TEXT: 1
  New Base Class
  
  2
  CLASSified: Time Assassin
  Credits
  Author: Andrew Campbell
  Editors: Lucus Palosaari
  Copy Editor: Troy Daniels
  Design and Layout: Rick Hershey and Troy Daniels
  Fat Goblin Games Team Members: Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey 
  Swank, John Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Matt Roth, Michael Ritter, Rodney 
  Sloan, Lucus Palosaari, Rick Hershey, and Troy Daniels 
  Line Developer: Lucus Palosaari
  Publisher: Fat Goblin Games
  CLASSified: Time Assassin (New Base Class) © 2017 Fat Goblin Games
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  3
  New Base Class
  The CLASSified product line from Fat Goblin Games is devoted to bringing you a new and exciting base class 
  for your Pathfinder Roleplaying Game. CLASSified: Time Assassin  includes complete rules for a single class and 
  archetypes, and an assortment of other rules to bring your characters to life.
  Contents
  Time Assassin 
  4
  Class Skills 
  4
  Class Features 
  4
  Time Assassin Racial Favored Options 
  6
  Time Assassin  Archetypes 
  10
  Time Maddness(Time Assassin  Archetype) 
  10
  Focuser (Time Assassin  Archetype) 
  10
  
  4
  CLASSified: Time Assassin
  Time Assassin
  A time assassin is a master of altering her personal 
  movement through time. With her knowledge and 
  understanding of its flux, she can pull duplicates 
  of herself through time and space to aid her in her 
  endeavors and see into the near future of herself and 
  her opponents. The time assassin is a grand manipu-
  lator time and the perception of others; eventually 
  becoming its master, allowing her to ignore the ef-
  fects others may place on time. 
   
  A time assassin is a master of altering her personal 
  movement through time. With her knowledge and 
  understanding of its flux, she can pull duplicates 
  of herself through time and space to aid her in her 
  endeavors and see into the near future of her op-
  ponents and herself. The time assassin is a grand 
  manipulator of time allowing her to form unstable 
  rifts of time, pockets of space where time moves at a 
  different rate relative to the surrounding space. Once 
  mastering time, she is able to ignore the effects oth-
  ers may place on it. 
  Role: A time assassin is the master of stealth and 
  quick elimination. With the ability to manifest mul-
  tiple duplicates of herself she can quickly overwhelm 
  her opponents. Additionally, the time assassin has 
  the ability to move objects through time as well as 
  increase or decrease the efficacy of creatures in select 
  areas through the usage of temporal rifts. However, 
  if the time assassin uses her abilities gratuitously she 
  will quickly run herself out of resources and, thusly, 
  her ability to affect time.
  Alignment: Any alignment. 
  Hit Die: d8.
  Starting Wealth: 4d6 x 10 gp (average 140 gp). In 
  addition, each character begins play with an outfit 
  worth 10 gp or less.
  Class Skills
  The time assassin’s class skills are Acrobatics (Dex), 
  Bluff (Cha), Climb (Str), Craft (Int), Disable Device 
  (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate 
  (Cha), Knowledge (local), Knowledge (history) (Int), 
  Knowledge (arcana) (Int), Knowledge (nature) (Int), 
  Linguistics (Int), Perception (Wis), Profession (Wis), 
  Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), 
  Stealth (Dex), and Swim (Str).
  Skill Ranks per Level: 6 + Int modifier.
  Class Features
  All of the following are class features of the time 
  assassin.
  Weapon and Armor Proficiency: The time assassin 
  is proficient with light armor.
  Paradox Pool (Su): A time assassin fuels all her 
  energies through her ability to perceive all possible 
  futures and pasts near simultaneously. As such, she 
  channels her energies to exert her will over time and 
  allow her, and other potential selves, to affect the 
  
  5
  New Base Class
  passage of time. However, she is only able to exert 
  her will over time in a limited fashion. This is repre-
  sented in a pool of energy that is equal to her class 
  level plus her intelligence modifier. Anytime she rests 
  for 8 consecutive hours this pool is restored to full as 
  she regains the full use of her abilities.  
   
  This paradox pool can be used to grant one of the fol-
  lowing abilities for one point as a swift action for one 
  round:
  • 
  +1 circumstance bonus to AC for one round.
  • 
  +2 insight bonus on a knowledge check.
  • 
  +1 To attack and damage rolls for one round.
  Timeless Weapon (Ex): A time assassin does not 
  handle weapons in the traditional manner. Instead, 
  she uses her weapon against her opponents based on 
  the perceived possible futures striking at where she 
  perceives they are going to be. However, due to the 
  nature of this intensive training the time assassin is 
  unable to master a variety of weapons and, instead, 
  must select a small number.
   At 1st level the time assassin must select two 
  weapon groups, as noted below. She gains proficien-
  cy with those weapon groups and can apply her in-
  Table Time Assassin
  Level
  BAB
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +0
  +0
  +2
  +0
  Paradox pool, timeless weapon
  2nd
  +1
  +0
  +3
  +0
  Evasion, predictive knowledge, time split/1
  3rd
  +2
  +1
  +3
  +1
  Timeless weapon, near sight, probability shield
  4th
  +3
  +1
  +4
  +1
  Uncanny dodge
  5th
  +3
  +1
  +4
  +1
  Extensive knowledge
  6th
  +4
  +2
  +5
  +2
  Timeless weapon focus
  7th
  +5
  +2
  +5
  +2
  Time split/2, intercession, near sight
  8th
  +6/+1
  +2
  +6
  +2
  Improved uncanny dodge, improved split
  9th
  +6/+1
  +3
  +6
  +3
  Swap
  10th
  +7/+2
  +3
  +7
  +3
  Time focus
  11th
  +8/+3
  +3
  +7
  +3
  Improved split, near sight
  12th
  +9/+4
  +4
  +8
  +4
  Improved evasion
  13th
  +9/+4
  +4
  +8
  +4
  Foresight
  14th
  +10/+5
  +4
  +9
  +4
  Time split/3
  15th
  +11/+6/+1
  +5
  +9
  +5
  Split mastery, near sight
  16th
  +12/+7/+2
  +5
  +10
  +5
  Improved split
  17th
  +12/+7/+2
  +5
  +10
  +5
  A chance again
  18th
  +13/+8/+3
  +6
  +11
  +6
  Time mastery
  19th
  +14/+9/+4
  +6
  +11
  +6
  Near sight
  20th
  +15/+10/+5
  +6
  +12
  +6
  Reversal
  
  6
  CLASSified: Time Assassin
  telligence modifier in place of her strength modifier 
  when making attack rolls with the selected weapon 
  type. At 3rd level, she can choose to add her intel-
  ligence modifier in place of her strength modifier on 
  damage rolls with the selected weapon group. This 
  damage also benefits from the 1.5x multiplier when 
  wielding a weapon two-handed. If anything would 
  prevent the time assassin from adding her strength 
  modifier to the damage roll she does not add her 
  intelligence modifier. Once this choice is made it 
  cannot be changed. The time assassin may select an 
  additional weapon group at levels 8, 12, and 17. A 
  time assassin cannot gain proficiency for a weapon 
  by any other means.
  Axes: collapsible kumade, dwarven waraxe, greataxe, 
  handaxe, hooked axe, knuckle axe, kumade, light pick, 
  mattock, and tongi.
  Blades, Heavy: dueling sword, bastard sword, double 
  walking stick katana, elven curve blade, estoc, falcata, 
  falchion, greatsword, katana, longsword, nine-ring 
  broadsword, nodachi, scimitar, scythe, seven-
  branched sword, shotel, temple sword, terbutje, and 
  two-bladed sword.
  Blades, Light: Butterfly knife, butterfly sword, dagger, 
  deer horn knife, gladius, kukri, machete, manople, 
  pata, quadrens, rapier, sawtooth sabre, scizore, short-
  sword, sica, sickle, starknife, sword cane, wakizashi, 
  and war razor.
  Bows: Composite Longbow, longbow, composite short-
  bow, and shortbow.
  Crossbows: Hand crossbow, light crossbow, light repeat-
  ing crossbow, and tube arrow shooter.
  Close: Brass knuckles, cestus, dan bong, emei piercer, 
  fighting fan, gauntlet, madu, mere club, punching 
  dagger, sap, scizore, spiked gauntlet, tekko-kagi, tonfa, 
  wooden stake,
  Hammers: aklys, battle aspergillum, club, greatclub, 
  heavy mace, light hammer, light mace, mere club, 
  planson, taiaha, tetsubo, wahaika, and warhammer.
  Evasion (Ex): At 2nd level and higher a time assas-
  sin can avoid even magical and unusual attacks with 
  great agility. If she makes a successful reflex sav-
  ing 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 time assassin 
  is wearing light armor or no armor. A helpless time 
  assassin does not gain the benefit of evasion.
  Predictive Knowledge (Ex): At 2nd level and higher, 
  a time assassin is able to glimpse briefly into the fu-
  ture and ascertain potential pitfalls. As a result, a time 
  assassin gains her Intelligence modifier to any reflex 
  saves in place of her Dexterity modifier. If anything 
  would prevent the time assassin from adding her Dex-
  terity modifier to her reflex saves she does not add 
  her Intelligence modifier.
  Additionally, the time assassin can choose one skill 
  that she would normally apply an ability modifier other 
  than her intelligence modifier and instead substitute 
  her intelligence modifier (such as perception). Every 
  even level after 2 she can choose an additional skill.
  Time Split (Su): A time assassin is able to call on 
  future and past selves to aid in her plight. As a move 
  action a time assassin may create an exact duplicate 
  of herself no more than fifteen feet away from herself 
  in an unoccupied space with all her current gear. A 
  time assassin cannot manifest a duplicate if there is 
  not an available space. This duplicate acts after the 
  time assassin on the same round she summons them. 
  
  7
  New Base Class
  At 2nd level she is able to make one duplicate, at 7th 
  two, and at 14th three. Each duplicate created in this 
  manner costs 1 point from her paradox pool .  
  The duplicates are immune to damage from all 
  sources as well as status and spell effects due to tem-
  poral instability, however, any time based spell effects 
  (such as haste, slow, time stop, etc.) affect them nor-
  mally. However, any status effect that affects the time 
  assassin which would prevent her from taking action 
  prevents the duplicates from taking action (such as 
  paralysis). A time assassin can dismiss singular or mul-
  tiple duplicates as a move action. Duplicates count as 
  summons for the purposes of spells such as dismissal.
  Due to possible paradoxes the time assassin’s dupli-
  cate is limited to certain actions. Any finite resource 
  a time assassin possesses cannot be used as it may 
  unduly influence the personal time line of the assas-
  sin and create a paradox. On the first round a split is 
  manifested it is restricted to a standard action. There-
  after, the duplicate can only take combat actions (lim-
  ited to move, standard, and full attack actions). A du-
  plicate cannot cast spells, use magical items, or share 
  items with anyone else. Any items left behind by a 
  duplicate once time split is ended immediately disap-
  pear. A duplicate also cannot travel beyond 30 ft. of 
  her original without immediately dissipating causing 
  the time assassin to become staggered for one round. 
  If the time assassin is already staggered she instead 
  becomes stunned for one round. Duplicates cannot 
  flank nor can they utilize teamwork feats.
  Each duplicate requires 1 point from the time assas-
  sin’s paradox pool per round to maintain. This cost is 
  paid at the beginning of her turn. If she is unable to 
  pay the requisite cost her duplicates immediately dis-
  appear and she is stunned for one round due overex-
  tending herself. If the time assassin is ever reduced to 
  0 hit points or fewer the time split immediately ends.
  Probability Shield (Ex): Starting at 3rd level a time 
  assassin is able to glimpse into the near future and 
  fortify herself against oncoming attacks. A time as-
  sassin adds her Intelligence modifier to her Dexterity 
  modifier when calculating her total AC bonus. If any-
  thing would prevent the time assassin from adding 
  her Dexterity modifier to her AC, she does not add 
  her Intelligence modifier.
  Temporal Rift (Su): As a time assassin’s knowledge 
  of time expands she can unravel the very fabric of 
  time causing a supernatural temporal rift. Beginning 
  at fourth level, and every four levels thereafter, the 
  time assassin gains access to a new temporal insta-
  bility. A temporal rift is very obvious as any creature 
  able to observe the area of space the rift occupies 
  will notice anything within the space visibly distort as 
  time becomes unstable. Each rift  can be created as a 
  standard action with a 20ft.-radius spread and a range 
  of 15 ft. plus 5 ft. per time assassin level. All viable 
  targets are only affected as long as they are within 
  the temporal rift. Any temporal rift that overlaps with 
  another causes both to become unstable them to im-
  mediately ending both rifts. Each rift has variant costs 
  and durations (see below).
  At 4th level the time assassin gains access to Tem-
  poral Reversal. When the time assassin manifests this 
  rift every unattended non-magical objects within the 
  rift begins to move backwards in time at a rate of the 
  time assassin’s choosing. The time assassin is able 
  to perceive the object’s history up unto the limit at 
  which the time assassin can move the objects back-
  wards through time. At any point the time assassin 
  can completely stop the objects temporal backwards 
  trajectory and freeze it in place. This can be used 
  to reconstitute destroyed documents, uncollapse 
  tunnels, or even move a door to a point in time in 
  which it was open. A time assassin can only move an 
  
  8
  CLASSified: Time Assassin
  object’s backwards through time up to one hour per 
  time assassin class level. The rift has a duration of one 
  round per time assassin class level.
  At 8th level the time assassin gains access to Tem-
  poral Haste rift. When the time assassin manifests 
  this rift every viable target within the temporal rift 
  acts as if under the effect of the spell haste for the 
  duration they are in the temporal rift. A time assas-
  sin can create this rift by spending 3 points from her 
  paradox pool and lasts for 1+1d4 rounds.
  At 12th level the time assassin gains access to Tem-
  poral Slow rift. When the time assassin manifests this 
  rift every viable target within the temporal rift acts 
  as if under the effect of the spell slow for the dura-
  tion they are in the temporal rift. A time assassin can 
  create this rift by spending 3 points from her paradox 
  pool and lasts for 1+1d4 rounds.
  At 16th level the time assassin gains access to Tem-
  poral Prescience rift. When the time assassin mani-
  fests this rift every viable target within the temporal 
  rift acts as if under the effect of the spell moment of 
  prescience for the duration they are in the rift treat-
  ing half the time assassin’s level as the caster level. 
  However, the targets of the rift can only gain the 
  benefit of the rift once per round. A time assassin can 
  create this rift by spending 6 points from her paradox 
  pool and lasts for 1d2 rounds.
  At 20th level the time assassin gains access to Tem-
  poral Removal rift. When the time assassin manifests 
  this rift everything within the temporal rift is tempo-
  rarily frozen in time and acts as if under the effect of 
  temporal stasis. Anything that enters the rift during 
  the duration immediately comes under the effect of 
  temporal stasis unless they are immune. A time assas-
  sin can create this rift by spending 6 points from her 
  paradox pool and lasts for 1d4 rounds.
  Uncanny Dodge (Ex): Starting at 4th level, a time 
  assassin can react to danger before her senses would 
  normally allow her to do so. She cannot be caught 
  flat-footed, nor does she lose her dexterity bonus 
  to AC if the attacker is invisible. She still loses her 
  Dexterity bonus to AC if immobilized. A time assassin 
  with this ability can still lose her Dexterity bonus to 
  AC if an opponent successfully uses the feint action 
  (see Combat) against her.
  If a time assassin already has uncanny dodge from 
  a different class, she automatically gains improved 
  uncanny dodge (see below) instead.
  Partial Split (Ex): Beginning at 5th level, a time 
  assassin may pull through time a mere shadow of a 
  duplicate. As this duplicate is only a partial duplicate 
  the strain it causes the time assassin to maintain is 
  reduced. The partial split is considered to have partial 
  concealment at all times. Additionally, the partial split 
  is not as restricted in the distance it can move from 
  the original as a normal split. As such, it can move up 
  to 30 ft. per time assassin class level away from the 
  original. If the partial duplicate takes damage from 
  any source, due to her temporal instability, she imme-
  diately disappears. If the duplicate is destroyed in this 
  manner the time assassin is stunned for 2d4 rounds. 
  The time assassin does not disappear at the end of 
  partial split due to the nature of the duplicate.
  The time assassin can maintain the partial duplicate 
  for one minute (or ten rounds) per 1 point from her 
  paradox pool. The partial duplicate can be dismissed 
  at anytime as a move action. The partial duplicate 
  counts towards the maximum duplicates the time as-
  sassin can manifest. The time assassin cannot mani-
  fest more than one partial duplicate at a time.
  
  9
  New Base Class
  Timeless Combat Focus (Su): At 6th level a time 
  assassin gains superior awareness of her abilities. 
  When qualifying for feats she can apply to her time-
  less weapon she may use her Intelligence modifier 
  in place of her Dexterity or Strength modifier. A feat 
  gained in this manner cannot be applied to other 
  weapons.
  Intercession (Su): As a time assassin glimpses 
  danger from the future she can intercede to prevent 
  potential damage to herself and her duplicates. At 
  7th level as an immediate action a time assassin level 
  can remove herself from the present stream of time. 
  As a result, the time assassin behaves as if under the 
  effects of temporal stasis, except that the duration 
  is always one round. This cannot be negated in any 
  manner. Activating Intercession costs 1 points from 
  her Paradox pool but immediately ends any ongoing 
  time split.  
  Improved Uncanny Dodge (Ex): A time assassin of 
  8th level or higher can no longer be flanked. This de-
  fense denies another rogue the ability to sneak attack 
  the character by flanking her, unless the attacker has 
  at least four more rogue or ninja levels than the time 
  assassin’s total class levels.
  If a character already has uncanny dodge (see 
  above) from another class, the levels from the classes 
  that grant uncanny dodge stack to determine the 
  minimum level required to flank the character.
  Improved Time Split (Ex): At 8th level a time assas-
  sin is able to create her duplicates as a swift action. 
  At 16th level she is able to create duplicates as a free 
  action and dismiss them as a swift.
  
  10
  CLASSified: Time Assassin
  Swap (Su): At 9th level a time assassin can move 
  through time and space transporting herself. As a 
  swift action a time assassin may swap places with a 
  duplicate or partial duplicate. This costs 1 point from 
  her paradox pool.
  Time Focus: At 10th level a time assassin may de-
  cide to focus her attention as well as the attention of 
  her duplicates on one target enabling her to perceive 
  even farther into the future of that target than would 
  be normally allowed. As a free action the time assas-
  sin must declare that both her and her duplicates are 
  going to attack a single target. When attacking this 
  target she and all her duplicates doubles her Intel-
  ligence modifier (if any) to attack rolls made against 
  the target. During this round neither the time assas-
  sin nor any of her duplicates can attack any other 
  target. This costs 3 point from her paradox pool.
  Improved Evasion (Ex): At 12th level and higher the 
  time assassin gains the benefits of improved evasion. 
  This works like evasion, except that while the time 
  assassin still takes no damage on a successful Reflex 
  saving throw against attacks, she henceforth takes 
  only half damage on a failed save. A helpless time as-
  sassin does not gain the benefit of improved evasion.
  Foresight (Ex): The time assassin’s ability to glimpse 
  into the near future enables her to perceive not only 
  her opponent’s movements and, thereby, outcomes 
  but also her own. At 13th level a time assassin is able 
  to reroll a failed save by spending 2 points from her 
  paradox pool. This can be done after the die is rolled 
  and the results are known. This cannot be used on 
  the same save twice in the same round.
  Split Mastery: As a time assassin masters her abili-
  ties to pull duplicates of herself through time it reduc-
  es the physical strain it creates on her body. Starting 
  at 15th level the cost of performing and maintaining a 
  split reduces by 1 paradox point.
  A Chance Again (Su): A time assassin, armed with 
  the power of near sight, has now attained a bet-
  ter grasp of her enemies movements and how her’s 
  should be executed. Starting at 17th level a time 
  assassin can reroll any attack roll once made by her or 
  her duplicates by spending 1 point from her paradox 
  pool. This can be used after the die has been rolled 
  and the results are known.
  Time Mastery (Ex): Beginning at 18th level a time 
  assassin becomes the master of her personal tempo-
  ral aspects. A time assassin no longer ages and is un-
  affected by an ageing effects, such as through spells. 
  Additionally, a time assassin is immune to all time 
  related spells and effects, such as time stop and tem-
  poral stasis. However, the time assassin may choose 
  to be affected by time related spells and effects.
  Reversal (Su): At 20th level, a time assassin has 
  mastered the ability to move fluidly through time 
  while only affecting certain aspects of herself that she 
  wishes to affect. Once per day as a standard actions 
  the time assassin can reset all health points, status ef-
  fects, and paradox pool points back to any other point 
  in the day. A time assassin can only use this ability 
  once per day.
  
  11
  New Base Class
  New Racial Favored  
  Class Options
  Dwarf: Add +1 to CMD to resisting bull rush or trip
  Elf: Add +¼ point to the paradox pool.
  Gnome: Add +1 CMD when resisting dirty trick or 
  steal attempt.
  Half-elf: Add +⅓ point to the paradox pool.
  Halfing: Add +¼ circumstance bonus on stealth 
  checks.
  Half-orc: Add +1 on fortitude saves made to stabi-
  lize.
  Human: Add +⅓ point to the paradox pool.
  Drow: Add +¼ point to the paradox pool.
  Asimar: Add +¼ circumstance bonus made to con-
  firm critical hit rolls with timeless weapon.
  Tiefling: Add +¼ point to the paradox pool.
  Time Assassin  
  Archetypes
  Time Madness  
  (Time Assassin Archetype)
  Madness can sometimes afflict the time assas-
  sin as she pulls multiple versions of herself through 
  time. The strain can cause a split of personalities as 
  her mind, and the duplicates she brings can manifest 
  those personalities.
  Alignment: The Alignment of a time assassin af-
  flicted by time madness can only be Neutral.
  Time Madness: Anytime a time assassin creates 
  a duplicate they take on a random alignment deter-
  mined by a d100 roll. 1- 15 is Lawful good, 16 - 29 
  is Neutral Good,  31 - 44 is Chaotic Good, 45 - 59 is 
  Chaotic Evil, 60 - 74 is Neutral Evil, 75 - 90 is Lawful 
  Evil, 91 - 95 is Lawful Neutral, and 96 - 100 is Chaotic 
  Neutral. Otherwise, these duplicates function as 
  normal.
  Focuser  
  (Time Assassin Archetype)
  A focuser can, with concentration, define a singular 
  moment in time of a specified target when they are 
  at their weakest. Using this knowledge, the focuser 
  strikes with deadly precision, often killing her target 
  in one blow.
  Focused Paradox Pool: Instead of the normal 
  paradox pool amount, the focuser has a number of 
  paradox pool points equal to ½ the focuer’s level plus 
  her intelligence modifier. This alters paradox pool.
  Focused Timeless Weapon: When making attacks 
  with her timeless weapon or for the purpose of 
  qualifying for feats that can be applied to timeless 
  weapon, a focuser’s base attack bonus is equal to her 
  full focuser level.
  Time Lynchpin (Su): A focuser focuses her knowl-
  edge of a single moment in time to strike. The longer 
  she focuses the more deadly her blow becomes. Be-
  
  12
  CLASSified: Time Assassin
  ginning at 2nd level a focuser, as a move action, can 
  concentrate on a target that either she or her partial 
  duplicate can observe. Every following round she can 
  choose to maintain concentration as a standard ac-
  tion as long as she is still able to observe the target. 
  Every round she focuses on the target she increases 
  the damage of her next blow against that target by 
  seeing into their near future and observing them at 
  their weakest. As a standard action she can unleash 
  a single strike using the previously established focus. 
  Roll an attack roll for every round spent concentrating 
  on the target and take the highest result. If this result 
  hits the target roll damage normally then multiply 
  the results by 1 plus 1 for every round the focuser 
  maintains focus on the target up to a maximum of 
  3. At 7th level the maximum multiplier increases to 
  4, and at 14th increases to 5. This damage multiplier 
  is applied at the end of all damage results (includ-
  ing multiplication from critical strikes). The focuser 
  can speed up this process by spending points from 
  her paradox pool. Every 1 point spent in this manner 
  counts as a round of concentration. If concentration is 
  unable to be maintained for a round the accumulated 
  damage multiplier is lost. If unleashing time lynchpin 
  with a ranged weapon the maximum damage multi-
  plier is reduced by 2 to a minimum of 2 as the arrow 
  takes time to reach its target reducing the efficacy of 
  time lynchpin. This replaces time split.
  Greater Near Sight (Ex): A time assassin is able to 
  glimpse into the near future of her opponents and 
  perceive their movements ahead of time. At 3rd level 
  the focuser gains a +1 bonus to all attack and damage 
  rolls made with her timeless weapon. This bonus in-
  creases to +2 at 7th, +3 at 11th, +4 at 15th level, and 
  +5 at 19th. This replaces near sight.
  Improved Timeless Weapon Focus (Su): At 6th level 
  a focuser gains superior awareness of her abilities 
  with a given weapon. When qualifying for feats that 
  can be applied to her timeless weapon she may use 
  her intelligence in place of the requisite attribute and 
  may treat her total level minus 3 as levels of fighter 
  for the purpose of qualifying for feats. A feat gained 
  in this manner cannot be applied to other weapons. 
  This replaces timeless weapon focus.
  Personal Intercession (Su): As a focuser glimpses 
  danger from the future she can intercede to prevent 
  potential damage to herself. At 7th level as an im-
  mediate action the focuser can remove herself from 
  the present stream of time. As a result, the focuser 
  behaves as if under the effects of temporal stasis, 
  except that the duration is always one round. This 
  cannot be negated in any manner. Activating Inter-
  cession costs 2 points from her Paradox pool. This 
  replaces intercession.
  Improved Time Lynchpin: Beginning at 8th level 
  a focuser can easily grasp the intent of the target of 
  time lynchpin. As a result, the base multiplier of time 
  lynchpin increases from 1 to 2. This replaces im-
  proved time split.
  Time Point (Ex): At 10th level a focuser may 
  decide to focus all of her attention on one enemy 
  enabling her to perceive even farther into the future 
  of that enemy than would be normally allowed. As 
  a free action the focuser must declare an enemy 
  within sight to focus on for one round. During this 
  round, when attacking this enemy, she doubles her 
  Intelligence modifier (if any) to attack and dam-
  age rolls made against them. She cannot attack any 
  other enemies than the one declared during this 
  
  13
  New Base Class
  round. This costs 2 points from her paradox pool. 
  This replaces time focus.
  Focus Mastery: As a focusers masters her abilities 
  to concentrate on her opponent’s future she can 
  quickly ascertain a vulnerable moment. Starting at 
  15th level the amount of time required to focus on a 
  target, as part of time lynchpin, is reduced by 1 round 
  to a minimum of 1 round. This replaces split mastery.
  Time Strike (Su): Beginning at 16th level a focuser 
  can enhance the power of her strike by perceiving the 
  future of her target and attacking them with critical 
  focus. On any attack made that is confirmed to have 
  hit a focuser can choose to forgo rolling damage and, 
  instead, take the maximum possible result. This at-
  tack, regardless of the attack roll, can never critically 
  hit; multiply the damage result accordingly. This costs 
  3 points from the focuser’s paradox pool.
  
  14
  CLASSified: Time Assassin
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: 
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  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  land, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
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  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
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  Russ Taylor.
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  Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, 
  and Russ Taylor.
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  Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, 
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  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; based on original content from TSR.
  CLASSified: Time Assassin (Base Class). © 2017  Fat Goblin Games; Author: Andrew Campbell
  
  15
  New Base Class
  
  16
  CLASSified: Time Assassin
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/CLASSifieds - The Time Assassin.pdf