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Kojin Time Mage (CR 9)

XP 6,400
Kojin Time Mage 9
NE Medium Humanoid (Kojin, Reptilian)
Init +4; Senses Water Sense, Low-light vision; Perception +14


AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 58 [81] (9d6+27)
mp 45
Fort +6, Ref +6, Will +8
Defensive Abilities Hide in Shell, Reactive System, Shell; Resist Water 5;


Speed 30 ft., Swim 30 ft.
Melee +1 Wakizashi +7 (1d6+3/18-20)
Ranged +1 Water Power Rod +8 (1d4+5 water dmg)
Special Attacks Aevun (2/day)
Special Abilities Foretell (9/day), Motes of Time (14/day), Temporal Hiccup (7/day), Temporal Precognition (+2), Temporal Talents (Accelerate, Evasion, Old Wounds, Uncanny Dodge), Time Flicker (9 min/day), Time Shift (3/week and no more 1/day)
Spells Known (Time Mage CL 9th, Concentration +13)

At will (DC 14) – Amanuensis, Daze, Detect Magic, Grab, Moment, Timer
1st (DC 15) – Anticipate Peril, Deceleration, Delayed Opponent, Mage Armor, Defensive Precognition, Omen of Peril, Shield
2nd (DC 16) – Delay Response, Dimension Hop, Recall Agony, Slow Magic
3rd (DC 17) – Blink, Dispel, Haste, Slow
4th (DC 18) – Corrode, Dimension Door, Shieldra, Temporal Jolt
5th (DC 19) – Gravity, Telekinesis


Str 14, Dex 16, Con 16, Int 18, Wis 14, Cha 8
Base Atk +4; CMB +6; CMD 19
Feats Extend Spell, Extra Motes, Extra MP, Heighten Spell, Silent Spell
Skills Appraise +16, Knowledge (Arcana, Geograpy, Planes) +16, Perception +14, Spellcraft +16; Racial Modifiers +2 Bluff, +2 Diplomacy;
Languages Common, Draconic, Dwarven, Kojin, Orc
SQ Ahead of Time, Clear Mind, Eastern Weapon Familiarity, Natural Swimmers, Skilled Traders, Spell Proficiency, Temporal Attunement
Gear cure potion (4), +1 wakizashi, +1 water power rod


Eastern Weapon Familiarity (Ex)

Kojins treat the following weapons as martial weapons: kama, katana, kusarigama, naginata, nunchaku, sai, shuriken, siangham, and wakizashi.

Hide in Shell (Ex)

As a full round action, kojins may retract their body into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 20% concealment. When they use this ability, they immediately fall prone, drop anything they were holding, and any item that isn’t directly attached to their skin. While they are in this form, they cannot make attacks, use items, or cast spells. They must remain in this form for at least one complete round. To come out of their shell, they must spend another full round action (this does not provoke AoO).

Natural Swimmers (Ex)

Kojins have a swim speed of 30 feet and as such they do not have to make a swim check in order to swim under normal circumstances. They have a +8 racial bonus to swim checks to perform a special action or avoid a hazard. Though kojins cannot breathe water, they are able hold their breath for a number of rounds equal to four times their Constitution score before making drowning checks. Nor do standard or full-round actions reduce this time.

Shell (Ex)

Kojins have a natural armor bonus of +1.

Skilled Traders (Ex)

Kojins gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.

Water Sense (Ex)

Kojins can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.