Library of Metzofitz Wiki

Timelord[]

The Great River has been laid bare to you. Ages, days, and moments are now only matters of perspective. You may police the days gone by for people with a lack of respect for what was. You may pilfer the tombs of a thousand yesterdays. Time is your servant now, and currents only sweep the places where you ask them to go.

Role: As a Timelord, your role over the group is to control the events of the present and future to streamline the party's path to success, generally filling a support role similar to a Marshal. History itself can be your weapon and is not as resolute as some might believe.

Temporal manipulation provides many opportunities to play with game mechanics and rules that are generally unalterable, that said you may generally expect to see roles more familiar to support characters. GMs are encouraged to fully read this path before allowing it into an ongoing campaign.

Classes: The Timelord is most likely to arise from a time thief, time warden, or psionic clairsentient. Other possible candidates might include wizards and arcanists with particular skills in transmutation and other techniques or clerics serving powers with dominion over time or magic.

Worlds and Cabals: Rival orders of temporal adepts have been warring since temporal magic’s first discoveries but major factions include the Riverwalkers of the Primal Majority, the Riftwardens of Aldra, and the Breakers of the Void. Most worlds of magical advancement eventual develop a small body of Timelord guardians or join a larger group of such individuals.

Bonus Hit Points: Whenever you gain an Timelord tier, you gain 3 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.

Table 1-8 Timelord
Tier Path Features
1st Path Ability, Timelord Paradoxes
2nd Path Ability
3rd Path Ability
4th Path Ability
5th Path Ability
6th Path Ability
7th Path Ability
8th Path Ability
9th Path Ability
10th Path Ability, Master of Finality

Rules Element Temporal Effects - Many Timelord path abilities may make refence to an effect as “duration based” or “temporal effect.” Temporal effects are unique in that they interact with even non-magical durations in ways normally reserved for magical effects. GMs are advised to think through lasting effects of the Timelord’s path abilities before making final rulings. For more information refer Genius Guide to the Time Warden by Rogue Genius Games by Owen K. C. Stephens.

Timelord Paradoxes[]

Select one of the following abilities. Once chosen, it cannot be changed

Alternate Self (Su)[]

As a swift action once per day you may expend a use of mythic power to exchange one feat, power or spell you currently know for another you qualify for. Spells exchanged in this way replace all written or prepared versions of the original, including scrolls. Spontaneous casting occurs as though the spell was a spell known and replaced spells are no longer known. This ability cannot be dispelled. These changes last 1 minute per tier.

Defer Fate (Su)[]

As an immediate action you may expend a use of mythic power to delay a roll of any d20 attack, check or saving throw. You may delay using this result for 1 round per tier. Record the result and re-roll. If you have reached the round after the delay period stops, you must apply the d20 result to the next d20 you roll. You may have one roll deferred at a time.

Instant Excursion (Su)[]

As an immediate action sacrifice any amount of gold or treasure you want up to 2,000GP per mythic tier. You instead gain an item of equivalent worth as though you had spent the time to find it and prepare for your current situation. The equipment and gear you select must have been available to you within 1 day per mythic tier as determined by the GM.

Path Abilities[]

At 1st tier and every tier thereafter, select one new path ability from the Timelord path abilities lists or from the universal path abilities lists (see the Pathfinder Roleplaying Game Mythic Adventures rulebook for information about universal path abilities).

Once you select an ability, it can’t be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select them.

Master of Finality (Su)[]

Once per round when an effect from a mythic source ends on you, you may regain one use of mythic power.

1st-Tier Timelord Path Abilities[]

You can select these path abilities at any tier.

Accelerated Evolution (Su)[]

You exert your powers over temporal energy to force your body to attain a specialized adaptation incarnating through generations in a moment. Select one or more eidolon evolutions equaling your tier. You gain these evolutions for 1 minute per tier.

Additional Paradox (Ex)[]

You learn an additional Timelord Paradox ability.

Alter Ally (Su)[]

Your Alternate Self ability can be used on a willing ally you are touching.

Alter Training (Su)[]

Your Alternate Self ability can now redistribute skill points equaling twice your tier instead of a feat, power or spell.

Best Possible World (Su)[]

You sift through time-lines for the most effective attack possible. As an immediate action, you may expend a use of mythic power to replace an attack’s damage with the potential result of all random aspects at their highest possible results. You don't need to declare the use of this ability until after your attack’s damage is determined.

Bestow Fate (Su)[]

You may expend a use of mythic power to give an ally a roll stored via your Defer Fate power in place of a d20 roll they just rolled as an immediate action. They must be within 25’ + 5’/tier to do so.

Day in a Moment (Su)[]

You may expend a use of mythic power as a full round action to have one day of subjective time pass for your body. You heal damage as normal and are allowed new daily saves against ongoing effects. Your mind is engaged in this temporal acceleration and as such you gain no benefits for spell preparation or power point recovery.

Dilate Durations (Su)[]

You add your tier to your caster or manifester level when determining durations for spells and powers.

Divergent Path (Su)[]

You may expend a use of mythic power as an immediate action or a free action on your turn to retake a move action you have already taken. When activating recount any moved squares from your previous turns location and place yourself in a new legal square as you make a small alteration to the events of the last few seconds. This repositioning does not provoke attacks of opportunity.

Fate Pool (Su)[]

You may store one roll per tier with your Defer Fate power.

Fate’s Fool (Su)[]

You gain a morale bonus to attack and damage equal to the current number of recorded d20 rolls in your Fate Pool.

Fate’s Guardian (Su)[]

You gain a morale bonus to saving throws equal to the current number of recorded d20 rolls in your Fate Pool.

Fate’s Savant (Su)[]

You gain a morale bonus to skill checks equal to the current number of recorded d20 rolls in your Fate Pool.

Improved Alternates (Ex)[]

Your Alternate Self ability now lasts for 1 hour per tier. You may now use this ability once per day per tier.

Instantaneous Craft (Su)[]

You may expend a use of mythic power to accelerate time around you complete crafting a minor magic item as a full round action. The item must be an item you could complete in 1 day per tier. All other rules of item creation are unaffected.

Lasting Alternate (Ex)[]

Your changes made by alternate self last for 1 hour per tier instead of 1 minute. You may expend another use of mythic power to end the effect early.

Lasting Evolutions(Ex)[]

Your evolutions gained from your Accelerated Evolution path ability now last for 1 hour per tier. You must possess the Accelerated Evolution path ability to select this power.

Lingering Power (Su)[]

As an immediate action you can expend a use of mythic power to continue an effect that is about to end. The effects duration is extended by one round per tier.

Motes of Time (Su)[]

You gain access to Motes of Time as the time thief class feature with a level equal to your tier (Genius Guide to the Time Thief by Rogue Genius Games by Owen K. C. Stephens).

Paradox Cloud (Su)[]

By expending a use of mythic power as a free action when an encounter begins you exude an aura of conflicting temporal energies. Enemies in this aura are assaulted by choices no one made, moments of false events from other possible times. While not damaging, the distraction inflicts a circumstance penalty of -1 + 1 per 2 tiers to all initiatives rolled by creatures who are not allies to the Timelord.

Paradox Magic (Su)[]

You may expend a use of mythic power and discharge any number of d20 rolls from your Fate Pool when you cast a spell or manifest a power. For each d20 roll discharged, your spell or power is resolved at a caster or manifester level and DC with a +1 circumstance bonus.

Paradox Strike (Su)[]

You may expend a use of mythic power and discharge two d20 rolls from your Fate Pool when making an attack roll. If you do, you may add the lower d20 roll to your attack roll as a luck bonus. You may add the result of the second d20 roll to your attack’s damage as a bonus die. If the attack misses, the effect is wasted.

Seed Destiny (Su)[]

You may expend a use of mythic power as an immediate action on a successful attack (which required a d20 roll to hit). If you currently had one or more d20 rolls active from your Defer Fate ability, you may transfer one of these rolls to your attacks target. They must then treat this roll as the next d20 roll they make.

Seed Mutation (Su)[]

Your accelerated evolution power may now be used on another ally you touch.

Twin Timeline - Resilience (Su)[]

Once per encounter, you may choose to roll twice for a Fortitude save taking the best result. Add your tier to determine the final save result. If both d20 rolls result in natural 20s you may use Defer Fate (if known) to store the result without expending a use of mythic power.

Twin Timeline - Reaction (Su)[]

Once per encounter, you may choose to roll twice for a Reflex save taking the best result. Add your tier to determine final save result. If both d20 rolls result in natural 20s you may use Defer Fate (if known) to store the result without expending a use of mythic power.

Twin Timeline - Speed (Su)[]

You roll twice for initiative taking the best result. Add your tier to the result to determine final initiative. If both d20 rolls result in natural 20s you may use Defer Fate (if known) to store the result without expending a use of mythic power.

Twin Timeline - Willpower (Su)[]

Once per encounter, you may choose to roll twice for a Will save taking the best result. Add your tier to determine the final save result. If both d20 rolls result in natural 20s you may use Defer Fate (if known) to store the result without expending a use of mythic power.

3rd-Tier Timelord Path Abilities[]

You must be at least 3rd tier to select these path abilities.

Advanced Alternates (Su)[]

Your Alternate Self ability can change up to three selections per use. You may use this ability on yourself as often as you can expend mythic power. Changes made now last one day per mythic tier.

Choice of Forgiveness (Ex)[]

You may use your Forgive and Forget power on willing creatures.

Fate’s Shield (Ex)[]

You may now use Bestow Fate to substitute a d20 result for all allies within range versus a single area of effect attack.

Favored of Fate (Ex)[]

Your passive understanding of possibilities tends to result in the best results. Upon selecting this power choose a category from: melee, ranged or touch attack spells.

When rolling damage for effects of the selected category treat any natural 1s on the dice rolled to deal damage as 2s. You can select this ability up to four times per category.

The second time you select it for a category, treat natural 1s and 2s as 3s.

The third time you select it for a category, treat natural 1s, 2s, and 3s as 4s.

The fourth time, treat natural 1s, 2s, 3s, and 4s as 5s.

Forgive and Forget (Su)[]

You may expend a use of mythic power to target a fallen ally. The dead creature’s timeline is altered so that rather than joining the current adventuring party they made another choice. In their stead the player of that character may bring into play another character from an alternate reality. The new character knows the current characters and has memories of adventuring with them including events leading to the current situation. Party members watching the switch must make Will saves versus a DC of 10 + 1/2 your character level + your tier to resist remembering the new character as though they too had adventured with them. The original character is restored to life elsewhere with no memory of the missing time in circumstances dictated by the GM. This change is retroactive for one week per tier. You may select this a second time to extend the revision to one year per character level.

Frozen Power (Su)[]

You may expend a use of mythic power to slow time for a duration based effect to enhance its duration. You may extend the effect of any one class feature, spell, power, or supernatural ability by 10 minutes per tier. After this period the normal duration reasserts itself. You may take Frozen Power a second time, if you do the effect is extended by 1 hour per tier. You may end the extension as a free action. You may only have one Frozen Power extension in effect at a time.

Fuse Fate (Su)[]

You may discharge 2 stored d20 rolls from your Fate Pool to gain a single use of aevum as per the time thief ability. (See the Genius Guide to the Time Thief for more information).

Hold Fate (Ex)[]

You may now store d20 rolls from Defer Fate for 10 minutes per tier.

Hostile Alteration (Su)[]

You may expend a use of mythic power to make a touch attack against an enemy. If successful, you may use your Alter Ally ability to change a feat, power, or spell selection made by that character. The character may make a Will save against a DC of 10+1/2 your character level+your tier to avoid this effect.

Shatter Fate (Su)[]

As a full round action you may discharge any number of d20 rolls from your Fate Pool. Each d20 roll discharged grants you two motes of time.

Temporal Dilation (Su)[]

When employing time travel magic and effects, you may multiply your temporal range by your tier. You may expend a use of mythic power to further multiply this range by a factor of 10.

6th-Tier Timelord Path Abilities[]

You must be at least 6th tier to select these path abilities.

Duality (Su)[]

You cause your temporal essence to diverge into two presences. As a swift action, you may split your physical existence into two rapidly physically shifting existences. You may for one 1 round per tier control two distinct copies of yourself diverging from the same starting point. Both duplicates receive their own allotments of actions but in all other ways share all resources and statistics. Damage to one self is instantly seen on the other and they share a common HP total. While using Duality, all other mythic powers and characteristics may not be activated.

Guardian of Time (Su)[]

You may expend a use of mythic power to ward against temporal manipulation in a single location. For 1 hour per tier and in an area with a 10’ radius per tier effect creatures from outside the current time are warded in a manner similar to summoned creatures by a protection from evil spell.

Masterful Alternates (Su)[]

Your Alternate Self ability is now instantaneous in duration. Changes can be made by a new use of this ability. If you yourself are in the aspect of a Temporal Alternate, this mythic ability is the only one you retain access to (along with your mythic power pool) until you use this ability to revert to your original self. You may use the ability as often as you can expend mythic power on an eligible target.

Temporal Alternate (Su)[]

You cause your temporal essence to revert to another version of yourself. As a swift action, you may expend a use of mythic power to transform into another character of the same level as yourself, generated as per the standard rules for your current campaign. This alternate must share some common aspect with your current character but may diverge in all other ways. This character is brought into being fully prepared and rested. Equipment is the same as the original Time Lord. If you possess the Instant Excursion ability, you may trigger it as part of the Temporal Alternate ability by expending a second use of mythic power. While using Temporal Alternate, all other mythic powers and characteristics are inactive. Temporal Alternate lasts 1 day per tier unless you expend a second mythic power use to prematurely end the effect. You may select this path ability more than once. Each time you do, create another alternate character for this power.