Also referred to as: Time jack, chronal wraith, time specter, ticking fool.
To a timesharp, chronology is child's play. Much as a sorcerer has the innate ability to bend the world to their will, so also does a timesharp have a honed connection to the flow of time. This connection lends them the ability to pinch points in their timestream together, and to shift moments around, as well as to occasionally glimpse their own future. As they progress in power, timesharps gain the ability to manipulate not only their own timestream, but also those of the people around them.
Timesharps both mould time and are moulded by it. In time, every timesharp becomes one with the material of their craft; departing mortality and space, one of the prestigious, anarchic chronal forces. Although the common claim is that fragmenting one's strand holds no long-term harm, even the lowest veterans among their rank demonstrate inexplicable, fraying afterimages - and the most experienced become like ghosts themselves, not only siphoning life's most perfect blood, but phasing through walls and even destroying the flow of time itself.
A timesharp bows to no earthly master, and continually seeks to weaken the hold their loyal peers and the laws of nature hold on them. Freedom to act as they see fit is perhaps their most commonly shared value - unlike their more mundane peers, however, they rebel against the very laws of the universe. Their intuitive comprehension of the world and general rejection of it ties their beliefs closely to those of both sorcerers and rogues, although the expressions of those beliefs each differ.
Intended balance point: PF Bard.
Notes: The timesharp shouldn't be expected to have a damage output on par with a barbarian, nor the battlefield control of a wizard. They are opportunists that subdue their enemies through stealing time, passing through the shadows of the braid of time to reach points in space by risks their peers would be too concerned to take. They control their very future, with a custom-tailored toolbox that can make the best of most any situation - and, optimally, apply immense pressure on the high-value targets they need.
Generally, the class is designed to fulfill a martial manipulator role, allowing a party to fulfill the need for a battlefield controller without expecting them to overshadow the rest of the group. Although they gain some bonuses to damage, and their signature ability is delivered by weapon strike, it should be noted that these are not intended to put the timesharp at the same level of damage as a paladin or barbarian. Instead, a timesharp applies conditions to an enemy, as well as to help the team to bypass many out-of-combat situations.
Starting Age: As Rogue
Starting Equipment: 6d4x10gp
Alignment: As timesharps play outside the rules of time, so also do they often follow chaotic ideals.
Hit Die: d8
Skill Points: 6+Int
Class Skills: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).
Timesharp by DarkChibiShadow.
Used with permission.
Class Features
Weapon and Armor Proficiency.
Timesharps are proficient with all simple and martial weapons, and with light armour, but not with shields.
Motes of Time (Su).
All timesharps pinch out and collect unimportant moments from their own future during off hours, and can spend such a mote to stitch the moment into her current timestream. Timesharps have a mote pool of 3 plus their timesharp level per day, which are spent to activate mote powers. A timesharp can normally only use one mote power per round. Mote powers are free actions unless otherwise stated.
She gains the following mote power at a cost of 1 mote, activated as part of an attack roll, skill check, ability check, or saving throw that takes place in 1 round, immediately after being told the result of the original die roll:
Insight mote. The timesharp gains an insight bonus of +1d4 to the roll. At 8th level, and at every eight levels thereafter, this bonus increases by +1d4. This insight bonus stacks with other insight bonuses from timesharp abilities, though not with other insight bonuses. (This is an exception to the general rule that bonuses of the same type do not stack.) This free action may be taken even when it isn't her turn.
Additionally, she gains the following mote powers at a cost of 1 mote each:
Accelerant mote. The timesharp may take a swift or immediate action that does not count against the timesharp’s normal limit of one swift or immediate action per round. This free action may be taken even when it isn't her turn, but only to take an immediate action.
Sudden mote. The timesharp may act in a surprise round when she would not normally be able to do so. This free action may be taken even when it isn't her turn.
At 3rd level, she may also use insight motes with damage rolls.
Steal Time (Su).
At 1st level, a timesharp learns to scrape not only fragments of her own time, but also those of others, and uses the time to plan her every move. She gains the following mote power at a cost of 1 mote:
Steal time. The timesharp may only activate this mote power immediately after damaging a target with a melee attack. The target must make a Will save (DC 10 + 1/2 timesharp level + CHA modifier) or be staggered for 2 rounds plus 1 for every 4 levels.
In addition, while any target is staggered by steal time, the timesharp gains a +1 insight bonus to attack rolls, damage rolls, and skill checks.
Trapfinding (Ex).
At 1st level, a timesharp gains trapfinding, as the rogue ability. Levels in other classes that grant trapfinding stack with timesharp levels to determine total bonuses.
Temporal Talent.
At 2nd level and every even level thereafter, a timesharp gains a temporal talent, chosen from the list below.
More information can be found here: Temporal talents.
Evasion (Ex).
At 2nd level, a timesharp gains evasion, as the rogue ability.
Improved Steal Time (Su).
At 3rd level, a timesharp has become well-practised in her ability to render the time of others as her own. Once per round when she damages an opponent, she may apply steal time without spending a mote. She must still spend motes for further uses of steal time, but this first use does not count as a use of a mote power. Additionally, her insight bonus from steal time increases to +1d4 on damage rolls and skill checks for every die of her insight mote bonus, and to +1 on attack rolls for every die of her insight mote bonus.
Afterimage (Su).
At 3rd level, a timesharp's timeline begins to exhibit a cultivated fraying from her constant manipulations. While she is wearing light or no armour and not carrying a medium or heavier load, whenever she takes the move action, the charge action, the withdraw action, or the run action, and moves at least 10' as a part of it, she may choose to receive the effects of mirror image, using her timesharp level as the caster level, except that she gains a total of 1 mirror image for every 3 timesharp levels.
Uncanny Dodge (Ex).
At 4th level, a timesharp gains uncanny dodge, as the rogue ability.
Touch the Veil (Su).
At 4th level, the time beyond that of the material starts to become more malleable to a timesharp, much as did the future and past. She gains the following mote power with a cost of 1 mote:
Touch mote. All manufactured weapons she wields gain the ghost touch property for 1d4 rounds, plus 1 round for every die of her insight bonus from motes of time, as her weaponry winds through all nearby times at once. She can also use this ability to grant her unarmed strike or natural weapons the ghost touch property, but whenever she uses this ability, she may choose only one of the categories of manufactured weapons, unarmed strikes, or natural weapons.
Aevum.
At 5th level, a timesharp gains the ability to directly manipulate her timeline itself, rather than simply move around smaller bits of it. These moments of willpower and opportunity come in less abundance than do motes, but also represent far greater feats. She gains one aevum per day, which can be spent as a standard action unless otherwise specified. She also gains one aevum power, chosen from the list below (these are also referred to as "aevum").
Every 4 levels thereafter, she gains an additional aevum per day and chooses another aevum power.
More information can be found here: Aevum.
Bane of Motion (Su).
At 6th level, a timesharp begins to associate herself with her chronokinetic abilities over her relations to those on her plane. She gains the following mote power with a cost of 1 mote:
Bane mote. Whenever a creature moves (including with 5' steps) into or out of a square that the timesharp threatens this turn, all manufactured weapons she wields gain the bane property against that creature (but not other creatures of its type) for 1 round. She can also use this ability to benefit her unarmed strike or natural weapons, but whenever she uses this ability, she may choose only one of the categories of manufactured weapons, unarmed strikes, or natural weapons.
Time Deluge (Su).
At 7th level, the timesharp gains the following mote power with a cost of 1 mote:
Deluge mote. The timesharp may only activate this mote power while her target is staggered by her steal time ability. She applies the dazed condition to that target for 1d4 rounds unless they make a Will save (DC 10 + 1/2 timesharp level + Charisma modifier). Unless she applies steal time again, she no longer treats them as under the effect of steal time for her abilities until the dazed condition wears off.
Advanced Talents.
At 8th level, a timesharp gains access to feats of time bending worthy of true heroes, chosen from the list below. She may choose any such advanced talent in place of a new temporal talent.
More information can be found here: Advanced talents.
Improved Uncanny Dodge (Ex).
At 9th level, a timesharp gains improved uncanny dodge, as the rogue ability. Levels in other classes that grant uncanny dodge or improved uncanny dodge stack with timesharp levels to determine total bonuses.
Lust for Time (Su).
At 10th level, a timesharp nears the perfection of her ability to recognise the creases and folds in the timestream. She can use motes of time one additional time every round; however, she must spend these on different abilities.
For example, she might spend a mote of time on accelerant mote to take an additional swift action, and then a mote of time on insight mote to gain a bonus to an attack roll when she would otherwise have missed. However, she cannot gain two insight mote bonuses in the same round, even on different rolls, nor two additional swift actions in the same round.
Improved Accelerant Motes (Su).
At 11th level, a timesharp's accelerant mote power changes to the following:
Accelerant mote. The timesharp may take a move, swift, or immediate action that does not count against the timesharp’s normal limit of actions each round. This free action may be taken even when it isn't her turn, but only to take an immediate action.
Walk the Veil (Su).
At 12th level, a timesharp can not only touch but can also borrow the time beyond time. She gains the following mote power at a cost of 2 motes, activated as part of the move action, the charge action, the withdraw action, or the run action:
Walk mote. The timesharp becomes insubstantial for the duration of her movement, except that force effects and abjurations cease to affect her until she ends her movement, at which point they resume affecting her normally.
Insubstantial creatures can move through solid objects. Insubstantial creatures cannot affect material creatures with attacks, combat maneuvers, or other material effects, and vice versa.
Improved Sudden Motes (Su).
At 13th level, a timesharp starts to incorporate facets of the winding nature of her timestream into her spatial body. The timesharp's sudden mote power changes to the following:
Sudden mote. The timesharp may act in a surprise round when she would not normally be able to do so and gains a full round of actions instead of only a standard or move action. This is not considered an action, unlike other uses of motes of time, and is instead considered an option chosen at the start of a surprise round (just as Power Attack is an option chosen at the start of making an attack).
In addition, whenever she would act in a surprise round normally, she gains a full round of actions instead of only a standard or move action.
Perfected Talents.
At 14th level, a timesharp gains access to powers of time that few mortals have ever tasted, chosen from the list below. She may choose any such perfected talent in place of a new temporal talent.
More information can be found here: Perfected talents.
Greater Steal Time (Su).
At 15th level, a timesharp develops the ability to dictate the fate of her enemies. She gains the following mote power with a cost of 2 motes:
Greater steal time. The timesharp may only activate this mote power immediately after successfully applying steal time to a target, before she takes any other actions. The target receives the dazed condition for 1d4 rounds. This still allows the timesharp to gain an insight bonus from steal time.
Untold Histories (Su).
At 17th level, a timesharp has become infused with time, granting her dominion over all possible histories. She gains the following mote power with a cost of 2 motes:
History mote. The timesharp may only activate this mote power immediately after hearing the results of a use of insight mote. She treats her insight bonus for that use of insight mote as if she rolled the maximum value.
Still the Veil (Su).
At 18th level, a timesharp learns to dominate the other worlds of time. Whenever she would apply her steal time ability to an incorporeal creature or a creature with the outsider creature type, she may increase the cost by 2 additional motes (or, if she would apply steal time without any mote cost, simply to 2 motes) in order to instead apply the effects of temporal stasis on that creature, ignoring spell components, using her timesharp level as her caster level, and without provoking attacks of opportunity. This replaces the normal Will save of steal time with a Fortitude save and counts as an additional use of motes of time beyond steal time for this round (or simply as a use of motes of time if she would apply steal time without the use of motes of time).
Timesplit (Su).
At 19th level, a timesharp gains an additional 5' step every round, which she may use even if she has already moved. She also gains the following mote power with a cost of 2 motes:
Timesplit mote. The timesharp gains a further two 5' steps.
Timeless (Su).
At 20th level, a timesharp's manipulation of time becomes complete. She gains the ability to afflict any number of targets within 60' of herself with a supernatural entropy as a standard action once per day, causing 1d6 ability damage to all physical abilities every round for 10 rounds, even if they leave the area (although new creatures entering the area cannot be affected). Each round, they receive a Fortitude save (DC 10 + Charisma modifier + 1/2 timesharp level) to reduce that round's damage to 1 damage to all physical abilities.
Eternal Talents.
At 20th level, a timesharp gains access to powers of historic proportions, chosen from the list below. She may choose any such eternal talent in place of a new temporal talent.
More information can be found here: Eternal talents.
The timesharp is derived from the time thief by Super Genius Games, which is released under the Open Game License. The time thief is Copyright 2010, Super Genius Games. The author of the time thief is Owen K.C. Stephens.
The timesharp is a derivative work and is not endorsed by or otherwise associated with Super Genius Games. The timesharp was created by J.R. White, Copyright 2013, and is released under the OGL as Open Game Content.
Uncanny Dodge
Reproduced below:
A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.