At 2nd level and every even level thereafter, a timesharp gains a temporal talent, chosen from the list below.
Temporal talents marked with an asterisk require the timesharp to use a mote, which she can only do once per round under normal circumstances. Some abilities may change these circumstances.
Copycat* (Su).
The timesharp becomes skilled at repeating her ally's recent successes. When she successfully hits an enemy, if it or one of its allies was threatened with a critical since her last turn, she can spend a mote to deal 2 bonus precision damage per timesharp level. If the threat was confirmed, this increases to 3 bonus precision damage per timesharp level.
Fast Strike Motes* (Su).
Some timesharps specialise in hitting first. Whenever a timesharp uses her insight mote power for an attack roll or damage roll, she gains an additional +1 to that insight bonus per die of her insight bonus rolled. In addition, if she misses on any attack on which she activated insight mote for an attack bonus, and the target's applicable bonuses to AC were less than 5 points higher than her attack bonus, and the target was not otherwise immune to her attacks (eg. striking an incorporeal creature with a mundane weapon), once per day she can choose to instead hit.
Glimpse of Opportunity* (Su).
Sometimes the timesharp can see short moments into the future, giving them a chance to seize the day - literally. While she has motes in her motes of time pool, whenever she makes any d20 roll that can be affected by insight mote (such as an attack roll, skill check, ability check, saving throw), and misses the target number by 1 or 2, she is aware. If she has an available use of motes of time this round, she may use it to add 1 mote to her mote pool, to a maximum of her normal daily motes. Doing so counts as spending a mote this round (although she does not actually expend a mote) and does not expand her maximum mote pool, only her current mote pool (to the maximum of her maximum mote pool, as normal).
Whenever she gains an additional die on her insight bonus, add 1 to the range of activation for this ability. (Eg. At +2d4, this ability activates on a failure of 1-3 points.)
The timesharp may gain a mote from this ability a number of times per day up to their Charisma modifier (minimum 1). There is no limit to how many glimpses of opportunity the timesharp may experience.
(The GM should note a glimpse of opportunity by stating something along the lines of "In the midst of <action>, you catch a glimpse of opportunity." Specifically, note that the player is not informed of the exact degree of failure.)
Inflict Memories (Su).
Some timesharps develop their ability to steal time in a different way - replaying time from the past back into the present for their target. Whenever she successfully applies steal time for the first time in an encounter, she may choose to not gain an insight bonus from the ability for the duration, and to instead apply to the target a circumstance penalty to the same actions equal to the insight bonus she would have gained. (Circumstance penalties stack with each other unless from the same source.) This choice cannot be changed for the rest of the encounter and applies to all uses of steal time for that encounter.
Motionslur (Su).
Although many timesharps find that the power of stolen time is energizing, others feel it burns a hole in their pocket, and cast it like daggers out at their enemies to run their strand of time ragged. She gains the following mote power with a cost of 1 mote, activated as a standard action:
Motionslur mote. The timesharp chooses a target under the effect of her steal time ability within 100'. That target is nauseated instead of staggered for the remainder of the duration. In addition, the remaining duration is extended by 1 round. Unless she applies steal time again, she no longer treats them as under the effect of steal time for her abilities, including steal time itself (therefore she loses her insight bonuses from steal time).
Silence Fate* (Su).
Many a timesharp has picked up the ability to briefly interrupt her opponents' connection to the power of magic. While a target is under the effects of her steal time ability, she may spend a mote whenever they would cast a spell or activate a spell-like ability to force them to make a concentration check (DC 10 + 2*spell level) or lose the spell just as if they had cast it to no effect. If they chose to cast that spell defensively, the DC is lowered by 5 (to DC 5 + 2*spell level), but they must make this decision before yours.
Steady Hand* (Su).
More roguish timesharps learn to focus their chronokinetic powers into excelling under pressure. She gains the following mote power with a cost of 1 mote, activated as part of a skill check:
Steady mote. She may take 10 on the associated skill check, even if stress and distractions would normally prevent her from doing so. Further, at timesharp level 8, she gains a +1 insight bonus to this check, which increases by +1 for every 2 further timesharp levels. 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.)
Warp Timeflow (Su).
A timesharp gradually becomes more familiar with their enemies' futures, and tears tiny holes in their near future while she goes about her work. Whenever she spends a mote for an insight bonus on an attack roll, damage roll, or on any of her steal time abilities, one enemy within 30' for each die of the timesharp's insight bonus from motes of time takes a -2 insight penalty on their next attack roll, skill check, ability check, or saving throw. On application, the timesharp has the option to limit to any one of these types of rolls, or "skill or ability checks," or to decline to limit; if chosen, only the first roll of the chosen type (or types) suffers the penalty. She may not choose a unique type for each target and is never required to choose a type. (Effectively, if she declines to choose a type, consider all types as being so chosen.)
This insight penalty stacks with itself, but a timesharp cannot choose the same enemy multiple times with one activation of this ability. This effect has a maximum duration of 10 minutes. This ability's range increases by 5' every level after 6th.