Tempus D&D 3.5 Base Class
Tempus D&D 3.5 Base Class
Tempus D&D 3.5 Base Class
Tempus are a heavily united group, as they all share a common purpose. The protection of the world from catastrophic events. If the world is about to be destroyed, you can bet that the Tempus will be there to stop it. Huge, earth changing events are their business. Ancient plagues, cursed apocalypses, these things are their domain, and their mission is to keep these things from happening. Masters of time, and the preservation of slow, steady change. If the forces of evil were about to wipe out all the forces of evil in one massive event, the Tempus would be there, but in the same spirit, if the forces of good were to come close to accomplishing the same, the Tempus would be there to stop them as well. Adventures: Tempus adventure in order to gain a greater understanding of the world, and of other cultures and the creatures that inhabit it. They adventure in order to gain experience and strength, to gain wisdom and knowledge, and to further the goals that they perpetuate. Characteristics: Tempus are usually highly intelligent and deadly in combat. They are born tacticians and what they may lack in brute force, they more than make up for with flexibility and tact. Their ability to sneak attack may not be as powerful as a rogues, but their ability to flank their enemies by themselves more than makes up for it . Alignment: Tempus tend to be lawful neutral, strong believers in order, tradition, and neutrality. They tend not to be champions of good or evil, but do tend to allow things to change slowly over time in whatever way they might. Still, rare exceptions do exist. Religion: Tempus who have a religion, usually worship Het, as the goddess of time, she is an ideal deity. Still, they are not fully bound by religion or a single belief or deity. Background: Tempus tend to be trained in the order from childhood, still, some are inducted later on in life due to showing intense promise. Their responsibilities to the order are usually minimal, and taken care of during their adventuring. It is only on rare occasion that they are called to aid the order in official capacity. Races: All races are fairly equally likely to become Tempus, as the concepts that they stand for are very universal. As such, no one race is more or less likely to become a member. Other Classes: Tempus work well with almost any class, and have the skills and abilities to function well in almost any party. Role: The Tempus fills a very unique role within a party. Their abilities come together in order to fulfill multiple functions, and hence, they can fill a wide variety of roles within a party.
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5
Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6
Special Sneak Attack 1d6 Evasion Time Jumping Sneak Attack 2d6 Trap Sense +1 Flash Forward Uncanny Dodge Sneak Attack 3d6 Improved Evasion Trap Sense +3 Aging Breath Sneak Attack 4d6 Crippling Strike Improved uncanny dodge Improved Initiative Sneak Attack 5d6 Trap Sense +5 Immunities Tempus Knowledge Sneak Attack 6d6
CLASS SKILLS
The Tempus class skills (and the key abilities for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Desipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all independantly) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). See Chapter 4 of the PHB for skill descriptions. Skills at first level: (8 + Int Modifier) X 4. Skill Points at Each Additional Level: 8 + Int Modifier
CLASS FEATURES
All of the following are class features of the Tempus. Weapon and Armor Proficiency: Tempus are proficient with all simple and martial weapons. They are also proficient with light armor, but not with shields. Sneak Attack (Ex): If a Tempus can catch an opponent when he is unable to defend effectively from attack, she can strike a vital point for extra damage. Basically, the Tempus's attack deals extra damage any time her target would be denied its dexterity bonus to AC (whether the target actually has a dexterity bonus or not), or when the Tempus flanks her target. This extra damage is 1d6 at first level, and it increases by 1d6 at 4th, 8th, 12th, 16th, and 20th level. Should the Tempus score a critical hit with a sneak attack, the extra damage is not multiplied. (See Table 8-5: Attack Roll Modifiers and Table 8-6 Armor Class Modifiers, page 151 PHB, for combat situations in which the Tempus flanks an opponent or the opponent loses his Dexterity bonus to AC.) Ranged attacks can count as sneak attacks only if the target is within 30 feet. A Tempus can't strike with deadly accuracy from beyond that range. With a sap (blackjack) or an unarmed strike, a Tempus can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage, not even with the usual -4 penalty because she must make optimal use of the weapon in order to execute a sneak attack. A Tempus can sneak attack only living creatures with discernible anatomies Undead, Constructs, Oozes, Plants, and Incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Tempus must be able to see the creature well enough to pick out a vital spot and must be able to reach the vital spot. A Tempus can not sneak attack while striking a creature with concealment (See page 152 phb) or striking the limbs of a creature whose vitals are beyond reach. Evasion (Ex): A Tempus can avoid even magical and unusual attacks with great agility. If she makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, (such as a red dragons fiery breath, or fireball), she instead takes no damage. Evasion can only be used if the Tempus is wearing light armor or no armor. A helpless Tempus (such as one who is unconscious or paralyzed.) does not gain the benefits of evasion. Trap Sense (Ex): A Tempus gains an intuitive sense that alerts themselves to danger from traps, giving them a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps. This ability becomes a +3 at level 10, and +5 at level 17. Uncanny Dodge (Ex): A Tempus can react to danger before her senses would normally allow her to do so. She retains her Dexterity to AC (if any) even if she is caught flat footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Tempus already has Uncanny Dodge from another class, she automatically gains Improved Uncanny Dodge instead. Improved Uncanny Dodge (Ex): A Tempus with this ability can no longer be flanked; she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies another from using their sneak attack while flanking her, unless the character has at least four more levels in a class that grants sneak attack than the Tempus.
Crippling Strike (Ex): A Tempus with this ability sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability. Improved Evasion (Ex): This ability works like evasion except that while a Tempus still takes no damage on a successful Reflex saving throw against attacks that deal half damage on a successful saving throw, henceforth, she only takes half damage on a failed save. A helpless Tempus does not gain the benefits of this ability. Time Jumping (Su): Tempus are devastating enemies in combat due to their ability to physically travel six seconds backward in time as a free action. A Tempus can only use this ability once at a time, and hence, can not jump consecutively 10,15,20 seconds back in time, and it can not have more than two versions of itself in the same time frame at once. Effectively, in battle, an opponent of a Tempus winds up facing two opponents, the current Tempus, plus the same Tempus that has jumped six seconds back in time to aid its past self in combat. Beginning as soon as he is no longer surprised, each round on its initiative, two versions of him will be in existence, each capable of a full round of actions. Hits against either Tempus version subtract from the same hit dice pool, since the two are the same creature. Each round on its initiative, the oldest version of the Tempus disappears (as it travels back in time to be the prior rounds future self.), the second version of the Tempus that appeared last round to aid itself stays in the current round, and the new future version comes back into the past to appear in the current round. This phenomenon causes a lot of confusion for the Tempus's opponents (ok, and the DM and players too, sometimes.) , as versions of the Tempus appear and disappear each round. What's more, is the version of the Tempus which is traveling back in time may appear up to 10 feet away from the current version of itself, and usually opts to flank its opponent when it jumps backward in time. This future version is also armed with the knowledge of whatever happened in the current round that is about to unfold, and can use this knowledge to his advantage whenever possible. The DM should have players announce their characters intended actions for their coming initiative so that the future version of the Tempus can react accordingly. The apparent paradox of killing a Tempus, yet its future self still being alive to have jumped back to aid itself does not seem to inhibit this ability, although all versions of the Tempus are slain and all but one disappear when it is killed. Tempus are capable of traveling unlimited amounts of time forward as a standard action. Many Tempus will leap ahead in time if they are close to dying in battle, rather than facing their deaths. Immunity (Su): Tempus are immune to any magic that effects time, such as time stop. Flash Forward (Su): If either version of a Tempus lands a full round of attacks on one individual, they must succeed on a Will save (DC 10 + Tempus Level + Int modifier) or vanish in a puff of sand, only to reappear in the exact same place after 1d4 rounds. The Tempus will know how far ahead in time the opponent has been thrown, and will not be surprised when it returns.
Aging Breath (Su): The Tempus gains a breath attack which accelerates the aging of those effected. Those who are struck by the breath weapon must succeed a Fortitude save (DC 10 + Tempus Level + Int modifier) or age 1d10 years. Apply all physical changes due to aging immediately, but leave the mental attributes unchanged. The targets body has aged, but they do not gain the wisdom of those years. The breath is a ray effect with a range of 30 feet. Tempus Knowledge (Ex): This ability functions exactly like a bards Bardic Knowledge ability, substituting Tempus levels for Bard levels. (See PHB page 28 for details on this ability.)