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Prestige Classes - D20

 

Time Lord

On the planet Galifrey many millennia ago Rassillon became the first and greatest of a new race of Galifreyans.  He became a Time Lord.  Rassillon tapped into the powerful energies of the Eye of Harmony, a Black Hole created by the Galifreyan scientist Omega.  Time Lords shroud themselves in mystery.  It is known that not all Galifreyans are Time Lords, only the ruling bodies of their society.  Galifreyans themselves come form all walks of life, scientists, soldiers, bureaucrats.  Time Lords tend to be Nobles, though this is not a necessity of the Time Lord Prestige Class.  For the sake of the Star Wars RPG a Galifreyan character can choose to become a Time Lord.  A Time Lord is not a master of time, neither can he manipulate time, though he understands Time Travel.  A Time Lord is also bound to the Laws of Time, as dictated by the High Council of Time Lords on Galifrey.  Time Lords have a rule of none-intervention, though a few rogue Time Lords have been known to flaunt this rule, and on occasions utterly break it.

Requirements

To qualify to become a Time Lord a character must fulfill the following criteria: 

Race: Galifreyan

Skills: Temporal Science 8 ranks, Repair 6 ranks

Class: Noble - 2 levels 

An ability to Time Travel eg. own a Time Machine.

Game Information

Vitality: 1D6 + Constitution modifier

Class Skills: Astrogate, Command, Computer Use, Disable Device, Knowledge, Pilot, Read/Write, Repair, Sense Motive, Speak Language, Spot, Survival.

Skill Points at each level: 6 +Intelligence modifier

Class Features

Starting Feat: Starship Operation (TARDIS or Time Machine of choice)

History:  The Time Lord has traveled throughout space and time.  He gains a +2 bonus onto any Knowledge checks regarding Historical events (even if they are in the future).

Regeneration:  A Time Lord can regenerate his body up to twelve times in his lifetime, thus extending his life greatly.  This can be done at will (without a saving roll) or automatically when the Time Lords wounds are reduced to -10.  When the Time Lord has been reduced to -10 he may roll a Fortitude Save adding his regeneration modifier (+2 at 2nd level, +4 at 4th, +6 at 9th).   The Regeneration is not always instantaneous (though it usually is).  The Time Lord loses 1D4 levels but it does restore the Time Lord to full health (wounds and Vitality) for his new level.  For a successful Regeneration the DC is 25.  If the Fort save meets DC 15 the Time Lord still Regenerates  but suffers memory loss for 24 hours.  He may then roll a Willpower save DC 25 to recover his memories.  This roll is made every 24 hours until his memory returns.  In the period of memory loss all of the Time Lords Skills are considered to be at 0 ranks.  Ability and Feat modifiers can be used but skills than cannot be used untrained (eg. tumble) cannot be used.  If the Time Lords Regeneration roll fails the DC 15 he dies.  A Time Lord cannot regenerate if his body has been totally destroyed eg. by disintegration

Time Sense:  In a situation where events have changed due to a meddlesome time traveler, or if a time device is in operation nearby the GM may allow the Time Lord to make a Time Sense roll.  The Time Lord uses his WILL saving modifiers for this roll.

Cliff-hanger:  Like all good action hero's a Time Lord may often find himself in a sticky situation, such as standing the wrong side of a firing squad.  The GM has the option to use this ability in several ways.  1) Treat this ability like LUCK.  2) When the Time Lord uses this ability change events slightly so something miraculous happens eg. the Time Lords slips his bonds and mat now dodge the firing squad.  3) take things back as if the character knew what was going to happen so may devise a quick plan eg. he dresses up a droid in his clothes to face the firing squad (though a difficult disguise check would be needed).

Contact:  See RCR page 286.

Level Base Attack Fort. save Ref. save Will save Special Defence bonus Reputation
1 +0 +0 +0 +2 Starting Feat, Regeneration +2 +1 +0
2 +1 +0 +0 +2 Sense Motive bonus +2 +2 +1
3 +1 +1 +1 +3 Cliff-Hanger 1/day +2 +1
4 +2 +1 +1 +3 Regeneration +4 +2 +2
5 +2 +2 +2 +4 History +3 +2
6 +3 +2 +2 +4 bonus feat - Skill emphasis +3 +3
7 +3 +3 +3 +5 Contact +3 +3
8 +4 +3 +3 +5 Cliff-Hanger 2/day +4 +3
9 +4 +4 +4 +6 Regeneration +6 +4 +4
10 +5 +4 +4 +6 Time Sense +5 +4