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Kojin Tactician (CR 4)
XP 1,200
Kojin Time Mage 4
NE Medium Humanoid (Kojin, Reptilian)
Init +4; Senses Water Sense, Low-light vision; Perception +8
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 22 [32] (4d6+8)
mp 13
Fort +3, Ref +3, Will +5
Defensive Abilities Hide in Shell, Shell; Resist Water 5;
OFFENSE
Speed 30 ft., Swim 30 ft.
Melee Wakizashi -1 (1d6+1/18-20)
Ranged +1 Water Power Rod +5 (1d4+2 water dmg)
Special Abilities Motes of Time (7/day), Temporal Hiccup (6/day), Temporal Precognition (+1), Temporal Talents (Accelerate, Evasion), Time Flicker (4 min/day)
Spells Known (Time Mage CL 4th, Concentration +7)
At will (DC 13) – Amanuensis, Daze, Detect Magic, Grab, Moment
1st (DC 14) – Anticipate Peril, Deceleration, Delayed Opponent, Mage Armor, Defensive Precognition, Omen of Peril, Shield
2nd (DC 15) – Delay Response, Dimension Hop, Recall Agony, Slow Magic
STATISTICS
Str 12, Dex 14, Con 14, Int 16, Wis 12, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Extend Spell, Extra MP
Skills Appraise +10, Knowledge (Geograpy, Planes) +10, Perception +8, Spellcraft +10; Racial Modifiers +2 Bluff, +2 Diplomacy;
Languages Common, Draconic, Dwarven, Kojin, Orc
SQ Ahead of Time, Eastern Weapon Familiarity, Natural Swimmers, Skilled Traders, Spell Proficiency
Gear cure potion (2), wakizashi, +1 water power rod
SPECIAL ABILITIES
Eastern Weapon Familiarity (Ex)
Kojins treat the following weapons as martial weapons: kama, katana, kusarigama, naginata, nunchaku, sai, shuriken, siangham, and wakizashi.
Hide in Shell (Ex)
As a full round action, kojins may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment. When they use this ability, they immediately fall prone, drop anything they were holding, and any item that isn’t directly attached to their skin. While they are in this form, they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell, they must spend another full round action (this does not provoke AoO).
Natural Swimmers (Ex)
Kojins have a swim speed of 30 feet and as such they do not have to make a swim check in order to swim under normal circumstances. They have a +8 racial bonus to swim checks to perform a special action or avoid a hazard. Though kojins cannot breathe water, they are able hold their breath for a number of rounds equal to four times their Constitution score before making drowning checks. Nor do standard or full-round actions reduce this time.
Shell (Ex)
Kojins have a natural armor bonus of +1.
Skilled Traders (Ex)
Kojins gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
Water Sense (Ex)
Kojins can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.