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 is spent to fuel an aevum power 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.
Collapse Time (Su).
Rewind (Su).
The timesharp may spend an aevum to regress the world around her, forcing her timeline to loop back to a recent "save point" in time. Timesharps fluent in their trade sometimes refer to these as "landmarks," or "milestones." Some also ironically refer to them as "points of no return."
She gains the ability to place one such milestone per day per aevum power known, and can spend 2 motes as a swift action to gain the ability to place an additional milestone. Gaining another milestone in such a way counts as 1 use of motes per round.
Placing a milestone is a free action performed at the beginning of her turn. She then takes a normal turn's worth of actions, but all involved parties mark effects as temporary. As the final action of her turn, she may spend an aevum to as a free action to revert all changes made during her round to all creatures and items. This also removes memory of the events which transpired for all but the timesharp herself. If she chooses to regress time, she may take an additional round of actions; however, she is reduced to a standard action and free actions, and results are no longer tracked as temporary. If she is knocked unconscious or killed, double time automatically regresses time as described.
Milestones decay very quickly without special attention; in stressful situations (like combat and most other scenes of opposed action, as well as most time-sensitive scenes, such as while dying), they never last longer than 1 round, but in the least stressful circumstances (such as when picking locks with only allies present) - and with a significant degree of attentiveness - it might last as long as 1 minute.
At the end of every round in which she has a milestone placed, a timesharp may choose to make a concentration check (using her timesharp level as her caster level) against DC 5 + 2 per total rounds extended (including the new round). (She automatically fails this check in stressful situations.) If she fails this check, she may still choose to immediately regress time as above; if she chooses not to do so, the milestone is lost. If she succeeds, all results continue to be tracked as temporary until the end of her next round (which might also be extended). (Note that any scene in which multiple characters are acting simultaneously is likely to be considered stressful.)
The timesharp may not place a milestone if she does not have an aevum she can use to revert time. She may choose to spend any remaining aevum on another aevum power during her turn if she would otherwise be able to; however, because personal time requires the use of an aevum, doing so prevents her from being able to regress time at the end of her turn.
Time Stretch (Su).
The timesharp may spend an aevum to extend her near future, shunting a significant deal of extra time into the same moments that she's about to move through. This effect lasts for 1 round per class level and has the following effects:
She behaves as if affected by haste. In addition, she gains the benefit of the feat Deflect Arrows, ignoring prerequisites. If she already possessed the feat Deflect Arrows, she can instead use its benefit 1 additional time per round.
Timetwister (Su).
The timesharp may spend an aevum to radically distort the braid of time in the local area, churning perceptions and reality with a force like nature itself. This effect lasts for 1 round per class level and has the following effects:
Choose one target for every aevum power known. These targets behave as if affected by slow. In addition, they treat normal terrain as difficult terrain, and difficult terrain as impassable terrain.
Trade Fate (Su).
The timesharp may spend an aevum to redirect the fate of her near future to the fortune of that of another.
As a free action after she hears the result of a roll she made to which she could apply an insight bonus from her motes of time ability, she may spend an aevum to treat the roll as if it was instead the maximum result (maximum damage on a damage roll, natural 20 and critical threat on an attack roll, etc).
Additionally, if any target is under the effects of her steal time ability, she can choose one such target. That target takes a -2 luck penalty to their next attack roll or saving throw within 1 minute. If they roll a natural 20 on that roll, it's not an automatic success (although it might be a success nonetheless). If the roll would have been a critical threat, it instead isn't.
This luck penalty increases by an additional -1 for every other aevum power the timesharp has chosen.
Trade History (Su).
The timesharp may spend an aevum to borrow the events of the near past from those around her.
As a standard action, she can make a ranged touch attack within medium range (100' + 10'/lv) against a creature under the effect of her steal time ability. This does not provoke attacks of opportunity. If she hits, she loses all temporary status conditions (such as pinned or paralysed) and the target of her choosing gains those status conditions. Additionally, that target loses the temporary status conditions they had, with the exception of her steal time ability, and she gains those temporary status conditions. Finally, she and the target take the other's positions. (Damage is not a status condition, and permanent negative levels, ability drain, and curses are not temporary.)
Any creature she was grappling is considered to be grappling the target she chose. If the target was grappling a creature, she is considered to be grappling that creature. Pinned conditions are likewise transferred. The two characters are otherwise considered to be in as similar a position as is possible.
Occupying a space too small causes the creature to behave under the squeezing rules. The timesharp cannot use trade history if it would still result in a creature too large occupying a space too small.