The Chronomage : a timeless Wizard archetype


Homebrew and House Rules

Silver Crusade

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"So, young one, you say you want to apply to our emminent school, and someday enter the Wizardry Council ?

Do you wish to summon creatures to fight for you ?
Set ablaze, break your foes ?
Manipulate them so they act according to your will ?
Create the most amazing illusions, to deceive or terrify those who wish you harm ?
Discover the secrets of the future ?
Maybe... necromancy ? White, of course, we don't indulge in any black... no ?
You want to focus on controlling time itself ? Ha ! I fear you should follow the path of the Church if achieving miracles is what you truly desire, young one.

Young one ? Where are you going ? Young one !..."

... are you feeling like following your own, eternal path ? :)

Spoiler:

Chronomage

Even beyond wizards, exist exceptional individuals whose understanding of the world's secrets proves able to influence not only the nature of space, but also of time. But while any knowledgeable enough wizard is able to warp time through complex formulas, this is merely an amateur's work in the eyes of a chronomage. Excentric individuals obsessed with time and it's effects, chronomages apprehend this dimension as the mother of all other ; and while some are willing to consecrate their lives to reach the secrets of immortality or reverse a tragic event of the past, few are able to reach the state of mind needed to manipulate time wisely, sometimes litteraly erasing themselves from existence.

Time Is A Mesure (Su)

At 1st level, chronomages form a powerful bond with an object representing the course of time, usually a little hourglass, pocket watch, sundial or magical clepsydra. This bonded object is an item a chronomage can use as a magical item to obtain benefits during the day. Once a chronomage makes this choice, it is permanent and cannot be changed.

Chronomages who select a bonded object begin play with one at no cost. These objects are always masterwork quality. If the object is an amulet or ring, it must be worn to have effect, while any other item must be wielded. If a chronomage attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly. The following powers are only usable when the chronomage is wielding or wearing his bonded object.

At 1st level, the time warps around the chronomage, who seems to be acting a bit quicker than his surroundings. He gains a +1 bonus to reflex saves, and adds +5 feet to his base land speed. These are treated as enhancement bonuses. These bonuses increase respectively by +1 and +5 feet for every five wizard levels, up to a maximum of +5 and +25 feet at 20th level.

At level 8, the chronomage gains the Quicken Spell metamagic feat. Once per day, he may use this metamagic feat by increasing the level of a spell by 2 instead of 4. This does not alter the level of the spell or the casting time. He can use this ability one more time per day for every four chronomage levels he possesses beyond 8th (at levels 12, 16 and 20), up to 5 times at level 20. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a chronomage with a bonded amulet must be at least 5th level to add magic abilities to it (see Craft Wondrous Item feat). The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the chronomage prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per chronomage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A chronomage can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

This ability replaces arcane bond.

Revelation

At level 1, and every five levels thereafter (5th, 10th, and 15th), a chronomage's obsessional studies of time uncovers a new secret granting him powers and abilities normally unaccessible to the common run of people. The chronomage must select a revelation in the list of revelations from the oracle's Time mystery. A chronomage's effective level for the purpose of these abilities is equal to his chronomage level. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the chronomage’s level + the chronomage’s Intelligence modifier. The chronomage is considered as having the oracle's class feature of the same name for the purposes of qualifying for feats or using magic items. If a revelation is chosen at a later level, the chronomage gains all of the abilities and bonuses granted by that revelation based on his current level. Unless otherwise noted, activating the power of a revelation is a standard action.

This ability replaces Scribe Scroll and the bonus feats gained at levels 5, 10, and 15.

Time Is Money (Su)

A chronomage is adept at lending his own time to spend it later, on a more useful occasion, never wasting a second if he has the power to do so. As a move action, the chronomage can sacrifice a spell and transform that energy into an Insight bonus equal to the level of the spell sacrificed. He may apply this bonus to his AC against the next attack, to his next initiative roll, to an attack roll, or a critical confirmation check. The chronomage can use this ability a number of times per day equal to 3 + his Intelligence modifier. This bonus lasts during 24 hours or until used, whichever comes first.

This ability replaces cantrips, but the chronomage gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

Time Is The School In Which We Learn

The care, and attention required to master the erratic variations in the flow of time is so great, that a chronomage forsakes three schools of magic. Due to it's close relation to time, a chronomage may not choose the Divination school as an opposition school. These opposition schools are chosen at 1st level and cannot be changed later. A chronomage who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the chronomage takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

This ability replaces arcane school.

Time Is The Fire In Which We Burn (Ex)

At 20th-Level, the chronomage discovers the secrets of eternal youth. He gains the immortality arcane discovery.

This ability replaces the wizard bonus feat gained at 20th level.

(Picture used from this blog.)

Silver Crusade

Shameless chrono bump. :D

Dark Archive

This seems intriguing

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