Temporal Raider[]
The Temporal Raider is a combination of chronomancer and rogue. The Raider began with greedy chronomancers wanting to steal things in other times. Unskilled, these chronomancers soon recognized the need for rogue abilities. They slowly acquired the necessary skills, until the Raider is now equally at home in a thieves' guild or a wizard's library.
A number of Temporal Raiders still practice their skills in the pursuit of acquiring wealth. Others simply use their rogue abilities as a secondary means of achieving their (often) more honorable ends.
Besides the normal minimums a chronomancer must have in Intelligence and Wisdom, a Temporal Raider requires a minimum Dexterity of 14 and a Charisma of 13. Raiders get the thief's attack rolls, ability to backstab, and use thieves' cant, and the normal restrictions a thief has for building a stronghold and attracting followers apply to the Raider. Most importantly, the Raider has the use of thieving skills, although the base levels of these skills differ from a thief's as described later.
Individual experience awards are modified slightly from the usual thief awards. Consult Table 6 for guidelines on Temporal Raider awards. Table 1, concerning chronomancer experience, still applies. As with other chronomancers, Raiders never receive a 10% bonus to experience for their ability scores.
Action | XP Value |
---|---|
Use of a special ability | 100 XP/success |
Treasure obtained through thievery | 2 XP/gp |
Use of a special ability to further chronomancer goal | 250 XP/success |
Temporal Raiders progress between levels at a slower pace than the standard chronomancer, but not nearly as slowly as the Temporal Champion. Consult Table 7 for the Temporal Raider's level advancement and Hit Dice. The Hit Dice are on the low side of the average between the chronomancer and rogue classes. In fact, the Raider's Hit Dice are treated the same as any other chronomancer's would be. Raiders save as wizards.
Level | Experience Points | Hit Dice (d4) |
---|---|---|
1 | 0 | 1 |
2 | 3,500 | 2 |
3 | 7,000 | 3 |
4 | 14,000 | 4 |
5 | 28,000 | 5 |
6 | 55,000 | 6 |
7 | 110,000 | 7 |
8 | 220,000 | 8 |
9 | 400,000 | 9 |
10 | 840,000 | 10 |
11 | 1,280,000 | 10+1 |
12 | 1,720,000 | 10+3 |
13 | 2,160,000 | 10+4 |
14 | 2,600,000 | 10+6 |
15 | 3,040,000 | 10+7 |
16 | 3,480,000 | 10+9 |
17 | 3,920,000 | 10+10 |
18 | 4,360,000 | 10+12 |
19 | 4,800,000 | 10+13 |
20 | 5,240,000 | 10+15 |
The Temporal Raider's spell level progression proceeds at a pace equivalent to the normal chronomancer, but fewer spells are available to memorization. Again, the penalty is not quite as harsh as with the Temporal Champion.
Table 8 details the rate of the Temporal Raider's spell progression, but it does not include the bonus spell every chronomancer receives when access to a new spell level is gained. The Temporal Raider gains the other specialist benefits and hindrances of the chronomancer with one exception. The +10 bonus when attempting to learn a chronomancy spell is eliminated. Just as with the Temporal Champion, though, this does not affect the chronomancer's ability to automatically learn one chronomancer spell with each new level of ability.
Wizard Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|
1 | 1 | — | — | — | — | — | — | — | — |
2 | 1 | — | — | — | — | — | — | — | — |
3 | 1 | 1 | — | — | — | — | — | — | — |
4 | 2 | 1 | — | — | — | — | — | — | — |
5 | 3 | 1 | 1 | — | — | — | — | — | — |
6 | 3 | 1 | 1 | — | — | — | — | — | — |
7 | 3 | 2 | 1 | 1 | — | — | — | — | — |
8 | 3 | 2 | 2 | 1 | — | — | — | — | — |
9 | 3 | 2 | 2 | 1 | 1 | — | — | — | — |
10 | 3 | 3 | 2 | 1 | 1 | — | — | — | — |
11 | 3 | 3 | 3 | 2 | 2 | — | — | — | — |
12 | 3 | 3 | 3 | 3 | 3 | 1 | — | — | — |
13 | 4 | 4 | 4 | 3 | 3 | 1 | — | — | — |
14 | 4 | 4 | 4 | 3 | 3 | 1 | 1 | — | — |
15 | 4 | 4 | 4 | 4 | 4 | 1 | 1 | — | — |
16 | 4 | 4 | 4 | 4 | 4 | 2 | 1 | 1 | — |
17 | 4 | 4 | 4 | 4 | 4 | 2 | 2 | 1 | — |
18 | 4 | 4 | 4 | 4 | 4 | 2 | 2 | 1 | 1 |
19 | 4 | 4 | 4 | 4 | 4 | 2 | 2 | 2 | 1 |
20 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 2 | 1 |
Raider thieving skills differ only in their base scores (see Table 9) and modifying points allotted. A Raider begins with only 40 points (instead of 60) to distribute among the scores and every level gains only another 20 points (instead of 30).
Skill | Base Score |
---|---|
Pick Pockets | -5% |
Open Locks | 10% |
Find/Remove Traps | -5% |
Move Silently | 10% |
Hide in Shadows | 5% |
Detect Noise | 10% |
Climb Walls | 45% |
Read Languages | 5% |
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