Timebreaker Creature (CR +3)

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; its perilous, trivial mistakes can kill you, or leave you in some very unsafe place. In some places time flows 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 this 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 a 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.

CR: +3

Defensive Abilities: Evasion, Fast Healing (equal to the timebreaker’s Con modifier), Improved Uncanny Dodge

Special Abilities: A timebreaker creature retains all the special abilities of the base creature, plus the special abilities as described below:

Chronal Acceleration (Sp): Gains the continuous benefits of a haste spell and, each round, the timebreaker may automatically dodge the first ranged attack she is aware of that would otherwise strike her.

Retroactive (Su): Once every 1d4 rounds, a timebreaker can attempt the same failed d20 roll again.

Temporal Strikes (Su): A timebreaker creature’s melee, ranged, extraordinary and supernatural attacks cause creatures to be cursed to rapidly age. Any opponent successfully dealt damage by one of these attacks must succeed at a Will save (DC 10 + 1/2 the timebreaker creature’s HD + its Cha modifier) or the subject ages one age category per five CR the timebreaker creature possesses (minimum one 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 subject’s age past venerable, the subject gains 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.

This curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.

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 creature’s aura for 24 hours.

D12 Effect Description
1 Time Skip Subject disappears for 1d4+1 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.).
5 Hesitate Subject goes last in the initiative order.
6 Expedite Subject goes first in the initiative order.
7 Abridge Spell durations 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.
9 Haste As the spell.
10 Extend 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 returned to the hit point total it had the last time it was healed.
12 Time Stop As the spell.

Abilities: Increase from the base creature as follows: Dex +4 (+2 to ranged attack rolls; AC and touch AC, initiative, and Ref saves. +2 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +2 to any of the base creature’s Dexterity-based DCs), Con +4 (+2 hp per HD, +2 to Fortitude saves, and any of the base creature’s Constitution-based DCs), Cha +8 (+4 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +4 to any of the base creature’s Charisma-based DCs).

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