Chronomancer
"Time? I have nothing but time."

    The chronomancer is an elite arcane spellcaster that pierces the barrier of time and enters into the temporal prime. The past for one chronomancer is the future for another and each travels the temporal prime for his own purpose. A chronomancer's survival depends on him being mysterious and highly secretive — to be otherwise would risk losing his life and quite likely those he cares about. The power to manipulate time seems god-like; yet, the wise chronomancer knows just how powerful of a juggernaut the timestream is and generally knows better than to make sweeping changes to time, because in the end he would lose to the inevitable force of time.
    The rules governing the temporal prime can be found in the TSR Dungeon & Dragons supplement called "Chronomancer" (1st printing, August 1995, ISBN 0-7869-0325-2). Those chronomancers that believe that magic is not everything often multiclass with fighter (Temporal Champion) and/or rogue (Temporal Raider) being the two most common.
    Hit Dice: d4.

Requirements
    To qualify to become an chronomancer, a character must fulfill the following criteria.
    Alignment: Any non-chaotic
    Knowledge (History): 8 ranks
    Knowledge (Temporal Prime): 8 ranks
    Feats: Extend Spell, Improved Initative
    Spells: Ability to cast 3rd level arcane spells.
    Special: Character must be trained and given the secrets knowledge of chronomancy by a chronomancer

Class Skills
    The chronomancer's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Knowledge (all skills taken individually, Int), Profession (Wis), Scry (Int, exclusive skill), Speak Language, and Spellcraft (Int).

    Skill Points at each level: 4 + Int modifier.

Class Features
    The following are class features of the chronomancer.
    Weapon and Armor Proficiency: Chronomancers do not gain proficiencies with armor, weapons, or shields.
    Spells per Day: A chronomancer continues training in magic. Thus, when a new chronomancer level is gained, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of chronomancer to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly.
    If a character had more than one arcane spellcasting class before she became a chronomancer, she must decide to which class she adds each level of chronomancer for purposes of determining spells per day when she adds the new level.
    Prestige School (Ex): Upon adapting the chronomancer prestige class a character gains the prestige school of Chronomancy.
    Immunity to Slow (Ex): At 4th level a chronomancer becomes immune to the effects of slow spell and slow effects that relate to time.
    Bonus Feat: At 7th level, and every three levels thereafter, a chronomancer receives a bonus feat: Combat Reflexes, Dash, Delay Spell, Expert Tactician, Flick of the Wrist, Lightning Reflexes, Persistent, Quick Draw, Quicken Spell, Spell Mastery, Skill Focus, Spell Focus (Chronomancy only), Temporal Scrying.

The Chronomancer
Class Base Fort Reflex Will      
Level Attack Bonus Save Save Save   Special Spells per Day
1st +0 +0 +0 +2   Prestige School: Chronomancy +1 level of existing class
2nd +1 +0 +0 +3   +1 level of existing class
3rd +1 +1 +1 +3   +1 level of existing class
4th +2 +1 +1 +4   Immunity to Slow +1 level of existing class
5th +2 +1 +1 +4   +1 level of existing class
6th +3 +2 +2 +5   +1 level of existing class
7th +3 +2 +2 +5   Bonus Feat +1 level of existing class
8th +4 +2 +2 +6   +1 level of existing class
9th +4 +3 +3 +6   +1 level of existing class
10th +5 +3 +3 +7   Bonus Feat +1 level of existing class

Epic Chronomancer
    The temporal prime is a very dangerous plane and few chronomancers ever reach epic levels. Those that do reach epic proportions are terrible opponents to face in battle. Imagine if a chronomancer leaves a pitched battle for just a few seconds of battle only to return with just the item to win the battle or be full renewed in spells. But even the epic chronomancer respects the power of the timestream and few will abuse it; after all, they got this far by being cautious.
    Other Options: Most chronomancers become timid as they age and learn vast amount of history and take up the time honored tradition of training an apprentice, but a few for whatever possess them come to believe they can with great determination change the flow of the timestream. Such a momentous effort requires the chronomancer to change not just one event at any given time but multiple events all at once. To make changes so grand as this would be nearly impossible task if the chronomancer did so by only his own hand, as such those crazed chronomancers will have feats such as Leadership, Epic leadership and Legendary Commander so as to command a large number temporal travelers to help effect change. To date all such crazed chronomancers have died grisly deaths.
    Hit Die: d4
    Skill Points at Each Additional Level: 4 + Int modifier
    Spells: The epic chronomancer's caster level increases by one per level gained above 10th. The epic chronomancer's number of spells per day increases until his caster level reaches 20th.
    Epic Bonus Feats: The epic chronomancer gains a bonus feat (selected from the list of epic chronomancers) every three levels after 10th.
    Epic Chronomancer Feat List: Automatic Quicken Spell, Blinding Speed, Epic Skill Focus, Epic Speed, Extended Life Span, Improved Combat Reflex, Improved Spell Capacity, Multispell, Polyglot, Spontaneous Spell, Superior Initiative.

The Epic Chronomancer
Level   Special
11th  
12th  
13th   Epic Bonus Feat
14th  
15th  
16th   Epic Bonus Feat
17th  
18th  
19th   Epic Bonus Feat
20th  


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Chronomancer © 1995 Wizards of the Coast, Inc.
D20™ System, Conversion of Chronomancer ©2002, Mark Doolan
Original Sources: Chronomancer