The Chrono Mage
A chrono mage is a being who possesses control over time itself. He is typically a priest who worships Chronos, the Lord of Time.
Alignment: Any
Hit Die: d6
Starting Wealth: 4d6 x 10 gp
Proficiencies: Simple weapons, Martial weapons, Light Armor, Medium Armor
Class Skills
A chrono mage possesses the following class skills: Bluff (Cha), Diplomacy (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Ranks per Level: 6 + (intelligence modifier)
The Chrono Mage
| Level | BAB | Fortitude Save | Reflex Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Chrono Path |
| 2nd | +1 | +0 | +0 | +3 | Chrono Powers, Temporal Augments |
| 3rd | +1 | +1 | +1 | +3 | Chrono Powers, Temporal Augments |
| 4th | +2 | +1 | +1 | +4 | Chrono Powers, Temporal Augments |
| 5th | +2 | +1 | +1 | +4 | Chrono Powers, Temporal Augments |
| 6th | +3 | +2 | +2 | +5 | Chrono Powers, Temporal Augments |
| 7th | +3 | +2 | +2 | +5 | Timeless |
| 8th | +4 | +2 | +2 | +6 | Chrono Powers, Temporal Augments |
| 9th | +4 | +3 | +3 | +6 | Chrono Powers, Temporal Augments |
| 10th | +5 | +3 | +3 | +7 | Chrono Powers, Temporal Augments |
| 11th | +5 | +3 | +3 | +7 | Chrono Powers, Temporal Augments |
| 12th | +6/+1 | +4 | +4 | +8 | Chrono Powers, Temporal Augments |
| 13th | +6/+1 | +4 | +4 | +8 | Timeless |
| 14th | +7/+2 | +4 | +4 | +9 | Chrono Powers, Temporal Augments |
| 15th | +7/+2 | +5 | +5 | +9 | Chrono Powers, Temporal Augments |
| 16th | +8/+3 | +5 | +5 | +10 | Chrono Powers, Temporal Augments |
| 17th | +8/+3 | +5 | +5 | +10 | Chrono Powers, Temporal Augments |
| 18th | +9/+4 | +6 | +6 | +11 | Chrono Powers, Temporal Augments |
| 19th | +9/+4 | +6 | +6 | +11 | Timeless |
| 20th | +10/+5 | +6 | +6 | +12 | Temporal Mastery |
Class Features
Chrono Path (Su)
At 1st level, a chrono mage must choose a Chrono Path. Once made, this choice cannot be changed.
Path of the Savant
Choose three chrono powers (which you are eligible to learn) and add them to your list of chrono powers known.
Additionally, you gain the Temporal Maturation ability.
Path of the Warrior
Choose one chrono power (which you are eligible to learn) and add it to your list of chrono powers known.
Additionally, you gain the Echo Strike ability.
Timeless (Su)
At 7th level, a chrono mage gains the ability to age gracefully; he ignores all penalties that would normally result from aging while still retaining any bonuses that would normally result from aging; this effect applies to both natural aging and magical aging. However, he can still die of old age.
At 13th level, a chrono mage gains the ability to preserve the integrity of his chronology; he becomes immune to the following conditions: Confused, Dazed, Paralyzed, Slowed, Suspended Animation, Staggered,
Stunned.
At 19th level, a chrono mage gains the ability to move and act within stopped time; whenever another being uses a spell/ability/etc. in order to pause the flow of time (such as the Time Stop spell), he remains unaffected by it for its duration.
Chrono Powers (Sp)
At 2nd, 3rd, 4th, 5th, 6th, 8th, 9th, 10th, 11th, 12th, 14th, 15th, 16th, 17th, and 18th level, a chrono mage adds a chrono power to his list of chrono powers known. In some cases, he cannot learn a chrono power unless he has reached (or surpassed) a certain level; that level is indicated next to the name of that chrono power (for example, a chrono mage must be at least 5th level in order to learn the Delay (5th) (Sp) chrono power). Unless stated otherwise, a chrono mage must spend a standard action in order to cast a chrono power.
A chrono mage who chose the Path of the Savant cannot learn Chrono Blade.
A chrono mage who chose the Path of the Warrior cannot learn Time Travel.
Temporal Augments (Sp)
At 2nd, 3rd, 4th, 5th, and 6th level, a chrono mage can assign a number of temporal augments (four if he chose the Path of the Savant, three if he chose the Path of the Warrior) to chrono powers that he has already learned; these augments can either be assigned to the same chrono power or be spread across multiple chrono powers. Unless stated otherwise, each temporal augment can only be assigned to a chrono power once.
At 8th, 9th, 10th, 11th, and 12th level, a chrono mage can assign a number of temporal augments (eight if he chose the Path of the Savant, seven if he chose the Path of the Warrior) to chrono powers that he has already learned; these augments can either be assigned to the same chrono power or be spread across multiple chrono powers. Unless stated otherwise, each temporal augment can only be assigned to a chrono power once.
At 14th, 15th, 16th, 17th, and 18th level, a chrono mage can assign a number of temporal augments (twelve if he chose the Path of the Savant, eleven if he chose the Path of the Warrior) to chrono powers that he has already learned; these augments can either be assigned to the same chrono power or be spread across multiple chrono powers. Unless stated otherwise, each temporal augment can only be assigned to a chrono power once.
Generic Augments:
Reach | The range of this ability is tripled.
Surplus | The number of times that the chrono mage can use this ability per day is doubled.
Linger | The duration of this ability is doubled.
Penetrate | The chrono mage treats the target's spell resistance (if any) as though it were decreased by 1 (this augment can be chosen up to four times).
Temporal Mastery (Su)
At 20th level, a chrono mage gains the ability to designate one chrono power from his list of chrono powers known as his Ultimate Chrono Power; whenever he casts his Ultimate Chrono Power, he becomes affected by Temporal Mastery for 1 minute.
Temporal Mastery
While a being is affected by Temporal Mastery, they can make an additional standard action during each round.
Chrono Powers
Abnormal Aging (1st) (Sp)
The chrono mage targets a being, altering their age; choose one of the following:
They age backwards and gain a bonus to their Constitution score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Fortitude saving throw.
They age forwards and receive a penalty to their Constitution score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Fortitude saving throw.
They age backwards and gain a bonus to their Dexterity score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Fortitude saving throw.
They age forwards and receive a penalty to their Dexterity score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Fortitude saving throw.
They age backwards and gain a bonus to their Strength score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Fortitude saving throw.
They age forwards and receive a penalty to their Strength score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Fortitude saving throw.
They age forwards and gain a bonus to their Charisma score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Will saving throw.
They age backwards and receive a penalty to their Charisma score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Will saving throw.
They age forwards and gain a bonus to their Intelligence score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Will saving throw.
They age backwards and receive a penalty to their Intelligence score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Will saving throw.
They age forwards and gain a bonus to their Wisdom score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Will saving throw.
They age backwards and receive a penalty to their Wisdom score equal to 1 + (chrono mage level/3) (rounded down).
This version of this ability offers a Will saving throw.
If the Paradox augment has been chosen, the chrono mage can target the same being with this ability multiple times, regardless of whether its effects would contradict each other; for example, the chrono mage could grant a being both a bonus to their Charisma score by causing them to age forwards and a bonus to their Strength score by causing them to age backwards.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
This ability has a duration of (charisma modifier) hours.
The effects of this ability are negated for a being who makes a successful save with a DC of 11 + (wisdom modifier).
Augments
[1] Paradox
[2] Reach
[3] Surplus
[4] Linger
[5] Penetrate
Altered Celerity (1st) (Sp)
The chrono mage targets a being, either facilitating or inhibiting their mobility; choose one of the following:
They gain a +10 ft. circumstance bonus to their movement speed; this bonus applies to every mode of movement that they possess.
They receive a -10 ft. circumstance penalty to their movement speed; this penalty applies to every mode of movement that they possess.
If the Boost augment has been chosen, this ability's bonus/penalty is increased by 10 ft. (this augment can be chosen up to five times).
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
This ability has a duration of (charisma modifier) minutes.
The effects of this ability are negated for a being who makes a successful Will save with a DC of 11 + (wisdom modifier).
Augments
[1] Boost
[2] Reach
[3] Surplus
[4] Linger
[5] Penetrate
Backtrack (1st) (Sp)
The chrono mage targets a being, causing their position to regress; they are moved to the location that they had been occupying during the previous round (this movement does not provoke attacks of opportunity). If that location is currently occupied, the target is instead moved to a square that is adjacent to it.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
The effects of this ability are negated for a being who makes a successful Will save with a DC of 11 + (wisdom modifier).
Augments
[1] Reach
[2] Surplus
[3] Penetrate
Borrowed Time (9th) (Sp)
The chrono mage targets a being, granting them the ability to borrow time from their future self;
At the beginning of each round, they can roll a d8.
If the result of their roll is a 1 or 2, they can make an additional swift action during that round.
If the result of their roll is a 3, 4, or 5, they can make an additional move action during that round.
If the result of their roll is a 6, 7, or 8, they can make an additional standard action during that round.
If the Loan augment has been chosen, they can instead roll a d10 at the beginning of each round.
If the result of their roll is a 1 or 2, they can make an additional swift action during that round.
If the result of their roll is a 3 or 4, they can make an additional move action during that round.
If the result of their roll is a 5, 6, 7, 8, 9, or 10, they can make an additional standard action during that round.
When the duration of this ability expires, they become dazed for 1 round.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
This ability has a duration of (charisma modifier) rounds.
Augments
[1] Loan
[2] Reach
[3] Surplus
[4] Linger
Chrono Blade (1st) (Sp)
The chrono mage spends a full round action in order to reach into the past and arm himself with the type of weapon that the first chrono mage was known to wield: a scimitar. A scimitar that the chrono mage has obtained via the effect of this ability is considered to be of masterwork quality; if the Enhancement augment has been chosen, the scimitar that the chrono mage has obtained via the effect of this ability also comes with an enhancement bonus equal to (chrono mage level/2) (rounded down). A scimitar that the chrono mage has obtained via the effect of this ability will disappear (and return to its original place in the timeline) if he attempts to obtain another scimitar via the effect of this ability while he is still in possession of that scimitar.
This ability has both verbal and somatic components.
This ability has a recharge time of 1 hour.
Augments
[1] Enhancement
Chrono Loop (1st) (Sp)
The chrono mage targets a being, trapping them in a recursive cycle; they must continually attempt to repeat the exact set of actions that they made on the turn before they became affected by this ability. For example, let's say that, on the turn before becoming affected by this ability, the target had moved 15 ft. forwards and swung their sword at the being in front of them. Upon becoming affected by this ability, they would be compelled to spend each of their turns moving 15 ft. forwards and swinging their sword at whatever is in front of them.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
This ability has a duration of (charisma modifier) rounds.
The duration of this ability is reduced to 1 round for a being who makes a successful Will save with a DC of 11 + (wisdom modifier).
Augments
[1] Reach
[2] Surplus
[3] Linger
[4] Penetrate
Chrono Rift (9th) (Sp)
The chrono mage tears a rift in the fabric of time at his current location. While the chrono mage remains within the rift's area of effect, enemy spellcasters incur a 20% spell failure chance whenever they cast a spell that targets or affects the chrono mage; if the Peer augment has been chosen, this effect also applies to spells that target or affect the chrono mage's allies. When the duration of this ability expires, the rift collapses, causing every being (except for the chrono mage) that is within its area of effect to become indefinitely trapped within a state of suspended animation; if a being that is within the rift's area of effect when it collapses makes a successful saving throw, they instead become staggered for 1d3 rounds. If the Peer augment has been chosen, the chrono mage's allies are not affected by the rift's collapse.
This ability has both verbal and somatic components.
This ability has a radius of 20 ft.
This ability has a recharge time of 1 hour.
This ability has a duration of (chrono mage level) rounds; the chrono mage can spend an immediate action in order to collapse the rift prematurely.
The effect of the rift's collapse is partially mitigated for a being who makes a successful Fortitude save with a DC of 11 + (wisdom modifier).
Augments
[1] Peer
[2] Linger
[3] Penetrate
Chrono Shift (5th) (Sp)
The chrono mage targets a being, reverting them to a previous state; one condition (of your choosing) is removed from the target.
If the Restore augment has been chosen, you can also cure all of the ability damage/ability drain that affects one of the target's ability scores.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
Augments
[1] Restore
[2] Reach
[3] Surplus
Chrono Ward (5th) (Sp)
The chrono mage targets a being, preventing their health from being altered; any healing or damage that they would receive while affected by this ability is postponed until the duration of this ability expires. When the duration of this ability expires, the target gains a number of hitpoints equal to 125% of the postponed healing (rounded up) and loses a number of hitpoints equal to 90% of the postponed damage (rounded up). If the Vitality augment has been chosen, the number of hitpoints that they gain when the duration of this ability expires is increased from 125% of the postponed healing (rounded up) to 150% of the postponed healing (rounded up). If the Protection augment has been chosen, the number of hitpoints that they lose when the duration of this ability expires is decreased from 90% of the postponed damage (rounded up) to 80% of the postponed damage (rounded up).
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
This ability has a duration of (charisma modifier) rounds.
Augments
[1] Vitality
[2] Protection
[3] Reach
[4] Surplus
[5] Linger
Delay (5th) (Sp)
The chrono mage targets a being and applies a Delay mark to them; this mark expires after (chrono mage level) rounds. Whenever a being who bears a Delay mark attempts to cast a spell, the mark is consumed and the casting time of that spell is increased.
The casting time of a spell with a casting time of a swift action is increased to a standard action.
The casting time of a spell with a casting time of a standard action is increased to a full round action.
The casting time of a spell with a casting time of a full round action is increased to 1 round.
This ability has no effect on spells with a casting time longer than 1 round.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
The effects of this ability are negated for a being who makes a successful Will save with a DC of 11 + (wisdom modifier).
Augments
[1] Reach
[2] Surplus
[3] Penetrate
Dimensional Duplicate (13th) (Sp)
The chrono mage searches across dimensions in order to find an alternate version of himself and spends a full round action in order to summon him to this timeline. This duplicate appears in a square that is adjacent to the chrono mage and is almost identical to the original; they possess the same appearance, ability scores, etc. However, when the duplicate uses a class feature or wondrous item that has a limited number of uses or relies on a limited resource, it counts towards the usage limits of the original. When the duration of this ability expires (or when the duplicate's current hitpoint total becomes less than or equal to 0), the duplicate returns to his own timeline.
This ability has both verbal and somatic components.
This ability has a recharge time of 24 hours.
This ability has a duration of (chrono mage level) minutes.
Augments
[1] Linger
Distraction (1st) (Sp)
Whenever a being that is within 80 ft. of the chrono mage readies an action, the chrono mage can perform a mental ability check of his choosing (Charisma, Intelligence, Wisdom), in which case that being must also make the same type of check. If the result of the chrono mage's ability check is less than the result of that being's ability check, their readied action functions as normal. If the result of the chrono mage's ability check is greater than or equal to the result of that being's ability check, they lose the action that they had readied. If the Lore augment has been chosen, the chrono mage can make a Knowledge (History) check with a DC of 20 each time he uses this ability; if his check is successful, he learns a piece of useful information about that being (it is up to the GM to decide what qualifies as "useful information"). If the Duality augment has been chosen, the chrono mage can roll twice and take the more favorable result whenever he performs a readied action that involves a dice roll.
The chrono mage does not need to spend an action in order to activate this ability.
This ability has a verbal component.
This ability has a recharge time of 1 round.
This ability offers no saving throw and automatically bypasses spell resistance.
Augments
[1] Lore
[2] Duality
[3] Reach
Enlighten (1st) (Sp)
The chrono mage targets a being, improving their ability to predict their opponent's actions; choose one of the following:
Whenever they make an attack roll or combat maneuver check against another being, they can roll twice and take the more favorable result.
Whenever another being makes an attack roll or combat maneuver check against them, that being must roll twice and take the less favorable result.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
This ability has a duration of (charisma modifier) rounds.
Augments
[1] Reach
[2] Surplus
[3] Linger
Expedite (5th) (Sp)
The chrono mage targets a being and applies an Expedite mark to them; this mark expires after (chrono mage level) rounds. Whenever a being who bears an Expedite mark attempts to cast a spell, the mark is consumed and the casting time of that spell is decreased.
The casting time of a spell with a casting time of 1 round is decreased to a full round action.
The casting time of a spell with a casting time of a full round action is decreased to a standard action.
The casting time of a spell with a casting time of a standard action is decreased to a swift action.
This ability has no effect on spells with a casting time longer than 1 round.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
Augments
[1] Reach
[2] Surplus
Extended Treatment (9th) (Sp)
The chrono mage provides treatment to a being over the span of 30 minutes; he must remain adjacent to target during this time. Additionally, the chrono mage must spend this time without distraction; if he is interrupted while attempting to treat his target, the treatment fails.
The chrono mage can treat a being in one of the following ways:
He removes a curse that afflicts them (without needing to make a caster level check).
He cures a disease that ails them (without needing to make a caster level check).
He neutralizes a poison that hampers them (without needing to make a caster level check).
He dispels every negative level that they possess.
This ability has both verbal and somatic components.
This ability can be used up to (intelligence modifier) times per day.
Augments
[1] Surplus
Foresight (1st) (Sp)
The chrono mage targets a being, granting them the ability to witness events before they occur;
They can always act during a surprise round.
They are never treated as being flat-footed.
If the Bluff augment has been chosen, any feint attempt that is made against them automatically fails.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
This ability has a duration of (charisma modifier) hours.
Augments
[1] Bluff
[2] Reach
[3] Surplus
[4] Linger
Obfuscate (1st) (Sp)
The chrono mage targets a being, hindering their ability to predict their opponent's actions; choose one of the following:
Whenever they make an attack roll or combat maneuver check against another being, they must roll twice and take the less favorable result.
Whenever another being makes an attack roll or combat maneuver check against them, that being can roll twice and take the more favorable result.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
This ability has a duration of (charisma modifier) rounds.
The effects of this ability are negated for a being who makes a successful Will save with a DC of 11 + (wisdom modifier).
Augments
[1] Reach
[2] Surplus
[3] Linger
[4] Penetrate
Rapid Recovery (5th) (Sp)
The chrono mage targets a being, accelerating their natural rate of healing; they gain an amount of fast healing equal to (chrono mage level).
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
This ability has a duration of (charisma modifier) minutes.
Augments
[1] Reach
[2] Surplus
[3] Linger
Relapse (1st) (Sp)
The chrono mage targets a being, causing their health to regress; any changes that had occurred to their current hitpoint total during the previous round are undone. The chrono mage cannot use this ability in order to resurrect a being that has died.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
The effects of this ability are negated for a being who makes a successful Will save with a DC of 11 + (wisdom modifier).
Augments
[1] Reach
[2] Surplus
[3] Penetrate
Rewind (1st) (Sp)
Whenever a being that is within 80 ft. of the chrono mage makes an ability check, skill check, caster level check, or concentration check, the chrono mage can choose to compel that being to roll again and take the new result as if the previous roll had never been made. If the Lore augment has been chosen, the chrono mage can make a Knowledge (History) check with a DC of 20 each time he uses this ability; if his check is successful, he learns a piece of useful information about that being (it is up to the GM to decide what qualifies as "useful information"). If the Duality augment has been chosen, the chrono mage can roll twice and take the more favorable result whenever he makes an ability check, skill check, caster level check, or concentration check.
The chrono mage does not need to spend an action in order to activate this ability.
This ability has a verbal component.
This ability has a recharge time of 1 round.
This ability offers no saving throw and automatically bypasses spell resistance.
Augments
[1] Lore
[2] Duality
[3] Reach
Sands of Time (5th) (Sp)
The chrono mage spawns a magical sandstorm at his current location. While the chrono mage remains within the sandstorm's area of effect, he benefits from concealment; if the Peer augment has been chosen, this effect also applies to the chrono mage's allies. When the sandstorm is spawned, and also at the beginning of each round, every being (except for the chrono mage) that is within the sandstorm's area of effect takes 8d4 points of piercing and slashing damage; the amount of damage that is dealt by the sandstorm is increased by 1d4 for each round (beyond the first) that the sandstorm has been active. If the Peer augment has been chosen, this ability deals no damage to the chrono mage's allies. If the Obstruct augment has been chosen, the area encompassed by the sandstorm is treated as difficult terrain; this difficult terrain does not affect the chrono mage. If both the Obstruct augment and the Peer augment have been chosen, the difficult terrain that is produced by this ability does not affect the chrono mage's allies.
This ability has both verbal and somatic components.
This ability has a radius of 60 ft.
This ability has a recharge time of 1 hour.
This ability has a duration of (chrono mage level) rounds; the chrono mage can spend an immediate action in order to dismiss the sandstorm prematurely.
The amount of damage that is dealt by the sandstorm is halved for a being who makes a successful Reflex save with a DC of 11 + (wisdom modifier).
Augments
[1] Obstruct
[2] Peer
[3] Linger
[4] Penetrate
Temporal Barrier (1st) (Sp)
The chrono mage creates a translucent wall of temporal energy that has a length of up to 15 ft. per chrono mage level and a height of up to 5 ft. per chrono mage level. Any projectile (regardless of whether it is mundane or magical) that comes into contact with the wall becomes immobile; it resumes its motion when the duration of this ability expires. Any being (except for the chrono mage) that comes into contact with the wall becomes staggered for 1 round. If the Peer augment has been chosen, the chrono mage's allies can pass through the wall without becoming staggered. If the React augment has been chosen, the chrono mage can spend an immediate action (instead of a standard action) in order to activate this ability.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability has a recharge time of 1 hour.
This ability has a duration of (chrono mage level) rounds; the chrono mage can spend an immediate action in order to dismiss the wall prematurely.
This ability offers no saving throw and automatically bypasses spell resistance.
Augments
[1] React
[2] Peer
[3] Reach
[4] Linger
Temporal Displacement (1st) (Sp)
The chrono mage targets a being, temporarily removing them from this timeline; for most intents and purposes, they no longer exist. When the duration of this ability expires, the target reappears in exactly the same location and condition as they had previously been (from their point of view, no time has passed). If that location is occupied upon their return, they instead appear in an adjacent square. If the React augment has been chosen, the chrono mage can spend an immediate action (instead of a standard action) in order to activate this ability.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
This ability has a duration of (charisma modifier) rounds.
The effects of this ability are negated for a being who makes a successful Will save with a DC of 11 + (wisdom modifier).
Augments
[1] React
[2] Reach
[3] Surplus
[4] Linger
[5] Penetrate
Temporal Equilibrium (5th) (Sp)
The chrono mage targets a being, shifting some of the sand from their hourglass into his own (or vice versa); first, calculate the average between the chrono mage's health percentage and his target's health percentage. Then, increase (or decrease) the chrono mage's health percentage such that it equals that average. Then, decrease (or increase) his target's health percentage such that it also equals that average. For example, if the chrono mage's current hitpoint total is equal to 23 and his maximum hitpoint total is equal to 83, then his health percentage would be equal to 28%. Furthermore, if his target's current hitpoint total is equal to 72 and his target's maximum hitpoint total is equal to 138, then his target's health percentage would be equal to 52%. The average of 28% and 52% is 40%, therefore, the chrono mage's current hitpoint total would be increased from 23 (28%) to 33 (40%) and his target's current hitpoint total would be decreased from 72 (52%) to 55 (40%).
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
The effects of this ability are negated for a being who makes a successful Fortitude save with a DC of 11 + (wisdom modifier).
Augments
[1] Reach
[2] Surplus
[3] Penetrate
Temporal Pause (17th) (Sp)
The chrono mage spends an immediate action in order to temporarily pause the flow of time. While the flow of time is paused, every being (except for the chrono mage) that is located within the same plane as the chrono mage becomes unable to act or be harmed; additionally, the duration of any ongoing effect that applies to such a being is paused. While the flow of time is paused, inanimate objects become immobile and environmental processes cease to function. The timeline remains paused indefinitely until the chrono mage spends an immediate action in order to cause it to resume flowing.
This ability has both verbal and somatic components.
This ability has an unlimited range.
This ability has a recharge time of 24 hours.
This ability offers no saving throw and automatically bypasses spell resistance.
Augments
None
Temporal Regression (13th) (Sp)
The chrono mage spends an immediate action in order to undo every action that has recently occurred. He can choose to revert either 1 round of in-combat actions or up to 10 minutes of out-of-combat actions. All actions that occurred during that time are considered not to have occurred, and all beings (except for the chrono mage) resume acting without memory of the reverted events. During the round that transpires after the chrono mage uses this ability, the chrono mage is able to use his knowledge of the reverted events to his advantage; specifically, if the chrono mage is attacked by a being that had attacked him during the reverted round or is required to make a saving throw against a spell/ability/etc. that had targeted or affected him during the reverted round, he gains a +20 insight bonus to his armor class against that attack and/or a +20 insight bonus on his saving throw against that spell/ability/etc. At the GM's discretion, the bonus that is granted by this ability can also be applied to other actions (for example, if the chrono mage had tried (and failed) to demoralize an opponent during a combat encounter, he could revert time via this ability and attempt to demoralize them again with the +20 insight bonus that is granted by this ability).
This ability has both verbal and somatic components.
This ability has an unlimited range.
This ability has a recharge time of 24 hours.
This ability offers no saving throw and automatically bypasses spell resistance.
Augments
None
Time Dilation (1st) (Sp)
The chrono mage targets a being, altering the flow of time around them; choose one of the following:
The remaining duration of a single temporary effect (of your choosing) that affects them is doubled.
The remaining duration of a single temporary effect (of your choosing) that affects them is halved.
This ability has both verbal and somatic components.
This ability has a range of 30 ft.
This ability can be used up to (intelligence modifier) times per day.
The effects of this ability are negated for a being who makes a successful Will save with a DC of 11 + (wisdom modifier).
Augments
[1] Reach
[2] Surplus
[3] Penetrate
Time Manipulation (1st) (Sp)
The chrono mage can, during a combat encounter, alter the position(s) of one (or more) being(s) in the initiative order. For example, let's say that there are four beings in the initiative order and that the results of their initiative rolls were 16, 11, 10, and 8. The chrono mage could choose to alter the result of the third being's roll from 10 to 17 (in which case they would end up at the top of the initiative order) and alter the result of the first being's roll from 16 to 3 (in which case they would end up at the bottom of the initiative order).
This ability has a verbal component.
This ability has a recharge time of 1 hour.
This ability offers no saving throw and automatically bypasses spell resistance.
Augments
None
Time Travel (17th) (Sp)
The chrono mage channels a massive amount of temporal energy for 1 hour in an attempt to travel through time; he can choose to either travel forwards (into the future) or backwards (into the past). He must roll a d100 (once his channeling is complete) in order to determine how successful his attempt was:
If the result of his roll is less than or equal to 6, he fails to harness the temporal energy and takes 12d12 points of damage in backlash.
If the result of his roll is greater than 6 but less than or equal to 20, his attempt is successful; he can travel up to (chrono mage level) years into either the future or the past. However, he cannot bring anybody else with him.
If the result of his roll is greater than 20 but less than or equal to 30, his attempt is successful; he can travel up to (chrono mage level) years into either the future or the past. Furthermore, he can bring one willing participant with him; this participant must remain in contact with the chrono mage while he is channeling this ability in order to travel with him.
If the result of his roll is greater than 30 but less than or equal to 50, his attempt is successful; he can travel up to (chrono mage level times ten) years into either the future or the past. Furthermore, he can bring one willing participant with him; this participant must remain in contact with the chrono mage while he is channeling this ability in order to travel with him.
If the result of his roll is greater than 50 but less than or equal to 99, his attempt is successful; he can travel up to (chrono mage level times ten) years into either the future or the past. Furthermore, he can bring up to five willing participants with him; these participants must either remain in contact with the chrono mage or remain in contact with a being who is in contact with the chrono mage while he is channeling this ability in order to travel with him.
If the result of his roll is equal to 100, his attempt is successful; he can travel any number of years into either the future or the past. Furthermore, he can bring any number of willing participants with him; these participants must either remain in contact with the chrono mage or remain in contact with a being who is in contact with the chrono mage while he is channeling this ability in order to travel with him.
If the chrono mage is interrupted while he is channeling this ability, he takes 12d12 points of damage in backlash (as though he had rolled a 6 or lower) and must wait at least 24 hours before attempting to channel this ability again.
This ability has both verbal and somatic components.
This ability has a recharge time of 24 hours.
Augments
None