The voyager is an explorer at heart. She traverses not only the borders of countries, but also the restrictions of time. The voyager’s psionic abilities are uniquely tuned towards the flow of causality. Throughout time, her future, past, and parallel selves reach out and lend their aid to the present-day voyager. While they cannot manifest directly, they can contribute during the voyager’s journey with a portion of their own psionic abilities and advice. In turn, the voyager devotes some of her own time and energy to aid herself throughout her storied pasts.
The voyager exploits assistance from her temporal counterparts shamelessly, combining her skills with the experience she gleans from her destiny. The voyager is her own greatest accomplice, and her greatest student.
In combat, the voyager thrives when she is able to move freely and use the momentum she gathers to her advantage, in combination with her psionic powers. The voyager’s accomplices enable her by carrying out temporal tricks to support her or shift her positioning to best leverage her movement-based, psionic-fueled fighting style.
The voyager is versatile and does not falter at providing assistance even outside of battle. The voyager seems to always know more than she should, and while her fingers may not be the nimblest, she always seems to know how a trap is constructed before she starts working.
Role: The voyager is a skirmisher that combines movement and psionic power to shape her fighting style. She can mix powers into her attacks, and can convert her spent power points and gathered momentum into additional movement. Her parallel actions can contribute to her mobility, augment her attacks and powers, and inconvenience enemies. With the above abilities, she has unparalleled flexibility and swiftness on the battlefield.
Alignment: Any. A voyager is free to act and believe however she wishes.
Starting Wealth: 4d6 × 10 gp (140 gp). In addition, each character begins play with an outfit worth 10 gp or less.
Hit Die: d6
Class Skills: The voyager's class skills are Acrobatics (Dex), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Psionics) (Int), Knowledge (Planes) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks per level: 6 + Int modifier
|Level||Base Attack Bonus|| Fort
|Special||Power Points Per Day||Powers Known||Maximum Power Level Known|
|1st||+0||+0||+2||+2||Accelerate, momentum, parallel action, parallel initiative (–8), trap foresight||1||1||1st|
|2nd||+1||+0||+3||+3||Evasion, manifestation of speed||2||2||1st|
|3rd||+2||+1||+3||+3|| Accelerate (+10 ft) afterimage,
parallel action (-4)
|4th||+3||+1||+4||+4||Stored Power, voyager knowledge||6||4||2nd|
|5th||+3||+1||+4||+4||Astral voyager, manifestation of speed, momentous maneuvers||8||5||2nd|
|6th||+4||+2||+5||+5||Information exchange, uncanny dodge||12||6||2nd|
|7th||+5||+2||+5||+5||Parallel action (+0), time saver||16||7||3rd|
|8th||+6/+1||+2||+6||+6||Accelerate (+20 ft), temporal duelist||20||8||3rd|
|9th||+6/+1||+3||+6||+6||Improved uncanny dodge, multitask||24||9||3rd|
|10th||+7/+2||+3||+7||+7||Astral voyager, borrowed time||28||10||4th|
|11th||+8/+3||+3||+7||+7||Endless, parallel action (+4)||36||11||4th|
|13th||+9/+4||+4||+8||+8||Accelerate (+30 ft), speeding strike||52||13||5th|
|15th||+11/+6/+1||+5||+9||+9||Astral voyager, parallel action(+8)||68||15||5th|
|16th||+12/+7/+2||+5||+10||+10||Fate in flux||80||16||6th|
|18th||+13/+8/+3||+6||+11||+11||Accelerate (+40 ft)||104||18||6th|
|19th||+14/+9/+4||+6||+11||+11||Parallel action (+12)||116||19||6th|
The following are the class features of the voyager.
Weapon and Armor Proficiencies
A voyager is proficient with all simple weapons and one martial weapon of her choice. She is proficient with light armor and shields (except tower shields).
A voyager’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: Voyager. In addition, she receives bonus power points per day if she has a high Intelligence score.
A voyager begins play knowing one voyager power of her choice. Each time she achieves a new level, she unlocks knowledge of a new power. Choose the powers known from the voyager power list. (Exception: The feat Expanded Knowledge does allow a voyager to learn powers from the lists of other classes.) A voyager can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a voyager can manifest in a day is limited only by her daily power points. A voyager simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent powers. The Difficulty Class for saving throws against the voyager’s powers is 10 + the power's level + the voyager’s Intelligence modifier.
Maximum Power Level Known
A voyager begins play with the ability to learn 1st level powers. As she attains higher levels, she may gain the ability to master more complex powers, as shown on Table: Voyager. To learn or manifest a power, a voyager must have an Intelligence score of at least 10 + the power's level.
A voyager learns minor powers called talents that she can use at will. At 1st level, she gains two talents from the voyager power list.
A voyager’s psionic ability enhances her agility, altering her personal time to accelerate herself. She gains Speed of Thought as a bonus feat at 1st level. At 3rd level and every five class levels thereafter, the voyager’s Speed of Thought feat improves, increasing its insight bonus to speed by 10 feet. When a voyager expends her psionic focus to increase the feat’s speed bonus, she doubles the existing bonus, rather than increasing it to +30 feet.
A voyager generates kinetic energy that amplifies her dodging ability, but can also be channeled into an attack. Whenever the voyager moves, she generates 1 point of momentum for every 10 feet she moved. If the voyager teleports, she can treat the distance between her origin and arrival points as distance moved for the purposes of this effect. Effects that move or teleport the voyager unwillingly, such as a bull rush or a hostile teleport effect do not cause the voyager to generate momentum.
The maximum amount of momentum a voyager can have at once is equal to her class level, no matter how far she moves. A voyager gains a +1 dodge bonus to her AC and Reflex saves for each point of momentum she currently has, up to a maximum bonus equal to her Intelligence modifier (minimum +1). When the voyager makes an attack against a single target, she can spend points of momentum to deal an additional 1d6 points of damage per point consumed. On any attack that the voyager spent at least 1 point of momentum on, she gains a +2 bonus on her attack roll (even if momentum was spent in other ways, such as powering an augmented attack).
Momentum is not entirely retained from round to round—a voyager loses half of her gathered points of momentum at the start of each of her turns.
Trap Foresight (Su)
A voyager can use Disable Device to disarm magic traps like a rogue, and whenever she uses the Disable Device skill, she can expend her psionic focus to roll twice and take the higher of the two rolls. If the voyager could take 10 on the check, she can choose to use this ability to take 10 with one die and roll the other die (using the higher result).
Parallel Initiative (Su)
A voyager’s future and alternate selves can act in some capacity on their present self’s reality. Their activities are represented through a unique turn known as a parallel turn. Whenever a voyager rolls initiative, she also rolls initiative for her parallel turn. She makes a second initiative roll at a –8 penalty. This result is noted as the voyager’s parallel turn. If the voyager has another ability that allows her to reroll initiative checks or roll additional dice, she can apply them to either roll.
A voyager’s parallel turn is not a true turn, and as such, the voyager herself does not act normally during it. Instead, on the parallel turn’s initiative count each round, the voyager can use a single parallel action she knows (see below). If she wishes, the voyager can delay the initiative count of her parallel turn, just like a normal turn. At 3rd level and every 4 levels thereafter, the voyager gains a +4 bonus to her parallel initiative roll, up to a +12 bonus at 19th level.
Outside of combat, when not tracking initiative orders, a voyager’s parallel turn can be considered the same as her own (letting her freely use her parallel actions), but the confusion of combat quickly desynchronizes the voyager and her counterparts when initiative is rolled.
Parallel Action (Su)
A voyager’s aid from her parallel selves manifests through parallel actions that she knows. Parallel actions come in several categories, each with a listed level. When a voyager reaches the listed level, she chooses a specified number of parallel actions of the category of that level to learn. In addition, all voyagers learn the helping hand parallel action at 1st level for free.
The categories of parallel actions are as follows:
- Combat Assistance (1st level): The voyager learns two parallel actions that support her in a fight or in a relatively mundane way.
- Time Manipulation (3rd level): The voyager learns two parallel actions that bend time to suit her needs.
- Manifesting Support (7th level): The voyager learns two parallel actions that assist her when manifesting powers.
- Advanced Assistance (11th level): The voyager learns one parallel action that influences the battlefield in unusual ways.
- Backup Plans (15th level): The voyager learns one parallel action that serves to get her out of tight situations.
- Parallel Intrusion (19th level): The voyager learns a parallel action that allows her to temporarily stop time and act as she wishes. Parallel actions are supernatural abilities that require the voyager’s mental input to use, meaning if the voyager is under an effect that would impair her ability to think or remove her actions entirely (such as stunning or a dominate person spell), her parallel actions are likewise affected.
Using a parallel action does not provoke attacks of opportunity. Likewise, movement and teleportation made as part of a parallel action does not provoke attacks of opportunity. Unless otherwise noted, parallel actions that target something or teleport the voyager require line of sight, though those that teleport do not require line of effect.
Some of the voyager’s parallel actions allow a save to resist their effects. The DC of saves against the voyager’s parallel actions is DC 10 + 1/2 the voyager’s class level + the voyager’s Intelligence modifier). A voyager can take the Ability Focus (parallel action) feat, in which case it affects the DC of saving throws made against any of the parallel actions the voyager uses.
Parallel actions are unique abilities that can only be used on a voyager’s parallel turn. A voyager’s parallel turn is not a true turn, and a voyager can not take normal actions during it. A voyager can use one parallel action on her parallel initiative. Each parallel action lists a minimum voyager level required to use it, and the voyager must choose which parallel action or actions she learns at each given level.
Parallel actions that interact with creatures or objects within a certain range of the voyager can also be used on creatures or objects within that same range of her afterimage. For example, the helping hand parallel action allows the voyager to teleport an adjacent object to her. She can also teleport unattended objects that are adjacent to her afterimage.
|Tracking Parallel Actions
It may be difficult to remember all of your voyager’s known parallel actions while playing. This is understandable; parallel actions are an entirely different paradigm from a normal character’s turn.
If you dislike the idea of maintaining two separate initiatives, you may use the metronome archetype to simplify gameplay somewhat, by uniting your normal and parallel initiatives.
If you anticipate difficulty in remembering your options on your parallel turns, it’s recommended to have brief summaries of each parallel action you know, somewhere on your character sheet or on flash cards.
At 2nd level, a voyager can avoid even magical and unusual attacks with great agility. If the voyager 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 voyager is wearing light armor or no armor. A helpless voyager does not gain the benefit of evasion.
Manifestation of Speed (Su)
At 2nd level, a voyager gains the ability to combine her kinetic and psionic energy into special types of attacks called augmented attacks. Making an augmented attack is a standard action and is made like a normal attack with a weapon, but is prefaced by the expenditure of points of momentum, power points, or both.
When making an augmented attack, the voyager first chooses how many points of momentum and power points she spends on augmented attack abilities, listed below. At this point, she also determines how many points of momentum she uses on the attack. The maximum combined total amount of power points and points of momentum spent on this ability (including the normal use of momentum) is equal to her manifester level.
Once this is decided, she then makes an attack with a weapon she is wielding, activating each applicable effect in the order specified by the ability. In addition to whatever effects she is paying for, the voyager can use the blink and dash abilities based on the power points and points of momentum spent on the augmented attack. Momentum is gained from the combined movement of these abilities after the augmented attack is made, meaning it cannot be used to enhance the attack or pay the augmented attack’s other costs.
- Blink: When the voyager spends power points on an augmented attack, she can teleport up to 5 feet per power point spent, either before or after her attack. This teleportation must bring her to an unoccupied space she can see.
- Dash: When the voyager spends points of momentum on an augmented attack (including from the normal use of momentum to enhance an attack’s damage), she can move up to 5 feet per point of momentum spent, either before or after her attack. This movement provokes attacks of opportunity.
Each ability listed below can only be applied once per augmented attack, though some allow the voyager to spend additional power points or momentum to enhance the ability. Powers manifested as part of an augmented attack do not provoke attacks of opportunity, and powers learned through Expanded Knowledge count as voyager powers for the purposes of this ability.
In addition to enhancing her attack with momentum, the voyager can spend power points on her augmented attack in the following way:
- Power Channel: The voyager can bend time to attack and manifest a power at once. When making her augmented attack, she can manifest a voyager power (spending power points normally) with a manifesting time of 1 standard action or less. The power manifested must be either a personal power or a non-personal power that normally has a single target, including touch powers and rays. Powers with a variable number of targets (such as energy missile, or an energy ray with Split Psionic Ray) cannot be used with power channel. For powers targeting the voyager, the power can be manifested before or after her attack (allowing her to choose whether the power may affect the attack before it is delivered).
For non-personal powers, the effect is channeled through her augmented attack. If her weapon attack hits, it applies the power’s normal effect (if the power normally involves an attack roll and has effects on a miss, it will likewise apply them on a miss). If the weapon attack made as part of an augmented attack targets multiple creatures, the voyager chooses one target to affect with the power out of those that the attack hit.
Powers that would normally apply to the voyager’s next attack (such as sonic blast) can be manifested with power channel, applying their effects to the augmented attack. A critical hit with her weapon attack does not cause the power to also critical hit.
At 5th level, the voyager adds the following abilities to her list of augmented attack options.
- Maneuver Augmentation: When the voyager makes an augmented attack, instead of making a weapon attack, she can attempt a combat maneuver that takes a standard action. If she expends momentum for this combat maneuver with Momentous Maneuvers (see below), it counts towards her augmented attack (contributing to dash and counting towards the limit of her manifester level). If she attempts to deliver a power through power channel with such an augmented attack, it applies the power’s normal effect. If the power normally involves an attack roll, it will apply them if she succeeds on the combat maneuver attempt. If it has effects on a miss, it will apply them if she fails.
At 9th level, the voyager adds the following ability to her list of augmented attack options.
- Multitask: The voyager can manifest a voyager power (spending power points normally, though within the limits of manifestation of speed) with a manifesting time of 1 standard action or less, before or after her augmented attack. This may be any power she knows as a voyager; it need not target herself or the creature she is attacking, nor is it delivered through her weapon.
At 13th level, the voyager adds the following ability to her list of augmented attack options.
- Speeding Strike: The voyager can expend her psionic focus in addition to power points and points of momentum. If she does so, instead of making a normal augmented attack, she can teleport a distance equal to the distance she could have moved with blink and dash, and make an augmented attack that strikes at every creature directly between the start and end points of her teleportation. She makes one attack and damage roll, and uses these rolls against each target (momentum, if spent, applies damage to each target). The voyager takes a –2 penalty to damage on the attack for each target damaged by this attack beyond the first.
When manifesting a power with a single target with power channel, the voyager chooses one creature out of the ones struck to affect with the power. However, when using this ability, the voyager can manifest a power that normally affects an area or multiple targets with power channel and apply its effects to every creature struck by this attack.
Finally, at 17th level, the voyager adds the following ability to her list of augmented attack options.
- Greater Multitask: The voyager can manifest a voyager power (spending power points normally, though within the limits of manifestation of speed) with a manifesting time of 1 round or less, before or after her augmented attack. This may be any power she knows as a voyager; it need not target herself or the creature she is attacking, nor is it delivered through her weapon.
The voyager can potentially manifest multiple powers as part of her augmented attack (such as by using any combination of power channel, multitask, and greater multitask), but the combined costs are still limited by her manifester level, as noted above. If she uses Overchannel or a similar effect that would increase her manifester level for one of the powers, its benefits apply to all of them, as well as the ML bonus increases the total maximum spent on the augmented attack.
|Sample Augmented Attacks
Within the limits of her manifester level, the voyager has a significant amount of flexibility with her use of manifestation of speed. She can mix manifestation, use of momentum, and movement to perform hit-and-run strikes with a unique flair.
For example, an 8th-level, melee-focused voyager could spend 5 points of momentum to enhance her attack, and 3 power points on power channel. This would allow her the following abilities:
She can use these abilities in any order; for example, she could move 25 feet towards her target, make her attack and use her power, then teleport 15 feet away. Or she could do the inverse, teleporting to her target before moving away. She could even combine the teleportation and movement, to attack a target 40 feet away.
In each case, after the entire action and movement takes place, the voyager would regain 4 points of momentum.
At 3rd level, the voyager gains some reach with her parallel actions beyond her body. Once per round, as a free action that can be taken at any point during her turn, the voyager can create an afterimage of herself occupying her space, that remains for as long as it is medium range (100 feet + 10 feet per class level) of herself. An afterimage does nothing by itself but denote the location its source occupied, and provide a vector for the voyager’s parallel actions. Afterimages do not block creatures from passing through or occupying the space they occupy. The voyager can dismiss her afterimage as a free action. A voyager can only have one afterimage of herself at a time, and creating a new one causes older afterimages to disappear. Leaving the range of an afterimage also causes it to disappear.
Afterimages serve as an additional vector for the voyager’s parallel actions, besides her own position. She can treat her afterimage’s position as if it were her own for the purposes of determining her range with parallel actions. For example, this would allow her to use a parallel action that normally affects a creature adjacent to her, to affect a creature adjacent to her afterimage.
At the beginning of her parallel turn, the voyager can move her afterimage a distance up to 15 feet + 5 feet per 3 additional class levels past 3rd level. Her afterimage can move in any direction, and is not impaired by difficult terrain. However, it cannot pass through obstacles that the voyager could not pass through.
An afterimage usually resembles a ghostly form of the voyager (though due to her nature, they may appear different from herself). In all cases, afterimages are translucent and allow viewers to see through them, displaying their unreal nature like a disbelieved phantom or figment. If the voyager is currently using Stealth, she can have her afterimages do so as well, so long as they are in positions where they could hide. If she does, they use the same roll and result as the voyager’s Stealth check.
Stored Power (Su)
At 4th level, a voyager’s mind gathers and stores excess psionic power from her parallel timelines. She gains a second pool of power points that she can draw upon when she would normally spend power points. This second pool can contain a maximum amount of power points in this way equal to 1/3 of her normal maximum power points from voyager levels (including bonus power points from her Intelligence). Power points from the voyager’s stored power pool are treated as part of her normal pool for the purposes of manifesting powers; she may pay power costs partially with stored power and partially with normal power points, if she wishes. Whenever the voyager regains power points after a night’s rest, this secondary pool of power refills as well.
Voyager Knowledge (Ex)
At 4th level and each time voyager gains access to a new level of voyager powers afterwards, she also adds a special trick to her psionic repertoire, gaining Expanded Knowledge as a bonus feat.
In addition, when she gains a voyager level, the voyager can choose to gain one of the feats in place of a power known. The feats she has access to is determined by the level of the power she could have learned, and she does not need to meet its prerequisites. The voyager is limited in the number of feats she can gain in place of powers. At 4th level through 6th level, she can gain a total of 1 feat in this way. At 7th level and every three voyager levels thereafter, the maximum number of feats she can gain increases by 1.
- 1st- and 2nd-level powers: Acrobatic Steps, Blind-Fight, Mobility, Quick Draw, and Up the Walls.
- 3rd- and 4th-level powers: Cloak Dance, Deflect Arrows, Mixed Combat, Shot on the Run, Sliding Dash, and Spring Attack.
- 5th- and 6th-level powers: Burrowing Power, Cartwheel Dodge, Ready Response, and Stunning Irruption.
Astral Voyager (Su)
At 5th level, a voyager’s journey can extend to the Astral Plane and beyond. The voyager gains astral traveler as a bonus power known, if she does not know it already. In addition, voyager can use astral caravan at will as a psi-like ability. Unlike a normal psi-like ability, the manifesting time for this effect is 1 hour (like a normal astral caravan power).
Unlike with a normal astral caravan, the voyager can start and lead a caravan even if her companions are not maintaining hand to hand contact. As long as her companions remain within close range (25 feet + 5 feet per 2 class levels), the voyager can maintain the astral caravan and move them along with her as if she were maintaining hand to hand contact with them.
At 10th level, a voyager grows more accurate in navigating the Astral Plane. On a successful navigation to a plane, the voyager is able to choose what direction the caravan appears in relation to her intended destination.She also reduces the distance her group appears from her intended destination by a degree of 10 (so if she would have appeared 1,000 miles from her destination, she would instead appear 100 miles from it).
At 15th level, a voyager can locate her destination with greater precision. On a successful navigation to a plane, the voyager can reduce the distance her caravan appears from her intended destination to 1 mile. In addition, she halves the time it takes to make a Knowledge (Planes) check while traveling through this ability. This ability stacks with time saver, potentially reducing the time it takes to make each Knowledge (Planes) check to 3 hours.
Momentous Maneuvers (Ex)
At 5th level, the voyager can use her momentum for more than just direct damage, channeling it to enhance her tactical maneuvers. When she makes a combat maneuver check, she can expend momentum to augment her action and avoid provoking attacks of opportunity with the maneuver. She gains a +2 bonus on the combat maneuver roll for each point of momentum spent. The maximum bonus granted by this ability is 2 + 1/2 her voyager level.
The voyager can also spend momentum on damaging applications of combat maneuvers, such as on a sunder attempt or the damage option in a grapple. This deals damage equal to the damage she could normally deal with momentum (normally 1d6 per point of momentum spent in this way).
The voyager is treated as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of improved combat maneuver feats or feats that require those improved combat maneuver feats as prerequisites.
Information Exchange (Su)
At 6th level, a voyager can begin to make contact with her other selves to exchange knowledge, gaining insight into a subject that another version of herself is an expert on. The voyager gains a bonus equal to half her class level on checks with a Knowledge skill of her choice, and can make checks with that Knowledge skill untrained. As a full-round action, the voyager can search her timeline in order to locate a version of herself knowledgeable in another aspect, allowing her to switch this bonus to a different Knowledge skill.
Uncanny Dodge (Ex)
Starting at 6th level, a voyager 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 Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A voyager 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 voyager already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Time Saver (Su)
At 7th level, whenever the voyager carries out a task, however boring it may be, an alternate self can pitch in to halve the time it takes. For the voyager, taking 20 on a given check is not considered to distract her for the purposes of Perception checks. In addition, the voyager halves the amount of time needed for taking 20 on skill checks, as well as the time taken on skill checks that that take a number of hours or days (excluding the skill checks for crafting magic and psionic items).
Temporal Duelist (Su)
At 8th level, the voyager can gain information on the timeline of a creature and use her foreknowledge to evade their attacks. As a swift action, the voyager can choose a creature within close range (25 feet + 5 feet per 2 class levels). Against this creature, even if she does not have any momentum, the voyager is treated as if she had her maximum bonus to AC and Reflex from momentum with an additional +2 bonus. In addition, once per round, the voyager can force the affected creature to reroll an attack roll that is made against her. The voyager has these effects against that creature until she chooses another creature with this ability. The voyager can only maintain these effects against one creature at a time; using this ability again removes the effects she gained against its previous target.
Improved Uncanny Dodge (Ex)
At 9th level and higher, a voyager can no longer be flanked. This defense denies a rogue the ability to sneak attack the voyager by flanking her, unless the attacker has at least four more rogue levels than the target has voyager 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 rogue level required to flank the character.
Borrowed Time (Su)
At 10th level, a voyager can devote an instance of her own time towards empowering and directing her parallel counterparts. As a swift action, the voyager can carry out one of her known parallel actions. She cannot use the same parallel action twice in a single round.
At 11th level, a voyager can continue their exploration of time for as long as she desires. A voyager ceases to age, though she may begin aging normally if she wishes to. This is a decision that the voyager can change at any time. The voyager cannot be magically aged, unless she allows it.
Improved Evasion (Ex)
At 12th level, a voyager’s evasion improves. While the voyager still takes no damage on a successful Reflex saving throw against attacks, she takes only half damage on a failed save. A helpless voyager does not gain the benefit of improved evasion.
Swapped Selves (Su)
At 14th level, a voyager can exchange her present self with an alternate version of herself. While her appearance may change between these transitions, the voyager’s statistics, abilities, conditions, and current equipment and weaponry on her person remain the same, as do her motivations and goals. However, the voyager gains a separate pool of hit points, with a maximum equal to her original. As a full-round action, the voyager can switch her hit points from her original set of hit points, to this alternate set of hit points, or vice versa. When the voyager receives healing, she can choose to apply this healing to either set of hit points.
Fate in Flux (Su)
At 16th level, a voyager gains unique insight into the nonlinear nature of time, and can reach back to adjust one of the decisions she made in the past. Once per day, by meditating for 10 minutes, the voyager can use psychic reformation as a psi-like ability. She can only target herself with this effect, takes no penalties from it. In addition to the power’s normal effect, the voyager can also change her parallel actions known when she uses this ability.
Eternity Awaits (Su)
At 20th level, when a voyager dies, a future version of herself manifests to carry on her tasks. This does not happen if the voyager dies of old age. The future self appears in an unoccupied space within 50 feet of the present voyager’s passing, and possess all of the voyager’s statistics and abilities except for her swapped selves and eternity awaits class features. The voyager’s magical items and equipment are transferred to her future self as she appears.The voyager’s future self appears with maximum hit points, the same amount of power points as the voyager had when she passed, and 20 points of momentum that do not disappear at the start of her first turn. Should this future self die, their body vanishes and they cannot be raised from the dead.
The voyager’s future self carries on with the voyager’s tasks as she would have. After a night’s rest, the future self is able to reverse the voyager’s death and restore her body and soul to life. After doing so, she departs to her own time with a stern warning to her past self.
Racial Favored Class Options
Voyagers can choose from the following alternate racial favored class options.
- All: Gain 1/6 of a bonus psionic feat. Any race can choose this favored class option.
- Aasimar: Add +1/2 to the voyager’s saving throws against psychoportation powers or effects.
- Blue: Whenever the voyager manifests and augments a clairsentience voyager power, she regains 1/6 of a power point. She cannot regain more power points than she spent augmenting the power.
- Changeling: Whenever the voyager manifests and augments a psychoportation voyager power, she regains 1/6 of a power point. She cannot regain more power points than she spent augmenting the power.
- Dhampir: The save DCs (if any) of the voyager’s parallel actions increases by +1/6.
- Dromite: The voyager gains a +2 bonus to her speed each time she passes through the space of an ally. This bonus is cumulative up to a maximum of twice her voyager level, and lasts for 1 round. This option has no effect unless the voyager gains enough speed to reach increments of 5; this effect at +4 feet is effectively the same as the effect at +0 feet.
- Dwarf: The voyager gains a +1/3 bonus on saving throws and to CMD against effects that would force the voyagers to move (including bull rush and reposition attempts, as well as any effect that would make her leave your space, included by unwanted teleportation).
- Elan: Add +1/4 power known from any class’s list. This power must be at least one level below the highest power the voyager can manifest.
- Elf: The voyager gains a +1/3 bonus on saving throws and to CMD against effects that would restrain, halt, or otherwise inhibit the voyager's movement (including trip and grapple attempts, as well as any effect that would reduce her movement speed or keep her from leaving her space, but not necessarily including conditions that simply rob her of her actions).
- Gnome: The voyager gains a +1/2 racial bonus on rolls to disable a trap.
- Halfling: The voyager gains a +1/4 bonus on initiative checks.
- Half-Elf: The voyager gains a +1/3 bonus for a skill check of her choice.
- Human: Add +1/4 power known from the voyager power list. This power must be at least one level below the highest power the voyager can manifest.
- Ifrit: The voyager deals +1 additional fire damage when she gains bonus damage from momentum. The maximum bonus this ability can grant to a given attack is equal to the amount of momentum consumed by that attack.
- Maenad: The voyager deals +1/2 additional sonic damage on attacks when she gains bonus damage from momentum. The maximum bonus this ability can grant to a given attack is equal to the amount of momentum consumed by that attack.
- Ophiduan: The voyager can ignore 2 foot of difficult terrain each round, moving across it unhindered (but still is affected by other effects of that terrain, if any). This option has no effect unless the voyager has selected it 5 times (or another increment of 5); this effect at +4 feet is effectively the same as the effect at +0 feet.
- Ratfolk: The voyager gains either +1/2 additional AC against melee or ranged attacks when she gains AC from momentum, chosen whenever she takes this bonus.
- Samsarans: The voyager gains a +1 bonus to Knowledge (history) checks.
- Sylph: The voyager deals +1/2 additional electricity damage on attacks when she gains bonus damage from momentum. The maximum bonus this ability can grant to a given attack is equal to the amount of momentum consumed by that attack.
- Tiefling: The voyager deals +1 additional damage on attacks against flat-footed creatures, when she gains bonus damage from momentum. The maximum bonus this ability can grant to a given attack is equal to the amount of momentum consumed by that attack.
- Wayang: The voyager gains a +1/2 on Stealth checks.
- Xeph: Increase the voyager’s base speed by 1. This option has no effect unless the voyager has selected it 5 times (or another increment of 5); a bonus to movement of +4 feet is effectively the same as a bonus of +0 feet.
- Crossfire: A crossfire devotes part of her time to her weapon in a very literal way. Her parallel selves can assist her in the intricate process of reloading or repairing her firearm after a mishap.
- Metronome: A metronome strives to stay in sync with her temporal assistants, even if it means they may fall behind compared to other voyagers.