Speed 30 ft | EAC 15, KAC 16| Fort +0, Ref +6, Will +1 | Init +4; darkvision 60 ft; Perception +5 | Paradoxes (3/d): 5, 20, 10; Spells: 3/3 x 1st | Active conditions: none | Reroll used
Gender
Male CN Half-Orc (Apostae) Precog 1 (cultist) |
About Talgoth
Talgoth
Male half-orc (Apostae) precog 1 (cultist)
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +5
----------
Defense
----------
SP 5; HP 11; RP 5
EAC 15; KAC 16
Fort +0, Ref +6, Will +1
DR 1/–
----------
Offense
----------
Speed 30 ft.
Meleecalled survival knife +4 (1d4 S; operative)
Rangedominous hunting rifle +4 (1d8 P, crit intimidation [shaken 1d4 rounds; Fort DC 14 neg]; range 90 ft; cap. 6)
Precog Spells Known (CL 1st)
1st (3/day)–biome adaptation (GM 68), swap initiative (GM 84)
0 (at will)–detect magic, injury echo (DC 13; GM 76), quick change (GM 80), stabilize Anchordoomed future
----------
Statistics
----------
Str 10 (0); Dex 18 (+4); Con 11 (0); Int 16 (+3); Wis 12 (+1); Cha 8 (-1)
Skills Acrobatics +8, Bluff +3, Culture +7, Diplomacy -1, Disguise +3, Intimidate +5, Mysticism +5 (+9 disarm traps), Perception +5, Stealth +8, Survival +7 (+11 orienteering); reduce DC by 5 to recall knowledge or gather information about hidden cults and their members
Feats Skill Synergy (Intimidation, Survival)
Languages Abyssal, Aklo, Common, Drow, Elven, Eoxian, Orc
Other Abilities focal paradox (Fort saves), paradox (3/day), steelskin (DR 1/–; stacks with one other source of DR), weapon proficiency (longarms)
Gear second skin, ominous hunting rifle and 25 longarm rounds, called survival knife, serum of healing mk 1 (x2), disguise kit, fire extinguisher (cap. 20), gear maintenance kit, hygiene kit, industrial backpack, navigator’s tools, personal comm unit, trapsmith’s kit, travel clothing, field rations (1 week), credstick (121 credits)