Ultimate Spheres of Power
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While many paladins serve as guardians and enforcers for goodly gods, time knights serve a more enigmatic power. While discipline and righteousness are important factors to a being’s suitability to act as a time knight, they are given much more leeway in how they choose to combat evil forces that disrupt the natural flow of time.
Weapon and Armor Proficiency
Time knights are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is her first level in any class, she may select a martial tradition of her choice.
This alters the paladin’s normal weapon and armor proficiencies.
Blended Training
From 1st level on, the time knight gains a talent each time she gains a class level. This talent may be spent on either magic talents or combat talents. The time knight is considered a Low-Caster. This counts as the casting class feature. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)
This replaces the paladin’s aura of good and the spellcasting paladins normally gain at 4th level.
Spell Pool
At 1st level, the time knight gains a small reservoir of magical energy she can use to create truly wondrous effects, called a spell pool. This pool contains a number of points equal to her level + her casting ability modifier (minimum 1).
This pool replenishes once per day after roughly 8 hours of rest.
Time’s Chosen
The time knight gains the Time sphere as a bonus magic talent.
Detect Chronomancy (Sp)
The time knight gains the ability to detect evil creatures who have tampered with the forces of time. This functions as the paladin’s detect evil class feature, but the time knight can only detect evil creatures who have powers that affect the natural flow of time; this includes evil creatures who possess the Time sphere or any of its talents, evil creatures that know time magic spells such as haste, slow, or time stop, and evil creatures with abilities that allow them to manipulate time, such as evil time dragons.
This alters but otherwise counts as the detect evil class feature.
Aura of Stable Time (Su)
At 3rd level, the time knight is immune to all magical aging effects. The time knight and all allies within 10 feet of her gain a +4 morale bonus on saving throws against time effects; this includes effects created with the Time sphere or any of its talents, time magic spells such as slow, or the shifting breath of a time dragon.
This replaces aura of courage.
Aura of Disruption (Su)
At 14th level, a time knight’s attacks deliver a jolt of disruptive chronal energy that makes it difficult for creatures to cast spells or use spell-like abilities. Any creature struck by the time knight who attempts to cast a spell or use a spell-like ability before the start of the time knight’s next turn must succeed at a concentration check (DC 15 + 1/2 the time knight’s class level) or have the spell fail, losing any spell points, spell slots, and the action taken to cast the spell. Any attack action made by an ally within 10 feet of the time knight also benefits from this effect.
This replaces aura of faith.
Chronal Imprisonment (Su)
At 20th level, a time knight gains the ability to permanently remove temporal threats from the timeline. Whenever she uses smite evil and successfully strikes an evil creature who possess the Time sphere or any of its talents, an evil creature that knows time magic spells such as haste, slow, or time stop, or an evil creature with abilities that allow them to manipulate time, that creature must succeed at a Will saving throw or be instantly erased from the timeline.
Creatures slain by this ability cannot be returned to life by raise dead, resurrection, or similar effects (such as the Resuscitate talent from the Life sphere). Once a creature has succeeded on a saving throw against this ability, they cannot be affected by it again for 24 hours. Whenever the time knight successfully erases a threat to the timeline using this ability, she regains 1 use of her smite evil ability.
This replaces holy champion.
Code of Conduct
The time knight must be of any good alignment and instantly loses all class features except proficiencies, martial traditions, and combat talents if her alignment ever ceases to be good. Additionally the time knight must do her best to slay or imprison any evil creature she encounters who possess the Time sphere or any of its talents, evil creatures that know time magic spells such as haste, slow, or time stop, or evil creatures with abilities that allow them to manipulate time.
The time knight can choose to accompany such a creature for a limited time in service to a greater good, but willingly allowing such a creature to go free causes the time knight to suffer the same effects as losing her good alignment until the time knight receives an atonement or brings the creature to justice.
While many paladins serve as guardians and enforcers for goodly gods, time knights serve a more enigmatic power. While discipline and righteousness are important factors to a being’s suitability to act as a time knight, they are given much more leeway in how they choose to combat evil forces that disrupt the natural flow of time.
Weapon and Armor Proficiency: Time knights are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is her first level in any class, she may select a martial tradition of her choice.
This modifies the paladin’s normal weapon and armor proficiencies.
Blended Training: From 1st level on, the time knight gains a talent each time she gains a class level. This talent may be spent on either magic talents or combat talents. The time knight is considered a Low-Caster, gains 2 bonus magic talents at 1st level as normal for gaining her first level in a casting class, and uses Charisma as her casting and practitioner ability modifier.
This replaces the paladin’s aura of good and the spellcasting paladins normally gain at 4th level.
Spell Pool: At 1st level, the time knight gains a small reservoir of magical energy she can use to create truly wondrous effects, called a spell pool. This pool contains a number of points equal to her level + her Charisma modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.
Time’s Chosen: The time knight gains the Time sphere as a bonus magic talent.
Detect Chronomancy (Sp): The time knight gains the ability to detect evil creatures who have tampered with the forces of time. This functions as the paladin’s detect evil class feature, but the time knight can only detect evil creatures who have powers that affect the natural flow of time; this includes evil creatures who possess the Time sphere or any of its talents, evil creatures that know time magic spells such as haste, slow, or time stop, and evil creatures with abilities that allow them to manipulate time, such as evil time dragons.
This alters but otherwise counts as the detect evil class feature.
Aura of Stable Time (Su): At 3rd level, the time knight is immune to all magical aging effects. The time knight and all allies within 10 ft. of her gain a +4 morale bonus on saving throws against time effects; this includes effects created with the Time sphere or any of its talents, time magic spells such as slow, or the shifting breath of a time dragon.
This replaces aura of courage.
Aura of Disruption (Su): At 14th level, a time knight’s attacks deliver a jolt of disruptive chronal energy that makes it difficult for creatures to cast spells or use spell-like abilities. Any creature struck by the time knight who attempts to cast a spell or use a spell-like ability before the start of the time knight’s next turn must succeed at a concentration check (DC 15 + 1/2 the time knight’s class level) or have the spell fail, losing any spell points, spell slots, and the action taken to cast the spell. Any attack action made by an ally within 10 ft. of the time knight also benefits from this effect.
This replaces aura of faith.
Chronal Imprisonment (Su): At 20th level, a time knight gains the ability to permanently remove temporal threats from the timeline. Whenever she uses smite evil and successfully strikes an evil creature who possess the Time sphere or any of its talents, an evil creature that knows time magic spells such as haste, slow, or time stop, or an evil creature with abilities that allow them to manipulate time, that creature must succeed at a Will saving throw or be instantly erased from the timeline.
Creatures slain by this ability cannot be returned to life by raise dead, resurrection, or similar effects (such as the Resuscitate talent from the Life sphere). Once a creature has succeeded on a saving throw against this ability, they cannot be affected by it again for 24 hours. Whenever the time knight successfully erases a threat to the timeline using this ability, she regains 1 use of her smite evil ability.
This replaces holy champion.
Code of Conduct: The time knight must be of any good alignment and instantly loses all class features except proficiencies, martial traditions, and combat talents if her alignment ever ceases to be good. Additionally the time knight must do her best to slay or imprison any evil creature she encounters who possess the Time sphere or any of its talents, evil creatures that know time magic spells such as haste, slow, or time stop, or evil creatures with abilities that allow them to manipulate time.
The time knight can choose to accompany such a creature for a limited time in service to a greater good, but willingly allowing such a creature to go free causes the time knight to suffer the same effects as losing her good alignment until the time knight receives an atonement or brings the creature to justice.