Kellus
2007-11-02, 10:51 PM
The Timethief
”Once I wasted time, and now doth time waste me.”
Time makes fools of everyone in the end. Canny individuals, however, through perseverence and study are able to glean some small insight into the flow of time. Through this rudimentary understanding of the underpinnings of consequentiality, they are able to effect ripples and distortions in the flow of time to better suit their purposes. These individuals are timethieves, scoundrels who alter and manipulate time to provide a favorable outcome.
Adventures: Timethieves go on adventures for many of the same reasons other adventurers do. Some are drawn by glory, others by riches. All timethieves, however, are dedicated to practicing their craft by manipulating time. In many cases, timethieves will actively hunt out mortal danger to test their control over the flow of time.
Alignment: A timethief may be of any alignment. Lawful timethieves use the natural order of the flow of time to bring things into a proper sequence. Chaotic timethieves delight in manipulating and altering one of the dimensional frameworks of reality. Good-aligned timethieves use their control over time to right past wrongs, while evil timethieves delight in prolonging pain and suffering.
Religion: Timethieves worship no specific deity. All gods have some timethieves among the ranks of their followers. Pious timethieves use their power over time to enact their god’s will in the mortal realm.
Background: A timethief can come from any heritage or history. The only thing they all share is a fascination with time and the order it imposes on the nature of reality.
Races: No race holds a great predilection for becoming timethieves. Members of all races can dream of the secrets held by time and seek to discover them. Kenkus (Monster Manual III) often become timethieves to enhance their cultural abilities to coordinate and aid their allies.
Other Classes: Almost all classes welcome the addition of a timethief. Some particularly strict classes, such as the paladin, may see their craft as an insult to the nature of the world. Most classes, however, welcome the unique skills and abilities that a timethief can offer to an adventuring party. Spellcasters in particular love timethieves for the longevity their temporal power can give them.
Role: Because of the exotic nature of their abilities, timethieves do not fill a standard role in an adventuring party. Instead, they focus exclusively on support and longevity. That is, they increase the effectiveness of the other members by manipulating time, and allow the party as a whole to travel longer and harder before requiring rest. A timethief excels in maintaining the power level of an adventuring group over long periods of time, and aiding them in combat. With a timethief in the party, the group need not be as concerned about conserving resources as they would otherwise be.
Game Rule Information
Abilities: Unique among adventuring classes, the timethief does not rely on any one ability score to be effective. The only thing required to excel as a timethief is a keen interest in the nature of time. As such, a timethief is free to pursue abilities or skills that interest her, and not neccessarily those required to be effective in combat.
Alignment: Any
Hit Die: d6
Skill Points at 1st Level: (6 + Int) x 4
Skill Points at Each Additional Level: 6 + Int
Table: The Timethief
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Paradox
1st|
+0|
+0|
+2|
+2|Paradox, synchronization, timed attack|3
2nd|
+1|
+0|
+3|
+3|Recall spell|5
3rd|
+2|
+1|
+3|
+3|Timetheft (tempo)|7
4th|
+3|
+1|
+4|
+4|Temporal metamagic|9
5th|
+3|
+1|
+4|
+4|Future power|11
6th|
+4|
+2|
+5|
+5|Time to act (lesser)|13
7th|
+5|
+2|
+5|
+5|Double take|15
8th|
+6/+1|
+2|
+6|
+6|Timetheft (move action)|17
9th|
+6/+1|
+3|
+6|
+6|Segmented action|19
10th|
+7/+2|
+3|
+7|
+7|Erosion|21
11th|
+8/+3|
+3|
+7|
+7|Accelerated healing|23
12th|
+9/+4|
+4|
+8|
+8|Infinite skill|25
13th|
+9/+4|
+4|
+8|
+8|Timetheft (standard action)|27
14th|
+10/+5|
+4|
+9|
+9|Eternal puissance|29
15th|
+11/+6/+1|
+5|
+9|
+9|Time to act (greater)|31
16th|
+12/+7/+2|
+5|
+10|
+10|Time unraveled|33
17th|
+12/+7/+2|
+5|
+10|
+10|Expanded instant|35
18th|
+13/+8/+3|
+6|
+11|
+11|Timetheft (full-round action)|37
19th|
+14/+9/+4|
+6|
+11|
+11|Respin time|39
20th|
+15/+10/+5|
+6|
+12|
+12|Temporal anchor|41
[/table]
Class Skills
The timethief’s class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Listen (Wis), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Cha), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Use Psionic Device (Cha), and Use Magic Device (Cha).
Many of the timethief’s class features may only be used on an ally. They may not be used on the timethief herself, unless specifically described as applying to the timethief.
All of the following are class features of the timethief.
Weapon and Armor Proficiencies: A timethief is proficient with all simple and martial weapons, and with light and medium armor and shields (except tower shields).
Paradox (Su): The timethief uses her powers to meddle with the time flow. Her abilities cause ripples and distortions in the flow of time. A timethief can only be the cause of a limited amount of paradox in the time flow at a time. This is measured by points of paradox. As a timethief advances in experience, she gains a greater degree of control over time. She has a pool of paradox available at any one time as shown in Table: The Timethief. Her abilities use this paradox reserve to cause distortions and effects with the flow of time. Each ability has a cost in paradox points, which is subtracted from the timethief’s total paradox pool.
The flow of time is self-repairing. Every round in which the timethief does not use an ability which requires expending points of paradox, she regains 1 point of paradox. If she concentrates as a full-round action, she instead regains twice this amount. Actively regaining paradox in this way provokes attacks of opportunity.
Synchronization (Su): The timethief receives a bonus to initiative checks equal to one half her class level (minimum +1). In addition, every round she may choose to increase her initiative score by 1 for the duration of the battle. She may increase her initiative by more than 1 by expending points of paradox. For every point of paradox sacrificed, her initiative score increases by an additional 2. Increasing her initiative score is not an action.
If the timethief has the same initiative score as an ally within 30ft. (after adjustment), she may choose to synchronize with that ally. When synchronized, the two characters take their turns simultaneously. Many of her class features depend on her acting in synchronization with an ally.
The two characters must both choose actions without knowing the result of the other’s actions for the round. If there is any conflict as to which character goes first, the most beneficial series of events for the two characters comes to pass. For instance, if one of the characters is attacking a foe and the other character is casting bull’s strength on the other, the attacking character receives the benefit of the spell for her attack.
Synchronization ends if the two characters become more than 30ft. apart or if the timethief chooses to change her initiative to synchronize with another ally. If two characters are synchronized when initiative is rolled, they may both use the better of the two initiative checks as if they had rolled it. As such, they remain in synchronization at the start of a battle.
While synchronized, the ally is also affected by the timethief’s initiative advances. Thus, both characters may advance in initiative by 1 each round, and by more if the timethief expends paradox points to do so.
If either the timethief or a synchronized ally chooses to delay or ready an action and the other does not do the same, the synchronization effect ends.
Timed Attack (Su): The timethief can use her influence over time to aid in melee. When acting in synchronization with another character, the timethief may use a swift action to target an enemy she and her ally both threaten in melee. This enemy is treated as flanked for all purposes, including sneak attack, for the synchronized characters for one round. No additional benefit is gained if the enemy is actually flanked. Using this ability requires 1 point of paradox.
Recall Spell (Su): Beginning at 2nd level, the timethief can warp time to recall magic. When acting in synchronization with a spellcaster or psionicist, the timethief may use their standard action to recall magic or psionic power that their ally releases in the same round. The ally regains the spell slot or power points they have spent as if never expeneded, but the spell (or power) is still cast (or manifested). Using this ability requires 4 points of paradox per spell level recalled or per 2 power points restored (minimum 1).
The timethief may not recall a spell or power that has been affected by temporal metamagic (see below). In addition, the timethief may not recall spells over 6th level or powers which cost more than 12 power points to manifest. A spellcaster (or psionicist) may only be affected by this ability once per day per point of their relevant spellcasting (or manifesting) ability modifier.
Timetheft (Su): Beginning at 3rd level, the timethief achieves the ability to steal her enemy’s time and use it against them. To use this ability, the timethief must be acting in synchronization with an ally who flanks the target enemy (timed attack is also a valid method to use timetheft; see above). On a successful attack by the timethief, the target is slowed (as the spell of the same name). The timethief may also target one ally within 30ft. to receive the benefit of a haste ability (as the spell of the same name) for the duration of the effect. Using this ability requires 1 point of paradox per round of effect. If one of the conditions is removed prematurely, the other effect ends as well.
Beginning at 8th level, the timethief may steal a greater portion of her enemy’s time. Upon fulfilling the conditions of a timetheft, the enemy may instead lose its next move action. Accordingly, one ally within 30ft. of the timethief may take an additional move action on their next turn. Using this ability requires 4 points of paradox.
Beginning at 13th level, the timethief may steal a greater portion of her enemy’s time. Upon fulfilling the conditions of a timetheft, the enemy may instead lose its next standard action. Accordingly, one ally within 30ft. of the timethief may take an additional standard action on their next turn. Using this ability requires 12 points of paradox.
Beginning at 18th level, the timethief may steal a greater portion of her enemy’s time. Upon fulfilling the conditions of a timetheft, the enemy may instead lose its next full-round action. Accordingly, one ally within 30ft. of the timethief may take an additional full-round action on their next turn. Using this ability requires 24 points of paradox.
Temporal Metamagic (Su): Beginning at 4th level, the timethief can use her control over time to warp reality, transforming magic itself. To use this ability, the timethief must be in synchronization with a spellcaster or psionicist casting a spell or manifesting a power. As a standard action, the timethief may apply a metamagic or metapsionic effect to the spell or power used. Using this ability requires 3 points of paradox per adjusted level of spell or per 2 power points that the effect would normally require. For example, a timethief may apply the effects of the Empower Spell feat to a fireball cast by a synchronized ally by expending 6 points of paradox.
A spell or power affected by this ability may not exceed 9th level or 20 power points (unless the psionicist is using the Overchannel feat or Wild Surge class feature, as normal) after this ability is applied. A spellcaster (or psionicist) may only be affected by this ability once per day per point of their relevant spellcasting (or manifesting) ability modifier.
Using temporal metamagic does not increase the casting time of a spontaneous spell. This additional time required is provided by the timethief. For example, a timethief may give up 12 points of paradox to apply the effects of the Quicken Spell feat to a spell cast by a sorcerer. The spell itself now requires only a swift action to cast, but the timethief still requires a standard action to apply the temporal metamagic to it.
The timethief may apply temporal metamagic to a spell or power that has already been augmented by a metamagic or metapsionic feat. However, if the spell is spontaneously cast, it may not be affected by the effects of Quicken Spell through temporal metamagic if the caster chooses to increase its casting time with a metamagic feat.
Future Power (Su): Beginning at 5th level, the timethief can increase the effectiveness of his allies by imbuing them with some of their future power. To use this ability, the timethief must be in synchronization with an ally. Using this ability is a standard action. For the duration of the effect, the ally is treated as being one or more levels higher in one of their classes for the purposes of: Base Attack Bonus, base saving throws, and scaling class features (such as trap sense or sneak attack). They do not receive additional spells or power points, although their caster or manifester level, as appropriate, is increased. Neither do they receive unique class features that they do not already posess, including bonus feats. They gain temporary hit points as if their hit dice were maximized for the effective levels. All of these augments end after the duration of the effect, although the temporary hit points are lost before actual hit points, as normal. Using this ability requires 4 points of paradox per effective level granted and 2 points of paradox per round of duration.
Time to Act (Su): Beginning at 6th level, the timethief can give an ally additional time to react and focus. To use this ability, the timethief must be synchronized with an ally. As a move action, the timethief transfers some of her own time to the ally, giving them the ability to take 10 on any one skill check made that round, even if stress or distraction would normally prevent them from doing so. This ability be used for skill checks which require more than one round to perform, but the timethief must continue to use this ability for the duration of the check, expending paradox each round. Using this ability requires 1 point of paradox.
Beginning at 15th level, the timethief can grant even more false time to her ally. This ability functions exactly as lesser time to act, but allows her ally to take 20 on the skill check. Using this ability requires 4 points of paradox per round.
Double Take (Su): Beginning at 7th level, the timethief can give an ally another chance to succeed. To use this ability, the timethief must be synchronized with an ally. As an immediate action, the timethief warps time slightly, allowing the ally to make two rolls for any saving throw they must make. They may choose the better of the two rolls as their saving throw. Using this ability requires 2 points of paradox.
Segmented Action (Su): Beginning at 9th level, the timethief can allow an ally to time her action perfectly, waiting for the opportune moment. The timethief does not need to be synchronized to use this ability. As an immediate action, the timethief allows any ally within 30ft. to split up their next (or current, if the ability is used on that ally’s turn) turn and take either their move action, swift action, or standard action at any point before their next turn, even on someone else’s turn. Using this ability requires 2 points of paradox per action delayed. For example, an ally who wants to delay both a swift and standard action requires an expenditure of 4 points of paradox.
Erosion (Su): Beginning at 10th level, the timethief can bring the power of time to bear on the target of an ally’s power. To use this ability, the timethief must be in synchronization with an ally who is forcing an enemy to make a saving throw. As a move action, the timethief can erode the enemy’s defences, giving them a penalty on their saving throw for the one effect. Using this ability requires 2 points of paradox per -1 penalty applied to the enemy. This penalty may not exceed half the timethief’s class level.
Accelerated Healing (Su): Beginning at 11th level, the timethief may accelerate bodily processes in order to help an ally recover from wounds. To use this ability, the timethief must be touching an ally. As a standard action, the ally benefits from all of the effects of a full night’s rest, with the exception of refreshing uses of abilities per day (including spellcasting or power points per day). This includes hit points recovered and ability damage restored. Any roll for disease or poison which would have been required in the next 24 hours are made instantly and their effects resolved. 24 hours are removed from the duration of any spell or other ability currently affecting the ally. Using this ability requires 10 points of paradox.
Each ally may only benefit from this effect once per day per point of Constitution modifier.
Infinite Skill (Su): Beginning at 12th level, the timethief can use her power to bend time and combine the talent of her allies. To use this ability, the timethief must be in synchronization with an ally with skill ranks. As a move action, the timethief may temporarily grant use of some of these skill ranks to allies within 30ft. of her. This ability allows the recipient(s) to make skill checks that are normally trained only even if they have no actual ranks in the relevant skill. Using this ability requires a number of points of paradox as shown on the following table:
Table: Infinite Skill
{table=head]Effect|Paradox Points
Each ally targeted|2
Each skill transferred|4
Each round of duration|2[/table]
Each skill transferred transfers all of the ranks the synchronized ally has in that skill. Thus, it costs the same number of points of paradox to share her ally’s 3 ranks in Climb as it does to share his 16 ranks in Intimidate.
The timethief may instead choose to share her own skill ranks. This works exactly the same way as described above, but she does not need to be synchronized in order to do this.
Eternal Puissance (Su): Beginning at 14th level, the timethief can use her mastery over the flow of time to restore some of an ally’s expended power. To use this ability, the timethief must be touching an ally who has an ability other than spellcasting or power manifesting which may be used a finite number of times per day. As a full-round action, the timethief can restore one use of this ability for the current day. This ability may apply to an ability granted as a class feature, a racial feature, a magic item, a domain, or a feat.
An ally may not benefit from this effect again for any ability they have until they have used the additional use granted by this ability. Effectively they can have one ‘extra’ use of one ability at a time. The ally may only have one ‘extra’ use at a time, even if they have multiple applicable abilities. Extra uses of abilities granted by this effect are used first (before normal uses per day). Using this ability requires a number of points of paradox equal to 20 - the normal uses per day of the ability (minimum 1 point of paradox).
Time Unraveled (Su): Beginning at 16th level, the timethief can rewrite time slightly to help an ally succeed. To use this ability, the timethief must be synchronized with an ally. As an immediate action, the timethief may allow the ally to reroll a roll of 1d20 they have just rolled. The decision to use this must be made before the roll is deemed a success or a failure. The ally must take the result of this roll, even if it was worse than the original. Using this ability requires 10 points of paradox.
Expanded Instant (Su): Beginning at 17th level, the timethief can use her temporal power to literally create time by expanding an instant in time to become more. To use this ability to best effect, the timethief must be synchronized with an ally. The timethief expands an instant into a larger portion of time. As a swift action, the timethief and anyone she is synchronized with enter into an expanded timeframe. This works exactly like a time stop except insomuch as duration is concerned. Both the timethief and her synchronized ally may take normal actions each round that this persists. If the synchronization ends while this effect persists, the ally becomes frozen in time until it ends. The timethief may not synchronize with a new ally while this effect persists. Using this ability requires 15 points of paradox per round of expanded time.
Respin Time (Su): Beginning at 19th level, the timethief can cause a massive fluctuation in the timeframe. The entire round is rewound, and a new round begins starting from the timethief’s last turn. Everything that happened in the round does not neccessairly happen, and characters are free to choose different actions in the new round. Using this ability requires the expenditure of all of the timethief’s paradox, which must be greater than or equal to 30 points.
Temporal Anchor (Su): Beginning at 20th level, the timethief can bring an ally to a halt in the flow of time. To use this ability, the timethief must be in synchronization with an ally. As a standard action, the timethief may begin this effect, which lasts for a number of apparent rounds equal to half the timethief’s class level. For the duration of the effect, the ally is protected against the ravages of time.
This includes immunity to aging, as well as any effect by a timethief. This also protects against many psionic powers from the discipline of psychoportation, such as time hop or similar effects. The ally’s initiative count may not be changed for the duration of this ability for any reason (although the ally may still delay and ready actions as normal). As well, the ally may act normally while in any effect similar to a time stop. The ally is not subject to effects similar to time regression, including the timethief’s respin time class feature. If such an effect is activated, the ally is not present in the replayed round, and reappears after the false round has occured, in the same condition as when it was started, exactly as if exiting a time hop. Any spell or effect currently in place on the target with a limited duration does not lose duration while this effect lasts. For example, if the ally is the target of a bull’s strength spell when the effect starts, the time spent in this state does not count against the duration of the spell. After this effect ends, the duration begins counting down normally. Consequentially, spells or effects such as this may still be added to the ally while in this state, and do not begin counting down until this effect ends.
If the ally takes enough damage to be killed or knocked unconcious while in this state, he may continue to act normally until the duration ends, at which point he may be reduced to a dead or unconcious state, as appropriate. He may, however, be healed while in this state, negating even death, so long as it is applied before he exits this state.
Upon entering this state, the ally stops being in synchronization with the timethief. The ally may not enter synchronization so long as this effect persists. No ally can benefit from this effect more than once per day. Using this ability requires the expenditure of all of the timethief’s paradox, which must be greater than or equal to 40 points.
New Feats
Bend Time [General]
Prerequisite: Timesense
Benefit: You gain 1 additional point of paradox to add to your paradox reserve.
Special: You may take this feat multiple times. Its effects stack. However, the study of time is time-consuming. Insights into its structure can only be gleaned through experience and experimentation. As such, you may only select this feat at a level at which you would normally be able to select a feat (level 1, 3, 6, etc). You may not select this feat by dint of race or class.
Subtle Ripples [General]
Prerequisite: Timesense, Bend Time
Benefit: You are able to create paradoxes without interrupting the self-repairing nature of time. You continue to regain 1 point of paradox every round, even if you spend paradox in the same round.
Normal: You do not regain paradox in a round in which you spend paradox.
Timesense [General]
Prerequisite: Synchronization class feature
Benefit: As a result of your extensive study of the structure of time, you can unerringly keep track of time in your mind. Despite your location or situation, you always know what time it is on the Material Plane. In addition, you automatically know the time trait of any plane you visit.
Normal: You do not always know what time it is.
Time Spinner [General]
Prerequisite: Timesense, Bend Time
Benefit: Through focus and hard work, you have learned more accurate methods of smoothing ripples in the flow of time. When actively restoring paradox (as described in the paradox class feature of the timethief), you may regain 3 points of paradox. As well, actively restoring paradox no longer provokes attacks of opportunity.
Normal: Actively restoring paradox allows you to regain 2 points of paradox and provokes attacks of opportunity.
”Once I wasted time, and now doth time waste me.”
Time makes fools of everyone in the end. Canny individuals, however, through perseverence and study are able to glean some small insight into the flow of time. Through this rudimentary understanding of the underpinnings of consequentiality, they are able to effect ripples and distortions in the flow of time to better suit their purposes. These individuals are timethieves, scoundrels who alter and manipulate time to provide a favorable outcome.
Adventures: Timethieves go on adventures for many of the same reasons other adventurers do. Some are drawn by glory, others by riches. All timethieves, however, are dedicated to practicing their craft by manipulating time. In many cases, timethieves will actively hunt out mortal danger to test their control over the flow of time.
Alignment: A timethief may be of any alignment. Lawful timethieves use the natural order of the flow of time to bring things into a proper sequence. Chaotic timethieves delight in manipulating and altering one of the dimensional frameworks of reality. Good-aligned timethieves use their control over time to right past wrongs, while evil timethieves delight in prolonging pain and suffering.
Religion: Timethieves worship no specific deity. All gods have some timethieves among the ranks of their followers. Pious timethieves use their power over time to enact their god’s will in the mortal realm.
Background: A timethief can come from any heritage or history. The only thing they all share is a fascination with time and the order it imposes on the nature of reality.
Races: No race holds a great predilection for becoming timethieves. Members of all races can dream of the secrets held by time and seek to discover them. Kenkus (Monster Manual III) often become timethieves to enhance their cultural abilities to coordinate and aid their allies.
Other Classes: Almost all classes welcome the addition of a timethief. Some particularly strict classes, such as the paladin, may see their craft as an insult to the nature of the world. Most classes, however, welcome the unique skills and abilities that a timethief can offer to an adventuring party. Spellcasters in particular love timethieves for the longevity their temporal power can give them.
Role: Because of the exotic nature of their abilities, timethieves do not fill a standard role in an adventuring party. Instead, they focus exclusively on support and longevity. That is, they increase the effectiveness of the other members by manipulating time, and allow the party as a whole to travel longer and harder before requiring rest. A timethief excels in maintaining the power level of an adventuring group over long periods of time, and aiding them in combat. With a timethief in the party, the group need not be as concerned about conserving resources as they would otherwise be.
Game Rule Information
Abilities: Unique among adventuring classes, the timethief does not rely on any one ability score to be effective. The only thing required to excel as a timethief is a keen interest in the nature of time. As such, a timethief is free to pursue abilities or skills that interest her, and not neccessarily those required to be effective in combat.
Alignment: Any
Hit Die: d6
Skill Points at 1st Level: (6 + Int) x 4
Skill Points at Each Additional Level: 6 + Int
Table: The Timethief
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Paradox
1st|
+0|
+0|
+2|
+2|Paradox, synchronization, timed attack|3
2nd|
+1|
+0|
+3|
+3|Recall spell|5
3rd|
+2|
+1|
+3|
+3|Timetheft (tempo)|7
4th|
+3|
+1|
+4|
+4|Temporal metamagic|9
5th|
+3|
+1|
+4|
+4|Future power|11
6th|
+4|
+2|
+5|
+5|Time to act (lesser)|13
7th|
+5|
+2|
+5|
+5|Double take|15
8th|
+6/+1|
+2|
+6|
+6|Timetheft (move action)|17
9th|
+6/+1|
+3|
+6|
+6|Segmented action|19
10th|
+7/+2|
+3|
+7|
+7|Erosion|21
11th|
+8/+3|
+3|
+7|
+7|Accelerated healing|23
12th|
+9/+4|
+4|
+8|
+8|Infinite skill|25
13th|
+9/+4|
+4|
+8|
+8|Timetheft (standard action)|27
14th|
+10/+5|
+4|
+9|
+9|Eternal puissance|29
15th|
+11/+6/+1|
+5|
+9|
+9|Time to act (greater)|31
16th|
+12/+7/+2|
+5|
+10|
+10|Time unraveled|33
17th|
+12/+7/+2|
+5|
+10|
+10|Expanded instant|35
18th|
+13/+8/+3|
+6|
+11|
+11|Timetheft (full-round action)|37
19th|
+14/+9/+4|
+6|
+11|
+11|Respin time|39
20th|
+15/+10/+5|
+6|
+12|
+12|Temporal anchor|41
[/table]
Class Skills
The timethief’s class skills (and the key ability for each skill) are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Listen (Wis), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Cha), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Swim (Str), Use Psionic Device (Cha), and Use Magic Device (Cha).
Many of the timethief’s class features may only be used on an ally. They may not be used on the timethief herself, unless specifically described as applying to the timethief.
All of the following are class features of the timethief.
Weapon and Armor Proficiencies: A timethief is proficient with all simple and martial weapons, and with light and medium armor and shields (except tower shields).
Paradox (Su): The timethief uses her powers to meddle with the time flow. Her abilities cause ripples and distortions in the flow of time. A timethief can only be the cause of a limited amount of paradox in the time flow at a time. This is measured by points of paradox. As a timethief advances in experience, she gains a greater degree of control over time. She has a pool of paradox available at any one time as shown in Table: The Timethief. Her abilities use this paradox reserve to cause distortions and effects with the flow of time. Each ability has a cost in paradox points, which is subtracted from the timethief’s total paradox pool.
The flow of time is self-repairing. Every round in which the timethief does not use an ability which requires expending points of paradox, she regains 1 point of paradox. If she concentrates as a full-round action, she instead regains twice this amount. Actively regaining paradox in this way provokes attacks of opportunity.
Synchronization (Su): The timethief receives a bonus to initiative checks equal to one half her class level (minimum +1). In addition, every round she may choose to increase her initiative score by 1 for the duration of the battle. She may increase her initiative by more than 1 by expending points of paradox. For every point of paradox sacrificed, her initiative score increases by an additional 2. Increasing her initiative score is not an action.
If the timethief has the same initiative score as an ally within 30ft. (after adjustment), she may choose to synchronize with that ally. When synchronized, the two characters take their turns simultaneously. Many of her class features depend on her acting in synchronization with an ally.
The two characters must both choose actions without knowing the result of the other’s actions for the round. If there is any conflict as to which character goes first, the most beneficial series of events for the two characters comes to pass. For instance, if one of the characters is attacking a foe and the other character is casting bull’s strength on the other, the attacking character receives the benefit of the spell for her attack.
Synchronization ends if the two characters become more than 30ft. apart or if the timethief chooses to change her initiative to synchronize with another ally. If two characters are synchronized when initiative is rolled, they may both use the better of the two initiative checks as if they had rolled it. As such, they remain in synchronization at the start of a battle.
While synchronized, the ally is also affected by the timethief’s initiative advances. Thus, both characters may advance in initiative by 1 each round, and by more if the timethief expends paradox points to do so.
If either the timethief or a synchronized ally chooses to delay or ready an action and the other does not do the same, the synchronization effect ends.
Timed Attack (Su): The timethief can use her influence over time to aid in melee. When acting in synchronization with another character, the timethief may use a swift action to target an enemy she and her ally both threaten in melee. This enemy is treated as flanked for all purposes, including sneak attack, for the synchronized characters for one round. No additional benefit is gained if the enemy is actually flanked. Using this ability requires 1 point of paradox.
Recall Spell (Su): Beginning at 2nd level, the timethief can warp time to recall magic. When acting in synchronization with a spellcaster or psionicist, the timethief may use their standard action to recall magic or psionic power that their ally releases in the same round. The ally regains the spell slot or power points they have spent as if never expeneded, but the spell (or power) is still cast (or manifested). Using this ability requires 4 points of paradox per spell level recalled or per 2 power points restored (minimum 1).
The timethief may not recall a spell or power that has been affected by temporal metamagic (see below). In addition, the timethief may not recall spells over 6th level or powers which cost more than 12 power points to manifest. A spellcaster (or psionicist) may only be affected by this ability once per day per point of their relevant spellcasting (or manifesting) ability modifier.
Timetheft (Su): Beginning at 3rd level, the timethief achieves the ability to steal her enemy’s time and use it against them. To use this ability, the timethief must be acting in synchronization with an ally who flanks the target enemy (timed attack is also a valid method to use timetheft; see above). On a successful attack by the timethief, the target is slowed (as the spell of the same name). The timethief may also target one ally within 30ft. to receive the benefit of a haste ability (as the spell of the same name) for the duration of the effect. Using this ability requires 1 point of paradox per round of effect. If one of the conditions is removed prematurely, the other effect ends as well.
Beginning at 8th level, the timethief may steal a greater portion of her enemy’s time. Upon fulfilling the conditions of a timetheft, the enemy may instead lose its next move action. Accordingly, one ally within 30ft. of the timethief may take an additional move action on their next turn. Using this ability requires 4 points of paradox.
Beginning at 13th level, the timethief may steal a greater portion of her enemy’s time. Upon fulfilling the conditions of a timetheft, the enemy may instead lose its next standard action. Accordingly, one ally within 30ft. of the timethief may take an additional standard action on their next turn. Using this ability requires 12 points of paradox.
Beginning at 18th level, the timethief may steal a greater portion of her enemy’s time. Upon fulfilling the conditions of a timetheft, the enemy may instead lose its next full-round action. Accordingly, one ally within 30ft. of the timethief may take an additional full-round action on their next turn. Using this ability requires 24 points of paradox.
Temporal Metamagic (Su): Beginning at 4th level, the timethief can use her control over time to warp reality, transforming magic itself. To use this ability, the timethief must be in synchronization with a spellcaster or psionicist casting a spell or manifesting a power. As a standard action, the timethief may apply a metamagic or metapsionic effect to the spell or power used. Using this ability requires 3 points of paradox per adjusted level of spell or per 2 power points that the effect would normally require. For example, a timethief may apply the effects of the Empower Spell feat to a fireball cast by a synchronized ally by expending 6 points of paradox.
A spell or power affected by this ability may not exceed 9th level or 20 power points (unless the psionicist is using the Overchannel feat or Wild Surge class feature, as normal) after this ability is applied. A spellcaster (or psionicist) may only be affected by this ability once per day per point of their relevant spellcasting (or manifesting) ability modifier.
Using temporal metamagic does not increase the casting time of a spontaneous spell. This additional time required is provided by the timethief. For example, a timethief may give up 12 points of paradox to apply the effects of the Quicken Spell feat to a spell cast by a sorcerer. The spell itself now requires only a swift action to cast, but the timethief still requires a standard action to apply the temporal metamagic to it.
The timethief may apply temporal metamagic to a spell or power that has already been augmented by a metamagic or metapsionic feat. However, if the spell is spontaneously cast, it may not be affected by the effects of Quicken Spell through temporal metamagic if the caster chooses to increase its casting time with a metamagic feat.
Future Power (Su): Beginning at 5th level, the timethief can increase the effectiveness of his allies by imbuing them with some of their future power. To use this ability, the timethief must be in synchronization with an ally. Using this ability is a standard action. For the duration of the effect, the ally is treated as being one or more levels higher in one of their classes for the purposes of: Base Attack Bonus, base saving throws, and scaling class features (such as trap sense or sneak attack). They do not receive additional spells or power points, although their caster or manifester level, as appropriate, is increased. Neither do they receive unique class features that they do not already posess, including bonus feats. They gain temporary hit points as if their hit dice were maximized for the effective levels. All of these augments end after the duration of the effect, although the temporary hit points are lost before actual hit points, as normal. Using this ability requires 4 points of paradox per effective level granted and 2 points of paradox per round of duration.
Time to Act (Su): Beginning at 6th level, the timethief can give an ally additional time to react and focus. To use this ability, the timethief must be synchronized with an ally. As a move action, the timethief transfers some of her own time to the ally, giving them the ability to take 10 on any one skill check made that round, even if stress or distraction would normally prevent them from doing so. This ability be used for skill checks which require more than one round to perform, but the timethief must continue to use this ability for the duration of the check, expending paradox each round. Using this ability requires 1 point of paradox.
Beginning at 15th level, the timethief can grant even more false time to her ally. This ability functions exactly as lesser time to act, but allows her ally to take 20 on the skill check. Using this ability requires 4 points of paradox per round.
Double Take (Su): Beginning at 7th level, the timethief can give an ally another chance to succeed. To use this ability, the timethief must be synchronized with an ally. As an immediate action, the timethief warps time slightly, allowing the ally to make two rolls for any saving throw they must make. They may choose the better of the two rolls as their saving throw. Using this ability requires 2 points of paradox.
Segmented Action (Su): Beginning at 9th level, the timethief can allow an ally to time her action perfectly, waiting for the opportune moment. The timethief does not need to be synchronized to use this ability. As an immediate action, the timethief allows any ally within 30ft. to split up their next (or current, if the ability is used on that ally’s turn) turn and take either their move action, swift action, or standard action at any point before their next turn, even on someone else’s turn. Using this ability requires 2 points of paradox per action delayed. For example, an ally who wants to delay both a swift and standard action requires an expenditure of 4 points of paradox.
Erosion (Su): Beginning at 10th level, the timethief can bring the power of time to bear on the target of an ally’s power. To use this ability, the timethief must be in synchronization with an ally who is forcing an enemy to make a saving throw. As a move action, the timethief can erode the enemy’s defences, giving them a penalty on their saving throw for the one effect. Using this ability requires 2 points of paradox per -1 penalty applied to the enemy. This penalty may not exceed half the timethief’s class level.
Accelerated Healing (Su): Beginning at 11th level, the timethief may accelerate bodily processes in order to help an ally recover from wounds. To use this ability, the timethief must be touching an ally. As a standard action, the ally benefits from all of the effects of a full night’s rest, with the exception of refreshing uses of abilities per day (including spellcasting or power points per day). This includes hit points recovered and ability damage restored. Any roll for disease or poison which would have been required in the next 24 hours are made instantly and their effects resolved. 24 hours are removed from the duration of any spell or other ability currently affecting the ally. Using this ability requires 10 points of paradox.
Each ally may only benefit from this effect once per day per point of Constitution modifier.
Infinite Skill (Su): Beginning at 12th level, the timethief can use her power to bend time and combine the talent of her allies. To use this ability, the timethief must be in synchronization with an ally with skill ranks. As a move action, the timethief may temporarily grant use of some of these skill ranks to allies within 30ft. of her. This ability allows the recipient(s) to make skill checks that are normally trained only even if they have no actual ranks in the relevant skill. Using this ability requires a number of points of paradox as shown on the following table:
Table: Infinite Skill
{table=head]Effect|Paradox Points
Each ally targeted|2
Each skill transferred|4
Each round of duration|2[/table]
Each skill transferred transfers all of the ranks the synchronized ally has in that skill. Thus, it costs the same number of points of paradox to share her ally’s 3 ranks in Climb as it does to share his 16 ranks in Intimidate.
The timethief may instead choose to share her own skill ranks. This works exactly the same way as described above, but she does not need to be synchronized in order to do this.
Eternal Puissance (Su): Beginning at 14th level, the timethief can use her mastery over the flow of time to restore some of an ally’s expended power. To use this ability, the timethief must be touching an ally who has an ability other than spellcasting or power manifesting which may be used a finite number of times per day. As a full-round action, the timethief can restore one use of this ability for the current day. This ability may apply to an ability granted as a class feature, a racial feature, a magic item, a domain, or a feat.
An ally may not benefit from this effect again for any ability they have until they have used the additional use granted by this ability. Effectively they can have one ‘extra’ use of one ability at a time. The ally may only have one ‘extra’ use at a time, even if they have multiple applicable abilities. Extra uses of abilities granted by this effect are used first (before normal uses per day). Using this ability requires a number of points of paradox equal to 20 - the normal uses per day of the ability (minimum 1 point of paradox).
Time Unraveled (Su): Beginning at 16th level, the timethief can rewrite time slightly to help an ally succeed. To use this ability, the timethief must be synchronized with an ally. As an immediate action, the timethief may allow the ally to reroll a roll of 1d20 they have just rolled. The decision to use this must be made before the roll is deemed a success or a failure. The ally must take the result of this roll, even if it was worse than the original. Using this ability requires 10 points of paradox.
Expanded Instant (Su): Beginning at 17th level, the timethief can use her temporal power to literally create time by expanding an instant in time to become more. To use this ability to best effect, the timethief must be synchronized with an ally. The timethief expands an instant into a larger portion of time. As a swift action, the timethief and anyone she is synchronized with enter into an expanded timeframe. This works exactly like a time stop except insomuch as duration is concerned. Both the timethief and her synchronized ally may take normal actions each round that this persists. If the synchronization ends while this effect persists, the ally becomes frozen in time until it ends. The timethief may not synchronize with a new ally while this effect persists. Using this ability requires 15 points of paradox per round of expanded time.
Respin Time (Su): Beginning at 19th level, the timethief can cause a massive fluctuation in the timeframe. The entire round is rewound, and a new round begins starting from the timethief’s last turn. Everything that happened in the round does not neccessairly happen, and characters are free to choose different actions in the new round. Using this ability requires the expenditure of all of the timethief’s paradox, which must be greater than or equal to 30 points.
Temporal Anchor (Su): Beginning at 20th level, the timethief can bring an ally to a halt in the flow of time. To use this ability, the timethief must be in synchronization with an ally. As a standard action, the timethief may begin this effect, which lasts for a number of apparent rounds equal to half the timethief’s class level. For the duration of the effect, the ally is protected against the ravages of time.
This includes immunity to aging, as well as any effect by a timethief. This also protects against many psionic powers from the discipline of psychoportation, such as time hop or similar effects. The ally’s initiative count may not be changed for the duration of this ability for any reason (although the ally may still delay and ready actions as normal). As well, the ally may act normally while in any effect similar to a time stop. The ally is not subject to effects similar to time regression, including the timethief’s respin time class feature. If such an effect is activated, the ally is not present in the replayed round, and reappears after the false round has occured, in the same condition as when it was started, exactly as if exiting a time hop. Any spell or effect currently in place on the target with a limited duration does not lose duration while this effect lasts. For example, if the ally is the target of a bull’s strength spell when the effect starts, the time spent in this state does not count against the duration of the spell. After this effect ends, the duration begins counting down normally. Consequentially, spells or effects such as this may still be added to the ally while in this state, and do not begin counting down until this effect ends.
If the ally takes enough damage to be killed or knocked unconcious while in this state, he may continue to act normally until the duration ends, at which point he may be reduced to a dead or unconcious state, as appropriate. He may, however, be healed while in this state, negating even death, so long as it is applied before he exits this state.
Upon entering this state, the ally stops being in synchronization with the timethief. The ally may not enter synchronization so long as this effect persists. No ally can benefit from this effect more than once per day. Using this ability requires the expenditure of all of the timethief’s paradox, which must be greater than or equal to 40 points.
New Feats
Bend Time [General]
Prerequisite: Timesense
Benefit: You gain 1 additional point of paradox to add to your paradox reserve.
Special: You may take this feat multiple times. Its effects stack. However, the study of time is time-consuming. Insights into its structure can only be gleaned through experience and experimentation. As such, you may only select this feat at a level at which you would normally be able to select a feat (level 1, 3, 6, etc). You may not select this feat by dint of race or class.
Subtle Ripples [General]
Prerequisite: Timesense, Bend Time
Benefit: You are able to create paradoxes without interrupting the self-repairing nature of time. You continue to regain 1 point of paradox every round, even if you spend paradox in the same round.
Normal: You do not regain paradox in a round in which you spend paradox.
Timesense [General]
Prerequisite: Synchronization class feature
Benefit: As a result of your extensive study of the structure of time, you can unerringly keep track of time in your mind. Despite your location or situation, you always know what time it is on the Material Plane. In addition, you automatically know the time trait of any plane you visit.
Normal: You do not always know what time it is.
Time Spinner [General]
Prerequisite: Timesense, Bend Time
Benefit: Through focus and hard work, you have learned more accurate methods of smoothing ripples in the flow of time. When actively restoring paradox (as described in the paradox class feature of the timethief), you may regain 3 points of paradox. As well, actively restoring paradox no longer provokes attacks of opportunity.
Normal: Actively restoring paradox allows you to regain 2 points of paradox and provokes attacks of opportunity.