Temporal Adept (3.5e Class)

Temporal Adept
In the search for understanding, many monks turn inwards to understand the self. It permits them control over their bodies for certain, but their power is limited to the self. For the Monks of the Wheel of Time, they sought their answers beyond. For all living creatures are ultimately bound by the constraints of time and space. If one was to understand the flow of time and its effects on the world, perhaps they could escape its bonds and reach a different sort of physical perfection, one that frees them of the bonds of material universal constraints. Thus these monks shed wisdom for intellect, meditation for study. They turned to the stars, studied history, and pondered on the great mysteries to become the temporal adepts, masters of time and body.

Making a Temporal Adept
Abilities: Temporal Adepts are ultimately a melee class, and thus enjoy a strong Strength and Dexterity both. On the other hand, Intelligence determines many of their aspects, and can easily be used in place of attack and damage. Constitution will keep them alive in battle. This leaves Wisdom, useful for Will saves, and Charisma as the runners up.

Races: Any.

Alignment: Any. The only requirement is dedication, not one's personal ethos. Even the chaotic can have purpose.

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: As wizard.

Class Features
All of the following are class features of the Temporal Adept.

Weapon and Armor Proficiency: Temporal adepts are proficient with all simple weapons, all special temporal adept weapons, and of course unarmed strikes. They are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a temporal adept loses her AC bonus, as well as her fast movement and flurry of blows abilities.

 (Ex): When unarmored and unencumbered, the temporal adept adds her Intelligence bonus (if any) to her AC. In addition, a temporal adept gains a +4 bonus to AC at 1st level. This bonus increases by 1 at 2nd level and every even temporal adept level thereafter (+6 at 4th, +7 at 6th, and so forth).

These bonuses to AC apply even against touch attacks or when the temporal adept is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

 (Ex): When unarmored, a temporal adept may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The temporal adept. This penalty applies for 1 round, so it also affects attacks of opportunity the temporal adept might make before her next action. When a temporal adept reaches 5th level, the penalty lessens to –1, and at 9th level, it disappears. A temporal adept must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a temporal adept may attack only with unarmed strikes or with special temporal adept weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special temporal adept weapons interchangeably as desired. When using weapons as part of a flurry of blows, a temporal adept applies her Strength bonus (not Str bonus &times; 1-1/2 or &times;1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The temporal adept can’t use any weapon other than a special temporal adept weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a temporal adept may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

When a temporal adept reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.



Many of her class features use time warp points. The temporal adept recieves a number of time warp points equal to her class level + Int modifier. Time warp points regenerate after 10 minutes of rest, but cannot be recovered in the midst of battle.

' PS undefined:''' The temporal adept has limited psionic powers which are fueled by her time warp ability. Using a psi-like ability from this class uses up a number of time warp points equal to the level of the power.

The temporal adept receives true strike at 1st level, costing 1 time warp point. At 2nd level, she receives deja vu for 1 time warp point. At 4th level, she receives object reading for 2 time warp points. At 6th level, she receives time hop'' for 3 time warp points. At 8th level, she receives psionic dimension door for 4 time warp points. At 10th level, she receives alternate future for 5 time warp points. At 12th level, she receives suspend life for 6 time warp points. At 14th level, she receives fate of one for 7 time warp points. At 16th level, she receives mass time hop for 8 time warp points. At 18th level, she receives temporal acceleration for 9 time warp points. Finally, at 20th level, she receives timeless body for 9 time warp points.

As psi-like abilities, the powers come pre-augmented up to your character level as your manifester level.

A temporal adept’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a temporal adept may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a temporal adept striking unarmed. A temporal adept may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.

Usually, a temporal adept’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A temporal adept’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A temporal adept also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Temporal Adept. The unarmed damage on Table: The Temporal Adept is for Medium temporal adepts. A Small temporal adept deals less damage than the amount given there with her unarmed attacks, while a Large temporal adept deals more damage; see Table: Temporal Adept Unarmed Damage by Size.

 : At 2nd level, a temporal adept learns how to strike with cunning, placing their blows for optimal damage in minimal time. By spending 1 time warp point, they can use their Intelligence instead of their Strength or Dexterity to attack rolls. Alternatively (or in addition to) this, they can spend 1 time warp point to add Intelligence to damage in place of Strength or Dexterity. The benefits last for 1 round, and activating this ability is a free action that can be performed at the beginning of her turn.

 (Ex): At 2nd level or higher, if a temporal adept makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a temporal adept is wearing light armor or no armor. A helpless temporal adept does not gain the benefit of evasion.

 (Ex): At 3rd level, a temporal adept gains a bonus to her speed, as shown on Table: The Temporal Adept. A temporal adept in armor or carrying a medium or heavy load loses this extra speed.



 : At 3rd level, a temporal adept can accelerate the decay of spells and effects placed upon her. The effect of any unwanted status effects and spells placed on her with durations are halved. Permanent and instantaneous effects can't be halved.

At 15th level, the effects of all unwanted status effects and spells with a duration is reduced to 1 round.

 : A temporal adept is still a martial artist who works his body into strength to endure the ravages of time. At 4rd level, a temporal adept counts her unarmed strikes as masterwork weapons, and they may be enhanced as if they were manufactured weapons. Likewise, she may enhance her body as if it were masterwork armor. Weapon materials may also be applied to both unarmed strikes and body, expending the cost of the materials as normal. For the purposes of interacting with materials and enhancements, the temporal adept's body may count as light armor.

You may enhance your body and unarmed strike as if you had the appropriate item crafting feat, but only for your body and unarmed strike. You must still get the appropriate spells as needed.

 (Ex): At 5th level, a temporal adept gains immunity to all diseases except for supernatural and magical diseases.

 : At 5th level, a temporal adept can bend time to make everything run in slow motion for her. As an immediate action, the temporal adept can spend 1 time warp point. It grants them their Intelligence bonus to Reflex, initiative checks, and skill checks that can be completed in 1 round or less. They are under the effects of feather fall and they move over liquids as if they were solid. Attacks while slowed down pack a bit more punch than usual, and she adds her Intelligence to damage (stacking with Cunning Fighter if used). The effect lasts until the beginning of her next turn.

 : At 5th level, a temporal adept can bend time to make herself run faster than normal. As an immediate action, the temporal adept can spend 1 time warp point. It grants the effects of haste (personal only), she may charge in a non-straight line, all jumps are considered running jumps, and she may stand up from prone as a free action. The effect lasts until the beginning of her next turn.



 : At 7th level, a temporal adept can freeze the time of the air below her feet. Without motion, the air is solid and allows her to walk in the air as if she were on the ground. She is constantly under the effects of air walk, but only if she moves at least 10 feet each round. Otherwise, the platform drops out from under her by the next round and she falls.

 (Su): At 7th level or higher, a temporal adept can heal her own wounds. She can heal a number of hit points of damage equal to 10&times; her current temporal adept level each day, and she can spread this healing out among several uses.

 : At 8th level, a temporal adept can move between the spaces of time. She no longer provokes attacks of opportunity for movement, appearing to nearly teleport in stuttering rapid frames of broken motion.

' PS undefined:''' At 9th level, a temporal adept can attempt to age a magical effect rapidly, causing its magic to fade. Even some permanent effects can be taken out this way. As a touch attack, the temporal adept duplicates the effects of dispel psionics as a psi-like ability. She may use this at will.

 (Ex): At 9th level, a temporal adept’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless temporal adept does not gain the benefit of improved evasion.

 : At 10th level, the temporal adept gains the pounce ability. This allows her to make a full attack at the end of a charge.

 (Su): At 11th level, a temporal adept gains immunity to poisons of all kinds.

 : At 11th level, a temporal adept can phase incoming spells out of her timeline, effectively giving her spell resistance 10 + HD. She can allow helpful spells to pass through as a free action.



 : At 13th level, a temporal adept can hold back an attack in the timeline, effectively "charging up" as the pressure for the action to take place builds. She can delay an attack for up to 5 rounds. For each round she delays, the damage is multiplied, starting at &times;2 and increasing by one step each time (&times;3, &times;4, &times;5, and &times;6 damage). This is useful when setting up an ambush, attempting to bust through damage reduction, or attacking creatures immune to critical hits (as the damage bonus is not a critical hit).

' PS undefined:' At 13th level, a temporal adept can duplicate the effects of shadow walk'', except she scrapes along the edge of the dangerous Plane of Time. This allows her to travel anywhere which has flowing time (meaning she can travel from the material to the outer planes, or the astral to the outer planes, but not from the material to the astral, as the astral plane is timeless). More importantly, though, rather than being displaced from the intended destination in space, they are displaced in time. They arrive at their intended destination within 1d10x6 minutes. In addition, roll 1d6. On a result of 2, you arrive instantly according to the outside world instead of time passing. On a result of 1, you have traveled the listed amount back in time instead. Time traveling back in time is very hazardous (see Time Traveling below). If a paradox (below) occurs, the temporal adept and any who came with her are rapidly shunted into the future 1 hour, and all creatures are rendered confused for 1 round and fatigued (no save).

 : At 14th level, a temporal adept can bend time to cause the same effect that happened a moment ago. As an immediate action, the temporal adept can spend 7 time warp points and have the last action go off again, such as an ally re-casting a fireball spell, an ally getting another physical attack, or an opponent provoking for standing up from prone. Positions are reset during the replay in order for the events to go off a second time, dealing damage, healing, or other effects for a second time. In the case of a reply which affects an unwilling target, they get a Will save DC 10 + 1/2 HD + Int modifier to resist, save negates. A temporal adept can only replay something which has occured in the last round.

 : At 15th level, a temporal adept can attempt to punch someone so hard they punch them out of time itself. Make an unarmed strike, spending 8 time warp points. If it hits, the target must make a Fortitude save or be punched out of time, DC 10 + 1/2 + Int modifier, save negates. A creature which has been punched out of time is in chronological limbo, like if they were under time hop, but they cannot return. A freedom spell, wish, limited wish, miracle, or being called by another creature (such as through gate) can break their exile. Regardless of success or failure, a creature who is hit by temporal exile is immune to further attempts for 24 hours.

 (Ex): Upon attaining 16th level, a temporal adept no longer takes penalties to her ability scores for aging and cannot be magically aged. Bonuses and penalties from aging are negated, and the temporal adept cannot die of old age. The temporal adept additionally becomes immune to Death effects.

 : At 17th level, a temporal adept who makes a confirmed critical threat (regardless of whether or not the enemy can be affected by critical hits) can open up a small brief portal to the beginning of creation, letting its awesome force blast through. When making a confirmed critical hit, the temporal adept can negate the critical and instead create a 30 foot cone followed by a 30-foot wide, 720-foot long line of raw energy. This deals 2d6 points of untyped damage to all creatures in the area, DC 10 + 1/2 HD + Int modifier Reflex save for half. She may also create this effect as a standard action by spending 9 time warp points.

 : At 19th level, a temporal adept shows clear signs of messing with the timeline. If the temporal adept dies, a future alternate version of her travels through time to alter events in history, causing the one who died to have been a decoy all along. Effectively, she respawns within 1d10 days at a location of her choice. If she dies within 1 week of being reborn through time shenanigans, though, she dies for real, as time can only be manipulated so often without dire consequences.

 : At 20th level, a temporal adept becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the temporal adept’s creature type was), though she may act as a member of her previous type when beneficial. Additionally, the temporal adept gains DR 10/epic and fast healing 10, as her body is always healing in rapid time.

' PS undefined:''' At 20th level, a temporal adept can attempt the most dangerous and powerful of all moves. She may attempt to travel through time. Doing so is a ritual which takes a various amount of time (as seen below). She may take herself and up to 1 creature per 2 class levels she possesses. All creatures must be holding hands at time of transport. What happens depends on if they want to go forward, backward, or nowhere in time at all.

The ritual only takes 1 minute, after which all travelers are displaced from time. Shadowy blurry images of their surroundings exist, but they are no longer visible or even physical on that plane anymore. They may skip up to 1 hour in a round. Then after that, 1 day in a round. Then 1 month. Then 1 year. Then 10 years. Then 100. The rate of acceleration is unlimited and most prefer to stay at a much slower rate, though the minimum time they may jump is in 1 hour increments. The only problem is that it is all real time lost, and getting back is extremely difficult. In addition, the future you arrive in is only one of many possible futures (specifically futures devoid of your presence all that time), and so the future is never fixed. Beware that bringing objects or information from the future into your own timeline or the past may result in paradox (see below).

The ritual takes 8 hours, after which all travelers are displaced from time in a manner identical to travelling forward, but backwards. The easy part is getting back in time. The hard part is avoiding paradox. Time is flexible enough to manage small changes, such as a butterfly flapping its wings or someone stepping on a flower, but changes which alter history and the behavior of creatures, such as meeting yourselves in the past or killing certain despots, have a violent effect (see paradox below). As such, any trips to the past tend to be purely observatory in nature, as altering the timeline has terrible effects. In addition, the further one goes back in time, the greater effect small changes have on the environment, until it is nearly impossible to travel back without incurring paradox.

Paradox
So what happens when the flow of time is disrupted? Paradox, a dangerous effect of the flow of time pushing against an unexpected obstruction. When the obstruction is small, like a pebble in a river, it flows around it effortlessly and nothing is changed, but when the pebble is a boulder which blocks the river the entire force of all the water bears against it.

When something occurs which changes history in any significant matter, the resulting change is suddenly reverted and its offending causes catapulted violently back to their own time. They all take 1d10 points of backlash damage for every year out of time they were displaced (minimum 1 year) and all creatures are shaken for 24 hours, exhausted, and temporal monks take a -1 penalty per year to their effective class level for time warp points and other class features (minimum level 1) for 24 hours. If a creature dies from the backlash damage, they crumble into dust, having died of a sudden case of old age. And worst off, it provokes the attention of all kinds of inevitables that someone is messing with time.

What counts as a significant change in history varies. Generally, something mild such as a chair being displaced to the left or the table being a different color are not important, but stopping a car accident may very well change things. Time travelers have a dim sense of paradox at all times, a strange pressure set on their minds. Whenever they are about to do something which will result in paradox, they can often receive a saving throw (typically Reflex DC 15) to pull back from whatever action they were about to do. Other times, such as running into themselves in the past, there is no save that is possible.

If paradox occurs, the past is reverted to "normal". Creatures in the present remember everything as they should have been, though the returned time travelers know everything up to the point paradox occurred.

Epic Temporal Adept
AC Bonus: A temporal adept's AC bonus continues to rise every even level.

Fast Movement: A temporal adept's fast movement continues to rise every even level.

Human Temporal Adept Starting Package
Weapons: Quarterstaff.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Feat: Monk Weapon Focus.

Bonus Feats: Combat Reflexes.

Gear: Backpack.

Gold: 123 gp.

Playing a Temporal Adept
Religion: Temporal adepts tend not to be religious, not out of any lack of conviction, but more because of, ironically, a lack of time. To study time and space itself is a full-time job that requires an analytic mind and a sound body. There is no time for idle prayer.

Other Classes: Other classes come expecting a monk, and find a psionic gish. This "monk" is a historian who can hold his own in a fight and often acts as a clever skillmonkey to boot.

Combat: With full BAB and a way to get around potential MAD (at the cost of time warp points), this "monk" is far better suited to stand toe to toe in melee. As she grows in power, the temporal adept can move and attack, keeping her relatively low hit points out of melee while still striking with her own, and bending time to get out of tough situations.

Advancement: Classes which work for monks often work for the temporal adept, but notably, they also qualify for some psionic classes due to their limited psionic abilities.

Temporal Adepts in the World
"Time's up."

Daily Life: A temporal adept is a scientist as much as a martial artist. If they are not honing their body, they are often honing their minds.

Notables: It's said a famous doctor named Atomos had become an accidental temporal adept after an accident with a spacetime bending artifact and a few unfortunate trips through the cosmos at the whims of the sands of time.

Organizations: Temporal adepts mix with scientists and scholars to share their findings. Sadly, their theories are so complex and non-intuitive many, even smart wizards and others, dismiss them as madmen chasing "string theories" and "M-branes".

NPC Reactions: The average commmoner is unlikely to understand the science of the temporal adept, but they can understand punching things, and technobabble means people are smart. Sometimes.

Temporal Adept Lore
Characters with ranks in Knowledge (history) can research temporal adepts to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Temporal Adepts in the Game
Adaptation: This can easily be a very science or technologically focused class given the right fluff. In addition, Wisdom can still make sense, though it changes their focus from secondary skill-monkey a bit.

Sample Encounter: A time criminal from the future is seeking to change the past in subtle clever ways without invoking paradox. If he succeeds, the future is doomed!

EL 20: PENDING