By Attila the Geek
"Their mistakes are hidden from each other, tucked away between the folds of time, safe." -Braid
A temporalist is a wielder of time, leaping through the time stream and stretching causality nearly to the breaking point. A temporalist sees a myriad of future possibilities constantly coalescing into the present, but for even the most powerful of temporalists, what's done is done.
Adventures: A temporalist might adventure for the sheer variety of it. Temporalists realize that life is fleeting, and that every moment is precious. The insight a temporalist has into the nature of time causes many to realize how short their lives really are, and as skilled as they may be, there's no time to waste. A temporalist may have made a grave mistake that she wants to go back and fix, or received a cryptic message from their future selves.
Characteristics: A temporalist blinks around the battlefield, striking key targets and incapacitating others. A temporalist is skilled with a blade, but can also unleash a hailstorm of arrows instantaneously while time is paused, making her a powerful archer as well. Though the temporalist learns a wide variety of manipulations, none deal direct damage; instead, each manipulation grants a new way to warp time, which can be useful in or out of combat.
Alignment: Since all temporalists must bow to the universal law of cause and effect, many are Lawful. However, some see causality as the only law that binds them, and so take on Chaotic alignments.
Religion: Many temporalists are devoted to gods of magic or knowledge, but just as many are dedicated to the deities of fate that they believe represent the inevitability of time. Some temporalists have been granted their abilities to fulfill a specific destiny, so they are particularly likely to follow deities of fate.
Background: Temporalists can come from a myriad of backgrounds. Some take to their powers through careful study, much as wizards do. Some find time magic bestowed upon them, and must learn to control their newfound capabilities; often, temporal skills are mysteriously granted to those with particularly strong destinies to ensure those destinies are realized. An ascetic or cleric with extremely deep insight into the nature of the world can also develop control over the flow of time.
Races: Any race can give birth to temporalists, but members of shorter-lived races are more likely to cultivate their powers. Short-lived races often embrace time magic as a chance to fix their mistakes, while longer-lived races are more likely to recognize that the natural progression of time heals all wounds.
Other Classes: Temporalists identify most with sorcerers, oracles, and favored souls, who also find themselves in control of magic they may not completely understand. They may also identify with wizards, especially diviners, transmuters, and conjurers, who seek greater control over the world around them.
Role: A temporalist is extremely mobile on the battlefield, and is capable of dealing high melee damage. A temporalist's manipulations also grant her time-related utility both in and out of combat.
Adaptation: The temporalist fits well into almost any setting or campaign, as it does not rely on any power source more specific than the flow of time itself. For a campaign that revolves around longer-duration time travel, the Temporal Wanderer might work better, but the temporalist is designed to be able to fit smoothly into a campaign without disrupting the campaign or the world. The temporalist is a low Tier 3 / high Tier 4 class. It is designed to not be difficult to DM for, and a temporalist is incapable of ever causing a paradox.
Abilities: The temporalist is martial at heart, so Strength and Constitution are important for her combat prowess. Ranged temporalists also rely on Dexterity for aiming. There are a number of different ways for one to gain temporal powers, represented by a choice of mental ability scores: a temporalist can use Intelligence, Wisdom, or Charisma for her class features.
Hit Die: d8
Starting Age: Self-taught, as Bard
Starting Gold: 3d6 x 10 gp (average 105 gp)
Pathfinder Class Skills
The temporalist's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Dex), Craft (Int), Knowledge (Arcana) (Int), Profession (Wis), Sleight of Hand (Dex), and Stealth (Dex).
3.5 Class SkillS:
The temporalist's class skills (and the key ability for each skill) are Balance (Dex), Climb (Dex), Craft (Int), Hide(Dex), Jump (Dex), Move Silently (Dex), Knowledge (Arcana) (Int), Profession (Wis), Search (Wis), and Sleight of Hand (Dex),
Pathfinder: Skill Points per Level: (4 + Int modifier)
3.5: Skill Points at First Level:(4 + Int modifier) x 4
Skill Points at Each Additional Level: (4 + Int modifier)
|Level||Base Attack Bonus||Fort||Ref||Will||Special|
|1st||+0||+0||+2||+2||Temporal Connection, Moments, Pause|
|5th||+3||+1||+4||+4||Talent, Bonus Combat Feat|
|6th||+4||+2||+5||+5||Manipulation, Improved Pause|
|9th||+6/+1||+3||+6||+6||Talent, Bonus Combat Feat|
|13th||+9/+4||+4||+8||+8||Talent, Bonus Combat Feat|
|17th||+12/+7/+2||+5||+10||+10||Talent, Bonus Combat Feat|
|20th||+15/+10/+5||+6||+12||+12||Manipulation, Temporal Mastery|
All of the following are class features of the temporalist.
Weapon and Armor Proficiency: The temporalist is proficient in light armor and all simple and martial weapons. If the temporalist wears medium or heavy armor or a shield, each of her manipulations suffer a chance to fail equal to the armor's arcane spell failure chance. Note that the Medium Armor and Heavy Armor talents allow a temporalist to use her manipulations without fail while wearing bulkier armor.
Moments (Su): A temporalist has a pool of Moments equal to her temporalist level plus her primary ability score modifier, which she uses to fuel her time manipulations. A temporalist's Moments passively and automatically restore at a rate of one Moment per hour. Each of her manipulations has a Moment cost that must be paid to use it.
Temporal Connection: A temporalist's connection to the time flow can come about in various ways, which determine the ability scores she uses for her class features. The temporalist's "primary ability score" referenced throughout the text is determined by how a temporalist obtained her powers. A temporalist's choice of connection also determines some of the Techniques she can learn.
Some temporalists, called erudite temporalists, gain their powers much like a wizard does, through careful study and analysis. The primary ability score for erudite temporalists is Intelligence, and an erudite gains additional Moments equal to her Intelligence modifier or her level, whichever is lower. Also, an erudite temporalist gains Spellcraft (Int) as a bonus class skill.
Others, called enlightened temporalists, gain their time powers through an exceptional understanding of the world around them. Enlightened temporalists use Wisdom as their primary ability score. To comprehend that all is interconnected makes time manipulation just a matter of will. Instead of regaining one Moment per hour, an enlightened temporalist regains Moments each hour equal to half her Wisdom modifier (minimum 1), spaced evenly throughout the hour. For example, an enlightened temporalist with a Wisdom score of 18 (+4) regains two moments per hour, or one every thirty minutes. Also, an enlightened temporalist gains Perception or Spot and Listen bonus class skills.
Finally, a third type of temporalist finds powers bestowed upon them, and has to learn to control them, much like a sorcerer. These temporalists, called innate temporalists, use Charisma as their primary ability score. Innate temporalists' control of her temporal reserves is less precise and less consistent than that of erudite or enlightened temporalist. Whenever an innate temporalist spends Moments, she has a chance equal to 5% * her Charisma modifier to regain 1 Moment. Also, an innate temporalist gains Diplomacy (Cha) as a bonus class skill.
Pause (Su): Pausing time is the most basic of a temporalist's abilities. At 1st level, by spending one Moment as a move action, a temporalist can stop time for the rest of the world long enough to take one move action.
While time is paused, other creatures are invulnerable to the temporalist's melee attacks and cannot be targeted. Ranged weapon attacks made while time is paused are all resolved against their targets' ACs as soon as time is unpaused, but note that the Greater Pause or Extended Pause class features are required to pause time long enough to make attacks. Other creatures or objects cannot move or take any actions, even free actions. However, anything the temporalist is touching (such as her clothes, her weapon, or the air around her) is unaffected. The temporalist is still harmed by normal and magical fire, cold, gas, and other environmental hazards with a non-instantaneous duration. For example, a Fireball cannot harm a temporalist when time is paused because a Fireball is instantaneous, but a temporalist who pauses time and jumps into lava still burns.
When time unpauses, everything continues as if it had not stopped at all. Projectiles resume motion, and other creatures do not perceive the pause in any way; a temporalist who pauses time, moves, and resumes time appears to have teleported, but moving while time is not actually teleportation and is therefore not prevented by Dimensional Lock or similar spells. A temporalist cannot use manipulations, cast spells, activate powers, activate magical items, or activate any supernatural or spell-like abilities while time is paused. Any measures of time that continue to affect the temporalist while time is paused, such as durations of spells applied to the temporalist, timekeeping devices on the temporalist's person, or any durations referred to by temporalist class features, continue to advance while time is paused. For example, if a temporalist pauses time while holding a clock, the temporalist would see the clock continue to tick while time was paused, but an observer would see the time on the clock instantly jump forward.
Manipulations (Su): As she becomes more formidable, a temporalist learns a variety of ways to manipulate time. All manipulations are active supernatural abilities, so they do not provoke attacks of opportunity and cannot be dispelled, but they cease to function in an Antimagic Field. A temporalist learns one manipulation at 2nd level and an additional manipulation every other level thereafter. Manipulations that allow saves have a DC of 10 + 1/2 the temporalist's level + their primary ability score modifier. Each manipulation has a caster level equal to the temporalist's level for the purposes of dispelling.
Barrier: You create a wall of pure temporal energy that cannot be crossed. This manipulation creates a vertical, translucent wall that shimmers with temporal energy. The wall cannot be curved or bent, has no thickness, and is up to five feet long per level and twenty feet high. The first creature that comes into contact with the barrier rewinds its personal time to the beginning of its round, but does not regain its actions. For example, if a creature takes a move action to run toward the wall, provokes an attack of opportunity, takes damage from it, and touches the barrier, it returns to where it was at the beginning of its turn. The damage from the attack of opportunity is undone, but the creature does not regain its move action. After sending back one creature, the barrier disappears. Creating a barrier costs 2 Moments and is a move action.
Extended Pause: You can stop time for a longer duration. As a full-round action, you can choose to pause time for any number of rounds, up your primary ability score modifier. Doing so requires spending 3 Moments per round of frozen time.
Leap: You learn how to leap forward in the time stream. By spending 2 Moments as a move action, you can leap forward any amount of time up to your primary ability score modifier in minutes, but you must choose how far to go before making the jump. After that long, you leap back into the space you left, or the nearest empty space if the space you jumped from is occupied. While you are gone, you cannot be detected by any means short of a Wish spell. You can take other creatures with you by touching them, but they can make a Will save to resist leaping through time with you. For example, if you leap three minutes into the future, then you disappear from time for three minutes. After three minutes, you reappear in the same space as if no time had passed for you.
Steal Time: With this manipulation, you take some of a target's time and use it for yourself. By spending 1 Moments as a standard action that requires a melee touch attack, you can deny a touched target their next standard action. They receive a Will save to negate the effect. If they fail the save, they cannot take a standard action on their next turn and you can either take another standard action immediately or you can convert the stolen standard action into temporal energy and regain 2 Moments.
Bubble: This manipulation stops time except in a radius, giving you valuable time to think or discuss. Time is stopped, as Pause, for everything except within a 20 foot radius of you. When you create a time bubble, each creature on the edge makes a Reflex save, and if they pass, they can take a free five-foot step inside. Those who fail are caught on the edge of the time bubble, so part of their body is stopped while blood continues to flow through the rest. They suffer the effects of the Implosion manipulation with no save, even if you do not know Implosion. Creating a time bubble takes 3 Moments and one minute of meditation, but can last for up to an hour. Prerequisite: Temporalist 4.
Lock: You can lock yourself in time, and return to that time and condition later. By spending 3 Moments as a move action, you can "lock" your position and status, which includes hit points, condition, and any magical effects affecting you. After that, for a number of rounds equal to your primary ability score modifier, you can spend a move action and an additional 1 Moment to return to that position and status. You can return to a locked point in time only once. Returning to your locked state does not restore your Moment count. Prerequisite: Temporalist 4.
Accelerate: You speed up the flow of time, causing yourself and your allies to move more quickly. As a standard action that costs any number of Moments, one creature per Moment spent gains the effects of a Haste spell for one round per level. Prerequisite: Temporalist 6.
Decelerate: You can also slow down the flow of time to hinder a group of opponents. As a standard action that costs any number of Moments, one creature per Moment spent is affected by a Slow spell Each targeted creature makes a Will save or is slowed for one round per level. Prerequisite: Temporalist 6.
Quickened Pause: You learn a shortcut in the way you pause time, letting you do so more quickly but for a shorter duration. This manipulation functions as Pause, but costs 2 Moments instead of 1 and is an immediate action rather than a swift action. Also, you only have enough time within a quickened pause to take a 5-foot step instead of an entire move or standard action. Prerequisite: Temporalist 6.
Shared Pause: You can pause time for others as well as yourself. This functions as the Extended Pause manipulation, but you can leave time unpaused for other creatures, allowing them to act as well. Doing so costs 3 Moments per creature per round and you must remain in contact with all unpaused creatures or they too become paused. Others affected by Shared Pause suffer the same restrictions you do: they cannot use manipulations, cast spells, activate powers, activate magical items, or activate any supernatural or spell-like abilities while time is paused. Prerequisites: Extended Pause, Temporalist 6.
Portent: You risk a glimpse at the raw flow of time itself. When you use this manipulation, choose a potential action and a number of possibilities, from one to your primary ability score modifier. Viewing a portent costs 1 Moment per possibility. You can see that many possible results of the action being considered, along with a general sense of how likely each result is. You can see multiple possible futures, but you are not prepared for such overwhelming knowledge. The more possibilities you choose to view, the longer you must gaze into the time stream, and the more mentally overwhelming its effects become. You are staggered for 1 round per future viewed, and you take 1d3 points of Intelligence, Wisdom, and Charisma damage per future viewed, but this damage recovers at a rate of one point per hour instead of one point per day. When you achieve Temporal Mastery at 20th level, you no longer take mental ability score damage from this manipulation. Prerequisite: Temporalist 8.
Implosion: By speeding one section of a target's body and slowing another, you can cause massive blood loss and organ damage. Causing a creature to implode requires a melee touch attack, costs 4 Moments, and is a standard action that provokes attacks of opportunity. The target makes a Fortitude save. If they fail, they take 2d6 damage per temporalist level and are staggered for a round if they survive. If the target makes the save, they suffer no effects. Implode fails when used against a creature immune to critical hits. Prerequisite: Temporalist 12.
Reverse: You learn how to travel back to your own past. By spending 5 Moments as a swift action, you can go back one round in your personal time. You return to your position, hit points, and status of exactly one round before. You can use any actions you have left in the turn. For example, if you reverse time at the beginning of your turn, then you go back one round in your personal time to the beginning of your previous turn; if you use Reverse at the end of your turn, then you return to the end of your previous turn. The only condition not affected is your moment count. Time is not affected for others. Prerequisite: Temporalist 12.
Talents (Ex): At 3rd level, and every other level thereafter, a temporalist discovers a secret that improves her time magic. Unlike manipulations, which are all active abilities, talents are all passive bonuses. They grant additional Moments, give bonuses, or enhance manipulations. Each Talent can be learned only once.
Medium Armor: You gain Medium Armor Proficiency as a bonus feat. You can now wear medium armor without suffering a chance for your manipulations to fail.
Heavy Armor: You gain Heavy Armor Proficiency as a bonus feat. You can now wear heavy armor without suffering a chance for your manipulations to fail. Prerequisite: Medium Armor.
Conductive Weapon: You can make touch attacks for manipulations that require a touch attack (like Steal Time and Implosion manipulations) as part of a weapon attack instead of with a touch.
Premeditation: Your skill in wielding time grants you brief glimpses of the future. You can apply the lesser of your primary ability score modifier or your level to initiative instead of your Dexterity modifier.
Insight: Your extensive work with time travel gives you flashes of insight into what is about to happen. Whenever you make a Reflex save, you gain an untyped bonus to that save equal to the number of Moments you have spent in the last round.
Foresight: Bending time allows you to see a split second into the future, just enough to know the location of a blade or arrow. Whenever you spend any number of Moments, you gain a dodge bonus against the next incoming attack this round equal to the number of Moments spent. This bonus does not stack with itself.
Manipulation Focus: Extensively practicing one manipulation makes it easier to use. When you learn this talent, choose a manipulation. That manipulation permanently costs 1 less Moment each time you use it. This talent cannot reduce the cost of a manipulation to 0 Moments.
Extra Moments: Use of time travel has strengthened your mental reserves. Your maximum number of Moments is increased by half your level.
Finesse: You gain Weapon Finesse as a bonus feat. In addition, you can apply your half your Dexterity modifier in addition to your Strength modifier to melee damage rolls with weapons affected by the Weapon Finesse feat.
Battlefield Agility: Whenever you take a move action to move ten feet or less, you provoke no attacks of opportunity from the movement.
Efficiency: You recover Moments twice as quickly. Erudite and innate temporalists regain one moment every half hour instead of every hour. Enlightened temporalists regain moments each hour equal to their full Wisdom modifier (minimum 1).
Coordinated Attacks: You can attack an enemy in the same place as your past self to deal additional damage. Whenever you successfully hit an enemy with an attack that you already hit with an attack this round, the second attack deals additional damage equal to your primary ability score modifier (minimum 1). This damage is the same type as the attack (bludgeoning, piercing, or slashing).
Techniques: At 3rd level and every four levels thereafter, a temporalist learns a new technique that redefines them. Unlike manipulations and talents, each type of temporalist has a group of techniques specific to their temporal connection, called specific techniques. A temporalist can choose a technique that corresponds to their temporal connection, and any temporalist can choose universal techniques. Unlike manipulations, which are active abilities, and talents, which are passive bonuses, every technique represents a fundamental shift in a temporalist's style. Some techniques are supernatural abilities and some are extraordinary abilities. Each technique can be learned only once.
Rewind (Su): You discover how to turn back the clock, not only for yourself, but for the rest of the world as well. By spending 6 Moments as a standard action, you can rewind time for the entire world by just a moment. Everything becomes just as it was one round ago, and only you remember what happened in that round. It is the beginning of your turn one round before you rewound, and you can take a full round of actions. The only thing not affected is your moment count. Prerequisites: Reverse manipulation, Temporalist 11.
Retry (Su): Through careful study, you learn the art of micro-reversals, stepping back in time by a fraction of a second to attempt something again. By spending 2 Moments as a free action, you can reroll one d20 roll, but must take the second result. Because retrying a roll is a free action, you can retry any number of times, spending 2 Moments each time and always taking the last result. Prerequisites: Temporalist 7.
Attunement (Ex): You are completely at peace, and your attunement to your inner self strengthens you mentally and physically. Choose one mental and one physical ability score; you gain a +1 inherent bonus to each of them. This bonus increases to +2 at 13th level and an additional +1 every two levels thereafter, to a maximum of +5 at 19th level. Prerequisite: Temporalist 11.
Enlightened Body (Ex): You walk the last steps on your path to enlightenment. You gain immunity to poison, fatigue, and fear, as well as the dazed, dazzled, and sickened conditions. Prerequisite: Temporalist 7.
Perfection (Ex): Your body finally achieves true physical perfection. You become immune to diseases, exhaustion, and aging, as well as the petrified, stunned, and nauseated conditions. You longer take penalties to your ability scores for aging and cannot be magically aged, but any penalties you have already taken remain in place. You cannot die of old age, but can still be killed. Prerequisite: Enlightened Body, Temporalist 15.
Prescience (Su): Your ability to see time is no longer restricted to vague portents. You enter a state of true comprehension, and the folds of time open themselves before you. Doing so is a swift action, lasts for any number of rounds, and costs 5 Moments per round. While in a prescient state, treat all d20 rolls as if you rolled a 20 on the die. Until you achieve Temporal Mastery at 20th level, you take 1 point of Intelligence, Wisdom, and Charisma damage each round. Prerequisite: Temporalist 15.
Ascetic Ways (Ex): You gain the Improved Unarmed Strike feat, even if you do not meet the prerequisites. As long as you wear light or no armor, you gain the Unarmed Strike and Flurry of Blows class features as a monk of your temporalist level.
Destined for Glory (Su): ou have been preordained for a grander destiny, and temporal powers have bestowed themselves upon you to make sure you get there. You gain a +1 luck bonus on all rolls, which increases to +2 at 11th level and +3 at 15th level. Prerequisite: Temporalist 7.
Smite (Su): You have been granted time magic to fulfill a specific destiny, and anyone who tries to stop you is fated to die. Up to a number of times equal to your Charisma modifier, you can call the inexorable forces of time to help defeat your enemy. This functions as the Paladin's Smite Evil class feature, but is automatic and requires no action. Smite only functions against targets you are fated to defeat, at DM discretion.
Note: This isn't intended to be useful against every single enemy, but it should come up about as often as a Paladin's Smite Evil.
Familiar: A companion has been bestowed upon you! Unlike a normal familiar, it is not under your direct control; its singular purpose is to help you realize your grander destiny, so it can be played by the DM, at DM discretion.This functions as a wizard's familiar but could also be a creature from the Improved Familiar list. Despite the normal alignment prerequisites, your familiar's alignment is not restricted by your own. It can Pause time once per day, but does not know any manipulations, talents, or techniques.
Greater Pause: You become able to create more powerful pauses, not just quicker ones. You can now take a standard action within a pause, instead of just a move action. You still cannot use manipulations, cast spells, activate powers, activate magical items, or activate any supernatural or spell-like abilities while time is paused. Prerequisite: Temporalist 11.
Revelations (Su or Sp): You discover a revelation about the true nature of time. You learn two time revelation from Pathfinder's Oracle All mentions of "oracle level" instead refer to your temporalist level, and all references to Charisma are replaced with your primary ability score. You must meet the prerequisites for each revelation, if applicable. DCs for revelations are equal to 10 + 1/2 your level + your primary ability score modifier. Unless otherwise stated, activating a revelation is a standard action. Note that this technique includes Pathfinder material, and may or may not be allowed in a 3.5 campaign, at DM discretion. This technique cannot be learned multiple times to select more than two revelations. Prerequisite: Temporalist 7.
Bonded Object: You create a magical object that accompanies you through time. Such objects can be anything from a buckler with an hourglass to a set of magical timetables. While you hold your bonded object, which requires one or both hands, all manipulations cost 1 less Moment each time you use them. This bonus does not stack with the cost reduction from the Manipulation Focus talent. As a move action (or a free action if you have the Quick Draw feat), you can stow your bonded object in an extradimensional storage space or draw it out. This extradimensional space functions as a Bag of Holding. If you attempt to use any manipulation without holding your bonded object, your manipulation has a 5% chance to fail per hour you have been separated from it (minimum 5%).
The object of your temporal bond always travels with you whenever you move through time, even if it is not on you. For example, if you are disarmed while holding a bonded sword and then use the Reverse manipulation to travel back one round in your personal time, the bonded sword would also return to where it was six seconds ago: in your hand.
As long as you have at least one Moment left, your bonded object's hardness is increased by 20. However, if the object of your temporal bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per temporalist level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Your bonded object automatically has an enhancement bonus (if it is a weapon or tool used for a skill) equal to 1 + 1 per four levels. For the purposes of dispel checks to destroy it, your bonded object's caster level is equal to your temporalist level. With DM permission, the bonded object can also be sentient, as Pathfinder's Bladebound Magus archetype.
Out Of Time: You learn to pull some spare time from your future into the present. You can continue to spend Moments even when you have none remaining. As long as the number of Moments you have is less than zero, you are slowed, as the spell. The slow effect cannot be removed or dispelled by any means until your moment count becomes positive again. If the number of Moments you have is below zero by more than your primary ability score modifier, you must make a Will save at a DC of 10 - (3 times your Moment count, which increases the DC because your moment count is negative) each round or vanish completely from existence. Your actions are not undone, but you simply cease to exist, leaving no remains behind. If you fail the save, you cannot be returned by any means short of a carefully wordedWish or Miracle; because you are not merely dead, even a True Resurrection cannot restore you.
Momentum (Su): Your temporal manipulation fuels itself, and huge time warps restore your energy. At the beginning of each turn, roll 1d10. If the result is less than the number of Moments you've spent in the last round, then you recover one Moment. (Therefore, the more Moments you have spent, the more likely you are to roll under that number and recover one.) Prerequisite: Temporalist 7.
Vivisectionist (Ex): You have learned how to strike at key locations, either through studying anatomy or through underhanded experience. You gain sneak attack, as the rogue class feature, with a damage boost equal to 1d6 per three levels.
Bonus Feats: At 5th level, and every four levels thereafter, a temporalist gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats or fighter bonus feats. She must meet the prerequisites for these feats as normal.
Improved Pause: At 6th level, a temporalist learns how to put time on hold more easily. A temporalist can now Pause as a swift action rather than a move action.
Temporal Mastery (Ex): At 20th level, a temporalist looks upon the infinite flow of time itself. The Portent manipulation, if she knows it, no longer causes mental ability score damage. She sees the past, the present, and the future with every gaze. Any attacks the temporalist makes can strike an enemy passing through that space up to one round in the future or one minute in the past. Attacks directed at an enemy's past self target flat-footed AC, but deal damage in the present instead of dealing damage retroactively. Attacks directed at an enemy's future self have no effect if the enemy does not pass through that square next round, but are resolved against their flat-footed AC if they do.
In addition, the temporalist can see everything that has happened in the last day and everything that could happen in the next hour with every gaze. This functions as a permanent Scrying effect, but only in an area the temporalist can see for one hour in the future or 24 hours in the past. The future is a maelstrom of undefined probability, and there is not one definite path, so the temporalist sees only the 1d4 most likely futures and their likelihood, as determined by the GM.