Time Bandit (3.5e Prestige Class)

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Time Bandit

Time moved so slow for that guy that I had killed him a week before he ever saw me.
—Remington Stone, Human Time Bandit, Overheard at the local bar.

The Time Bandit is a fighter that manipulates time to his advantage. Warping the bounds of space and reality, Time Bandits often strike down their foes before knowledge of their presence is detected. Dispatching a monstrous assassin before murder even crystallized in its heart, Time Bandits are among the most feared of the specialized fighters. Their motto is not to hit hard, but to hit first, hit well, and hit often. If left alone, Time Bandits can quickly bestow a number of beneficial status effects on their allies, and negative effects on their foes, turning the tide of battle.

Becoming a Time Bandit

Entry Requirements
Skills: Hide 8 ranks, Move Silently 8 ranks, Sleight of hand 8 ranks
Feats: Dodge, Improved Initiative and Quicken Spell or Dodge, Improved Initiative and Power Attack
BAB: +7
Table: The Time Bandit

Hit Die: d12

Level BAB Saving Throws Special Movement Speed Bonus Special
FortRefWill
1st+1+0+3+0 Weapon Finesse, Greater Initiative +0
2nd+2+1+4+0 Mind over Matter, Temporal Haste/Slow +0
3rd+3+2+4+2 Fast Movement, Evasion +10
4th+4+2+5+2 Mind over Matter +10
5th+5+2+5+2 Time Stretch, Halt Time +10
6th+6+3+6+3 Mind over Matter +20
7th+7+3+6+3 +20
8th+8+4+7+4 Mind over Matter, Adrenaline Rush +20
9th+9+4+7+4 Time Hop +30
10th+10+5+8+5 Mind over Matter, Rapid Aging, Dimension Door +30

Class Skills (4 + Int modifier per level)
Class Skills The Time Bandit's class skills (and the key ability for each skill) are: Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Alchemy), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Archana, Psionic) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Spellcraft (Int), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).


Class Features

Weapon and Armor Proficiency: A Time Bandit is proficient with all simple weapons, plus the whip. Time Bandits are proficient with light armor and shields (except tower shields).

Weapon Finesse: At 1st level, a Time Bandit gains the Weapon Finesse feat.

Greater Initiative (Ex): At 1st level, the time bandit gains a +4 bonus on Initiative checks.

Mind over Matter: At 2nd Level, a Time Bandit is treated as having the Combat Expertise feat.The benefits of the time bandit's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Temporal Haste/Slow (Sp): At 2nd level, a time bandit can haste or slow creatures.

  • a time bandit gains Haste as a spell-like ability usable at will, except that it is a touch spell with a duration of 5 rounds. Multiple Haste effects don’t stack. Using Temporal Haste suppresses the Slow spell while in effect.
  • a time bandit gains Slow as a spell-like ability usable at will, except that it is a touch spell with a duration of 5 rounds. Multiple Slow effects don’t stack. Using Temporal Slow suppresses Haste spell while in effect.

Fleet Movement (Ex): All forms of the time bandit's movement speed increase with levels. A time bandit in medium or heavy armor loses this extra speed while it is worn.

Evasion (Ex): At 3rd level, a Time Bandit gains the Evasion ability. If she already has evasion from a previous class, she gains Improved Evasion instead.

Mind over Matter (Ex): At 4th level, a time bandit is treated as having the Mobility feat.

Time Stretch (Ex): At 5th level, a time bandit can use touch attacks at a range of 60ft. The duration of the Temporal Slow and Temporal Haste abilities instead use 1 round/character level+5.

Halt Time (Sp): At 5th level, as a standard action, you can target any creature within 60ft of you. The target must make a Reflex save DC (10 +1/2 character level + Dexterity modifier). A failed save causes the target to be suspended in time for a duration of 1d10 rounds. During this time the target cannot take any actions and is completely helpless. 6 day/Dexterity modifier.

Mind over Matter (Ex): At 6th level, a time bandit is treated as having the Spring Attack feat.


Mind over Matter (Ex): At 8th level, a time bandit is treated as having the Whirlwind Attack feat.

Adrenaline Rush (Su): At the 8th level the Time Bandit under the permanent effects of the Haste spell.

Time Hop (Sp): a time bandit gains Time Hop as a spell-like ability, except that it has a duration equal to 1 round + 1 round/Dexterity modifier. The target may make a Will save DC (10 +1/2 character level + Dexterity modifier) to negate this spell. The target of the ability hops forward in time. In effect, the subject seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The subject reappears in exactly the same orientation and condition as before. From the subject’s point of view, no time has passed at all. In each round of the power’s duration, on what would have been the subject’s turn, it can attempt a DC 15 Wisdom check. Success allows the subject to return. The subject can act normally on its next turn after this power ends. If the space from which the subject departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary. This may be used 5+dex per day.

Mind over Matter (Ex): At 10th level, a time bandit's aptitude in his chosen combat style ('Sword' or 'Magic') improves.

  • If the time bandit selects 'Sword', they is treated as having the Time Stop as a spell-like ability usable 5+dex/day.

Rapid Aging (Sp): 6+dex/day, a time bandit can target a single creature up to 30ft and force them to make a Will save DC (20 +1/2 character level + Dexterity modifier) or the target becomes paralyzed for 1d10 rounds. If the target fails the initial save it must make a Fortitude save DC (5 + Dexterity modifier) or die horrifically as their body ages to necrotic levels. Even if the Fortitude save is successful, the subject still takes 10d6 points of damage. Creatures that are not living or are immune to aging or immune to critical hits are immune to this ability.

Dimension Door (Ex): At 10th level, the time bandit has become a master of twisting the timeline, he is able to use alternate timelines to move around the battlefield. The time bandit is treated as having a specialized version of Dimension Door as a spell-like ability. A time bandit can teleport, as dimension door (character level equal to your character level) up to a maximum distance equal to your movement speed, once per round as a free action. The ability affects only the time bandit, which never appears within a solid object and can act immediately after teleporting. 20+dex/day.

Ex-Time Bandits

<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->

Playing a Time Bandit

Combat:

Advancement:

Resources:

Time Bandits in the World


NPC Reactions:

Time Bandit Lore

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DCResult
11.
16.
21.
26.

Time Bandits in the Game


Adaptation:

Sample Encounter:

EL whatever:



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