Born with a close affinity to time, all gemini templar eventually come to understand that there's something different about themselves. Much later, after they develop their innate ability to peer through the void surrounding the braid of timelines making up the material plane, a gemini templar will find another timeline like their own. That twin has had all the time in the world - and tapping into their unwilling hermitage has great potential.
Most gemini templar quickly develop the ability to reach through that gap to the other side, retrieving another self and putting that other self in their own place. With practice, this replacement can come with certain benefits - such as making use of the other's time of reflection. Though potentially useful, the first time this happens is often one of the most traumatic; a gemini templar's other self is sometimes unwilling to return to the other side.
Such other selves usually live on empty fragments of planes, developing small areas in which to subsist - rocky, dusty terrains, sparsely populated with bitter herbs, sometimes referred to as demilines - often deriving most of their entertainment from honing and using their connection to the prime self. Indeed, the vast majority of such other selves are trapped in the void between "living" timelines - merely able to observe and grow alongside the prime self, subsisting by leeching their supply of time through the prime self. Given such conditions, one can understandably be hesitant to return to the demiline.
Intended balance point: PF Alchemist.
Notes: The gemini templar functions as a time-inspired tank class - though it could easily be reflavoured as a fighter with a natural planar affinity. With the ability to disrupt and more permanently, we'll say, disable enemies, as well as the ability to temporarily shrug off all but the mightiest blows, the gemini templar functions as a threat to any man, woman, or monster that dares stand in her way. With the ability to stand side-by-side with a fighter at early levels, yet compete with classes that have magical aid at later levels, the gemini templar is playable at all levels.
Flavour side-note: They also offer unusual roleplaying choices for a fighter type. The gemini templar could be particularly appropriate for a player that enjoys rolling to hit, but is bored by more typical stories of weapon masters, knights, and woodsmen.
Starting Age: As Fighter
Starting Equipment:
Alignment: As gemini templar both follow the laws of time and yet are constantly shifting their self-perception, so also do they run the gamut from good to evil and law to chaos.
Hit Die: d10
Skill Points: 4+Int
Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency.
Gemini templar are proficient with all simple and martial weapons, with light, medium, and heavy armour, and with shields (but not tower shields).
Dual Timeline (Su).
Starting at 1st level, a gemini templar continually walks two timelines. As a move action or as part of the move action or the charge action, a gemini templar can swap presence with her other self (or, if currently acting as her other self, with her prime self; mechanically, these are treated identically). Doing so grants benefits as she calls on the rest and preparation her other self has made for this moment, increasing as she gains gemini templar levels.
For 1 minute after performing this swap, a gemini templar gains an insight bonus equal to the lesser of her Wisdom modifier and her class level to attack rolls, skill checks, and ability checks.
She can swap in this way twice per day, plus an additional time per day for every 3 levels above 1.
Bonus Feat (Ex).
At 2nd level, a gemini templar chooses a bonus feat listed below or from the list of feats listed as combat feats. She must fulfil any prerequisites of the feat. At 4th level and every four levels thereafter, she chooses another such feat.
Iron Will, Improved Iron Will, Lightning Reflexes, Improved Lightning Reflexes, Great Fortitude, Improved Great Fortitude, Toughness, Endurance, Diehard.
Prescience (Su).
At 2nd level, a gemini templar has become faster to react to the whispered guidance in her ear. Once per day, she can add +1d3 to any attack roll she makes after the results of the roll are revealed, or subtract that amount from any roll an opponent makes in an attack against her. In addition, as long as she has remaining uses per day of this ability, she is always aware whether this could alter the result of the effect.
Every four levels thereafter, she may add another +1d3 whenever she uses this ability and may use this ability an additional time per day.
Retroactivity (Su).
At 3rd level, a gemini templar never makes the same mistake twice. Once per day as an immediate action, she can reroll any Reflex or Will saving throw after the die is rolled but before the result of the roll is revealed and take the better roll. She takes a -2 on attack rolls and AC for 1 round after using this ability.
If she has improved iron will, improved lightning reflexes, or improved great fortitude, she gains an additional use per day for each such feat.
Linewrack (Su).
At 5th level, a gemini templar gains the ability to rend her opponent's very timeline, choosing a single linewrack from the list below. Once per day as an immediate reaction after successfully dealing damage, she may force the target to make a Will save (DC 10 + 1/2 gemini templar level + Wisdom modifier) or suffer from the gemini templar's current linewrack effects. This is not a mind-affecting effect. Success may still cause them to suffer from a limited effect, as described in the relevant text.
Every four levels after 5th level, a gemini templar chooses a new linewrack. She also gains one use per day of linewrack at these levels.
More information can be found here: Linewracks.
Beatdown (Su).
At 6th level, a gemini templar's ability to reach through the void becomes more constant. Whenever she successfully damages a single enemy with more than one attack in a full attack action, the gemini templar may force them to make a Will save (DC 10 + 1/2 gemini templar level + Wisdom modifier) or be shaken for 1d4 rounds, as she sends the target's timeline quaking. This is not a mind-affecting effect.
Ancient Invocation (Su).
At 7th level, after studying the nature of time in the physically barren demiplane of the gemini templar's other self, the gemini templar discovers an invocation of its temporal power applicable to even greater effect in the prime self's timeline. She gains one use of ancient invocations per day, and chooses one from the following list. Every four levels thereafter, she gains an additional use per day of ancient invocations and chooses another ancient invocation.
More information can be found here: Ancient invocations.
Dual Presence (Su).
At 10th level, whenever a gemini templar uses her dual timeline ability, she may also choose to remove one negative effect, condition, or spell on herself except for ability drain, permanent negative levels, and curses. Mark down this removed effect. It takes effect again the next time you use dual timeline (with or without dual presence), with the would-be remaining duration, unless its duration would have ended. Do not accrue penalties during this time; the gemini templar's other self is protected in semi-stasis by their demiplane. This costs two uses of her dual timeline ability and can only be performed once per day plus once per day for every three gemini templar levels above tenth.
In addition, she may use dual timeline (with or without dual presence) as a swift action. She may do this even when she would normally be unable to take swift actions, such as when stunned or petrified. She may still use dual timeline as a move action, but only when she would normally be able to take a move action.
Greater Beatdown (Su).
At 14th level, a gemini templar perfects her ability to reach through the void. Whenever she would apply beatdown, she may instead have them roll twice and take the worse of the two rolls. In addition, whenever they fail their beatdown save, rather than being shaken for 1d4 rounds, they are instead shaken for 1d4 minutes. If they fail the roll by 10 or more, they also become paralysed for 1d4 rounds as their time runs out.
Dual Mastery (Su).
At 18th level, the gemini templar has perfected her otherworldly observations. For 1 minute after using dual timeline (or dual presence), any critical hit she confirms causes the target to make a Fortitude save (DC 10 + 1/2 gemini templar level + Wisdom modifier) or die. The first time this occurs during that minute, the target must roll their saving throw three times and take the worst roll.
Additionally, she is no longer limited in her number of uses of dual timeline per day.
Unstoppable Force (Ex).
At 20th level, a gemini templar becomes immune to slowing effects and gains DR 15/-. In addition, if she dies, she may come back to life without her dual timeline ability in a place of her choosing within 500 miles of her place of death or place of birth exactly 24 hours later. Her dual timeline ability may be returned by having a true resurrection or a miracle cast with her as the target. While she lacks her dual timeline ability, the "resurrection" section of this ability is unavailable. In addition, she is immune to the fatereaper's reap eternity ability, as well as similar abilities.