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Power Archon CR: 5 XP: 1,600 LG Medium outsider (archon, extraplanar, good, lawful) Init.: +5 Senses: darkvision 60 ft., low-light vision Perception: +11 HP: 65 RP: 1 EAC: 17 KAC: 18 Fort: +4 Ref: +8 Will: +6; +4 vs. poison Speed: 30 ft., fly 30 ft. (Su, perfect) Melee: electric bolt +13 (1d4+5 E; critical arc 1d4) Ranged: electric bolt +13 (1d4+5 E; critical arc 1d4) Offensive Abilities: None Str: +0 Dex: +5 Con: +0 Wis: +2 Int: +3 Cha: +2 Skills: Acrobatics +11 (+19 to fly), Computers +16, Diplomacy +11, Engineering +16, Intimidate +11 Languages: Celestial, Common; truespeech
Power of Legend
[Level: 9]

You can call on the link between you and the legendary heroes who wielded powerful magic weapons eons ago to overcome adversity. As a move action when wielding a magic weapon or a weapon imbued with the rune of the eldritch knight, you can spend 1 Resolve Point to end one of the following conditions affecting you: bleeding, burning, confused, exhausted, fatigued, flat-footed, off-target, shaken, or sickened. Alternatively, you can spend 1 Resolve Point to change the cowering condition to the frightened condition or change the frightened condition to the shaken condition. In this case, the new condition lasts for the same duration the original condition would have and can’t be further affected by this ability.

Powered Armored Proficiency
Prerequisites: Str 13, base attack bonus +5, proficiency in light and heavy armor.

You know how to use powered armor.

Powerful Explosive
[Level: 7]

When you attack with a weapon with the explode special property and a radius of 10 feet or greater, you can increase the radius of the explosion by 5 feet.

Precise Targeting
Prerequisites: 12th Level

At 12th level, you can perform a very precise strike by spending 1 Resolve Point and firing one starship weapon at a single target. If the attack hits and the enemy ship’s shields on that quadrant are depleted before your attack, you deal critical damage to a random system. If the attack would normally cause critical damage, the normal critical damage applies as well (meaning your attack could potentially deal critical damage multiple times; determine which system is damaged as normal each time).

Predator Swarm CR: 2 XP: 600 N Tiny animal (swarm) Init.: +1 Senses: low-light vision Perception: +7 HP: 25 EAC: 12 KAC: 14 Fort: +4 Ref: +4 Will: +1 Speed: 30 ft. Melee: swarm attack (1d6 P or S) Ranged: None Offensive Abilities: distraction Str: -2 Dex: +1 Con: +1 Wis: +1 Int: -4 Cha: -2 Skills: Acrobatics +7, Athletics +7, Stealth +7
Prepared Shot
[Level: 17]

As a standard action, you can study a target before you attack. The target must be within line of sight of you and either flat-footed or unaware of your presence. On the first attack you make against that target on your next turn, you gain a +2 bonus to your attack roll. If your attack hits, the target is staggered for 1 round; if you score a critical hit, the target is instead stunned for 1 round. Once you make a prepared shot, you can’t use this ability again against the same target for 24 hours. You can’t make an attack on the same round you study the target, even if an ability would let you attack without spending a standard or full action.

Prescient Lenses, Mk 1
Level: 4 Price: 2,150 Bulk:
Prescient Lenses, Mk 2
Level: 9 Price: 13,900 Bulk: