Runner

Source: Alien Archive 4

CR: 8 XP: 4,800

CG Medium fey

Init.: +4 Senses: low-light vision Perception: +16

Defense

HP: 95

EAC: 19 KAC: 20

Fort: +9 Ref: +9 Will: +11

Offense

Speed: 30 ft.

Melee: club +12 (2d6+9 B & So; critical knockdown)

Ranged: archaic blaze flame pistol +14 (2d4+8 F; critical burn 1d4)

Offensive Abilities: anachronistic strike, regressing glare

Spell-like Abilties: (CL 8th ranged +15)

Statistics

Str: +1 Dex: +4 Con: +0 Wis: +2 Int: +6 Cha: +0

Skills: Bluff +16, Culture +16, Disguise +21, Engineering +16

Languages: Common

Gear: archaic blaze flame pistol with 2 standard petrol tanks, club

Ecology

Environment: any land

Organization: solitary or reenactment (2–4)

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>Regressing Glare (Su)</b> As a standard action, an epokasite runner can focus their gaze on a technological or hybrid item within 30 feet whose level doesn’t exceed the runner’s level + 2. Unless it succeeds at a DC 18 Fortitude save, the item transforms into an anachronistic analogue of itself, such as a rifle turning into a musket or steamoperated crossbow. This transformation lasts for 1d6+2 rounds, during which time the item gains the archaic property, functions as if it had the broken condition, and any checks made to manipulate the item (such as operating a now-antiquated computer) take a –2 penalty. If the target is a weapon or armor that fails the save by 5 or more, it changes so dramatically that any user is treated as not proficient with the item. The runner can affect items of size Large or smaller with this ability, including terminals and vehicles. Once an item has saved against this ability, it’s immune to that runner’s regressing glare for 24 hours. An epokasite ignores all of a regressed item’s drawbacks listed above when using the item. <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>

Description