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  Genius OptiOns: 
  Masters Of tiMe
  Beings with powers that manipulate time itself, 
  chronothurges, first appeared in The Genius Guide 
  to the Time Thief and The Genius Guide to the Time 
  Warden. Each of those books presented a new base 
  class (time thief and time warden, respectively) 
  that had access to two new powers sources, “motes 
  of time” and “aevum.” They also offered hints of 
  a world where a war waged through multiple, 
  linked, parallel timelines and time itself could be 
  stolen, damaged, or even destroyed.
  The classes immediately garnered a large 
  following, and requests for additional material 
  quickly began making their way to Super Genius 
  Games. The first book to offer additional support for 
  them was Rite Publishing’s 101 Renegade Class Feats, 
  which includes 7 feats designed specifically for use 
  by the time thief, as well as feats for numerous other 
  classes created by Super Genius Games and other 
  publishers. Later we released Mythic Menagerie: 
  Ravagers of Time, presenting 7 time-themed critters 
  to give a GM a range of chronal allies and opponents 
  for a campaign with temporal elements, and #1 With 
  a Bullet Point: 7 time Thief/Time Warden Feats, which 
  gave a few expanded options.
  Now Genius Options: Masters of Time expands the 
  classes and time-themed powers even further, with 
  new ideas for chronothurges of many different 
  types and classes, an outline on how timelines work 
  (adapted from Ravagers of Time), rules for using 
  chronothurge abilities to create temporal monsters, 
  new ways for characters with non-chronothurge 
  classes to gain some temporal powers, and feats for 
  time-manipulators of any type.
  
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  HOw tO use tHis 
  BOOk
  The easiest way to use the material in Genius 
  Options: Masters of Time is as additional 
  options for the two chronothurge classes 
  found in The Genius Guide to the Time Thief 
  and The Genius Guide to Time Warden, as well 
  as the monsters in Mythic Menagerie: Ravagers 
  of Time. The material in this book is fully 
  compatible with all of those products, which 
  introduce the idea of two new classes of time-
  manipulating characters who are balanced 
  against the other base classes.  The mote of 
  time powers, aevum powers, and new feats 
  found in this book are designed to directly 
  expand the options for these time-themed 
  classes and creatures.
  However, even without those three 
  products, it’s possible to add material 
  from Genius Options: Masters of Time into a 
  campaign. For player characters, a range of 
  options exist to pick up some chronothurge 
  powers with feats from the New Feats 
  section, or to take advantage of one of the 
  new archetypes presented in the Temporal 
  Options for Base and Core Classes section. 
  Nor are all the chronothurge options restricted 
  to player characters. The Temporal Threats 
  section provides rules for GMs who wish to 
  add  time-based dangers or monsters with 
  time manipulation abilities to their campaign 
  (including a sample temporal monster, the 
  temporal labyrinthian).
  Actually introducing new character and 
  monster options to a campaign is generally 
  fairly easy. Once a GM has decided to allow 
  material from Genius Options: Masters of Time 
  into his campaign, it’s a simple matter to give 
  players a list of the new feats, powers, and 
  archetypes they may select from at future 
  levels. The GM may opt to allow characters 
  an opportunity to re-write their characters 
  to incorporate feats they would have wanted 
  earlier, but did not know existed. However, 
  sometimes limiting availability somewhat 
  can actually make new options significantly 
  more interesting to players. Such material can 
  be used to distinguish various organizations 
  within a campaign by making membership 
  in those groups an additional prerequisite, 
  or stating that certain options can only be 
  learned from specific instructors. Perhaps 
  only the legendary Harem Assassins can 
  train a young time thief in the use of the 
  Unspoken Words power, or only by drinking 
  a potion made from the crushed carapaces of 
  leap insects (from Mythic Menagerie: Ravagers 
  of Time) can a powerful time reaver gain the 
  Temporal Doppelganger aevum power.
  If a Game Master enjoys building 
  campaign-specific 
  prestige 
  classes, 
  new 
  temporal powers may not be generally 
  available at all, instead becoming powers for 
  specific prestige classes. Players aren’t likely 
  to complain if the Retrocast power is actually 
  a class feature in the Temporalmancer 
  prestige class (designed by the GM to fill a 
  specific role in a campaign), since the players 
  had no expectation of being able to take the 
  power anyway.
  CHrOnOtHurGes
  For these rules, the term “chronothurge” 
  is used to refer to any character able to 
  manipulate time through the use of motes of 
  time and aevum. It’s the time-manipulating 
  equivalent to the term “spellcaster,” and can 
  be used in the same ways. If the rules refer 
  to what a chronothurge can do or options 
  available to them, it is specifically referring 
  to things possible for characters that have 
  class features, feats, or archetypes that allow 
  them to manipulate time. The time thief 
  and time warden classes are considered 
  chronothurges, but so is a magus with the 
  tempus archetype (see Temporal Options for 
  Base and Core Classes, below). 
  There are four types of chronothurges 
  (much as spellcasters are divided into 
  arcane and divine types) – time master, 
  time thief, time ravager, and time warden. 
  Time masters are the most basic form of 
  chronothurges, able to manipulate time to 
  a small degree but lacking the depth and 
  focus of other time manipulators. Time 
  reavers are chronothurges who gain most of 
  their abilities by attacking the fabric of time 
  itself, often resulting in a form of temporal 
  damage known as chronal dissonance. 
  Time thieves literally steal small pieces of 
  time from where they are least likely to 
  be needed, and reuse the temporal power 
  to aid themselves. Time wardens work 
  to heal damaged time and avoid chronal 
  dissonance, using the energy gathered 
  from such work to create effects that bend, 
  but do not break, the timestream.
  
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  For the most part the differences between 
  these four types of chronothurgy are simply 
  background flavor and prerequisites – a 
  character that counts as a time reaver has a 
  different set of powers available than a time 
  warden. The time thief and time warden 
  classes automatically qualify as chronothurges 
  of the same type as their class names, while 
  other types are defined by feats, archetypes, 
  and similar options.
  If a feat or option lists 
  a chronothurge level as 
  a prerequisite, this is 
  the same as caster 
  level being a 
  requirement. 
  Similarly, a prerequisite that requires a type 
  of chronothurge level (such as “time reaver 
  chronothurge level 7”) only counts levels of that 
  chronothurge type (just as some prerequisites 
  require arcane or divine spellcasting levels, 
  rather than any spellcasting ability). Levels in 
  a class that grants access to motes of time or 
  aevum (even if it’s as a result of an archetype), 
  count toward a character’s chronothurge 
  level and define what type of chronothurge 
  the character is. Other sources of motes and 
  aevum (such as magic items and feats) do not 
  grant a character a chronothurge level unless 
  they specifically state that they do so. 
  tHe tiMestreaM
  One concept mentioned more than once 
  within Genius Options: Masters of Time is that 
  of the “timestream.” The timestream is a 
  space outside normal time, often described 
  by chronal scholars as the sea through which 
  the waters of time flow. The timestream 
  is a place where the past, all possible 
  futures, and numerous alternate 
  presents can be accessed, 
  each known as a timeline. 
  Normally, even powerful 
  mortal time travelers cannot 
  change timelines, and few 
  can directly access the 
  timestream 
  (though 
  most draw on it to fuel 
  their temporal powers). 
  However, just as the 
  outer planes have their 
  own inhabitants and can 
  be accessed with powerful magic, some creatures 
  and adventurers are able to move through and 
  manipulate the timestream.
  For purposes of a campaign, much of what 
  happens in the timestream is just beyond the 
  reach of player characters, and not likely to be 
  either comprehensible or relevant. It makes 
  little difference to a band of adventures what 
  is happening in possible futures or alternate 
  pasts – what matters to them is how those 
  temporal realms can be called on to their own 
  benefit. However, a basic understanding of 
  what the timestream is, and how temporal 
  powers interact with it, can be useful to GM 
  and players both when using chronothurgy.
  Because things seen in the timestream are all 
  possibilities, probabilities, and potentials, magic 
  designed to determine the accuracy of statements 
  about or divinations regarding it aren’t relevant. 
  Everything said about the timestream is true, 
  and it’s all lies, and there is no difference between 
  the alternate past and the potential future. Only 
  creatures native to the timestream believe they 
  can gain useful information from observing its 
  eddies and flows and they are worried about 
  affecting likelihoods, not about what is actually 
  going to occur in just one timeline.
  Obviously, this makes them difficult to 
  understand or negotiate with. All mote of time 
  and aevum powers define their function in 
  specific terms, describing their impact on the 
  material world rather than depending on a GM 
  to adjudicate any action a player might take 
  in the timestream. If a GM does wish to allow 
  timestream travel, it can be treated as a variant 
  version of the ethereal plane, but one that can 
  only be entered with spells and abilities that 
  
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  specifically state they can do so. Creatures in 
  the timestream can see vaguely into timelines 
  around them much as creatures in the ethereal 
  plane can see vaguely into the material plane. 
  Creatures in the timestream are invisible and 
  intangible just as creatures in the ethereal 
  are, and creatures in the timestream can be 
  affected by force effects. Since the timestream 
  connects to many possible timelines, creatures 
  within the timestream can “move away” from 
  the timeline of the PCs to enter other timelines, 
  much as creatures on the ethereal plane can 
  move to the shadow plane.
  Defined as a plane of existence, the timestream 
  has subjective directional gravity, erratic time, 
  infinite size, and is divinely morphic. The 
  constant leak and flow of time energies into 
  and through the timestream makes it a plane 
  of wild magic to most creatures, but one of 
  enhanced magic for creatures with powers 
  fueled by aevum or motes of time.
  MOtes Of tiMe
  A mote is a tiny split-second of time gathered 
  by a chronothurge through various means 
  to subtly alter the normal flow of time. Time 
  masters gather motes of time through complex 
  formulas and mental exercises often learned in 
  dank tomes, while time reavers break the edges 
  of time itself to gather up shattered motes for 
  their own use. Time thieves generally steal 
  motes of time from their own futures, while 
  time wardens gather motes left over from lost 
  timelines. Specific groups of chronothurges 
  may save unused motes of time from their 
  past, cannibalize motes of time from friends 
  the damage dealt by one weapon attack, natural 
  attack, or unarmed attack. This decision must 
  be made before an attack roll is made, and if the 
  attack misses the mote is wasted.
  Defensive Retry (Su) (time master, time 
  reaver, time thief, time warden)
  The character may spend a mote to gain a 
  mote bonus to one saving throw. The roll must 
  represent a single action that occurs entirely 
  within a single round. (A character could use a 
  mote to add a bonus to a saving throw against a 
  fireball, but not to resist madness brought on by 
  spending too much time in a mad god’s lair.)
  Detailed Retry (Su) (time thief, time warden)
  The character may spend a mote to gain a 
  mote bonus to one skill check or ability check. 
  The roll must represent a single action that 
  occurs entirely within a single round. (A 
  character 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.)
  Eldritch Retry (Su) (time warden)
  The character may spend a mote to gain a 
  mote bonus to one caster level check. The 
  roll must represent a single action that occurs 
  entirely within a single round. (Unless a GM 
  rules otherwise, all caster level checks occur 
  entirely within one round.)
  Offensive Retry (Su) (time reaver, time thief) 
  The character may spend a mote to gain a mote 
  bonus to one attack roll. The roll must represent 
  a single action that occurs entirely within a single 
  round. (Unless a GM rules otherwise, all attack 
  rolls occur entirely within one round.)
  and foes, or even slice the last seconds of 
  a dying man’s life into useable motes (as 
  determined by the GM and flavor text of 
  various abilities). Regardless of their source 
  motes of time are used the same way.
  Once a round a chronothurge can 
  expend a mote to create a minor temporal 
  effect. Each source of chronothurge power 
  details what effects are available at what 
  level. When the effect grants a “mote 
  bonus” to a roll or check, the bonus is 
  equal to +1d4. This increases to +2d4 at 8th 
  level, and +3d4 at 16th level. A character can 
  decide to add this bonus immediately after 
  seeing the result of the original die roll.
  BasiC MOte pOwers
  The two base chronothurge classes – time 
  thief and time warden – can use motes of 
  time for a number of basic abilities, listed 
  below. The two classes use motes in slightly 
  different ways. Each of the basic powers list 
  which class receives it (and both classes 
  also list these powers in their own write-
  ups). Characters that gain access to motes 
  through a feat, item, or archetype may 
  be more limited in their selection of basic 
  powers, as outlined in each specific option. 
  Using a basic mote power is a free action 
  unless it specifies otherwise.
  Crack In Time (Su) (time reaver)
  The chronothurge can draw raw temporal 
  energy from the timestream and add it to an 
  attack, granting it the power of attacks made in 
  days, years, and centuries past. The character 
  may spend a mote to gain a mote bonus to 
  
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  Ready For Anything (Su) (time master, time warden)
  The character may spend a mote to gain a mote bonus to a single 
  initiative roll.
  Spare Second (Su) (time reaver, time thief, time warden)
  The character may spend a mote of time to take a swift action that 
  does not count against his normal limit of one swift action per round.
  Take Two (Su) (time master, time thief)
  The character may spend a mote of time to act in the surprise 
  round when he would not normally be able to do so.
  Timeless Burden (Su) (time master, time reaver)
  The character can briefly suspend in time any equipment carried 
  on his body, ripping its presence lose from the timestream so its 
  weight and mass can’t impact the actions of the chronothurge. 
  The character may spend a mote of time to suspend any armor 
  check penalty or encumbrance penalty he is suffering for one 
  round. This does allow a chronothurge in heavy armor to move 
  at a full movement rate (for example), but does not increase the 
  maximum weight the character may carry.
  advanCed MOte pOwers
  In addition to the basic mote powers automatically available to 
  all four types of chronothurges, some chronothurges learn to use 
  motes of time to fuel new effects gained through an archetype, 
  class, talent, or feat. Unlike basic mote powers, some advanced 
  mote powers are not free or immediate actions (as detailed in their 
  entries). A character is still limited to spending a single mote each 
  round, regardless of the type of action required or power used.
  Different types of chronothurgy give access to different ways 
  to manipulate time, and thus not all chronothurges may access all 
  advanced mote powers. Each power lists if it may be accessed by 
  any chronothurge, or only by those that qualify as time masters, time 
  reavers, time thieves, or time wardens. Members of the time thief 
  and time warden class normally qualify as the same type as their 
  class name (though some archetypes can alter that), while various 
  feats and other options may allow other creatures to qualify as one 
  or more form of chronothurge, as mentioned in each option.
  tiMe tHieves and tiMe 
  wardens Can’t dO tHat! 
  Can tHey?
  Both the time thief and the time warden list a number of different 
  ways they can use motes of time in their descriptions of that class 
  feature. As presented in The Genius Guide to the Time Thief and The 
  Genius Guide to the Time Warden, those different powers aren’t named 
  separately. Instead, each class has a single power (motes of time), 
  and notes what different ways each class may use that power as they 
  gain levels. That’s fine when only those two classes have access to 
  motes, but with new chronothurgy options being offered for other 
  classes, it’s much easier to track who can do what if each different 
  mote of time power is given its own name.
  Thus the time thief already has basic mote powers defensive retry, 
  detailed retry, offensive retry, spare second, and take two – they just 
  aren’t given those names in the class description. The same is true for 
  some of the powers listed in Advanced Mote Powers – if the power 
  originally came from the time warden or time thief it has been given a 
  new name and the class is listed after the power name. For all purposes, 
  including prerequisites, the time thief and time warden are considered 
  to already have these powers when they reach the listed level.
  A GM may run the time thief and time warden exactly as they 
  are presented in their own books, even when using the material 
  from this product. Alternatively, the time thief and time warden 
  can be considered to have the class feature advanced mote power 
  at levels when they normally gain a new way to use motes of time 
  (3rd, 7th, 11th, 15th, and 19th level for the time thief – 2nd, 5th, 8th, 11th, 
  14th, and 17th for the time warden). Rather than automatically gain 
  the new option listed with the mote of time class feature, at those 
  levels a character of that class may take any advanced mote power 
  he meets the prerequisites for (including being the correct type of 
  chronothurge listed with each power).
  
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  Alter Outcome (Su) (time master, time 
  reaver, time thief)
  The character may spend a mote to 
  rewind time by a split second, to see if a 
  random event has a different result the 
  second time around. The character may 
  force a percentile die to be rerolled. The 
  percentile roll must represent something 
  the 
  chronothurge 
  is 
  aware 
  of, 
  can 
  immediately determine the outcome of, 
  and that occurs entirely within one round. 
  For example, the chronothurge could reroll 
  an attack that missed as a result of blink or 
  displacement, but not a ranged attack made 
  against a target with full concealment 
  that the chronothurge can’t see (since the 
  chronothurge has no way to immediately 
  determine the outcome of the attack).
  Anchored in Time (Su) (time warden)
  Some chronothurges are anchored in their 
  current timelines, making it very difficult 
  to kill them. Whenever a character with 
  this power is killed, he may spend all 
  his remaining motes of time as a free 
  action (which may be taken even when it 
  is not his turn) to force whatever effect 
  killed him to be rerolled (if an attack 
  roll was required that roll is rerolled, if 
  a failed saving throw killed him he may 
  reroll the save, if damage from neither 
  an attack roll or a failed save killed him, 
  the damage is rerolled). If the effect 
  targeted more than one creature, only 
  the chronothurge’s result is rerolled.  
  The chronothurge must abide by the 
  second result, even if it is worse.
  Extend Time (Su) (time master, time thief, 
  time warden)
  As a standard action the chronothurge 
  can add a mote of time to the timeline of 
  a specific effect he can see. This may be a 
  spell, condition, affliction, spell-like effect 
  or supernatural effect. The duration of the 
  selected effect is extended by 1 round.
  Fast Suffering (Su) (time reaver, time thief)
  The character may spend a mote to reduce 
  the duration of any negative condition or 
  effect she is suffering. Only effects with a 
  duration of 1 round or more (not instant or 
  permanent), and that naturally ends after 
  a span of time (and thus not things such as 
  being entangled by a net or grappled by a 
  foe, which could last forever) are affected by 
  this ability. By accelerating the speed with 
  which only the negative influences on her 
  travel through time, the chronothurge can 
  reduce the duration of any one condition, 
  affliction, or spell effect by 1d6 rounds (to 
  a minimum of 0). This increases to a 2d6 
  round reduction at 15th level.
  A chronothurge must be 7th level to 
  select this advanced mote power.
  Future Infirmity (Su) (time reaver, 
  time thief)
  As a standard action, the chronothurge 
  can spend a mote to force one creature 
  within 60 feet to make a Fortitude 
  save (DC 10 +½ chronothurge 
  level + Charisma modifier) 
  or be afflicted with the 
  physical infirmity of its 
  future, aged body. On a 
  failed save the subject takes a -2 penalty to 
  Strength, Dexterity, and Constitution for 10 
  minutes per chronothurge level. Creatures 
  that do not age are immune to this ability. 
  Creatures of the dragon type take penalties 
  only to their Dexterity, and actually gain a +2 
  enhancement bonus to their Str, Con, and Int 
  if they fail their save.
  Future Vitality (Su) (time master, time 
  thief, time warden)
  As a swift action, the 
  chronothurge spends a 
  mote of time to borrow 
  health and vigor 
  from his own future, 
  gaining additional 
  toughness in the 
  present. The 
  chronothurge 
  gains 
  temporary hit 
  points equal 
  to 1d8 +½ 
  
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  his chronothurge level. Any temporary hit points 
  remaining when the chronothurge regains uses 
  of his daily abilities immediately fade.
  Future Vitality, Improved (Su) (time 
  master, time thief, time warden)
  As Future Vitality, but the chronothurge may 
  target a creature touched to be the recipient 
  of the temporary hit points.
  Glimpse of the Future (Su) (any)
  As a standard action the chronothurge may 
  spend a mote of time to look forward into 
  the timestream, trying to view the most likely 
  result of a specific action. This acts as an augury 
  spell. Such efforts are difficult, as the more 
  often a chronothurge looks into the timestream 
  the more his own divination makes it unlikely 
  his timeline will match that of nearby timelines. 
  Each time after the first a chronothurge uses 
  this power in a 24-hour period, the chance of 
  an accurate answer goes down by 10%.
  Lost Time (Su) (time reaver)
  As a move action, the chronothurge can spend 
  a mote to slice time away from any target he 
  can see within 60 feet. The target must make 
  a Will or Fortitude save (whichever the target 
  prefers, DC 10 + ½ chronothurge level + 
  chronothurge Charisma bonus) or be unable to 
  take swift actions for 1 round/2 chronothurge 
  levels. A target suffering this effect may take a 
  move action once per round to do something 
  that is normally a swift action.
  Old Wounds (Su) (time reaver, time thief)
  As a standard action, the character can 
  channel time into a wound with a touch, 
  causing it to experience rapid healing, as if 
  many days had passed. The wounds heal for 
  1d8 damage, +1 per chronothurge level. 
  Partial Stasis (Su) (any)
  The chronothurge can spend a mote of time 
  as a swift action to suppress the effects of 
  any one detrimental condition affecting him. 
  Only specific conditions (such as dazzled, 
  fatigued, shaken, staggered, and so on) 
  can be suppressed, and they can‘t be the 
  result of combat maneuvers. For example a 
  chronothurge could not suppress the effect 
  of a charm spell, damage from an ongoing 
  poison, or the grappled condition if it is the 
  result of a grapple maneuver.
  The effect is suspended, having no impact 
  on the chronothurge, for a number of rounds 
  equal to half the chronothurge’s level. If the 
  effect is not removed or cured during that 
  time, and its duration continues beyond the 
  rounds of suspension, it returns in full force.
  A chronothurge must be 7th level to select 
  this advanced mote power. 
  Personal Action (Su) (time thief)
  The chronothurge may spend a mote to take 
  a move action as a swift action.
  A chronothurge must be 11th level to select 
  this advanced mote power.
  Personal Casting Time (Su) (time warden)
  The character can spend a mote to cast a spell 
  with a casting time of 1 standard action or 
  less as a swift action. The character cannot 
  cast any other spell on the same round this 
  ability is used.
  A chronothurge must be 11th level to select 
  this advanced mote power.
  Personal Timeline (Su) (time reaver, 
  time warden)
  The character can spend a mote of time to 
  alter his personal timeline to one in which he 
  received different training.
  This requires 1 hour of uninterrupted 
  meditation. At the end of this time, the 
  character can remove skill points from 
  one skill and add them to a different skill, 
  or exchange one feat for another feat, or 
  exchange one spell known for a different 
  spell known. In all cases the selection must 
  meet all normal restrictions (cannot exceed 
  maximum skill points in a skill, select a feat 
  for which the time warden does not qualify or 
  exchange one being used to qualify for other 
  feats, spells must be exchanged for other 
  spells of the same level on the same class list, 
  and so on).
  Any change made remains in effect for 24 
  hours. A character cannot have more than 1 
  total change per three class levels in effect at 
  the same time. Any attempt to make additional 
  changes to his timeline of training fail.
  A chronothurge must be 8th level to select 
  this advanced mote power.
  Retrocast (Su) (time master, time warden)
  The chronothurge can spend motes of 
  time as a standard action to restore a 
  prepared spell or spell slot used by an 
  allied spellcaster. The chronothurge must 
  touch the subject. To restore a prepared 
  spell the chronothurge must be intimately 
  familiar with the spell (by knowing the 
  spell himself, having been a target of the 
  spell, or successfully identifying the spell 
  
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  with a Spellcraft check – DC 15 + double 
  spell level). To restore a spell slot for a 
  spontaneous spellcaster, the chronothurge 
  must be able to identify at least one spell 
  of that level the spellcaster has used during 
  the day. The chronothurge must spend a 
  number of motes equal to the spell’s level 
  +1, and cannot restore a spell with a level 
  greater than double his chronothurge level.
  A chronothurge must be 9th level to select 
  this advanced mote power.
  Second Thought (Su) (time master, time 
  thief, time warden)
  As a swift action or immediate action the 
  character can spend a mote to refresh 
  memories of the past to review everything 
  he has ever learned on a specific subject. 
  This allows the character to reroll one failed 
  Knowledge check with a bonus equal to half 
  his chronothurge level. This also allows the 
  character to make unskilled Knowledge 
  checks for questions with a DC as high as 
  15 (rather than the normal limit of DC 10 for 
  unskilled Knowledge checks).
  Slow Spell (Su) (time master, time warden)
  At any time during the duration of a spell he 
  has cast, the character can spend a mote to 
  extend the spell’s duration. By slowing the 
  speed with which the spell’s magic travels 
  through time, the chronothurge can increase 
  the duration of any spell he has cast that 
  already has a duration of at least 7 rounds. 
  The chronothurge adds a number of rounds 
  equal to his mote bonus to the spell’s duration.
  A chronothurge must be 5th level to select 
  this advanced mote power. 
  Sphere of Calm Time (Su) (time warden)
  The character may spend a mote to grant his 
  mote bonus to any one ability check or skill 
  check made by an ally the chronothurge can 
  see. The skill check or ability check must 
  occur entirely within 1 round.
  A chronothurge must be 17th level to select 
  this advanced mote power.
  Steady Hand (Su) (time master, time thief)
  The character 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 chronothurge 
  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. 
  Sudden Action (time reaver, time thief)
  The chronothurge may spend a mote to allow 
  an ally within 60 feet to take an additional 
  move action on the ally’s next turn.
  A chronothurge must be 16th level to select 
  this advanced mote power.
  Time of Battle (Su) (time reaver, time thief)
  The character can add the bonus from 
  spending a mote of time to his Armor Class 
  (as a dodge bonus) until the beginning of 
  his next turn. Alternatively, he may spend a 
  mote to add his mote bonus to the result of a 
  single attack roll. This decision must be made 
  prior to knowing the result of the attack roll.
  A chronothurge must be 3rd level to select 
  this advanced mote power.
  Time of War (Su) (time warden)
  The character can add the bonus from 
  spending a mote of time to his Armor Class 
  (as a dodge bonus) until the beginning of 
  his next turn. Alternatively, he may spend a 
  mote to gain proficiency in a single weapon 
  or type of armor for 24 hours.
  A chronothurge must be 2nd level to select 
  this advanced mote power.
  Time Sense (Su) (any)
  The chronothurge can spend a mote of 
  time to sense disturbances within the local 
  timestream for ten minutes per chronothurge 
  level. This acts as scent, but it can be used 
  only to locate and track creatures with the 
  temporal powers, including all archetypes 
  from this book, monsters with temporal 
  powers, and characters with mote of time or 
  aevum abilities.
  Unspoken Words (Ex, Su – See Text) 
  (time master, time thief, time warden)
  This advanced mote power allows a 
  chronothurge to repeatedly engage in minor 
  social banter with a subject and then step 
  backward in time to before the conversation 
  occurred. The chronothurge remembers how 
  the subject reacted to various overtures and 
  what (if anything) was learned during the 
  exchange, but for the subject the conversation 
  never took place.
  The chronothurge may make a Bluff, 
  Diplomacy, or Intimidate check with a DC of 
  10 + subject’s Intimidate bonus, 10 + subject’s 
  Sense Motive bonus, or 15 + the subject’s hit 
  dice (whichever is highest). On a successful 
  check the chronothurge learns how the 
  
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  subject would respond to 1 specific question. 
  The answer is one the subject would give 
  to a creature it has an attitude of friendly 
  towards (see the Diplomacy skill for more 
  information on attitudes). For every 5 by 
  which the chronothurge’s skill check exceeds 
  the DC, the chronothurge gains the answer to 
  another question. The chronothurge may not 
  spend a mote to affect the result of the skill 
  check used in conjunction with this effect. 
  This effect is a supernatural ability.
  Additionally, whether the chronothurge 
  successfully learns an answer to the 
  question or not, the chronothurge gains a +2 
  circumstance bonus to all Bluff, Diplomacy, 
  Intimidate 
  and 
  Sense 
  Motive 
  checks 
  made regarding the subject 
  for the next 24 hours, as 
  the 
  chronothurge 
  applies 
  what he learned about the 
  subject’s response to various 
  topics. These bonuses are 
  extraordinary, and continue 
  even 
  if 
  the 
  chronothurge 
  moves into an area where 
  magic does not function.
  Weave Time (Su)  
  (time warden)
  A time warden with this power 
  can weave multiple motes of 
  time together to form an aevum. 
  This process takes ten minutes, 
  and consumes 6 motes of time. 
  If a point of aevum created 
  this way is used to fuel any 
  power that generates motes 
  of time (such as Divide Time), 
  that power cannot create more 
  motes of time than were used 
  to weave together the aevum.
  A time warden must be at 
  least 5th level and have the 
  aevum class feature to select 
  this advanced mote power.
  aevuM pOwers
  The following powers are available only 
  to characters with the aevum class feature, 
  including time thieves and time wardens, 
  or archetypes that specify they grant aevum 
  powers. A character may select these in place 
  of the aevum powers listed in the aevum class 
  feature, when the character’s class grants 
  a new aevum power. Some new aevum 
  powers also have other listed prerequisites 
  the character must meet before the power can 
  be selected.
  Ageless (Su) (any)
  The character does not physically age. This 
  requires the character to permanently lose 
  one point of aevum, which is used to hold all 
  physical effects of aging at bay. The character 
  may choose to age normally, but this is 
  entirely optional. The character still receives 
  the positive adjustments to Int, Wis, and Cha 
  for aging when he reaches the appropriate age 
  categories. The character is immune to spells 
  and effects based on causing aging (such as 
  the Future Infirmity advanced mote power).
  A chronothurge must be at least 10th level 
  to select this aevum power.
  Alternate Self (Su) (any)
  When a chronothurge with this power is 
  killed or destroyed, he has a chance of being 
  replaced by an exact duplicate of himself from 
  an alternate timeline. This power can only be 
  used while the original character is dead. If the 
  player decides to invoke this power, the chance 
  it works is 50%, plus a percentage equal to the 
  character’s Charisma score. If the power fails, 
  
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  it cannot be attempted again until the original 
  character is restored to life (and then dies again). 
  If the power is successful the original 
  character ceases to exist (and cannot be raised 
  or restored by any power short of direct deific 
  intervention). Instead, a new version of the 
  same character comes into existence from an 
  alternate timeline. This character has the same 
  memories and history as the original character, 
  and is game-mechanically identical (and is 
  played by the same player as the original).
  If the body of the original character still 
  exists and is in a location and situation that 
  the new character would find acceptable, 
  the new character appears in that place 
  (wearing whatever the original character’s 
  body was wearing). If not, the new 
  character appears as close to the original 
  character’s body as possible with equipment 
  appropriate 
  for 
  a 
  starting 
  character. 
  Taking up an empty slot in a new timeline 
  reduces the new character’s total aevum by 
  one. This reduction is permanent, and can 
  only be removed by the same effects (and 
  costs) that can remove negative levels gained 
  as a result of a raise dead spell.
  Alter Probabilities (Su) (any)
  The character may spend an aevum to bend 
  future timelines towards a preferred set of 
  results. The character may skew by 25% 
  the chance of something happening that 
  is determined by a percentile die roll. The 
  percentile roll must represent something the 
  chronothurge is aware of, can immediately 
  determine the outcome of, and that occurs 
  entirely within one round. For example 
  the chronothurge could cause the chance 
  of a creature being missed due to blink 
  or displacement to 25% or 75%, but could 
  not affect the chance ranged attacks made 
  against a target with full concealment, that 
  the chronothurge can’t see, will hit (since the 
  chronothurge has no way to immediately 
  determine the outcome of the attack).
  If the percentile roll applies to an ongoing 
  condition or effect, the skewed percentile 
  lasts for 1 round per chronothurge level. 
  This ability cannot reduce the chance of 
  something happening below 10%, nor 
  increase it above 90%.
  A chronothurge must have the Alter 
  Outcome advanced mote power before 
  selecting the Alter Probabilities aevum power.
  Back Order (Su) (time master, time thief)
  The character is capable of adjusting his 
  past so he would have bought something 
  when it was available, to possess it now. The 
  character may spend an aevum to establish 
  a community he is currently in as his Back 
  Order focus. A character may only have one 
  community as a Back Order focus at a time 
  – if a new community is selected as a focus, 
  any previous community focus is lost.
  When the character does this, he may 
  “spend” up to 100 gp per chronothurgy level 
  to create a pool of Back Order value. The 
  character must define a container that carries 
  his value pool. If that container is stolen 
  or lost, all value in it is also stolen or lost. 
  Once per day, the character may spend an 
  aevum to convert gp from his pool of Back 
  Order value into items of the same value he 
  could have bought at his Back Order focus 
  community. This transformation is instant. 
  The character must pay full value for this item 
  (even if he has some ability that reduces the 
  cost of purchased equipment). A character may 
  always spend the gp in his value pool as normal 
  gp, but gp can only be added to the pool when 
  physically at a community and when spending 
  an aevum to establish it as a focus.
  Bolt Time (Su) (time master, time reaver, 
  time thief)
  By spending an aevum, the chronothurge 
  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 her. The 
  chronothurge remains in Bolt Time for one 
  round per level. This ability counts as a haste 
  effect. While in Bolt Time, the chronothurge 
  gains the following benefits:
  • When making a full attack action, the 
  chronothurge 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 chronothurge gains a +1 bonus on 
  attack rolls and a +1 dodge bonus to AC and 
  Reflex saves.
  • All of the chronothurge’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 
  
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  increase counts as an enhancement bonus 
  and it affects the chronothurge’s jumping 
  distance as normal for increased speed.
  • 
  Each 
  round, 
  the 
  chronothurge 
  may 
  automatically dodge the first ranged attack she 
  is aware of that would otherwise strike her.
  Divide Time (Su) (time master, time warden)
  The chronothurge can break up the bigger, 
  more important moments of fated time 
  under his control into smaller, more easily 
  manipulated pieces. By spending an aevum 
  as a standard action, the chronothurge can 
  recharge his daily uses of motes. He regains 
  a number of motes of time equal to 1d6 + his 
  Charisma modifier. This cannot increase his 
  number of motes available over his normal 
  mote maximum.
  Do Over (Su) (time thief, time warden)
  As a swift action the chronothurge may spend 1 
  aevum to mark a moment as a restore point. All 
  changes made during the next turn (damage 
  dealt, resources spent, movement taken) should 
  be noted by players and GM alike.
  At the beginning of the chronothurge’s next 
  turn, before taking any other actions, as a full-
  round action the chronothurge may spend two 
  additional aevum to jump back in time to his 
  restore point. This undoes everything that has 
  happened in the past turn, since he marked a 
  restore point. Creatures within 60 feet of the 
  chronothurge remember the events of the now-
  erased round of action, while creatures further 
  away are oblivious to the brief time jaunt.
  A chronothurge must be 17th level and have 
  selected the Personal Time aevum power to 
  select this aevum power.
  Enforce Dissonance (Su) (time warden)
  The chronothurge can spend an aevum to 
  negate the effect of any ability that creates 
  chronal dissonance, which includes any 
  ability that requires the expenditure of 
  motes or aevum, and spells and spell-like 
  abilities with “time” in the title. This acts 
  as a greater dispel magic spell, but can affect 
  (or counterspell) spell-like and supernatural 
  abilities that meet the description of creating 
  chronal dissonance.
  Entropy (Su) (time reaver, time thief)
  The chronothurge 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 
  chronothurge (to a maximum of 15d8). This 
  damage bypasses hardness and DR.
  Maximize Dissonance (Su) (time reaver)
  The chronothurge can spend an aevum to 
  boost the dissonance created by any temporal 
  power within 60 feet, which includes any 
  ability that requires the expenditure of 
  motes or aevum, and spells and spell-like 
  abilities with “time” in the title. The field of 
  Maximized Dissonance lasts for ten minutes 
  per chronothurge level.
  For the duration, within this area, anyone who 
  creates or benefits from temporal effects, and 
  effects that create a haste or slow effect (including 
  any magic item or spell that specifies is does not 
  stack with or can negate either haste or slow) must 
  make a Fortitude save (DC 10 + ½ chronothurge 
  level, + chronothurge’s Cha modifier) or be 
  confused for 1 round/2 chronothurge levels. 
  Creatures merely benefiting from effects that 
  trigger this power (such as the recipients of haste) 
  are instinctively aware of the threat using those 
  bonuses pose, and may choose to not use them 
  while within the dissonance field. Creatures that 
  create triggering effects receive no such warning.
  A chronothurge must be at least 7th level to 
  select this aevum power.
  Personal Time (Su) (time thief, time warden)
  The chronothurge 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 chronothurge spends 
  an aevum as a free action. She then takes 
  one normal round of actions, with all results 
  noted temporarily. After her turn begins, the 
  chronothurge 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 chronothurge 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 chronothurge 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 the chronothurge is killed or knocked 
  unconscious during a round of Personal 
  Time, she automatically reverses back to the 
  beginning of her turn.
  
  12
  Preferred Timeline (Su) (time master, 
  time warden)
  The chronothurge can rewind time by small 
  amounts to erase any minor mistakes he 
  makes as a result of distraction around him. 
  By spending an aevum, the chronothurge 
  can use skills reliably even under adverse 
  conditions. Once he spends the aevum, he 
  can take 10 on any skill check made over 
  the next hour, even if stress and distractions 
  would normally prevent him from doing so.
  Repeat (Su) (time master, time warden)
  The chronothurge can cause successful 
  actions to be repeated in the immediate 
  future. As a swift action, the chronothurge 
  may mark one round of action taken by 
  himself or an ally within 30 feet. Whatever 
  creature is marked should note the die result 
  of any attack roll, ability check, skill check, 
  or saving throw made in the next round. On 
  the following round, if the marked character 
  makes a d20 roll of the same type as one made 
  in the marked round of action, he may take 
  the result of the marked round’s roll. Only a 
  single roll may be repeated in this way, and 
  only on the turn immediately following the 
  round of marked actions. 
  Reverse Timeline (Su) (time master, 
  time warden)
  By spending an aevum, a chronothurge can 
  draw information from his future or past, 
  allowing him to instantly gain the benefits 
  of considerable study and reflection. He 
  can also peer briefly into the future to see 
  how others react to his various attempts at 
  negotiation or subterfuge. The time warden 
  can make a single ability check or skill check 
  with a result equal to 20 + his total ability or 
  skill bonus.
  Shatter Time (Su) (time reaver, time thief)
  The chronothurge can slice up the bigger, 
  more important moments of time under her 
  control into smaller, more easily manipulated 
  pieces. By spending an aevum as a swift 
  action, the chronothurge can gain additional 
  motes of time to use for the day. She gains a 
  number of motes of time equal to 1d4 + her 
  Charisma modifier. This can increase the 
  number of motes available to more than her 
  daily mote total. Any unused motes above 
  her daily maximum are lost when she next 
  regains use of her daily abilities.
  Swap (Su) (any)
  The chronothurge may spend 1 aevum as a 
  swift action to stop time and trade places with 
  a creature within 60 feet before restoring the 
  flow of time. The creature must be one the 
  chronothurge could reach with the movement 
  available to him at the time the power is 
  used (a typical chronothurge could only use 
  this to Swap with a target he could reach by 
  walking, while a flying chronothurge could 
  use it to Swap with targets he could reach 
  with that movement). The creature must 
  also be one the chronothurge could lift and 
  carry (neither too heavy for the chronothurge 
  to move at all, nor grappled, entangled, or 
  otherwise anchored in place).
  If the chronothurge readies to use this 
  power in response to an attack, he may make 
  the Swap after the attack is announced, but 
  before the roll is made. The attack cannot 
  be aborted (because the chronothurge waits 
  until it is already begun), and the attack roll 
  is made against the new target.
  A chronothurge of 10th level or higher 
  may spend 2 aevum to use this ability as 
  an immediate action (which normally 
  functions as if the chronothurge has readied 
  to use the power).
  Temporal Doppelganger (Su) (time 
  reaver, time thief)
  The chronothurge spends 1 aevum to call 
  a duplicate of himself from some time in 
  the near past or future, from a time when 
  the chronothurge wouldn’t have been 
  doing anything important. The duplicate is 
  controlled by the chronothurge as his own 
  body, and the chronothurge can hear and act 
  in both bodies (which use a single initiative 
  check in combat). The duplicate lasts for 1 
  hour, and must remain on the same plane as 
  the original chronothurge, or it dissipates (as 
  if the duration of the ability had ended). The 
  chronothurge may extend the duration for a 
  second hour by spending two more aevum, 
  extend it to a third hour by spending three 
  more aevum, and so on.
  Although the chronothurge is literally in 
  two places at once, his split mental attention 
  means he can’t operate both timeline’s bodies 
  at full efficiency. All actions taken by either 
  body counts against the chronothurge’s 
  total action for a round. For example the 
  chronothurge could have one body take 
  a move action and the other take a move 
  action and a swift action, or he could have 
  one body take a full-round action and the 
  other just a 5-foot step. Similarly, any attacks 
  
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  of opportunity made by either body 
  count against the chronothurge’s 
  maximum number of attacks of 
  opportunity per round. However, 
  the chronothurge may take as many 
  free actions as each body is capable of, 
  rather than be limited to the number of 
  free actions the GM considers reasonable 
  for a single body to take.
  Also, since both bodies are the same 
  physical form, just from two points 
  in time, any damage dealt to either 
  (including ability damage and ability 
  drains) count against both. However, 
  any effect suffered by one body affects 
  only it as long as the two bodies are 
  separate, but all effects still active on both 
  bodies are added to the chronothurge’s 
  single 
  form 
  when 
  the 
  Temporal 
  Doppelganger ends.
  For example, Veronic is a 9th level 
  time thief with Temporal Doppelganger. 
  Having infiltrated a caliph’s harem, 
  she decides to call upon a Temporal 
  Doppelganger from her future to 
  explore the caliph’s palace, while she 
  herself plays cards with other women 
  in the harem. Splitting into Veronic-A 
  and Veronic-B while out of sight on a 
  balcony, she has Veronic-B continue 
  to hide while Veronic-A finds some 
  women to play cards with, and settles 
  comfortably into some cushions. Once 
  Veronic-A is settled, she needs only take 
  up free actions to converse with other 
  women, and occasionally a move action 
  when it is her turn to shuffle the cards. 
  Meanwhile, Veronic-B can sneak off of the 
  balcony, taking full-round actions to look 
  for the caliph’s vault of treasures.
  Unfortunately, 
  Veronic-B 
  is 
  spotted 
  dashing across a hallway, and a guard alerts 
  the caliph. Furious, the caliph orders his 
  guards to capture the intruder, whoever she 
  is. When the caliph bursts into the harem and 
  sees Veronic-A playing cards, he demands 
  an explanation. At the same time guards 
  find Veronic-B, and attack her. Veronic now 
  must split her actions between Veronic-A 
  trying to calm the caliph and Veronic-B 
  fighting the guards. If Veronic-A takes a 
  round to make a Bluff check to convince 
  the caliph she couldn’t be raiding his 
  palace while sitting in his harem with 20 
  witnesses (a fairly easy Bluff), on that 
  round Veronic-B can only take a swift 
  action, a 5-foot step, and free actions.
  If a chronothurge using Temporal 
  Doppelganger is questioned using 
  magic, the exact nature of the 
  questions asked and answers 
  given are very important. For 
  example if Veronic was later 
  questioned about whether she 
  was searching through the caliph’s 
  palace, she would have to admit she was. But 
  if she said she was playing cards with other 
  women in the harem during the time the 
  intruder was seen, that would not be revealed 
  as a lie by divination magics.
  A chronothurge must be at least 9th level 
  to select this aevum power.
  
  14
  Temporal Stasis (Sp) (time master, time 
  thief, time warden)
  Once per day, the chronothurge can spend 
  an aevum to attempt to inflict temporal 
  stasis (as the spell of the same name) on one 
  touched creature. The chronothurge uses 
  his chronothurge level as his caster level for 
  this ability. If the initial touch attack fails, 
  the chronothurge can attempt this again as 
  a standard action until he succeeds or six 
  rounds pass. Once he successfully touches a 
  target he loses the ability to try again, even if 
  the target makes its Fortitude save.
  A chronothurge must be at least 16th level 
  to select this aevum ability.
  Time Cross (Su) (time thief)
  The chronothurge 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./
  chronothurge level. If the chronothurge 
  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 chronothurge 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 chronothurge 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 Jaunt (Su) (time reaver, time warden)
  By spending one aevum, the chronothurge can 
  take himself, and up to one touched creature 
  per three levels, in a short hop through time. 
  The time travelers can go a maximum number 
  of years into the future or the past equal to 
  the chronothurge’s level x the chronothurge’s 
  level, but this theoretical maximum is almost 
  never achieved. Because of the pressure of 
  chronal dissonance, there are severe limitations 
  to how far a Time Jaunt can go.
  The Time Jaunt cannot go any farther back 
  in time than when the chronothurge and those 
  traveling with him last interacted with another 
  creature with an Int, Wis or Cha of at least 1 
  or interacted with the world in any major way 
  (including any change to any character’s status, 
  or acquisition of any material or item worth at 
  least 1 gp). It cannot go any further forward in 
  time than the earliest point at which a creature 
  with an Int, Wis or Cha of at least 1 would 
  observe. As a result of this limitation, the Time 
  Jaunt can only take the chronothurge when no 
  one is observing him (except those traveling with 
  him), and only to an area that is unobserved. 
  Time Jaunt can be used only once per day.
  A chronothurge must be at least 13th level 
  to select this aevum power.
  Time Stop, Lesser (Su) (any)
  By spending an aevum as a swift action, the 
  chronothurge can pause his own timeline 
  to engage in activity that occurs outside the 
  normal timeline. This acts as the time stop 
  spell, but the chronothurge gains only 1d3 
  rounds of activity during the Time Stop.
  A chronothurge must be at least 16th level 
  to select this aevum power.
  teMpOral feats
  While most temporal powers are special abilities 
  fueled by motes of time or aevum, some feats 
  also exist that deal with chronothurgy. These 
  represent techniques and abilities used by 
  chronothurges to gain access to new powers, or 
  to use powers in more complex ways.
  aevuM Mastery
  You have learned a new way to use the powerful 
  chunks of temporal energy known as aevum.
  Prerequisite: Chronothurge 7, aevum class 
  feature.
  Benefit: You gain one additional aevum 
  power. You must meet this power’s prerequisites.
  Special: You may select this feat more 
  than once, but not more than once per 7 
  chronothurge levels.
  aevuM speCializatiOn
  You have learned new techniques for using 
  the powerful chunks of temporal energy 
  known as aevum.
  Prerequisite: Mote Mastery, chronothurge 
  level 7, aevum class feature, mote of time 
  class feature.
  Benefit: When you select aevum powers, 
  you may qualify as both your normal 
  chronothurge type (time master, time reaver, 
  time thief, or time warden) or the type you 
  selected with the Mote Mastery feat.
  aMateur CHrOnOtHurGe
  You dabble in the powers of temporal magic.
  Prerequisites: Cha 13, no levels in a class 
  that grants motes of time or aevum.
  
  15
  15
  Benefit: You gain the basic mote powers 
  available to a time master, and qualify as 
  the time master chronothurge type for feat 
  prerequisites. You gain a pool of motes of 
  time with three motes in it. You treat your hit 
  dice as your chronothurge level.
  Special: If you take levels in a class that grants 
  motes of time or aevum, you may swap this feat 
  for the Mote Mastery or Spare Time feats, even 
  if you do not meet their prerequisites.
  last-seCOnd save
  You can change the results of a particularly 
  damaging blow to you so it has less effect.
  Prerequisites: Chronothurge level 5, Dex 13.
  Benefit: You have the power to rewind time 
  right after you have been struck by a sneak 
  attack or critical hit, giving you just enough 
  time to make the blow less damaging (but 
  not quite enough to avoid the attack entirely). 
  As an immediate action you may spend one 
  mote to turn a critical hit or sneak attack that 
  has successfully hit you into a normal attack 
  (dealing its base damage, rather than critical 
  or sneak attack damage).
  MOte Mastery
  You have learned new techniques for using 
  motes of time.
  Prerequisite: Chronothurge level 3, mote 
  of time class feature.
  Benefit: You gain all the basic mote powers 
  of one chronothurge type (time master, time 
  reaver, time thief, or time warden) other than 
  your own. Once this selection is made it cannot 
  be changed. However, if you take a level in a 
  class that would give you the selected basic 
  mote powers (such as a time thief who had 
  used this feat to gain access to the time warden 
  basic mote powers then taking a level in time 
  warden), you may exchange this feat for any 1 
  other feat for which you meet the prerequisites.
  MOte speCializatiOn
  You have learned new ways to use motes of time.
  Prerequisite: Chronothurge level 3, motes 
  of time pool.
  Benefit: Select one advanced mote power 
  available to a chronothurge of your type. You 
  now have access to this advanced mote power.
  Special: You may select this feat more 
  than once, but not more often than once per 
  three levels.
  MOte Of tiMe fOCus
  Your dedication to the study of time knows 
  no limit.
  Prerequisite: Mote of time pool.
  Benefit: When you roll your mote of time 
  bonus, add +1 to the result.
  OppOrtune BlOw
  You can adjust your perceptions to find 
  vulnerable spots to strike foes.
  Prerequisites: Time reaver or time thief 
  chronothurge level 3, Dex 13.
  Benefit: By accelerating your perception 
  speed when you make an attack, you can 
  search for particularly vulnerable targets for 
  attacks you make. You may spend 1 mote to 
  gain sneak attack (as the rogue class ability 
  of the same name) for 1 minute. You have a 
  +1d6 sneak attack (this increases to +2d6 for 
  8th level chronothurges, and +3d6 for 16th level 
  chronothurges). If you have sneak attack dice 
  from another class, they stack with those 
  gained by spending a mote.
  preCOGnitiOn
  You receive messages of warning sent from 
  your future self.
  Prerequisites: Chronothurge level 7, Int 
  13, aevum class feature.
  Benefit: 
  You 
  periodically 
  receive 
  information sent back in time from near-
  future versions of yourself. Such messages 
  are, of necessity, brief and often vague, as 
  your future self wrote them in such a way as 
  to not invalidate the warnings they contain 
  while at the same time minimizing their 
  negative impact on the future timestream.
  As a standard action you may spend one 
  aevum to gain the benefits of a divination 
  spell with 90% effectiveness.
  spare tiMe
  You have learned how to store more motes 
  of time.
  Prerequisite: Motes of time pool.
  Benefit: Your pool of motes of time 
  increases by 3 mote points.
  Special: You can gain this feat multiple 
  times. Its effects stack, granting you an 
  increase to your pool of motes of time, each 
  time you take this feat.
  tiMely detOnatiOn
  You adjust the exact time your spell goes off 
  to maximize its effectiveness.
  Prerequisites: Chronothurge level 5, Cha 13.
  Benefit: You may spend 1 mote to add 
  your mote bonus to the damage total dealt 
  by a spell you cast.
  
  16
  new OptiOns fOr 
  CHrOnOtHurGe 
  Base Classes
  While most of the new options available 
  to the time thief and time warden classes 
  come in the form of new advanced mote 
  powers and aevum powers, each class has 
  a few additional options available only to it 
  presented below.
  tiMe reaver arCHetype
  Both time thieves and time wardens can 
  be used to represent time reavers, ruthless 
  chronothurges that don’t care how much 
  damage they do to the timestream as they use 
  their powers. Time thieves and time wardens 
  that take this archetype receive time reaver 
  basic mote powers rather than those native to 
  their own class, and must select advanced mote 
  powers and aevum available to time reavers 
  when they gain new options for those powers. 
  A time reaver can never gain access to powers 
  available to a time warden unless they are 
  available to all chronothurges, even if the 
  time reaver selects a feat or gains an item 
  that would normally grant such powers. The 
  time reaver’s disregard for the impact his 
  temporal rampages has upon the fabric of the 
  timestream make it impossible for him to ever 
  master the more careful and shepherding 
  powers of a time warden.
  Twist Time (Su): An outlander’s most effective 
  tool is the ability to twist the timeline of 
  a target so that the target loses access to 
  memories, training, and techniques that form 
  an important part of the target’s past. At 2nd 
  level, as a swift action, the time reaver can 
  add a time twist to any one attack made or 
  spell cast. A single target hit by the attack, 
  or that fails a save against the spell, must 
  make a Fortitude or Will save (whichever 
  the target prefers) with a DC of 10 + ½ time 
  reaver’s level + time reaver’s Charisma 
  modifier. Twist time cannot be added to 
  actions that do not require attack rolls or 
  spells that do not require saving throws, and 
  can never affect more than a single target. 
  On a successful save, the time twist has no 
  additional effect and the mote is lost. On a 
  failed save, the target loses bits of his past as 
  they are temporarily ripped loose and replaced 
  with random, meaningless memories of other 
  histories from the timestream. The target 
  loses access to one feat. If the time reaver 
  has seen the target use a specific feat (that 
  the GM determines is easily identified 
  visually, including most feats that 
  affect attack options such as Cleave 
  or Power Attack), or has successfully 
  identified feats the target has with an 
  appropriate Knowledge check, the time 
  reaver may select the feat to be affected. 
  Otherwise, one random feat is affected. 
  For a duration of 1 round, +1 round per 
  4 time reaver levels, the target cannot use 
  the feat. If it gives a flat bonus (such as 
  the additional hit points from Toughness) 
  that bonus is temporarily lost. If the feat 
  grants a new option (such as Cleave), 
  that option cannot be used. Feats that 
  cause new objects or loyalties to exist (such 
  as Leadership) are unaffected by twist time.
  While the target loses access to the feat, 
  he does not lose access 
  to 
  other 
  feats 
  that 
  have the “lost” feat as 
  a prerequisite. While 
  this does cause minor 
  paradoxes (as the target 
  remembers training for 
  advance techniques with 
  
  17
  17
  no idea how he learned the basics), the fact 
  the change in the target’s history is temporary 
  prevents this from being a major issue.
  For time thieves, twist time replaces the 
  temporal talent gained at 2nd level. For time 
  wardens, it replaces one 1st level spell known 
  and one 1st level spell slot at 2nd level (reducing 
  the number of 1st level spells known and 1st 
  level spell slots for all levels after 2nd as well).
  tiMe tHief
  Time thieves are fully detailed in The Genius 
  Guide to the Time Thief. Most time thief abilities 
  are focused on stealth and misdirection, and 
  their chronal powers represent their ability 
  to steal minor, unimportant moments of time 
  from their own futures (and in some cases, 
  those of others). In addition to motes of time and 
  aevum, time thieves have access to temporal 
  talents, representing special techniques they 
  pick up over the course of their careers.
  new tiMe tHief talents
  The following talents may be selected by a 
  time thief when she gains new talents.
  Advanced Mote Power: The time thief 
  may select an advanced mote power (see 
  Advanced Mote Powers, earlier in this 
  product) if she meets its prerequisites.
  Steal Mote (Su): The time thief may attempt 
  to steal motes of time directly from other 
  chronothurges. As a standard action the time 
  thief may make a single melee attack (or 
  ranged attack, if the target is within 30 feet). If 
  the target is denied its Dex bonus to AC against 
  the time thief’s attack, or if it is flanked (even if 
  the time thief is not herself flanking it), she may 
  attempt to steal motes of time (if the target has 
  any) in addition to her attack’s normal damage. 
  The target must make a Will save (DC 10 + ½ 
  the time thief’s level + her Charisma bonus). If it 
  fails this save, it loses 1d4 motes of time and the 
  time thief gains the same number. A time thief 
  cannot steal more total motes in a day than her 
  Charisma bonus. If a time thief has more motes 
  of time than her normal maximum when she 
  regains uses of her daily powers, any excess 
  above the maximum are lost.
  new advanCed tiMe tHief talents
  Steal Future (Su): When the time thief uses her 
  steal mote talent on a target with no motes of 
  time, on a failed save the target is restricted to 
  a partial action on its next turn, and the time 
  thief gains a single mote of time. A time thief 
  must have selected the steal time talent to select 
  this advanced talent. A time thief is still limited 
  to gaining no more motes of time per day than 
  her Charisma modifier from these two talents.
  tiMe warden
  Time wardens are fully detailed in The Genius 
  Guide to the Time Warden. Time wardens are 
  skilled spellcasters in addition to being 
  powerful chronothurges, and can augment 
  their time-manipulating powers with more 
  traditional magics.
  new tiMe warden spells
  Chronal Maestro
  School: transmutation; Level: time warden 5
  Casting Time: 10 minutes
  Components: V, S
  Range: touch
  Target: you
  Duration: 10 minutes/level
  You call upon arcane energies to temporarily 
  expand your power to manipulate time. 
  Select one time master basic mote power, or 
  time master or time warden advanced mote 
  power for which you meet the prerequisites. 
  You gain access to this mote power. At the 
  end of the spell’s duration any ongoing effect 
  of the mote power also ends (though instant 
  effects are not reversed).
  Saved Time
  School: transmutation; Level: time warden 4
  Casting Time: 10 minutes
  Components: V, S
  Range: touch
  Target: you
  Duration: instantaneous
  You gather loose and unused fragments 
  of chronal energy from the timestream, 
  both cleansing it of chronal dissonance and 
  replenishing your own temporal powers. 
  You regain up to 4 motes of time, or a single 
  aevum. This spell cannot cause you to have 
  motes of time or aevum in excess of your 
  daily maximum.
  tiMe warden arCHetype:  
  warp warden
  The warp warden knows that time and space 
  are, at a deep level, essentially the same. 
  Rather than deal with just temporal concerns, 
  the warp warden watches over the fabric of 
  spacetime, trying to monitor and protect the 
  integrity of reality.
  
  18
  Longshot (Su): The warp warden can spend 
  a mote to increase the effective distance 
  between himself and any creature that is 
  not threatening him.  Any creature that does 
  not have the warp warden within its reach 
  must add a distance equal to the warden’s 
  mote bonus x 5 ft. to any range calculation 
  when determining range increments or 
  determining if the warp warden is in range 
  of some ability. The warp warden rolls his 
  bonus dice once to determine the additional 
  effective range when the ability is used, and 
  the effect lasts for one round per warp warden 
  level. The warp warden may end the effect 
  early, but must spend an additional mote of 
  time to do so.
  This ability is treated as a basic mote power 
  available only to the warp warden, and it 
  replaces the Defensive Retry basic mote power.
  May Be Closer Than It Appears: A warp warden 
  can touch a creature and spend a mote of time 
  to shorten the distance between the touched 
  creature and targets out of that creature’s 
  reach. For any ranged attack or effect, the 
  affected creature treats all ranges as half 
  their true distance for one round per level 
  of the warp warden. This never allows the 
  creature to make melee attacks, melee touch 
  attacks, normal combat maneuvers (or any 
  other effect that only works on adjacent foes) 
  against a creature beyond its normal reach. 
  This ability is treated as a basic mote power 
  available only to the warp warden, and it 
  replaces the Spare Second basic mote power.
  Dimensional Portals (Su): Once per day, a warp 
  warden can create a set of linked dimensional 
  portals. This causes two 5-foot-diameter 
  circles to become the same point in space. Both 
  spaces must be within line of sight and line 
  of effect of the warp warden when created, 
  and the portals last for 1 round per warp 
  warden level. A warp warden with aevum 
  may spend one to extend the dimensional 
  portal’s duration to one minute per level. 
  The dimensional portals act as a doorway 
  between the two spaces. Creatures able to 
  fit through them (all medium creatures, and 
  large creatures who can squeeze) can step 
  through a portal (moving from one space 
  to the other) as part of normal movement. 
  Creatures with reach can make melee attacks 
  through the portals. Ranged attacks and 
  spells can be fired through the doorway, 
  ignoring 
  any 
  distance 
  between 
  them. 
  However, only acts of will can move items 
  between the portals. Any attack, spell, effect, 
  or item a creature decides to pass through 
  the portal travels normally. Even unthinking 
  creatures (such as constructs and vermin) are 
  capable of enough volition to move things 
  through the portals. Inanimate matter does 
  not pass through the portals unless grabbed 
  and moved by a creature. Thus, if a portal 
  was opened at the bottom of a lake, and 
  the other end above a pit, the water does 
  not naturally flow through the portal to fill 
  the pit. A creature could move handfuls of 
  water through the portal, but this is no more 
  efficient than scooping it out of a pool. 
  This ability replaces the aevum power 
  the time warden gains at 4th level. The warp 
  warden gains his first aevum at 7th level.
  teMpOral OptiOns 
  fOr Base and COre 
  Classes
  While the time thief and time warden are 
  the true masters of time, there’s no special 
  reason why other classes can’t learn a little 
  chronothurgy. Characters with these options 
  are most likely to be common in areas where 
  full chronothurges are common. If time 
  thieves are a major presence in the Emirate 
  of Tarse, it makes sense that spellcasters 
  and sages within Tarse are more likely to 
  spend some effort to understand and master 
  temporal magics themselves.
  BarBarian
  Barbarians normally aren’t just uninterested 
  in 
  the 
  idea 
  of 
  chronothurgy, 
  they’re 
  actively annoyed by it. It flies in the face 
  of their instinctive preference to things 
  they can taste, touch, and hear. Even 
  other forms of magic are preferable to 
  chronothurgy, as at least those are common 
  enough to be well-understood threats.
  The exceptions to this attitude are 
  barbarians from lands that have been ravaged 
  by temporal threats. Savages from shattered 
  apocalyptic futures where chronothurges 
  have warped time itself and split the moon 
  take chronal powers seriously, as do primitive 
  warriors native to lands filled with temporal 
  monsters and zones of broken time. 
  
  19
  19
  BarBarian arCHetype: 
  Outlander
  An outlander is a warrior who has been 
  exposed to powerful chronal dissonance 
  and warped by its timestream-twisting 
  powers. Outlanders are not scholars of 
  time, but instead have unwillingly become 
  temporal creatures carrying damaged 
  chronal energy in the fabric of their flesh. 
  The history and potential futures of an 
  outlander are constantly shifting, as the 
  chronal dissonance within them endlessly 
  alters their place within the timestream.
  Slow Aging (Su): The endless exposure to 
  supernatural time allows an outlander to 
  build an immunity to other forms of aging 
  and temporal powers. The outlander gains 
  a +2 bonus to all saving throws against 
  mote of time powers, aevum powers, 
  and chronomancy spells (spells with the 
  chronomancy descriptor, and any spell with 
  “age” or “time” in the name). Additionally 
  upon reaching maturity, the outlander ages 
  at only 1/3 of the normal rate (one year aged 
  for every three years lived), extending his 
  maximum lifespan accordingly.
  This ability replaces fast movement.
  Ravage (Su): The chronal dissonance 
  imbued in the outlander allows him to 
  instinctively rip small slices of time apart 
  to assist him in felling his foes. At 2nd level 
  the outlander gains a number of motes of 
  time equal to half his level, and has a time 
  reaver chronothurge level equal to half his 
  class level. He does not receive the time 
  reaver basic mote powers, but may select 
  one advanced mote power he qualifies 
  for. He gains additional advanced mote 
  powers at 6th, 10th, 14th, and 18th level.
  This ability replaces the rage power 
  gained at 2nd level (but the outlander gains 
  rage powers normally at 4th and later levels).
  Child of Dissonance (Ex): The constantly 
  changing history of an outlander makes it 
  difficult to learn anything about him. At 
  3rd level, the DC of any Knowledge check 
  regarding an outlander is increased by an 
  amount equal to the outlander’s level, and 
  divination spells with a percent chance to 
  determine the outcome of an outlander’s 
  actions have that chance reduced by a 
  percentage equal to the outlander’s level.
  Additionally, the outlander’s familiarity 
  with what it feels like to have your entire life 
  change makes him more alert to other kinds 
  of influence over him, and less likely to be 
  frightened by more mundane magic. The 
  outlander adds half his level to Perception 
  checks made to notice the sensors created 
  by divination (scrying) spells, and to saving 
  throws against fear effects.
  This ability replaces the trap sense 
  class feature.
  Cavalier
  While few cavaliers worry about such 
  esoteric and lofty questions as the nature of 
  time, as dedicated combatants they certainly 
  take notice when a temporal enemy seems 
  to know their every move, is able to avoid 
  any surprise, and acts as if everything the 
  cavalier attempts is predictable.
  Outlanders as 
  OtHer Classes
  While the idea of a warrior who has been 
  infused with damaging chronal energy was 
  designed specifically for the barbarian, it 
  could be adapted to other classes that don’t 
  normally have magic powers, such as the 
  fighter, gunslinger, and rogue. Some notes for 
  adapting the archetype for those classes are 
  given below.
  *The fighter outlander loses bravery rather 
  than fast movement to gain slow aging, loses 
  the bonus feat gained at 2nd level rather than 
  a rage power to gain ravage (but still receives 
  bonus feats at 4th and subsequent levels), and 
  loses the armor training at 3rd level rather than 
  trap sense to gain child of dissonance (but still 
  gains armor training at 7th and higher levels). 
  *The gunslinger outlander loses the quick clear 
  deed ability rather than fast movement to gain 
  slow aging, loses nimble rather than a rage 
  power to gain ravage, and loses the gunslinger 
  initiative deed ability at 3rd level rather than 
  trap sense to gain child of dissonance.
  *The rogue outlander loses trapfinding rather 
  than fast movement to gain slow aging, loses 
  the talent gained at 2nd level rather than a rage 
  power to gain ravage (but still receives talents 
  at 4th and subsequent levels), and loses the 
  +1d6 sneak attack die gained at 3rd level rather 
  than trap sense to gain child of dissonance 
  (but still gains additional sneak attack dice at 
  5th and higher levels).
  
  20
  Order Of finality
  Cavaliers who join the order of finality 
  dedicate themselves to fighting threats from 
  alternate timelines and opposing incursions 
  from the distant past or far-flung future. 
  Cavaliers of this order tend to have strong 
  religious convictions and be proponents 
  of free will and fairness, and feel that the 
  “natural order of things” precludes creatures 
  being allowed to “cheat” by jumping forward, 
  backward, or sideways through time. They 
  believe the ability to constantly revisit and 
  rearrange the events of a life make each 
  moment less valuable, and focus on working 
  to make every moment of their lives count 
  for something. Though often suspicious 
  of chronothurges, they appreciate the lore 
  provided by time masters and the defensive 
  temporal abilities of time wardens.
  Edicts: The cavalier must accept the result of 
  his own history, and cannot allow temporal 
  powers to grant him bonuses as a result of 
  moving through time. He must oppose all 
  threats from different timelines however he 
  best can, and may not associate with creatures 
  who wish to change the past or who have 
  come from alternate timelines.
  Challenge: Whenever an order of finality 
  cavalier issues a challenge he gains a +1 bonus 
  to his attack rolls and damage on any round 
  in which he takes a single attack as a standard 
  action against the target of his challenge.
  Skills: An order of finality cavalier adds 
  Knowledge (arcana) and Knowledge (planes) 
  to his list of class skills. The cavalier adds half 
  his class level (minimum  +1) to any Knowledge 
  
  21
  21
  check to identify the abilities and weaknesses 
  of creatures with temporal powers (including 
  all archetypes from this book, monsters with 
  temporal powers, and characters with mote of 
  time or aevum abilities).
  Order Abilities: A cavalier of the order of 
  finality gains the following abilities as he 
  increases in level.
  Unchanging (Su): At 2nd level, once per 
  day, the cavalier’s convictions actually give 
  him the power to influence the timestream 
  and bypass effects that could invalidate the 
  cavalier’s efforts. As an immediate action the 
  cavalier can negate a power, spell, or effect 
  that forces him to reroll any one attack roll, 
  damage roll, or saving throw. Alternatively, 
  he can ignore a single condition or effect that 
  gives him a random chance for one attack to 
  miss (such as concealment, mirror image, blur, 
  and blink). He may use this ability twice per 
  day at 6th level, and one additional time per 
  day for every 4 levels thereafter.
  Determined Effort (Ex): At 8th level the 
  cavalier can call upon his resolve to make 
  every moment count to increase his chances 
  of success. He gains a pool of determination 
  points equal to 1 + ½ his cavalier level. Once 
  per round as a free action, the cavalier may 
  spend a point of determination to gain a +1d4 
  bonus to a single attack roll, damage roll, 
  saving throw, ability check, or skill check he 
  makes. The decision to add this bonus must 
  be made before the success or failure of the 
  roll is determined.
  Time Bane (Su): At 15th level, the cavalier 
  of finality gains a +2 bonus to any attack or 
  combat maneuver made against a temporal 
  foe (including all archetypes from this 
  book, monsters with temporal powers, 
  and characters with mote of time or aevum 
  abilities), and deals an additional 2d6 damage 
  against such foes on successful attacks.
  CleriC
  Few religions concern themselves with the 
  nature of time or the timestream, as such 
  issues generally have little impact on the goals 
  of their gods. Some religions take a much 
  more repressive approach, actively denying 
  the existence of alternate timelines (in which 
  their god might not be worshiped at all). 
  The general exceptions to this are churches 
  that revere gods of time, or those that deal in 
  knowledge, history, or the mysteries of other 
  planes. While chronothurges are extremely 
  rare, even within those organizations, clerics 
  with some access to temporal powers do exist 
  in small numbers.
  teMpOral dOMain
  The temporal domain gives a cleric minor 
  abilities to control and understand time. It is 
  most commonly granted by gods with time as 
  a specific part of their divine portfolio, but may 
  also be available to priests of gods who grant 
  the Knowledge, Law, and Travel domains.
  Granted Powers: You gain a limited ability to 
  adjust time to serve you and your allies.
  Time Manipulation (Su): You gain access to powers 
  that match the basic mote powers available to 
  time masters. You do not actually gain motes of 
  time, and cannot gain additional mote powers. 
  You treat your cleric level as your chronothurge 
  level for determining the effectiveness of these 
  powers (and your effective mote bonus dice). 
  You may use your time manipulation powers a 
  total number of times per day equal to 3 + your 
  Wisdom modifier.
  Time Control (Su): At 8th level you may select 
  one aevum power available to a time master 
  chronothurge of 8th level. Once this selection 
  is made, it cannot be changed. You treat your 
  cleric level as your chronothurge level for 
  determining the effectiveness of this power. 
  You may use this power once per day. At 15th 
  level, you may use it twice per day.
  Domain Spells: 1st—deathwatch, 2nd—mirror 
  image, 3rd—haste, 4th—lesser age resistance, 
  5th—hold monster, 6th—contingency, 7th—
  greater age resistance, 8th—temporal stasis, 
  9th—time stop.
  druid
  Though most druids give it no particular 
  thought, time is one of the most powerful 
  forces of nature. The effects of time in nature 
  are obvious – the passing of the seasons, the 
  cycle of life, the phases of the moon, and even 
  the endless alternating of night and day are 
  well-known druidic concerns – but few worry 
  about the nature of time itself. Nevertheless, 
  if the natural progression of time is damaged, 
  it is nature that suffers. Only a few druids 
  focus on the temporal aspects of nature rather 
  than more typical elements such as animals, 
  plants, and weather, and those that do are 
  often seen as more than a bit odd by their 
  brethren. But when winter comes directly 
  
  22
  after summer, or hawks revert into eggs, it 
  is the druids of time who can understand the 
  true nature of that threat.
  nature’s BOnd: teMpOral 
  dOMain
  Though such druids should be fairly rare, 
  a GM may decide to allow some druids to 
  take the temporal domain (see above) as 
  their nature’s bond. Because such druids 
  are defenders of the natural order of time, 
  they should receive the Basic Mote Powers 
  appropriate to time wardens rather than 
  those for time masters, and be restricted to 
  time warden powers when they select their 
  aevum ability.
  druid arCHetype: teMpOral 
  daduCHOs
  Druids who focus their studies on the 
  nature of time (and the time of nature) are 
  not common. In many druid communities 
  only a single druid ever takes such a role, 
  doing so specifically to be able to advice 
  other druids on how to handle threats 
  to or from the timestream. Such druids 
  are known as temporal daduchos, with 
  the term “daduchos” literally meaning 
  “torch bearer,” and used in this context to 
  indicate an expert who lights the way to 
  understanding a specific subject. Temporal 
  daduchos are rare not only because their 
  concerns exist on the edge of druidic 
  philosophy, but also because as defenders 
  of time, even master druids who follow 
  this route suffer the ravages of time more 
  deeply than other druids.
  Temporal Knowledge: Knowledge (arcana) 
  and Knowledge (planes) are class skills for a 
  temporal daduchos. The temporal daduchos 
  does not gain Climb or Handle Animal as 
  class skills.
  Time Sense (Su): At first level, the temporal 
  daduchos can sense disturbances in the 
  natural flow of time. This acts as scent, but it 
  can be used only to locate and track creatures 
  with the temporal powers, including all 
  archetypes from this book, monsters with 
  temporal powers, and characters with mote 
  of time or aevum abilities.
  This ability replaces wild empathy.
  Wild Time (Su): At 4th level, a temporal daduchos’ 
  understanding of the place time has in the 
  natural order of things allows him to gather 
  tiny bits of time that leak into the material 
  plane from the timestream in particularly 
  ancient or primitive natural places. The 
  character gains a pool of motes of time, with 
  a number of motes equal to 3 + his class level. 
  He is considered a chronothurge of all types, 
  and has a chronothurge level equal to his class 
  level -3. He also gains four basic mote powers 
  of his choice. Once these choices have been 
  made, they cannot be changed. The temporal 
  daduchos is considered to have the mote of 
  time class feature for purposes of prerequisites.
  At 6th level, and every 2 levels thereafter, 
  the temporal daduchos gains either an 
  additional basic mote power, or an advanced 
  mote power he qualifies for.
  This ability replaces the wild shape 
  class feature, and all improvements and 
  expansions of that feature.
  Maintain Timeline (Su): At 9th level the 
  temporal daduchos gains the ability to use 
  maintain timeline (as the aevum power, see 
  above) as a standard action a number of times 
  per day equal to his Wisdom bonus. At 15th 
  level he may do this as a swift or immediate 
  action. This ability replaces venom immunity 
  and timeless body.
  MaGus
  Magi already work to blend martial and 
  magical abilities, giving them a tradition of 
  flexibility and creative thinking that applies 
  well to learning a little chronothurgy. Even 
  in lands where other chronothurges are rare, 
  many magi at least dabble in time magics. In 
  realms with a large time thief and time warden 
  presence, some magi focus on chronothurgy 
  to a degree that makes them nearly the equal 
  of dedicated chronothurges.
  teMpOral MaGus arCana
  The follow magus arcana are available to 
  magi in games including chronothurgy.
  Arcane Motes (Su)
  The magus can use points from his arcane 
  pool as motes of time (see Motes of Time, 
  earlier in this product) and receives all 
  the time master basic mote powers. The 
  magus treats his magus level as his time 
  warden chronothurge level for this, and 
  any other mote powers he receives through 
  other means. (If the character already has a 
  chronothurge level from another source, he 
  adds his magus level to it to determine his 
  final chronothurge level.)
  
  23
  23
  Skilled Chronothurge
  The magus may select one advanced mote 
  power for which he meets the prerequisites 
  (see Advanced Mote Powers, earlier in this 
  product). A magus must have the Arcane 
  Motes arcana before he may select this arcana. 
  The magus may select from time master and 
  time warden advanced mote powers.
  A magus may select this arcana more than 
  once. Its effects do not stack. Each time it is 
  selected, the magus may select one advanced 
  mote power he does not already possess.
  MaGus arCHetype: tHe teMpus
  While many magi dabble in chronothurgy, 
  the tempus is a full chronothurge on par with 
  time thieves and time wardens. Also known 
  as temporal knights, tempus see their powers 
  as arising from a triangle of sources – arcane 
  magic, skill-at-arms, and time manipulation.
  Chronothurge
  At 1st level, the tempus receives the arcane 
  motes arcana as bonus arcana. Unlike 
  traditional magi, the tempus cannot use 
  his arcane pool to grant a weapon he is 
  holding enhancement bonuses or special 
  properties. He can use his arcane pool for 
  any other purpose for which a magus can 
  normally use it. The tempus is considered 
  to have the mote of time class feature for 
  purposes of prerequisites.
  Aevum
  At 5th level a tempus gains a single point 
  of aevum, and selects one time master or 
  time warden aevum power he meets the 
  prerequisites for (see Aevum Powers, 
  earlier in the product). The tempus treats 
  his magus level as his chronothurge 
  level for these powers. The tempus gains 
  one additional point of aevum, and an 
  additional aevum power, at 11th level and 
  every 6 levels thereafter. The tempus is 
  considered to have the aevum class feature 
  for purposes of prerequisites.
  This ability replaces the bonus feats a 
  magus normally gains at these levels.
  Greater Time Access
  At 19th level, the tempus gains access to an 
  expanded spell list. He learns and places 
  14 spells from the time warden’s spell list 
  (see The Genius Guide to the Time Warden) 
  into his spell book as magus spells of their 
  time warden level. He gains two of each of 
  the following time warden spells not on the 
  magus spell list:
  0-level, 1st-level, 2nd-level, 3rd-level, 4th-
  level, 5th-level, and 6th-level.
  He can ignore the somatic component of 
  these spells, casting them without the normal 
  chance of spell failure.
  This ability replaces greater spell access.
  sOrCerer
  It is just as likely for a Sorcerer’s powers to 
  come from some temporal effect on their 
  ancestry as from any other supernatural 
  heredity. In most cases, this is the result of one 
  of more parents or grandparents traveling 
  through the timestream or somehow 
  making a major trip through time (from 
  the past, future, or an alternate present) 
  rather than actual interbreeding with a 
  
  24
  species native to time travel, but families with 
  strong natural chronothurgy are nevertheless 
  generally referred to as having a “wampus-
  cat bloodline,” in reference to one of the 
  better-known creatures of the timestream.
  waMpus BlOOdline
  Class Skill: Knowledge (planes)
  Bonus Spells: adjuring step (3rd), retrieve item 
  (5th), displacement (7th), dimensional anchor (9th), 
  permanency (11th), getaway (13th), temporary 
  resurrection (15th), moment of prescience (17th), 
  time stop (19th).
  Bonus 
  Feats: 
  Amateur 
  Chronothurge*, 
  Breadth of Experience**,Eclectic**, Extend 
  Spell, Mote Mastery*, Mote Specialization*, 
  Spare Time*, Taunt**, Timely Detonation*.
  *Represents a feat introduced in this product.
  **This feat is found in the Advanced 
  Player’s Guide. You do not have to meet its 
  prerequisites, as it represents knowledge 
  gained by viewing the lives of alternate 
  versions of yourself in alternate timelines.
  Bloodline Arcana: You add your Charisma 
  bonus to your caster level when determining 
  the duration of sorcerer spells you cast.
  Bloodline Powers: The infusion of temporal 
  energy into your heritage grants you a few innate 
  time-manipulating powers, most of which focus 
  on using time and your arcane spells together.
  Short Time (Su): When you fail a saving throw 
  against a spell with a duration of two rounds 
  or more, it affects you for only half its normal 
  duration. This has no impact on its duration 
  against other targets. This ability does not 
  apply to spells notated as harmless in the 
  saving throw entry.
  Suspend Spell (Su): At 3rd level, once per day 
  you may, as a swift action, suspend in time 
  one spell you cast that is still active and has 
  a duration of at least one round per level. 
  The effect of the spell disappears, and any 
  remaining duration is preserved. As a move 
  action you can recall the spell, and use any 
  remaining spell duration. You may use this 
  ability twice per day at 8th level, and three 
  times per day at 16th level. You can only 
  suspend a particular casting of a spell once.
  Improved Short Time (Su): At 9th level, whenever 
  you are affected by an affliction, condition, 
  spell, spell-like ability, or supernatural ability 
  with a duration of two rounds or more, it 
  affects you for only half its normal duration. 
  This has no impact on its duration against 
  other targets. This benefit replaces short time. 
  This ability does not apply to spells notated 
  as harmless in the saving throw entry.
  Innate Extension (Su): at 15th level whenever 
  you cast a spell that could benefit from having 
  the Extend Spell metamagic feat applied, its 
  duration is automatically doubled. If you 
  do apply the Extend Spell metamagic feat to 
  such a spell, its duration is actually tripled.
  Temporal Transformation (Su): At 20th level, 
  your body surges with temporal power. Select 
  a number of aevum powers equal to your 
  Charisma bonus. You do not need to meet 
  the prerequisites for these powers. You may 
  use each power once per day by expending 
  a spell slot of 3rd level or higher, using your 
  class level as your chronothurge level.
  witCH
  A witch that focuses on time will almost 
  always work to prevent or reverse the effects 
  of time, or use the powers of the timestream to 
  further the witch’s more mundane concerns.
  new Hexes
  The following hexes are available to witches 
  in a campaign that allows temporal powers.
  Ageless (Su): A witch with this hex no longer 
  takes ability score penalties for aging and 
  cannot be magically aged. Any penalties she 
  may have already incurred, however, remain 
  in place. Bonuses still accrue, and the witch 
  still dies of old age when her time is up.
  At 5th level the witch may alter her 
  apparent age from a teenager to a crone at 
  will, though this has no impact on her actual 
  age or age-based penalties. At 8th level, any 
  age-based penalties the witch has suffered 
  are reversed, and she no longer accrues age-
  based penalties.
  Alternate Memory (Su): This hex allows a witch 
  to call on memories from alternate timelines 
  to change how the target remembers a single 
  event. Alternate Memory may only be used 
  on a target able to hear and understand the 
  witch, and that is friendly toward the witch 
  (whether that is the result of a naturally 
  friendly nature, a Diplomacy check, or some 
  form of magic). The target must make a Will 
  save (DC 10 + ½ witch level + the witch’s 
  Int modifier) or instantly have one memory 
  changed in a way defined by the witch. If the 
  target makes its save, it is immune to alternate 
  memory until the witch gains another level.
  
  25
  25
  On a failed save, the witch may modify one 
  memory of a specific event. The memory must 
  be of an event the witch has witnessed, or that 
  the witch has intimate knowledge of (as the 
  result of an appropriate divination spell of 3rd 
  level or higher, extensive research, or lengthy 
  conversation with a witness to the event). The 
  witch can change the memory in whatever 
  way she wishes, but an alternate memory does 
  not necessarily affect the subject’s actions, 
  particularly if it contradicts the creature’s natural 
  inclinations. An illogical alternate memory 
  is dismissed by the creature as a bad dream, 
  too much wine, or another similar excuse. 
  The memory remains altered unless restored 
  with a modify memory spell, restoration, heal, or 
  similar magic.
  Past Stab (Su): The witch can make an attack 
  through the timestream, to wound a target 
  at some point in its past, causing the effects 
  of that wound to appear in the present. This 
  is a ranged touch attack (as the attack finds 
  a moment in the past when the target was 
  vulnerable and unprotected). The witch can 
  only make an unarmed, natural, or light 
  melee attack through the timestream, and 
  only the weapon’s base damage is dealt (not 
  any magical effect, poison, or effect caused 
  by a feat or maneuver). The total amount of 
  damage a target may have on it from a witch’s 
  past stab at one time cannot exceed the attack’s 
  maximum critical hit damage. The witch may 
  make multiple attacks to reach this amount of 
  damage, and may make additional attacks if 
  the target is healed, but no attack can result 
  in the target having more than the weapon’s 
  maximum critical damage dealt to it at once.
  wizard
  The wizard is the non-chronothurge class 
  most likely to take an interest in matters of 
  time, the timestream, and chronal dissonance. 
  Most wizards see magic of all types as falling 
  within their purview. Arcane magic already 
  overlaps with chronothurgy in its ability to 
  see into the past and future, speed or slow 
  creature’s movement through time and, at 
  the highest level, even stop time itself. Many 
  wizards see specializing in temporal magic 
  no different from specializing in abjuration, 
  or flame spells, or crafting magic items.
  speCialty sCHOOl: 
  CHrOnOtHurGy
  At 1st level, rather than specialize in a typical 
  school of magic or in an element, a wizard 
  may specialize in the study of chronothurgy. 
  The wizard must select 2 schools to be 
  opposition schools, as with normal school 
  specialization, but does not receive any bonus 
  spell slots or other bonuses for a specialized 
  school. Instead he gains limited access to 
  chronothurgy (as detailed below) as specialty 
  school powers.
  Chronothurgy (Su): You treat your class 
  levels as time master chronothurge levels. 
  You gain a pool of motes of time equal to 
  your Intelligence bonus (minimum 1), and 
  all the time master basic mote powers. You 
  gain an advanced mote power you meet the 
  prerequisites for at 3rd level, and every 3 
  levels thereafter. You are considered to have 
  the mote of time class feature for purposes 
  of prerequisites.
  Always Prepared (Su): As a standard action 
  you may spend a mote of time to change a 
  spell you have prepared for another spell 
  you know that could be prepared in the same 
  level spell slot.
  Aevum (Su): At 8th level you gain one point 
  of aevum, and may select one aevum power 
  you qualify for. You are considered to 
  have the aevum class feature for purposes 
  of prerequisites.
  teMpOral tHreats
  GMs running campaigns with chronothurge 
  player characters may want to add new time-
  themed threats to match those characters’ 
  time-themed abilities. This certainly isn’t 
  necessary – the vast majority of chronothurge 
  powers work just fine when facing the 
  traditional threats of goblin acquisition 
  groups, multistory undead-infested sub-
  basements, and obsessive-compulsive fire-
  breathing lizards. But one way to blend 
  new chronothurge options into a game is 
  to link them to a place or group within the 
  campaign. And if the Desert of No Dawn is 
  a renowned source of temporal oddities, it 
  can be useful to have unique hazards and 
  monsters native to it.
  zOne Of BrOken tiMe 
  effeCts
  One of the oft-mentioned potential dangers 
  of chronothurgy is “chronal dissonance,” a 
  kind of temporal feedback that damages the 
  timestream when time magic is used wrongly, 
  
  26
  or too often, to create paradox. However 
  beyond lip service in new powers, there 
  are (intentionally) no rules for exactly what 
  happens when chronal dissonance grows to 
  be too great. This is much like what happens 
  if a cult of demon-worshippers grows too 
  big, or if two gods try to kill each other – the 
  answer is whatever best supports the needs 
  of the campaign and the ongoing adventure. 
  However, to give a GM an option he can pull 
  out of his toolkit if he wants some kind of 
  major time disaster, but doesn’t want to have 
  to design one from scratch, a disastrous end 
  result of a badly damaged timestream, a zone 
  of broken time, is presented below.
  A zone of broken time is much like a wild 
  magic or null-magic zone, an area where the 
  normal laws of the universe aren’t properly 
  operating.  Generally caused by major misuse 
  of temporal powers (or the most powerful 
  of conflicts within the timestream), a zone 
  of broken time represents a section of the 
  material plane where the timestream isn’t 
  flowing properly. This causes time to run too 
  fast, or erratically, or (rarely) not at all. Such 
  a zone can be temporary or last until fixed, be 
  as small as a single 5-foot square or as large 
  as an entire desert, as dictated by the needs 
  of the GM.
  When creatures first enter a zone of broken 
  time, roll on the table below to see what effect 
  it is having. You may use this effect for the 
  entire time a group is within the zone, or 
  change it periodically (every subjective day 
  a group is within the zone, or even at the 
  beginning of every encounter).
  zOne Of BrOken tiMe effeCts (rOll 1d00)
  01-08. The duration of all spells, spell-like abilities and supernatural abilities is halved 
  within the zone.
  09-18. The duration of all spells, spell-like abilities and supernatural is increased by 50% 
  within the zone.
  19-27. The duration of all extraordinary abilities is halved within the zone. 
  28-37. The duration of all extraordinary abilities is increased by 50% within the zone.
  38-49. At the beginning of each creature’s turn, there is a 20% chance it is surrounded by 
  images of what it did a split second ago, and what it is about to do in just a moment. This 
  acts as a mirror image spell cast using the creature’s HD as the caster level. If a creature has 
  an existing mirror image (from this effect or the actual spell) when this effect is triggered, the 
  new mirror image replaces the old one.
  50-59. At the beginning of each creature’s turn, there is a 20% chance its appearance is 
  shifted to show where it was a split second ago, or where it is about to be in just a moment. 
  This acts as a displacement spell cast using the creature’s HD as the caster level. If a creature 
  has an existing displacement (from this effect or the actual spell) when this effect is triggered, 
  the new displacement replaces the old one.
  60-69. All creatures in the area gain moments of prescience. Each round a creature may 
  reroll one of its attack rolls or saving throws, or force an attacker to reroll an attack roll 
  made against the creature. These rolls are made after the result of the original roll is known, 
  and the creature must abide by the result of the second roll, even if it is worse.
  70-79. All creatures in the area are affected as if they had blessing of fervor or haste (determined 
  randomly). These effects are persistent and cannot be dispelled as long as the zone exists.
  80-88. For every minute that passes within the zone, a day passes outside of it.
  89-98. For every day that passes within the zone, a minute passes outside of it.
  99. Time flows backwards within the zone. When creatures leave it they are at a point 
  in time as much earlier than their own entry into it as the duration spent within. Such 
  creatures never encounter themselves during the period they should be in two places at 
  once, though anyone they run into does remember them doing whatever they did during 
  the same time period prior to entering the zone originally.
  100. No matter how much time is spent within the zone, when creatures leave the zone it is 
  one second after their entrance into it.
  
  27
  27
  teMpOral 
  MOnsters
  Not all the masters of time are humanoid, 
  as indeed not all are even native to the true 
  timeline. Chronothurgical creatures ranging 
  from aberrations from alternate histories, to 
  sole mutants affected by exposure to time 
  rifts at an early age, can exist (and cease to 
  exist with little explanation) to meet the 
  needs of a campaign’s plotline. A GM may 
  choose to use temporal monsters as unusual 
  threats unique to a specific region to give it 
  more color, or use foes from potential futures 
  or dying timelines to create compelling 
  foes with bases of operation well and truly 
  beyond the PCs’ reach. Perhaps it is well 
  known that the Prismatic Wastes are home 
  to variant goblins that can hop forward and 
  backward through time, or that purple-robed 
  spellcasters periodically appear from the 
  Neverwhen Academy, a magic school that 
  will exist in 500 years and teach time magics 
  then that are unknown now.
  Temporal monsters treat their racial hit dice 
  as chronothurge levels for purposes of feat and 
  power prerequisites, and for determining the 
  effectiveness of such abilities. If a GM wishes 
  to keep the time powers of a specific monster 
  to a set theme, he may wish to restrict each 
  monster to mote powers accessible to time 
  masters, time reavers, time thieves, or time 
  wardens. When determining what kind of 
  time powers a monster should access, look at 
  the monster’s role (as defined in the Bestiary). 
  Monsters with a role of any or special should 
  access only time master powers. Monsters 
  with a combat role should access time reaver 
  powers, monsters with a skill role access time 
  thief powers, and monsters with a spell role 
  access time warden powers.
  Adding temporal powers can also be a 
  good way to keep monsters with additional 
  hit dice competitive with threats designed 
  for higher-level adventures. While this is less 
  of an issue for monsters with spellcasting 
  abilities or extensive special abilities, monsters 
  that depend on brute force for most of their 
  threat often come up short when they are 
  advanced to higher CRs. No matter how 
  many hit dice an advanced minotaur has, for 
  example, even with bonus feats and ability 
  score advancement, it runs short of options to 
  threaten characters by the time it’s raised to CR 
  9 and up. Adding time reaver powers not only 
  gives it new options, it makes the minotaur a 
  more interesting and customized foe.
  MOnsters witH MOtes
  Temporal monsters can be created by replacing 
  some of a creature’s feats with motes of time 
  and/or aevum powers. Monsters may replace 
  one feat with a mote of time pool (3 +1/HD) 
  and all the basic mote powers of one type of 
  chronothurge. Additional feats may be spent 
  to gain +1 point in the monster’s mote pool, 
  and one advanced mote power of the same 
  chronothurge type as was selected for its 
  basic power. Such monsters treat their HD 
  as their chronothurge level, and do not alter 
  their CR. A monster should never get a mote 
  of time power that requires a chronothurge 
  level higher than its hit dice.
  If a GM wishes to give a temporal monster 
  bonus mote powers without trading in existing 
  feats, this increases the monster’s CR. Up to 3 
  additional mote powers can be granted for an 
  additional +1 CR, or up to 6 for an additional 
  +2 CR. In most cases, it’s a bad idea to give a 
  monster more than 6 additional mote powers, 
  and normally you don’t want to more than 
  double a monster’s CR through this method.
  MOnsters witH aevuM
  Aevum powers are generally more powerful 
  than mote abilities, and aren’t available 
  until higher levels. Rather than spend 
  feats to gain aevum powers, it’s simpler 
  to grant them as bonuses to a monster and 
  then increase the creature’s CR. A monster 
  should not gain access to aevum powers that 
  require a higher chronothurge level than 
  the monster’s CR (rather than hits hit dice), 
  should only receive aevum from a single 
  type of chronothurge (which should match 
  its mote powers, if any), and uses its hit dice 
  as its chronothurge level when determining 
  the effect of its aevum powers.
  A monster of CR 4 or less should never 
  be given aevum powers. A monster with a 
  base CR of 5 to 9 can be given a single aevum 
  power, and two aevum with which to use it. 
  Monsters from CR 10 to 14 can be given two 
  aevum powers and three points of aevum, 
  monsters of CR 15 to 19 three aevum powers 
  and four points of aevum, and monsters of 
  CR 20 or more, four aevum powers and five 
  points of aevum. Using this system, any such 
  creature’s CR is increased by +2.
  
  28
  exaMple teMpOral 
  MOnster
  Temporal Labyrinthian
  The large bovine eyes of this bull-headed 
  humanoid burn with shifting, glowing colors.
  Temporal Minotaur Elder  CR 11
  CE Large monstrous humanoid
  Init +0(+4 in mazes); Senses darkvision 60 ft.; 
  Perception +22
  DEFENSE
  AC 22, touch 9, flat-footed — (see natural 
  cunning) (+5 armor, +8 natural, –1 size)
  hp 114 (12d10+48)
  Fort +10, Ref +8, Will +11
  Defensive Abilities mote of time (Defensive 
  Retry), natural cunning
  OFFENSE
  Speed 20 ft.
  Melee +1 greataxe +19/+14/+9 (3d6+12/x3) 
  and gore +13 (1d8+3)
    Power Attack +1 greataxe +15/+10/+5 
  (3d6+24/x3) and gore +9 (1d8+11)
  Ranged crossbow +10 (4d8; 19–20/x2 ; 120 ft.)
  Space 10 ft.; Reach 10 ft.
  Special Attacks entropy (ray +11, 12d8), mote 
  of time (Crack in Time, Offensive Retry), 
  powerful charge (gore +15, 4d6+10)
  Spell-Like Abilities (CL 9th):
  3/day—fog cloud, glyph of warding (blast 15’ 
  radius; 4d8 fire damage; Reflex DC 16 for 
  half), stone shape
  1/day—maze, wall of stone
  STATISTICS
  Str 24, Dex 10, Con 19, Int 9, Wis 16, Cha 10
  Base Atk +12; CMB +20 (+22 bull rush); CMD 
  30 (32 vs. bull rush)
  Feats Great Fortitude, Impaling Charge, 
  Improved Bull Rush, Power Attack, Vital Strike
  Skills Intimidate +8 (+12 vs. Medium or 
  smaller), Perception +22, Stealth +3 (+11 
  in mazes/labyrinths), Survival +22; Racial 
  Modifiers +4 Perception, +4 Survival, +8 
  Stealth (in mazes/labyrinths)
  Languages Giant
  SQ maze mastery, motes of time, natural 
  cunning
  Environment ruins or underground
  Organization solitary or accompanied by 1-3 
  minotaur attendants
  Treasure standard (greataxe, crossbow, scale 
  mail armor, plus other treasure)
  Gear greataxe, scale mail
  SPECIAL ABILITIES
  Entropy (Su): Twice per day the temporal 
  labyrinthian can force a target to suddenly 
  feel the effects of aging, which damages and 
  weakens it. It makes a ranged touch attack as 
  a standard action. If the attack hits the target, 
  it takes 12d8 points of damage. This damage 
  bypasses hardness and DR.
  Maze Mastery (Su): The temporal labyrinthian 
  possesses a supernatural cunning when in the 
  confines of a maze or labyrinth. In such areas it 
  receives a +4 bonus on initiative checks and a 
  +8 racial bonus on Stealth checks. In addition, a 
  temporal labrynthian may enter a maze spell as 
  it is being cast along with the intended target so 
  long as the target is within 30 feet. This includes 
  maze spells cast by the labrynthian. Once inside, 
  the labrynthian can leave the maze as a move 
  action. The labrynthian and the target appear 
  at opposite ends of a 30-foot-square chamber 
  where all exits lead to the maze itself (and the 
  only way out for the target).
  Natural Cunning (Ex): Although the temporal 
  labrynthian is not especially intelligent, it 
  possesses innate cunning and logical ability. 
  This gives it immunity to maze spells and 
  prevents it from ever becoming lost. A temporal 
  labyrinthian’s natural cunning ability protects 
  it from ever being caught flat-footed.
  Motes of Time (Su): Temporal labyrinthians 
  have a pool of motes of time with 15 mote 
  points. They can access the Crack in Time 
  (add mote bonus to damage of one attack), 
  Defensive Retry (add mote bonus to one 
  saving throw), Offensive Retry (add mote 
  bonus to one attack roll), Spare Second 
  (take an additional swift action), and 
  Timeless Burden (ignore armor check and 
  encumbrance penalties for one round) basic 
  mote powers. See Basic Mote Powers for 
  more information on these abilities. Temporal 
  labyrinthians count as time reavers, and have 
  a chronothurge level of 12.
  Temporal labyrinthians are minotaurs who 
  have taken to wandering the complex mazes 
  and patterns of the timestream, often accessing 
  it through ancient ruins of long-lost civilizations. 
  They are obsessed with the glories of past 
  minotaur empires (which may never have 
  existed in the current timeline), and work to 
  rebuild those mythic empires. However they are 
  unwilling to go far from whatever portal gives 
  them access to the timestream, and generally 
  disappear for long periods as they explore 
  alternate timelines, making it difficult for them 
  to succeed at any long-term organization.
  
  29
  29
  we err On tHe side Of awesOMe!
  Time Thief Model:
  Jenny Poussin
  Time Thief Photographer:
  Sergio Rico
  Jenny Poussin’s Clothing:
  BodyZone
  Graphic Design and Typesetting:
  Lj Stephens and R. Hyrum Savage
  Produced by:
  Super Genius Games
  www.supergeniusgames.com
  Contents Copyright ©2012 Owen K.C. Stephens
  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 Super Genius Games: @SuperGeniusRPG,  
  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 Pathefinder 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 the 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.
  Time Warden Model:
  Brendan McNeill
  Time Warden Photographer:
  Michael McNeill
  Special Thanks to my primary “Time” playtest groups: 
  The Rarely Late (Ian Allen, Marc Curlee, Lj Stephens), 
  The Often Rescheduled (Carl Gilchrist, John Menzie, Lj Stephens)
  Designer:
  Owen K.C. Stephens
  Creative Director:
  Stan!
  Editor:
  Lj Stephens
  Cover Art:
  Brendan McNeill, Jenny Poussin,  
  Paul Slinger, Lj Stephens  
  & R. Hyrum Savage
  Interior Illustrations:
  Jacob E. Blackmon, Scott Holmes  
  & Paul Slinger
  
  30
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