TEXT: 1
  T
  ime is something we all understand on an 
  instinctive level, at least to a degree, but few 
  of us have ever tried to define. Time has been 
  called the 4th dimension, nature’s way of making 
  sure everything doesn’t happen all at once, and a 
  philosophical construct to allow for the comparison of 
  durations. Philosophers grant time the power to heal 
  all wounds, but also warn it is the death of all things 
  from mountains, to kings, to peasants. We do not need 
  to understand time to make use of it, but no matter 
  how much we deny its power, we remain beholden to 
  it.
  Time is one of the great forces of the universe. 
  But what if time doesn’t just happen? What if time is 
  fragile, or at least mutable, and must be guarded?
  The time warden is a master of chronothurgy, the 
  magic of manipulating time, and a self-appointed 
  guardian of the timeline—the sequence of events from 
  the beginning up to the present, and stretching out to 
  the end. With the ability to manipulate time comes the 
  ability to abuse it, and, if damaged, time can become 
  dangerous. Time wardens are aware that if time is 
  stretched too far, ignored too much, or called upon 
  too recklessly, the result can be an injury to time. The 
  measure of how likely a given use of time is to cause 
  damage is known as chronal dissonance, and time 
  wardens seek such dissonance and do their best to 
  reduce it.
  Of course, time wardens do far more than place a 
  stitch in time. They are spellcasters, calling on temporal 
  spells as sorcerers call on the arcane and clerics on the 
  divine. Through manipulation of chronothurgy, a time 
  warden can divine the future, heal his allies, undo 
  many harmful effects, and eventually carry friends 
  through time. Much like the bard or monk, the role of 
  the time warden is less well defined than classes that 
  stick closer to the cleric/fighter/rogue/wizard mold, 
  
  2
  but by the same token is less likely to overlap 
  with existing characters filling those traditional 
  roles. Certainly a time warden can be of great 
  benefit to a band of adventurers, granting 
  time-based benefits and hampering foes, if not 
  through direct damage.
  Alignment: Time wardens can be of any 
  alignment. Because of their instinctive desire to 
  protect and maintain their own timeline, most 
  time wardens are lawful.
  Hit Die: d8
  Class skills
  The time warden’s class skills are 
  Appraise (Int), Climb (Str), Craft (Int), 
  Diplomacy 
  (Cha), 
  Intimidate 
  (Cha), 
  Knowledge (all categories, each taken 
  separately), Linguistics (Int), Perception 
  (Wis), Profession (Wis), Ride (Dex), Sense 
  Motive (Wis), Spellcraft (Int), Survival (Wis), 
  Swim (Str), and Use Magic Device (Cha).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of 
  the time warden.
  Weapon and Armor Proficiency: A time 
  warden is proficient in all simple weapons, 
  but no form of armor or shield.
  Spells: A time warden casts temporal 
  spells drawn from the time warden spell 
  list presented in Spell Lists. He can cast any 
  spell he knows without preparing it ahead of 
  time. To learn or cast a spell, a time warden 
  must have a Charisma 
  score equal to at least 
  10 + the spell level. The 
  Difficulty Class for a 
  saving throw against a 
  time warden’s spell is 
  10 + the spell level + the 
  time warden’s Charisma 
  modifier.
  Like 
  other 
  spellcasters, 
  a 
  time 
  warden can cast only a 
  certain number of spells 
  of each spell level per 
  day. His base daily spell 
  allotment is given on 
  Table 1: Time Warden. 
  In addition, he receives 
  bonus spells per day if 
  he has a high Charisma 
  score 
  (see 
  Ability 
  Modifiers and Bonus 
  Spells in the Pathfinder 
  Roleplaying Game Core 
  Rulebook).
  table 1: the time Warden
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells Per Day
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  +0
  +0
  +2
  +2
  Mote of time
  1 
   —
   —
   —
   —
   —
  2
  +1
  +0
  +3
  +3
  Mote of time (AC, proficiencies)
  2
   —
   —
   —
   —
   —
  3
  +2
  +1
  +3
  +3
  —
  3 
   —
   —
   —
   —
   —
  4
  +3
  +1
  +4
  +4
  Aevum
  3
  1
   —
   —
   —
   —
  5
  +3
  +1
  +4
  +4
  Mote of time (duration)
  4
  2
   —
   —
   —
   —
  6
  +4
  +2
  +5
  +5
  —
  4
  3
   —
   —
   —
   —
  7
  +5
  +2
  +5
  +5
  Aevum
  4 
  3
  1
   —
   —
   —
  8
  +6/+1
  +2
  +6
  +6
  Mote of time (personal timeline)
  4
  4
  2
   —
   —
   —
  9
  +6/+1
  +3
  +6
  +6
  —
  5
  4
  3 
   —
   —
   —
  10
  +7/+2
  +3
  +7
  +7
  Aevum
  5
  4 
  3
   1  
   —
   —
  11
  +8/+3
  +3
  +7
  +7
  Mote of time (swift spell)
  5
  4
  4 
  2
   —
   —
  12
  +9/+4
  +4
  +8
  +8
  —
  5
  5
  4 
  3 
   —
   —
  13
  +9/+4
  +4
  +8
  +8
  Aevum
  5
  5
  4
  3 
  1 
   —
  14
  +10/+5
  +4
  +9
  +9
  Mote of time (duration, improved)
  5
  5 
  4 
  4 
  2 
   —
  15
  +11/+6/+1
  +5
  +9
  +9
  —
  5
  5 
  5
  4 
  3  
   —
  16
  +12/+7/+2
  +5
  +10
  +10
  Aevum
  5 
  5
  5 
  4
  3
  1
  17
  +12/+7/+2
  +5
  +10
  +10
  Mote of time (allies’ checks)
  5
  5 
  5 
  4
  3
  2
  18
  +13/+8/+3
  +6
  +11
  +11
  —
  5
  5 
  5 
  5
  4
  3
  19
  +14/+9/+4
  +6
  +11
  +11
  Aevum
  5 
  5
  5
  5 
  5 
  4
  20
  +15/+10/+5
  +6
  +12
  +12
  Lord of time
  5
  5
  5
  5
  5
  5
  
  3
  The numbers on Table 2: Time Warden 
  Spells Known are fixed.)
  Upon reaching 3rd level, and at every 
  other time warden level after that (5th, 7th, 
  and so on), a time warden can choose to 
  learn a new spell in place of one he already 
  knows. In effect, the time warden “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, and it must be at 
  least one level lower than the highest-level 
  time warden spell the time warden can cast. 
  A time warden can swap only a single spell 
  at any given level and must choose whether 
  or not to swap the spell at the same time that 
  he gains new spells known for the level.
  A time warden need not prepare his 
  spells in advance. He can cast any spell he 
  The time warden’s selection of spells is 
  extremely limited. A time warden begins 
  play knowing four 0-level spells and two 
  1st-level spells of the time warden’s choice. 
  At each new time warden level, he gains one 
  or more new spells, as indicated on Table 2: 
  Time Warden Spells Known. (Unlike spells 
  per day, the number of spells a time warden 
  knows is not affected by his Charisma score. 
  The time warden is described as being concerned with 
  maintaining a single, safe timeline and avoiding chronal dissonance, 
  but not a lot of guidance is given on who or what is the main threat 
  to that timeline. This is intentional, because that answer should vary 
  by campaign, much as the threats sought out by paladins and the 
  lost secrets hunted by wizards vary by campaign.
  One simple answer is to assume there are chaotic anti-time 
  wardens, known as time reavers, who seek to rip time apart. The 
  time reaver class requires no game mechanic alterations—a simple 
  change of flavor text can have them cause chronal dissonance with 
  their spells and abilities. Such characters can be a real long-term 
  threat to the continuity of time, and PC time wardens can be called 
  on to put an end to their temporal damage. Another excellent choice 
  for time warden foes are time thieves, as defined in The Genius Guide 
  to the Time Thief. The powers of the time thief are fueled by motes 
  and aeons, and thus follow the same rules presented in this product, 
  but are stolen from other timelines. Although time thieves might not 
  mean to cause damage to a timeline, and a single time thief may 
  not do enough damage to cause a serious problem, a campaign can 
  easily define the collective actions of time thieves as a whole as a real 
  danger against which time wardens must struggle.
  Further, a time warden doesn’t need a specific threat to time, and 
  even against typical foes can function as a useful part of a team. 
  The motes and aevum used to power a time warden’s class abilities 
  are defined as being scraps of leftover time the character naturally 
  gathers in the course of his daily preparations. Much as a cleric can 
  be assumed to be doing the work of her gods just by praying for 
  spells and going on adventures, a time warden can be assumed to 
  be carrying out the protection of the timeline just by preparing his 
  daily abilities and going on adventures. If a GM and player want to 
  build a plot around a more specific threat, the above possibilities are 
  certainly one set of options, but anything that serves the overall plot 
  of a campaign can also serve as a threat to time. From undead hordes 
  (guilty of remaining after their allotted time is over) to chromatic 
  dragons seeking time-related treasures, to evil wizards who fracture 
  time as part of their research into more powerful spells, nearly any 
  campaign villains can become a threat to time that requires a time 
  warden’s attention.
  As for the result of damaged time, again each GM should choose 
  a severity and frequency that matches the needs of the campaign. 
  The baseline assumption of this product is that time is very difficult 
  to damage, and the time warden’s innate gathering of miscreant 
  motes and aevum is enough to prevent serious temporal harm. A 
  GM wishing to focus on temporal threats might want to create a set 
  of random encounters used for areas with high temporal dissonance. 
  Such encounters could include time reavers or time thieves, or 
  creatures long extinct from the campaign world (dinosaurs are great 
  for this role if not already in use), or even time elementals (using the 
  temporal creature, presented at the end of the product, on fire or air 
  elementals).
  Wardens, reavers, and thieves
  
  4
  knows at any time, assuming he has not yet 
  used up his allotment of spells per day for the 
  spell’s level. 
  Mote of Time (Su): A mote is a tiny, split-
  second of time that a time warden gathers from 
  lost timelines and the aftereffects of chronal 
  dissonance. The motes are inconsequential 
  slivers of continuance left over from lost 
  timelines, denied fates, and avoided destinies. 
  If left “wild,” the motes can cause chronal 
  dissonance, leading most time wardens to 
  believe gathering them is an important part of 
  their timeline-guarding duties. By using these 
  motes, a time warden can affect his present 
  timeline, allowing him to subtly alter the normal 
  flow of time.
  Once a round, as a free action, a time warden 
  can expend a mote to create one of the effects 
  listed below. When the effect grants a bonus to 
  a roll or check, the bonus is equal to +1d4. This 
  increased to +2d4 at 8th level, and +3d4 at 16th 
  level. The time warden can decide to add this 
  bonus immediately after seeing the result of the 
  original die roll. The possible uses of a mote are 
  as follows:
  *Gain a bonus to skill check, ability check, 
  saving throw, or caster level check. The roll 
  must represent a single action that occurs 
  entirely within a single round. (A time warden 
  could use a mote to add a bonus to a Spellcraft 
  check to identify a spell as it is cast, but not to 
  a Craft check made to determine how much 
  progress was made after a day of work.) 
  *Add a bonus to an initiative check.
  *Take a single swift action that does not 
  count against the time warden’s normal limit of 
  one swift action per round.
  make additional changes to his timeline of 
  training fail.
  *At 11th level, the time warden can spend 
  a mote to cast a spell with a casting time of 1 
  standard action or less as a swift action. The 
  time warden cannot cast any other spell on 
  the same round this ability is used.
  *At 17th level the time warden can use 
  a mote to grant any ally he can see a +3d6 
  bonus to any one skill check or ability check 
  that occurs entirely within 1 round.
  Each day, a time warden can spend a 
  total of three motes, plus one mote per time 
  warden level.
  Aevum: At 5th level, the time warden 
  gains the ability to control aevum, distinct 
  moments of important time, gathered in the 
  *At 2nd level, a time warden gains the 
  ability to add the bonus from spending a 
  mote of time to his Armor Class (as a dodge 
  bonus) until the beginning of his next turn, 
  or to gain proficiency in a single weapon or 
  type of armor for 24 hours.
  *At 5th level, the time warden can spend 
  a mote to extend the duration of a time 
  warden spell he has cast. By slowing the 
  speed with which the spell’s magic travels 
  through time, the time warden can increase 
  the duration of any time warden spell he has 
  cast that already has a duration of at least 7 
  rounds. The spell’s duration is increased by 
  +2d4 rounds. This increases to a +3d4 round 
  extension of duration at 14th level.
  *At 8th level, a time warden can spend a 
  mote of time to alter his personal timeline to 
  one in which he received different training. 
  This requires 1 hour of uninterrupted 
  meditation. At the end of this time, the 
  time warden can remove skill points from 
  one skill and add them to a different skill, 
  or exchange one feat for another feat, or 
  exchange one spell known for a different 
  spell known. In all cases the selection must 
  meet all normal restrictions (cannot exceed 
  maximum skill points in a skill, select a feat 
  for which the time warden does not qualify 
  or exchange one being used to qualify for 
  other feats, spells must be exchanged for 
  other spells of the same level on the same 
  class list, and so on).
  Any change made remains in effect for 
  24 hours. A time warden cannot have more 
  than 1 total change per three class levels 
  in effect at the same time. Any attempt to 
  temporal spells?
  The time warden draws on the power of 
  time to cast spells, just as bards, sorcerers, 
  wizards, and witches call on arcane 
  power, and clerics, druids, inquisitors, 
  oracles, paladins, and rangers call upon 
  divine power. As a result, a time warden’s 
  spells are considered neither arcane nor 
  divine but temporal, a third form of spell. 
  This rarely matters in game play, and on 
  those rare occasions when an ability or 
  rule refers to a spell’s power source, a GM 
  should have little difficulty determining 
  how temporal spells fit in. Exactly because 
  this issue is unlikely to come up, a GM can 
  decide that the time warden spells are in 
  fact arcane or divine (whichever best fits 
  his campaign) without affecting game 
  balance.
  
  5
  same way motes are from fragmented futures 
  and lost histories. Unlike a mote, which is a 
  very minor split second of time, an aevum 
  is a more noteworthy moment—a crucial 
  instance when something important was 
  supposed to happen. While a time warden 
  can freely spend motes for minor effects, 
  aevum represent more major manipulations 
  of time.
  When first gained, the time warden must 
  select a single power he can use with his 
  aevum from the list below, and he has only 
  a single aevum to spend each day. He gains 
  additional aevum powers at 9th, 13th, and 
  17th level, as well as gaining one additional 
  aevum at each of those levels. Spending an 
  aevum is a standard action unless an ability 
  says otherwise.
  Arcane Timeline (Su): The time warden 
  alters his personal past so that one spell slot 
  he has expended becomes available again.
  Divide Time (Su): The time warden 
  can break up the bigger, more important 
  moments of fateful time under his control 
  into smaller, more easily manipulated pieces. 
  By spending an aevum, the time warden can 
  recharge his daily uses of motes. He regains 
  a number of motes of time equal to 1d4 + 
  his Charisma modifier. This cannot increase 
  his number of motes available to above his 
  normal mote maximum.
  Enforce Dissonance (Su): The time warden 
  can spend an aevum to negate the effect of 
  any ability that creates chronal dissonance, 
  which includes any ability that requires the 
  expenditure of motes or aevum, and spells 
  and spell-like abilities with “time” in the 
  title. This acts as a greater dispel magic spell, 
  but can affect (or counterspell) spell-like 
  and supernatural abilities that meet the 
  description of creating chronal dissonance.
  Preferred Timeline* (Su): The time warden 
  can rewind time by small amounts to erase 
  any minor mistakes he makes as a result 
  of distraction around him. By spending 
  an aevum, the time warden can use skills 
  reliably even under adverse conditions. 
  Once he spends the aevum, he can take 
  10 on any skill check made over the next 
  hour, even if stress and distractions would 
  normally prevent him from doing so.
  Reverse Timeline (Su): By spending an 
  aevum, a time warden can draw information 
  from his future or past, allowing him to 
  instantly gain the benefits of considerable 
  study and reflection. He can also peer 
  briefly into the future to see how others 
  react to his various attempts at negotiation 
  or subterfuge. The time warden can make 
  a single ability check or skill check with a 
  result equal to 20 + his total ability or skill 
  bonus.
  Time Jaunt (Su): By spending one aevum, 
  the time warden can take himself and up to 
  one touched creature per three levels in a 
  short hop through time. The time travelers 
  can go a maximum number of years into 
  the future or the past equal to the time 
  warden’s level x the time warden’s level, but 
  this theoretical maximum is almost never 
  achieved. Because of the pressure of chronal 
  dissonance, there are severe limitations to 
  how far a time jaunt can go.
  
  6
  The time jaunt cannot go any farther back 
  in time than when the time warden and those 
  traveling with him last interacted with another 
  creature with an Int, Wis or Cha of at least 1 
  or interacted with the world in any major way 
  (including any change to any character’s status, 
  or acquisition of any material or item worth at 
  least 1 gp). It cannot go any further forward in 
  time than the earliest point at which a creature 
  with an Int, Wis or Cha of at least 1 would 
  observe. As a result of this limitation, the time 
  jaunt can only take the time warden when no one 
  is observing him (except those traveling with 
  him), and only to an area that is unobserved.
  A time warden can spend an aevum to time 
  jaunt only once per day. A time warden must be 
  at least 13th level to select this ability.
  Time Stop, Lesser (Su): By spending an aevum 
  as a swift action, the time warden can pause his 
  own timeline to engage in activity that occurs 
  outside the normal timeline. This acts as the 
  time stop spell, but the time warden gains only a 
  single round of activity during the time stop. A 
  time warden must be at least 16th level to select 
  this ability.
  Lord of Time (Su): At 20th level, the time 
  warden has almost total control over his own 
  timeline, allowing him to change his history 
  (and training) daily. Each time the time warden 
  regains the use of his spells and abilities for 
  the day, he can also re-assign his skill points, 
  feats, and spells known as he wishes. The time 
  warden must meet the prerequisites for any 
  new feats he selects, and he cannot change out 
  a feat he is using as a prerequisite for other 
  feats or abilities. The new selection of skill point 
  allotment, feats, and spells known is instant, 
  remaining (even in an antimagic field) until 
  the time warden changes them again with 
  this ability.
  Further, the time warden can add his 
  Charisma modifier to his caster level when 
  resisting any chronothurgy effect attempting 
  to dispel his spells and abilities (such as 
  the dispel duration spell or enforce dissonance 
  ability).
  Chronothurgy
  Chronothurgy is a new spell descriptor, 
  normally exclusive to spells used by the time 
  warden. It indicates that a spell deals with 
  manipulation of time and travel through 
  time, and it also stipulates that the spell is 
  subject to a set of rules that apply to all such 
  spells.
  Chronothurgy spells can accomplish 
  only those effects that it would be possible 
  for the caster to create without a spell, if 
  given infinite time to do so, or if the effect 
  can be created by slowing, speeding, or 
  changing the flow of time. This is because 
  the effects created through chronothurgy 
  spells are actually effects wrought by the 
  caster either in the future (and then brought 
  back to the current time), in an alternate 
  timeline (such as borrowing knowledge 
  from another timeline where the caster 
  researched such a question), or as a result 
  of slowing, speeding, or freezing time to 
  manage a task with precision not normally 
  possible. So when a time warden casts cure 
  light wounds, he is speeding the natural 
  recuperation of the character affected, and 
  when casting cause light wounds he is moving 
  the character’s body back to a time when it 
  had been injured.
  In all these cases, it is assumed that even 
  with infinite time the caster has access only 
  to his current resources and those that could 
  easily be obtained by him. Thus a time 
  warden casting a spell to summon or create 
  a sword can do so, because characters with 
  common resources and no time limit can 
  obtain swords easily. The time warden could 
  not necessarily summon a tyrannosaurus 
  (depending 
  on 
  the 
  campaign), 
  and 
  definitely couldn’t summon a dagger of 
  Table 2: Time Warden Spells Known
  Character
  Level
  Maximum Spells Known
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  4
  2
  —
  —
  —
  —
  2
  5
  3
  —
  —
  —
  —
  3
  6
  4
  —
  —
  —
  —
  4
  6
  4
  2
  —
  —
  —
  5
  6
  4
  3
  —
  —
  —
  6
  6
  4
  4
  —
  —
  —
  7
  6
  5
  4
  2
  —
  —
  8
  6
  5
  4
  3
  —
  —
  9
  6
  5
  4
  4
  —
  —
  10
  6
  5
  5
  4
  2
  —
  11
  6
  6
  5
  4
  3
  —
  12
  6
  6
  5
  4
  4
  —
  13
  6
  6
  5
  5
  4
  2
  14
  6
  6
  6
  5
  4
  3
  15
  6
  6
  6
  5
  4
  4
  16
  6
  6
  6
  5
  5
  4
  17
  6
  6
  6
  6
  5
  4
  18
  6
  6
  6
  6
  5
  4
  19
  6
  6
  6
  6
  5
  5
  20
  6
  6
  6
  6
  6
  5
  
  7
  three wishes. Similarly the caster must deal 
  with the physical state of the world as it is 
  currently, rather than as it might be at some 
  point in the future. Thus a time warden 
  wishing to create a campfire underwater in 
  a lake is unable to do so, even if there is a 
  dam holding water in the lake and it might 
  someday break, releasing the water.
  All time warden spells have the 
  chronothurgy descriptor, and thus they are 
  all limited to effects the time warden could 
  create through time manipulation. This is 
  true even if the time warden is casting a 
  spell that doesn’t have the chronothurgy 
  descriptor when cast by other classes. Thus 
  a time warden casting teleport is limited 
  to teleporting to those locations he could 
  reasonably get to if given unlimited time to 
  do so, but can’t teleport into a resilient sphere 
  (since it has no entrance point), even though 
  a wizard casting teleport could do so. Of course 
  most of the time the spells work as described 
  and the GM can use the normal function of the 
  spell as a baseline for what is reasonable. A time 
  warden casting summon monster I could arrange 
  to have trained allies somewhere in his future 
  or past, and thus can summon those creatures 
  listed in the spell.
  These restrictions exist for numerous 
  reasons. First, it helps a GM adjudicate what 
  can and cannot be done with chronothurgy 
  spells, especially more open-ended ones such 
  as time travel. Second, the theme of the time 
  warden is a respectful and careful use of time, 
  and these limitations represent what cannot 
  be done because doing so might cause a rift 
  in time. The power of a time warden is drawn 
  from the strong fabric of the timestream, so 
  it’s impossible for their chronothurgy spells 
  to weaken that fabric in the same way that it’s 
  impossible to fly by pulling on your bootstraps.
  Additionally, because of their alien nature 
  compared to most magic, chronothurgy spells 
  are more difficult to duplicate or turn into magic 
  items. When using other spells to duplicate 
  the effect of a chronothurgy or chronothurgy 
  spells (such as limited wish, wish, or miracle), or 
  when using spells to price magic items based 
  on chronothurgy or chronothurgy, treat the 
  spell level as if it was 50% higher (minimum 
  +1 level). Thus, for these purposes, a 4th-level 
  chronothurgy spell is treated as being 6th level, 
  and a 6th-level chronothurgy spell is treated as 
  being 9th level.
  hoW hard is it to Go to tomorroW?
  There’s a conceit to the design of the time warden that requires an explanation. The 
  class, and its powers, are based on the idea that the difficulty in traveling through time 
  is not how far you go, it’s how much change you have wrought as a result. Traveling 
  ten years into the future in a small, empty room and then coming back is relatively easy 
  because you haven’t made any changes to either end of your timeline. When you do make 
  changes, the universe fights against you, and that is when greater power is required. 
  Thus, the true limit of time magic is not how far can you go, it’s what can you accomplish 
  when you do so. When describing the force that pushed back against changes wrought 
  through time travel, time wardens refer to “chronal dissonance.”
   
  As time wardens learn to manipulate their timelines (and those of others) through 
  spells and class abilities, they discover that although trips through time can be made 
  easily, useful trips through time are difficult. Thus they must focus on making specific, 
  small, controllable changes in their timelines to reduce chronal dissonance and get 
  something useful done. The practical effect of this is that a time warden’s spells and 
  abilities are defined in terms of change, rather than temporal distance. At low levels, time 
  wardens can implement only relatively minor changes, roughly on par with the effects of 
  the spells, talents, and feats available to other classes.
   
  When a time warden casts comprehend languages, he might actually be drawing 
  on the power to take a trip through time to study the language in question at a small 
  university, but the end effect is the same as any other class with access to the spell. While 
  this might not seem quite as flavorful as creating a whole new set of a few hundred time-
  manipulation spells exclusively for the time warden, using existing spells has advantages 
  of balance. (GMs and players already have a good feel for how powerful hold person is, 
  but might not be so sure about a single-target freeze timeline spell that did much the same 
  thing.)
  
  8
  0-LeveL time Warden SpeLLS
  Bleed: Cause a stabilized creature to 
  resume dying.
  Create Water: Creates 2 gallons/level of 
  pure water.
  Daze: Humanoid creature of 4 HD or 
  less loses next action.
  Detect Magic: Detects spells and magic 
  items within 60 ft.
  Ghost Sound: Figment sounds.
  Guidance: +1 on one attack roll, saving 
  throw, or skill check.
  Know Direction: You discern north.
  Mage Hand: 5-pound telekinesis.
  Mending: Makes minor repairs on an 
  object.
  Message: 
  Whisper 
  conversation 
  at 
  distance.
  Open/Close: Opens or closes small or 
  light things.
  Sift*: See area as though examining it.
  Stabilize: Cause a dying creature to 
  stabilize.
  Summon Gear**: Summon one piece of 
  mundane equipment.
  Touch of Fatigue: Touch attack fatigues 
  target.
  *Indicates a spell from the Advanced 
  Player’s Guide.
  ** Indicates a new spell, defined below.
  1St-LeveL time Warden SpeLLS
  Broach Block**: A metal item on your 
  body blocks attacks, giving you a +4 shield 
  bonus to AC.
  Comprehend 
  Languages: 
  You 
  understand all languages.
  Cure Light Wounds: Cures 1d8 damage 
  + 1/level (max +5).
  Deathwatch: Reveals how near death 
  subjects within 30 ft. are.
  Detect Secret Doors: Reveals hidden 
  doors within 60 ft.
  Entropic Shield: Ranged attacks against 
  you have 20% miss chance.
  Erase: Mundane or magical writing 
  vanishes.
  Expeditious Retreat: Your base land 
  speed increases by 30 ft.
  Feather Fall: Objects or creatures fall 
  slowly.
  Hold Portal: Holds door shut.
  Identify: Gives +10 bonus to identify 
  magic items.
  Ill Omen*: Target rolls twice for checks 
  and attacks and uses worst roll.
  Inflict Light Wounds: Touch deals 1d8 
  damage +1/level (max +5).
  Invigorate*: Temporarily relieves fatigue 
  or exhaustion.
  Jump: Subject gets bonus on Acrobatics 
  checks.
  Memory Lapse*: Subject forgets events 
  back to last turn.
  Mount: Summons riding horse for 2 
  hours/level.
  Obscuring Mist: Fog surrounds you.
  Remove Fear: Suppresses fear or gives 
  +4 on saving throws against fear for one 
  subject + one per four levels.
  Restful Sleep*: Gain more hit points 
  while sleeping.
  Split Second Parry**: You slow attacks 
  enough to parry them with a held weapon, 
  gaining a +4 armor bonus to AC.
  
  9
  Summon 
  Monster 
  I: 
  Summons 
  extraplanar creature to fight for you.
  Timely Inspiration*: Gives bonus on 
  failed check/attack.
  Touch of Gracelessness*: Subject loses 
  1d6 + 1 Dex/two levels and is prone to falling 
  down.
  Touch of the Sea*: Swim speed becomes 
  30 ft.
  True Strike: +20 on your next attack roll.
  Unseen Servant: Invisible force obeys 
  your commands.
  Ventriloquism: Throws voice for 1 min./
  level.
  *Indicates a spell from the Advanced 
  Player’s Guide.
  ** Indicates a new spell, defined below.
  2nd-LeveL time Warden SpeLLS
  AuguryMF: Learns whether an action will 
  be good or bad.
  Blink: 
  You 
  randomly 
  vanish 
  and 
  reappear for 1 round/level.
  Blur: Attacks miss subject 20% of the 
  time.
  Calm 
  Emotions: 
  Calms 
  creatures, 
  negating emotion effects.
  Cat’s Grace: Subject gains +4 to Dex for 
  1 min./level. 
  Chronal Bolts**: You summon crossbow 
  bolts from other timelines to strike your 
  foes.
  Cure Moderate Wounds: Cures 2d8 
  damage + 1/level (max +10).
  Daze Monster: Living creature of 6 HD 
  or less loses next action.
  Delay Poison: Stops poison from 
  harming target for 1 hour/level.
  Expeditious Excavation*: Moves 5-ft. 
  cubes of earth.
  Find Traps: Notice traps as a rogue does.
  Gallant Inspiration*: +2d4 bonus on 
  failed attack roll or skill check.
  Gentle Repose: Preserves one corpse.
  Hold Person: Paralyzes one humanoid 
  for 1 round/level.
  Inflict Moderate Wounds: Touch attack, 
  2d8 damage + 1/level (max +10).
  Locate Object: Senses direction toward 
  object (specific or type).
  Make Whole: Repairs an object.
  Status: Monitors condition, position of 
  allies.
  Summon 
  Monster 
  II: 
  Summons 
  extraplanar creature to fight for you.
  Summon Swarm: Summons swarm of 
  bats, rats, or spiders.
  Whispering 
  Wind: 
  Sends 
  a 
  short 
  message 1 mile/level.
  *Indicates a spell from the Advanced 
  Player’s Guide.
  3rd-LeveL time Warden SpeLLS
  Borrow Fortune*: Retry attack or check, 
  but do worse on next two.
  Chronal Weapon**: Summon missed 
  weapon blows from throughout time to 
  smite your foes.
  Clairaudience/Clairvoyance: Hear or 
  see at a distance for 1 min./level.
  Contagion: Infects subject with chosen 
  disease.
  Continual FlameM: Makes a permanent, 
  heatless light.
  Create Food and Water: Feeds three 
  humans (or one horse)/level.
  Cure Serious Wounds: Cures 3d8 damage + 
  1/level (max +15).
  Dispel Duration**: Dispel any effect or 
  affliction that has a duration.
  Displacement: Attacks miss subject 50% of 
  the time.
  Jester’s Jaunt*: Teleport target within 30 ft. 
  of itself.
  Haste: One creature/level moves faster, 
  receives +1 on attack rolls, AC, and Reflex 
  saving throws.
  Inflict Serious Wounds: Touch attack, 3d8 
  damage + 1/level (max +15).
  Minor Creation: Creates one cloth or wood 
  object.
  Nap StackM*: Subjects only need 2 hours for 
  a night’s sleep, and can sleep even longer for 
  more benefits.
  Ray of Exhaustion: Ray makes subject 
  exhausted.
  Restoration, Lesser: Dispels magical ability 
  penalty or repairs 1d4 ability damage.
  Slow: One subject/level takes only one 
  action/round, –1 to AC, Reflex saving throws, 
  and attack rolls.
  Snare: Creates a magic booby trap.
  Speak with Dead: Corpse answers one 
  question/two levels.
  Summon Monster III: Summons extraplanar 
  creature to fight for you.
  Tongues: Speak and understand any 
  language.
  *Indicates a spell from the Advanced Player’s 
  Guide.
  ** Indicates a new spell, defined below.
  
  10
  4th-LeveL time Warden SpeLLS
  Cure Critical Wounds: Cures 4d8 damage + 
  1/level (max +20).
  Dimensional Anchor: Bars extradimensional 
  movement.
  Dimension Door: Teleports you a short 
  distance.
  Diminish Plants: Reduces size or blights the 
  growth of normal plants.
  Dismissal: Forces a creature to return to 
  native plane.
  DivinationM: Provides useful advice for 
  specific proposed actions.
  FabricateM: Transforms raw materials into 
  finished items.
  Hold Monster: As hold person, but any 
  creature.
  Inflict Critical Wounds: Touch attack, 4d8 
  damage + 1/level (max +20).
  Legend LoreMF: Lets you learn tales about a 
  person, place, or thing.
  Locate Creature: Indicates direction to 
  known creature.
  Modify Memory: Changes 5 minutes 
  of subject’s memories.
  Plant 
  Growth: 
  Grows 
  vegetation, improves crops.
  Poison: 
  Touch 
  deals 1d3 Con 
  damage 
  1/
  round for 6 
  rounds.
  Quench: Extinguishes fires.
  Secure Shelter: Creates sturdy cottage.
  ScryingF: Spies on subject from a 
  distance. 
  Summon 
  Monster 
  IV: 
  Summons 
  extraplanar creature to fight for you.
  *Indicates a spell from the Advanced 
  Player’s Guide.
  5th-LeveL time Warden SpeLLS
  Commune with Nature: Learn about 
  terrain for 1 mile/level.
  Contact Other Plane: Lets you ask 
  question of extraplanar 
  entity.
  Cure 
  Light 
  Wounds, 
  Mass: 
  Cures 
  1d8 
  damage + 1/
  level, affects 
  1 subject/
  level.
  Dispel Duration, Greater**: As dispel 
  duration, but with multiple targets.
  Elude TimeM*: Puts you in temporary 
  suspended animation.
  Getaway*: 
  Teleports 
  a 
  group 
  of 
  predetermined allies and creatures to a 
  predetermined location.
  Inflict Light Wounds, Mass: Deals 1d8 
  damage + 1/level, affects 1 subject/level.
  
  11
  Major Creation: As minor creation, plus 
  stone and metal.
  Move Earth: Digs trenches and builds 
  hills.
  Plane ShiftF: As many as 8 subjects travel 
  to another plane.
  Reincarnate: Brings dead subject back in 
  a random body.
  Rusting Grasp: Your touch corrodes 
  iron and alloys.
  Secret ChestF: Hides expensive chest on 
  Ethereal Plane; you retrieve it at will.
  Summon 
  Monster 
  V: 
  Summons 
  extraplanar creature to fight for you.
  Teleport: Instantly transports you as far 
  as 100 miles per level.
  Threefold AspectF*: Appear older or 
  younger.
  Waves of Fatigue: Several targets 
  become fatigued.
  Word of Recall: Teleports you back to 
  designated place.
  *Indicates a spell from the Advanced 
  Player’s Guide.
  ** Indicates a new spell, defined below.
  6th-LeveL time Warden SpeLLS
  Banishment: Banishes 2 HD/level of 
  extraplanar creatures.
  Breath of Life: Cures 5d8 damage + 1/
  level and restores life to recently slain 
  creatures.
  Cat’s Grace, Mass: As cat’s grace, affects 
  1 subject/level.
  Cure Moderate Wounds, Mass: Cures 
  2d8 damage + 1/level, affects 1 subject/level.
  Dimensional Lock: Teleportation and 
  interplanar travel blocked for 1 day/level.
  Find the Path: Shows most direct way to 
  a location.
  Foresight: “Sixth sense” warns of 
  impending danger.
  Inflict Moderate Wounds, Mass: Deals 
  2d8 damage + 1/level, affects 1 subject/level.
  Instant SummonsM: Prepared object 
  appears in your hand.
  RefugeM: Alters item to transport its 
  possessor to you.
  Scrying, Greater: As scrying, but faster 
  and longer.
  Summon 
  Monster 
  VI: 
  Summons 
  extraplanar creature to fight for you.
  Teleport, Greater: As teleport, but no 
  range limit and no off-target arrival.
  Teleport Object: As teleport, but affects 
  a touched object.
  Time Stop: You act freely for 1d4+1 
  rounds.
  Time Travel**: You and 1 creature/3 
  levels travel through time.
  Twin 
  Form*: 
  Creates 
  controllable 
  duplicate of you.
  Wall of IronM: 30 hp/four levels; can 
  topple onto foes.
  Wall of Stone: Creates a stone wall that 
  can be shaped.
  *Indicates a spell from the Advanced 
  Player’s Guide.
  neW spells
  The following are new spells unique to 
  the time warden. Many of these spells are 
  extremely similar to existing spells. These 
  can be considered alternate versions of the 
  spells they are based on. Rather than list all 
  the rules for such spells, only the differences 
  between the time warden spell and the normal 
  spell it is based on are given. For purposes of 
  interactions with other spells, effects, and magic 
  items, these alternate spells can be treated as 
  the same as the spells they are based on.
  BroaCh BLoCk
  This spell functions as shield, except you 
  must have some metal piece of attire as a 
  focus. When attacked, you slow the attack 
  and maneuver yourself so that the metal focus 
  deflects the blow.
  ChronaL BoLtS (Conjuration)
  This spell functions as magic missile, but 
  rather than create magical energy darts it plucks 
  real crossbow bolts out of different points in the 
  timeline. (Only bolts the absence of which has 
  no major impact are so summoned). Each bolt 
  requires an attack roll. Rather than use base 
  attack bonus and Dexterity modifier, these bolts 
  use an attack bonus equal to your caster level + 
  Charisma modifier. Each bolt deals 1d8 points 
  of damage on a successful hit, and are treated 
  as mundane crossbow bolts for purposes of SR 
  and DR.
  ChronaL Weapon (evoCation)
  This spell functions as spiritual weapon, but 
  rather than create a weapon of force it summons 
  missed weapon blows from throughout time 
  and applies their effects to your selected foes. 
  The weapon blows are treated as mundane 
  weapons for purposes of DR and SR, and are 
  not a force effect. You may select any weapon 
  of your size to deliver these blows (most time 
  wardens select the greatsword or greataxe). 
  The weapon blows are delivers from a small, 
  moving ripple in time (which can be seen and is 
  
  12
  subject to the same spell effects spiritual weapon 
  is subject to). At 11th level, the weapon blows 
  are treated as magic weapons (though they 
  gain no bonus to attack or damage rolls). Rather 
  than use normal base attack bonus plus your 
  wisdom modifier, these weapon attacks use 
  an attack bonus equal to your caster level plus 
  your Charisma modifier.
  diSpeL duration
  This spell allows you to cause an effect to 
  run rapidly through time, potentially ending 
  it. It functions as dispel magic, except it works 
  against any effect that ends after a set duration 
  or a set number of successful saving throws 
  (including diseases and poisons), rather than 
  only against spells. However, dispel duration 
  has no effect on spells that do not end after a 
  set duration (even ones subject to dispel magic), 
  and when it is used to counterspell it is effective 
  against chronothurgy spells only.
  diSpeL duration, greater
  This spell functions as greater dispel magic, 
  except it targets effects that end with time or a 
  set of saving throws, as defined in dispel duration.
  SpLit SeCond parry
  This spell functions as mage armor, except you 
  must have a weapon in hand as a focus. When 
  attacked, you slow the attack and maneuver 
  yourself so the weapon focus is used to (at least 
  partially) parry the blow.
  Summon gear
  School conjuration (summoning)
  [chronothurgy]; Level time warden 0
  Casting Time 1 round
  Components V, S
  Range 0 ft.
  Effect one summoned piece of mundane 
  gear
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
  This spell summons one piece of 
  mundane, typical gear of your choice. The 
  item cannot have a gold piece value of more 
  than 1 gp per 5 caster levels, and it cannot 
  weigh more than 1 lb. per 5 caster levels. 
  This gear appears in your hands or at your 
  feet (your choice). The item is typical for its 
  type. Only one item appears per casting, 
  and if you summon a new item before the 
  duration of a previous item has ended, the 
  previous item immediately disappears. An 
  item summoned with this spell is clearly a 
  conjuration. The summoned item disappears 
  at the end of this spell.
  time traveL
  School conjuration (teleportation)
  [chronothurgy]; Level time warden 6
  Casting Time 1 standard action
  Components V, M (diamond worth 1,500 
  gp)
  Range personal and touch
  Target you and touched objects or other 
  touched willing creatures
  Duration instantaneous
  Saving Throw none and Will negates 
  (object); Spell Resistance no and yes 
  (object)
  This spell instantly transports you to 
  a designated point in the past or future, 
  which might be as distant as 10 years per 
  caster level. This spell can duplicate the 
  effects of the time jaunt time warden ability 
  (see above). It can also be used to travel 
  through time to the past or future to make 
  arrangements or set up events to work to 
  your advantage. When used in this way, it 
  has the same capacity as a limited wish spell.
  For any other use of this spell, time travel 
  is possible only if the GM is willing to allow 
  it. You can bring along objects as long as their 
  weight doesn’t exceed your maximum load. 
  You can also bring one additional willing 
  Medium or smaller creature (carrying gear 
  or objects up to its maximum load) or its 
  equivalent per three caster levels. A Large 
  creature counts as two Medium creatures, 
  a Huge creature counts as four Medium 
  creatures, and so forth. All creatures to be 
  transported must be in contact with one 
  another, and at least one of those creatures 
  must be in contact with you. As with all 
  spells where the range is personal and the 
  target is you, you need not make a saving 
  throw, nor is spell resistance applicable to 
  you. Only objects held or in use (attended) 
  by another person receive saving throws 
  and spell resistance. You must have some 
  clear idea of the location and layout of the 
  time to which you are headed.
  The GM can indicate to a caster that 
  trips to specific times are allowed, or they 
  might require trial and error on the part of 
  the caster. Normally, since a caster can time 
  travel only to eras he has some concept of, 
  
  13
  you will have some clue that your GM is 
  willing to allow transport to a given time 
  when your character gains a clear idea what 
  that time was like. (In this regard the time 
  travel spell is very similar to plane shift—it 
  gives players a capacity to move outside the 
  normal scope of a campaign, and it is most 
  useful when a GM has prepared material for 
  such transit.) If a time travel trip is attempted 
  that falls outside these parameters, the 
  temporal dissonance it would cause is too 
  great to overcome. The spell fails, but the 
  material component is not consumed.
  temporal Creature
  Temporal creature is a simple template 
  designed to grant creatures time-altering 
  abilities and to allow a GM to create time-
  related challenges for a game featuring a 
  strong temporal theme. Temporal creatures 
  gain temporal powers based on their Hit 
  Dice plus the time sense ability.
  Time Sense (Su): This acts as scent, 
  but it can be used only to locate and track 
  temporal creatures, as well as character or 
  items able to spend motes or aevum. It can 
  also be used to cast chronothurgy descriptor 
  spells.
  CR: 1–6 HD +1, 7+ HD +2.
  adventures in time
  The time warden, like the similarly 
  themed time thief from the Genius Guide 
  to the Time Thief, is specifically designed to 
  allow players access to time-manipulating 
  magic without forcing the GM to constantly 
  deal with the consequences of PCs traveling 
  to the past to kill the Wight King (or any 
  adventures you have taken time to prepare. It’s 
  fair to state to players that if they can’t use plane 
  shift or teleport to get past an encounter, they 
  can’t use time travel to do so either.
  The time warden class specifically has 
  a 
  built-in 
  conceptual 
  limitation, 
  chronal 
  dissonance. A time warden simply cannot use 
  his powers to do anything that would create too 
  much chronal dissonance. At the upper end this 
  is not a philosophic limitation, but a hard limit 
  no different from how far you can jump or how 
  much weight you can lift. A time warden may 
  or may not seek to limit the creation of chronal 
  dissonance as part of his duties. But events that 
  would create major volumes of such dissonance 
  are simply beyond his powers. When explaining 
  how you intend to handle chronal dissonance 
  with the player of a time warden, you should 
  outline that any action that would prevent an 
  adventure from occurring would, by default, 
  create so much chronal dissonance as to be 
  impossible. It should very rarely be necessary 
  to invoke this for any power of the time warden 
  other than time jaunt and the time travel spell, 
  but it’s best to establish such ground rules early 
  in a campaign.
  It’s also a good idea to establish how time travel 
  and potential paradox work in your campaign as 
  soon as a time warden shows up. While you don’t 
  necessarily have to explain these rules to the players 
  (though time travel is a fair Knowledge [arcana] 
  subject), it’s best to have a firm idea of how you 
  are handling efforts by a time traveler PC to create 
  a paradox by killing his own grandfather before 
  the PC’s father is born (preventing the PC’s birth, 
  preventing him from traveling in time, preventing 
  him from killing his grandfather, which means he 
  would be born, and thus could kill his grandfather, 
  major campaign villain) before he’s born. 
  Unlike the time thief, the time warden has a 
  few options that result in actual time travel 
  (though not until higher level). Because of 
  this, a few thoughts on how to handle time-
  traveling adventures are required.
   
  GMs should keep two basic ideas in 
  mind. First, the ability of the time warden to 
  physically take himself and others through 
  time can be removed from the class without 
  making it less effective in a campaign. Since 
  the time warden must select aevum and 
  spells to travel through time, removing those 
  options simply requires a time warden to 
  make different ability choices, maintaining 
  the overall power of the character. Second, 
  the ability to travel through time should 
  be used much as the abilities to travel to 
  different planes or teleport are. These are 
  tools to allow a campaign to have adventures 
  in different places using different kinds 
  of threats, not short-cuts for bypassing 
  Temporal Creatures: Powers By HD
  HD
  Temporal Power
  Up to 3
  Creature receives 1 mote of time 
  per HD and can use them as a 
  1st-level time warden.
  4–6
  Creature receives 1 mote per 
  HD and can spend them as a 
  2nd-level time warden.
  7–11
  As 4–6 HD, but the creature also 
  receives 1 aevum power and 1 
  aevum per 4 HD.
  12+
  As 7–12 HD, but the creature 
  has 1 aevum power for every 6 
  HD.
  
  14
  preventing his birth, repeated ad nauseam) before it 
  comes up in play. Since this is not an issue handled 
  by the core rules (nor one there is much real-world 
  input on), the following theories of time travel 
  borrow heavily from popular time travel fiction.
  1. Trips to the past or future are trips to 
  alternate, unconnected timelines. Using this 
  theory of time travel, no one can actually travel 
  into their own future or past. They can only go to 
  the future or past of nearly-identical timelines, and 
  changes made in those alternate timelines has no 
  effect on the “base timeline” the character travels 
  from. Returning to “your own time” returns you 
  to your base timeline, where there is no impact 
  from any changes made. Thus going back in 
  time to kill your grandfather (or the Wight King’s 
  grandfather) has no effect on your own time, 
  because it happens in an alternate reality. While 
  this is unsatisfying for many players (as time travel 
  become more like alternate reality travel), it is the 
  easiest way to prevent time travel from derailing 
  the events of an ongoing campaign.
  2. Timelines fix themselves.  This theory of 
  time travel assumes that any serious damage 
  done in the past (or major changes made using 
  knowledge from the future) are repaired before 
  they become important. Whatever unlikely 
  events are required to make sure the present 
  and future remain set occur, as soon as a time 
  traveler isn’t directly influencing them. Under 
  this set of rules, while you can go back in time 
  and kill your grandfather, it just means someone 
  else marries your grandmother, and your 
  parents (and you)) are still born on-schedule. 
  The Wight King may not come to power, but 
  someone else with the same abilities does, and 
  takes the same actions. Knowledge of a future 
  invasion does nothing to prevent it, because 
  circumstances always twist around to make 
  sure it goes forward as planned. Under this 
  set of rules time travel is possible, but very 
  rarely makes any major changes. While that 
  helps preserve a GM’s campaign, it’s a lot 
  of work for the GM to explain how different 
  events brought about the same end, and 
  often frustrates players.
  3. Major events in time are immutable. 
  This is essentially a much more powerful 
  version of chronal dissonance. Using this 
  version of time travel, important events 
  simply cannot be changed through time 
  travel, no matter how hard you try. A time 
  traveler cannot kill his own grandfather 
  (although he might be able to kill the person 
  he thought was his grandfather), nor can the 
  rise to power of the Wight King be prevented. 
  Information taken from knowing events 
  of the future can’t be used to stop those 
  events. No matter how hard a time traveler 
  attempts to make major changes, it’s not 
  possible. This is a more immediate version 
  of timelines fixing themselves, and while 
  still easily frustrating for players it has the 
  advantage of being less work for the GM.
  4. Anything is possible, but you’re 
  not the only time traveler. While often 
  the most difficult version of time travel to 
  implement, this is in many ways the most 
  satisfying. This theory states you can do 
  anything in time, changing the past, present 
  and future, but there may be forces at work 
  trying to stop you. Going back in time to 
  kill your grandfather is possible, but your 
  own grandson may show up from his future 
  to stop you (and even if you succeed, you 
  may still exist afterward because some 
  time traveler used a wish to ensure you do, 
  to meet their own ends). Efforts to kill the 
  infant destined to be the Wight King run into 
  time-traveling creatures wishing to defend 
  him, to ensure he grows to his full power. 
  The advantage of this system is it prevents 
  players from using time travel to avoid 
  major conflict, because other time traveling 
  conflict find them. If the Wight King is a CR 
  14 necromancer, the GM can create a CR 
  14 time threat (possible using the temporal 
  creature template) to defend him if the PCs 
  wish to destroy the King before he exists. 
  Thus major encounters are not bypassed, 
  just altered.
  5. All of the above. In a world where 
  magic is real and gods exist, different rules 
  may apply to different events in time. The 
  god of time may refuse to allow too much 
  change to the timeline, or individual gods 
  might protect events important to them and 
  their worshipers. This system allows a GM 
  to simply shut down any time travel efforts 
  that move away from the action, while giving 
  freedom for creative solutions form players 
  and time-travel plots of the GM’s invention. 
  If players are aware that different rules apply 
  to differing events, the GM can even allow 
  Knowledge (arcane) or Knowledge (history) 
  checks for players to know what events are 
  immutable, which will fix themselves, what 
  is open for intervention, and when they 
  have slipped into alternate timelines.
  
  15
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based 
  on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  The Genius Guide To: The Time Warden. Copyright 2011, Super Genius Games. Author: Owen 
  K.C. Stephens
  We err on the side oF aWesome!
  Credits
  Designer:
  Owen K.C. Stephens
  Editor:
  Miranda Horner
  Proofreader:
  Jeremy Miller
  Cover Art:
  Paul Slinger, Brendan McNeill, and Anthony 
  Kenniston
  Time Warden Model and Photographer:
  Brendan McNeill and Michael McNeill
  Graphic Design and Typesetting:
  Anthony Kenniston
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Super Genius Games
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
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  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Classes/The Genius Guide to The Time Warden.pdf