Time Sequencer Voice of Time (Pathfinder Archetype)

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Time Sequencer (Voice of Time archetype)[edit]

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The Clock Spinner, Permission and art granted by James Firnhaber

The Voice of Time is a time sequencer who has been given these powers from birth. They are the offspring of creatures who have tampered with time magic, the offspring of time deities, or even just someone who played around with divination magic and caused an odd mishap.

Class Features[edit]

The following are the class features of the Voice of Time.

Spell Casting[edit]

A Voice of Time casts arcane spells drawn from the time sequencer spell list. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a voice of time must have a Charisma score equal to at least 10 + the spell’s level. The DC for a saving throw against a voice of time’s spell is 10 + the spell’s level + the voice of time’s Charisma modifier. A voice of time can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is the same as a bard of the same level. In addition, they receive bonus spells per day if they have a high Charisma score.

A voice of time’s selection of spells is limited. They have the same number of spells known as a bard of the same level, and can choose new spells to replace old ones at 5th level and every 3 class levels after that, just as a bard does. See the bard for more information on swapping spells known.

This ability replaces the time sequencer’s spells class and time repository features.

Time Pool[edit]

At 1st level, a voice of time gains a reservoir of mystical arcane energy that they can draw upon to see motes of time throughout the cosmos. This time pool has a number of points equal to 1/2 their voice of time level (minimum 1). The pool refreshes once per day when the voice of time gets rest.

At 1st level, a voice of time can expend 1 point from their time pool as a swift action to grant any ability check, attack roll, or skill check a 1d4 circumstance bonus before the roll is made. For every four levels beyond 1st, the circumstance bonus gained gets another +1 bonus, to a maximum of 1d4+5 at 17th level.

These bonuses can only enhance one roll per round.

Rip the Veil[edit]

At 1st level, instead of watching events in time through rigorous study, you learn most of your information through inspiration and visions as you intuitively know how a specific mote of time can help you. Coupled with an infusion of your willpower, sometimes just assuming your knowledge of an event can lead you to the truth. You may use your Charisma modifier instead of your Intelligence modifier on all Knowledge checks.

This replaces the foresight class ability.

Time Leap (Su)[edit]

At 1st level, as a move action that doesn't provoke attacks of opportunity, a time sequencer can shift about the battlefield unhindered through time itself to gain an advantage in battle. Time Leap allows a time sequencer to almost instantly traverse through the fabric of time to another location. The distance they may travel is equal to 5ft × (3 + class level). To others, this appears as either an instant action of simply vanishing and reappearing again. For the time sequencer, they must have access to the area traveled to, as though walking to it. This ability does not allow the time sequencer to go through objects or walls or teleport to heights, it simply allows them to walk through time itself to get to another location quickly, making appropriate strength, climb, swim, or similar checks as a result of this movement.

This speed does not cause any additional effects such as sonic booms, blowbacks, or vacuum-like forces from their magical movement. The time sequencer also cannot affect any creature, object, or force while traveling this way. Any traps or hazards along the way are not disrupted by the mage due to their impressive speed. Pressure plates and magical detection coming from mundane or magical traps are not fast enough to detect the time sequencer during this travel. Any unseen (or seen) tripwires cannot be set off by walking through its zone (although the time sequencer might trip on it if unseen). Any doors, windows, or similar portals that are closed are unable to be opened during the course of this movement.

If possessing a light source, because they are moving as fast as the speed of light, their light source provides no additional illumination as they move. The time sequencer must be able to somehow see their destination within the distance traveled or be traveling in darkness. When time has resolved, their light instantly is in their new location. The time sequencer can use this ability once per day. They gain an additional use of this every 5 levels to a maximum of 4 times per day at 20th level.

This replaces the time sequencer's lost tongues and time log abilities.

Distorted Time[edit]

Instead of utilizing Intelligence on any distorted time ability, the voice of time uses Charisma instead.

This class feature alters the distorted time ability.


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