Most people dream of traveling through time as a safe amusing journey where they can change the course of the future or visit events long past. Chronomancy is not like that; it’s quite perilous. Trivial mistakes can kill you, or leave you in some very unsafe place. In some places, time flows so differently, you could end up aged to within the last moment of your life. Worse yet is what happens when you cause a temporal paradox, a contradiction of causality within the timeline. Timebreaker creatures are what remain of those that survive such a tear in the fabric of reality. Things always appear disjointed around timebreakers; moving faster, slower, or sometimes seeming to freeze. Yet, the timebreakers continue to move with an unnatural grace and speed.
Creating an Timebreaker Creature
“Timebreaker” is an acquired template that can be added to any creature.
A timebreaker creature uses all the base creature’s statistics and special abilities except as noted here.
Special Abilities: A tempest creature retains all the special abilities of the base creature, plus the special abilities as described below:
Chronal Acceleration (Sp)
Once every 1d4 rounds, a time breaker can reroll a failed d20 roll again (using the second result, even if it is worse).
Temporal Strikes (Su)
A timebreaker creature’s melee, ranged, extraordinary and supernatural attacks cause creatures to rapidly age. Any target damaged by one of these attacks must succeed at a Will save (DC 10 + 1/2 the timebreaker creature’s HD + its Cha Modifier) or age one age category per five CR of the timebreaker creature (minimum on category, maximum three categories) and incur the physical penalties associated with old age. Middle aged characters suffer a –1 penalty to Strength, Dexterity and Constitution, old an additional –2, and venerable an additional –3, these penalties are cumulative. For each category the subjects age past venerable, they gain a negative level (same DC).
This curse only affects the physical bodies of the creatures, not their minds. It does not grant the bonuses to Int, Wis, or Cha that age normally confers. It also does not affect creatures that do not age or gain benefits from aging such as true dragons. An opponent that succeeds on the saving throw is immune to that same creature’s timebreaker’s aura for 24 hours.
Timebreaker’s Aura (Su)
Activating this aura is an immediate action that is usually part of an attack or charge. Opponents within 30 ft must make a successful Will save (DC 10 + 1/2 the timebreaker creature’s HD + its Cha modifier) or suffer one of the following effects rolled at random. An opponent that succeeds on the saving throw is immune to that same timebreaker creature’s aura for 24 hours.
|1||Time Skip||Subject disappears for 1d3 rounds|
|2||Chrono Wound||Subject suffers the same amount of damage as the last time it was injured.|
|3||Slow||As the spell|
|4||Drag||Speed is reduced by 30 ft. (minimum 5ft.) for 1 minute/CR of the timebreaker creature|
|5||Hesitate||Subject goes last in the initiative order|
|6||Expedite||Subject goes first in the initiative order|
|7||Abridge||For the next hour, spell durations on the subject are reduced by 50%. This only affects spells that have duration longer than instantaneous, and does not affect permanent effects.|
|8||Slipstream||Speed is increased by 30 ft. for 1 minute/CR of the timebreaker creature|
|9||Haste||As the spell|
|10||Extend||For the next hour, spell durations increased by 50%. This only affects spells that have a duration longer than instantaneous, and does not affect permanent effects.|
|11||Chrono Heal||Subject is healed of damage and effects as if it had rested for one day|
|12||Time Stop||As the spell.|
Pathways Bestiary (c) 2017, Rite Publishing LLC.; Author: Steven D. Russell.