ACCELERATED METABOLISM
Akasha’s Timepiece (Stance)
Level: Machinist 3
Prerequisite: 1 Akasha’s Timepiece maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Time heals all wounds, at least for you.
You manipulate temporal energies to grant your body time to recover from its wounds. While you remain in this stance, you gain fast healing of 1 point / 5 initiator levels (minimum 1). However, because of your accelerated metabolism, any time you are poisoned while in this stance, you suffer the poison’s secondary effect in 5 rounds, rather than 10. Once you have been poisoned, exiting the stance will not allow you to avoid this drawback.
BORROWED TIME
Akasha’s Timepiece (Boost)
Level: Machinist 6
Prerequisite: 2 Akasha’s Timepiece maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Borrowing time against your own future, you spring into motion.
Reversing the flow of aetheric energy for a moment, you grant yourself a moment to act, although the debt must soon be repaid. As part of the swift action used to initiate this maneuver, you may take a move action. You can use any of the options available for a move action. If your move action would normally provoke attacks of opportunity, you provoke as normal. On your next turn, you lose your normal move action.
DÉJÀ VU
Akasha’s Timepiece (Strike)
Level: Machinist 4
Prerequisite: 2 Akasha’s Timepiece maneuvers
Initiation Action: 1 standard action
Range: Weapon
Target: 1 opponent
Duration: Instantaneous
As your opponent staggers from the blow you dealt, you follow up with more of the same.
Borrowing a moment of the past, you reproduce a successful attack. As part of this maneuver, make a single attack against an opponent you successfully struck within the past round. You do not roll to hit or roll damage; instead, use the attack roll total and damage total of your last successful attack against that opponent.
Note: As the player, it is your responsibility to keep track of attack and damage roll totals when using this maneuver. If you do not know or cannot remember your last attack roll and damage total against a particular opponent, then you cannot use déjà vu against that opponent – the moment has been lost.
FUTURE SHOCK
Akasha’s Timepiece (Strike)
Level: Machinist 6
Prerequisite: 1 Akasha’s Timepiece maneuver
Initiation Action: 1 standard action
Range: As weapon
Target: 1 opponent
Saving Throw: Will negates
Duration: Instantaneous
After your strike your opponent visibly hesitates while you gain a burst of speed.
Your attack steals a little of your victim’s time, which grants you more options. As part of this maneuver, you make a single attack. If you hit, your opponent must make a Will save (DC 16 + your Intelligence modifier) or be [dazed] for one round and you gain an immediate additional standard action.
HALT THE HANDS
Akasha’s Timepiece (Boost)
Level: Machinist 9
Prerequisite: 4 Akasha’s Timepiece maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: you
Duration: Instantaneous (1 round of apparent time)
The world seems to stutter to a halt as you accelerate to unthinkable speeds.
You accelerate the passage of time for yourself until the entire world seems to stand still. As part of the action used to initiate this maneuver, you are free to act for 1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While Halt the Hands is in effect, other creatures are invulnerable to your attacks and maneuvers; you cannot target such creatures with any attack or maneuver. Maneuvers that affect an area and have durations longer than one round (such as Mandala of Entropy) have their normal effects on other creatures once Halt the Hands ends.
Most machinists use the additional time to improve their defenses, rearrange the battlefield, or flee from combat. You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.
You are undetectable while Halt the Hands lasts. You cannot enter an area protected by an
antimagic field while under the effect of Halt the Hands.
INEXORABLE HANDS OF TIME
Akasha’s Timepiece (Counter)
Level: Machinist 3
Prerequisite: 1 Akasha’s Timepiece maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You stretch out the moment of your distraction, granting yourself plenty of time to complete the task at hand.
You depress your own temporal energies, slowing down your perception of time until all distractions seem like fleeting, momentary events. Until the end of your next turn, you do not need to make Concentration checks to maintain your concentration. You may use this maneuver in response to an effect that would force you to roll a Concentration check, but before the check is rolled.
KILLING TIME
Akasha’s Timepiece (Boost)
Level: Machinist 7
Prerequisite: 1 Akasha’s Timepiece maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 5 minutes
Your strikes leave your opponents hesitating and disoriented.
You use your weapon to thieve time from each opponent to you attack this round, leaving your foes wondering how they lost their rhythm. After you initiate this boost, you can make your attacks as normal. Each foe you strike takes a -10 penalty to initiative for 5 minutes. An opponent who has already acted this round does not gain the ability to act again, even if his initiative total is now lower than yours.
METABOLIC STORM
Akasha’s Timepiece (Stance)
Level: Machinist 7
Prerequisite: 2 Akasha’s Timepiece maneuvers
Initiation Action: 1 swift action
Range: 30 feet
Target: You and willing creatures within a 30-foot spread
Duration: Stance
Time heals all wounds, at least for you and your allies.
You manipulate temporal energies for yourself and all willing allies within 30 feet, granting time to recover from wounds. While you remain in this stance, all affected creatures gain fast healing 3. However, because of your accelerated metabolisms, any time an affected creature is poisoned while in this stance, that creature suffers the poison’s secondary effect in 5 rounds, rather than 10. Once a creature has been poisoned, exiting the stance will not negate this drawback.
MOMENTUM MORI
Akasha’s Timepiece (Strike)
Level: Machinist 9
Prerequisite: 2 Akasha’s Timepiece maneuvers
Initiation Action: 1 standard action
Range: As weapon
Target: 1 opponent
Saving Throw: Will negates
Duration: Instantaneous
After your strike your opponent seems to freeze up, while you gain a burst of speed.
Your attack steals a your victim’s time, which grants you more options. As part of this maneuver, you make a single attack. If you hit, your opponent must make a Will save (DC 19 + your Intelligence modifier) or be placed in stasis for one round (as the
temporal stasis spell) and you gain an immediate additional full-round action.
MOMENTUM THIEF
Akasha’s Timepiece (Strike)
Level: Machinist 5
Prerequisite: 1 Akasha’s Timepiece maneuver
Initiation Action: 1 standard action
Range: As weapon
Target: 1 opponent
Saving Throw: Will negates
Duration: Instantaneous
After your strike your opponent suddenly moves more slowly while you gain a burst of speed.
Your attack steals a little of your victim’s time, which grants you more options. As part of this maneuver, you make a single attack. If you hit, your opponent must make a Will save (DC 15 + your Intelligence modifier) or be
slowed for one round (as the spell) and you gain an immediate additional move action.
PAST, PRESENT AND FUTURE
Akasha’s Timepiece (Strike)
Level: Machinist 7
Initiation Action: 1 standard action
Range: As weapon
Target: Up to three opponents
Duration: Instantaneous
Your weapon gathers temporal energy as you strike, granting you time enough to deliver several strikes.
As you initiate this attack, you make three attacks at your highest base attack bonus, each against a different foe within range of your weapon. Resolve each attack separately.
PERPETUAL MOMENTUM
Akasha’s Timepiece (Stance)
Level: Machinist 8
Prerequisite: 3 Akasha’s Timepiece maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You move effortlessly from one opponent to the next, unstoppable and untouchable.
You charge yourself with aetheric energy, glancing ahead a moment into the future and manipulating the flow of moments to your advantage. While you remain in this stance, you gain an additional attack at your highest base attack bonus whenever you make a full attack, and opponents must make a Reflex saving throw (DC 18 + your Intelligence modifier) each round in order to target you with their attacks. Opponents who fail to save are too bewildered by your motions to aim an attack, but can choose to attack another foe or take a different action instead.
PREDICTIVE TARGETING
Akasha’s Timepiece (Counter)
Level: Machinist 4
Prerequisite: 2 Akasha’s Timepiece maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You see a moment into the future and correct your aim to avoid missing your attack.
Looking ahead at the flow of the Akasha, you take time to aim for where you know your target will be. If one of your attacks misses, you can initiate this maneuver to reroll the attack with a +2 competence bonus.
QUICKENED STEPS
Akasha’s Timepiece (Stance)
Level: Machinist 3
Prerequisite: 1 Akasha’s Timepiece maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You pick up the pace, moving faster and dodging attacks with ease.
Time is on your side, granting you a few extra moments to move into position or out of the path of a blow. You gain a + 10 ft enhancement bonus to your speed. If you move at least 10 feet during your turn, you gain a +2 dodge bonus to AC until the beginning of your next turn.
ROT OF THE AGES
Akasha’s Timepiece (Strike)
Level: Machinist 3
Initiation Action: 1 standard action
Range: As weapon
Target: 1 opponent
Duration: Instantaneous
Saving Throw: Fort negates
As your strike lands, advanced decay sets in, exposing your opponent to the ravages of time.
Your strike induces a specific expansion of time that decays an opponent's very structure, as if through advanced age. As part of this maneuver, make a single attack. If you hit, the opponent’s damage reduction is reduced by 10 (Will negates, DC 13 + your Intelligence modifier). The penalty is applied before you roll for damage. This penalty lasts until your opponent receives magical healing or a DC 20 Heal check.
STABLE WORMHOLE
Akasha’s Timepiece
Level: Machinist 8
Prerequisite: 4 Akasha’s Timepiece maneuvers
Initiation Action: 5 rounds
Range: 10 feet
Effect: A planar rift up to 20 feet in diameter.
Duration: 3 rounds
Reality itself unravels before your skill as a rift opens between planes.
To a master of the Akasha's Timepiece college, time and space are one and the same. You manipulate the Akasha to create a wormhole between planes, a singularity through which it is possible to travel to a distant location in zero time. The wormhole itself is a circular rift from 5 to 20 feet in diameter (your choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when initiating the maneuver, and anyone or anything that moves through is shunted instantly to the other side.
A wormhole has a front and a back. Creatures moving through the wormhole from the front are transported to the other plane; creatures moving through it from the back are not. The wormhole functions much like a plane shift spell, except that it opens precisely at the point you desire.
Deities and other beings who rule a planar realm can prevent a wormhole from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the rift is transported. A wormhole cannot be opened to another point on the same plane; the effect works only for interplanar travel.
You could position a wormhole in a hallway in order to absorb any attack or force coming at you by shunting it to another plane. Whether the denizens of that plane appreciate this tactic is, of course, another matter.
You may hold the wormhole open only for a brief time (no more than 3 rounds), and you must concentrate on doing so, or else the interplanar connection is severed.
TEMPUS FUGIT
Akasha’s Timepiece (Stance)
Level: Machinist 5
Prerequisite: 2 Akasha’s Timepiece maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
A dim, phosphorescent field surrounds you, and you move forward effortlessly, shrugging off attempts to delay you.
You generate a reactive field of aether which insulates you from attempts to slow you. While you remain in this stance, you are immune to the [stunned] condition, all
slow effects, and any penalties to your initiative score (although penalties to your Dexterity score can still reduce your initiative).
THERE AND BACK AGAIN
Akasha’s Timepiece (Boost)
Level: Machinist 4
Prerequisite: 1 Akasha’s Timepiece maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You borrow a few moments of the future from yourself, flickering in and out of reality at random.
Manipulating your own place in the flow of the Akasha, you rapidly shift in and out of reality until the beginning of your next turn. There and Back Again has several effects, as follows.
- Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re not present and not merely invisible. Likewise, your own attacks have a 20% miss chance, since you sometimes vanish just as you are about to strike.
- Any individually targeted spell has a 50% chance to fail against you. Your own maneuvers have a 20% chance to activate just as you vanish, in which case they typically do not have any effect.
- You take only half damage from area attacks.
- You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
- You take only half damage from falling, since you accelerate only while you are present.
- You can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled.
TIME’S CRUEL HAND
Akasha’s Timepiece (Strike)
Level: Machinist 2
Initiation Action: 1 standard action
Range: As weapon
Target: 1 opponent
Duration: Instantaneous
Saving Throw: Will partial
Your strike steals a moment from your opponent just as she is considering escape.
Your attack borrows a little of your victim’s time in order to strike more swiftly, and may steal enough time to impair her mobility. As part of this maneuver, you make a single attack. This attack deals an extra 2d6 points of damage. If you hit, the target ‘s speed takes a -20 foot penalty (for all movement capabilities) for 1 round. A Will save (DC 12 + your Intelligence modifier) negates the penalty but not the extra damage.
TIMELY ESCAPE
Akasha’s Timepiece (Stance)
Level: Machinist 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
You are suddenly much lighter on your feet, and your opponents seem to move slower when you move past them.
You configure your engines to tap the Akasha of your opponents, stealing a few spare seconds to grant you speed when you need it most. While you remain in this stance, you gain a competence bonus on Tumble checks equal to your initiator level, and once per round, whenever you successfully overrun an opponent or succeed on a Tumble check to move through an opponent’s square, that opponent is
slowed for 1 round, as the spell (Will negates, DC 11 + your Intelligence modifier).
VECTOR DAMPING
Akasha’s Timepiece (Counter)
Level: Machinist 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Your opponent’s weapon slows down as it is about to strike, reducing its impact.
As an immediate action you steal a little temporal energy from your opponent’s weapon, not enough to stop the attack altogether but enough to cushion the worst of the blow. You initiate this maneuver in response to an opponent’s successful attack against you, after the hit has been confirmed but before damage is rolled. You gain DR 5/- against the attack.
VECTOR NEGATION
Akasha’s Timepiece (Counter)
Level: Machinist 5
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
Your opponent’s weapon slows dramatically as it is about to strike, reducing its impact.
As an immediate action you steal a temporal energy from your opponent’s weapon, not enough to stop the attack altogether but enough to cushion the worst of the blow. You initiate this maneuver in response to an opponent’s successful attack against you, after the hit has been confirmed but before damage is rolled. You gain DR 10/- against the attack.
VECTOR REVERSAL
Akasha’s Timepiece (Counter)
Level: Machinist 5
Prerequisite: 1 Akasha’s Timepiece maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
I]Your opponent’s weapon rebounds sharply after impact, retracing its original path.[/i]
As an immediate action you invert the temporal energy from your opponent’s weapon, causing the weapon to retrace its path and strike your opponent. You initiate this maneuver in response to an opponent’s successful attack against you, after the hit has been confirmed but before damage is rolled. You gain DR 20/- against the attack, and your opponent takes damage from his own attack equal to the amount absorbed by this maneuver. The type of the damage remains unchanged.
VECTORED STEP
Akasha’s Timepiece (Boost)
Level: Machinist 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Everything seems to slow down around you as you sprint across the battlefield.
You gather temporal energies as you move, borrowing an extra second or two to help you reach your destination. You gain an enhancement bonus to your land speed of 10 ft + 10 ft/6 initiator levels. This bonus lasts until the end of your turn.
VECTORED STRIKE
Akasha’s Timepiece (Strike)
Level: Machinist 1
Initiation Action: 1 standard action
Range: As weapon
Target: Two opponents
Duration: Instantaneous
Your weapon gathers temporal energy as you strike, granting you time enough to strike an additional opponent.
As you initiate this attack, you make two attacks, each against a different foe within range of your weapon. Resolve each attack separately.