Time Thief for Starfinder 1st edition (Patreon)
Content
I was asked recently by a fan where they could find the Starfinder version of the time thief class I crafted for 1st edition PF. The fan assumed, it being one of my iconic designs, I MUST have created a conversion years ago.
Ah... no. Nope, never got to it.
But it's a great idea! So, let's work on that here, on my Patreon.
I'll be looking at the Solarion (which I wrote the first draft of) and Vanguard (which I developed) to see how Starfinder handles manipulators of the basic forces of the universe.
I'll do a class level chart later. Right now, I want to get right into the pool of points our time thief will use to power their common, base temporal abilities.
(art by andrey_I)
Temporal Pool (Su) - 1st Level
You have the supernatural ability to make minor local changes to the flow of time, allowing you to slow, accelerate, or even briefly reverse and replay events. This energy takes the form of a pool of Temporal Points (TP). You can have a maximum number of EP in your temporal pool equal to your Charisma modifier.
You can gain Temporal Points only when involved in a combat encounter that includes a significant enemy (see the core rulebook). When combat begins, you gain 1 Temporal Point at the beginning of your first action; at the end of combat, you lose any Temporal Points you have remaining. In addition to methods granted by time thief aspects, you can gain Temporal Points in the followings ways.
While you have no Entropy Points, you can spend 1 Resolve Point as a move action to gain 1 EP (2 EP at 10th level). Unlike the other options listed here you can do this even when not in combat with a significant enemy, but any unused TP are lost at the end of your next turn.
Each time you spend your entire turn in combat without making an attack roll or dealing damage in any way, you gain 1 TP.
If you roll a natural 20 (the d20 reads "20") on a skill check, you gain 1 TP.
If you succeed on a saving throw against an effect from a significant enemy or a trap or hazard with a CR equal to a significant enemy, and as a result the effect, hazard, or trap has no effect on you, you gain 1 TP.
As a standard action, you can gain 1 TP.
Temporal Points can be expended in various ways, some of which you gain through time thief aspects and disciplines. As long as you have at least 1 Temporal Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class and saving throws (+2 enhancement bonus at 10th level).
As part of any action that results in you moving, you can expend 1 TP to gain a +10-foot enhancement bonus to your speed (normally land speed, but you can apply it to the speed for any movement type you have).
As a move action, you can expend one TP to gain a +1d6 enhancement bonus to one skill check of your choice made before the end of your next turn.
As a standard action you can expend one TP to target a single creature with slow as a spell-like ability, with a caster level equal to your class level (minimum caster level 3rd), and a spell level equal to 1/3 your class level (minimum spell level 1st).
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