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To use any given jikuu, the epochent must have an Intelligence score of at least 10 + the ''quanta'' required to use that jikuu; base jikuu require a 10.  
 
To use any given jikuu, the epochent must have an Intelligence score of at least 10 + the ''quanta'' required to use that jikuu; base jikuu require a 10.  
 +
 +
The epochent begins with four known jikuu. She gains knowledge of additional jikuu each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two jikuu for new jikuu from any sphere she can access.
  
 
The epochent's ''key ability'' for her ''temporal attacks'' is her Intelligence.
 
The epochent's ''key ability'' for her ''temporal attacks'' is her Intelligence.

Revision as of 23:51, 12 March 2016

The Epochent
  Jikuu
Level BAB Fort Ref Will Special Chronos Die Spheres Jikuu Known
1 +0 +0 +1 +2 Tracer d4 1 4
2 +1 +0 +2 +3 Chronos Lore d4 1 6
3 +1 +1 +2 +3   d4 2 7
4 +2 +1 +2 +4 Chronos Lore d4 2 8
5 +2 +1 +3 +4   d6 2 10
6 +3 +2 +3 +5 Chronos Lore d6 3 11
7 +3 +2 +4 +5   d6 3 12
8 +4 +2 +4 +6 Chronos Lore d6 3 14
9 +4 +3 +4 +6   d8 4 15
10 +5 +3 +5 +7 Epochent Talent d8 4 16
11 +5 +3 +5 +7   d8 4 18
12 +6/+1 +4 +6 +8 Epochent Talent d8 5 19
13 +6/+1 +4 +6 +8   d10 5 20
14 +7/+2 +4 +6 +9 Epochent Talent d10 5 22
15 +7/+2 +5 +7 +9   d10 6 23
16 +8/+3 +5 +7 +10 Epochent Talent d10 6 24
17 +8/+3 +5 +8 +10   d12 6 26
18 +9/+4 +6 +8 +11 Epochent Talent d12 6 27
19 +9/+4 +6 +8 +11   d12 6 28
20 +10/+5 +6 +9 +12 Epochent Talent d12 6 30

 

Epochent

Moth'treyl, iconic epochent
"Time is not a linear thing, but a nebular web of existential freedom..."

Time is a powerful thing. Those who study the nature of Time gain insights into its passage of which laymen can only dream; not content to be carried along by the river of moments, epochents seek to take control of their own fate, twisting time and space to their whims to accomplish that end. Through long years of study, epochents learn how to attune themselves to the timestream itself: rather than letting seconds pass by, epochents transform their bodies and minds into a quantum net, allowing them to capture the tiniest motes of temporal energy. This temporal energy - this quanta - is the epochent's source of power: with it, the learned chronist can alter gravity, space, even time itself, allowing her to unshackle herself from the relentless march of moments.

Epochents often have a distorted - from the perspective of others - view of reality. Their ability to break the linkage between cause and event, even the power to change the course of history, gives them a distinctly alien outlook on events around them; for an epochent, this reality is merely one of an infinite number of possibilities, one that they only happen to inhabit by chance, and - if something occurs that is not to their liking - they may very well be able to make it such that that thing never came to pass to begin with. That such a task would result in a paradox is of no concern to the epochent; to her, "paradox" is simply a term that the unlearned use to describe something they think is impossible. For the epochent, the impossible is merely the improbable, and so long as that sliver of probability exists, time can be bent and hammered to her whim to make what was once only a mathematical possibility the reality that everyone remembers.

Ironically, while an epochent can modify the world around her, while those in the changed world remember events as she shaped them, she does not: the epochent, through being the agent of change in the timeline, recalls her own twisted path through time, and events that she may remember clearly become fiction to those closest to her. As an epochent progresses in her career, this possibility almost universally becomes certainty: most powerful epochents have very clear, very real memories of events that have since been removed from time entirely. It should be no surprise that no small number of epochents gradually lose their minds and become lost in the tides of time, being utterly unable to relate to anyone due to just how much they changed reality from the one they remember.

Game Rule Information

Epochents have the following game statistics.

Force Alignment: Time.

Force Resistances: UO 5 + level, CO 5 + level.

Abilities: Intelligence is most important to the epochent, as it impacts her ability to use jikuu.

Hit Points at 1st Level: 5 + Con score.

Hit Points at Each Additional Level: 5 + Con modifier.

Healing Surges: 6 + Con modifier.

Class Skills: The Epochent’s class skills are Analysis, Cultures, Insight, Investigation, Lore (Time), Notice, Resolve, and Search.

Skill Points at Each Level: 4 + Int modifier.

Starting Age: Complex.

Class Features

All of the following are class features of the epochent.

Proficiencies

Weapons: All simple weapons.

Armor: None.

Implements: Pendulums.

Jikuu

The epochent's ability to manipulate time are collectively known as jikuu, and are grouped in spheres, which are particular specializations within the study of time and temporal phenomenon.

 

Temporal Spheres
Sphere Description Base Jikuu
Gravity Harnessing the crushing power of objects that occupy space, this sphere manipulates gravitational and magnetic forces. something
Null Between every moment, between every atom, there is nothing: this sphere specializes in the exploitation of that emptiness. something
Numbers Time is often measured, be it by seconds of the clock or grains of sand; this sphere interacts with the metaphysical concept of enumeration itself. something
Space Space and time are intricately interwoven, and thus - by extension of temporal manipulation - a chronist can also manipulate space. something
Stars Deep within the void of space are celestial objects, and chronists are able to manipulate these objects to their own ends. something
Time Acceptance of the malleability of time and temporal events leads to the ability to change history. something

 

The epochent does not prepare her jikuu ahead of time. Instead, she must open her mind to the passage of time around her. As a swift action, she can cast her temporal net, assessing the temporal energy of the present's possible futures, and gather quanta. The amount of quanta she gathers is the result of her chronos die, which begins at a d4 and increases as she gains chronist levels. Time, however, is a fickle mistress, and its energy is fleeting: at the beginning of each of her turns, the epochent's quanta resets to 0.

To use any given jikuu, the epochent must have an Intelligence score of at least 10 + the quanta required to use that jikuu; base jikuu require a 10.

The epochent begins with four known jikuu. She gains knowledge of additional jikuu each level, as per the class table, above. At fourth level and every four levels after, she can trade out up to two jikuu for new jikuu from any sphere she can access.

The epochent's key ability for her temporal attacks is her Intelligence.

The epochent can use any jikuu she knows whose required quanta is equal to or less than her current amount. Regardless of her current quanta, the epochent can always make use of the base jikuu of any sphere she can access, per the table above.

The epochent can spend ten rounds (one minute) in concentration on gathering as much quanta as she can, carefully selecting each mote of temporal energy for maximal effect. If she does, at the end of the ten rounds, she gains quanta equal to the maximum result of her chronos die: this allows her one use of any jikuu she knows.

Tracer

One of the most important lessons an epochent learns is how to mark their passage through time. This allows her to ensure that, even if she becomes hopelessly lost amid the infinite possible futures, she will always be able to find her way home.

As a standard action, an epochent can set a tracer. This is a metaphysical object that exists specifically at a single place, in a single moment. The tracer emits temporal energy both forward and backwards and time, and can be detected as a temporal effect.

A tracer lasts for 12 hours, and an epochent can only ever have one tracer in existence at a time; if she creates a new tracer, the older is immediately and irrecoverably destroyed.

While she has a tracer active, the epochent knows exactly how much time has passed since she placed it, and exactly where she is in relation to it.

Chronos Lore

Epochents all choose the spheres of jikuu they wish to study, but - universally - epochents also study how to make use of their tracers. As she gains experience, an epochent learns how to work with the temporal energy gathered by her tracer, allowing her to perform incredible feats of time travel, spatial manipulation, and more.

Calling upon the energy of a tracer is demanding, however, and can temporarily put the epochent slightly out of phase with time, reducing her ability to gather quanta. Each time you successfully use a chronos lore ability, you suffer a -1 penalty to your chronos rolls; this penalty stacks with itself. This slight temporal error corrects itself over time, and all penalties from this ability are removed after the epochent takes a long rest.

At each of the levels indicated on the class table, you can choose one ability from the following list. Unless otherwise specified, each ability can only be taken once.

▶ Save

As a standard action, you can replace a creature with an exact replica of itself from the moment you set your tracer, essentially replacing the target with an earlier version of itself. The target must be willing. The target loses all knowledge of what has occurred since you set your tracer. Any items the target had been carrying that have since been given to others, lost, or consumed are lost in the translation from past to present.

This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your tracer, this ability fails, and your tracer remains intact.

If your use of this ability succeeds, it ends your tracer.

▶ Reset
Sidebar: Reset
When you use this ability, all players need to essentially make a copy of their character sheet as it exists at the moment the tracer is set, and the DM needs to note precisely when you set it. Make sure that everyone at the table is prepared for you to use this ability before moving on.

As a standard action, you revert time, returning back to the precise moment when you set your tracer. You retain all knowledge of what transpired since you set it, but only this knowledge is retained; all other events that occurred since you set your tracer are undone.

This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your tracer, this ability fails, and your tracer remains intact.

If your use of this ability succeeds, it ends your tracer.

▶ Restore

As a standard action, you return a touched object to its state from when you set your tracer, replacing the item with an earlier version of itself.

This ability is a temporal effect, and is blocked by effects that prevent temporal travel or manipulation. If you are not on the same plane as your tracer, this ability fails, and your tracer remains intact.

If your use of this ability succeeds, it ends your tracer.

▶ Warp

As a standard action, you and all willing allies within 60 feet of you are instantly teleported to your tracer. You occupy the square that your tracer was placed in, and all other creatures retain their positions relative to you as they had prior to the teleport. If a creature would be teleported into a space containing solid material, they are shunted to the nearest empty space.

This ability is a teleportation effect, and is blocked by effects that prevent teleportation. If you are not on the same plane as your tracer, this ability fails, and your tracer remains intact.

If your use of this ability succeeds, it ends your tracer.

Jikuu

The following are jikuu for the epochent.

 

1st-Level Epochent Jikuu
Jikuu Name Action Effect
Accelerate Standard Increase target's initiative by 3.
Accelerate Metabolism Standard Weaken target by acclerating its metabolism.
Alacrity Standard One target gains haste for 1 round.
Bomb Standard Deal 1d8+1/level (max +5) magnetic damage to a creature.
Chronosense Swift Sense the passage of time.
Decelerate Standard Target's move speeds are halved.
Defensive Precognition Standard Gain bonuses to AC and saves.
Deja Vu Standard Target repeats its last action.
Detect Time Move Detect temporal effects.
Drag Immediate Target creature falls faster.
Escape Move You or touched creature teleports a short distance.
Feather Fall Immediate Target creature falls slower.
Float Standard Target creature gains the float status.
Lethargy Standard Target gains dex down (1).
Moment Swift Refocus, resetting your intiative to 20.
Offensive Precognition Standard Gain a bonus to attack rolls.
Pause Standard Reduce target's initiative by 4.
Propel Standard Target gains a +30 ft. enhancement bonus to its movement speed.
Sleep Standard Targets in an area gain the sleep status.
Slide Standard Move target 5 feet.
Surprise Swift Flat-footed target takes a -10 to its initiative.
Temporal Armor Immediate Gain a +4 haste bonus to initiative for 1 hour/level.
Temporal Weapon Standard Touched weapon becomes Time-aligned.
True Strike Standard Touched creature gets +20 insight bonus on its next attack roll.

 

2nd-Level Epochent Jikuu
Jikuu Name Action Effect
Age Item Move Rapidly age an item.
Bestow Time Partial Grant a touched creature a partial action on its next turn.
Dimension Swap Standard Switch ally's places.
Disorient Standard Target rerolls its Initiative, becomes flat-footed until its next turn.
Fold Space Standard Fold space in on itself, removing squares from the battlefield.
Fracture Flow Standard Target can takes its actions disparately.
Hustle Swift Gain a move action.
Identify Jikuu 5 minutes Identiy the properties of a temporal item.
Jikuumental, Minor 1 round Coalesce time into a small jikuumental under your command.
Foresight, Offensive Standard Gain a bonus to damage rolls.
Phase Shift Standard You can phase through up to 1 foot of solid material.
Refresh Immediate Target regains its swift or immediate action, and regains all of its opportunity attacks.
Regen Standard Grant a creature regen with potency 3.
Slide, Potent Standard Move target up to 20 feet.
Slow Standard One target/level gains the slow status ailment.
Speed Standard Target gains dex up (2).
Temporal Edit Swift Redo your turn's actions after the fact.
Time Lapse Standard Target effect's duration is shortened.
Time Shield Standard Effects used on touched creature are delayed.
Time Swap Standard Switch ally's Initiatives.

 

3rd

JIKUU		JP	ACT	EFFECT					SAVE?
Blink		3	Stan	As per blink.
Bullet Time	3	Swif	Perceive time passing slower.
Chrono Cross	3	Stan	As mirror image, but better.
Detect
   Remembrance	3	Move	Detect Blue and Chaos effects.
False Gravity	3	Stan	Travel on solid surface as though it
				   had its own gravity.
Gravity		3	Stan	Target loses 25% current HP.		Fort negates
Haste		3	Stan	One target/level is hasted.		None
Lag		3	Swif	Target's init reduced by 3 each round
				   for one round/level.			Will negates (each round)
Meteorite	3	Stan	2d8+1/level dmg to target.		Ref half
Restore Item	3	Stan	Restore an item to an earlier version;
				   requires a tracer.
Splice		3	Stan	Two targets take their turns at the
			   	   same time.				Will negates
Steal Time	3	Swif	As swift, touched creature loses a
				   partial action on next turn and you
				   gain a partial action this turn.	Will negates
Temporal Shove	3	Stan	Reduce target's init by 1d6/2 levels.	Will negates
Time Hop	3	Stan	Go forward 1 rd/level in time.		Will negates
Time to Act	3	Stan	Target makes a skill check now.		None
Tracer		3	Swif	Put a tracer in the timestream.		None
Undo Jikuu	3	Stan	As per dispel magic, but time.

4th

JIKUU		JP	EFFECT					SAVE?
Age Creature	4	Rapidly age a creature for 1 rd/level.
Compress Time	4	Target's init increases by 2 each round
			   for 1 rd/level.
Dimension Door	4	As per dimension door.
Expand Space	4	Stretch space out.
Immobilize	4	Target cannot move from its square.	Will negates
Quintessence	4	Compress time into a physical item.
Restore
   Creature	4	Rapidly youthen a creature for 1 rd/level.
Retrieve	4	Teleport an item to your hand.		Will negates (if held)
Temporal
   Acceleration	4	1 round to act freely.			None
Time Ebb	4	Until your next turn, time does not
			   count against effects' durations.
Time to Pause	4	Target can take 10 in an instant.	Will negates
Timetwister	4	Everyone rerolls their initiative.
Trace
   Teleport	4	Trace the destination of a teleport	
			   effect.				None
Warp		4	Physically return to a tracer.		(Willing only)

5th

JIKUU		JP	EFFECT					SAVE?
Comet		5	1d6/level dmg in 20-ft radius.		Ref half
Day's Rest	5	A day passes.				Will negates
Decay		5	Target takes 2d4 damage/round.		Fort negates (each round)
Detect Force	5	Detect Force effects.
Freedom of
   Movement	5	You cannot be held or immobilized.
Dimension Swap,
   Offensive	5	Switch enemy's places.			Will negates
Quicken		5	Target goes now.			None
Second Chance	5	As immediate, gain a reroll.
Speed, Mass	5	1 creature/level gets +4 DEX.		Fort negates (harmless)
Teleport	5	As per teleport.
Temporal Dodge	5	As immediate, avoid the effects of a
			   single action.
Temporal
   Forewrite	5	Interact with a possible future.
Temporal
   Rewrite	5	Rewrite a small part of your past.
Undo Blue	5	As per undo jikuu, but blue.
Undo Chaos	5	As per undo jikuu, but chaos.

6th

JIKUU		JP	EFFECT					SAVE?
Adjust Flow	6	Time flows faster or slower in area.
Chrono Trigger	6	As per contingency.
Demi		6	Target loses 50% current HP.		Fort negates
Double		6	Creature is cloned for 1 rd/level,
			   then disappears for 1 rd/level.	Will negates
Echo		6	Target creature suffers through the
			   events of last round again.		Will negates
Eject		6	Trap a target in folded space.		Ref negates
Hasteaga	6	Target gets additional action each rd.	None
Immediacy	6	As immediate, gain a move action.
Permanency	6	Make a jikuu a permanent effect.
Regena		6	Target heals 2d6 HP/round, or multiple
			   targets heal 3 HP/round.
Reset		6	Bring a past version of yourself 
			   forward from a tracer.
Temporal Skip	6	As immediate, skip over a creature's 
			   turn.				Will negates
Time Hop, Mass	6	Multiple targets go forward in time.	Will negates
Time Slip	6	Target takes damage/action.		Fort negates

7th

JIKUU		JP	EFFECT					SAVE?
20 Minutes	7	Target can take 20 in an instant.	Will negates
Divert
   Teleport	7	As per divert teleport.			Will negates
Fate of One	7	Reroll any roll you just failed.	None
Immobilize,
   Mass		7	Immobilize multiple creatures.
Instant Summons	7	Prepared object appears in your hand.
Nova		7	1d8/level dmg in 20-ft radius.		Ref half
Reverse Gravity	7	Objects and creatures fall upward.
Stitch in Time	7	Some creatures get an extra round.
Synchronize	7	Negate all Jikuu.			None
Teleport Object	7	As per teleport object.
Teleportaga	7	As per greater teleport.
Undo Force	7	As per undo jikuu, but any force.
Withering	7	Kill target by rapid aging.

8th

JIKUU		JP	EFFECT					SAVE?
Discrete Time	8	Immediate actions can't be taken.	Will negates
Quick		8	Templar takes two actions now.		None
Regenaga	8	Target heals 2d8 HP/round, or multiple
			   targets heal 5 HP/round.
Save State	8	Remember current version of creature 
			   to possibly replace later.		(Willing only)
Stop		8	Target is stopped.			Will negates
Temporal
   Disjunction	8	Target lags in time.			Will negates
Temporal
   Regression 	8 	Go back in time to a tracer. 		None
Temporal
   Stasis	8	As per temporal stasis.			Fort negates
Tempoview	8	Scry on a creature in time.		Will negates

9th

JIKUU		JP	EFFECT					SAVE?
Borrow Time	9	Gain actions others don't take.
Chrono Break	9	You gain another position in the
			   initiative order.
Meteor		9	As per meteor swarm.			Ref half
Rewind		9	Relive the last round.			None
Time Stop	9	1d4+1 rounds to act freely.		None
Time Stretch	9	Actions take less time for you.
Temporal
   Projection	9	Visit other times and timelines, but
			   unable to interact.

10th

JIKUU		JP	EFFECT					SAVE?
Quantum Leap	10	Choose the future.
Quarter		10	Target loses 75% current HP.		Fort negates
Regenaja	10	Target heals 2d10 HP/round, or multiple
			   targets heal 7 HP/round.
Stopaga		10	Multiple targets are stopped.		Will negates
Temporal
   Abstraction	10	Gain 1d10 partial actions.		None
Time Gate	10	Open a gate through time.
Triple		10	Creature is cloned twice for 1 rd/level,
			   then disappears for 2 rds/level.	Will negates

Feats

The following are a selection of feats that are relevant to epochents.

 

CHAIN JIKUU [Metajikuu]
You can cause a jikuu to tug at the timelines of creatures near the original target.
Prerequisites: Chronist.
Benefit: Any jikuu that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to one-half your chronist level (maximum 10). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum.
If the chained jikuu deals damage, the secondary targets each take half as much damage as the primary target (rounded down), and can attempt Reflex saves for half damage (whether the jikuu allows the original target a saving throw or not). For jikuu that don't deal damage, the save DCs against arcing effects are reduced by 4.
Cost: 3 JP, and increases the shaping time by 1 step.

 

EXTEND JIKUU [Metajikuu]
You can temporally manipulate a jikuu, allowing its effect to linger longer than normal.
Prerequisites: Chronist.
Benefit: An extended jikuu lasts twice as long as normal. A jikuu with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Cost: 1 JP.

 

EXTRAORDINARY TALENT [Epic]
You are more talented than your experience would otherwise suggest.
Prerequisites: Character level 21st+.
Benefit: You gain a talent from the talent list of one of your classes.

 

FORCE ATTUNEMENT [General]
Through intense training, you have become exceptionally attuned to your Force, improving your resistances to other Forces in that trinity.
Prerequisites: Versed in the Force.
Benefit: Choose a Force for which you are Force-aligned. Your resistances to other Forces in that Trinity increase by +2.
Force effects that would detect your Force that are from Forces that you are opposed within the Trinity for which you applied this feat register you as your Force-user level being two levels higher than it actually is. (Example: A technologist using a watcher against a mage with this feat would register the mage as being two levels higher than he really is).
Special: You may take this feat multiple times. Each time you do, you can either improve your resistances for an already chosen Force by +2, or you can choose a new Force to which you are Force-aligned.
This feat only affects race- and class-based Force resistances. It does not affect resistances granted by Force effects or by items.

 

FORCE FIELD [General]
Your mere presence alters the manner in which reality functions.
Prerequisites: Versed in the Force.
Benefit: Your race- and class-based Force resistances extend in a 5-foot radius around you, albeit at 5 lower than your resistance. If an effect that affects an area or multiple targets fails to overcome your resistance, it must check to see if it overcomes your field's resistance; if it does not, the area of your "force field" is also not affected (if an area, that area is unaffected; if targeted, no targets in your field are affected).
However, effects that prohibit or otherwise block Force creatures of your Force alignment treat the entirety of your "force field" as your area; thus, if you are Magic-aligned and an effect prevents Magic-aligned creatures from coming near, you are blocked an earlier 5 feet than you normally would be.
Your Force resistances are considered 5 higher for purposes of attempting to use Force-aligned items of Forces to which you are naturally opposed.
Special: You can take this feat multiple times. Each time you do, the radius of your "force field" increases by 5 feet, and the resistance granted to that area is further reduced by 5. If a portion of your field would be reduced to a Force resistance of less than 1, that portion of your field does not exist.
The increase to Force resistance for purposes of using Force-aligned items applies only the first time you take this feat.

 

JIKUU FOCUS [Temporal]
Your manipulations of time and space are harder to resist.
Prerequisites: Chronist level 1st+.
Benefit: Increase the Saving Throw DC of all jikuu you shape by +1.
Special: You may select this feat multiple times. It's effect stacks.

 

JIKUU KNOWLEDGE [Temporal]
You have investigated the mysteries of time deeper than your peers.
Prerequisites: Chronist level 1st+.
Benefit: You gain knowledge of two additional jikuu of any level you can access.
Special: You may select this feat multiple times. Each time you do, choose new jikuu.

 

JIKUU MASTERY [Temporal]
Your familiarity with certain manipulations of time allow you to expend less energy to shape them.
Prerequisites: Chronist level 3rd+.
Benefit: Choose a number of jikuu equal to your Intelligence modifier (min 1). The JP cost for those jikuu is reduced by 1, to a minimum of 1.
Special: You can take this feat multiple times. Each time you do, you can do one of the following: choose a new set of jikuu, for which you reduce the JP cost by 1; or reduce the JP cost of a jikuu already chosen with this feat by another 1 point (minimum 1).

 

QUANTUM ATTUNEMENT [Temporal]
Your attunement with quanta improves, improving your access to your personal timeline.
Prerequisites: Chronist level 1st+.
Benefit: You gain 1 quanta (personal JP).
Special: You may select this feat multiple times. It's effect stacks; in addition, you gain 1 additional quanta (personal JP) for each time you have previously taken this feat.

 

QUICKEN JIKUU [Metajikuu]
By expending a significant amount of temporal energy, you can shape a jikuu in considerably less time than normal.
Prerequisites: Chronist.
Benefit: A quickened jikuu has its activation time reduced by 3 steps, to a minimum of immediate.
Cost: 4 JP.

 

RAPID SHAPING [Temporal]
Your proficiency with a selected jikuu is so strong that you can alter the timeline faster with it than normal.
Prerequisites: Jikuu Mastery.
Benefit: Choose a jikuu you have selected at least once with Jikuu Mastery. The activation time for that jikuu is reduced one step: from 1 round to 1 full action, from 1 full action to 1 standard, from standard to move, from move to swift, or from swift to immediate.
You cannot reduce the activation time for a jikuu below 1 immediate action.
If the activation time for the chosen jikuu is more than 1 round, it is reduced by 1 round.
If the activation time for the jikuu is measured in minutes, then it is reduced by 1 minute. If the activation time of the jikuu is 1 minute, it is now measured in rounds (ie, 10 rounds).
Special: You can take this feat multiple times. Each time you do, you can do one of the following: choose a new jikuu previously chosen with Jikuu Mastery, for which you can reduce the activation time by one step; or reduce the activation time of a jikuu already chosen with this feat by another step.

 

REPEAT JIKUU [Metajikuu]
You twist and fold the temporal energy of a jikuu, causing it to shape itself again on your next turn.
Prerequisites: Chronist.
Benefit: A repeated jikuu is automatically shaped again at the beginning of your next turn. No matter where you might have moved since your last turn, the second jikuu originates from the same location and affects the same area as the original jikuu. If the original jikuu designates a ranged target, the repeated jikuu affects the same target if it is within 30 feet of its original position; otherwise, the second jikuu fails.
Touch range jikuu cannot be affected by this feat.
Cost: 3 JP.

 

TACHYON ATTUNEMENT [Temporal]
Your attunement with tachyons improves, giving you greater power to manipulate time over short periods.
Prerequisites: Chronist level 1st+.
Benefit: You gain 2 tachyons (universal JP).
Special: You may select this feat multiple times. It's effect stacks; in addition, you gain 1 additional tachyon (universal JP) for each time you have previously taken this feat.

 

TWIN JIKUU [Metajikuu]
When shaping a jikuu, you can expend additional temporal energy to shape it twice simultaneously.
Prerequisites: Chronist.
Benefit: Shaping a twinned jikuu causes the jikuu to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you make about the jikuu (including target and area), are applied to both jikuu, with affected creatures receiving all the effects of each jikuu individually (including getting two saving throws, if applicable).
A jikuu whose effects wouldn't stack if it was activated twice under normal circumstances will create redundant effects if successfully twinned.
Cost: 4 JP.

 

VERSED IN THE FORCE [General]
You have been well-trained in the ways of a specific Force, making your ability to draw upon it far more potent than normal.
Benefit: Choose a Force for which you are Force-aligned. You gain a +4 bonus to your Force-user level for that Force. If this feat would increase your Force-user level above your Hit Dice, the maximum it can be raised to is equal to your Hit Dice + the number of times you have taken this feat for that Force.
Special: You may take this feat multiple times. Each time you do, you may choose the same Force, or choose a different Force it applies to. If you choose the same Force, the bonus provided improves by +2 (but is still restricted by your HD + the number of times you have taken this feat for that Force).

 

WIDEN JIKUU [Metajikuu]
You can alter the spatial aspects of a jikuu, affecting a larger area than normal.
Prerequisites: Chronist.
Benefit: You can alter a burst, emanation, line, or spread shaped jikuu to increase its area. Any numeric measurements of the jikuu's area are doubled.
Jikuu that do not have an area of one of these four sorts are not affected by this feat.
Cost: 2 JP.