Chronokeeper (3.5e Class)

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Chronokeeper[edit]

What has been will be again, what has been done will be done again.

There is nothing new under the sun.

—Ecclesiastes 1:9


A chronokeeper is an individual who's exceptionally attuned to the time flow. She can see possible futures, discern the actions that makes the difference, and advise accordingly. But the true power of a chronokeeper is the ability to force a desired outcome to happen, changing the tides of battle with just one right push, changing the fates of kingdoms, or even realms. She also employs a wide range of little tricks that were made possible through the manipulation of time.

Making a Chronokeeper[edit]

Though backgrounds of chronokeepers seriously affect their habits and positions in battle as well as other situations, a chronokeeper is the ultimate prize to be had by any team or group. Her ability to gaze into the timestream makes her a target, if known. So, however strong or skillful she may be, she's gonna need protection, against friend and foe. Only the most powerful chronokeepers have reputations that they are no prey, nor to be messed with.

In battle, she usually gets the roles hit-first, hit-hard dps, wild card, or tactician.

Abilities: A chronokeeper is an extremely multiple ability dependant class, thus ensuring its balance to a point. Though it differs by its background, Wisdom, Intelligence and Charisma are her most important abilities.

Races: Any. Chronokeepers are quite rare in the world. But theoretically, members of any race can become chronokeepers. Though it is somewhat more rare to see a chronokeeper from a race that does not trust or harbor many spellcasters.

Alignment: Any. Seeing the timestream for the first time is a traumatizing experience, and every chronokeeper learns to cope through different means. It is as likely to see a dominator(LE) chronokeeper as rebel(CG) chronokeeper.

Other:Chronokeepers are essentially ordinary folk, who has been exposed to effects of time travel, scrying across time, or some powerful spell somehow gone haywire. As such, this class can only be chosen at first level, or after an incident as explained here. She originally can be a spellcaster, or fighter, or anything, really.

Starting Gold: 5d8×10 gp (225 gp).

Starting Age: Moderate.

Table: The Pure Chronokeeper

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Time Sense, Gaze (1+Wis [max 3]) 3 1
2nd +1 +0 +0 +3 Skillprying(+Wis [max +1]), Gaze (2+Wis [max 3]) 4 2
3rd +2 +1 +1 +3 Gaze (2+Wis [max 4]) 4 2 1
4th +3 +1 +1 +4 Skillprying(+Wis [max +2]), Gaze (2+Wis [max 5]) 4 3 2
5th +3 +1 +1 +4 Gaze (3+Wis [max 5]), Distort (1+Int [max 3]) 4 3 2 1
6th +4 +2 +2 +5 Skillprying(+Wis [max +3]), Gaze (3+Wis [max 6]), Distort (2+Int [max 3]) 4 3 3 2
7th +5 +2 +2 +5 Gaze (3+Wis [max 7]), Distort (2+Int [max 4]) 4 4 3 2 1
8th +6/+1 +2 +2 +6 Skillprying(+Wis [max +4]), Gaze (4+Wis [max 7]), Distort (2+Int [max 5]) 4 4 3 3 2
9th +6/+1 +3 +3 +6 Gaze (4+Wis [max 8]), Distort (3+Int [max 5]) 4 4 4 3 2 1
10th +7/+2 +3 +3 +7 Skillprying(+Wis [max +5]), Gaze (4+Wis [max 9]), Distort (3+Int [max 6]), Bend (1+Cha [max 3]) 4 4 4 3 3 2
11th +8/+3 +3 +3 +7 Gaze (5+Wis [max 9]), Distort (3+Int [max 7]), Bend (2+Cha [max 3]) 4 4 4 4 3 2 1
12th +9/+4 +4 +4 +8 Skillprying(+Wis [max +6]), Gaze (5+Wis [max 10]), Distort (4+Int [max 7]), Bend (2+Cha [max 4]) 4 4 4 4 3 3 2
13th +9/+4 +4 +4 +8 Gaze (5+Wis [max 11]), Distort (4+Int [max 8]), Bend (2+Cha [max 5]), Alter (1) 4 4 4 4 4 3 2 1
14th +10/+5 +4 +4 +9 Skillprying(+Wis [max +7]), Gaze (6+Wis [max 11]), Distort (4+Int [max 9]), Bend (3+Cha [max 5]) 4 4 4 4 4 3 3 2
15th +11/+6/+1 +5 +5 +9 Gaze (6+Wis [max 12]), Distort (5+Int [max 9]), Bend (3+Cha [max 6]) 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +5 +5 +10 Skillprying(+Wis [max +8]), Gaze (6+Wis [max 13]), Distort (5+Int [max 10]), Bend (3+Cha [max 7]), Alter (2) 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 Gaze (7+Wis [max 13]), Distort (5+Int [max 11]), Bend (4+Cha [max 7]) 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +6 +6 +11 Skillprying(+Wis [max +9]), Gaze (7+Wis [max 14]), Distort (6+Int [max 11]), Bend (4+Cha [max 8]) 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 Gaze (7+Wis [max 15]), Distort (6+Int [max 12]), Bend (4+Cha [max 9]), Alter (3) 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Skillprying(+Wis [max +10]), Gaze (8+Wis [max 15]), Distort (6+Int [max 13]), Bend (5+Cha [max 9]), Alter (4) 4 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration, Craft, Knowledge (All types+Time), Mimic, Profession, Spellcraft.

Class Features[edit]

Skillprying (Ex): "Monkey sees, monkey does."

A chronokeeper can sweep the timestream to see perfect executions of skills, or get the information needed. With an immediate action Knowledge (Time) check (DC=10+Character Level), she can add her Wisdom modifier(to a certain limit, as indicated above) to some of her skills: Appraise, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge (All types), Listen, Search, Sense Motive, Spot, Survival.

Beginning at 4th level, with an immediate action Knowledge (Time) check (DC=10+Character Level) and following Mimic check (DC=10+Character Level), she can add her bonuses to different set of skills: Bluff, Craft, Disable Device, Forgery, Handle Animal, Intimidate, Open Lock, Perform, Profession, Use Magic Device.


With this bonus, a skill can go beyond the maximum allowed skill rank level. Whenever she adds her skillpry bonus to a skill, consider that skill is learned. Armor check penalties still apply.

Skillpry bonuses are calculated just before a skill is executed, and disappear right after the execution of that skill. Failure to add skillpry bonus to a skill makes the bonus unusable on that skill for 24 hours.


Gaze (Ex):


Distort (Ex): Beginning at 5th level, a chronokeeper begins to gain extra turns per day as indicated above. She may use them as she sees fit as a free action. For example, a chronokeeper with 4 turns per day may gain a full extra turn every turn for four rounds, or she can use them all at once, gaining four full extra turns in a turn. Starting at 10th level, she can use this ability as an immediate action by spending up one turn for every two turns she is about to take, rounded up. For example, a chronokeeper with 8 turns can use this ability as an immediate action and take three turns by burning up two of her daily allotment.

Also, every time she uses this ability as a free action, her Dex modifier bonus to AC multiplies by the number of extra turns she's taking, no matter her allowed max Dex bonus. For example, a chronokeeper with 16 Dex (+3) and chainmail(max Dex +2) has a Dex bonus of +2 to her AC. If she decides to take an extra turn, this bonus increases to +4. If she decides to take two extra turns, her Dex bonus increases to +6, regardless of her armor. This armor bonus ends as soon as her turn ends.

If she's using this ability as an immediate action, enemies are considered flat-footed and helpless. She does not provoke attacks of opportunity. She does not suffer area DoT and the like. She does, however, still take damage from poison etc. that already has been applied to her.


Bend (Ex): Beginning at 10th level, a chronokeeper becomes more adept at altering time flow. Bending ability differs by the keeper's alignment, as described below.


Premonition(good): Chronokeeper attunes herself to see few seconds far into the future for a time. She also makes other willing creatures to see it, giving them amazing precognitive bonuses. They gain chronokeeper's CHA modifier(+1 per four levels) as insight bonus to AC and Attack rolls and grapple checks. This feature can effect 1 ally/2 levels.

Duration of this ability is as follows:

Lawful: 1 round per level. Doesn't need a concentration check to maintain.

Neutral: 3d6 (+1 per two levels) rounds, needs a DC (total duration) concentration check to maintain.

Chaotic: 1d20 (+1d4 per four levels) rounds, needs a DC (5+total duration) concentration check to maintain.


Statis(neutral): Chronokeeper stops time in an area. This area begins with 4 squares(2x2 square). It improves to 9 squares(3x3 square) at level 14, to 16 squares(4x4 square) to level 18, and to 25 squares(5x5 square) at level 20. No living creature can enter this area, and any nonsentient, animated, or mundane objects stop at the border of the statis zone. Fireballs, lightning bolts, arrows stop at the border for the duration of the spell, after they continue their original trajectory. Everything inside the zone is basically invulnerable. They are suspended in time. They cannot bleed out, cannot take bleeding, poison, or same fashioned DoT damage. Only way to enter this zone is teleportation abilities, and even with them, the one teleporting into the area is suspended in time. Celerity and Distort doesn't effective against it. If there is a sentient, animated or fabricated(functional) item spreading over the borders of the statis zone at the time of casting, the ability simply fails. Every being inside is considered helpless to the outside. Even after the statis is lifted, any one inside is dazed for a round with no save.

Duration of this ability is as follows:

Lawful: 1 round per level, doesn't need a concentration check to stop.

Neutral: 3d6 (+1 per two levels) rounds, can stop the statis with a DC (10+number of affected squares) concentration check.

Chaotic: 1d20 (+1d4 per four levels) rounds, cannot stop the statis field.


Wither(evil):


Alter (Ex): <-class feature game rule information->


Weapon and Armor Proficiency: Pure chronokeepers are proficient with all simple weapons, plus two martial or exotic weapon of their choice. They are also proficient with light armor and buckler.


Spells: Chronokeepers can spontaneously cast a mixture of arcane and divine spells, as they see fit. Virtually, a chronokeeper can cast any spell, provided she can see it being cast somewhere in the timestream long enough to mimic it. To cast an arcane spell, she needs to have a Charisma score of 10+spell's level. Similarly, to cast a divine spell, she needs to have a Wisdom score of 10+spell's level. Any time she tries to cast a spell, she needs to pass two checks:

For Arcane spells:

 Knowledge (Time) Check, DC=(10+(2*Spell Level)); to locate the spell being cast somewhere in time and space.
 Spellcraft Check, DC=(10+(2*Spell Level)); to cast a spell she practically does not know, a feat no one else can.

For Divine spells:

 Knowledge (time) Check, DC=(10+(2*Spell Level)); to locate the prayer being said somewhere in time and space.
 Mimic Check, DC=(10+(2*Spell Level)); to recite the prayer perfectly, and feign her alignment, fooling even the gods.

If she fails any of those two checks while casting, spell fails automatically and she losts that spell slot for the day.

Alternatively, she can try to "anchor" the spell, granting her easy access to the spell next time she desires to cast it.

To Anchor a spell:

 Knowledge (Time) Check, DC=(10+(2*Spell Level)); to locate the spell being cast somewhere in time and space.
 Concentration Check, DC=(10+(2*Spell Level)); to leave a mental anchor to that point in time and space.

If she fails any of those two checks while anchoring, she losts that spell slot for 24 hours.

Anchored spell are not like prepared spells, but more like sorcerer's known spell list. She does not need to re-anchor her spells every day.

For she is not originally a spellcaster, any spell she casts is only 75% effective. This affects total damage dealt, duration, range, ability modifier bonus to spell save DC's, basically all numeric values, rounded down to a minimum of one. Example: Chronokeeper casts acid splash, and rolls a 3 as damage dealt. 75% of 3 is 2.25, but she deals 2 damage. If she rolls a 2, she deals 1 damage, but if she rolls a 1, she still deals 1 damage. Example: Chronokeeper casts Power Word: Kill. Normally, this spell kills any mortal whose health is 100 or lower. But her spell is less potent, it can only kill any mortal whose health is 75 or lower.

Table: Chronokeeper Maximum Anchored Spell Number List
Level Spells Anchored
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 3
3rd 5 3 1
4th 6 3 2
5th 6 4 2 1
6th 7 4 3 2
7th 7 4 3 2 1
8th 8 4 3 3 2
9th 8 5 4 3 2 1
10th 9 5 4 3 3 2
11th 9 5 4 4 3 2 1
12th 9 5 4 4 3 3 2
13th 9 5 5 4 4 3 2 1
14th 9 6 5 4 4 3 3 2
15th 9 6 5 5 4 4 3 2 1
16th 9 6 5 5 4 4 3 3 2
17th 9 6 5 5 5 4 4 3 2 1
18th 9 6 6 5 5 4 4 3 3 2
19th 9 6 6 5 5 5 4 4 3 2
20th 9 6 6 6 5 5 4 4 3 3


Background[edit]

Chronokeepers can be found among any type of people.


The Pure Chronokeeper: These people are the ones who fully devoted themselves to the time.

-Their every stat and features are as indicated above as "Chronokeeper".


The Caster Origin Chronokeeper: These people were once regular spellcasters, and they are not about to let it go so easily.

-Their BAB is poor.

-Their Hit Die is d4.

-Their spells are fully potent(not just 75%).

-They are only proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, and not with any type of armor or shield.

-They gain scribe scroll at first level.

-Their daily spell allotment is better.

-They can have spellbooks and "anchor" spells from reading there, not being subject to checks a normal chronokeeper has to make while anchoring.

-They can also try to spontaneously cast spells from their spellbook, with only a Spellcraft or Mimic check, bypassing the Knowledge (Time) check to find the spell in timestream.

Table: The Caster Origin Chronokeeper

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Time Sense, Gaze (1+Wis [max 3]), Scribe Scroll 3 1
2nd +1 +0 +0 +3 Skillprying(+Wis [max +1]), Gaze (2+Wis [max 3]) 4 2
3rd +1 +1 +1 +3 Gaze (2+Wis [max 4]) 4 2 1
4th +2 +1 +1 +4 Skillprying(+Wis [max +2]), Gaze (2+Wis [max 5]) 4 3 2
5th +2 +1 +1 +4 Gaze (3+Wis [max 5]), Distort (1+Int [max 3]), Bonus Feat 4 3 2 1
6th +3 +2 +2 +5 Skillprying(+Wis [max +3]), Gaze (3+Wis [max 6]), Distort (2+Int [max 3]) 4 3 3 2
7th +3 +2 +2 +5 Gaze (3+Wis [max 7]), Distort (2+Int [max 4]) 4 4 3 2 1
8th +4 +2 +2 +6 Skillprying(+Wis [max +4]), Gaze (4+Wis [max 7]), Distort (2+Int [max 5]) 5 4 3 3 2
9th +4 +3 +3 +6 Gaze (4+Wis [max 8]), Distort (3+Int [max 5]) 5 4 4 3 2 1
10th +5 +3 +3 +7 Skillprying(+Wis [max +5]), Gaze (4+Wis [max 9]), Distort (3+Int [max 6]), Bend (1+Cha [max 3]), Bonus Feat 5 5 4 3 3 2
11th +5 +3 +3 +7 Gaze (5+Wis [max 9]), Distort (3+Int [max 7]), Bend (2+Cha [max 3]) 5 5 4 4 3 2 1
12th +6/+1 +4 +4 +8 Skillprying(+Wis [max +6]), Gaze (5+Wis [max 10]), Distort (4+Int [max 7]), Bend (2+Cha [max 4]) 5 5 5 4 3 3 2
13th +6/+1 +4 +4 +8 Gaze (5+Wis [max 11]), Distort (4+Int [max 8]), Bend (2+Cha [max 5]), Alter (1) 5 5 5 4 4 3 2 1
14th +7/+2 +4 +4 +9 Skillprying(+Wis [max +7]), Gaze (6+Wis [max 11]), Distort (4+Int [max 9]), Bend (3+Cha [max 5]) 5 5 5 5 4 3 3 2
15th +7/+2 +5 +5 +9 Gaze (6+Wis [max 12]), Distort (5+Int [max 9]), Bend (3+Cha [max 6]), Bonus Feat 5 5 5 5 4 4 3 2 1
16th +8/+3 +5 +5 +10 Skillprying(+Wis [max +8]), Gaze (6+Wis [max 13]), Distort (5+Int [max 10]), Bend (3+Cha [max 7]), Alter (2) 5 5 5 5 5 4 3 3 2
17th +8/+3 +5 +5 +10 Gaze (7+Wis [max 13]), Distort (5+Int [max 11]), Bend (4+Cha [max 7]) 5 5 5 5 5 4 4 3 2 1
18th +9/+4 +6 +6 +11 Skillprying(+Wis [max +9]), Gaze (7+Wis [max 14]), Distort (6+Int [max 11]), Bend (4+Cha [max 8]) 5 5 5 5 5 5 4 3 3 2
19th +9/+4 +6 +6 +11 Gaze (7+Wis [max 15]), Distort (6+Int [max 12]), Bend (4+Cha [max 9]), Alter (3) 5 5 5 5 5 5 4 4 3 3
20th +10/+5 +6 +6 +12 Skillprying(+Wis [max +10]), Gaze (8+Wis [max 15]), Distort (6+Int [max 13]), Bend (5+Cha [max 9]), Alter (4), Bonus Feat 5 5 5 5 5 5 5 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All types+Time) (Int), Mimic (Int), Profession (Wis), Spellcraft (Int).


The Skillful Origin Chronokeeper: These people are all about finesse. Being a chronokeeper can't change that now, can it?

-Their Skillpry abilities gets bonuses as indicated below.

-Their daily spell allotment is worse.

-Their skill points per level is better.

-Their Reflex save is good.

-They are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Thay also are proficient with medium armor, and buckler and light shields.

-They have sneak attacks, as indicated below.

Table: The Skillful Origin Chronokeeper

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Time Sense, Gaze (1+Wis [max 3]), Sneak attack +1d6 1 0
2nd +1 +0 +3 +3 Skillprying(+Wis [max +1]), Gaze (2+Wis [max 3]) 2 0
3rd +2 +1 +3 +3 Gaze (2+Wis [max 4]), Sneak attack +2d6 2 0 0
4th +3 +1 +4 +4 Skillprying(1+Wis [max +3]), Gaze (2+Wis [max 5]) 2 1 0
5th +3 +1 +4 +4 Gaze (3+Wis [max 5]), Distort (1+Int [max 3]) 2 1 0 0
6th +4 +2 +5 +5 Skillprying(1+Wis [max +4]), Gaze (3+Wis [max 6]), Distort (2+Int [max 3]), Sneak attack +3d6 2 1 1 0
7th +5 +2 +5 +5 Gaze (3+Wis [max 7]), Distort (2+Int [max 4]) 2 2 1 0 0
8th +6/+1 +2 +6 +6 Skillprying(2+Wis [max +6]), Gaze (4+Wis [max 7]), Distort (2+Int [max 5]) 2 2 1 1 0
9th +6/+1 +3 +6 +6 Gaze (4+Wis [max 8]), Distort (3+Int [max 5]), Sneak attack +4d6 2 2 2 1 0 0
10th +7/+2 +3 +7 +7 Skillprying(2+Wis [max +7]), Gaze (4+Wis [max 9]), Distort (3+Int [max 6]), Bend (1+Cha [max 3]) 2 2 2 1 1 0
11th +8/+3 +3 +7 +7 Gaze (5+Wis [max 9]), Distort (3+Int [max 7]), Bend (2+Cha [max 3]) 2 2 2 2 1 0 0
12th +9/+4 +4 +8 +8 Skillprying(3+Wis [max +9]), Gaze (5+Wis [max 10]), Distort (4+Int [max 7]), Bend (2+Cha [max 4]), Sneak attack +5d6 2 2 2 2 1 1 0
13th +9/+4 +4 +8 +8 Gaze (5+Wis [max 11]), Distort (4+Int [max 8]), Bend (2+Cha [max 5]), Alter (1) 2 2 2 2 2 1 0 0
14th +10/+5 +4 +9 +9 Skillprying(3+Wis [max +10]), Gaze (6+Wis [max 11]), Distort (4+Int [max 9]), Bend (3+Cha [max 5]) 2 2 2 2 2 1 1 0
15th +11/+6/+1 +5 +9 +9 Gaze (6+Wis [max 12]), Distort (5+Int [max 9]), Bend (3+Cha [max 6]), Sneak attack +6d6 2 2 2 2 2 2 1 0 0
16th +12/+7/+2 +5 +10 +10 Skillprying(4+Wis [max +12]), Gaze (6+Wis [max 13]), Distort (5+Int [max 10]), Bend (3+Cha [max 7]), Alter (2) 2 2 2 2 2 2 1 1 0
17th +12/+7/+2 +5 +10 +10 Gaze (7+Wis [max 13]), Distort (5+Int [max 11]), Bend (4+Cha [max 7]) 2 2 2 2 2 2 2 1 0 0
18th +13/+8/+3 +6 +11 +11 Skillprying(4+Wis [max +13]), Gaze (7+Wis [max 14]), Distort (6+Int [max 11]), Bend (4+Cha [max 8]), Sneak attack +7d6 2 2 2 2 2 2 2 1 1 0
19th +14/+9/+4 +6 +11 +11 Gaze (7+Wis [max 15]), Distort (6+Int [max 12]), Bend (4+Cha [max 9]), Alter (3) 2 2 2 2 2 2 2 2 1 1
20th +15/+10/+5 +6 +12 +12 Skillprying(5+Wis [max +15]), Gaze (8+Wis [max 15]), Distort (6+Int [max 13]), Bend (5+Cha [max 9]), Alter (4) 2 2 2 2 2 2 2 2 2 2

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All Types+Time) (Int), Listen (Wis), Mimic (Int), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).


The Fighter Origin Chronokeeper: Hit first, hit hard. Being a chronokeeper ensures hitting first. It all comes down to hitting hard.

-They cannot cast spells, nor they can use "Gaze" ability.

-Their Hit Die is d8.

-Their BAB is good.

-Their skill points per level is worse.

-Their Fortitude save is good.

-They are proficient with all simple and martial weapons, plus two exotic weapons of their choice, and with all armor (heavy, medium, and light) and shields (including tower shields).

-They get fighter bonus feats as a fighter in the indicated levels. These bonus feats must be drawn from the feats noted as fighter bonus feats. A Chronokeeper must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

Table: The Fighter Origin Chronokeeper

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +2 Time Sense, Bonus Feat
2nd +2 +3 +0 +3 Skillprying(+Wis [max +1])
3rd +3 +3 +1 +3 Bonus Feat
4th +4 +4 +1 +4 Skillprying(+Wis [max +2])
5th +5 +4 +1 +4 Distort (1+Int [max 3]), Bonus Feat
6th +6/+1 +5 +2 +5 Skillprying(+Wis [max +3]), Distort (2+Int [max 3])
7th +7/+2 +5 +2 +5 Distort (2+Int [max 4])
8th +8/+3 +6 +2 +6 Skillprying(+Wis [max +4]), Distort (2+Int [max 5]), Bonus Feat
9th +9/+4 +6 +3 +6 Distort (3+Int [max 5])
10th +10/+5 +7 +3 +7 Skillprying(+Wis [max +5]), Distort (3+Int [max 6]), Bend (1+Cha [max 3])
11th +11/+6/+1 +7 +3 +7 Distort (3+Int [max 7]), Bend (2+Cha [max 3]), Bonus Feat
12th +12/+7/+2 +8 +4 +8 Skillprying(+Wis [max +6]), Distort (4+Int [max 7]), Bend (2+Cha [max 4])
13th +13/+8/+3 +8 +4 +8 Distort (4+Int [max 8]), Bend (2+Cha [max 5]), Alter (1)
14th +14/+9/+4 +9 +4 +9 Skillprying(+Wis [max +7]), Distort (4+Int [max 9]), Bend (3+Cha [max 5]), Bonus Feat
15th +15/+10/+5 +9 +5 +9 Distort (5+Int [max 9]), Bend (3+Cha [max 6])
16th +16/+11/+6/+1 +10 +5 +10 Skillprying(+Wis [max +8]), Distort (5+Int [max 10]), Bend (3+Cha [max 7]), Alter (2)
17th +17/+12/+7/+2 +10 +5 +10 Distort (5+Int [max 11]), Bend (4+Cha [max 7]), Bonus Feat
18th +18/+13/+8/+3 +11 +6 +11 Skillprying(+Wis [max +9]), Distort (6+Int [max 11]), Bend (4+Cha [max 8])
19th +19/+14/+9/+4 +11 +6 +11 Distort (6+Int [max 12]), Bend (4+Cha [max 9]), Alter (3)
20th +20/+15/+10/+5 +12 +6 +12 Skillprying(+Wis [max +10]), Distort (6+Int [max 13]), Bend (5+Cha [max 9]), Alter (4), Bonus Feat

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (All Types+Time) (Int), Mimic (Int), Profession (Wis), Ride (Dex), Swim (Str).


Ex-Chronokeepers[edit]

Dealing with time is dangerous. If a chronokeeper ever tries to change a "fixed point" -whether successfully or not-, at the end of her attempt, she loses all abilities to manipulate time(with the exceptions Skillpry and Gaze), her maximum hit points is halved, and her remaining lifetime expectancy is halved.

Epic <-class name->[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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