Why not an anime image for them? Found this by searching for "chronos" on Google Image Search. Anime haters can bite me. |
The Timelord
A
timelord character is a member of an elite order found among a
particular human nation. The inhabitants of that nation have lost any magical and
psionic abilities (though not the ability to connect with the gods or
perform illusion-type magic) in the Middle Sea world.
Selection
for membership in the Order of Timelords occurs by a competition
undertaken by interested 15 year old youths of that nation. In the
selection process, all youths of intelligence less than 15 are weeded
out. Due
to the high prerequisite, timelords do not gain bonuses to experience
points. Upon selection, the youths begin an intensive program of
training, diet, and exercise designed to unlock the hidden chronal
powers found only among humans of that nation.
When
attacking or making saves, timelords use the thief tables. Weapon
proficiencies and nonproficiency penalties are also as thieves, but
timelords may select from any weapon as fighters may. Because it
interferes with their chronal powers, timelords do not wear metal
armor or use metal shields (weapons do not interfere with those
powers because of their size and shape, though the DM should feel free to disallow any weapons that create a wide mass of metal over a portion of the timelord's body, such as sword-gloves, cestuses, or the like). Timelords may use any magic
item usable by all classes, plus any item which affects time, such as
a staff of withering
or a phylactery of
long years.
A timelord will start play at an age of 18 plus 1d4 years. Timelords start play with 3d6x10 gold pieces.
In
addition to hit points and other normal benefits, at each new level a
timelord gains chronal
energy,
which is what allows them to use their powers. At each level, a
timelord gains a number of chronal energy points equal to the new
level. Thus, a timelord has 1 chronal energy at level 1, 3 at level
2, 6 at level 3, and so on. This is summarized on the experience
point chart:
Experience Points
|
Level
|
Hit Dice (d6)
|
Level Title
|
Chronal Energy
|
0-2,000
|
1
|
1
|
Initiate
|
1
|
2,001-4,000
|
2
|
2
|
Soldier
|
3
|
4,001-8,000
|
3
|
3
|
Chief
|
6
|
8,001-16,000
|
4
|
4
|
Commander
|
10
|
16,001-32,000
|
5
|
5
|
Warden
|
15
|
32,001-50,000
|
6
|
6
|
Magister
|
21
|
50,001-100,000
|
7
|
7
|
Philosopher
|
28
|
100,001-250,000
|
8
|
8
|
Chronos
|
36
|
250,001-400,000
|
9
|
9
|
Timelord
|
45
|
400,001-550,000
|
10
|
10
|
Timelord (10th level)
|
55
|
550,001-700,000
|
11
|
10+1
|
Timelord (11th level)
|
66
|
300,000
experience points per level for each additional level beyond the
11th. Timelords gain 1 hit point per level after the 10th.
As
timelords gain in levels, they gain new abilities. Each ability is
usable upon reaching the level equal to the ability’s level, and
costs a number of chronal energy points equal to the level of the
ability. Chronal energy recovers at a rate of a number of points per
12 hours equal to the timelord’s level, but can only regenerate chronal energy when not using any of the time powers. If the target of a
timelord’s powers is unwilling, they are allowed a saving throw vs.
wands to avoid the effects. The manipulations of time are not magical
effects, and so are not affected by anti-magical measures, though the
bonus to saves of, e.g.,
a ring of
protection
or similar protective item or ability does apply.
The
chronal powers are as follows:
Level
One
Hasten
Individual
– Range 6” (may affect self), duration 1d20+10 melee rounds.
Recipient, who
must be of size S or M,
moves 50% faster, gaining three attacks per two rounds if a better
ability is not already possessed. This effect does not age the
recipient.
Slow
Individual
– Range 6”, duration three turns. One creature of size S or M may
be affected. Target moves at half speed and attacks only every other
melee round.
Move
Self Forward In Time
– The timelord disappears, then reappears some number of rounds
later in the same place. The timelord may use other powers while in
transit through time, change weapons, or other reasonably quick
actions, but must reappear in the same place. Whatever the timelord
is carrying, even another person, travels along. When the power is
activated, the timelord specifies how many rounds forward to move,
with a maximum of two rounds per level of the timelord.
Move
Object Forward In Time
– Range 6”, maximum duration 1 turn per level of the timelord. A
non-living object not in very close contact with a living being (for
example, a person’s armor may not be affected, though an object
they are carrying might – if the object could be easily dropped, it
might be affected) moves forward in time. Note that magic items are
treated as “living” for this purpose. There is a maximum volume
of one cubic foot per level of the timelord.
See
Past Of A Place
– The timelord can see the events occurring at some point in the
past, as if the events were occurring. The timelord will be able to
see anything as if present in the location at the time, and must move
around to change viewpoints. The timelord may see events that
occurred as much as five days per level ago, and may view up to 12
hours per level per use. The timelord may choose to accelerate the
events viewed up to 24 times normal speed (so that 12 hours pass by
in a half-hour of viewing time), but the DM may rule that some
details pass by too quickly to notice when accelerated. If
the viewed time catches up to actual time, the vision ends
immediately.
See
Past Of A Person
– Similar to See
Past Of A Place,
the timelord may witness events that occurred to a person in the
past. This requires touching the person for the entire duration of
the vision, but the person need not be alive at the time.
Suspend
Animation
– This allows timelords to suspend their life functions as the
psionic discipline of the same name, up to a week per experience
level.
Level
Three
Hasten
Group
– This is similar to the Hasten
Individual
ability, but may affect up to 2-16 creatures of size S or M within 1”
of the timelord.
Speed
Individual
– Range 6” (may affect the timelord), duration 1d20+10 melee
rounds. Recipient of size S or M may move 100% faster, including the
gain of two attacks per round if that ability is not already
possessed. When the duration expires, the recipient is exhausted for
an equal length of time, but is not aged.
Slow
Monster
– Similar to Slow
Individual,
but may affect a creature of any size.
Slow
Group
– Similar to Slow
Individual,
but may affect 2-12 creatures of size S or M within 6” of the
timelord.
Move
Own Group Forward In Time
– Up to one creature of size S or M within 1” of the timelord
moves forward in time, up to two rounds per level of the timelord.
Only willing creatures may so travel.
See
Possible Future Of A Place
– The timelord may see a possible future that will occur in the
place they occupy, as if present at that time. The maximum distance
into the future is a number of days equal to the timelord’s level
minus two, and the maximum duration is one-twelfth of that distance
(or two hours per day ahead that could be seen). The vision may be
accelerated as with See
Past Of A Place.
The
DM will describe the most likely scene, but events could easily
change it. The future is very much in flux for timelords.
Age
Non-Living Matter
– Any matter or substance which is not currently alive may be aged
through the application of this power. The timelord must be within 1”
of the item to be affected. Material of up to 10 lbs per level of the
timelord may be aged by up to 10 years per level of the timelord.
This will ruin most food, cloth items, and so on, and even metal will
be corroded somewhat.
Move
Enemy Forward In Time
– Range 1”. The timelord may transport a single enemy target up
to one round per level of the timelord forward in time. The target
reappears at the appointed time completely unaware that any time has
passed.
Level
Five
Speed
Group
– This ability is similar to Speed
Individual,
but the timelord may move affect up to 2-16 beings of size S or M
within 1”.
Slow
Group Of Monsters
– This is similar to Slow
Monster,
but a group of targets up to 2-12 of any size may be affected.
Move
Enemy Group Forward In Time
– An ability that is similar to Move
Enemy Forward In Time,
but a number of targets up to the timelord’s level may be affected.
All targets must be within 1” of the target point, which must be
within 1” of the timelord. Thus, targets up to 2” from the
timelord may potentially be affected. Note that all of the targets
are allowed saving throws.
See
Possible Future Of A Person
– This ability is similar to See
Possible Future Of A Place,
but the timelord must touch the person (who must be alive), and can
see up to the timelord’s level minus four days into the future for
a duration of two hours times the timelord’s level minus four.
Age
Non-Human Living Matter
– Range 1”. The timelord can age any creature which is not
vulnerable to the
Charm Person
spell, by a maximum of 2½ years per level of the timelord. The
target will be aged physcially but not mentally by this power.
Level
Seven
Move
Spell Forward In Time
– Range 1”. The timelord may move a spell with a physical
manifestation (such as a Wall
or a Fireball)
forward in time. Fast-acting spells like Fireball
or Magic Missile
must be spells that the timelord has seen before. The spell gets a
saving throw as though it were a magic-user of the level of the
spell’s caster. The maximum interval that the spell may be sent
forward is equal to the timelord’s level divided by the level of
the spell (rounded down).
Partial
Time Stop
– This acts as the ninth level magic-user spell Time
Stop,
but only one creature is affected and that creature is allowed a
saving throw.
Age
Humanoid
– Range 1”. This is similar to Age
Non-Human Living Matter,
but may affect any living creature.
Alter
Past
– Range 2”. The timelord is able to attempt to alter some action
which occurred in the immediately preceding round. This usually
allows the re-roll of one roll, such as a saving throw, attack roll,
damage die, or the like. When a foe might be affected negatively by
this power, the foe is allowed a saving throw.
Temporal
Stasis
– Range 1”. This has the same effect as the ninth level
magic-user spell of the same name.
Level
Eight
Time
Stop
– This is similar to the ninth level magic-user spell of the same
name, but a saving throw is allowed for targets in the affected area.
Superage
– Range 1”. By aging the target at a tremendously accelerated
rate, this ability has the same effect as a Disintegrate
spell. However, the effect can be reversed by another timelord using
the
reversed form of
this same ability.
Level
Ten
Time
Stop Group
– This
has the effect of the magic-user spell Time
Stop,
but the timelord may select what targets are to be affected. The
ability may affect up to one target per level of the timelord, and
all affected creatures must be within a range of 1”. Affected
targets are allowed a saving throw.
Reversible
Powers
– The four aging powers, Age
Non-Living Matter,
Age Non-Human
Living Matter,
Age Humanoid,
and Superage,
have reversed forms which allow a timelord to undo aging done by a
timelord (only). The reversed abilities cannot reverse natural aging
or aging caused by a ghost or a staff
of withering,
for example.
(Based on the NPC class in Dragon #65 by Lew Pulsipher, with some changes to make it more compatible with the Middle Sea world, along with some general editing and minor ability changes and clarifications.)