Home >Path of War >The Art of the Blade >

Riven Hourglass


Time exists. No one can deny this fact that time inexorably marches forward and brings all things to crumbling ruin, to death, and to dissolution. For others, time brings great things, as when things mature they grow and change, become more beautiful or potent. At the end of all things, the sand in the hourglass always falls and time passes. Some souls rejected this notion, and learned through skill with a blade to cleave the hourglass in twain and alter the passage of time to their benefit. Thus, the Riven Hourglass discipline was born. Students of this discipline believe that within each being there is an Hourglass in their soul, and within this hourglass resides the sands that flow endlessly towards the end of a creature’s time in the world. By manipulating their own Hourglass and that of others, the practitioners of this art show that through will, determination, and the use of the sands of time within all beings that battle can be won before it has even begun. Riven Hourglass disciples are capable of seeing minute flows in the endlessly flowing sands of time and are capable of making decisions in the moments when they need to be made. Riven Hourglass’ associated skill is Autohypnosis, and its associated weapon groups are flails, hammers, and light blades.

Maneuvers from this discipline are universally supernatural in nature, drawing as they do on the initiator’s connection to the timestream and the manipulation of their Hourglass. As such, they are supernatural abilities.

Order of Presentation: In the maneuver lists and descriptions, the maneuvers are grouped alphabetically by level.

Initiator Level: Some maneuvers effects depend on the initiator level, which is usually the character’s level in the class that provides access to martial maneuvers. The word “level” in the maneuver lists always refers to initiator level.

Creatures and Characters: “Creatures” and “characters” are used synonymously in the maneuver descriptions.

Discipline Restrictions Some disciplines carry specific restrictions on when they can be used, as well as specific rules for those disciplines, as defined in that discipline’s maneuver list.

Table: 1st Level Riven Hourglass Maneuvers
ManeuverTypeDescription
ClockwatcherCounterYou can act during a surprise round in which you would not normally be able to act.
Distorted ClockStanceYou extend the effects of beneficial spells and powers, and gain resistance against harmful spell effects.
Minute HandBoostYou make an attack as a swift action with a –2 penalty.
Sands of Time StanceStanceYou gain a +2 bonus on initiative checks and Reflex Saves.
Sands of Time ApproachStrikeYour attack may fatigue the target for 1d4 rounds.
Strike of the HourglassStrikeYour attack may cause the target to lose their next move action.

Back to Top

Table: 2nd Level Riven Hourglass Maneuvers
ManeuverTypeDescription
Chronal AggressionStrikeYour fire a ray that deals 2d6 + your initiation modifier points of damage and sickens the target.
Rapid StrikeStrikeYou make two attacks as a standard action.
StopwatchCounterMake an Autohypnosis check against an attack roll to take a 5-foot step, potentially negating the attack.
Temporal BurnStrikeYour attack deals +2d6 damage, overcomes damage reduction, and ignores hardness.
 Unhindered StepBoost  Your land speed increases by 30 feet for one round.

Back to Top

Table: 3rd Level Riven Hourglass Maneuvers
ManeuverTypeDescription
Flickering DefenseCounterYour opponent must roll twice for their attack and take the worse result, and takes a –4 penalty on their attack roll.
Proabability TwistCounterYou reroll a d20 roll or damage roll. You must take the results of your reroll, even if it’s worse.
Riven Hourglass StanceStanceYou gain a +4 dodge bonus to your AC, a +4 on initiative checks, immunity to slow, and a 20% miss chance against magical effects that target you.
 Temporal Fury Strike Your attack deals +2d6 damage and the target must make a Fortitude save or become slowed.
Time SkitterBoostYou gain the benefits of a haste spell for a number of rounds equal to your initiation modifier.

Back to Top

Table: 4th Level Riven Hourglass Maneuvers
ManeuverTypeDescription
Chronal DrawStrikeYour attack deals +3d6 damage and the target must make a Will save or become exhausted.
Gift of TimeBoostYou donate part or all of your turn to an ally.
Temporal Body AdjustmentCounterYou negate any one negative condition that currently affects you.
Tip the HourglassStrikeYour attack deals +4d6 damage and the target must make a Fortitude save or become slowed.

Back to Top

Table: 5th Level Riven Hourglass Maneuvers
ManeuverTypeDescription
Chronal FissionStanceYou can initiate one counter per round without using an immediate action.
Hour HandBoostMake an extra attack with a –4 penalty that deals +4d6 damage.
Sands of Time TornadoStrikeYou attack each adjacent opponent, dealing additional damage equal to twice your initiation modifier and potentially sickening your targets.
 Time-Thief’s Talons Strike Your attack deals an additional 2 points of damage per initiator level and heals you for the same amount.
Relativity BurstCounterYou gain a move action.

Back to Top

Table: 6th Level Riven Hourglass Maneuvers
ManeuverTypeDescription
Sand-bearer’s SwiftnessStanceYou gain the benefits of a haste spell, immunity to slow, and a 20% miss chance against attacks and effects that target you.
Shatter the HourglassStrikeYour attack may freeze the target in time for 1d4 rounds, paralyzing them.
Temporal DistortionCounterYou move up to twice your speed without provoking attacks of opportunity.
Temporal WaveStrikeYou unleash a 30-foot cone of glimmering temporal energy that slows and may nauseate creatures caught in the area.

Back to Top

Table: 7th Level Riven Hourglass Maneuvers
ManeuverTypeDescription
Beat the ClockCounterYou gain a standard action.
Sands of Time HurricaneStrikeYou attack each adjacent opponent twice with a +4 bonus on your attack rolls. A struck target must make a Fortitude save or become nauseated for one round.
Temporal DilationStrikeYour melee touch attack removes a foe from the timestream for 1d4 rounds.

Back to Top

Table: 8th Level Riven Hourglass Maneuvers
ManeuverTypeDescription
God of the Hourglass StanceStanceYou can act in surprise rounds and within time stop spells, and you gain an additional move or standard action each round.
Heart of the Time LordCounterYou gain the effects of a heal spell when you would be reduced to 0 or fewer hit points.
Wrath of TimeStrikeYou unleash a massive wave of temporal energy, dealing damage and potentially disintegrating anything within a 60-foot cone.

Back to Top

Table: 9th Level Riven Hourglass Maneuvers
ManeuverTypeDescription
Break the HourglassCounterYou strike within the moments before an opponent can act against you, gaining a move and standard action (or full-round action) with which to attack your opponent.

Back to Top

1st Level

Clockwatcher

Discipline: Riven Hourglass (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally.

Distorted Clock

Discipline: Riven Hourglass (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Magic is a fickle thing, influenced by time, and wanes in power as the sands glitter through the hourglass of existence. You halt this progression within yourself, sustaining abilities that would normally only last a few minutes. You can apply the effects of the Extend Spell metamagic feat (or Extend Power metapsionic feat) to a single beneficial extract, power, psi-like ability, spell, or or spell-like ability cast upon you for as long as you maintain this stance. Leaving this stance causes the duration to resume as normal (each round of the effect spent as half of a round while in this stance). Starting at initiator level 10, you may extend a second effect. In addition, you gain a +2 circumstance bonus on saving throws against harmful effects with a duration of longer than instantaneous.

Minute Hand

Discipline: Riven Hourglass (Boost); Level: 1
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

You make an incredibly swift strike which sacrifices some accuracy for speed. Make a melee attack with a –2 penalty on the attack roll. If it hits, it deals weapon damage as normal.

Sands of Time Stance

Discipline: Riven Hourglass (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

By attuning yourself to the ebb and flow of time, you can visualize the time-stream as a metaphorical hourglass in your soul, and learn to manipulate your place within it. While you maintain this stance, you gain a +2 bonus on Initiative checks and Reflex saves. At initiator level 12th, these bonuses increase to +4.

Sands of Time Approach

Discipline: Riven Hourglass (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

By wrapping a bit of quintessence around your weapon in the form of a glittering aura, you are capable of striking a foe and burning through the time that he has left. Make an attack. If it hits, it deals weapon damage as normal and the target must succeed at a Will save (DC 11 + your initiation modifier) or become fatigued for 1d4 rounds.

Strike the Hourglass

Discipline: Riven Hourglass (Strike); Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

With a simple strike, you influence time’s attitude towards a foe and their ability to act in battle. Make an attack. If it hits, it deals weapon damage as normal and the target must succeed at a Will save (DC 11 + your initiation modifier) or it can only take a single move action or standard action during its next turn.

Back to Top

2nd Level

Chronal Aggression

Discipline: Riven Hourglass (Strike); Level: 2
Initiation Action: 1 standard action
Range: Close (25′ + 5/2 levels)
Target: One creature
Duration: Instant

DESCRIPTION

A Riven Hourglass disciple must end fights quickly, as the sands of time halt for no man. Heeding this logic, you attack at your foe’s reserves of enduring strength. You fire a ray against an opponent within close range (25 feet + 5 feet per 2 initiator levels). This ray requires a ranged touch attack to hit and deals 2d6 points of damage plus your initiation modifier, and the target must succeed at a Fortitude save (DC 12 + your initiation modifier) or become sickened for one minute. On a successful save, the target is instead sickened for one round.

Rapid Strike

Discipline: Riven Hourglass (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

You compress the time needed to strike twice within the span of a single blow. Make two melee attacks against the same creature. If an attack hits, it deals weapon damage as normal.

Stopwatch

Discipline: Riven Hourglass (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

With a dizzying burst of incredible speed, you step out of time, adjusting your position to possibly avoid an attack. You can initiate this counter in response to a melee or ranged attack being made against you. Make an Autohypnosis check, using your opponent’s attack roll as the DC. If you succeed, you may take a 5-foot step as part of this counter. If this movement puts you in a position where the opponent would not have been able to attack you, then the attack is negated.

Temporal Burn

Discipline: Riven Hourglass (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

By surrounding your weapon with a bubble of vastly accelerated time, you are able to strike at a foe and burn away at their personal quintessence. Make an attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, automatically overcomes damage reduction, and ignores hardness.

Unhindered Step

Discipline: Riven Hourglass (Boost); Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

By slowing the falling sands of the Hourglass inside your soul, you are capable of greatly accelerating your movements. After initiating this boost, your land speed increases by 30 feet until the beginning of your next turn. This adjustment is treated as an enhancement bonus. This boost does not affect other modes of movement, such as burrow, climb, fly, or swim.

Back to Top

3rd Level

Flickering Defense

Discipline: Riven Hourglass (Counter); Level: 3
Prerequisites: One Riven Hourglass maneuver
Initiation Action: 1 immediate action
Range: 60′
Target: You or one ally
Duration: Instant

DESCRIPTION

All actions cause new potential futures, and you can force particularly unlucky futures upon your foes by looking forward and shifting the right sands. You can initiate this counter in response to a melee or ranged attack being made against you or an ally within 60 feet. The attacker takes a –4 penalty on the attack roll, and rolls twice and takes the lower result. You must initiate this counter before the success or failure of the original roll is known.

Probability Twist

Discipline: Riven Hourglass (Counter); Level: 3
Prerequisites: One Riven Hourglass maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

While the flows of time are constantly moving, it is possible for a disciple to analyze and alter how the grains fall within his own Hourglass. You can initiate this counter to reroll any one d20 roll or damage roll you make in combat on your turn. You must take the result of the reroll, even if it is worse than the original roll.

Riven Hourglass Stance

Discipline: Riven Hourglass (Stance); Level: 3
Prerequisites: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

By altering the flow of time around yourself, you flicker between potential time paths, slipping quietly between the grains that fall within your Hourglass. While you maintain this stance, you gain a +4 dodge bonus to your AC and a +4 bonus on Initiative checks. In addition, you become immune to the slow spell, and any power, psi- like ability, spell, or spell-like ability that targets only you suffers a 20% miss chance.

Temporal Fury

Discipline: Riven Hourglass (Strike); Level: 3
Prerequisites: One Riven Hourglass maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One living creature
Duration: Instant

DESCRIPTION

You surround your weapon with quintessence, the essence of time that withers all things, and strike at your foe with its burning temporal energies. Make an attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, and the target must succeed at a Fortitude save (DC 13 + your initiation modifier) or be affected as if by a slow spell for two rounds.

Time Skitter

Discipline: Riven Hourglass (Boost); Level: 3
Prerequisites: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: See text

DESCRIPTION

By accelerating your personal time-stream, you speed up your movements and accelerate your blows for a few moments. After initiating this boost, you gain the benefits of a haste spell for a number of rounds equal to your initiation modifier (+1 to attack rolls, initiative, and Reflex saves, a +30-foot enhancement bonus to movement speeds, and one extra attack when making a full attack).

Back to Top

4th Level

Chronal Draw

Discipline: Riven Hourglass (Strike); Level: 4
Prerequisites: One Riven Hourglass maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One living creature
Duration: Instant

DESCRIPTION

By damaging the time-flow on a target’s vital forces, you temporarily age a foe, exhausting their body before their Hourglass can stabilize. Make an attack. If it hits, it deals weapon damage as normal plus an additional 3d6 points of damage, and the target must succeed at a Will save (DC 14 + your initiation modifier) or become exhausted for a number of rounds equal to your initiation modifier.

Gift of Time

Discipline: Riven Hourglass (Boost); Level: 4
Prerequisites: One Riven Hourglass maneuver
Initiation Action: 1 swift action
Range: Touch
Target: One ally
Duration: Instant

DESCRIPTION

By focusing and carefully gathering glittering grains of quintessence from within your Hourglass into your hands, you can donate time to another with a touch. You can only initiate this boost at the start of your turn, before taking any other actions. Select an adjacent ally you can touch. You can choose to grant them a standard, move, or full-round action. That ally can take the action you selected, and must use them immediately, changing their place in the initiative order as if they had readied an action. You lose the chosen action, and cannot take it this turn. You cannot grant more actions than you could normally take during your turn, thus if you are staggered you could not grant an ally a full-round action, only a standard or move action.

Temporal Body Adjustment

Discipline: Riven Hourglass (Counter); Level: 4
Prerequisites: One Riven Hourglass maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

By reversing the flow of your personal Hourglass, you can turn back time, undoing a harmful event. You can initiate this counter when you would be affected by a negative condition (such as being cursed, dazed, paralyzed, or sickened), or are affected by a negative condition. You ignore the condition that would affect you, or end any one such condition currently affecting you. You cannot negate your death with this counter.

Tip the Hourglass

Discipline: Riven Hourglass (Strike); Level: 4
Prerequisites: One Riven Hourglass maneuver
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One living creature
Duration: Instant

DESCRIPTION

By wrapping a field of anarchic temporal energy around your weapon, you strike at your foe’s own inner Hourglass, seeking to disrupt its flow. Make a melee attack. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage, and target must succeed at a Fortitude save (DC 14 + your initiation modifier) or be affected as if by a slow spell for a number of rounds equal to your initiation modifier.

Back to Top

5th Level

Chronal Fission

Discipline: Riven Hourglass (Stance); Level: 5
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

You enter a meditative trance, manipulating your personal time to react faster than you otherwise would be able to. While you maintain this stance, you may initiate a single counter each round without using an immediate action. This expends the counter as normal. You can use this stance’s effect to initiate a counter even if you have already used an immediate action this round.

Hour Hand

Discipline: Riven Hourglass (Boost); Level: 5
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: 1 round

DESCRIPTION

You compress the timeframe of your attack, sacrificing precision to make a lightning-fast strike. After initiating this boost, you can make one additional attack as part of your next attack action, full-attack action, or strike. This extra attack is made at your highest attack bonus with a –4 penalty on the attack roll. If it hits, it deals weapon damage as normal plus an additional 4d6 points of damage.

Sands of Time Tornado

Discipline: Riven Hourglass (Strike); Level: 5
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Adjacent Opponents
Duration: Instant

DESCRIPTION

You accelerate your personal Hourglass, speeding up your mind and body to the point that you seem to be a blur, surrounded by a phantom aura of glittering smoke. Make a melee attack roll and compare it to the AC of each adjacent opponent. If the attack roll hits a target, it deals weapon damage as normal plus additional points of damage equal to twice your initiation modifier, and the target must succeed at a Fortitude save (DC 15 + your initiation modifier) or become sickened for 1d4 rounds. Use the same damage roll for each target.

Time-thief’s Talons

Discipline: Riven Hourglass (Strike); Level: 5
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Every being holds within its Hourglass sands of time that mark how long they will reside in this world, and you have learned to steal another’s grains to replenish your own. Make an attack. If it hits, it deals weapon damage as normal plus additional points of damage equal to twice your initiator level, and you regain a number of hit points equal to twice your initiator level.

Relativity Burst

Discipline: Riven Hourglass (Counter); Level: 5
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 Immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

By rearranging how your time is managed, you can manipulate the present, shifting your position on the battlefield. When you initiate this counter, you can immediately take a move action. You cannot gain more than one move action per round this way.

Back to Top

6th Level

Sand-bearer’s Swiftness

Discipline: Riven Hourglass (Stance); Level: 6
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

You open a floodgate within your soul, channeling time-accelerating energies through your body to move at blindingly-fast speeds. While you maintain this stance, you gain the benefits of a haste spell (+1 to attack rolls, initiative, and Reflex saves, a +30-foot enhancement bonus to movement speeds, and one extra attack when making a full attack), and are immune to the slow spell and similar effects. In addition, your great speed makes you exceptionally hard to hit; all attacks, powers, psi-like abilities, spells, and spell-like abilities targeting only you suffer a 20% miss chance.

Shatter the Hourglass

Discipline: Riven Hourglass (Strike); Level: 6
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

With a heavy blow, you strike your foe’s Hourglass directly, temporarily shattering it and freezing their timeline in place. Make a melee attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Fortitude save (DC 16 + your initiation modifier) or become paralyzed for 1d4 rounds. A successful save negates the paralysis and causes the foe to be affected as if by a slow spell for 1d4 rounds.

Temporal Distortion

Discipline: Riven Hourglass (Counter); Level: 6
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

By finding yourself in an immediate need of action, you are capable of stretching a tiny amount of time into the moments needed to move yourself away from danger. You can initiate this counter to move up to twice your speed without provoking attacks of opportunity. You cannot gain more than one movement from this counter per round.

Temporal Wave

Discipline: Riven Hourglass (Strike); Level: 6
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: 30′ cone
Target: One or more creatures
Duration: Instant

DESCRIPTION

You reach deep within your soul and pull forth a handful of quintessence to cast at your foes, wreaking havoc upon their ability to act. When you initiate this maneuver, you create a 30-foot cone of quintessence. Creatures caught within the cone must succeed at a Will save (DC 16 + your initiation modifier) or become nauseated and affected as if by a slow spell for a number of rounds equal to your initiation modifier. Creatures that succeed on their save are instead affected as if by a slow spell for one round.

Back to Top

7th Level

Beat the Clock

Discipline: Riven Hourglass (Counter); Level: 7
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

You briefly accelerate your personal timeframe, acting so fast that you appear to be a blur. You can initiate this counter to immediately take a standard action, as if you had readied an action. You cannot gain more than one standard action per round this way.

Sands of Time Hurriane

Discipline: Riven Hourglass (Strike); Level: 7
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: Opponents withing reach
Duration: Instant

DESCRIPTION

By pouring time-accelerating energies through your form, your perception of time grinds to a halt, allowing you to erupt into a whirlwind of perfect strikes and glittering quintessence at supernatural speed. Make two melee attack rolls with a +4 bonus and compare them to the AC of each opponent within your reach. If an attack roll hits a target, it deals weapon damage as normal and the target must succeed at a Fortitude save (DC 17 + your initiation modifier) or become nauseated for one round. Use the same damage rolls for each target.

Temporal Dilation

Discipline: Riven Hourglass (Strike); Level: 7
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: Instant

DESCRIPTION

By summoning up a time-altering aura into your hand and channeling it through a foe, you can destabilize their Hourglass, pushing them out of sync with the present for a few scant moments. Make a melee touch attack. If it hits, the target disappears from reality for 1d4 rounds. After this duration, the target reappears in exactly the same orientation and condition as before. From the target’s point of view, no time has passed at all. If the space from which the target departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary. A successful Will save (DC 17 + your initiation modifier) reduces the duration of this strike to one round.

Back to Top

8th Level

God of the Hourglass Stance

Discipline: Riven Hourglass (Stance); Level: 8
Prerequisites: Three Riven Hourglass maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

DESCRIPTION

Your control over your own time-stuff allows you to isolate your Hourglass from reality, causing you to move with unparalleled speed and grace and affording you protection from those who would manipulate your quintessence. While you maintain this stance, you are immune to the slow spell and similar effects, and you cannot become fatigued or exhausted. You can always act during a surprise round, even if you’re caught unaware, and if an ally or opponent uses a time stop spell or similar effect while you are within 50 feet of them you can take a single standard action during the duration of that spell or effect. In addition, you may take an additional move or standard action during your turn.

Heart of the Time Lord

Discipline: Riven Hourglass (Counter); Level: 8
Prerequisites: Two Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

When the sands within your Hourglass finally run dry, you can force your timeline to restart, willing the sands to reverse within your soul and restore what has been lost. You can initiate this counter in response to taking damage that would reduce you to 0 hit points or less. You recover hit points and are cured of debilitating effects as if a heal spell had been cast on you, using your initiator level as the caster level.

Wrath of Time

Discipline: Riven Hourglass (Strike); Level: 8
Prerequisites: Three Riven Hourglass maneuvers
Initiation Action: 1 standard action
Range: 60′ cone
Target: Opponents and objects
Duration: Instant

DESCRIPTION

You open your Hourglass and those of all around you, willing their grains to scatter in an attempt to outright erase their futures. When you initiate this maneuver, you unleash a 60-foot cone of violent temporal energy, reducing people and objects alike to harmless white sand. Make an Autohypnosis check as part of this strike. Each opponent or object within the area takes damage equal to twice the result of your check. A successful Fortitude save (DC 18 + your initiation modifier) halves the damage. If this damage reduces a creature or object to 0 or fewer hit points, it is entirely disintegrated, leaving only a scattered pile of white dust.

Back to Top

9th Level

Break the Hourglass

Discipline: Riven Hourglass (Counter); Level: 8
Prerequisites: Four Riven Hourglass maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

By forcing your will upon the quintessence of the universe and acting within pockets of time so small that blink past within the gap between seconds, you turn time on its end and react to an opponent’s actions before they have even been made. You can initiate this counter in response to being targeted or caught within the area of an attack or effect. You can immediately take a standard action and a move action (or a single full-round action by combining them) before that effect resolves. While taking these actions, you can only attack or otherwise affect the originator of the attack or effect. If you reduce the originator of the attack or effect to 0 or fewer hit points with these actions, then the attack or effect (including parts of the effect that affect other creatures) is completely negated, having been prevented from happening at all. You cannot gain more than one standard action and move action per round this way.
 
Section 15: Copyright Notice

Path of War – Expanded, © 2016, Dreamscarred Press.