The Transiapheian Bulletin

(GLOG Class) Voyager

This is a loose GLOG reimagining of the voyager psionic class for Pathfinder 1e.

Voyager

Touched by St Memnos, the Thirteenth Hour, your path through time has become ragged and circuitous. You lunge forward and skip back between moments like a fencer.

Starting equipment: Quarterstaff, light armour, extremely sturdy boots, 3 sticks of incense, tiny but functional 1-minute hourglass on a string.
Starting skill: History, Astronomy, or Machinist.

Per template: +1 to Save vs. area attacks and traps.
A: Parallel Action, Skip
B: Afterimage
C: Parallel Assault
D: Divergent Paths

A: Parallel Action
Your past and future selves flicker to your aid before you even know you need them. Once each round, on anyone's turn, you can burn 1 hit point to cause a parallel self to appear (as a faint translucent phantom) and perform a brief, simple physical task anywhere within 30' of you, like grabbing and throwing an unattended item, pulling a lever, or tapping someone on the shoulder. This can't deal damage (yet), but it can distract an enemy, letting you or an ally count as flanking them for one attack.

A: Skip
You can dash 5' per Voyager template per round in addition to your normal movement (you can use this all at once or split it into multiple smaller hops). These dashes obey normal movement rules, but they move you instantaneously, without ever existing between points A and B.

B: Afterimage
Your position in time is slurred. When you do something location-sensitive, like attacking or measuring range for a parallel action, you can act as if you were anywhere you've been this round, but with your body and possessions as they currently are. For instance, you could move away from an enemy, pick up a sword, and then attack them with that sword without moving from your new position.

C: Parallel Assault
You can use Parallel Action to attack. Your parallel self uses your hit bonus and can attack with any weapon you're carrying.

D: Divergent Paths
You can burn 1d6 hit points to attempt two different courses of action, learning the immediate (within 1 round), obvious consequences of each. You can then choose one version to become reality.