TEXT: 1
  T
  ime marches relentlessly onward—like grains of 
  sand falling through an hourglass, once each has 
  passed the threshold, it will never pass that way 
  again. But time precognition, chronomancy, and time 
  travel are common themes in fantasy fiction, as are the 
  notions of fate, destiny, and even the timestream itself. 
  Yet such things are rarely dealt with in most games.
  The reason is obvious—time is a tricky, extremely 
  powerful, wibbly-wobbly concept. Even in a game 
  where players with modern day sensibilities are asked 
  to put themselves in the roles of medieval characters and 
  process the mechanics of magic, psionics, and infinite 
  planes of reality, it seems beyond the pale to ask them 
  to un-know certain sets of experiences simply because 
  time travel has caused them to cease to exist, and to 
  keep track of what is and isn’t true when jumping back 
  and forth between timestreams and potential realities.
  Yet, there’s a reason that chronomancy is one of the 
  topics that fans most often request supplements for. 
  The idea of playing with time is fun!
  The Genius Guide to the Time Thief presents a new 
  base class, the time thief—a character whose abilities all 
  focus on various aspects of swimming the wrong way 
  up the timestream, if only for a little ways. She plays 
  with probability, can peer into the future to avoid bad 
  decisions, and steal time from her own (and others’) 
  futures to fuel her reality-bending powers. Most of all, 
  she’s just a lot of fun to play. 
  The Time Thief
  The time thief does just what her name suggests—
  she steals bits of time. Mostly she steals boring, 
  unneeded time from her own future, saving tiny 
  split-seconds she can use to make her life easier in 
  the present. As her powers grow, the time thief can 
  learn to manipulate bigger slices of time, giving her 
  more options to enhance her actions or even alter the 
  
  2
  timeline of enemies and allies alike. Most of 
  the time thief’s effects are subtle to outsider 
  observers, seeming to be more good fortune 
  and preternatural speed than control over time. 
  But it’s clear to anyone who seen a time thief 
  dash past a charging horse, leap onto a narrow 
  ledge, and flip over a guard’s crossbow bolt that 
  a time thief has some kind of temporal power.
  Indeed, while the powers of the time thief 
  are very similar to magic, they are neither 
  arcane nor divine in nature. A time thief 
  develops a natural power to alter time, more 
  akin to dragon’s breath or the ability of fey than 
  to mortal spellcasting. Rather than gathering 
  and shaping magical energy, the time thief 
  can take, save, change, and deal out slices 
  of time itself. For most time thieves, this 
  is a natural talent discovered at an early 
  age (often at some time of great stress), 
  and honed through years of practice. (For 
  alternate interpretations of how a time thief 
  might learn her abilities, see the “Time 
  Thieves in Your Campaign” section at the 
  end of this product.)
  Unsurprisingly, many time thieves do 
  end up with lives focused on larceny and 
  stealth. The ability to slow, alter, and even 
  reverse time is a powerful incentive to take 
  risks, and flaunting the law is a seductive 
  risk that drives many time thieves. This need 
  not be done as a malicious act—many time 
  thieves see their powers as a way to place 
  checks on the power of tyrants, offer unseen 
  aid to the downtrodden, and re-balance the 
  scales in favor of the unfortunate. Although 
  some use their abilities to brazenly take 
  the things they desire simply because of 
  the sheer thrill of being able to do so, even 
  the most self-centered time thief is unlikely 
  to cause direct harm to downtrodden 
  individuals (though they often have no 
  problem merely ignoring the plights of the 
  world’s unfortunate ones).
  Alignment: Time thieves may be of any 
  alignment. Because of the confusion that 
  manipulating time often generates, many 
  time thieves are chaotic.
  Hit Die: d8
  Class skills
  The time thief’s class skills are 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).
  Skill Ranks per Level: 6 + Int modifier.
  Table 1: The Time Thief
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  +0
  +0
  +2
  +2
  Mote of time
  2
  +1
  +0
  +3
  +3
  Temporal talent
  3
  +2
  +1
  +3
  +3
  Mote of time (damage, dodge)
  4
  +3
  +1
  +4
  +4
  Temporal talent
  5
  +3
  +1
  +4
  +4
  Aevum
  6
  +4
  +2
  +5
  +5
  Temporal talent
  7
  +5
  +2
  +5
  +5
  Mote of time (conditions)
  8
  +6
  +2
  +6
  +6
  Temporal talent
  9
  +6
  +3
  +6
  +6
  Aevum
  10
  +7
  +3
  +7
  +7
  Advanced talents, temporal talent
  11
  +8
  +3
  +7
  +7
  Mote of time (move action)
  12
  +9
  +4
  +8
  +8
  Temporal talent
  13
  +9
  +4
  +8
  +8
  Aevum
  14
  +10
  +4
  +9
  +9
  Temporal talent
  15
  +11
  +5
  +9
  +9
  Mote of time (conditions, improved)
  16
  +12
  +5
  +10
  +10
  Temporal talent
  17
  +12
  +5
  +10
  +10
  Aevum
  18
  +13
  +6
  +11
  +11
  Temporal talent
  19
  +14
  +6
  +11
  +11
  Mote of time (allies move)
  20
  +15
  +6
  +12
  +12
  Time killer
  
  3
  Class feaTures
  All of the following are class features of 
  the time thief.
  Weapon and Armor Proficiency: A time 
  thief is proficient in all simple and martial 
  weapons, all light weapons, and all shields 
  except tower shields.
  Mote of Time (Su): A mote is a tiny 
  split-second of time that a time thief steals 
  from her own future. The motes taken are 
  inconsequential slivers of continuance that 
  even the time thief will not notice being 
  missing from her activities. However, a time 
  thief can use these motes to affect her present 
  timeline, allowing her to re-try actions and 
  slow down time around her so she can act 
  more carefully and alertly in fast-moving 
  situations.
  Each day, the time thief has a pool of 
  motes equal three plus her class level. Once 
  a round, as a free action, a time thief can 
  expend a mote to do any one of the following 
  things: 
  • Gain a bonus to one attack roll, skill 
  check, ability check, or saving throw. 
  The roll must represent a single action 
  that occurs entirely within a single 
  round. (A time thief could use a mote 
  to add a bonus to an Acrobatics check 
  to leap over a chasm, but not to a Craft 
  check made to determine how much 
  progress was made after a day of work.) 
  The bonus gained is equal to +1d4. This 
  increases to +2d4 at 8th level, and +3d4 
  at 16th level. The time thief can decide 
  to add this bonus immediately after 
  seeing the result of the original die roll.
  • Take a swift action that does not 
  count against the time thief’s normal 
  limit of one swift action per round.
  • Act in the surprise round when the 
  time thief would not normally be able 
  to do so.
  At 3rd level, a time thief gains the ability 
  to add the bonus from spending a mote of 
  time to a single damage roll, or to her armor 
  class (as a dodge bonus) until the beginning 
  of her next turn.
  At 7th level, the time thief may spend a 
  mote to reduce the duration of any negative 
  condition or effect she is suffering. By 
  accelerating the speed with which only the 
  negative influences on her travel through 
  time, the time thief can reduce the duration 
  of any one condition, affliction, or spell 
  effect by 1d6 rounds (to a minimum of 0). 
  This increased to a 2d6 round reduction at 
  15th level.
  At 11th level, the time thief may spend a 
  mote to take a move action as a swift action.
  At 19th level, the time thief may use a 
  mote to grant any ally within 60 feet that she 
  can see an additional move action on that 
  ally’s next turn.
  A time thief may gain additional options 
  for use of a mote by taking temporal talents, 
  though she is still restricted to spending 
  motes only once each round.
  Temporal Talents: As a time thief gains 
  experience, she learns a number of talents 
  that aid her and confound her foes. Starting 
  
  4
  at 2nd level, a time thief gains one temporal 
  talent. She gains an additional temporal talent 
  every even level. A time thief cannot select an 
  individual talent more than once.
  Talents marked with an asterisk require a 
  time thief to spend motes, which she may do 
  only once per round. The evasion talent is not 
  marked with an asterisk because its use does 
  not require the use of a mote, despite the fact 
  that it does allow a time thief to spend a mote 
  to enhance its effect.
  Evasion (Ex): The time thief can avoid 
  even magical and unusual attacks with great 
  agility. If she makes a successful Reflex saving 
  throw against an attack that normally deals 
  half damage on a successful save, she instead 
  takes no damage. Evasion can be used only 
  if the time thief is wearing light armor or no 
  armor. A helpless time thief does not gain 
  the benefit of evasion.
  A time thief with this talent may also 
  choose to spend a mote when making a 
  Reflex save. If she does so, she takes no 
  damage on a successful saving throw, and 
  only half damage even if she misses her save. 
  A time thief must decide to spend a mote 
  prior to making the Reflexing saving 
  throw roll.
  Improved Uncanny Dodge (Ex): 
  A time thief with this talent can 
  no longer be flanked. This 
  defense denies a rogue the 
  ability to sneak attack the 
  character by flanking her, 
  unless the attacker has at 
  least four more levels in a 
  class that grants sneak attack than the time 
  thief’s class level.
  If a character already has uncanny 
  dodge from another class, the levels from 
  the classes that grant uncanny dodge stack 
  to determine the minimum level in a class 
  that grants sneak attack required to flank 
  the character.
  A 
  time 
  thief 
  must already have 
  uncanny 
  dodge 
  from some source 
  before 
  selecting 
  this talent.
  Old Wounds* (Su): As a standard action, 
  the time thief can channel time into a wound, 
  causing it to experience rapid healing, as if 
  many days had passed. The time thief may 
  spend a mote to heal her own wounds, or 
  the wounds of an ally touched. The wounds 
  heal for 1d8 damage +1 per class level of the 
  time thief.
  Steady Hand* (Su): The time thief can 
  rewind time by small amounts to erase any 
  minor mistakes she makes as a result of 
  distraction around her. By spending a mote, 
  the time thief may use skills reliably even 
  under adverse conditions. Once she spends 
  the mote, she may take 10 on any single 
  skill check made before the end of her next 
  round, even if stress and distractions would 
  normally prevent her from doing so.
  Steal Fate* (Su): As a standard action, 
  the time thief can attempt to steal a crucial 
  moment from a target’s future, reducing 
  the chance the target will enjoy a happy 
  and prosperous future. The time 
  thief spends a mote to make a 
  melee touch attack that deals 
  no damage. This may be done in 
  place of an attack taken as part of a 
  full attack action. If hit, the target 
  must make a Fortitude save (DC 10 + 
  1/2 the time thief’s level + the time thief’s 
  Charisma modifier) or suffer a penalty to 
  all attack and damage rolls, skill checks, 
  and saving throws. This effect lasts for 5 
  minutes for every level of time thief the 
  attacker has. The penalty suffered is 
  equal to –1, and increases to –2 at 
  8th level, and –3 at 16th level.
  
  5
  Steal Time* (Su): With this talent, a time 
  thief can steal time from a target. The time 
  thief spends a mote as an immediate reaction 
  after damaging a target with a melee attack. 
  The target must make a Will save (DC 10 + 
  1/2 the time thief’s level + the time thief’s 
  Charisma modifier) or be staggered for one 
  round per two class levels of the time thief. 
  While one or more targets are staggered by 
  the time thief’s use of this ability, she gains 
  a +1 bonus to all attack, damage, and skill 
  rolls as she uses the stolen time to carefully 
  plan each action she takes.
  Trapfinding (Ex): The time thief adds 1/2 
  her class level (minimum +1) to Perception 
  skill checks made to locate traps and to 
  Disable Device skill checks. She can use 
  Disable Device to disarm magic traps.
  Trap Spotter (Ex): Whenever a time thief 
  with this talent comes within 10 feet of a 
  trap, she receives an immediate Perception 
  skill check to notice the trap. This check 
  should be made in secret by the GM.
  Uncanny Dodge (Ex): A time thief with 
  this talent can react to danger before her 
  senses would normally allow her to do so. 
  She cannot be caught flat‑footed, even if 
  the attacker is invisible. She still loses her 
  Dexterity bonus to AC if immobilized. A 
  time thief with this ability can still lose 
  her Dexterity bonus to AC if an opponent 
  successfully uses the feint action against 
  her. (See “Chapter Eight: Combat” of the 
  Pathfinder Roleplaying Game Core Rulebook for 
  more information on the feint action.) 
  Aevum: At 5th level, the time thief 
  gains the ability to control aevum—distinct 
  moments of important time, stolen from 
  the future and used to power the time 
  thief’s abilities. Unlike a mote, which is a 
  very minor split second of time, an aevum 
  is a more noteworthy moment, a crucial 
  instance 
  when 
  something 
  important 
  happened. While a time thief has a ready 
  supply of motes to spend on minor effects, 
  aevum represent more major manipulations 
  of time and are thereby a rarer commodity.
  When first gained, the time thief must 
  select a single power from the list below, 
  and has a single aevum per day to spend. 
  She gains additional aevum powers at 9th, 
  13th, and 17th level, and also increases her 
  daily aevum pool by +1 at each of the levels. 
  Spending an aevum is a standard action 
  unless the ability description says otherwise.
  Bolt Time (Su): By spending an aevum, 
  the time thief can accelerate her movements 
  to a speed that allows her to easily see and 
  react to the movement of a crossbow bolt 
  or other projectile as it flies toward a target. 
  The time thief remains in bolt time for one 
  round per class level. This ability counts as a 
  haste effect. While in bolt time, the time thief 
  gains the following benefits:
  • When making a full attack action, the 
  time thief may make one extra attack 
  with any weapon she is holding. The 
  attack is made using her full base attack 
  bonus, plus any modifiers appropriate 
  to the situation. (This effect is not 
  cumulative with similar effects, such as 
  that provided by haste or a speed weapon, 
  nor does it actually grant an extra action, 
  so you can’t use it to cast a second spell 
  or otherwise take an extra action in the 
  round.)
  • The time thief gains a +1 bonus on attack 
  rolls and a +1 dodge bonus to AC and 
  Reflex saves.
  • All of the time thief’s modes of 
  movement (including land movement, 
  burrow, climb, fly, and swim) increase by 
  30 feet, to a maximum of twice her normal 
  speed using that form of movement. This 
  increase counts as an enhancement bonus 
  and it affects the time thief’s jumping 
  distance as normal for increased speed.
  • Each round, the time thief may 
  automatically dodge the first ranged 
  attack she is aware of that would otherwise 
  strike her.
  Entropy (Su): The time thief can force a target 
  to suddenly feel the effects of aging, which 
  damages and weakens it. She spends an aevum 
  and makes a ranged touch attack as a standard 
  action. If she hits the target, it takes 1d8 points 
  of damage per class level of the time thief (to 
  a maximum of 15d8). This damage bypasses 
  hardness and DR.
  Personal Time (Su): The time thief can take 
  risky actions and, if things go badly, simply 
  reverse her personal timeline to before she 
  made the effort. At the beginning of her turn, 
  the time thief spends an aevum as a free action. 
  She then takes one normal round of actions, 
  with all results noted temporarily. After her 
  
  6
  round of activity, before the next creature’s 
  turn begins, the time thief must decide if she 
  is going to keep the round of activity she 
  just took, or rewind herself.
  If she keeps the round of activity, any 
  changes made to any character during her 
  turn become permanent. If she decides 
  to reverse her timeline, she goes back to 
  the moment she spent the aevum, and all 
  changes that occurred during her round 
  are erased from all creatures and items. 
  The time thief is left with a standard action, 
  but is considered to have spent an aevum 
  and made use of her move action already. 
  No one but the time thief remembers 
  actions that took place during a round 
  of time she reverses, and only divination 
  spells of 6th level or higher can reveal such 
  events. If a time thief is killed or knocked 
  unconscious during a round of personal 
  time, she automatically reverses back to the 
  beginning of her turn.
  For example: Veronic is a 9th-level time 
  thief with personal time. She is fleeing from 
  a sultan’s guards across the rooftops 
  of a major bazaar. She comes upon 
  a wide alley, and isn’t sure she can 
  leap across it to continue her flight. 
  At the beginning of her turn she spends 
  an aevum and begins a round of personal 
  time. She runs and leaps, but fails to make 
  her Acrobatics check by enough to cross 
  the distance. She falls, landing on a mule. 
  She and the mule both take 14 hit points, 
  wounding Veronic and killing the mule 
  (both Veronic’s player and the GM make 
  notes, but keep track of this information 
  separately as it may be reversed). From the 
  ground, Veronic can see two more squads 
  of guards rushing up side streets, closing on 
  her new position.
  Given how poorly her round has gone, 
  Veronic decides to rewind back to the 
  beginning of her turn. She is no longer 
  damaged from the fall (and the mule is no 
  longer dead), and while the guards have 
  no idea she attempted the leap or know 
  there are more guards coming, Veronic 
  remembers those facts perfectly. However, 
  she now has only a standard action left for 
  her new round of action. Things look a bit 
  grim for Veronic, as she readies to attack the 
  first guard who gets in melee range of her.
  Shatter Time (Su): The time thief can break 
  up the bigger, more important moments of 
  stolen time under her control into smaller, 
  more easily manipulated pieces. By spending 
  an aevum, the time thief can recharge her 
  daily uses of motes. She regains a number of 
  motes of time equal to 1d4 + her Charisma 
  modifier. This cannot increase the number 
  of motes available to above her daily mote 
  total.
  Temporal Stasis (Sp): Once per day, the 
  time thief can spend an aevum to attempt 
  to inflict temporal stasis (as the spell of the 
  same name) on one touched creature. The 
  time thief uses her class level as her caster 
  level for this ability. If the time thief’s initial 
  touch attack fails, she can attempt this again 
  as a standard action until she succeeds or six 
  rounds pass. Once she successfully touches 
  a target she loses the ability to try again, 
  even if the target makes its Fortitude save.
  
  7
  A time thief must be at least 17th level to 
  select this aevum ability.
  Time Cross (Su): The time thief can focus 
  her timeline-stealing powers on a target, 
  and steal from it a moment of success. She 
  spends an aevum to make a ranged touch 
  attack against any target she can see within 
  100 ft. + 10 ft./time thief level. If the time thief 
  misses with this ranged attack she can try 
  again (with each new attempt being its own 
  standard action) for up to one minute per 
  level. Once a target is hit, as an immediate 
  reaction, the time thief can force the target 
  to re‑roll a single attack roll, damage roll, 
  skill check, or saving throw she is aware of 
  that occurs while the time cross is active (a 
  time period equal to one minute per time 
  thief level). The target must take the result 
  of the second roll. After the target re-rolls 
  once, the ability is discharged regardless of 
  the outcome of the re-roll.
  Time Stop (Sp): Once per day, the time 
  thief can spend an aevum to create a time 
  stop effect (as the spell of the same name) 
  on herself. A time thief must be at least 17th 
  level to select this aevum ability.
  Advanced Talents: Beginning at 10th 
  level, a time thief adds the following 
  advanced temporal talents to her choices 
  when picking a new temporal talent. Many 
  advanced talents require a time thief to 
  spend two of her daily uses of her mote of 
  time ability. This still qualifies as spending 
  a mote once during her turn, even though 
  multiple motes are spent.
  Back to the Future (Su): The time thief can 
  spend two motes to fling herself briefly into 
  the future to observe the results of proposed 
  acts or decisions in her present. Since the 
  time thief is only in her future for a moment, 
  she is not certain to receive meaningful 
  information. The base chance for receiving 
  meaningful information is 70% + 1% per 
  class level. This roll is made secretly by the 
  GM. If the ability succeeds, the time thief 
  gets one of the following four results:
  • Weal (if the action will probably 
  bring good results).
  • Woe (for bad results).
  • Weal and woe (for both).
  • Nothing (for actions that don’t have 
  especially good or bad results).
  If the ability fails, the time thief gets the 
  “nothing” result. There is no way to tell if 
  a “nothing” result is the consequence of an 
  action with no particular results or a failed 
  use of this ability.
  This ability can see into the future only 
  about ten minutes per level of the time thief, 
  so anything that might happen after that 
  does not affect the result. Thus, the result 
  might not take into account the long-term 
  consequences of a contemplated action. All 
  efforts to use this ability by the same person 
  about the same topic use the same die result 
  as the first use of the ability.
  Butterfly Effect (Su): As a reaction, the 
  time thief can make minor changes in her 
  past, which creates a cascade of minor 
  changes in the timeline to generate brief 
  favorable circumstances for an ally in her 
  present. The time thief can spend two motes to 
  add a bonus to one attack roll, skill check, ability 
  check, or saving throw made by an ally within 
  30 feet. The roll must represent a single action 
  that occurs entirely within a single round. (A 
  time thief could use a mote to add a bonus to 
  an ally’s Acrobatics check to leap over a chasm, 
  but not to his Craft check made to determine 
  how much progress was made after a day of 
  work.) The bonus gained is equal to +2d4. This 
  increased to +3d4 at 16th level. The time thief 
  can decide to add this bonus immediately after 
  seeing the result of the original die roll.
  Déjà Vu (Su): By spending two motes, a time 
  thief can draw information from her future or 
  past, allowing her to instantly gain the benefits of 
  considerable study and reflection. She can even 
  peer briefly into the future to see how others 
  react to her various attempts at negotiation or 
  subterfuge. The time thief can make a single 
  Intelligence-, Wisdom- or Charisma-based skill 
  check with a result equal to 20 + her total skill 
  bonus.
  A time thief must take steady hand before 
  she can take déjà vu.
  Retroactive (Su): By spending two motes, a 
  time thief can attempt the same physical action 
  over and over, hopping back to her starting 
  point each time if things don’t work out for 
  her. The time thief can make a single Strength‑, 
  Dexterity- or Constitution-based skill check 
  with a result equal to 20 + her total skill bonus.
  A time thief must take steady hand before 
  she can take retroactive.
  
  8
  Time After Time (Su): The time thief gains 
  advanced ability to manipulate time. The time 
  thief may now spend motes twice per round, if 
  she wishes. 
  Time Bandit (Su): The time thief’s access to 
  motes increases. The time thief can spend an 
  additional number of motes per day equal to 
  her Charisma bonus. This talent may be taken 
  more than once, adding the same number of 
  additional motes per day each time it is selected.
  Time to Kill (Su): The time thief spends two 
  motes to set up a perfect weapon blow. The 
  next attack the time thief makes before the end 
  of her next turn gains sneak attack dice equal to 
  one-third the time thief’s level. The time thief 
  does not need to be flanking a target or have 
  the target be denied its Dexterity bonus to AC 
  to use these sneak attack dice, but creatures 
  immune to sneak attacks still suffer no extra 
  damage from this attack.
  Time Runner (Su): The time thief can move 
  briefly through time, taking an action that does 
  not exist in the normal sequence of reality. 
  The time thief spends two motes to gain an 
  additional move action. The time thief does not 
  set off traps during this move action (though 
  she may cause them to be triggered if, at the 
  end of her run, the proper triggering situation 
  still exists). She does not provoke attacks of 
  opportunity during this move action, nor may 
  other characters make Perception checks to 
  notice the time thief during this move action. 
  After the move action time catches up to the 
  time thief, allowing triggered traps to go off 
  and other creatures to immediately notice 
  the time thief where she now stands.
  For example: Veronic is a time thief 
  trying to sneak into a caliph’s fortress. 
  There are two guards standing to either 
  side of the building’s entrance. The area is 
  brightly lit and the only cover ends ten feet 
  from the guards. Veronic spends an aevum 
  to active her time 
  runner 
  ability, 
  allowing 
  her 
  to dash from 
  cover, through 
  the entrance, 
  and back to 
  cover on the 
  far side. If 
  there was 
  a pit trap in the entrance, her movement 
  would not set it off. However, if she could 
  not find cover to get back in on the far side of 
  the entrance, the guards would be allowed 
  to make a Perception check to notice her at 
  the end of her extra move action (before she 
  takes any other action she has left). If she 
  ends her move standing on a pit trap she 
  does not see, it opens beneath her as soon 
  as her move ends. Similarly if she opened a 
  door to get out of sight, and the door had a 
  crossbow trap attacked to the handle, it goes 
  off after her move action (no longer a threat 
  to her, but certainly raising suspicions of the 
  guards).
  Time 
  Killer 
  (Su): 
  The 
  ultimate 
  expression of the time thief’s power is the 
  ability to eliminate time and age from her 
  personal time line. The time thief no longer 
  ages physically, preventing her from dying 
  of age or suffering any reduction to her 
  ability scores due to age. If she is older 
  than middle age for her race she reverts to 
  a physical form at the prime of her health, 
  gaining back any Strength, Dexterity, or 
  Constitution lost due to aging. She is now 
  immune to age effects.
  Additionally, the time thief’s daily pool 
  of aevum increases by an amount equal 
  to her Charisma bonus, and can spending 
  aevum now counts as a move action (unless 
  a power specifies otherwise). The time 
  thief can spend a maximum of two 
  aevum in a single round.
  
  9
  The Time Thief in 
  Your Campaign
  The time thief is an unusual class. It 
  doesn’t excel at dealing or taking damage 
  in combat, draw on either arcane or 
  divine spells, or summon companions or 
  familiars to assist it. In many ways, this is 
  an intentional design choice. Because the 
  time thief doesn’t fill any of the common 
  roles of a Pathfinder RPG player character, 
  it doesn’t overlap any either. While a time 
  thief can act like a rogue (almost a necessity 
  for a class with “thief” in the title), for the 
  most part its unique abilities fall outside the 
  realm of most classes. This both makes it 
  a new challenge for players who may feel 
  unchallenged by the existing base classes, 
  and allows a character to work with a group 
  of more traditional characters without being 
  forced to share their specialties.
  Beyond the mechanical issues of a 
  time thief, a GM must also decide how to 
  represent them in a game world. In keeping 
  with the flavor text of this product, one use 
  for the time thief is to have it represent a 
  new and exotic option for characters that 
  hail from lands distant from the campaign’s 
  central geography. Adding new classes 
  (as player or NPC options) that operate 
  differently from what players are used to 
  can help emphasize the foreign, alien aspect 
  of a far away land. If a campaign mostly 
  takes place in lands of knights and yeomen, 
  time thieves probably come from the realms 
  of the monk, fakir, eunuch, or samurai.
  The social role of a time thief is up to 
  the GM to decide, but they are essentially 
  anti-monks. Whereas monks represent law, 
  order, and devotion to self-improvement, 
  the time thief thrives on chaos, coincidence, 
  and changing the rest of the universe to 
  better fit her personal needs. As time thieves 
  are encouraged to be risk takers, they fall 
  easily into the roles of rebels against unjust 
  authority, thrill-seekers, and career criminal. 
  How locals treat time thieves is likely to 
  be based on how well their abilities are 
  understood. To an outside observer, much 
  of what a time thief does is going to look 
  like nothing but good luck and amazing 
  timing. In a culture where the existence of 
  time-manipulating rascals is well known, 
  any person who has an especially lucky turn 
  of events may be viewed with suspicion 
  (especially by gamblers and the authorities).
  Even a heroic time thief does not need 
  to be a Robin Hood type of local benefactor, 
  though it plays that part very well. Rather 
  than being brigands of chronology, time 
  thieves could be recast as guardians of 
  time, making sure that events play out the 
  way they are “supposed” to. They might be 
  associated with a god of time and history, 
  taking the role paladins occupy for gods 
  of good and justice. On the other hand, 
  their role could be more clandestine—a 
  cabal of hidden time-manipulators who 
  battle behind the scenes to ensure time 
  is undisturbed by fate-eating demons or 
  chronal necromancers who wish to resurrect 
  dead timelines. Such an organization 
  could easily become patron to a group of 
  adventures, guiding player characters to face 
  threats that time guardians have defeated over 
  and over in replayed histories.
  Finally, the ability of time thieves could be 
  as well understood and taught as the combat 
  abilities of fighters and monks. Academies might 
  exist, taking in students who wished to learn the 
  strange art of time-twisting the same way others 
  teach the wizardly and clerical arts. This option 
  removes much of the sense of mystery from a 
  time thief, but in some campaigns that might be 
  the best (and most realistic) option. In games of 
  this type, a time thief is seen as being similar to 
  the monk or bard—someone with odd abilities 
  that are neither more nor less amazing than 
  sorcerers and druids, though in all likelihood 
  they will be somewhat less common.
  Thanks, Veronic!
  We were fortunate enough to get the 
  beautiful model Veronic F. to bring  The Genius 
  Guide to the Time Thief to life. A model from 
  Canada, Veronic is also an avid gamer and 
  is currently active in a Pathfinder Roleplaying 
  Game campaign. She has a growing presence 
  online, including gamer forums and modeling 
  in fantasy-themed costumes. While Veronic 
  hasn’t yet had a chance to play a time thief 
  herself, we hope she considers the possibility 
  now that we’ve finally finished this project, 
  for which she was so kind as to do a photo 
  shoot.
  
  10
  We err on The side of aWesome!
  CrediTs
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Cover Art:
  Veronic F and Paul Slinger
  Time Thief Model:
  Veronic F
  Photography by:
  Sergio Rico
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Owen K.C. Stephens
  Images ©2010 Veronic F
  Used with permission.
  For more information about Super Genius Games and our 
  upcoming products, follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: Owen: 
  @Owen_Stephens, Stan: @stannex, and/or Hyrum: @
  savageplanet, or at our Yahoo Group: http://games.groups.
  yahoo.com/group/super-genius/
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying 
  Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information 
  on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, 
  and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying 
  Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo 
  Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. 
  See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility 
  license.
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld 
  Creations (OWC) company names and logos; the “Genius Guide To: The Time Thief” name and 
  logo; all artwork, backgrounds, and logos; all trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige 
  classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names 
  of abilities presented within this book are Open Game Content as described in Section 1(d) of the 
  License.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards 
  of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, compilation, abridgment 
  or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and 
  descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, 
  sign, motto, designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” 
  means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative 
  Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating 
  that the Open Game Content may only be Used under and in terms of this License. You must affix 
  such a notice to any Open Game Content that you Use. No terms may be added to or subtracted 
  from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the 
  terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open 
  Game Content, You represent that Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in conjunction with a work containing 
  Open Game Content except as expressly licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title and interest in and to 
  that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions 
  of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this 
  License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open 
  Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using 
  the name of any Contributor unless You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms 
  herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  The Genius Guide To: The Time Thief. Copyright 2010, Super Genius Games. Author: Owen 
  K.C. Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Classes/The Genius Guide to The Time Thief.pdf