Time governs all. It waits for no one--except the chronoshifter. Disrupting the flow of time and destroying its proper cycles are the chronoshifter's area of expertise.

Adventures: Typical chronoshifters adventure to gain more control over time, usually so they can change its flow, as so many are dissatisfied with it. Some wish to live longer and have a chance at a longer life, while others attempt to spite time itself by controlling it.

Characteristics: A chronoshifter uses chronoshifts, allowing him to change time's flow in certain areas and even within creatures' bodies. Chronoshifts provide a huge variety of abilities, allowing the chronoshifter to function is most situations at least adequately.

Alignment: Lawful chronoshifters are fairly rare, while chaotic ones are far more common. Good and evil have no special hold over chronoshifters, generally, so the variety is much greater on the moral scale.

Religion: Religious beliefs are fairly rare among chronoshifters. Some worship gods and goddesses with time as part of their domain, but most don't, as the whole idea of being a chronoshifter is to mess with time. Possible deities chronoshifters would worship include Cyndor (god of continuity) and Labelas Enoreth (goddess of history).

Background: A chronoshifter's abilities are discovered early in life, though they are undeveloped and chaotic. As a child, a chronoshifter might slow time around him so he can sneak out of the house with little effort and get back before his parents even know, or he might defend his friends or himself with distortions in time. Most chronoshifters don't officially take up the name until later in life, however, when they can control their abilities properly and when they know the consequences of attempting to control time.

Races: Short-lived races like humans and half-orcs tend to be more common among chronoshifters, since controlling time in what little time they have is a strong and common ambition. However, elves and other long-lived races often have chronoshifters, though fewer, to help shape history and keep it.

Other Classes: Chronoshifters get along with few other classes. Barbarians might find chronoshifters too focused on breaking the fabrics of time than enemies, while clerics and paladins might see the chronoshifter as an affront to their chosen deity. Wizards sometimes get along just fine with chronoshifters, as both have world-changing abilities that often fit together well.

Role: As a versatile caster-like class, the chronoshifter is able to fulfill a few roles, sometimes at once. His combat ability and overall sturdiness is extremely low, but with strong supporting abilities, crowd control, and utility, the chronoshifter tends to make up for it easily. In battle, the chronoshifter takes on a battlefield controller-type role or a supporting role often, but he can dish out decent damage with a few chronoshifts, as well. Outside of battle, chronoshifters have a few utilities from chronoshifts, a big knowledge-base from skills, and even the ability to scout.

Chronoshifters have the following game statistics.
Abilities: Wisdom allows the chronoshifter to manipulate time more effectively in many ways, adding to chronoshift save DCs and Will saving throws, important for avoiding warps and other dangers. Dexterity grants bonuses to initiative, allowing the chronoshifter to use his potentially game-changing powers more quickly. Constitution buffs up his pathetic hit point total.
Alignment: Any.
Hit Die: d6.
Starting Age: As cleric.
Starting Gold: 5d4x10 gp.

Class Skills
The chronoshifter's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility and royalty) (Int), Knowledge (the planes) (Int), Perception (Wis), Profession (Wis).

Skill Points Per Level: 4 + Int modifier

Level BAB Fort Ref Will Special Chronoshift Level Shift Points
1st +0 +0 +0 +2 Chronoshifting, shift points 1 2
2nd +1 +0 +0 +3 Prepared chronoshift 1 4
3rd +1 +1 +1 +3 - 2 6
4th +2 +1 +1 +4 Rushed chronoshift 1/day 2 8
5th +2 +1 +1 +4 Prepared chronoshift 2 10
6th +3 +2 +2 +5 - 3 12
7th +3 +2 +2 +5 Future sight 1/encounter 3 14
8th +4 +2 +2 +6 Prepared chronoshift 3 16
9th +4 +3 +3 +6 - 4 18
10th +5 +3 +3 +7 Rushed chronoshift 2/day, timesight 4 20
11th +5 +3 +3 +7 Prepared chronoshift, timeless body 4 22
12th +6/+1 +4 +4 +8 - 5 24
13th +6/+1 +4 +4 +8 Extended Life Span, future sight 2/encounter 5 26
14th +7/+2 +4 +4 +9 Prepared chronoshift 5 28
15th +7/+2 +5 +5 +9 - 6 30
16th +8/+3 +5 +5 +10 Rushed chronoshift 3/day 6 32
17th +8/+3 +5 +5 +10 Extended Life Span, prepared chronoshift 6 34
18th +9/+4 +6 +6 +11 - 7 36
19th +9/+4 +6 +6 +11 Future sight 3/encounter 7 38
20th +10/+5 +6 +6 +12 Prepared chronoshift, ultimate chronoshift 7 40

Class Features
All of the following are class features of the chronoshifter.

Weapon and Armor Proficiency: Chronoshifters are proficient with all simple weapons, but not with any armor or shields.

Chronoshifting: A chronoshifter's namesake, chronoshifting is the art of manipulating time by force of will and understanding of the universe. Grabbing the threads of time, the chronoshifter can do amazing things. The process of chronoshifting is risky, however. Time was not meant to be twisted in the way the chronoshifter so loves to do. Sometimes, time will actively resist the chronoshifter, creating chaotic effects, including possibly destroying sections of time itself. When the chronoshifter uses a chronoshift, he must make a Will save of DC 5 + twice the level of the chronoshift + the number of chronoshifts used within the last minute. Success means nothing, while failure brings some sort of risk, called a "warp," to the chronoshift, as designated in each individual chronoshift. The warp's effects are in addition to whatever effects the chronoshift would have. Any immunity the chronoshifter possesses doesn't affect warps. If a chronoshift allows a saving throw to avoid some or all of its effects, the save DC is equal to 15 + Wis modifier + the number of chronoshifts used within the last minute.

A chronoshifter can normally only chronoshift once per round as every chronoshifting ability (hereafter referred to as chronoshifts) requires a standard action to use unless otherwise noted. As well, all chronoshifts are supernatural in nature unless otherwise noted. Finally, the chronoshifter can use a specific chronoshift only once every two rounds.

A chronoshifter knows all chronoshifts of every level available to him.

Shift Points: The chronoshifter is limited in his time-manipulating ways by a number of shift points, as given in the table above. Chronoshifts cost a number of shift points equal to their level. A chronoshifter can recover shift points by spending a round to focus on the flow of time. This is a supernatural ability and full round action, and until the start of the chronoshifter's next turn he can use no chronoshifts. The amount recovered is equal to 1/10 the chronoshifter's total shift points (minimum 1).

Prepared Chronoshift: At 2nd level, a chronoshifter is able to prepare one chronoshift for the day by spending five minutes to do so. The shift point cost of a prepared chronoshift is 1 less than normal. This reduction only applies once per day. In addition, any time the chronoshifter uses a prepared chronoshift that affects multiple squares, he may exempt a single square from being affected. The chronoshifter cannot avoid his own chronoshifts in this manner.

The chronoshifter can prepare any chronoshift of a level equal to one lower than the highest level available to him (minimum level 1).

At 5th level, and at every third level after (8th, 11th, 14th, 17th, 20th), the chronoshifter can prepare another chronoshift every day or focus more energy into a single chronoshift, further reducing its cost and granting another square to exempt from its effects.

Rushed Chronoshift: At 4th level, the chronoshifter is capable of using a chronoshift as a swift action instead of a standard action, effectively allowing for two chronoshifts to be used in one round. However, there is a 25% chance the rushed chronoshift will automatically subject the chronoshifter to its warp. A rushed chronoshift has no effect on the Will save DC to avoid warps.

The chronoshifter can rush a chronoshift once per day at 4th level, twice per day at 10th level, and three times per day at 16th level. In addition, at 10th level, the chronoshifter is allowed one risk-free use of a rushed chronoshift. The chronoshifter must still make a Will save to avoid the chronoshift's warp, but there is no percentage chance that he will automatically fail. At 16th level, he is allowed another risk-free rushed chronoshift. These risk-free rushed chronoshifts are in addition to their more risky counterparts gained at the same levels.

Future Sight (Su): At 7th level, a chronoshifter can see into the future, if only a few moments, allowing him to discover how a creature will act. Once per encounter, the chronoshifter can look into a creature's future as a free action. Through this future sight, he discovers one action the creature will perform on its next turn. That creature must perform the specified action on its next turn or be dazed for 1 round. A successful Will save of DC 10 + 1/2 class levels + Wis modifier causes the creature to instead be nauseated for 1 round. If the creature cannot perform its action (such as if it was going to heal a creature that is dead by its turn), then it may act as normal.

At 13th and 19th levels, the chronoshifter can see one additional action a creature will take. The actions the chronoshifter can see can either be split up among several rounds or seen in one round, and can be split among multiple creatures or seen on one. Regardless of how many actions the chronoshifter sees a creature doing, the creature is dazed or nauseated for only 1 round if it doesn't take the action or actions.

Timesight (Su): At 10th level, the chronoshifter gains a certain kind of insight into time's shifting nature. Whenever someone other than the chronoshifter affects time, he is aware of it and its general purpose. The chronoshifter may designate certain types of effects he is aware of at different times in order to lessen the mental burden of constant time flow changes.

Timeless Body (Ex): At 11th level, a chronoshifter no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the chronoshifter still dies of old age when his time is up.

Extended Life Span (Ex): At 13th and 17th levels, the chronoshifter gains the Extended Life Span epic feat. He does not need to meet the prerequisites.

Ultimate Chronoshift: At the peak of his time-twisting ability, the chronoshifter learns one chronoshifting ability so powerful and so dangerous that time itself is torn asunder. The chronoshifter chooses one ultimate chronoshift to learn at 20th level from the ultimate chronoshift list. All ultimate chronoshifts take longer than normal chronoshifts to use and have different Will save DCs to avoid warps (each specified in individual chronoshift entries). As well, an ultimate chronoshift that allows a saving throw has a DC of 22 + Wis modifier. While using an ultimate chronoshift, the chronoshifter is in a state of deep meditation, traversing the paths of time with his mind. If he takes damage, he may choose to come out of this state, though it breaks the chronoshift's effects and subjects him to a Will save to avoid its warp. He need not come out of his meditation if he does not will it, however. After completing an ultimate chronoshift the chronoshifter gains 1 negative level that can not be removed by any means, however it goes away after gaining a level or if one year passes. Ultimate chronoshifts cost 30 shift points.

Chronoshifters have special access to these prestige classes and these feats (except Danger Shift).