Chronomancer

HD: d6

Requirements:

 * Skills: 7 ranks in Spellcraft
 * Special: Ability to cast haste and slow.

Class Skills
The Chronomancer's class skills are Appraise, Knowledge (history), Perception, Sleight of Hand, and Spellcraft

Skill Ranks per Level: 2 + Int Modifier

Weapon and Armor Proficiencies
A Chronomancer gains no proficiency with any armors or weapons.

Spells Per Day/Spells Known:
Whenever a level in Chronomancer is gained the character new spells, spells per day, and caster level as if they gained a level in their previous spellcasting class. If they have more than one spellcasting class, they must choose one when taking their first level of Chronomancer. This choice cannot be changed and determines the spell list and primary ability score used for class abilities and spell-like abilities.

Arcane Reservoir (Su):
You gain the Arcane Reservoir and Consume Spells as the Arcanist class features, except you do not add your class level to the amount of points recovered each day [See Delay Arcane]. Characters that already has Arcane Reservoir instead add Chronomancer levels to the character's maximum Arcane Reservoir pool. Chronomancer levels stack with other class level to when determining the effects of Arcane Exploits.

Delay Arcane (Su):
Once per day as a full round action, you may send up to one arcane point per class level to your future self. You lose those points immediately and gain those points when you would next regain arcane points.

Space AND Time (Su):
While travelling through space, you can also speed through detrimental effects. When you teleport, you may spend an arcane point to reduce the duration of all effects affecting you and your possessions by 1 round per caster level. At level 4, you may spend 2 arcane points instead to reduce the duration of those effects by 1 minute per caster level. Ongoing damage and healing that would occur during each of those rounds happen simultaneously when you finish moving; all other effects that would have occurred happen in the order you choose.

Rewind (Su):
Starting at level 2, you can reach back a moment to preserve a wasted spell. As an immediate action, you may spend 1 arcane point to not use a spell slot when you fail a concentration or caster level check.

Time well (Su):
Starting at level 3, as a standard action you may spend 1 arcane point to create a time well around yourself for 1 minute. Moving toward you takes 10 feet of movement for every 5 feet to be traveled, or 15 feet for every diagonal toward you. Moving away from you takes 5 feet for every 10 feet to be traveled, or 10/5 for every 2 diagonals to be traveled. This extends to 10ft plus 10ft per class level (Max 60ft). You may exclude up to one character for each point of charisma you have, as long as you have line of sight to them. Instead you may use a reverse time well, which improves movement away from you and reduces movement away from you. At level 5 you can take a move action to change the excluded targets and/or reverse the time well.

Scatter Across Time (Sp):
At level 4, you may sacrifice a spell slot to attempt to destroy an enemy within close range by sending parts of them into the future. The target takes 1d6 damage per caster level, plus 1d6 damage per spell level. A fortitude save negates the damage. This is a transmutation effect and is subject to spell resistance.

One Step Ahead (Su):
At level 5, your future self give you enough warning to prepare for a fight. During the surprise round, you may always take a move action, even if you are unaware. A surprise round occurs for you even if no one else would be able to act in it. This is in addition to the standard action you can take if you are normally part of the surprise round.

Alternate capstone:
A level 5 Chronomancer may choose Timelessness as a capstone when their total character level is 20

Timelessness (Ex):

You no longer age. Bonuses still accrue and you receive no penalties. Your type changes to outsider (native). Once every 24 hours (relative to you) you can use the following action:

As an immediate action you my push yourself forward in time. You are undetectable, immune to all effects, and can take no actions for one real minute. You are still aware of your surroundings. At then end of the one minute you may extend this effect for one real day, then you may extend this effect any number of days. You can only be detected by discern location spell. You can only be forcibly removed by a freedom, wish, or miracle spell cast at your location.