World of Amistade
The Temporal Adept follows the path of the cleric but is able to channel divine power with surprising ease. They is able to perform the same tasks as their fellow divine spellcasters but with virtually no study; to their, it comes naturally. Scholars wonder if Temporal Adepts have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that Temporal Adepts are simply imbued with their gifts by their gods when they begin the cleric’s path. In any case, Temporal Adepts cast their spells naturally, as much through force of personality as through study. Though ttheir gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.
Adventures: Temporal Adepts are often loners, wandering the land serving their deities. They are welcomed by their churches but treated as unusual and are sometimes misunderstood.
They are emissaries of their deities and outside the church’s command structure—respected mystics not requiring the support normally crucial to a priest’s success.
This makes them sometimes revered and sometimes envied by clerics. While Temporal Adepts are occasionally disrespected for their perceived lack of discipline, devout worshipers know that they are a powerful message from, and indeed a living manifestation of, Chronos.
Characteristics: Temporal Adepts cast divine spells by means of an innate cosmic connection rather than through laborious training and prayer, so their divine connection is natural rather than learned. These divine spellcasters know fewer spells and acquire powerful spells more slowly than clerics, but Temporal Adepts can cast spells more often, and they have no need to select and prepare them ahead of time. Temporal Adepts do not select specific domains of magic the way clerics do.
Alignment: Divine magic is intuitive to a Temporal Adept, not a matter of careful prayer. This intuitive nature leads to a free interpretation of faith and doctrine..
Temporal Adepts are always of good alignment. Lawful Good, Neutral Good and Chaotic Good. They combine a sense of self-discipline that borders on the ascetic with a genuine concern for the welfare of all living things, or at least their souls.
Religion: Temporal Adepts worship a deity called Chronos, and their religion follows the Temporal Path. The center of this belief system is a universal force of positive cosmic energy the Kalish call il-Yannah, or the “Green Light.” Through meditation and communion with this force, the Temporal Adepts continually trains to strengthen their bodies and focus their minds for the struggle against the forces of Chaos and darkness that threaten all life on Amistade. The faithful of Chronos draw their power from the Temporal Path focusing the il-Yannah or the “Green Light” through their Kai crystals.
Background: Temporal Adepts learn of their connection with the divine at a young age. Eventually, a young Temporal Adept understands the cosmic power that they have been wielding unintentionally.
Races: The innate talent of spontaneously channeling divine cosmic power is unpredictable, and only shows up in the Kalish race.
Other Classes: Temporal Adepts have the most in common with members of other self-taught classes, especially sorcerers, but also druids and rogues. They sometimes find themselves at odds with members of the more disciplined classes, specifically clerics, whom they sometimes view as too wrapped up in doctrine and rigidly defined attitudes.
Role: The Temporal Adept serves as a group’s backup healer and defensive magic specialist. They can hold their own in a fight, especially if they choose to focus on powers that aid their allies in combat.
Game Rule Information
Temporal Adepts have the following game statistics.
Abilities: Charisma determines how many spells the Temporal Adept can cast per day. Wisdom determines how hard the Temporal Adept’s spells are to resist (see Spells, below).
In addition to using Charisma and Wisdom for spellcasting, a Temporal Adept also benefits from high Dexterity, Strength, and Constitution scores.
Hit Die: d6
The Temporal Adept’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
All of the following are class features of the Temporal Adept.
Weapon and Armor Proficiency: Temporal Adepts are proficient with all simple weapons, and with light armor, but not with shields. Even with the somatic components required for a Temporal Adept to cast spells, a Temporal Adept wearing leather armor does not incur the normal arcane spell failure chance. However, like any arcane spellcaster, a Temporal Adept wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure.
Spells: A Temporal Adept casts arcane and divine spells which are drawn from the Temporal Adept spell list. They can cast any spell they knows without preparing it ahead of time the way a cleric must. In addition Temporal Adepts have access to a special list of Chronomancy/Temporal spells they are granted access to through the worship of Chronos and practicing and following the ideals of il-Yannah.
To cast a spell, a Temporal Adept must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Temporal Adept’s spell is 10 + the spell’s level + the Temporal Adept’s Wisdom modifier.
Like other spellcasters, a Temporal Adept can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Temporal Adept spell table. In addition, they receive bonus spells for a high Charisma.
Unlike other spellcasters, a Temporal Adept’s selection of spells is limited. A Temporal Adept begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new Temporal Adept level, they gains one or more new spells, as indicated on the Temporal Adept Table: In addition, they receive bonus spells per day if they have a high Charisma score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8). Upon reaching 4th level, and at every even-numbered Temporal Adept level after that (6th, 8th, and so on), a Temporal Adept can choose to learn a new spell in place of one they already knows. In effect, the Temporal Adept “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A Temporal Adept may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gains new spells known for the level.
Unlike a cleric, a Temporal Adept need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level.
Spontaneous Casting: A Temporal Adept can channel stored spell energy into healing spells that the adept did not prepare ahead of time. The adept can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). For example, an adept who has prepared charm person (a 1st-level spell) may lose charm person in order to cast cure light wounds (also a 1st-level spell). Adepts can cast cure spells in this way because they are especially proficient at wielding cosmic energy.
Bonus Languages: A Temporal Adept’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race (see Race and Languages, page 12, and the Speak Language skill, page 82).
Turn Undead (Su): Every Temporal Adept has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling cosmic power (see Turn or Rebuke Undead, page 159).
A Temporal Adept can turn or destroy undead creatures. A Temporal Adept may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A Temporal Adept with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Mage Armor (Ex): Starting at 1st level a Temporal Adept is able to use their Kai crystal once per day to focus cosmic energy to create Mage Armor as per the spell.
Uncanny Dodge (Ex): At 3rd level, a Temporal Adept gains the ability to react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
Energy Resistance (Ex): At 5th level, a Temporal Adept chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of their choosing.
Improved Uncanny Dodge (Ex): At 6th level and higher, a Temporal Adept can no longer be flanked; they can react to opponents on opposite sides of them as easily as they can react to a single attacker. This defense denies a rogue the ability to sneak attack the Temporal Adept by flanking them, unless the attacker has at least four more rogue levels than the target has Temporal Adept levels.
Evasion (Ex): At 9th level, a Temporal Adept can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), they instead take no damage. Evasion can be used only if the Temporal Adept is wearing light armor or no armor. A helpless Temporal Adept (such as one who is unconscious or paralysed) does not gain the benefit of evasion.
Damage Reduction (Su): A 17th-level Temporal Adept gains damage reduction. If the character is lawful-aligned, the damage reduction is 10/silver. If the character is chaotic-aligned, the damage reduction is 10/cold iron. A Temporal Adept who is neittheir lawful nor chaotic may choose either type of damage reduction.
A Temporal Adept who grossly violates the code of conduct required by Chronos (generally by acting in ways opposed to their alignment or the ideals of Chronos and il-Yannah.) loses all spells and class features, except for their armor proficiency and proficiency with simple weapons. They cannot thereafter gain levels as a Temporal Adept of that Chronos until they atone (see the atonement spell description, page 201).