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Player > Class > Precog (Playtest)
PRECOG | Stamina Points 5 + Constitution Modifier |
5 HP |
Starfinder Precog Playtest p.2
Through some cosmic event, you have come to understand the ebb and flow of time to a degree that only a select few can. You can dexterously manipulate time itself, accelerating, slowing, or even reshaping timelines to suit your needs. The skeins of time are yours to see, and you know how to apply just enough pressure to subtly adjust their threads. Your manipulation of time has also shaped you into someone capable of altering the material universe through powerful spellcasting, and you are capable of harnessing temporal paradoxes to foresee the future—and dictate the present—in powerful ways.
Your Dexterity determines your spellcasting ability, the saving throw DC of your spells, and the number of bonus spells you can cast per day, so Dexterity is your key ability score. High Intelligence can boost your skills, and Charisma aids in your interactions with other characters.
SKILL RANKS PER LEVEL 6 + INTELLIGENCE MODIFIER.
Acrobatics (Dex), Bluff
(Cha), Culture (Int), Diplomacy (Cha), Mysticism (Wis), Perception (Wis), Piloting
(Dex), Profession (Cha, Int, or Wis), Sense Motive (Wis), and Stealth (Dex)
ARMOR PROFICIENCY: Light armor.
WEAPON PROFICIENCY:
Basic melee weapons, small arms, and either advanced melee weapons, longarms,
or sniper rifles.
Class Level | Base Attack Bonus | Fort Save Bonus | Ref Save Bonus | Will Save Bonus | Class Features | Spells Per Day (By Spell Level) | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | ||||||
1st | +0 | +0 | +2 | +0 | Anchor, paradox | 2 | — | — | — | — | — |
2nd | +1 | +0 | +3 | +0 | Temporal anomaly | 2 | — | — | — | — | — |
3rd | +2 | +1 | +3 | +1 | Chronomatic defense +2, weapon specialization | 3 | — | — | — | — | — |
4th | +3 | +1 | +4 | +1 | Temporal aggression | 3 | 2 | — | — | — | — |
5th | +3 | +1 | +4 | +1 | Temporal anomaly | 4 | 2 | — | — | — | — |
6th | +4 | +2 | +5 | +2 | Temporal aggression (allies) | 4 | 3 | — | — | — | — |
7th | +5 | +2 | +5 | +2 | Chronomatic defense +3 | 4 | 3 | 2 | — | — | — |
8th | +6 | +2 | +6 | +2 | Temporal anomaly | 4 | 4 | 2 | — | — | — |
9th | +6 | +3 | +6 | +3 | Improved anchor | 5 | 4 | 3 | — | — | — |
10th | +7 | +3 | +7 | +3 | Paradoxical acceleration | 5 | 4 | 3 | 2 | — | — |
11th | +8 | +3 | +7 | +3 | Temporal anomaly | 5 | 4 | 4 | 2 | — | — |
12th | +9 | +4 | +8 | +4 | Chronomatic flow +2 | 5 | 5 | 4 | 3 | — | — |
13th | +9 | +4 | +8 | +4 | Chronomatic defense +4 | 5 | 5 | 4 | 3 | 2 | — |
14th | +10 | +4 | +9 | +4 | Temporal anomaly | 5 | 5 | 4 | 4 | 2 | — |
15th | +11 | +5 | +9 | +5 | Greater anchor | 5 | 5 | 5 | 4 | 3 | — |
16th | +12 | +5 | +10 | +5 | Chronomatic flow +3 | 5 | 5 | 5 | 4 | 3 | 2 |
17th | +12 | +5 | +10 | +5 | Temporal anomaly | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13 | +6 | +11 | +6 | Chronomatic defense +5 | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14 | +6 | +11 | +6 | Chronomatic flow +4 | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15 | +6 | +12 | +6 | Temporal anomaly, timeless paragon | 5 | 5 | 5 | 5 | 5 | 5 |
DEX SCORE |
BONUS SPELLS PER DAY (BY SPELL LEVEL) | ||||||
---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | |
1-11 | — | — | — | — | — | — | — |
12-13 | — | 1 | — | — | — | — | — |
14-15 | — | 1 | 1 | — | — | — | — |
16-17 | — | 1 | 1 | 1 | — | — | — |
18-19 | — | 1 | 1 | 1 | 1 | — | — |
20-21 | — | 2 | 1 | 1 | 1 | 1 | — |
22-23 | — | 2 | 2 | 1 | 1 | 1 | 1 |
24-25 | — | 2 | 2 | 2 | 1 | 1 | 1 |
26-27 | — | 2 | 2 | 2 | 2 | 1 | 1 |
28-29 | — | 3 | 2 | 2 | 2 | 2 | 1 |
30-31 | — | 3 | 3 | 2 | 2 | 2 | 2 |
CLASS LEVEL |
SPELLS KNOWN (BY SPELL LEVEL) | ||||||
---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | |
1st | 4 | 2 | — | — | — | — | — |
2nd | 5 | 3 | — | — | — | — | — |
3rd | 6 | 4 | — | — | — | — | — |
4th | 6 | 4 | 2 | — | — | — | — |
5th | 6 | 4 | 3 | — | — | — | — |
6th | 6 | 4 | 4 | — | — | — | — |
7th | 6 | 5 | 4 | 2 | — | — | — |
8th | 6 | 5 | 4 | 3 | — | — | — |
9th | 6 | 5 | 4 | 4 | — | — | — |
10th | 6 | 5 | 5 | 4 | 2 | — | — |
11th | 6 | 6 | 5 | 4 | 3 | — | — |
12th | 6 | 6 | 5 | 4 | 4 | — | — |
13th | 6 | 6 | 5 | 5 | 4 | 2 | — |
14th | 6 | 6 | 6 | 5 | 4 | 3 | — |
15th | 6 | 6 | 6 | 5 | 4 | 4 | — |
16th | 6 | 6 | 6 | 5 | 5 | 4 | 2 |
17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 |
18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 |
19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 |
20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 |
You can cast spells drawn from the precog
spell list. To learn or cast a spell, you must have a Dexterity score equal
to at least 10 + the spell’s level. The Difficulty Class for a saving throw
against your spell is 10 + the spell’s level + your Dexterity Modifier.
You
can cast only a certain number of spells of each spell level per day. Your number
of spells per day is given on Table 1–1: Precog. In addition, you receive bonus
spells per day if you have a Dexterity modifier of +1 or higher, as shown on
Table 1–2: Precog Bonus Spells— note that you receive these bonus spells only
once you can cast spells of that level normally. You can also cast 0-level spells—these
spells are cast like any other spell, but there is no limit to how many 0-level
spells you can cast each day.
Your selection of spells is limited. You begin
play knowing four 0-level spells and two 1st-level spells of your choice. At
each new precog level, you learn one or more new spells, as indicated on Table
1–3: Precog Spells Known. Unlike your spells per day, the numbers of spells
you know isn’t affected by your Dexterity modifier. A list of some of the new
spells for the precog class is on page 10.
Every time you gain a new level,
you can swap out one spell you already know and learn a single new spell of
the same level in its place. In effect, you lose the old spell in exchange for
the new one. You must choose whether or not to swap a spell at the same time
you gain new spells known for the level.
You can cast any precog spell you
know at any time, assuming you have not yet used up your allotment of spells
per day for the spell’s level. You can also cast a spell using a higher-level
spell slot. For instance, if you want to cast a 1st-level spell but have used
up all your 1st-level spells for the day, you can use a 2nd-level spell slot
instead, if you have one.
You can also decipher magical inscriptions that
would otherwise be unintelligible or, as a full action, identify any spells
encoded in a spell gem. This does not normally invoke the magic contained within,
although it may do so in the case of a cursed or trapped spell gem.
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.
Your anchor provides you a particular aptitude when using your paradox ability (see below).
You gain increased competence channeling your anchor into a powerful effect.
Your mastery of your anchor provides you with an exceptional ability.
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) and lose any unused paradoxes
from the previous day. Whenever you gain these or any other paradoxes, roll
1d20 for each and record the result associated with that paradox. You can never
reroll paradoxes.
Many precog abilities allow you to use a paradox in place
of a specific d20 roll you would make, using the paradox’s associated result
instead of rolling a random result. The paradox functions in every way like
a normally rolled die; a paradox of 1 functions as a natural 1 and a paradox
of 20 functions as a natural 20. You can’t use a paradox for a die that has
already been rolled or rerolled, and you can’t reroll a paradox. Some precog
abilities simply require you to use a paradox, without using the result associated
with it. Regardless of how you use a paradox, it is lost and can’t be used again.
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).
Temporal anomalies represent your ability to channel your unique relationship
with time into tangible actions. You learn your first temporal anomaly at 2nd
level, and an additional temporal anomaly every 3 levels thereafter. Unless
otherwise stated, the effects of a temporal anomaly last for a number of rounds
equal to your precog level. If a temporal anomaly allows for a saving throw
to resist its effects, the DC is equal to 10 + half your precog level + your
Dexterity modifier.
Unless otherwise specified, you can’t learn a given temporal
anomaly more than once. The list of temporal anomalies begins on page 5.
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.
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.
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.
You learn how to burn your own personal reserves of energy to fuel a greater view of the timeline. As a standard action, you can spend 3 Resolve Points to gain 1 paradox.
Through your knowledge of time’s flow you can cast your spells with the exact timing necessary for maximum effect. As a swift action, you can use a paradox to increase the save DC on a spell you cast during your turn. This increase is equal to the paradox result or a maximum bonus of 2, whichever is lower. The maximum bonus increases to 3 at 16th level and 4 at 19th level.
You exist in perfect synchrony with your timeline, gaining an impressive
degree of control over your existence. You no longer age, nor do you die of
old age. Once per week, you can act as though benefiting from a mnemonic editor,
allowing you to change up to 2 character levels’ worth of decisions. Once per
month, you can perform the same action, though you can change up to 10 character
levels’ worth of decisions. Once per year you can change up to 20 levels’ worth
of your decisions. Through all of these changes, you can’t change your class
levels in precog.
Furthermore, once per week, you can cast rewrite time (page
10) as a spell-like ability.
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