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Temporal Talents

As a time mage gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, a time mage gains one temporal talent. He gains an additional temporal talent every even level except 20. A time mage cannot select an individual talent more than once. Talents marked with an asterisk require a time mage to spend motes, which he may do only once per round. The evasion talent is not marked with an asterisk because its use does not require the use of a mote, despite the fact that it does allow a time mage to spend a mote to enhance its effect.

Table: Temporal Talents

Temporal TalentBenefits
Evasion (Ex)The time mage can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the time mage is wearing no armor. A helpless time mage does not gain the benefit of evasion.
Improved Uncanny Dodge (Ex)Prerequisite(s): Uncanny Dodge temporal talent or class feature
A time mage with this talent can no longer be flanked. This defense denies a thief the ability to sneak attack the character by flanking him, unless the attacker has at least four more levels in a class that grants sneak attack than the time mage’s class level. If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum level in a class that grants sneak attack required to flank the character.
Old Wounds* (Su)As a standard action, the time mage can channel time into a wound, causing it to experience rapid healing, as if many days had passed. The time mage may spend a mote to heal his own wounds, or the wounds of an ally touched. The wounds heal for 1d8 damage + 1 per class level of the time mage. This ability increases by an additional 1d8 every 4 levels to a maximum of 5d8.
Prescient Attack* (Su)The time mage may spend a mote as an immediate action after hitting a target with a weapon, ranged touch, or touch attack, allowing him to anticipate his opponent’s defenses. The target is denied its Dexterity bonus against the time mage’s attacks until the end of the time mage’s next turn.
Prescient Defense* (Su)The time mage may spend a mote as an immediate action after hitting a target with a weapon, ranged touch, or touch attack, granting him a premonition of his enemy’s intentions. The time mage gains a bonus to his AC and on Reflex saves equal to his Intelligence modifier (minimum 0) against attacks by that opponent until the beginning of his next turn.
Steady Hand* (Su)The time mage can rewind time by small amounts to erase any minor mistakes he makes as a result of distraction around him. By spending a mote, the time mage may use skills reliably even under adverse conditions. Once he spends the mote, he may take 10 on any single skill check made before the end of his next round, even if stress and distractions would normally prevent him from doing so.
Steal Fate* (Su)As a standard action, the time mage can attempt to steal a crucial moment from a target’s future, reducing the chance the target will enjoy a happy and prosperous future. The time mage spends a mote and the target must make a Will save (DC 10 + half of the time mage’s level + his Intelligence modifier) or suffer a penalty to all attack and damage rolls, skill checks, and saving throws. This effect lasts for 1 round per time mage level. The penalty suffered is equal to –1, and increases to –2 at 8th level, and –3 at 16th level, while the time mage gains this as a bonus as he uses the stolen fate to carefully plan each action he takes. Steal Fate has a range of 30 feet.
Steal Time* (Su)As a standard action, with this talent, a time mage can steal time from a target. The time mage spends a mote and the target must make a Will save (DC 10 + half of the time mage’s level + his Intelligence modifier) or suffer a penalty to AC, Reflex saves, and movement speed. This effect lasts for 1 round per time mage level. The penalty suffered is equal to –1 to AC and Reflex saves as well as a –5 foot movement speed, and increases to –2 and –10 foot at 8th level, and –3 and –15 at 16th level, while the time mage gains this as a bonus as he uses the stolen time to move quickly. Steal Time has a range of 30 feet.
Uncanny Dodge (Ex)A time mage with this talent can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A time mage with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Advanced Temporal Talents

Beginning at 12th level, a time mage adds the following advanced temporal talents to his choices when picking a new temporal talent. Many advanced talents require a time mage to spend two of his daily uses of his mote of time ability. This still qualifies as spending a mote once during his turn, even though multiple motes are spent.

Table: Advanced Temporal Talents

Advanced Temporal TalentBenefits
Back to the Future* (Su)The time mage can spend two motes to fling himself briefly into the future to observe the results of proposed acts or decisions in his present. Since the time mage is only in his future for a moment, he is not certain to receive meaningful information. The base chance for receiving meaningful information is 70% + 1% per class level. This roll is made secretly by the GM. If the ability succeeds, the time mage gets one of the following four results:

Weal (if the action will probably bring good results).
Woe (for bad results).
Weal and woe (for both).
Nothing (for actions that don’t have especially good or bad results).

If the ability fails, the time mage gets the “nothing” result. There is no way to tell if a “nothing” result is the consequence of an action with no particular results or a failed use of this ability. This ability can see into the future only about ten minutes per level of the time mage, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All efforts to use this ability by the same person about the same topic use the same die result as the first use of the ability.
Butterfly Effect* (Su)As a reaction, the time mage can make minor changes in his past, which creates a cascade of minor changes in the timeline to generate brief favorable circumstances for an ally in his present. The time mage can spend two motes to add a bonus to one attack roll, skill check, ability check, or saving throw made by an ally within 30 feet. The roll must represent a single action that occurs entirely within a single round. (A time mage could use a mote to add a bonus to an ally’s Acrobatics check to leap over a chasm, but not to his Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +2d4. This increases to +3d4 at 16th level. The time mage can decide to add this bonus immediately after seeing the result of the original die roll.
Déjà Vu* (Su)Prerequisite(s): Steady Hand temporal talent
By spending two motes, a time mage can draw information from his future or past, allowing him to instantly gain the benefits of considerable study and reflection. He can even peer briefly into the future to see how others react to his various attempts at negotiation or subterfuge. The time mage can make a single Intelligence-, Wisdom- or Charisma-based skill check with a result equal to 20 + his total skill bonus.
Improved Evasion (Ex)Prerequisite(s): Evasion class feature or temporal talent
This works like evasion, except that while the time mage still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless time mage does not gain the benefit of improved evasion.
Quickened Magic (Su)The time mage can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the MP cost of the spell.
Retroactive* (Su)Prerequisite(s): Steady Hand temporal talent
By spending two motes, a time mage can attempt the same physical action over and over, hopping back to his starting point each time if things don’t work out for him. The time mage can make a single Strength-, Dexterity- or Constitution-based skill check with a result equal to 20 + his total skill bonus.
Time After Time (Su)The time mage gains advanced ability to manipulate time. The time mage may now spend motes twice per round, if he wishes.
Time Bandit (Su)The time mage’s access to motes increases. The time mage can spend an additional number of motes per day equal to his Intelligence modifier. This talent may be taken more than once, adding the same number of additional motes per day each time it is selected.
Time Runner* (Su)The time mage can move briefly through time, taking an action that does not exist in the normal sequence of reality. The time mage spends two motes to gain an additional move action. The time mage does not set off traps during this move action (though he may cause them to be triggered if, at the end of his run, the proper triggering situation still exists). He does not provoke attacks of opportunity during this move action, nor may other characters make Perception checks to notice the time mage during this move action. After the move action time catches up to the time mage, allowing triggered traps to go off and other creatures to immediately notice the time mage where he now stands.