this spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
Light load: 400 Med load: 800 Max load: 1,200 Overhead: 1,200 Off Ground: 2,400 Push/Drag: 6,000
Str 28 (+9), Dex 21 (+5), Con 22 (+6), Int 18 (+4), Wis 17 (+3), Cha 28 (+9) Alignment: Neutral
SQ:
Korath has become immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described int the Dungeon Master's Guide).
acrobatics
athletics
craft
disguise
escape artist
gather information
knowledge (dungeoneering)
knowledge (planar)
perception
persuasion
search
sense motive
stealth
thievery
wordsmithing
Possessions: long spear (+2, merciful)
Hematite Medallion * Wearer receives disease resistance +5 to saves; DR 10 vs disease damage. * Incorporeal as the monster ability up to as long as one can hold their breath.
12 Immunities: Resistances: cold resistance 5; fortification 25% 40%, +5 on Will saves vs mind-affecting spells and abilities, +8 on Will saves vs Aberrations
Attack – Full Attack – BA +6; Grapple
BA +6, Insight +5, Str +9, three feats +10; ignore size penalties for grappling
this spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
Light load: 400 Med load: 800 Max load: 1,200 Overhead: 1,200 Off Ground: 2,400 Push/Drag: 6,000
Str 28 (+9), Dex 21 (+5), Con 22 (+6), Int 20 (+5), Wis 19 (+4), Cha 32 (+11) Alignment: Chaotic Neutral
SQ: amphibious,
Korath has become immune to the effects of being in a hot or cold environment. He can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves (as described int the Dungeon Master's Guide).
"While most overworlders fortunately don't realize this, Gargoyles can be most delicious, providing you have the appropriate tools to carve them." -The Underworld Cookbook, by Asmoranomardicadaistinaculdacar