Theme Knowledge
[Level: 1]
You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. In addition, you gain an ability adjustment of +1 to Strength at character creation.
Theme Knowledge
[Level: 1]
You are well connected to shadowy secrets and back-alley deals, and you both know about key players and have handy skills of your own. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5. Sleight of Hand is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Sleight of Hand checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Theme Knowledge
[Level: 1]
Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the DC of Culture and Mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it’s a class skill from the class you take at 1st level, you instead gain a +1 bonus to Mysticism checks. In addition, you gain an ability adjustment of +1 to Wisdom at character creation.
Theme Knowledge
[Level: 1]
You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization. If you pick Life Science, you can specialize in bioengineering, biology, botany, ecology, genetics, xenobiology, zoology, or another field of biological science. If you pick Physical Science, you can specialize in astronomy, chemistry, climatology, geography, geology, meteorology, oceanography, physics, or another field of physical science. The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.
Theme Knowledge
[Level: 1]
You are obsessed with distant worlds, and you always mentally catalog everything you learn about new and strange places so you can recall it when you need it most. Additionally, you use your knowledge of biology and topology to inure yourself to alien hazards. Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5. Physical Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Physical Science checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Theme Knowledge
[Level: 1]
You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5. Life Science is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Life Science checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.
Thermatrod
CR: 3
XP: 800
CN Large magical beast (fire)
Init.: +1
Senses: blindsight (vibration) 60 ft., sightless
Perception: +8
HP: 39
EAC: 14
KAC: 16
Fort: +7
Ref: +7
Will: +2
Speed: 30 ft., burrow 30 ft.
Melee: slam +12 (1d6+7 F)
Ranged: None
Offensive Abilities: slag barrage (2d6 F, DC 12)
Str: +4
Dex: +1
Con: +2
Wis: +0
Int: +0
Cha: +0
Skills: Acrobatics +8, Athletics +13, Intimidate +8
Thermophilic Ooze
CR: 3
XP: 800
N Small ooze (fire)
Init.: +2
Senses: blindsight (vibration) 30 ft., sightless
Perception: +8
HP: 41
EAC: 14
KAC: 16
Fort: +6
Ref: +0
Will: -1
Speed: 20 ft., climb 20 ft., swim 20 ft.
Melee: pseudopod +11 (1d6+4 B; critical corrode 1d6)
Ranged: None
Offensive Abilities: None
Str: +2
Dex: +1
Con: +4
Wis: +0
Int: —
Cha: -3
Skills: —