Archives of Nethys

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Main Details | Archetypes | Class Builds | Anchors | Temporal Anomalies

Temporal Anomalies

Source Galactic Magic pg. 12
You learn your first temporal anomaly at 2nd level and an additional temporal anomaly every 3 levels thereafter. Temporal anomalies all require you meet a minimum precog level, and they are organized accordingly. Some temporal anomalies require you to satisfy other prerequisites, such as having other temporal anomalies. For effects that require a saving throw, the DC is 10 + half your precog level + your Dexterity modifier.

2nd Level

You must be at least 2nd level to select these temporal anomalies.

Advanced Preparation (Su)

Source Galactic Magic pg. 12
Your knowledge of timelines lets you prepare for almost any situation, giving you exactly what you need precisely when you need it. Once per day as a standard action, you can use a paradox to produce one consumable item (such as a grenade, serum, or spell gem). The item must have a bulk of L or less, and an item level no greater than your level. You immediately lose a number of credits equal to the value of the item, as this ability assumes you prepurchased or traded for this item at the most recent opportunity after glimpsing your future need of it. You can’t use this ability if you don’t have sufficient credits to pay for the item, and you can’t convert other items, except for UPBs, to pay for this cost.

Ephemeral Confidant (Su)

Source Galactic Magic pg. 12
You have an ally who exists outside the normal flow of time, but you can only occasionally communicate with them. When you take this temporal anomaly, you can select the means in which you communicate with your confidant. They could appear to you as a holographic avatar only you can see and hear, or as visions that permeate your dreams. Regardless of what form your confidant takes, they can occasionally provide you with some insight that helps you navigate the present.
As a full action, you can use a paradox to consult with your confidant; you count as trained with a skill for up to a number of rounds equal to the paradox.
At 6th level, when you attempt a skill check for a skill in which you are normally untrained, you can substitute the paradox used for this ability in place of the d20 roll for that skill check. At 9th level, you gain a +4 insight bonus on the skill check, increasing to +8 at 12th level and +12 at 15th level.

Future Training (Ex)

Source Galactic Magic pg. 12
Whether your expertise results from knowledge imparted by a specific source or the cumulative effect of extensive training and preparation for some future event, you’ve come to master multiple means of defending yourself. You gain proficiency with two of the following with which you are not already proficient: heavy armor, advanced melee weapons, heavy weapons, longarms, or sniper weapons.
You can select this temporal anomaly a second time; you must select different proficiencies.

Prescient Casting (Su)

Source Galactic Magic pg. 13
You glance into your immediate future to see how to precisely cast a spell while in danger. As part of casting a spell, you can use a paradox to not lose your spell if you take damage from a successful attack against you, including an attack of opportunity, or an effect against which you failed a saving throw.

Safeguard (Su)

Source Galactic Magic pg. 13
By carefully analyzing the battlefield and making minute, dexterous moves, you can protect yourself from harm. As a reaction when you take damage, you can use a paradox to reduce the amount of damage taken by an amount equal to the paradox, up to a maximum reduction of 5. The maximum increases to 10 at 6th level, 15 at 9th level, and 20 at 12th level.

Shunt Condition (Su)

Source Galactic Magic pg. 13
You can delay the onset of dangerous conditions. As a reaction when you or an ally would gain the shaken, sickened, or staggered condition, you can use a paradox to delay the onset of the condition for a number of rounds equal to half the paradox (minimum 1).

Tactical Timing (Su)

Source Galactic Magic pg. 13
You analyze the battlefield and pick out the precise moments your enemies will be least prepared to strike. As a move action, you can use a paradox to grant yourself and all allies within 30 feet a +2 insight bonus to AC against attacks of opportunity for 1d4 rounds. At 6th level, you can use this ability as a swift action.

5th Level

You must be at least 5th level to select these temporal anomalies.

I Knew You’d Say That (Su)

Source Galactic Magic pg. 13
You’ve seen enough of the future to know exactly the right moment to intercede on behalf of your allies in social situations. When you successfully perform the aid another action to assist an ally with a Bluff, Diplomacy, or Intimidate check, you can use a paradox in place of the ally’s d20 roll for the skill check.

Improved Shunt Condition (Su)

Source Galactic Magic pg. 13
This functions as the shunt condition temporal anomaly, except you can also delay the following conditions: bleeding, burning, confused, frightened, and nauseated. You must know the shunt condition temporal anomaly to learn this temporal anomaly.

Instance Analysis (Su)

Source Galactic Magic pg. 13
By examining an ally and a threat, you can quickly discern the effectiveness of potential attacks by gazing momentarily into the future. As a move action, you can select an ally within 60 feet and a target within 60 feet. You can then choose one of your selected ally’s available abilities, spells, or weapons. You immediately know whether the target has immunity, damage reduction, energy resistance, or spell resistance that would apply to the selected ability, spell, or weapon.
At 8th level, you can use this ability for 1d4 abilities, spells, or weapons from any number of allies within 60 feet of you. You can’t use this ability again until you take a 10-minute rest to regain Stamina Points.

Multifocal (Su)

Source Galactic Magic pg. 14
More means of controlling the universe’s temporal paradoxes open themselves to you. When you select this temporal anomaly, you can select a second focal paradox from one of the following: ability score checks, caster level checks, Fortitude saves, initiative checks, Reflex saves, two specific trained skill checks, or Will saves. You can’t select the same focal paradox as provided by your anchor when making this choice, and this doesn’t increase the number of times per day that you can gain a paradox from your focal paradoxes.

Spell Rewind (Su)

Source Galactic Magic pg. 14
With a gesture, you can rewind a spell back into your mind rather than have it perform with lackluster effect. When you cast a spell that affects only one target, and that target successfully saves against that spell, you can use a paradox to regain the spell slot used to cast that spell. The paradox used must be at least double the spell’s level. If you use this ability with a spell that normally has effects on a failed save, the spell instead has no effect.

Time-Hardened (Ex)

Source Galactic Magic pg. 14
You’ve mastered the art of enduring everything the galaxy—and time itself—has to throw at you. When you take this temporal anomaly, you increase your maximum Hit Points and Stamina Points by an amount equal to your precog level. Each time you gain a new precog level, you increase your maximum Hit Points and Stamina Points by 1.

Wait For It (Su)

Source Drift Crisis pg. 44
When you delay your action and cause your initiative count to change (Core Rulebook 249), you gain a +1 insight bonus to the next attack roll, skill check, caster-level check, or saving throw you attempt before the end of your delayed turn. At 13th level, the insight bonus increases to +2. Once you use this ability, you can’t do so again until you rest for 10 minutes to recover Stamina Points.

8th Level

You must be at least 8th level to select these temporal anomalies.

Forewarned (Su)

Source Galactic Magic pg. 14
With your levels of foresight, nothing can surprise you. At the start of a surprise round, you can use a paradox to act in that surprise round, replacing your initiative roll result with that paradox.

Looped Existence (Su)

Source Galactic Magic pg. 14
You can trap others in endless cycles. As a standard action, you can use a paradox to focus on a creature within 60 feet, forcing it into a temporal loop. The creature must succeed at a Will saving throw or gain the fatigued condition for a number of rounds equal to half the paradox (minimum 1). At 11th level, you can instead cause the target to gain the confused condition for 1d4 rounds. At 14th level, you can instead cause the target to gain the exhausted condition for 1d4 rounds.

Momentary Stutter (Su)

Source Galactic Magic pg. 14
You can rewind just enough of time to reverse your position without affecting other outcomes. At the start of your turn, you can use a paradox to mark your current location and activate this ability. At the end of your turn, you can immediately teleport to your starting location. This movement does not provoke attacks of opportunity.

Skillful Rewrite (Su)

Source Galactic Magic pg. 14
When you tempt fate and fail, you can sometimes still recover through clever use of paradoxical power. As a reaction when you fail a skill check, you can use a paradox in place of the d20 rolled for the skill check.

Tactical Oracle (Su)

Source Galactic Magic pg. 14
You have achieved total battlefield control with your glimpses into the future. You can use a paradox as a swift action to not provoke attacks of opportunity from movement until the end of your next turn. When you use this ability, you can use an additional paradox to grant this benefit to an ally within 60 feet. You must know the tactical timing temporal anomaly to learn this temporal anomaly.

Time Pocket (Su)

Source Drift Crisis pg. 44
You can fold a small region of space-time in on itself, creating a tiny pocket dimension that hovers near you and functions as a null-space chamber that can store one item of up to 2 bulk. As a standard action, you can expend a paradox and touch an unattended object to transport it into the pocket dimension. As a move action, you can withdraw the stored object from the pocket dimension without spending a paradox. Any object stored in the pocket dimension doesn’t experience the flow of time: matter doesn’t decay, temperatures remain stable, and ongoing spells’ durations and effects are paused.
If an object occupies your pocket dimension when you die, it reappears harmlessly in your space 1d4 minutes after your death.

Time Walk (Su)

Source Galactic Magic pg. 14
You can step outside time to move to a new position and then quickly step back if it would be advantageous to do so. As a full action, you can mark your starting space and then move up to your speed. At the end of the movement, you can decide whether to remain where you are or teleport to your starting space. Neither the initial movement nor the teleportation provokes attacks of opportunity. You can’t use this ability again until you’ve taken a 10-minute rest to regain Stamina Points.

11th Level

You must be at least 11th level to select these temporal anomalies.

Butterfly Effect (Su)

Source Galactic Magic pg. 14
You can cause even seemingly insignificant actions to ripple throughout a battlefield and cause outsized effects. As a reaction when you or an ally within 60 feet miss an attack that targets AC, you can use a paradox to grant an insight bonus to subsequent attacks against that target’s AC. The bonus starts at +1 and increases by one with each subsequent missed attack against the target’s AC, to a maximum of +5. The bonus ends when the target is hit by an attack that targets AC. A target can be affected by only one instance of this ability at a time.

Desperate Rewrite (Su)

Source Galactic Magic pg. 14
As a reaction when you fail a saving throw, you can use a paradox in place of the d20 rolled for the saving throw.

Greater Shunt Condition (Su)

Source Galactic Magic pg. 14
This functions as the shunt condition and improved shunt condition temporal anomalies, except you can add the following conditions to those you can delay: asleep, cowering, dazed, paralyzed, and stunned. You must know the shunt condition and improved shunt condition temporal anomalies to learn this temporal anomaly.

Masterful Preparation (Su)

Source Galactic Magic pg. 15
When you use the advanced preparation temporal anomaly, you can instead produce a non-consumable item, with the same restrictions and requirements as advanced preparation. At 14th level, the item can have up to 2 bulk. You must know the advanced preparation temporal anomaly to learn this temporal anomaly.

Paradoxical Genius (Su)

Source Galactic Magic pg. 15
You have mastered temporal inconsistency to the point that each of your paradoxes are so artfully inconsistent that they spiral into a cascade of alternate possibilities and powers. When you would gain a new paradox for using your anchor’s focal paradox, you gain two new paradoxes instead.

Preternatural Strikes (Su)

Source Galactic Magic pg. 15
Through analyzing the flow of time, you have such perfect control of your body that you sometimes appear to move faster than the eye can see. As part of a full attack action, you can use a paradox to teleport up to 30 feet between your first and second attacks; this movement does not provoke attacks of opportunity.

14th Level

You must be at least 14th level to select these temporal anomalies.

Offensive Rewrite (Su)

Source Galactic Magic pg. 15
As a reaction when you fail to hit with an attack roll, you can use a paradox in place of the d20 rolled for your attack roll.

Outcome Adjustment (Su)

Source Galactic Magic pg. 15
As a reaction, when a creature within 100 feet would attack you or an ally, or attempt a caster level check or skill check, you can use a paradox before the check is rolled. If the creature fails a Will save, you can replace the attack roll or check’s d20 roll with the paradox.

Release the Hounds (Su)

Source Drift Crisis pg. 44
Manipulating time can attract dangerous attention from the Dimension of Time, but you’ve developed a risky way to redirect this attention as a weapon. As a standard action, you can spend a paradox to disrupt the time signature of a creature within 30 feet (Will negates). Beyond imparting a sense of physical unease, this disruption has no direct effect on the target. However, the effect acts as a beacon for hounds of Tindalos (Alien Archive 3 52). At the end of your next turn, a hound of Tindalos designates your target as its prey, uses its angled entry ability to appear as close as possible to the target, and spends the next hour chasing and attempting to destroy its prey. You don’t control the hound’s actions, and its attitude toward other creatures is indifferent. If the hound’s prey escapes beyond its reach, the hound departs.
At 16th, 18th, and 20th level, the hound you lure becomes more powerful, gaining the following cumulative benefits each time: +3 bonus to all attack rolls, +5 bonus to all damage rolls, +3 bonus to AC, +2 bonus to saves, +30 Hit Points, +3 to all skill and Perception modifiers, and a +2 bonus to all spell and ability save DCs.
When you use this temporal anomaly, you can spend 2 Resolve Points to summon two hounds of Tindalos instead of one, with the second hound appearing 1d4 rounds after the first. When you do so, however, there is a 5% chance you inadvertently attract a thing from beyond time (Alien Archive 3 52) for 1 hour instead of hounds of Tindalos. The thing from beyond time is hostile to both you and your target, and its starting attitude is indifferent to other creatures.

Time’s Champion (Ex)

Source Galactic Magic pg. 15
You treat your base attack bonus as equal to your precog level. You must know the future training or time-hardened temporal anomaly to learn this temporal anomaly.