed is the body of an elven woman. Hovering the body is her ghostly sprit who looks looking down with a sad forlorn expression. Standing next to the elven woman is a large man with black hair. Somehow is carries a sword at his side and yet there is also a sword within him. Half of his face is shaded in darkness while the other looks ahead. He seems tired and he is preparing himself to die. Though he cannot see it, over his shoulder is a creature who wears the body of a woman yet bears no face.

  • A gavel hangs above a podium, while blackness spills from the mouth of man standing in front of an audience. Behind him looms flames as glittering ruby dragonscales fall to the earth like rain.

  • A roiling mass of feathers and beaks enwrapped in bands of iron roll down a hill towards a city wall bursting it apart. In front of the amalgamation of feather and iron is a crown that appears fragile but has an inner strength to it. Only it can stop the path of destruction.

  • A black and white scene, the only color is a red gem that lays glittering in the darkness. Suddenly the image gives way to another picture that shows a flock of ravens bursting from the gem. Cawing the ravens take flight and swirl into an overcast sky. Then the ravens begin to descending onto what looks like an abandoned town.

  • Two rings rest upon a finger, connected somehow. The rings belong to a man who once was, and may yet be again. With a flash of light the rings vanish and in their place is a man of indeterminate age. The face he wears is not the one that he was born with. The man inside of him screams in rage as if trapped by bands of molten ice. He reaches for something out of sight. Everything fades to black

  • A pack of tiger’s stalk a bear protecting its cubs as snow drifts down around them. The moon is full in the sky and it is the color of blood. One tiger larger than the rest leads the attack. His pelt is the color of snow and ash and his claws drip with blood.

  • A man sits upon a throne. His face lies in shadows and he looks upon a map of the River Kingdoms with a false smile. In one hand the man holds a dagger and in the other he holds a cup. Somehow Elsir knows that both are poisoned. A window bursts open and the light rushes out of the room. A glittering bejeweled rod is all that remains.

  • Streams of moonlight cascade through the branches of a glade. A patch of brambles lay at the center of the glade. A dead unicorn lies before the brambles and a single red bloom appears. As the bloom unfolds it leaves a stain of darkness as it draw’s in the moonlight.

  • Ten thousand empty boots litter a plain. The sky darkens to black. With a crack of lightning the plain is revealed again. To the north storms of snow and blizzards of hail pelt the ground. To the south, waves of heat and burning rays of sun bake the ground bare. Only within the centre is survival possible.

  • A broken house sits upon the edge of a cliff. The walls, windows and doors are misshapen and none fit together correctly. Behind the house and beyond the cliff is a sea of stars that stretches out beyond sight. A beautiful woman lies on the floor within the house, her dress made of leaves. A crow pecks at her face and she screams a thousand screams. The crow flies away as the woman sobs, blood running from the cavity where her eyes once were.

  • A curtain of red velvet hands upon the corner of a stone wall. A woman with a proud, sensual face walks past the curtain pulling it from the wall and draping it around her like a cloak. As the velvet drape is disturbed it reveals a cloud of wasps that swirl around her. She reaches out towards the wasps beckoning. The image fades.

  • Wind sweeps through a grass field. An ancient man with a long beard stands beside a black stallion. Their forms merge and the stallion rides off towards the setting sun.

  • Snow the color of ash falls upon a small town next to a river. Serpents thrash among the waves just below the surface. The town is unaware of the danger in its midst.

  • Wisp’s of eldritch fey mist, purple and green with dancing motes of dazzling light curl around the ground. Haunting laughter echos through the clouds of iridescent fog while too long limbs and fleeting images of cavorting silhouettes race through forest underbrush. Elsir stood in circle as death hovered just outside of the vision. A gust of wind, a crack of light, and the forest turns to the streets of Sanctuary, now carefully cobbled. The mist seeps below into the cracks between the cobblestones, A city built upon the magic of the first world.

  • Red hair swirling in the wind, all around Elsir. An open road and ten black thrones. The red hair turns to grey as Elsir runs through a labyrinth where the walls were made of books. Elsir reaches the end of the maze only to find him standing upon a hill, while laying a handful of white lilies on a gravestone. The name Ashandra is carved into the granite.

  • The Harborage House lay along the shore line. It was paved with field stone and whitewashed with exposed wooden beams; the lodge carried an air of dignity while maintaining its northern heritage. Attached to the back of the main building was a large four story tower that was also whitewashed. It had ivy growing long its walls and the roof was capped with a wood peak. And then fog rose from the streets and the vision was gone. A gust of wind rolled in and Elsir could see himself standing before the wrecked ruins of the same structure. The timber had rotten in places where it had not been burnt and the field stone was cracked. The symbol of the open road that had been carved upon the double entrance doors had been marred with a splash of dried blood and an ominous silence hovered in the distance. Crows clung to the wreckage of the tower. Everything was quiet and still. The city had been abandoned to the wilderness.

  • A pulsing lonely eye floats in brackish, still water. Two burned wooden figurines float next to it, while an unburned figurine floats away in a current. Two withered hands hold three more figurines in one and four in another. The figurines tumble into the eye, causing all to catch flame and boil the water.
  • Description of Elsir’s Crafted Items::

  • Pearl of Power (1st level): Crafted from an Arcadian Gold Coast Pearl, this thumb-nail sized golden pearl is inset into a gossamer mount of mitral and is worn as a ring. When this pearl retains the ability to recall a spell it gives of a faint radiance of heat that warms the wearer’s hand.

  • Pearl of Power (1st level): Crafted from an Mwgani Blood Pearl and inset into a detachable clasp on the handle of Elsir’s walking cane this blood red pearl radiates a faint amber luminescence when it retains the ability to recall a spell.

  • Cloak of Resistance +1: A full length grey hooded cloak trimmed in a deep verdant green and secured with a silver and emerald clasp in the shape of a falling leaf. The inside of the cloak has several additional pockets within easy reach for the wearer. In addition to protecting the wearer against harmful spell, this cloak also wreaths the wearer in a faint but pleasant odor of wintergreen oil.

  • Eyes of the Eagle: Painstakingly created from a matching set of blue star sapphires, these ocular lenses still bear the six rayed starburst from their material component. When placed against the wearers eye, whatever nature eye color the wearer had shifts to a sky blue for as long as the possessor wears the Eyes of the Eagle.

  • Handy Haversack: TBD

  • Headband of Vast Intelligence +2: TBD

  • Wayfinder: A small silver compass inlayed with moonstone, Etched around the bottom circumference of the wayfinder is a carving of a road receding into the horizon.

  • Rod of Lesser Meta Magic (Extend): This Rod of Lesser Meta Magic was recovered during Elsir’s early exploration of the Drowning Stones within the Mwangi Expanse. Carved from Oliphant Ivory and displaying ancient astronomical movements pre-starfall, this rod is as much a historical artifact as it is a magical item. Wishing to protect the Rod, but still valuing its usefulness Elsir had a special walking cane crafted with a hollow insert, allowing for the Rod to be safely transported, but ready whenever necessary.
  • 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
    The wizard is the non-chronothurge class most likely to take an interest in matters of time, the timestream, and chronal dissonance. Most wizards see magic of all types as falling within their purview. Arcane magic already overlaps with chronothurgy in its ability to see into the past and future, speed or slow creature’s movement through time and, at the highest level, even stop time itself. Many wizards see specializing in temporal magic no different from specializing in abjuration, or flame spells, or crafting magic items.

    Specialty School:
    Chronothurgy
    At 1st level, rather than specialize in a typical school of magic or in an element, a wizard may specialize in the study of chronothurgy. The wizard must select 2 schools to be opposition schools, as with normal school specialization, but does not receive any bonus spell slots or other bonuses for a specialized school. Instead he gains limited access to chronothurgy (as detailed below) as specialty school powers.
    Chronothurgy (Su): You treat your class
    levels as time master chronothurge levels. You gain a pool of motes of time equal to your Intelligence bonus (minimum 1), and all the time master basic mote powers. You gain an advanced mote power you meet the prerequisites for at 3rd level, and every 3 levels thereafter. You are considered to have the mote of time class feature for purposes of prerequisites.
    Always Prepared (Su): As a standard action you may spend a mote of time to change a spell you have prepared for another spell you know that could be prepared in the same level spell slot.
    Aevum (Su): At 8th level you gain one point of aevum, and may select one aevum power you qualify for. You are considered to have the aevum class feature for purposes of prerequisites.

    Motes of Time
    A mote is a tiny split-second of time gathered by a chronothurge through various means to subtly alter the normal flow of time. Time masters gather motes of time through complex formulas and mental exercises often learned in dank tomes, while time reavers break the edges of time itself to gather up shattered motes for their own use. Time thieves generally steal motes of time from their own futures, while time wardens gather motes left over from lost timelines. Specific groups of chronothurges may save unused motes of time from their past, cannibalize motes of time from friends and foes, or even slice the last seconds of a dying man’s life into useable motes (as determined by the GM and flavor text of various abilities). Regardless of their source motes of time are used the same way.

    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:

  • Defensive Retry (Su) (time master, time
    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.)
  • Detailed Retry (Su) (time thief, time warden)
    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.)
  • Eldritch Retry (Su): (time warden)
    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.)
  • Ready For Anything (Su) (time master, time warden)
    The character may spend a mote to gain a mote bonus to a single initiative roll.
  • Spare Second (Su) (time reaver, time thief, time warden)
    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
    In addition to the basic mote powers automatically available to all four types of chronothurges, some chronothurges learn to use motes of time to fuel new effects gained through an archetype, class, talent, or feat. Unlike basic mote powers, some advanced mote powers are not free or immediate actions (as detailed in their entries). A character is still limited to spending a single mote each round, regardless of the type of action required or power used. Different types of chronothurgy give access to different ways to manipulate time, and thus not all chronothurges may access all advanced mote powers. Each power lists if it may be accessed by any chronothurge, or only by those that qualify as time masters, time reavers, time thieves, or time wardens. Members of the time thief and time warden class normally qualify as the same type as their class name (though some archetypes can alter that), while various feats and other options may allow other creatures to qualify as one or more form of chronothurge, as mentioned in each option.

  • Anchored in Time (Su) (time warden)
    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.

  • Extend Time (Su) (time master, time thief, time warden)
    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.

  • Future Vitality (Su) (time master, time thief, time warden)
    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.

  • Future Vitality, Improved (Su) (time master, time thief, time warden)
    As Future Vitality, but the chronothurge may target a creature touched to be the recipient of the temporary hit points.

  • Glimpse of the Future (Su) (any)
    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%.

  • Partial Stasis (Su) (any)
    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.

  • Personal Casting Time (Su) (time warden)
    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.

  • Personal Timeline (Su) (time reaver, time warden)
    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.

  • Retrocast (Su) (time master, time warden)
    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.

  • Second Thought (Su) (time master, time thief, time warden)
    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).

  • Slow Spell (Su) (time master, time warden)
    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.

  • Sphere of Calm Time (Su) (time warden)
    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

  • Time of War (Su) (time warden)
    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.

  • Time Sense (Su) (any)
    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.

  • Unspoken Words (Ex, Su – See Text) (time master, time thief, time warden)
    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.

  • Weave Time (Su) (time warden)
    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
    The following powers are available only to characters with the aevum class feature, including time thieves and time wardens, or archetypes that specify they grant aevum powers. A character may select these in place of the aevum powers listed in the aevum class feature, when the character’s class grants a new aevum power. Some new aevum powers also have other listed prerequisites the character must meet before the power can be selected.

    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.

  • Ageless (Su) (any)
    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.

  • Alternate Self (Su) (any)
    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.

  • Alter Probabilities (Su) (any)
    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.

  • Divide Time (Su) (time master, time warden)
    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.

  • Do Over (Su) (time thief, time warden)
    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.

  • Enforce Dissonance (Su) (time warden)
    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.

  • Personal Time (Su) (time thief, time warden)
    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.

  • Preferred Timeline (Su) (time master, time warden)
    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.

  • Repeat (Su) (time master, time warden)
    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.

  • Reverse Timeline (Su) (time master, time warden)
    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.

  • Swap (Su) (any)
    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).

  • Temporal Stasis (Sp) (time master, time thief, time warden)
    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.

  • Time Jaunt (Su) (time reaver, time warden)
    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.

  • Time Stop, Lesser (Su) (any)
    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.