Race |
| HP 50/50 SP 1/56 RP 7/8| EAC 23; KAC 25 | Fort +3; Ref +10; Will +4 | Init: +4 | Perc: +14 |
Classes/Levels |
| Speed 30ft; Swim 50ft | Spells 1st: 4/5, 2nd: 4/5, 3: 3/3 | Paradoxes: 1/3 [12,14,18| Active conditions: N/A |
Gender |
"As-harouk" Male NG kalo sensate precog |
About Pregen with a Beard
As-harouk
Male Kalo Sensate Precog 8
NG Medium monstrous humanoid (aquatic)
Init +4; Perception +14
DEFENSE
HP 50 (2 race+[8*(5 class+1 time-hardened)])
SP 56 (8*[5 class+1 Con+1 time-hardened])
RP 8 (4 Dex+[1/2 level])
EAC 23
KAC 25
Fort +3; Ref +10; Will +4
Defensive Abilities DR 2/-, Resistance cold 5
OFFENSE
Speed 30 ft., 50 ft. swim
Melee Frost Underwater Fangblade +13 (1d12+14 S(&C); powered (cap 20, usg 1); critical bleed 1d8)
Ranged Trailblazer Diffraction Perforator Pistol +10 (1d4+4 So; penetrating; critical bleed 1d4; capacity 20, usage 2)
Offensive Abilities
STATISTICS
Str 22 (+6); Dex 18 (+4); Con 13 (+1); Int 10 (+0); Wis 14 (+2); Cha 10 (+0)
BAB +6
Skills (48 ranks total = 8*[6+0 Int])
Acrobatics +15 (8 rank) +3 cs, +4 Dex
Athletics +10 (4 rank) +6 Str
Life Science +4 (4 ranks) +0 Int
Mysticism +13 (8 ranks) +3 cs, +2 Wis
Perception +14 (8 ranks) +3 cs, +2 Wis, +1 theme
Piloting +15 (8 ranks) +3 cs, +4 Dex
Stealth +15 (8 ranks) +3 cs, +4 Dex
Special:
- Reduce the DC of Life Science checks by 5 when identifying consumables such as drugs, medicinals, poisons, food, and drink.
- +4 bonus to Stealth checks when in water
- +8 bonus to Athletics to swim
Feats Weapon Focus (advanced melee), Coordinated Shot, Combat Casting, Fleet
Languages Common, Kalo
Spells
0th (DC14; 6 known) Detect Affliction, Detect Magic, Injury Echo, Psychokinetic Hand, Stabilize, Telepathic Message
1st (DC15; 5 known, 5/day) Keen Senses, Overheat, Reflecting Armor, Remove Condition (Lesser), Scan Environment
2nd (DC16); 4 known, 5/day Force Blast, Mirror Image, Remove Condition, Restoration (Lesser)
3rd (DC17); 3 known, 3/day Death's Door, Remove Condition, Resistant Armor (Lesser)
Class Abilities
ANCHOR - TIMEWARPED
You have a preternatural affinity for a temporal event or an aspect of
time itself that grants you your powers. Your anchor grounds your
ability to interact with time and provides the foundation of all your
powers. The exact nature of your specific anchor might be specific to
you or be a broad element shared by other precogs. You must pick an
anchor upon taking your first level of precog—once made, this choice
can’t be changed. Anchors you can choose from begin on page 4.
Focal Paradox 1st Level
Your anchor provides you a particular aptitude when using your
paradox ability (see below).
- Initiative Checks
Temporal Anomalies
[2] Safeguard (Su)
- By carefully analyzing the battlefield and making minute, dexterous
moves, you can protect yourself from harm. As a reaction when
you take damage, you can use a paradox to reduce the amount of
damage taken by an amount equal to the paradox, up to a maximum
reduction of 5. The maximum increases to 10 at 6th level, 15 at 9th
level, and 20 at 12th level.
[5] Time-Hardened (Ex)
- You’ve mastered the art of enduring everything the galaxy—and time
itself—has to throw at you. When you take this temporal anomaly,
you increase your maximum Hit Points and Stamina Points by an
amount equal to your precog level. Each time you gain a new precog
level, you increase your maximum Hit Points and Stamina Points
by 1.
[8] Momentary Stutter (Su)
- You can rewind just enough of time to reverse your position without
affecting other outcomes. At the start of your turn, you can use a
paradox to mark your current location and activate this ability. At
the end of your turn you can immediately teleport to your starting
location. This movement does not provoke attacks of opportunity.
PARADOX (SU) 1st Level
Your unique relationship with time allows you to dexterously
manipulate its flow at key moments, allowing you to know what’s
going to happen before it transpires.
Each day when you regain your spell slots, you also gain a number
of paradoxes equal to 1 + half your Dexterity modifier (minimum 2).
At 1st level, you can use a paradox in place of your d20 roll for an
ability score check or caster level check. In addition, you can use a
paradox on a d20 roll associated with your anchor’s focal paradox,
and once per day when you do, you immediately gain a new paradox.
At 3rd level, you can also use paradoxes in place of your initiative
checks, Reflex saving throws, and skill checks (for skills you are
trained in).
At 5th level, you can also use paradoxes in place of your attack
rolls, Fortitude and Will saving throws, and skill checks (for skills you
are untrained in).
CHRONOMATIC DEFENSE (SU) 3rd Level
As you gain further mastery over your temporal powers, you can
execute precisely timed moves that help you and others dodge
incoming attacks. As a reaction when an attack is declared but before
the result is known, you can use a paradox to grant an ally an insight
bonus to AC until the end of your next turn. This bonus is equal to
the paradox result or a maximum bonus of 2, whichever is lower. The
maximum bonus increases to 3 at 7th level, 4 at 13th level, and 5 at
18th level.
TEMPORAL AGGRESSION (SU) 4th Level
You gain the ability to view possible timelines and choose the precise moment that will inflict the most grievous injury upon your foes. When you roll damage dice, you can use a paradox in place of rolling any one damage die, as long as the result you’re substituting is within the possible range of the die. For example, you could use a paradox of 1 through 10 in place of a d10 damage die, but you can’t use a paradox of 10 in place of a d8. You can use this ability multiple times per damage roll, but only once per damage die.
At 6th level, you can use this ability to replace an adjacent ally’s damage dice.
Race Abilities
Size and Type
Kalos are Medium monstrous humanoids with the aquatic subtype, meaning they require water to breathe.
Cold Resistance
Kalos are used to swimming in icy water and have cold resistance 5.
Kalo Movement
Kalos have a base speed of 20 feet and a swim speed of 50 feet.
Kalo Vision
Kalos’ innate sonar grants them blindsight (sound) 60 ft., while their specialized eyes grant them low-light vision.
Stealthy Swimmers
Kalos gain a +4 bonus to Stealth checks when in water.
Water Breathing
Kalos have the water breathing universal creature rule.
Theme Abilities
Theme Knowledge (1st Level)
Always in search of new sensations, you have spent significant time learning about the cultures of the Pact Worlds and have gained a breadth of cultural knowledge, from the composition styles of Vercite ether-ballads to quantum-flavored Idaran cuisine or the latest textiles in Kalo-Mahoi fashions. Reduce the DC of Culture checks to recall knowledge about artistic innovations and traditions by 5. Given your propensity for trying new things, you’ve also found it prudent to understand the distinction between delightful experiences and those that are ill-advised, permanently injurious, or even fatal. Reduce the DC of Life Science checks by 5 when identifying consumables such as drugs, medicinals, poisons, food, and drink.
Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Charming Curiosity (6th Level)
Your broad awareness provides you with insight when you try to influence people. This talent is valuable when you try to talk others into allowing you access to new experiences. Strangers might not understand your motivations, but your passion is contagious, and your ardent quest endears you to those who share your curiosity. Up to twice per day, you can roll twice when attempting a Diplomacy check and use the better of the two results.
Other Abilities
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