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CHRONOPTIC

The relationship between the pathways of the mind and the


pathways of time are closer for the chronoptic than most other
psionically minded creatures. The chronoptic attunes themselves
to the fluctuating patterns of time through intense meditation,
but only insofar as predicting the movement of their opponents
when firing a ranged weapon. Their quantum perception is a
significant advantage when predicting where an enemy will
eventually end up. Moving targets become no harder to hit than
standing ones, and while every archer reads a targets movement,
watching their eyes and feet for broadcasting gestures, only the
hyper-cognitive chronoptic knows for certain.
When psionically focused, the chronoptic is able to sense the
passage of linear time and intuitively look ahead into the future.
This ability allows the member of this prestige class to accurately
predict the movement of their opponents by cross-referencing
with their counterparts in the future, enabling the chronoptic to
land blows of deadly accuracy with ranged weapons. Eventually,
the chronoptics unique perception allows them to enter and
leave their current timeline, affecting probability by choosing the
most preferred causal paths outside of linear existence. Truly, the
chronoptic is a master of archery, destiny, and the fates of their
enemies.
Psychic warriors most frequently master the talents of this
prestige class, although psions and wilders are drawn to and
fascinated by their relationship with time. The soul knife is
largely preoccupied with their own method of attack. All other
classes lack the prerequisite psionic abilities, and are therefore
forced to multiclass before they can qualify for the chronoptic.
NPC chronoptics are an exceedingly calm breed of warrior,
almost to the point of tranquility. They allow very little to upset
them, feeling that everything will eventually come to pass in the

most desired way (given enough time and the right set of
circumstances). In group situations, chronoptics are often found
working for powerful psions, either has assassins or bodyguards,
but they are also known to interact well with rangers, as their
ability to see into the recent past makes them excellent trackers.
When left to their own devices, chronoptics embrace the
randomness of adventure, giving their abilities a real chance to
bloom with a greater number of consequences.
Hit Die: d8.

Requirements
To qualify to become an entrusted carrier, a character must fulfill
all the following criteria.
Skills: Concentration 8 ranks.
Powers Known: Ability to manifest 2nd-level powers,
defensive precognition and offensive precognition.
Feats: Point Blank Shot, Psionic Shot, Rapid Shot.
Special: The candidate must have spent the entire previous
level attacking with either ranged weapons or psionic powers.

Class Skills
The chronoptics class skills (and the key ability for each skill) are
Autohypnosis (Wis)*, Balance (Dex), Climb (Str), Concentration
(Con)*, Craft (Int), Hide (Dex), Jump (Str), Knowledge
(psionics)*, Listen (Wis), Move Silently (Dex), Profession (Wis),
Psicraft (Int)*, Ride (Dex), Search (Int), Sense Motive (Wis), Spot
(Wis), Survival (Wis), and Swim (Str). See Chapter 4: Skills in the
Players Handbook for skill descriptions. *See new skills and
expanded uses of existing skills in Chapter 3 of the Expanded
Psionics Handbook.
Skill Points at Each Level: 4 + Int modifier.

The Chronoptic
Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th

Base
Attack Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Special
Preternatural cognizance I, Return Shot
Predictive shot I
Maintain focus, cross-temporal tracking
Taking chances
Predictive shot II

Steadfast perception
Preternatural cognizance I
Predictive shot III
Arrow through time
Arrow out of time

Spells per Day

+1 level of existing manifesting class


+1 level of existing manifesting class

+1 level of existing manifesting class


+1 level of existing manifesting class

+1 level of existing manifesting class


+1 level of existing manifesting class

Class Features
All of the following are class features of the chronoptic prestige
class.
Weapon and Armor Proficiency: Chronoptics are proficient
with all simple and martial weapons, and with light armor.
Powers Known: At every level, a chronoptic gains additional
power points per day and access to new powers as if gaining a
level in whatever manifesting class to which the character
belonged before adding the prestige class. The chronoptic does
not, however, gain any other benefit a character of that class
would have gained (bonus feats, metapsionic or item creation
feats, psicrystal special abilities, and so on). This essentially means
that the character adds the level of chronoptic to the level of
whatever manifesting class the character has, then determines
power points per day, powers known, and manifester level
accordingly.
If a character had more than one manifesting class before
becoming a chronoptic, a decision must be made as to which class
each level of chronoptic will be added for the purpose of
determining power points per day, powers known, and
manifester level.
Preternatural Cognizance (Ex): Beginning at 1st level, a

chronoptic gains a better understanding of the way their mind


interacts with the metapsionics of certain clairsentient powers, so
long as the character is armed with a ranged weapon. Whenever
the chronoptic manifests defensive precognition or offensive
precognition the cost of augmenting either power is 2 additional
power points rather than 3. For example, if the chronoptic were
to spend 7 power points manifesting either power, the insight
bonus from either power would be +4 instead of +3. If the
chronoptic wanted to manifest either power as a swift action, the
character could do so at a cost of 5 power points instead of 6.
At 7th level the cost of augmenting either of these powers is 1
additional power point rather than 2. For example, if the
chronoptic were to spend 7 power points manifesting either
power, the insight bonus from either power would be +7 instead
of +4. If the chronoptic wanted to manifest either power as a swift
action, the character could do so at a cost of 4 power points
instead of 5.
Return Shot (Ex): At 1st level, a chronoptic gains Return Shot
(see page 51 of the Expanded Psionics Handbook) as a bonus feat,
even if the character does not meet the prerequisites. If the
chronoptic already has this Return Shot, choose a different feat.

Predictive Shot (Ex): At 2nd level, a chronoptics ability to


perceive a battle both in the present and in the future allows the
character to better predict the location of concealed opponents
(including invisible opponents). If a chronoptic has made a
successful ranged attack against an opponent with concealment,
their target does not count as having concealment against
additional ranged attacks until the chronoptics next action (the
opponent would regain their concealment bonus against the
chronoptic on the following round).
At 5th level, the target of a successful ranged attack does not
count as having concealment for a number of additional rounds
equal to the chronoptics Wisdom bonus (minimum 1), or until
the target finds concealment from a new source. At 8th level, the
target of a successful ranged attack does not count as having
concealment indefinitely, or until the target gains concealment
from a new source. For example, an invisible wizard would have
to dispel their current invisibility spell and then cast invisibility on
themselves again.
Maintain Focus (Ex): At 3rd level, a chronoptic is better able
to interlace their psionic energy with martial skill, allowing the
character to maintain a psionic focus longer. Whenever the
chronoptic is psionically focused, the character can use the
Psionic Shot feat (see page 50 of the Expanded Psionics Handbook)
an additional time without expending their psionic focus. If the
chronoptic uses the Psionic Shot feat again, their psionic focus is
expended as normal.
Cross-Temporal Tracking (Ex): At 3rd level a chronoptic with
the Track feat (see page 101 of the Players Handbook) is able to
apply their ability to see through the veil of time in such a way
that all tracks are treated as if they were made 1 day earlier (24
hours) for a number of days equal to the chronoptics Wisdom
bonus (minimum 1).
Taking Chances (Su): A chronoptic of 4th level or higher can
focus their attention on specific futures and the paths that lead to
them. Once per day, the chronoptic can manifest second chance

at will. Their manifester level for this effect is equals their


chronoptic level.
Steadfast Perception (Sp): At 6th level, a chronoptic learns
steadfast perception. This power is in addition to any powers the
chronoptic normally learns by advancing a level.
The chronoptic treats this power as though it were a 3rd-level
power on their class list rather than a 4th-level power. This
means, among other things, that manifesting this power costs 5
power points. If the chronoptic does not have a high enough
manifester level to manifest 3rd-level powers, the character
cannot manifest this power until the required manifester level is
earned. If the character has already chosen steadfast perception as
a 4th-level power, then it becomes a 3rd-level power and frees up
a 4th-level power slot.
Arrow Through Time (Su): At 9th level, a chronoptic begins
to realize subtle truths about the fabric of time, and gains the
ability to make ranged attacks at a right angle through the fourth
dimension. When making this ranged attack, the chronoptic
expends their psionic focus and ignores any cover that their
target might have.
Arrow Out of Time (Su): At 10th level, the chronoptic makes
their ultimate realization; that each perceived future timeline is
no less real than the present one. This greater understanding,
combined with intense focus and concentration, allows the
chronoptic to become more than an observer of the future. Once
per day, as a full round action, the chronoptic gains the ability to
make a ranged attack against a future version of a target within 30
feet directly before their next action, as if preparing a ready shot,
which catches their opponent helpless and delivers a coup de
grace. The chronoptic automatically hits and scores a critical hit
(in additional to rogue sneak attack damage or a Psionic Shot). If
the defender survives, the creature must make a Fortitude save
(DC10 + damage dealt) or die. Creatures that are immune to
critical hits do not take critical damage, nor do they need to make
Fortitude saves to avoid being killed by a coup de grace.

The chronoptic was last modified 26 July 2004. Copyright Kolja Raven Liquette 2002, 2003, 2004.
(Email: sonofapreacherman@wakinglands.com)

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