Remen-kara ("Stealers of Time")

Posted by EarthDragon on 10th January 2017.

The Remen-kara are derived from the Time Thief class from the Pathfinder game.

Remen-kara do just what the crude translation of their name suggests that they do, they steal bits of time. Mostly they steal boring, unneeded time from their own future, saving tiny split seconds they can use to make their life easier in the present. As their powers grow, they can learn to manipulate bigger slices of time, granting more options to enhance their actions or even alter the timeline of enemies and allies alike. Most of their effects are subtle to outside observers, seeming to be more good fortune and preternatural speed than control over time.

  Adventures

The ability to slow, alter, and even reverse time is a powerful incentive to take risks, and flaunting the law is a seductive risk that drives many remen-kara. This need not be a malicious act—many see their powers as a way to place checks on the power of callous Citizens, offer unseen aid to the downtrodden, and re-balance the scales in favour of the unfortunate. Although some use their abilities to brazenly take the things they desire simply because of the sheer thrill of being able to do so, even the most self-centred remen-kara is unlikely to cause direct harm to downtrodden individuals (though they often have no problem merely ignoring the plights of the world’s unfortunate ones).

  Alignment

Remen-kara may be of any alignment. Because of the confusion that manipulating time often generates, many are chaotic.

  Background

While the powers of the remen-kara are very similar to magic, they are neither arcane nor divine in nature. They simply develop a natural power to alter time, more akin to a dragon’s breath or the ability of fey than to mortal spellcasting. Rather than gathering and shaping magical energy, remen-kara can take, save, change, and deal out slices of time itself. For most remen-kara, this is a natural talent discovered at an early age (often at some time of great stress), and honed through years of practice. Unsurprisingly, many remen-kara end up with lives focused on larceny and stealth.

  Races

Remen-kara are rare, by any definition, but they are fairly evenly spread among the various races. As the talent that gives them their powers is a natural one, it seems that it favours no particular race over any other. If any race is favoured, it seems to be humans, but only because they appear to be more numerous than the other races. There are even rumours of some of the Fallen races that are able to enter character classes taking up the remen-kara class, which is a development some authorities within The Unification find truly disturbing.

  Other Classes

Remen-kara work well with most other classes, though those with a lawful bent tend to have an issue with their rather loose grasp of the finer points of property rights, but no more so than with rokagu.

  Role

The remen-kara is an unusual class. It doesn’t excel at dealing or taking damage in combat, draw on either arcane or divine spells, or summon companions or familiars to assist it. Because the remen-kara doesn’t fill any of the common roles of the other classes, it doesn’t really overlap any either. While a remen-kara can act like a rokagu, for the most part its unique abilities fall outside the realm of most classes. This both makes it a new challenge for players who may feel unchallenged by the existing base classes, and allows a character to work with a group of more traditional characters without being forced to share their specialties.

  Game Rule Information

  Abilities

Dexterity provides extra protection for the lightly armoured remen-kara. Dexterity, Intelligence and Wisdom are important for many of the remen-kara’s skills. A high Intelligence score also gives the remen-kara extra skill points, which can be used to expand her repertoire.

  Alignment

Any.

  Vitality Points

d8.

  Class Skills

The remen-kara’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str) Tumble (Dex) and Use Rope (Dex).

  Skill Points at 1st Level

(6 + Int modifier) x 4.

  Skill Points at Each Additional Level

6 + Int modifier.

  Class Features

All of the following are class features of the remen-kara.

  Weapon and Armour Proficiency

A remen-kara is proficient in all simple and martial weapons, light armor, and all shields except tower shields.

  Mote of Time (Su)

A mote is a tiny split-second of time that a remen-kara steals from her own future. The motes taken are inconsequential slivers of continuance that even the remen-kara will not notice being missing from her activities. However, a remen-kara can use these motes to affect her present timeline, allowing her to re-try actions and slow down time around her so she can act more carefully and alertly in fast-moving situations. Each day, the remen-kara has a pool of motes equal three plus her class level. Once a round, as a free action, a remen-kara can expend a mote to do any one of the following things:

At 3rd level, a remen-kara gains the ability to add the bonus from spending a mote of time to a single damage roll, or to her armour class (as a dodge bonus) until the beginning of her next turn. At 7th level, the remen-kara may spend a mote to reduce the duration of any negative condition or effect she is suffering. By accelerating the speed with which only the negative influences on her travel through time, the remen-kara can reduce the duration of any one condition, affliction, or spell effect by 1d6 rounds (to a minimum of 0). This increased to a 2d6 round reduction at 15th level. At 11th level, the remen-kara may spend a mote to take a move action as a swift action. At 19th level, the remen-kara may use a mote to grant any ally within 60 feet that she can see an additional move action on that ally’s next turn. A remen-kara may gain additional options for use of a mote by taking temporal talents, though she is still restricted to spending motes only once each round.

  Temporal Talents

As a remen-kara gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a remen-kara gains one temporal talent. She gains an additional temporal talent every even level. A remen-kara cannot select an individual talent more than once. Talents marked with an asterisk require a remen-kara to spend motes, which she 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 remen-kara to spend a mote to enhance its effect.

  Evasion (Ex)

The remen-kara can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the remen-kara is wearing light armour or no armour. A helpless remen-kara does not gain the benefit of evasion. A remen-kara with this talent may also choose to spend a mote when making a Reflex save. If she does so, she takes no damage on a successful saving throw, and only half damage even if she misses her save. A remen-kara must decide to spend a mote prior to making the Reflex saving throw roll.

  Improved Uncanny Dodge (Ex)

A remen-kara with this talent can no longer be flanked. This defence denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in a class that grants sneak attack than the remen-kara’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. A remen-kara must already have uncanny dodge from some source before selecting this talent.

  Old Wounds* (Su)

As a standard action, the remen-kara can channel time into a wound, causing it to experience rapid healing, as if many days had passed. The remen-kara may spend a mote to heal her own wounds, or the wounds of an ally touched. The wounds heal for 1d8 damage +1 per class level of the remen-kara.

  Steady Hand* (Su)

The remen-kara can rewind time by small amounts to erase any minor mistakes she makes as a result of distraction around her. By spending a mote, the remen-kara may use skills reliably even under adverse conditions. Once she spends the mote, she may take 10 on any single skill check made before the end of her next round, even if stress and distractions would normally prevent her from doing so.

  Steal Fate* (Su)

As a standard action, the remen-kara 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 remen-kara spends a mote to make a melee touch attack that deals no damage. This may be done in place of an attack taken as part of a full attack action. If hit, the target must make a Fortitude save (DC 10 + 1/2 the remen-kara’s level + the remen-kara’s Charisma modifier) or suffer a penalty to all attack and damage rolls, skill checks, and saving throws. This effect lasts for 5 minutes for every level of remen-kara the attacker has. The penalty suffered is equal to –1, and increases to –2 at 8th level, and –3 at 16th level.

  Steal Time* (Su)

With this talent, a remen-kara can steal time from a target. The remen-kara spends a mote as an immediate reaction after damaging a target with a melee attack. The target must make a Will save (DC 10 + 1/2 the remen-kara’s level + the remen-kara’s Charisma modifier) or be staggered for one round per two class levels of the remen-kara. While one or more targets are staggered by the remen-kara’s use of this ability, she gains a +1 bonus to all attack, damage, and skill rolls as she uses the stolen time to carefully plan each action she takes.

  Trapfinding (Ex)

The remen-kara adds 1/2 her class level (minimum +1) to Perception skill checks made to locate traps and to Disable Device skill checks. She can use Disable Device to disarm magic traps.

  Trap Spotter (Ex)

Whenever a remen-kara with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. Note: The DM makes this check in secret.

  Uncanny Dodge (Ex)

A remen-kara with this talent can react to danger before her senses would normally allow her to do so. She cannot be caught flat footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A remen-kara with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

  Aevum

At 5th level, the remen-kara gains the ability to control aevum—distinct moments of important time, stolen from the future and used to power the remen-kara’s abilities. Unlike a mote, which is a very minor split second of time, an aevum is a more noteworthy moment, a crucial instance when something important happened. While a remen-kara has a ready supply of motes to spend on minor effects, aevum represent more major manipulations of time and are thereby a rarer commodity. When first gained, the remen-kara must select a single power from the list below, and has a single aevum per day to spend. She gains additional aevum powers at 9th, 13th, and 17th level, and also increases her daily aevum pool by +1 at each of the levels. Spending an aevum is a standard action unless the ability description says otherwise.

  Bolt Time (Su)

By spending an aevum, the remen-kara can accelerate her movements to a speed that allows her to easily see and react to the movement of a crossbow bolt or other projectile as it flies toward a target. The remen-kara remains in bolt time for one round per class level. This ability counts as a haste effect. While in bolt time, the remen-kara gains the following benefits:

  Entropy (Su)

The remen-kara can force a target to suddenly feel the effects of aging, which damages and weakens it. She spends an aevum and makes a ranged touch attack as a standard action against any target she can see within 100 ft. + 10 ft./remen-kara level. If she hits the target, it takes 1d8 points of damage per class level of the remen-kara (to a maximum of 15d8). This damage bypasses hardness and DR.

  Personal Time (Su)

The remen-kara can take risky actions and, if things go badly, simply reverse her personal timeline to before she made the effort. At the beginning of her turn, the remen-kara spends an aevum as a free action. She then takes one normal round of actions, with all results noted temporarily. After her round of activity, before the next creature’s turn begins, the remen-kara must decide if she is going to keep the round of activity she just took, or rewind herself. If she keeps the round of activity, any changes made to any character during her turn become permanent. If she decides to reverse her timeline, she goes back to the moment she spent the aevum, and all changes that occurred during her round are erased from all creatures and items. The remen-kara is left with a standard action, but is considered to have spent an aevum and made use of her move action already. No one but the remen-kara remembers actions that took place during a round of time she reverses, and only divination spells of 6th level or higher can reveal such events. If a remen-kara is killed or knocked unconscious during a round of personal time, she automatically reverses back to the beginning of her turn. For example: Sherac is a 9th-level remen-kara with personal time. She is fleeing from LEOs across the rooftops of a city market. She comes upon a wide alley, and isn’t sure she can leap across it to continue her flight. At the beginning of her turn she spends an aevum and begins a round of personal time. She runs and leaps, but fails to make her Jump check by enough to cross the distance. She falls, landing on a mule. She and the mule both take 14 hit points, wounding Sherac and killing the mule (both Sherac’s player and the DM make notes, but keep track of this information separately as it may be reversed). From the ground, Sherac can see two more squads of LEOs rushing up side streets, closing on her new position. Given how poorly her round has gone, Sherac decides to rewind back to the beginning of her turn. She is no longer damaged from the fall (and the mule is no longer dead), and while the guards have no idea she attempted the leap or know there are more guards coming, Sherac remembers those facts perfectly. However, she now has only a standard action left for her new round of action. Sherac now readies to attack the first LEO who gets in melee range of her instead.

  Shatter Time (Su)

The remen-kara can break up the bigger, more important moments of stolen time under her control into smaller, more easily manipulated pieces. By spending an aevum, the remen-kara can recharge her daily uses of motes. She regains a number of motes of time equal to 1d4 + her Charisma modifier. This cannot increase the number of motes available to above her daily mote total.

  Temporal Stasis (Sp)

Once per day, the remen-kara can spend an aevum to attempt to inflict temporal stasis (as the spell of the same name) on one touched creature. The remen-kara uses her class level as her caster level for this ability. If the remen-kara’s initial touch attack fails, she can attempt this again as a standard action until she succeeds or six rounds pass. Once she successfully touches a target she loses the ability to try again, even if the target makes its Fortitude save. A remen-kara must be at least 17th level to select this aevum ability.

  Time Cross (Su)

The remen-kara can focus her timeline-stealing powers on a target, and steal from it a moment of success. She spends an aevum to make a ranged touch attack against any target she can see within 100 ft. + 10 ft./remen-kara level. If the remen-kara misses with this ranged attack she can try again (with each new attempt being its own standard action) for up to one minute per level. Once a target is hit, as an immediate reaction, the remen-kara can force the target to re-roll a single attack roll, damage roll, skill check, or saving throw she is aware of that occurs while the time cross is active (a time period equal to one minute per remen-kara level). The target must take the result of the second roll. After the target re-rolls once, the ability is discharged regardless of the outcome of the re-roll.

  Time Stop (Sp)

Once per day, the remen-kara can spend an aevum to create a time stop effect (as the spell of the same name) on herself. A remen-kara must be at least 17th level to select this aevum ability.

  Advanced Talents

Beginning at 10th level, a remen-kara adds the following advanced temporal talents to her choices when picking a new temporal talent. Many advanced talents require a remen-kara to spend two of her daily uses of her mote of time ability. This still qualifies as spending a mote once during her turn, even though multiple motes are spent.

  Back to the Future (Su)

The remen-kara can spend two motes to fling herself briefly into the future to observe the results of proposed acts or decisions in her present. Since the remen-kara is only in her future for a moment, she 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 DM. If the ability succeeds, the remen-kara gets one of the following four results:

If the ability fails, the remen-kara 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 remen-kara, 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 remen-kara can make minor changes in her past, which creates a cascade of minor changes in the timeline to generate brief favourable circumstances for an ally in her present. The remen-kara 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 remen-kara could use a mote to add a bonus to an ally’s Jump 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 increased to +3d4 at 16th level. The remen-kara can decide to add this bonus immediately after seeing the result of the original die roll.

  Déjà Vu (Su)

By spending two motes, a remen-kara can draw information from her future or past, allowing her to instantly gain the benefits of considerable study and reflection. She can even peer briefly into the future to see how others react to her various attempts at negotiation or subterfuge. The remen-kara can make a single Intelligence-, Wisdom- or Charisma-based skill check with a result equal to 20 + her total skill bonus. A remen-kara must take steady hand before she can take déjà vu.

  Retroactive (Su)

By spending two motes, a remen-kara can attempt the same physical action over and over, hopping back to her starting point each time if things don’t work out for her. The remen-kara can make a single Strength-, Dexterity- or Constitution-based skill check with a result equal to 20 + her total skill bonus. A remen-kara must take steady hand before she can take retroactive.

  Time After Time (Su)

The remen-kara gains advanced ability to manipulate time. The remen-kara may now spend motes twice per round, if she wishes.

  Time Bandit (Su)

The remen-kara’s access to motes increases. The remen-kara can spend an additional number of motes per day equal to her Charisma bonus. This talent may be taken more than once, adding the same number of additional motes per day each time it is selected.

  Time to Kill (Su)

The remen-kara spends two motes to set up a perfect weapon blow. The next attack the remen-kara makes before the end of her next turn gains sneak attack dice equal to one-third the remen-kara’s level. The remen-kara does not need to be flanking a target or have the target be denied its Dexterity bonus to AC to use these sneak attack dice, but creatures immune to sneak attacks still suffer no extra damage from this attack.

  Time Runner (Su)

The remen-kara can move briefly through time, taking an action that does not exist in the normal sequence of reality. The remen-kara spends two motes to gain an additional move action. The remen-kara does not set off traps during this move action (though she may cause them to be triggered if, at the end of her run, the proper triggering situation still exists). She does not provoke attacks of opportunity during this move action, nor may other characters make Perception checks to notice the remen-kara during this move action. After the move action time catches up to the remen-kara, allowing triggered traps to go off and other creatures to immediately notice the remen-kara where she now stands. For example: Sherac is a remen-kara trying to sneak into a Citizen’s estate. There are two guards standing to either side of the building’s entrance. The area is brightly lit and the only cover ends ten feet from the guards. Sherac spends an aevum to active her time runner ability, allowing her to dash from cover, through the entrance, and back to cover on the far side. If there was a pit trap in the entrance, her movement would not set it off. However, if she could not find cover to get back in on the far side of the entrance, the guards would be allowed to make a Spot check to notice her at the end of her extra move action (before she takes any other action she has left). If she ends her move standing on a pit trap she does not see, it opens beneath her as soon as her move ends. Similarly if she opened a door to get out of sight, and the door had a crossbow trap attached to the handle, it goes off after her move action (no longer a threat to her, but certainly raising suspicions of the guards).

  Time Killer (Su)

The ultimate expression of the remen-kara’s power is the ability to eliminate time and age from her personal time line. The remen-kara no longer ages physically, preventing her from dying of age or suffering any reduction to her ability scores due to age. If she is older than middle age for her race she reverts to a physical form at the prime of her health, gaining back any Strength, Dexterity, or Constitution lost due to aging. She is now immune to age effects. Additionally, the remen-kara’s daily pool of aevum increases by an amount equal to her Charisma bonus, and can spending aevum now counts as a move action (unless a power specifies otherwise). The remen-kara can spend a maximum of two aevum in a single round.

  Ex-Members

There are no special penalties for leaving this class.

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +2 +2 Mote of time
2 +1 +0 +3 +3 Temporal talent
3 +2 +1 +3 +3 Mote of time (damage, dodge)
4 +3 +1 +4 +4 Temporal talent
5 +3 +1 +4 +4 Aevum
6 +4 +2 +5 +5 Temporal talent
7 +5 +2 +5 +5 Mote of time (conditions)
8 +6/+1 +2 +6 +6 Temporal talent
9 +6/+1 +3 +6 +6 Aevum
10 +7/+2 +3 +7 +7 Advanced talent, temporal talent
11 +8/+3 +3 +7 +7 Mote of time (move action)
12 +9/+4 +4 +8 +8 Temporal talent
13 +9/+4 +4 +8 +8 Aevum
14 +10/+5 +4 +9 +9 Temporal talent
15 +11/+6/+1 +5 +9 +9 Mote of time (conditions improved)
16 +12/+7/+2 +5 +10 +10 Temporal talent
17 +12/+7/+2 +5 +10 +10 Aevum
18 +13/+8/+3 +6 +11 +11 Temporal talent
19 +14/+9/+4 +6 +11 +11 Mote of time (allies move)
20 +15/+10/+5 +6 +12 +12 Time killer
21 * ** ** ** Bonus feat
22 * ** ** ** --
23 * ** ** ** --
24 * ** ** ** --
25 * ** ** ** Bonus feat
26 * ** ** ** --
27 * ** ** ** --
28 * ** ** ** --
29 * ** ** ** Bonus feat
30 * ** ** ** --

* Base attack bonuses are handled differently for epic characters.

** Save bonuses are handled differently for epic characters.