Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

Biohacker | Envoy | Evolutionist | Mechanic | Mystic | Nanocyte | Operative | Precog | Solarian | Soldier | Technomancer | Vanguard | Witchwarper

Main Details | Archetypes | Class Builds | Anchors | Temporal Anomalies

Apocalypse (Su)

Source Starfinder Enhanced pg. 65
Precog Level Required 14
Your connection to other times and places have forced you to witness, and sometimes endure, terrible events and devastating futures. Now, your experience enables you to conjure these terrible, post-apocalyptic futures, drawing them into the present for a short time. Once per day as a full action, you can use a paradox to conjure a 15-foot-radius, 40-foot-high cylindrical storm of harsh winds and sharp debris. You create the storm within 100 feet of you and can take a move action to move it up to 30 feet in any direction. If a creature enters the storm or begins their turn within the storm, they take slashing damage equal to the paradox used to conjure the storm. A creature that succeeds at a Reflex saving throw takes half damage. The storm also provides concealment. The storm’s area is filled with severe wind, which imposes a –4 penalty to non-energy ranged weapon attack rolls and Perception checks. The storm lasts for a number of rounds equal to your precog level.
Each time that you take a move action to move the storm, you can spend 1 Resolve Point to double the damage dealt by the storm until the beginning of your next turn. You can spend no more than 1 Resolve Point in this way per round.