Fixer
Source: Alien Archive 4
CR: 3 XP: 800
NG Tiny fey
Init.: +2 Senses: low-light vision Perception: +8
Defense
HP: 28
EAC: 14 KAC: 15
Fort: +4 Ref: +4 Will: +6
Offense
Speed: 30 ft., fly 60 ft. (Su, perfect)
Melee: archaic knife +8 (1d4+2 S)
Ranged: bow +6 (1d6+3 P)
Offensive Abilities: anachronistic strike
Spell-like Abilties: (CL 3rd)
Statistics
Str: -1 Dex: +2 Con: +0 Wis: +1 Int: +4 Cha: +0
Skills: Acrobatics +13 (+21 to fly), Engineering +13, Intimidate +8, Sleight of Hand +8, Stealth +8
Languages: Common
Gear: archaic knife, bow with 20 arrows, engineering tool kit
Ecology
Environment: any land
Organization: solitary or reenactment (2–7)
Special Abilities
<p><b>Anachronistic Strike (Su)</b> Any damage an epokasite deals with an archaic weapon is never reduced as a result of that property. Any archaic weapon an epokasite wields typically deals additional damage or has additional weapon properties, equivalent to a basic melee weapon or small arm of a level equal to the fey’s CR.<br/> <b>Draining Aura (Su)</b> An epokasite fixer radiates an aura that drains active technological items. While in the area, each item whose level is no more than twice the fixer’s CR (level 7 for most fixers) doubles its usage (if it uses charges to function), reduces the saving throw DCs of any effects it creates by 2, and increases the DC of all checks to use the item by 2. If the item’s level is lower than the fixer’s CR, it instead triples its usage, reduces its saving throw DCs by 3, and increases the check DCs by 3.<br/> <b>Tech Resistance (Su)</b> An epokasite naturally resists contemporary technology, including technological traps, most weapons, technomancer spells, hybrid gear, and the natural attacks of creatures with the technological subtype. Any damage the epokasite takes from such sources is reduced by the listed amount (minimum 0), which doesn’t stack with other resistances the epokasite has. Natural hazards, weapons with the archaic special weapon property, and other forms of magic bypass this defense.</p>