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WILDSTORM INDUSTRIES Alexander Augunas, Judy Bauer, John Compton, Adam Daigle,

Crystal Frasier, Lissa Guillet, Thurston Hillman, Erik Mona,


Mark Moreland, Jessica Price, F. Wesley Schneider, Amber E.
Lead Designer: Harold R. Nichols, Jr. Scott, and Josh Vogt.
Additional Text & Ideas: Maverick898

Cover Artist: Reid Southen


Interior Artists: AdamKop, Artem Smirnov, BioWare, Electronic
Arts, Jake T. Austin, Jim Martin, Johannes Helgeson, Lenz
Monath, Lucas Örström, Marc Lee, Marek Okon, Mark
Roosien, Marvel Studios, Mitchell Mohrhauser, Olivia Wilde,
Paizo, Sasin Pongpowthai, Spiders/Focus Home Interactive,
Sramio, Yurii Nikolaiko

Artwork Note

The artwork, and other imagery, contained within Wildstorm


Industries is meant for illustrative purposes only. I will never
be making any money off this work. All images are copyright
to their respective artists.

Feedback Welcomed!

Any comments, questions, or suggestions that people reading


through Wildstorm Industries may have are welcome. I’m
always looking for ways to improve upon, and expand, what
I am creating here. You can send any correspondence to me at
the email address below. Thank you for your time and interest
in my material.

Special Thanks!

I would like to especially thank the wonderful folks at Paizo


for providing us with such an expansive universe to play in.
Thank you very much!

Send comments, questions, or suggestions to

valkyn.highwind@gmail.com

This material uses trademarks and/or copyrights owned by


Paizo Inc., which are used under Paizo’s Community Use
Policy. We are expressly prohibited from charging you to use
or access this content. This material is not published, endorsed,
or specifically approved by Paizo Inc. For more information
about Paizo’s Community Use Policy, please visit paizo.com/
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Paizo products, please visit paizo.com.

Starfinder Core Rulebook. © 2017, Paizo Inc.; Authors: Logan


Bonner, Jason Bulmahn, Amanda Hamon Kunz, Jason
Keeley, Robert G. McCreary, Stephen Radney-MacFarland,
Mark Seifter, Owen K.C. Stephens, and James L. Sutter, with
WILDSTORM INDUSTRIES
A Brief Introduction & History
become a respected member of the business community. In
keeping with his personal policy of quality, and excellence,
Braegor maintains an active role in the everyday workings of
his company rather than becoming detached as so many other
Wildstorm Industries was formed nearly seventy years ago CEOs of other companies have.
by Braegor, with the help of Rai Embershaft, as an effort, at
first, to provide a superior quality of weapons and armor to Headquarters: The main office of Wildstorm Industries is
the markets of known. located on the world of Graedyon III. The main offices of
As time wore on and the market grew, W.I. began to grow W.I. house laboratories, and test ranges, for everything up to
in size and prestige as a corporate entity and as such was military grade weapons. W.I. maintains a testing facility on
maneuvered into hiring on a security consultant by the name the outskirts of the primary corporate grounds for the live fire
of Kyla Evynstar. Braegor was impressed with the abilities testing of weapons, and other systems, that have been deemed
that she possessed, and how she used them to protect W.I.’s too dangerous for testing within the primary facilities’ limits.
interests. Seeing another avenue in which he could provide
a superior product, Braegor approached Rai with the idea Major Shareholders: While there are many stockholders within
of creating a training facility for those with extraordinary the W.I. corporate structure only a small handful have a truly
abilities. significant amount of shares. Braegor (Dwarf Male; Scholar
Rai, liking the idea immensely, had the W.I. excavation Mechanic 12) has an impressive 37% of the total shares. His
crews hollow out a cavern some five stories high, and several brother, Arsyn Stonewall (Dwarf Male, Icon Envoy 10), controls
square miles in area underneath the company’s corporate 30% of the company. Michael Lanning (Human Male; Scholar
headquarters. He then commissioned them to build the Technomancer 5), head of the Arms R&D Division, has 10%.
best training facility/underground research complex in the Braegor’s longtime friend Rai Embershaft (a Male Wyrm Gold
entire galaxy, and so fifty years after the founding of W.I., the Dragon) has 15%, and the head of the T.R.U., Kyla Evynstar (Elf
beginnings of the T.R.U., or Tactical Repsonse Unit, were set Female, Bounty Hunter Operative 10) has 10%. The remaining
in place. stock is scattered about to wealthy members of the various
As the W.I. training facility grew in recognition for its races that live throughout known space.
training of highly skilled personnel, the others have hired
squads of W.I. trained specialists to assist in criminal Divisions: There are only two distinct divisions with the
investigations. Braegor, and Arsyn both noticed how well the corporate structure at W.I. with those being Arms R&D and the
hired squads were performing, and as a result altered the Tactical Response Unit. The Arms R&D division is responsible
training facility’s purpose a little to include investigative and for the development of a lot of the advanced weapons and
deductive reasoning skills in their trainees be they operative, defense technologies that are in use throughout known space.
mystic, technomage, soldier, or something else.
With this somewhat small alteration in the training facility’s Tactical Response Unit: The Tactical Response Unit (T.R.U.) was
purpose, the brothers had created the W.I. Tactical Response created to assist in cases in which supernatural or otherwise
Unit. A group such as the T.R.U. needed a strong leader, and enhanced beings are the prime suspects. They can range from
as such Kyla Evynstar was placed in charge of it. With Kyla mystical detectives, to bionic SWAT specialists. In the heart of
heading up the T.R.U. this effectively gave W.I. one of the known space where the supernatural or enhanced make up
best in house security forces in known space. With the T.R.U. a large enough percentage of the criminal population, having
firmly established, and W.I.’s business secured in their chosen the T.R.U. available is one of the galaxy’s best lines of defense.
markets the future is looking bright for the Stonewall brothers. There are as many different kinds of T.R.U. officers as there
are different kinds of enhanced criminals. Many ‘mundane’ law
President/CEO/Chairman: The CEO of Wildstorm Industries is enforcement officers resent the T.R.U. and their special abilities,
Braegor Stonewall, a hundred and seventy year-old dwarven and there’s often a little rivalry between mundane detectives
male. He came to Victory Bay almost 150 years ago, with the and these highly trained and skilled newcomers. But there are
hopes that he could provide the citizens of known space with just as many that hold a grudging respect for them and their
quality arms and armor. His dreams prompted him to enroll abilities and realize they play an important role.
in classes at the Hephaestus University. Braegor graduated Their training is as varied as their powers. They fill many
from the university with degrees in Advanced Engineering roles, from supernatural field forensics diagnosing when
and Advanced Weapon Design. Thus he started Wildstorm magical or supernatural powers have been used and how.
Industries, a company that would provide quality gear to the To psychic criminologists who (in addition to identifying the
average person, and not to the military alone. Never one to use of any mental abilities) have intimate knowledge of the
accept anything less than the best Braegor has lead W.I. to workings of the human mind. Even cybernetic SWAT specialists
who are deployed to combat enhanced terrorists. T.R.U. officers of the second floor are facilities for those that specialize in all
can work in teams, or on their own. Often times, for especially forms of magic (combat, defensive, and support). It is also on
challenging cases, special teams will be organized with several this, and the next, floor that the infirmary for the whole of W.I.
officers with varied skills and abilities, working together to can be found.
help solve the case. The middle floor of the complex houses the security forces’
training facility, and contains a near mirror image of the
Arms R&D: The Arms R&D arm, of the W.I. corporate structure, second floor of the complex. Except this floor is geared toward
is responsible for the development and testing of all the armor, the telepaths, and battleminds, that are employed by W.I.’s
weapons, and other technologies that are used by the T.R.U. security forces.
and other corporations throughout known space. The second to last floor of the complex contains one of the
In regards to the weapons development aspect of the R&D most advanced cybernetics, and bionics hospitals in the entire
branch of W.I. just about every type of weapon is designed, and city. This floor also contains training facilities for those who
developed. The engineers have had a chance to working on have just gotten an implant for the first time.
everything from a simple derringer type pistol to that of heavy The last floor of the underground training facility is where
energy cannons that are used to take out fixed emplacements those with more potent abilities are trained.
or ships as high as a planet’s standard orbital shell. One of
the many current development programs underway in the
research labs at W.I. is a project to develop a light-weight laser
cannon that can be used, and deployed by a single man-sized
unit on the battlefield.
When it comes to the production of a suit of armor some
people turn to W.I.’s R&D department for quality protection.
W.I. in addition to their extensive weapons development
program has developed countless suits of armor, which
includes the lightest of armored vests to that of a bulky suit
of powered armor. One of the most eagerly anticipated armor
designs at W.I. is that of an armor suit that can provides
flawless concealment in an urban setting. If this urban stealth
suit comes into widespread use the face of crime, and law
enforcement could be drastically altered from how it currently
stands.
Many other technologies are being developed in the research
labs at Wildstorm Industries. The range of technologies is
spread from advanced medical techniques to that of full
cybernetic conversions, and just about everything in between.

Corporate Security: W.I. maintains a corporate security force at


their main headquarters that is 7,500 men and women strong.
A full twenty percent of the security force has extraordinary
abilities of one form or another. The majority of those within
the T.R.U. that have extraordinary powers can be divided up
into one of the following categories, and those are spellcasters,
psychics, or advanced training with skills and weapons. W.I.
provides in-house training for all of their security forces, and
they provide extra training for those with unusual powers.
A total of 5 floors underneath the main tower of W.I. have
been devoted to the training of their security forces.
The first floor, from ground level, contains the personnel
barracks and off-duty recreational areas (gyms, theaters, etc),
as well as a separate commissary for the security forces that
can serve up three thousand people at a time.
The next floor contains the training facilities for the
spellcasting portion of W.I.’s security forces. Within the confines
CHARACTER CREATION 34 - 44
45 - 55
Lawful Neutral
Netural
89 - 99
00
Chaotic Evil
Reroll

Random Race Determination Random Theme Determination


Use the following table to randomly determine a character’s Use the following table to randomly determine a character’s
race. theme.

%d Table Random Alignment Determination


01 - 50 Starfinder %d Theme d% Theme
51 - 00 Other 01 - 10 Ace Pilot 51 - 60 Priest
11 - 20 Bounty Hunter 61 - 70 Scholar
Random Race Determination 21 - 30 Icon 71 - 80 Spacefarer
%d Race d% Race 31 - 40 Mercenary 81 - 90 Themeless
01 - 07 Android 54 - 59 Human 41 - 50 Outlaw 91 - 00 Xenoseeker
08 - 14 Dwarf 60 - 65 Kasatha
15 - 21 Elf 66 - 72 Lashunta (Damaya) Random Class Determination
22 - 28 Gnome (Bleachling) 73 - 79 Lashunta (Korasha) Use the following table to randomly determine a character’s
29 - 34 Gnome (Feychild) 80 - 86 Shirren class. Some classes may have restrictions governing them,
35 - 40 Half-Elf 87 - 93 Vesk and should be followed carefully when randomly determining
41 - 47 Halfling 94 - 99 Ysoki them.
48 - 53 Half-Orc 00 Reroll
Random Class Determination
Random Other Race Determination %d Class d% Class
%d Race d% Race 01 - 14 Envoy 57 - 70 Solarian
01 - 05 Canidae 51 - 55 Muhensai 15 - 28 Mechanic 71 - 84 Soldier
06 - 10 Dohiryuu 56 - 60 Risen 29 - 42 Mystic 85 - 98 Technomancer
11 - 15 Draenei 61 - 65 Rysan 43 - 56 Operative 99 - 00 Reroll
16 - 20 Faelyn 66 - 70 Smal’kyn
21 - 25 Firstborn (Air) 71 - 75 Soman
26 - 30 Firstborn (Earth) 76 - 80 Sombra
31 - 35 Firstborn (Fire) 81 - 85 Taur’fei
36 - 40 Firstborn (Water) 86 - 90 Ursine
41 - 45 Golan 91 - 95 Woodkyn
46 - 50 Kynet 96 - 00 Reroll

Random Gender Determination


Use the following table to randomly determine a character’s
gender.

Random Gender Determination


%d Gender
01 - 50 Male
51 - 00 Female

Random Alignment Determination


Use the following table to randomly determine a character’s
alignment.

Random Alignment Determination


%d Alignment d% Alignment
01 - 11 Lawful Good 56 - 66 Chaotic Neutral
12 - 22 Neutral Good 67 - 77 Lawful Evil
23 - 33 Chaotic Good 78 - 88 Neutral Evil
Canidae
Physical Description: Canidae are a humanoid canine race,
with a distinctly wolf-like head, that in some cases stand
nearly a foot taller than a human. Their fur coloring tends
toward the darker end of the color spectrum resulting in colors
ranging from dark brown to black. Both red and white are also
somewhat common fur colors among Canidae which allows for
the derivative hues that result from their introduction. Canidae
have clawed hands, and pronounced canine teeth, but neither
are enough to grant natural attacks.

Homeworld: Canid
Starting Languages: Canidae, Common

Average Height: Male: 5.75 - 7.25 ft.; Female: 5.3 - 6.8 ft.
Average Weight: Male: 150 - 240 lbs.; Female: 120 - 210 lbs.
Age of Maturity: 20
Maximum Age: 100 + 1d%

Canidae Racial Traits


Ability Modifiers and Hit Points: +2 Str, +2 Wis, -2 Cha.
Racial Hit Points: 4 hp.
Size and Type: Canidae are humanoids with the canidae
subtype.
Blindsense: Canidae have sensitive noses that grant them
blindsense (smell)—the ability to sense foes by smell—out to
30 feet. A canidae ignores the Stealth bonuses from any form
of visual camouflage, invisibility, and the like when attempting
a Perception check opposed by a creature’s Stealth check.
Even on a successful Perception check, any foe that can’t be
seen still has total concealment (50% miss chance) against a
canidae, and the canidae still has the normal miss chance
when attacking foes that have concealment. A canidae is still
flatfooted against attacks from creatures it can’t see.
Low-Light Vision: Canidae can see in dim light as if it were
normal light.
Natural Hunters: Canidae excel at hunting down their foes
and have a +2 racial bonus to Perception and Survival.
DRAENEI
Starfinder Conversion by: Harold R. Nichols, Jr.
Pathfinder Conversion by: Maverick898
Flavor Text from:
http://wowwiki.wikia.com/wiki/Draenei_(playable)

Empowered by the holy light and the undying strength of their


convictions, the Draenei led the charge against the Demonic
Burning Legion in Outland. Now with the legion’s defeat,
they have completed the desperate mission that first brought
them to Azeroth, through some Draenei were sent back to
Outland to revitalize their former civilization, the majority have
vouched to remain and uphold their sacred commitment to the
Alliance. Driven by a powerful vision, the immortal prophet
Velen believes that a great war between the darkness and the
light is fast approaching and that Azeroth will be its principle
battleground. As one of Velen’s chosen you must stand bravely
before the shadow and ensure that your people are ready for
the war to come.

Homeworld: Argus
Starting Languages: Common, Draenei

Average Height: Male: 7 - 8 ft.; Female: 6 - 7.5 ft.


Average Weight: Male: 325 - 500 lbs.; Female: 215 - 315 lbs. Low-Light Vision: Draenei can see in dim light as if it were
Age of Maturity: 420 normal light.
Maximum Age: 1,200 + 10d% Strength of the Light: Draenei gain cold resistance 5, and
electricity resistance 5.
Draenei Racial Traits
Ability Modifiers and Hit Points: +2 Con, +2 Cha, -2 Dex.
Racial Hit Points: 6 hp.
Size and Type: Draenei are humanoids with the draenei
subtype.
Ancient Foes: Draenei still train to fight their ancient
enemies. A draenei gains a +1 racial bonus to attack rolls
against a creature with the demon or devil subtype.
Defensive Training: Draenei, like the Vesk, use armor in
a way that complements their uniquely sturdy physiology.
When wearing armor, they gain a +1 racial bonus to AC. When
they’re wearing heavy armor, their armor check penalty is 1
less severe than normal.
Faith in the Light: Draenei have an overwhelming belief in
the light and what it stands for. As such all Draenei gain a +2
racial bonus to all savings throws against fear effects.
Gemcutting: Draenei are exceptionally skilled at working
with all gems and crystalline materials, Draenei have a +2
racial bonus to all Profession (Jewelcrafter (Int)) checks.
Gift of the Naaru: Once per day a draenei can cast mystic
cure. The caster level for this ability is equal to the draenei’s
level, and the spell improves at the same rate as it would a
mystic.
Thunderhawk
Gargantuan Battleship

BB-2000 THUNDERHAWK TIER 15


Gargantuan Battleship
Speed 4; Maneuverability average (turn 2); Drift 1
AC 26; TL 25
HP 400; DT 10; CT 80
Shields heavy 320 (forward 80, port 80, starboard 80, aft 80)
Attack (Forward) persistent particle beam cannon (2d10x10),
heavy laser cannon (4d8), heavy laser cannon (4d8)
Attack (Port) particle beam (8d6), heavy torpedo launcher (5d8),
light laser cannon (2d4)
Attack (Starboard) particle beam (8d6), heavy torpedo launcher
(5d8), light laser cannon (2d4)
Attack (Dorsal Turret) heavy torpedo launcher (5d8)
Attack (Ventral Turret) heavy torpedo launcher (5d8)
Power Core Gateway Ultra (500 PCU); Drift Engine Signal Basic;
Systems advanced long-range sensors, crew quarters (good), G4
thrusters, mk 5 armor, mk 5 defenses, mk 3 trinode computer,
security (anti-hacking (x1), biometric locks); Expansion Bays
cargo hold, hangar bay, medical bay, science lab, synthesis bay,
tech workshop.
Modifiers +3 to any three checks per round, +4 Computers, +2
Piloting; Complement 300
CREW
Captain Bluff +26 (15 ranks), Computers +30 (15 ranks),
Diplomacy +26 (15 ranks), Engineering +26 (15 ranks), Gunnery
+26, Intimidate +26 (15 ranks)
Engineer (3 officers, 45 crew each) Engineering +26 (15 ranks)
Pilot (1 officer, 12 crew) Piloting +33 (15 ranks)
Gunners (5 officers, 25 crew each) Gunnery +26
Science (2 officers, 8 crew each) Computers +26 (15 ranks)
Medical (3 officers, 6 crew each) Medicine +26 (15 ranks)

PCU Usage: 433 (of 500) units assigned.


Long Huge
HaulBulkCargo Vessel
Freighter

LONG HAUL CARGO VESSEL TIER 6


Huge Bulk Freighter
Speed 4; Maneuverability poor (turn 3); Drift 2
AC 17; TL 17
HP 180; DT 5; CT 36
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Forward) heavy laser cannon (4d8)
Attack (Aft) heavy laser cannon (4d8)
Attack (Turret) light laser cannon (2d4)
Attack (Turret) light laser cannon (2d4)
Power Core Nova Light (150 PCU); Drift Engine Signal Booster;
Systems budget medium-range sensors, basic computer, crew
quarters (good), H4 thrusters, mk 3 armor, mk 3 defenses;
Expansion Bays cargo hold (x8; 200 tons), medical bay,
recreation suite (gym).
Modifiers +1 Piloting; Complement 20
CREW
Captain Bluff +13 (6 ranks), Computers +13 (6 ranks), Diplomacy
+13 (6 ranks), Engineering +13 (6 ranks), gunnery +13,
Intimidate +13 (6 ranks)
Engineer (1 officer, 8 crew) Engineering +13 (6 ranks)
Pilot (1 officer, 2 crew) Piloting +14 (6 ranks)
Gunners (1 officer, 3 crew) Gunnery +18
Science Officer (1 officer, 2 crew) Computers +13 (6 ranks)

PCU Usage: 126 (of 150) units assigned.


Atlas
Gargantuan Carrier
Diplomacy +26 (15 ranks), Engineering +26 (15 ranks), Gunnery
+26, Intimidate +26 (15 ranks)
Engineer (4 officers, 5 crew each) Engineering +26 (15 ranks)
Pilot (3 officers, 2 crew each) Piloting +32 (15 ranks)
The Atlas-class is Wildstorm Industries’ take on a space- Gunners (9 officers, 2 crew each) Gunnery +26
going aircraft carrier. An Atlas-class vessek usually sits near Science (2 officers, 4 crew each) Computers +28 (15 ranks)
the center of a battle fleet as a base for the fighters that are Medical (3 officers, 2 crew each) Medicine +26 (15 ranks)
assigned C.A.P. (Combat Air Patrol) duties. No more than one
or two of these vessels are found in a given fleet. PCU Usage: 478 (of 500) units assigned.

CVA-7215 ATLAS TIER 15


Gargantuan Carrier
Speed 4; Maneuverability poor (turn 3); Drift 1
AC 26; TL 26
HP 330; DT 10; CT 66
Shields medium 200 (forward 50, port 50, starboard 5, aft 50)
Attack (Forward) particle beam cannon (3d4x10)
Attack (Port) particle beam (8d6), particle beam (8d6), particle
beam (8d6)
Attack (Port) particle beam (8d6), particle beam (8d6), particle
beam (8d6)
Attack (Dorsal Turret) light particle beam (3d6)
Attack (Ventral Turret) light particle beam (3d6)
Power Core Gateway Ultra (500 PCU); Drift Engine Signal Basic;
Systems basic long-range sensors, G4 thrusters, mk 5 armor, mk
6 defenses, mk 6 mononode computer, security (anti-hacking
x2, biometric locks); Expansion Bays hangar bay (2), medical
bay (2).
Modifiers +6 to any one check per round, +2 Computers, +1
Piloting; Complement 80
CREW
Captain Bluff +26 (15 ranks), Computers +28 (15 ranks),
Angel of MHuge
ercy Hospital Ship
Cruiser

ANGEL OF MERCY HOSPITAL SHIP TIER 11


Huge Cruiser
Speed 6; Maneuverability average (turn 2); Drift 2
AC 24; TL 22
HP 230; DT 5; CT 46
Shields medium 200 (forward 50, port 50, starboard 50, aft 50)
Attack (Forward) superlaser (2d4x10)
Attack (Aft) light laser cannon (2d4)
Attack (Starboard) light laser cannon (2d4)
Attack (Turret) heavy laser cannon (4d8)
Power Core Nova Ultra (300 PCU); Drift Engine Signal Booster;
Systems basic long-range sensors, crew quarters (good), H6
thrusters, mk 5 armor, mk 4 defenses, mk 4 trinode computer;
Expansion Bays medical bay (x4), synthesis bay, tech workshop.
Modifiers +4 to any 3 checks per round, +2 Computers, +1
Piloting; Complement 100
CREW
Captain Bluff +20 (11 ranks), Computers +22 (11 ranks),
Diplomacy +20 (11 ranks), Engineering +20 (11 ranks), gunnery
+20, Intimidate +20 (11 ranks)
Engineer (3 officer, 6 crew) Engineering +20 (11 ranks)
Pilot (3 officers, 6 crew) Piloting +26 (11 ranks)
Gunners (4 officers, 8 crew) Gunnery +20
Science (3 officer, 6 crew) Computers +22 (11 ranks)
Medical (13 officers, 27 crew) Medicine +20 (11 ranks)

PCU Usage: 259 (of 300) units assigned.


Avalon
Colossal Dreadnought
Captain Bluff +34 (20 ranks), Computers +38 (20 ranks),
Diplomacy +34 (20 ranks), Engineering +34 (20 ranks), Gunnery
+34, Intimidate +34 (20 ranks)
Engineer (3 officers, 45 crew each) Engineering +34 (20 ranks)
AVALON TIER 20 Pilot (1 officer, 12 crew) Piloting +38 (20 ranks)
Colossal Dreadnought Gunners (5 officers, 25 crew each) Gunnery +34
Speed 6; Maneuverability clumsy (turn 5); Drift 1 Science (2 officers, 8 crew each) Computers +38 (20 ranks)
AC 32; TL 30 Medical (3 officers, 6 crew each) Medicine +34 (20 ranks)
HP 650; DT 15; CT 130
Shields heavy 480 (forward 120, port 120, starboard 120, aft 120) PCU Usage: 801 (of 1,000) units assigned.
Attack (Forward) super plasma cannon (3d6x10), super plasma
cannon (3d6x10), particle beam (8d6), particle beam (8d6) Wildstorm Industries has only built two of these powerful
Attack (Port) superlaser (2d4x10), heavy laser cannon (4d8), heavy vessels, and have retained control of both. The ships were
laser cannon (4d8), heavy laser cannon (4d8) commissioned with the names Pendragon and Myrddin.
Attack (Starboard) superlaser (2d4x10), heavy laser cannon (4d8),
heavy laser cannon (4d8), heavy laser cannon (4d8)
Attack (Dorsal Turret) linked light laser cannons (4d4)
Attack (Ventral Turret) linked light laser cannons (4d4)
Power Core 2 Gateway Ultra (500 PCU each); Drift Engine Signal
Basic; Systems advanced long-range sensors, crew quarters
(good), C6 thrusters, mk 10 armor, mk 10 defenses, mk 10
duonode computer, security (biometric locks); Expansion Bays
cargo hold (x2), guest quarters (x2), hangar bay, medical bay
(x2), power core housing, recreation suite (gym), recreation suite
(hac), recreation suite (trivid den), science lab (x2), shuttle bay,
synthesis bay, tech workshop.
Modifiers +10 to any two checks per round, +4 Computers, -1
Piloting; Complement 300
CREW
Dog Days
Medium Explorer

DOG DAYS TIER 4


Medium Explorer
Speed 10; Maneuverability good (turn 1); Drift 1
AC 16; TL 16
HP 65; DT –; CT 13
Shields light 50 (forward 13, port 12, starboard 12, aft 13)
Attack (Forward) light laser cannons (2d4)
Attack (Port) light laser cannons (2d4)
Attack (Starboard) light laser cannons (2d4)
Attack (Turret) light plasma torpedo launcher (3d8)
Power Core Pulse Green (150 PCU); Drift Engine Signal Basic;
Systems advanced medium-range sensors, crew quarters
(good), M10 thrusters, mk 4 armor, mk 4 defense, mk 2 duonode
computer, security (anti-hacking systems (x2), biometric locks);
Expansion Bays cargo hold, medical bay, physical science lab,
tech workshop.
Modifiers +2 to any two checks per round, +4 Computers, +1
Piloting; Complement 2
CREW
Pilot/Gunner (Jackie Summers) Gunnery +4, Piloting +11 (2
ranks)
Science/Engineer (Andrea Summers) Computers +13 (2 ranks),
+11 Physical Science (2 ranks)

PCU Usage: 137 (of 150) units assigned.


Magnum Starfighter
Tiny Fighter

This starfighter is called ‘Magnum’ simply because it has no


energy weapons mounted on it all.

WI-357 MAGNUM TIER 2


Tiny Fighter
Speed 10; Maneuverability good (turn 1)
AC 18; TL 18
HP 35; DT –; CT 7
Shields basic 10 (forward 3, port 2, starboard 2, aft 3)
Attack (Forward) coilgun (4d4), light torpedo launcher (2d8)
Attack (Aft) coilgun (4d4)
Power Core Micro Ultra (80 PCU); Drift Engine none; Systems
advanced long-range sensors, mk 4 armor, mk 4 defenses, T10
thrusters, mk 1 trinode computer, security (biometric locks,
anti-hacking systems).
Modifiers +1 to any three checks per round, +4 Computers, +1
Piloting; Complement 1
CREW
Pilot Computers +11 (2 ranks), Gunnery +7, Piloting +13 (2 ranks)

PCU Usage: 73 (of 80) units assigned.


Shivan
Tiny Fighter

WI-445 SHIVAN TIER 3


Tiny Fighter
Speed 10; Maneuverability good (turn 1); Drift 1
AC 20; TL 21
HP 35; DT –; CT 7
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Forward) light plasma cannon (2d12), light torpedo
launcher (2d8)
Attack (aft) linked light laser cannons (4d4)
Power Core Pulse Brown (90 PCU); Drift Engine Signal Basic;
Systems advanced long-range sensors, T10 thrusters, mk 5
armor, mk 7 defenses, mk 1 mononode computer, security
(anti-hacking, biometric locks).
Modifiers +1 to any one check per round, +4 Computers, +1
Piloting; Complement 1
CREW
Pilot Computers +12 (3 ranks), Gunnery +13, Piloting +9 (3 ranks)

PCU Usage: 82 (of 90) units assigned.


Cerberus Starfighter
Tiny Fighter

The Cerberus, as its name implies, is often found guarding star


systems from outside threats to security but it can also be seen
on first strike missions. Whatever the role this class is sent on
this class performs its task admirably.

WI-666 CERBERUS TIER 3


Tiny Fighter
Speed 10; Maneuverability good (turn 1)
AC 22; TL 20
HP 35; DT –; CT 7
Shields basic 20 (forward 5, port 5, starboard 5, aft 5)
Attack (Forward) light particle beam (3d6), light torpedo launcher
(2d8)
Attack (Aft) light laser cannon (2d4)
Attack (Turret) light laser cannon (2d4)
Power Core Micron Ultra (80 PCU); Drift Engine none; Systems
advanced long-range sensors, mk 7 armor, mk 6 defenses, T10
thrusters, mk 1 trinode computer, security (biometric locks,
anti-hacking systems).
Modifiers +1 to any three checks per round, +4 Computers, +1
Piloting; Complement 1
CREW
Pilot Computers +13 (3 ranks), Gunnery +8, Piloting +14 (3 ranks)

PCU Usage: 80 (of 80) units assigned.


MTinyongoose
Fighter

The Mongoose is Wildstorm Industries’ fast and highly agile


reconnaissance starfighter. The fighter has minimal armament
and moderate shielding, but has a powerful engine designed
for high-speed passes by enemy installations.

WI-719 MONGOOSE TIER 5


Tiny Fighter
Speed 14; Maneuverability good (turn 1); Drift 5
AC 22; TL 22
HP 40; DT –; CT 8
Shields basic 30 (forward 8, port 7, starboard 7, aft 8)
Attack (Forward) light laser cannon (2d4), light torpedo launcher
(2d8)
Attack (aft) light laser cannon (2d4)
Power Core Pulse Blue (200 PCU); Drift Engine Signal Ultra;
Systems advanced long-range sensors, T14 thrusters, mk 5
armor, mk 6 defenses, mk 5 mononode computer, security
(anti-hacking x2, biometric locks).
Modifiers +5 to any one check per round, +4 Computers, –1
Piloting; Complement 1
CREW
Pilot Computers +15 (5 ranks), Gunnery +7, Piloting +15 (5 ranks)

PCU Usage: 105 (of 200) units assigned.


Falcon
Tiny Fighter

“All of you fighter jocks out there should be pleased to


hear that everyone’s favorite company, Wildstorm Industries,
is coming out with another heavy assault starfighters. This
reporter had the very fortunate chance to see one of the new
fighters when it was out on the testing range. The fighter is
sleeker, faster and more deadly than any of the previous
designs made to date. I think we have the Ju’Rhan Consortium
to thank for Wildstorm’s renewed interest in the starfighter
field. With this new wave of fighter technology the arms race
will hit a new high within known space.”
- Raquel Martinez, Wildstorm 5 News Anchor

The new Falcon-class starfighter brings together the best


technology that Wildstorm Industries and the Ju’Rahn
Consortium has to offer. WI used their armor, shielding,
weapon and engine technologies. Although no new technology
was borrowed from the Consortium this new superior design
was tested against some of the best fighters that they had to
offer. This testing has allowed WI to fine tune and redesign
their existing reaction control thruster layout into a design that
will provide improved turning rates and stopping speeds. All
of these technologies being put into one sleek design promises
to be one of the most fearsome fighters in the combat arena
to date.

WI-790-F FALCON TIER 5


Tiny Fighter
Speed 14; Maneuverability good (turn 1); Drift 3
AC 23; TL 23
HP 40; DT –; CT 8
Shields light 50 (forward 13, port 12, starboard 12, aft 13)
Attack (Forward) light plasma cannon (2d12), high explosive
missile launcher (4d8)
Attack (aft) light plasma cannon (2d12)
Power Core Pulse Green (150 PCU); Drift Engine Signal Major;
Systems advanced long-range sensors, T14 thrusters, mk 6
armor, mk 7 defenses, mk 4 mononode computer, security
(anti-hacking, biometric locks).
Modifiers +4 to any one check per round, +4 Computers, –1
Piloting; Complement 1
CREW
Pilot Computers +15 (5 ranks), Gunnery +7, Piloting +15 (5 ranks)

PCU Usage: 122 (of 150) units assigned.


RuntT SI tarfighter
iny nterceptor

The Runt is the smallest starfighter-scale vessel that has been


produced by Wildstorm Industries to date. It can typically be
found flying CAP for fleets or in-system defense patrols.

WI-257 RUNT TIER 1/3


Tiny Interceptor
Speed 8; Maneuverability perfect (turn 0)
AC 16; TL 16
HP 30; DT –; CT 6
Shields none
Attack (Forward) 2 fire-linked light laser cannons (4d4)
Power Core Micron Light (50 PCU); Drift Engine none; Systems
basic computer, advanced short-range, T8 thrusters, mk 3
armor, mk 3 defenses.
Modifiers +4 Computers, +2 Piloting; Complement 1
CREW
Pilot Computers +9 (1 rank), Gunnery +5, Piloting +7 (1 rank)

PCU Usage: 37 (of 50) units assigned.


WTiny
hipcrack
Racer

WHIPCRACK TIER 1/4


Tiny Racer
Speed 14; Maneuverability perfect (turn 0)
AC 16; TL 16
HP 20; DT –; CT 4
Shields none
Attack (Forward) light laser cannon (2d4)
Power Core Micron Light (50 PCU); Drift Engine none; Systems
basic computer, basic short-range sensors, T8 thrusters, mk 2
armor, mk 2 defenses.
Modifiers +2 Computers; Complement 1
CREW
Pilot Computers +7 (1 rank), Gunnery +5, Piloting +5 (1 rank)

PCU Usage: 46 (of 50) units assigned.


DMedium
ragon’s Claw
Transport

DRAGON’S CLAW TIER 11


Medium Transport
Speed 10; Maneuverability average (turn 2); Drift 5
AC 27; TL 27
HP 100; DT –; CT 10
Shields medium 200 (forward 50, port 50, starboard 50, aft 50)
Attack (Forward) plasma cannon (5d12), light plasma cannon
(2d12)
Attack (Aft) light plasma cannon (2d12)
Attack (Turret) linked light partical beams (6d6)
Power Core Pulse Orange (250 PCU); Drift Engine Signal Ultra;
Systems advanced long-range sensors, crew quarters (luxurious),
M10 thrusters, mk 8 armor, mk 9 defense, mk 3 mononode
computer, security (anti-hacking systems (x1), biometric locks);
Expansion Bays cargo hold, medical bay, science lab, synthesis
bay, tech workshop.
Modifiers +3 to any one check per round, +4 Computers;
Complement 1
CREW
Pilot/Gunner (Jason Drake) Computers +19 (9 ranks), Engineering
+15 (9 ranks), Gunnery +8, Piloting +14 (9 ranks)

PCU Usage: 232 (of 250) units assigned.


DOSSIERS
Employees, Known Associates and Adversaries

Employees

Braegor Stonewall: Dwarf Male; Scholar Mechanic 12.


Harold Nichols: Human Male; Mercenary Soldier 1.
Jason Drake: Human Male; Icon Envoy 9.
Kyla Evynstar: Elf Female; Bounty Hunter Operative 10.
Marshal Watkins: Human Male; Mercenary Soldier 9.
Michael Lanning: Human Male; Scholar Technomancer 5.

Known Associates

Amber Franklin: Human Female; Icon Mystic 4.


Andrea Summers: Human Female; Scholar Mechanic 2.
Bell-4 “Isabella”: Android Female; Mercenary Operative 5.
Christine Maxwell: Human Female; Priest Solarian 6.
Genghis Kahn: Vesk Male; Bounty Hunter Soldier 12.
Jackie Summers: Human Female; Ace Pilot Operative 2.
Nashar: Draenei Male; Spacefarer Soldier 5.
Nathan Dawson: Human Male; Priest Mystic 1.
Soma: Damaya Lashunta Female; Xenoseeker Technomancer 8.

Adversaries

None Yet
HAROLD NICHOLS
Human Male, Mercenary Soldier

HAROLD NICHOLS CR 1
XP 400
Male human mercenary soldier 1
NG Medium humanoid (human)
Init +1; Perception +1
DEFENSE SP 9 HP 11 RP 4
EAC 12; KAC 14
Fort +3, Ref +1, Will +2
OFFENSE
Speed 20 ft.
Melee survival knife +4 (1d4+3 S; analog, operative)
Ranged azimuth artillery laser +3 (1d10 F; critical burn 1d6)
Offensive Abilities grenade expert, primary fighting style
(bombard)
STATISTICS
Str 17 (+3), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0),
Cha 10 (+0)
Skills Athletics +5, Computers +1, Engineering +4, Perception
+1, Profession (mercenary) +4; (reduce the DCs of Culture and
Profession [mercenary] checks by 5 when recalling knowledge
about military procedures and personnel).
Feats Toughness, Weapon Focus (heavy weapons).
Languages Common.
Combat Gear mk 1 serums of healing (2); Other Gear azimuth
artillery laser with 2 batteries (20 charges each), troop
ceremonial plate, survival knife, backpack (industrial), everyday
clothing, field rations (1 week), hygiene kit, personal comm unit
with 1 battery (capacity 20), credstick (53 credits).
SPECIAL ABILITIES
Grenade Expert (Ex): Increase range increment of thrown grenades
by 15. In addition, Harold can salvage enough material to make
a grenade, equal to or lower than his level, in 10 minutes.
Toughness: Harold gains a +4 bonus to many Constitution
checks to avoid damage or negative consequences from harsh
environments.
OTHER INFORMATION
Vitals Height: 5 ft. 11 in.; Weight: 215 lbs.; Age: 41/120; Birth Date:
4 April; Hair: Black; Eyes: Brown.
Class Archetypes Soldier: None.
Key Scores Soldier: Str.
MICHAEL LANNING
Human Male, Scholar Technomancer
albeit temporarily, magic within 30 ft. of him by expending 1 RP.
Spell Cache (Su): Michael has an arm implant that functions as his
spell cache. Once per day, he can cast one of his spells known
even if he has expended all his spell slots of that spell level.
MICHAEL LANNING CR 5 Weapon Specialization: Michael adds his character level to the
XP 1,600 damage he deals with most basic melee weapons, and half his
Male human scholar technomancer 5 character level to the damage he deals with operative melee
CG Medium humanoid (human) weapons and small arms. This is already added in to his attacks
Init +3; Perception +5 above.
DEFENSE SP 35 HP 29 RP 6 OTHER INFORMATION
EAC 18; KAC 19 Vitals Height: 6 ft. 2 in.; Weight: 204 lbs.; Age: 21/120; Birth Date:
Fort +3, Ref +4, Will +4 21 August; Hair: Sandy Brown; Eyes: Green.
OFFENSE Class Archetypes Technomancer: None.
Speed 30 ft. Key Scores Technomancer: Int.
Melee tactical dueling sword +4 (1d6+5 S; analog)
Ranged corona laser pistol +3 (2d4+2 F; critical burn 1d4)
Technomancer Spells Known (CL 5th; ranged +7)
2nd (3/day)- flight*, rechargeR.
1st (5/day)- detect tech, identify, jolting surge, magic missile.
0 (at will)- detect magic, energy ray, mending, psychokinetic
hand, token spell, transfer charge.
* This spell can be cast using a 1st- 2nd-, or 3rd-level spell slot
to varying effect. See the spell’s description.
STATISTICS
Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 18 (+4), Wis 10 (+0),
Cha 10 (+0)
Skills Computers +15, Diplomacy +5, Engineering +14,
Life Science +14, Physical Science +15, Mysticism +13,
Perception +5, Piloting +14, Sense Motive +5; (reduce
the DCs of Physical Science checks by 5 when recalling
knowledge about physics).
Feats Greater Iron Will, Iron Will, Skill Synergy (Computers
and Engineering; Life Science and
Physical Science), Spell Focus.
Languages Akitonian, Castrovelian,
Common, Kasatha, Ysoki.
Other Abilities countertech, magic
negation, spell cache.
Combat Gear mk 2 serums of healing
(1); Other Gear corona laser pistol
with 2 batteries (20 charges each),
tactical dueling sword, d-suit I,
hygiene kit, everyday clothing
(2), personal comm unit with
battery (capacity 80), credstick (328
credits).
SPECIAL ABILITIES
Countertech (Su): Michael can expend
an unused spell slot to counter an
attack from a technological weapon
or source that targets him from within
medium range.
Magic Negation (Sp): Michael can suppress,
Jason Drake
Human Male, Icon Envoy

JASON DRAKE CR 9
XP 6,400
Male human icon envoy 9
CG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +13
DEFENSE SP 54 HP 58 RP 8
EAC 24; KAC 25
Fort +3, Ref +8, Will +7
OFFENSE
Speed 30 ft.
Melee tactical knife +8 (2d4+4 S; analog, operative)
Ranged aphelion laser pistol +8 (3d8+4 F; 120 ft.; crit burn 1d6;
penetrating)
Offensive Abilities improved get ‘em.
Spell-Like Ability (CL 9th)
1/day- comprehend languages.
3/day- psychokinetic hand.
STATISTICS
Str 10 (+0), Dex 15 (+2), Con 10 (+0), Int 16 (+3), Wis 12 (+1),
Cha 18 (+4)
Skills Athletics +12, Bluff +16, Computers +15, Culture +15,
Diplomacy +16, Engineering +15, Intimidate +16, Perception celebrity. If he’s looking for a generic person like “a doctor who
+13, Piloting +14, Profession (orator) +16, Sense Motive +13, can treat this disease,” he can almost always find one who’s a
Stealth +14; (reduce the DCs of Culture and Profession [orator] fan and whose attitude starts as friendly or helpful to him; this
checks by 5 when recalling knowledge about other icons of takes 2d4 hours.
your profession). Cultural Savant (Ex): As long as time permits, Jason can take 20
Feats Antagonize, Minor Psychic Power, Mobility, Psychic Power, on Culture checks to recall knowledge even if he doesn’t have
Quick Draw, Shot on the Run. access to a means of research.
Languages Akitonian, Aklo, Brethedan, Castrovelian, Common, Darkvision: Jason can see up to 60 feet in total darkness.
Elven, Eoxian, Kasatha, Shirren, Triaxian, Vercite, Vesk, Ysoki. Expertise (Ex): As long as Jason has at least 1 Resolve Point
Other Abilities celebrity, cultural savant, expertise, focus, inspiring remaining, when he attempts a Culture, Bluff, Diplomacy, or
boost, situational awareness, well informed. Sense Motive check, he can roll 1d6+2 and add it to the result
Combat Gear x; Other Gear starship (Dragon’s Claw), tactical as an insight bonus.
knife, aphelion laser pistol with 3 batteries (40 charges each), Focus (Ex): As a standard action, jason can encourage a single
freebooter armor III (upgrades: infrared sensors), wrist computer ally within 60 feet to focus on the danger at hand. If that ally
(tier 3; modules: large secure data (2; wildstorm industries is flat-footed or off-target, Jason can end that condition. If
correspondence, wildstorm industries starship design; upgrades: circumstances would cause the ally to immediately become
hardened, miniaturization (x4), range III, security IV, self- flat-footed or off-target again, he can instead suppress that
charging; countermeasures: alarm, lockout, firewall), everyday condition for 1 round.
clothing, field rations (1 week), hygiene kit, personal comm Improved Get ’Em (Ex): As a standard action, Jason can make an
unit with battery (capacity 80), industrial backpack, credstick attack against a foe, or as a move action he can select one foe
(155 credits). within 60 feet. He must be able to see or hear the foe, and the
SPECIAL ABILITIES foe must be able to see or hear him. Jason and his allies gain a
Celebrity: Jason is famous enough that pretty much everyone has +2 morale bonus to attack rolls against that foe until the end
either heard of him or can quickly find information about him of his next turn. He can spend 1 Resolve Point to instead add
(it’s a DC 10 Culture check to recognize his name and a DC this bonus to attacks against all foes within 60 feet.
20 Culture check for someone to recognize him out of context Inspiring Boost (Ex): As a standard action, Jason can signal an
from his appearance alone). Among those who follow his iconic ally who has taken damage since Jason’s last turn. The ally must
profession, Jason’s built up both fans and detractors due to his be able to see and hear him and be within 30 feet. The ally
gains 22 Stamina Points, up to the ally’s normal maximum. He
cannot target that ally with this ability again until the ally takes
a 10-minute rest to regain Stamina Points.
Mobility: Jason gains a +4 bonus to his AC against attacks of
opportunity he provokes by leaving a threatened square.
Quick Draw: Jason can draw a weapon as a swift action.
Shot on the Run: As a full action, Jason can move up to his
speed and make a single ranged attack at any point during his
movement.
Situational Awareness (Ex): If Jason readies an action, once before
the trigger he selected occurs, Jason can spend 1 Resolve Point
to change both the trigger and the action he has ready. Jason
must ready an action that takes the same kind of action as his
originally readied action, or he must ready a lesser action.
Weapon Specialization: Jason adds his character level to
the damage he deals with most basic melee weapons and
grenades, and half his character level to the damage he deals
with operative melee weapons and small arms. This is already
added in to his attacks above.
Well Informed (Ex): Jason keeps himself as up to date as possible
about the events and major figures of any region he is in. Once
he has been in a settlement or region for at least 24 hours, when
he attempts a Diplomacy check to gather information, he can
forgo his expertise die to attempt the check as a swift action
(rather than the normal 1d4 hours).
OTHER INFORMATION
Vitals Height: 5 ft. 10 in.; Weight: 195 lbs.; Age: 38/120; Birth Date:
18 September; Hair: Brown; Eyes: Brown.
Class Archetypes Envoy: None.
Key Scores Envoy: Cha.
KYLA EVYNSTAR
Elf Female, Bounty Hunter Operative

KYLA EVYNSTAR CR 10
XP 9,600
Female elf bounty hunter operative 10
LN Medium humanoid (elf)
Init +11; Senses darkvision 60 ft., low-light vision; Perception +18
DEFENSE SP 60 HP 64 RP 9
EAC 26; KAC 27
Fort +3, Ref +11, Will +9; +2 vs. enchantments
Defensive Abilities evasion, mentalist’s bane, uncanny agility;
Immunities sleep
OFFENSE
Speed 50 ft.
Melee tactical knife +11 (2d4+5 S; analog, operative)
Ranged elite semi-auto pistol +13 (3d6+5 P; analog)
Ranged advanced shirren-eye rifle +11 (2d10+10 P; analog,
sniper, unwieldy)
Offensive Abilities debilitating trick, trick attack, triple attack.
Spell-Like Ability (CL 10th)
3/day- psychokinetic hand.
STATISTICS
Str 10 (+0), Dex 19 (+4), Con 10 (+0), Int 19 (+4), Wis 15 (+2),
Cha 14 (+2)
Skills Acrobatics +20, Athletics +16, Bluff +18, Computers +20,
Culture +20, Disguise +18, Intimidate +18, Perception +18,
Piloting +20, Profession (bounty hunter) +18, Sense Motive
+18, Sleight of Hand +20, Stealth +20, Survival +19; (detective
specialization: +4 to Sense Motive checks to make a trick
attack).
Feats Improved Initiative, Minor Psychic Power, Mobility, Shot on
the Run, Skill Focus (Culture, Sense Motive), Weapon Focus
(Small Arms). or off-target until the beginning of her next turn.
Languages Akitonian, Aklo, Brethedan, Castrovelian, Common, Glimpse the Truth (Ex): By picking up on subtle clues and hidden
Draconic, Drow, Dwarven, Elven, Eoxian, Kasatha, Shirren, traces in her immediate surroundings, Kyla can see things as
Triaxian, Vercite, Vesk, Ysoki. they really are. As a full action, she can spend 1 Resolve Point to
Other Abilities certainty, detective specialization, elf magic, gain the effects of true seeing for 1 round with a range of 60 feet.
glimpse the truth, master of disguise, nightvision, quick disguise, Low-Light Vision: Kyla can see in dim light as if it was normal light.
swift hunter, theme knowledge. Master of Disguise (Ex): Kyla can take on the appearances of other
Combat Gear mk 3 serums of healing (3); Other Gear elite semi- creatures and even specific individuals. This functions as quick
auto pistol with 60 small arms rounds, advanced shirren-eye disguise but with a duration of 100 minutes. Alternatively, for 10
rifle with 25 sniper rounds, tactical knife, freebooter armor III, minutes, she can assume the appearance of a specific individual
holoskin with 2 batteries (20 charges each), everyday clothing, that she has seen before. If she has heard the individual speak
field rations (1 week), hygiene kit, personal comm unit with before, and knows the language, Kyla can change her voice
battery (capacity 80), titanium alloy cable line (50 ft.), toolkit to match their’s. This disguise is so convincing that creatures
(hacking), industrial backpack, credstick (8,453 credits). familiar with the individual must succeed at a Will saving
SPECIAL ABILITIES throw before they can attempt a Perception check to pierce
Certainty (Ex): Kyla can spend 1 Resolve Point as a reaction to the disguise.
reroll one of her specialization’s associated skill checks. Mentalist’s Bane (Ex): If Kyla fails a Will saving throw against a
Debilitating Trick (Ex): When Kyla hits an enemy with her trick mind-affecting effect with a duration of 1 round or more, she
attack, she can choose to make that enemy either flat-footed can attempt another saving throw against the effect 1 round
later at the same DC.
Mobility: Kyla gains a +4 bonus to her AC against attacks of
opportunity she provokes by leaving a threatened square.
Nightvision (Ex): Kyla can see up to 60 feet in total darkness.
Quick Disguise (Ex): Three times per day as a standard action,
Kyla can quickly change her appearance. This functions as the
disguise self spell and lasts for 10 minutes.
Shot on the Run: As a full action, Kyla can move up to her
speed and make a single ranged attack at any point during her
movement. She can take her movement from trick attack at
any time during a trick attack with a ranged weapon (instead
of only before).
Specialization Skill Mastery: When Kyla attempts an Culture
or Sense Motive check, she can take 10 even if stress and
distractions would normally prevent her from doing so.
Swift Hunter: Kyla knows just how to ask around about her
marks to gain information and insight in a hurry. Kyla can use
Diplomacy to gather information about a specific individual
in half the normal time, and she can reduce the penalty for
following tracks using Survival while moving at full speed to 0.
Theme Knowledge: Kyla can select a specific sentient creature
that she can identify by name, alias, or specific identity to be
her mark. She reduces the DC of Culture or Profession (bounty
hunter) checks to recall knowledge about her mark, as well as
about law-enforcement individuals and practices. If she knows
her mark by an alias, she can recall only knowledge associated
with that alias.
Trick Attack: As a full action, Kyla can move up to 50 feet and
make a single attack with a small arm (or a melee weapon with
the operative special property) as a trick attack. Just before
making the attack, Kyla attempts a Bluff, Intimidate, or Stealth
check (whichever is better for her) with a DC equal to 20 +
the target’s CR. If the skill check is successful, the attack deals
5d8 additional damage and the target is flat-footed against this
attack.
Triple Attack: When making a full attack using only melee
weapons with the operative special property or small arms,
Kyla can make up to three attacks instead of two.
Uncanny Agility (Ex): Kyla is immune to the flat-footed condition,
opponents do not gain any bonuses to attack rolls for flanking
her or attacking when she is prone, and covering fire and
harrying fire to not provide any bonuses against her.
Weapon Specialization: Kyla adds her character level to the
damage she deals with most basic melee weapons and sniper
weapons, and half her character level to the damage she deals
with operative melee weapons and small arms. This is already
added in to her attacks above.
OTHER INFORMATION
Vitals Height: 5 ft. 9 in.; Weight: 135 lbs.; Age: 37/185; Birth Date:
25 August; Hair: Black; Eyes: Blue.
Class Archetypes Operative: None.
Key Scores Operative: Dex.
Marshal Watkins
Human Male, Mercenary Soldier

MARSHAL WATKINS CR 9
XP 6,400
Male human mercenary soldier 9
LG Medium humanoid (human)
Init +8; Perception +9
DEFENSE SP 80 HP 67 RP 8
EAC 26; KAC 28
Fort +8, Ref +7, Will +6; +2 vs. spells and spell-like abilities
Defensive Abilities armored advantage, armor training, guard’s
protection; Resistances fire 9.
OFFENSE BAB +9
Speed 30 ft.
Melee tactical knife +13 (2d4+4 S; analog, operative)
Ranged corona laser pistol +14 (2d4+4 F; 90 ft.; crit burn 1d4)
Ranged aphelion laser rifle +15 (3d6+9 F; 120 ft.; crit burn 1d6)
Offensive Abilities laser accuracy, primary fighting style (guard),
secondary fighting style (sharpshoot), sniper’s aim.
STATISTICS
Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 15 (+2), Wis 10 (+0),
Cha 10 (+0) base attack bonus. This is already listed above.
Skills Athletics +14, Culture +11, Intimidate +12, Medicine +14, Far Shot: Marshal takes only a -1 penalty per full range increment
Perception +9, Profession (mercenary) +12, Survival +12; between him and his target when using a ranged weapon.
(reduce the DCs of Culture and Profession [mercenary] checks Guard’s Protection (Ex): When an ally adjacent to him is damaged
by 5 when recalling knowledge about military procedures and by an attack, Marshal can use his reaction to intercede. Marshal
personnel). takes half the damage, and his ally takes the other half. This has
Feats Bodyguard, Enhanced Resistance (fire), Far Shot, Improved no effect on spells, and any conditions delivered by the attack
Initiative, In Harm’s Way, Mobility, Powered Armor Proficiency, apply to both Marshal and his ally.
Slippery Shooter, Spellbane, Toughness, Weapon Focus Grunt: Marshal’s used to long marches while carrying heavy
(longarms). equipment and can hoist most machinery with ease. Treat his
Languages Akitonian, Aklo, Brethedan, Castrovelian, Common, Strength as 1 higher for the purpose of determining his bulk
Kasatha, Shirren, Vercite, Vesk, Ysoki. limit.
Combat Gear mk 2 serums of healing (4); Other Gear aphelion In Harm’s Way: When an attack hits an ally whose Armor Class
laser rifle with 3 batteries (40 charges each), corona laser pistol that Marshal has increased with the Bodyguard feat, he can
with 3 batteries (20 charges each), freebooter armor III, tactical intercept the attack. Marshal takes all damage and associated
knife, backpack (industrial), everyday clothing, field rations (1 effects from that attack, and once he intercepts the attack, no
week), hygiene kit, personal comm unit with 1 battery (capacity other ability can redirect it. This ability takes no action, but
20), basic medkit, credstick (133 credits). Marshal can intercept only one attack in this way each round.
SPECIAL ABILITIES Laser Accuracy (Ex): Marshal gains a +1 insight bonus to attack
Armored Advantage: Marshal gains a +1 insight bonus to his KAC rolls with weapons in the laser category. This is already added
when wearing armor. This bonus has already been added to his in to his attacks above.
Armor Class above. Mobility: Marshal gains a +4 bonus to his AC against attacks of
Armor Training (Ex): Marshal reduces the armor check penalty opportunity he provokes by leaving a threatened square.
of armor he wears by 1 (to a minimum of 0) and increase the Powered Armor Proficiency: Marshal is skilled in the use of
maximum Dexterity bonus allowed by his armor by 1. powered armor.
Bodyguard: As a reaction when an adjacent ally is attacked, Rapid Recovery (Ex): Marshal can spend Resolve Points to ignore
Marshal can grant that ally a +2 circumstance bonus to their detrimental conditions. As a move action, he can spend 1
AC against that attack. If he does so, he takes a -2 penalty to his Resolve Point to suppress one of the following conditions for
own Armor Class until the beginning of his next turn. 10 minutes: exhausted, fatigued, frightened, nauseated, shaken,
Enhanced Resistance: Marshal gains fire resistance equal to his sickened, or staggered. After 10 minutes, if the condition’s
duration hasn’t ended, the condition’s effects return. Marshal
can suppress only one condition at a time; if he is both fatigued
and shaken, he can avoid the effects of only one of them, and if
he is affected by two different instances of the same condition,
he’s still affected by the second one.
Slippery Shooter: Marshal gains a +3 bonus to his Armor Class
against attacks of opportunity he provokes by making a ranged
attack.
Sniper’s Aim (Ex): When Marshal makes a ranged attack against a
target with cover, reduce the AC bonus from cover by 2. Marshal
can’t use sniper’s aim against an enemy with total cover.
Spellbane: Marshal gains a +2 insight bonus to saving throws
against spells and spell-like abilities. This is already included
above.
Toughness: Marshal gains a +4 bonus to many Constitution
checks to avoid damage or negative consequences from harsh
environments.
Weapon Specialization: Marshal adds his character level to the
damage he deals with most melee weapons, longarms, heavy
weapons, sniper weapons, and grenades, and half his character
level to the damage he deals with operative melee weapons
and small arms. This is already added in to his attacks above.
OTHER INFORMATION
Vitals Height: 5 ft. 8 in.; Weight: 170 lbs.; Age: 38/120; Birth Date:
3 June; Hair: Black; Eyes: Blue.
Class Archetypes Soldier: None.
Key Scores Soldier: Dex.

An average height, but well-built man. Marshal keeps his hair


close shaven, and can be usually found wearing a Wildstorm
Industries relaxed duty uniform with a navy blue jacket.
Marshal is quite honest, responsible, ambitious, courteous,
and well versed in etiquette. Marshal is also easy going, and
laid back but he trusts no one until they prove worthy of his
trust. He is also reserved, gentle, and soft spoken, but quite
the opposite when angry or challenged.
BRAEGOR STONEWALL
Dwarf Male, Scholar Mechanic

BRAEGOR STONEWALL CR 12
XP 19,200
Male dwarf scholar mechanic 12
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +19
DEFENSE SP 120 HP 78 RP 10
EAC 28; KAC 30
Fort +13, Ref +10, Will +5; +2 vs. poison, spells, and spell-like
abilities
Defensive Abiliteis slow but steady, traditional enemies;
Resistances fire 10
OFFENSE BAB +9
Speed 20 ft.
Melee inferno flame doshko +14 (5d8+12 F; crit wound; powered)
Ranged vorpal medium machine gun +11 (3d10 P; 60 ft.; crit
severe wound; analog, automatic)
Offensive Abilities +1 to attack rolls against goblinoid and orc
humanoids, combat tracking, overcharge (improved), overload,
override, twin tracking, weapon familiarity.
STATISTICS
Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 19 (+4), Wis 12 (+1),
Cha 10 (+0) abilities. The exocortex grows, and learns, with him.
Skills Computers +22, Diplomacy +12, Engineering +22, Bypass: Braegor gains a +3 bonus to Computers and Engineering
Perception +19 (+21 to notice unusual stonework), Physical checks. This has been added to his skill bonuses above.
Science +23, Piloting +20, Profession (manager) +16, Sense Combat Tracking (Ex): As a move action during combat,
Motive +13; (reduce the DCs of Physical Science checks by 5 Braegor can designate a foe for his exocortex to track. As long
when recalling knowledge about hyperspace). as that target is in sight, the exocortex feeds him telemetry,
Feats Advanced Melee Weapon Proficiency, Great Fortitude, vulnerabilities, and combat tactics, allowing him to make attacks
Heavy Armor Proficiency, Heavy Weapon Proficiency, against that target as if his base attack bonus from his mechanic
Improved Great Fortitude, Longarm Proficiency, Master Crafter levels were equal to his mechanic level. Designating another
(Engineering), Skill Focus (Physical Science, Piloting), Toughness, target causes Braegor to immediately lose this bonus against
Weapon Focus (Advanced Melee Weapons). the previous target.
Languages Akitonian, Castrovelian, Common, Dwarven, Kasatha, Coordinated Assault (Ex): Whenever Braegor and his exocortex
Vesk. are both attempting to hack a system, they each receive a +1
Other Abilities artificial intelligence, bypass, coordinated assault, circumstance bonus to the checks to gain access.
engineer’s eye, expert rig, memory module, miracle worker, Darkvision: Braegor can see up to 60 feet in total darkness.
quick patch, quick repair, reaserch maven, remote hack, tip of Engineer’s Eye (Ex): When Braegor is within 10 feet of a trapped
the tongue, visual data processor, wireless hack. or malfunctioning machine or computer, he receives a free
Combat Gear none; Other Gear inferno flame doshko with 3 Computers, Engineering, or Perception check to notice the trap
batteries (capacity 20 each), medium machine gun (fusion: or defect, whether or not he is actively looking. In addition,
vorpal) with 300 heavy rounds, vesk overplate III (upgrades: gray due to his intimate knowledge of his ship, he receives one of
force field (temp hp: 20; fast heal 5)) with 3 batteries (capacity these checks whenever he boards his ship to notice if anything
20 each), everyday clothing, field rations (1 week), hygiene kit, is wrong with the ship’s systems.
personal comm unit with battery (capacity 80), adamantine Exocortex Mods (Ex): Braegor’s exocortex has a pair modifications
alloy cable line (50 ft.), toolkit (engineering), industrial backpack, that grant him skill with heavy weapons, and limited resistance
credstick (853 credits). to fire. These have been included above.
SPECIAL ABILITIES Expert Rig (Ex): Braegor has a customized handheld toolkit he
Artificial Intelligence: Braegor has an exocortex implanted in uses to hack systems and items. It functions as the appropriate
his brain that supplements his already formidable mind and tool for any Computers or Engineering checks he attempts. If it’s
destroyed, he can build a new expert rig from any technological Quick Repair (Ex): When Braegor attempts to repair an item, he
toolkit with 1 hour of work. If Braegor successfully hacks a can do so in half the time normally required (to a minimum of
computer with his expert rig, he can automatically disable any a full action).
one security feature other than firewalls. Research Maven: Braegor can research much faster than
It also acts as a tier 6 computer with an artificial personality most other people, allowing him to collate information from
(named “Ragnok”). It has an audio/video recording, and can databases, libraries, and other sources in one-quarter the
communicate with Braegor’s ship at a range of 5 miles. normal time; with this ability, he can typically take 20 to recall
Improved Great Fortitude: Braegor can spend 1 RP to reroll a knowledge in 5 rounds.
failed save. Remote Hack (Ex): Braegor can use his expert rig to attempt
Master Crafter (Engineering): When crafting things that require Computers and Engineering checks at a range of 50 feet. A
skill in engineering it takes Braegor half the time. target of this ability (or someone observing the target) can
Memory Module (Ex): Once per day, as a reaction while not attempt a DC 32 Perception or Sense Motive check to know
in combat, Braegor can reroll a failed skill check to recall Braegor is the source of the remote hack.
knowledge. In addition, his exocortex grants him Skill Focus Slow but Steady: Braegor’s land speed is never modified when
(Piloting) as a bonus feat. Braegor can’t use his exocortex’s he is encumbered or wearing heavy armor. Braegor gains a
memory module while combat tracking is activated. +2 racial bonus to saving throws against poisons, spells, and
Miracle Worker (Ex): Twice per day as a move action, Braegor can spell-like abilities, and when standing on the ground he gains
perform an amazing feat of engineering for a starship, armor, a +4 racial bonus to his KAC against bull rush and trip combat
or weapon he can access. For a suit of armor, this increases its maneuvers. The save bonus has been added in above.
AC by 2 for 1 minute. A weapon gains a +2 bonus to its attack Stonecunning: Braegor gains a +2 bonus to Perception checks
and damage rolls for 1 minute. For a starship, Braegor restores to notice unusual stonework, such as traps and hidden doors
a number of Hull Points equal to the starship’s base frame HP located in stone walls or floors. He receives a check to notice
increment. If this raises the ship’s HP over a multiple of its such features whenever he pass within 10 feet of them, whether
Critical Threshold, he can repair critical damage to one system or not he is actively looking. This has been added to his skill
per multiple, reducing its severity by one step. bonuses above.
Overcharge (Improved; Ex): As a standard action, Braegor can Tip of the Tongue: Once per day, Braegor can reroll any one skill
use his expert rig to overcharge and fire an energy weapon check to recall knowledge.
(or melee weapon with the powered special property) in his Traditional Enemies: Braegor still trains to fight his people’s
possession, or as a move action he can overcharge a touched ancient enemies. He gains a +1 racial bonus to attack rolls
weapon (which is then overcharged for its next attack made against a creature with the goblinoid or orc subtype and a +4
before the end of Braegor’s next turn). An overcharged weapon’s racial bonus to AC against an attack from a creature with the
attack deals an additional 2d6 damage and uses three times as giant subtype
many charges as a typical attack with the weapon. Twin Tracking (Ex): Braegor can designate two targets for his
Overload (Ex): As a standard action, Braegor can overload an exocortex to track, increasing his base attack bonus against
adjacent technological item, such as a powered weapon or each. Braegor can designate both targets with a single move
armor upgrade (though not a creature, or an object larger than action, but he must be able to see them both at that time.
Medium size). The item does not function for 1 round. If the Visual Data Processor (Ex): Braegor notices even the smallest
item is in a foe’s possession, that creature can attempt a DC 20 shifts in movement, temperature, and vibration, gaining the
Reflex save to negate this effect. Once a device is overloaded, insight bonus from his bypass class feature to Perception skill
a static charge prevents the object from being overloaded again checks. This has been added to his skill bonuses above.
for 1 minute. Weapon Familiarity: Braegor is proficient with basic and advanced
Override (Ex): Braegor’s overload class feature now affects melee weapon, and gains weapon specialization with them.
androids, drones, robots, and creatures with the technological Weapon Specialization: Braegor adds his character level to
subtype, which must succeed at a Will saving throw (DC 20) the damage he deals with most basic and advanced melee
or be dazed for 1 round. If the target fails its saving throw by weapons, longarms, and grenades, and half his character level to
10 or more, it is not dazed and you can dictate its actions for 1 the damage he deals with operative melee weapons and small
round, though these actions can’t be obviously self-destructive. arms. This is already added in to his attacks above.
Once a creature has attempted a saving throw against this attack Wireless Hack (Ex): Instead of combat tracking, Braegor’s
(regardless of the result), it is immune to this attack for 24 hours. exocortex can access another computer system within 20 feet,
Quick Patch (Ex): When Braegor attempts to patch a system on a allowing it to attempt a Computers check against that computer
starship, he reduces the number of actions required to do so by each round, using his skill bonus. This counts as a standard
one. This does not reduce the time needed to patch a glitching action for the purpose of the Computers skill. Braegor must
system, but he can patch two systems with one action. remain within 20 feet of the computer system for the entire
time his exocortex is interacting with the computer. If the task
requires multiple actions (or even rounds) to accomplish, Braegor
can spend his actions to work in concert with his exocortex,
counting both his action and the exocortex’s effective standard
action toward the total time required.
OTHER INFORMATION
Vitals Height: 4 ft. 0 in.; Weight: 171 lbs.; Age: 120/450; Birth Date:
8 September; Hair: Rust Red; Eyes: Blue.
Class Archetypes Mechanic: None.
Key Scores Mechanic: Int.
AMBER FRANKLIN
Human Female, Icon Mystic

AMBER FRANKLIN CR 4
XP 1,200
Female human icon mystic 4
LG Medium humanoid (human)
Init +0; Perception +10
DEFENSE SP 24 HP 28 RP 5
EAC 14; KAC 15
Fort +1, Ref +1, Will +7
OFFENSE
Speed 30 ft.
Melee survival knife +3 (1d4+2 S; analog, operative)
Ranged azimuth laser pistol +3 (1d4+2 F; critical burn 1d4)
Spell-Like Abilities (CL 4th)
At will- mindlink.
Mystic Spells Known (CL 4th; ranged +3)
2nd (3/day)- mind thrust*, restoration (lesser), mystic cure*.
1st (4/day)- identify, keen senses, life bubble, wisp ally, remove
condition (lesser).
0 (at will)- detect affliction, detect magic, psychokinetic hand,
stabilize, telepathic message, token spell.
* This spell can be cast using a 1st- or 2nd-level spell slot to
varying effect. See the spell’s description.
STATISTICS
Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 13 (+1), Wis 16 (+3),
Cha 14 (+2) to restore 20 Hit Points to an ally.
Skills Bluff +9, Computers +5, Culture +9, Diplomacy +9, Life Mindlink (Sp): Amber can touch a creature to telepathically
Science +8, Medicine +12, Mysticism +11, Perception +10; transmit as much information as could normally be
(reduce the DCs of Culture and Profession [psychologist] communicated in 10 minutes. Amber can use this on a specific
checks by 5 when recalling knowledge about other icons of creature only once every 24 hours.
your profession). Mystic Strike: Amber’s melee and ranged attacks count as magic
Feats Combat Casting, Mystic Strike, Skill Focus (Medicine). for the purposes of bypassing damage reduction and other
Languages Akitonian, Castrovelian, Celestial, Common, Kasatha, situations, such as attacking incorporeal creatures.
Shirren. Weapon Specialization: Amber adds her character level to the
Other Abilities healing channel, healing touch, lifelink. damage she deals with most basic melee weapons, and half her
Combat Gear none; Other Gear azimuth laser pistol with 2 character level to the damage she deals with operative melee
batteries (20 charges each), survival knife, elite stationwear, weapons and small arms. This is already added in to her attacks
hygiene kit, everyday clothing, personal comm unit with battery above.
(capacity 80), tier 1 analgesic (2), tier 1 antitoxin, tier 1 sedative OTHER INFORMATION
(2), medpatch, industrial backpack, basic medkit, field rations Vitals Height: 5 ft. 8 in.; Weight: 150 lbs.; Age: 26/120; Birth Date:
(1 week), credstick (10 credits). 10 March; Hair: Brunette; Eyes: Blue-Green.
SPECIAL ABILITIES Class Archetypes Mystic: None.
Combat Casting: Amber gains a +2 bonus to her Armor Class Key Scores Mystic: Wis.
and saving throws against attacks of opportunity she provoks
by casting a spell and against readied actions triggered by her
spellcasting.
Healing Channel (Su): Amber can spend 1 RP to restore 4d8 HP
to herself (as a move action), an ally touched (as a standard
action), or all allies within 30 feet (as a full action).
Healing Touch (Su): Once per day, Amber can spend 10 minutes
ANDREA SUMMERS
Human Female, Scholar Mechanic

ANDREA SUMMERS CR 2
XP 600
Female human scholar mechanic 2
CG Medium humanoid (human)
Init +6; Perception +5
DEFENSE SP 14 HP 16 RP 4
EAC 12; KAC 13
Fort +4, Ref +5, Will +0
OFFENSE
Speed 30 ft.
Melee survival knife +3 (1d4 S; analog, operative)
Ranged tactical semi-auto pistol +4 (1d6 P; analog)
STATISTICS
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 17 (+3), Wis 10 (+0),
Cha 10 (+0)
Skills Athletics +5, Computers +9, Engineering +9, Medicine +8,
Perception +5, Physical Science +9, Piloting +7, Profession
(Professor) +8; (reduce the DCs of Physical Science checks by
5 when recalling knowledge about physics).
Feats Improved Initiative, Weapon Focus (Small Arms).
Languages Akitonian, Common, Dwarven, Vercite.
Other Abilities artificial intelligence, bypass, custom rig, quick
patch.
Combat Gear none; Other Gear survival knife, tactical semi- OTHER INFORMATION
autopistol with 120 small arms rounds, flight suit stationwear, Vitals Height: 5 ft. 9 in.; Weight: 165 lbs.; Age: 25/120; Birth Date:
everyday clothing, field rations (1 week), hygiene kit, personal 28 August; Hair: Black; Eyes: Brown.
comm unit with battery (capacity 80), titanium alloy cable line Class Archetypes Mechanic: None.
(50 ft.), toolkit (hacking), industrial backpack, credstick (398 Key Scores Mechanic: Int.
credits).
SPECIAL ABILITIES LURCH (ANDREA’S DRONE)
Artificial Intelligence: Andrea has a combat drone she constructed Drone 2
herself. It acts after Andrea’s turn each round. If Andrea takes N Medium construct
no actions to control the drone, it can take only a standard Perception +5
action to attack or a move action to move up to its speed. If DEFENSE HP 20
Andrea takes a move action to control it, the drone can take EAC 14; KAC 17
a standard and move action. If Andrea takes a move and swift Fort +3, Ref +0, Will +0
action to control her drone, it can take a standard, move, and DR 1/–
swift action, or a full action. OFFENSE
Bypass: Andrea gains a +1 bonus to Computers and Engineering Speed 30 ft.
checks. This has been added to her skill bonuses above. Ranged tactical semi-auto pistol +4 (1d6 P)
Custom Rig: Andrea has a customized handheld toolkit she uses Ranged tactical semi-auto pistol +4 (1d6 P)
to hack systems and items. It functions as the appropriate STATISTICS
tool for any Computers or Engineering checks she attempts. Str 14 (+2), Dex 12 (+1), Con –, Int 6 (-2), Wis 10 (+0), Cha 6 (-2)
If it’s destroyed, she can build a new custom rig from any Skills Perception +5.
technological toolkit with 1 hour of work. Feats Weapon Focus (Small Arms).
Quick Patch (Ex): When Andrea attempts to patch a system on Languages Akitonian, Common, Dwarven, Vercite.
a starship, she reduces the number of actions required to do DRONE MODS
so by one. This does not reduce the time needed to patch a Enhanced Armor: Lurch has enhanced armor thus making him
glitching system, but she can patch two systems with one action. more capable of avoiding damage in combat situations.
Weapon Mount: Lurch has a pair tactical semi-auto pistols, which
can be fired eighteen times each before Andrea must reload it
with small arm rounds.
Weapon Proficiency: Lurch is proficient with longarms in addition
to small arms.
BELL-4 “ISABELLA”
Android Female, Mercenary Operative

BELL-4 “ISABELLA” CR 5
XP 1,600
Female android mercenary operative 5
LN Medium humanoid (android)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE SP 35 HP 34 RP 6
EAC 16; KAC 17
Fort +3, Ref +8, Will +4
Defensive Abilities evasion, uncanny mobility.
OFFENSE
Speed 30 ft.
Melee survival knife +7 (1d4+2 S; analog, operative)
Ranged corona laser rifle +7 (2d6 F; 120 ft.; crit burn 1d6)
Offensive Abilities debilitating trick, trick attack.
STATISTICS
Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 16 (+3), Wis 10 (+0),
Cha 8 (-1)
Skills Acrobatics +17, Athletics +13, Bluff +9, Computers +13,
Culture +13, Diplomacy +6, Disguise +9, Engineering +13,
Perception +10, Piloting +14, Sense Motive +11, Sleight
of Hand +14, Stealth +17; (reduce the DCs of Culture and
Profession [mercenary] checks by 5 when recalling knowledge
about military procedures and personnel); (ghost specialization:
+4 to Stealth checks to make trick attacks). Debilitating Trick (Ex): When Isabella hits an enemy with a trick
Feats Deadly Aim, Far Shot, Longarm Proficiency, Skill Focus attack, Isabella can choose to make that enemy either flatfooted
(acrobatics, stealth). or off-target until the beginning of Isabella’s next turn.
Languages Common. Evasion (Ex): If Isabella succeeds at a Reflex save against an effect
Other Abilities cloaking field, ghost specialization, quick disguise. that has a partial effect on a successful save, she instead suffers
Combat Gear none; Other Gear survival knife, corona laser no effect.
rifle with 3 batteries (capacity 40 each), business stationwear, Far Shot: Isabella takes only a -1 penalty per full range increment
everyday clothing, field rations (1 week), hygiene kit, personal between her and her target when using a ranged weapon.
comm unit with battery (capacity 80), titanium alloy cable line Flat Affect: The DC of a Sense Motive check attempted against
(50 ft.), toolkit (hacking), industrial backpack, credstick (193 Isabella increases by 2.
credits). Low-Light Vision: Isabella can see in dim light as if it were normal
SPECIAL ABILITIES light.
Cloaking Field (Ex): As a move action, Isabella can activate her Quick Disguise (Ex): Once per day as a standard action, Isabella
cloaking field, allowing her to attempt Stealth checks even can quickly change her appearance. This functions as disguise
when being directly observed and with no place to hide. If self and lasts for 1 minute per operative level.
Isabella remains perfectly still, she gains a +10 bonus to Stealth Specialization Skill Mastery: When Isabella attempts an
checks (which does not stack with invisibility) until she moves. Acrobatics or Stealth check, she can take 10 even if stress and
This cloaking field lasts for up to 10 rounds before it becomes distractions would normally prevent her from doing so.
inactive. While inactive, it recharges 1 round of use per minute. Trick Attack: As a full action, Isabella can move up to 30 feet and
Constructed: For effects targeting creatures by type, Isabella make a single attack with a small arm (or a melee weapon with
counts as both a construct and a humanoid (whichever is worse the operative special property) as a trick attack. Just before
for Iseph). making the attack, Isabella can attempt a Bluff, Intimidate, or
Darkvision: Isabella can see up to 60 feet in total darkness. Stealth check (whichever is better for her) with a DC equal to
Deadly Aim: When Isabella takes the attack or full attack action 20 + the target’s CR. If the skill check is successful, the attack
with weapons, she can take a -2 penalty to her attack rolls. If deals 3d8 additional damage and the target is flat-footed against
she does, those attacks deal +1 additional damage.. this attack.
Uncanny Mobility (Ex): When Isabella makes a trick attack, if she
chooses the target of her attack before her move, her movement
doesn’t provoke attacks of opportunity from that target. When
she uses her standard action to move, she can choose one
creature; Isabella doesn’t provoke attacks of opportunity from
that creature for this movement.
Upgrade Slot: Isabella has an internal quick-release sheath
normally installed in armor as an upgrade. This can store a single
one-handed weapon, which Isabella can draw as a swift action.
Weapon Specialization: Isabella adds her character level to the
damage she deals with most basic melee weapons and sniper
weapons, and half her character level to the damage she deals
with operative melee weapons and small arms. This is already
added in to her attacks above.
OTHER INFORMATION
Vitals Height: 5 ft. 10 in.; Weight: 170 lbs.; Age: 5; Birth Date: 14
September; Hair: Black; Eyes: Blue.
Class Archetypes Operative: None.
Key Scores Operative: Dex.
JACKIE SUMMERS
Human Female, Ace Pilot Operative

JACKIE SUMMERS CR 2
XP 600
Female human ace pilot operative 2
NG Medium humanoid (human)
Init +8; Perception +6
DEFENSE SP 14 HP 16 RP 4
EAC 13; KAC 14
Fort +1, Ref +6, Will +3
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee survival knife +4 (1d4 S; analog, operative)
Ranged tactical semi-auto pistol +5 (1d6 P; analog)
Ranged tactical shirren-eye rifle +4 (1d10 P; analog, sniper,
unwieldy)
Offensive Abilities trick attack.
STATISTICS
Str 10 (+0), Dex 17 (+3), Con 12 (+1), Int 14 (+2), Wis 10 (+0),
Cha 10 (+0)
Skills Acrobatics +11, Athletics +8, Bluff +6, Computers +8,
Culture +8, Engineering +8, Intimidate +6, Perception +6,
Piloting +10, Profession (Dock Worker) +6, Sense Motive +6,
Sleight of Hand +9, Stealth +9; (reduce the DC of Culture
checks by 5 when recalling knowledge about starship and When she is in a chase, Jackie gains a +2 bonus to skill checks
vehicle models and parts as well as famous hotshot pilots); you attempt when taking the evade or trick pilot actions.
(daredevil specialization: Attempt Acrobatics checks to make OTHER INFORMATION
a trick attack). Vitals Height: 5 ft. 9 in.; Weight: 165 lbs.; Age: 25/120; Birth Date:
Feats Improved Initiative, Skill Focus (Acrobatics, Athletics), 28 August; Hair: Black; Eyes: Brown.
Weapon Focus (Small Arms). Class Archetypes Operative: None.
Languages Akitonian, Castrovelian, Common, Dwarven, Ysoki. Key Scores Operative: Dex.
Other Abilities daredevil specialization, uncanny pilot.
Combat Gear none; Other Gear survival knife, tactical semi-
autopistol with 60 small arms rounds, tactical shirren-eye rifle
with 25 sniper rounds, flight suit stationwear, everyday clothing,
field rations (1 week), hygiene kit, personal comm unit with
battery (capacity 80), titanium alloy cable line (50 ft.), toolkit
(hacking), industrial backpack, credstick (168 credits).
SPECIAL ABILITIES
Trick Attack: As a full action, Jackie can move up to 30 feet and
make a single attack with a small arm (or a melee weapon with
the operative special property) as a trick attack. Just before
making the attack, Kyla attempts a Bluff, Intimidate, or Stealth
check (whichever is better for her) with a DC equal to 20 +
the target’s CR. If the skill check is successful, the attack deals
1d4 additional damage and the target is flat-footed against this
attack.
Uncanny Pilot (Ex): When Jackie attacks while driving a vehicle,
she halves the vehicle’s penalty to her attack roll (to a minimum
of no penalty if the vehicle normally imposes a –1 penalty).
NASHAR
Draenei Male, Spacefarer Soldier

NASHAR CR 5
XP 1,600
Male draenei spacefarer soldier 5
LG Medium humanoid (draenei)
Init +1; Senses low-light vision; Perception +1
DEFENSE SP 55 HP 41 RP 6
EAC 19; KAC 22
Fort +7, Ref +2, Will +5; +2 vs. fear
Defensive Abilities armored advantage; Resistances cold 5,
electricity 5.
OFFENSE
Speed 25 ft.
Melee survival knife +9 (1d4+2 S; analog, operative)
Ranged holy corona artillery laser +7 (2d8+5 F; 120 ft.; critical
burn 1d6; holy, penetrating)
Offensive Abilities ancient foes, primary fighting style (arcane
assailant), rune of the eldritch knight, secret of the magi.
Draenei Spell-Like Abilities (CL 5th)
1/day- mystic cure.
STATISTICS
Str 18 (+4), Dex 12 (+1), Con 16 (+3), Int 12 (+1), Wis 12 (+1),
Cha 12 (+1)
Skills Athletics +11, Computer Use +6, Intimidate +9, Piloting mystic cure and restore 3d8+1 Hit Points to one living creature.
+9, Physical Science +6; (reduce the DCs of Physical Science Low-Light Vision: Nashar can see in dim light as if it were normal
checks by 5 when recalling knowledge about strange new light.
worlds or features of space). Quick Draw: Nashar can draw a weapon as a swift action.
Feats Quick Draw, Toughness, Weapon Focus (heavy weapons). Rune of the Eldritch Knight (Su): Nashar can imbue a weapon
Languages Common, Draenei, Kasatha. with a magic sigil, the rune of the eldritch knight, allowing the
Other Abilities gift of the naaru. weapon to act as a magic weapon for the purposes of bypassing
Combat Gear none; Other Gear officer ceremonial plate, corona DR and affecting incorporeal creatures. This takes 10 minutes,
artillery laser (fusion: holy) with 2 batteries (capacity 40 each), and he can imbue only a single weapon at a time. If Nashar
survival knife, industrial backpack, everyday clothing, field imbues a new weapon with the rune of the eldritch knight, any
rations (1 week), hygiene kit, personal comm unit with battery previously imbued weapon loses this benefit.
(capacity 20), credstick (183 credits). Secret of the Magi (Su): When Nashar imbues a weapon with the
SPECIAL ABILITIES rune of the eldritch knight, in addition to its normal benefits, the
Ancient Foes: Nashar still trains to fight his people’s ancient rune grants the weapon one of the following weapon fusions
enemies. He gains a +1 racial bonus to attack rolls against a of his choice: ethereal, flaming, frost, merciful, or shock. The
creature with the demon or devil subtype. weapon can’t gain a fusion it already has, and this bonus fusion
Armored Advantage: Nashar gains a +1 insight bonus to his KAC doesn’t count toward the maximum total level of fusions the
when wearing armor. This bonus has already been added to weapon can have at once. The bonus fusion ends when the
his Armor Class above. weapon ceases to be imbued with the rune of the eldritch
Defensive Training: When wearing armor, Nashar gains a +1 racial knight.
bonus to AC. When he’s wearing heavy armor, his armor check Strength of the Light: Nashar gains cold resistance 5, and
penalty is 1 less severe than normal. This bonus has already electricity resistance 5. This has already been included above.
been added to his Armor Class above. Toughness: Nashar gains a +4 bonus to many Constitution
Faith in the Light: Nashar has such a faith in the light that he gains checks to avoid damage or negative consequences from harsh
a +2 racial bonus to all savings throws against fear effects. This environments.
has already been included above. Weapon Specialization: Nashar adds his character level to the
Gift of the Naaru: Once per day, with a touch, Nashar can cast damage he deals with most melee weapons, longarms, heavy
weapons, sniper weapons, and grenades, and half his character
level to the damage he deals with operative melee weapons
and small arms. This is already added in to his attacks above.
OTHER INFORMATION
Vitals Height: 7 ft. 7 in.; Weight: 443 lbs.; Age: 420/1,676; Birth
Date: 8 September; Hair: None; Eyes: Blue.
Class Archetypes Soldier: None.
Key Scores Soldier: Str.
Nathan Dawson
Human Male, Priest Mystic

NATHAN DAWSON CR 1
XP 400
Male human priest mystic 1
NG Medium humanoid (human)
Init +1; Perception +7
DEFENSE SP 7 HP 10 RP 4
EAC 12; KAC 13
Fort +1, Ref +1, Will +5
OFFENSE
Speed 30 ft.
Melee survival knife +1 (1d4 S; analog, operative)
Ranged azimuth laser pistol +1 (1d4 F; 80 ft.; critical burn 1d4)
Mystic Spells Known (CL 1st; ranged +1)
1st (3/day)- identify, life bubble, mystic cure*.
0 (at will)- detect affliction, detect magic, psychokinetic hand,
stabilize.
STATISTICS
Str 10 (+0), Dex 12 (+1), Con 12 (+1), Int 13 (+1), Wis 16 (+3),
Cha 10 (+0)
Skills Bluff +4, Computers +2, Diplomacy +4, Life Science +5,
Medicine +8, Mysticism +8, Perception +7, Sense Motive +7;
(reduce the DCs of Culture and Mysticism checks by 5 when
recalling knowledge about religious traditions, religious symbols,
and famous religious leaders).
Feats Mystic Strike, Skill Focus (Medicine). a faded blue jacket with the holy symbol of Sarenrae on the
Languages Castrovelian, Common. back.
Other Abilities healing channel, healing touch, lifelink. He is easy going, laid back, trusts almost everyone until they
Combat Gear none; Other Gear azimuth laser pistol with 3 prove unworthy of his trust. He is also reserved, gentle, and
batteries (20 charges each), survival knife, second skin, hygiene soft spoken, but quite the opposite when angry or challenged.
kit, everyday clothing, personal comm unit with battery
(capacity 80), industrial backpack, field rations (1 week),
credstick (28 credits).
SPECIAL ABILITIES
Healing Channel (Su): Nathan can spend 1 RP to restore 2d8 HP
to himself (as a move action), an ally touched (as a standard
action), or all allies within 30 feet (as a full action).
Healing Touch (Su): Once per day, Nathan can spend 10 minutes
to restore 5 Hit Points to an ally.
Mystic Strike: Nathan’s melee and ranged attacks count as magic
for the purposes of bypassing damage reduction and other
situations, such as attacking incorporeal creatures.
OTHER INFORMATION
Vitals Height: 5 ft. 6 in.; Weight: 135 lbs.; Age: 20/120; Birth Date:
6 May; Hair: Brown; Eyes: Brown.
Class Archetypes Mystic: None.
Key Scores Mystic: Wis.

Nathan prefers simple clothing and as such he is usually found


wearing a plain white t-shirt, blue jeans, well-worn boots, and
CHRISTINE MAXWELL
Human Female, Priest Solarion

CHRISTINE MAXWELL CR 6
XP 2,400
Female human priest solarian 6
NG Medium humanoid (human)
Init +2; Perception +9
DEFENSE SP 54 HP 46 RP 7
EAC 16; KAC 17
Fort +6, Ref +4, Will +5
Defensive Abilities dark matter, glow of life
OFFENSE
Speed 30 ft.
Melee solar weapon +8 (2d6+1d4+7 P; critical wound)
Ranged advanced semi-auto pistol +8 (2d6+3 P; analog)
Offensive Abilities black hole, plasma sheath, solar manifestation
(solar weapon), supernova
STATISTICS
Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 11 (+0),
Cha 18 (+4)
Skills Acrobatics +11, Athletics +10, Computers +8, Culture +8,
Diplomacy +10, Mysticism +10, Perception +9, Piloting +8,
Sense Motive +6; (reduce the DCs of Culture and Mysticism
checks by 5 when recalling knowledge about religious traditions,
religious symbols, and famous religious leaders). Kip Up: Christine can stand up from prone as a swift action.
Feats Kip Up, Quick Draw, Toughness, Weapon Focus (advanced Mantle of the Clergy: Typical lay followers of Christine’s deity
melee weapons). have a starting attitude of helpful toward Christine, and she
Languages Akitonian, Brethedan, Castrovelian, Common, Elven, gains a +2 bonus to Diplomacy and Intimidate checks against
Kasatha, Shirren, Vesk, Ysoki. followers and lower-level clergy of the deity.
Other Abilities mantle of the clergy, stellar mode. Plasma Sheath (Su): As a move action, Christine can cause all
Combat Gear mk 2 serums of healing (2); Other Gear advanced her solar weapon damage to become fire damage (though
semi-auto pistol with 60 small arms rounds, elite stationwear, her attacks still target KAC) for 1 round. If she is attuned or
personal comm unit with battery (capacity 80), least gluon fully attuned to photon mode, he also increases the damage
crystal, hygiene kit, everyday clothing, industrial backpack, dealt by 2, and the effect lasts as long as she maintains stellar
field rations (1 week), credstick (143 credits). attunement.
SPECIAL ABILITIES Quick Draw: Christine can draw a weapon as a swift action.
Black Hole (Su): When fully attuned to graviton mode, as a Skill Adept: As a part of her training, Christine was given instruction
standard action Christine can pull any number of creatures she in piloting and the use of computers.
targets that are within 25 feet of her toward her. Each target Solar Manifestation (Solar Weapon): Christine has a mote of
must succeed at a DC 17 Fortitude save or move 5 feet closer. yellow light that orbits her. She can grab this and turn it into
This movement does not provoke attacks of opportunity. After a solar weapon with the same ease as drawing a weapon. It is
using this power, Christine becomes unattuned. considered a one-handed advanced melee weapon that deals
Dark Matter (Su): As a move action, Christine can gain DR 2/- for 2d6 piercing damage.
1 round. When Christine is attuned or fully attuned to graviton Stellar Mode: At the beginning of Christine’s first round in a
mode, she can instead gain DR 3/-, and the DR lasts as long as combat, she must choose one of three modes- graviton-attuned,
she remains graviton-attuned. photon-attuned, or unattuned. If graviton- or photon-attuned,
Glow of Life (Su): As a move action, Christine can spend 1 Resolve she gains 1 attunement point for the appropriate mode. Each
Point to recover 12 Hit Points. Once she uses this revelation, she round, she either maintains that mode (gaining another point
can’t use it again until the next time she regains Stamina Points of attunement, to a maximum of 3), or becomes unattuned
after a 10-minute rest. When she is attuned or fully attuned, (losing all attunement points, and she can then enter a new
she can instead heal 18 Hit Points. mode on the following turn). If Christine has 1 or 2 points in
a mode, she is attuned to that mode. If she has 3 points in a
mode, she is fully attuned to that mode. Some of her abilities
function only when Christine is attuned or fully attuned to the
graviton or photon mode.
When attuned in graviton mode, Christine gains a +1 insight
bonus to his Reflex saves.
When attuned in photon mode, Christine gains a +1 insight
bonus to damage rolls.
Sidereal Influence: Outside of combat, Christine can tap into
stellar influences to assist in her various tasks. She must meditate
for 1 minute and then chooses either Culture or Stealth. She
adds a +1d6 insight bonus to checks with the selected skill
until she enters combat, falls unconscious, sleeps, or meditates
to choose another skill.
Supernova (Su): When Christine is fully attuned to photon mode,
as a standard action he can deal 7d6 fire damage to all creatures
within 10 feet of him (Reflex DC 17). After using this power,
Christine becomes unattuned.
Toughness: Christine gains a +4 bonus to many Constitution
checks to avoid damage or negative consequences from harsh
environments.
Weapon Specialization: Christine adds her character level to
the damage she deals with most basic and advanced melee
weapons, and half his character level to the damage she deals
with operative melee weapons and small arms. This is already
added in to her attacks above.
OTHER INFORMATION
Vitals Height: 4 ft. 10 in.; Weight: 110 lbs.; Age: 28/120; Birth
Date: 5 September; Hair: Platinum Blonde; Eyes: Red-Brown.
Class Archetypes Solarian: None.
Key Scores Solarian: Cha.
SOMA
Lashunta Female. Xenoseeker Technomancer

SOMA CR 8
XP 4,800
Female damaya lashunta xenoseeker technomancer 8
LG Medium humanoid (lashunta)
Init +3; Senses darkvision 60 ft.; Perception +9
DEFENSE SP 48 HP 44 RP 8
EAC 22; KAC 23
Fort +3, Ref +5, Will +7
OFFENSE
Speed 30 ft.
Melee tactical knife +9 (2d4+4 S; analog, operative)
Ranged aphelion laser pistol +10 (3d4+4 F; 90 ft.; crit burn 1d4;
boost 1d4)
Offensive Abilities empowered weapon.
Lashunta Spell-Like Abilities (CL 8th)
1/day- detect thoughts.
At will- daze, psychokinetic hand.
Technomancer Spells Known (CL 8th; ranged +9)
3rd (3/day)- explosive blast, flight*, holographic image*.
2nd (5/day)- darkvision, knock, logic bomb, recharge.
1st (5/day)- detect tech, identify, jolting surge, keen senses, magic
missile.
0 (at will)- dancing lights, detect magic, energy ray, ghost sound,
mending, token spell.
* This spell can be cast using a 1st- 2nd-, or 3rd-level spell slot
to varying effect. See the spell’s description.
STATISTICS
Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 18 (+4), Wis 12 (+1), she can cast keen senses into her cache capacitor and have it
Cha 13 (+1) remain active for 24 hours.
Skills Computers +20, Culture +12, Diplomacy +9, Life Science Combat Casting: Soma gains a +2 bonus to her Armor Class
+16, Mysticism +17, Perception +9, Piloting +14, Sense Motive and saving throws against attacks of opportunity she provoks
+9; (reduce the DCs of Life Science checks to identity rare by casting a spell and against readied actions triggered by her
creatures by 5). spellcasting.
Feats Combat Casting, Mystic Strike, Spell Focus, Spell Penetration, Empowered Weapon: As a move action, Soma can expend a
Weapon Focus (small arms). spell slot to grant her weapon a bonus to attacks equal to the
Languages Akitonian, Arkanen, Brethedan, Castrovelian, level of the spell slot, and +1d6 bonus damage per level of spell
Common, Draconic, Dwarven, Elven, Eoxian, Kasatha, Shirren, slot expended. This bonus lasts until the start of her next turn.
Vercite, Vesk, Ysoki. Fabricate Arms (Su): As a full action, Soma can expend an unused
Other Abilities cache capacitor, fabricate arms, flash teleport, spell slot to temporarily construct a technological weapon or
limited telepathy, quick pidgin, spell cache, student (computers, suit of armor out of raw magic. She can create one suit of armor
mysticism) or weapon with a level equal to or less than the level of the
Combat Gear mk 3 serum of healing (1); Other Gear advanced expended spell slot × 3, to a maximum of her caster level. Soma
lashunta tempweave (upgrades: infrared sensors), tactical knife, can use fuse spells with this magic hack. A weapon can’t be
aphelion laser pistol with 3 batteries (40 charges each), hygiene larger than two-handed, and the size of the item can’t exceed
kit, everyday clothing (1cr), industrial backpack, field rations (1 10 bulk. The quality of the item is average for its type. Treat
week), personal comm unit with battery (capacity 80), credstick this as a spell of the same level as the expended spell slot. You
(113 credits). are proficient with (but not specialized in) any weapons you
SPECIAL ABILITIES create with this ability.
Cache Capacitor (Su): When Soma prepares spells for the day, Flash Teleport (Sp): As a move action, Soma can spend 1 Resolve
Point to teleport up to 30 feet. She must have line of sight
to her destination. This movement doesn’t provoke attacks of
opportunity.
Limited Telepathy (Su): Soma can communicate telepathically
with creatures within 30 feet that share a language with her.
Mystic Strike: Soma’s melee and ranged attacks count as magic
for the purposes of bypassing damage reduction and other
situations, such as attacking incorporeal creatures.
Quick Pidgin: If Soma spends 10 minutes attempting to converse
with creatures that do not share a language with her, she
can then attempt a DC 25 Culture check. If she succeeds,
she formulates a simple pidgin language that allows basic
communication with those creatures.
Spell Cache (Su): Soma has an arm implant that functions as her
spell cache. Once per day, she can cast one of her spells known
even if she has expended all her spell slots of that spell level.
Weapon Specialization: Soma adds her character level to the
damage she deals with most basic melee weapons, and half her
character level to the damage she deals with operative melee
weapons and small arms. This is already added in to her attacks
above.
OTHER INFORMATION
Vitals Height: 5 ft. 7 in.; Weight: 130 lbs.; Age: 26/120; Birth Date:
12 September; Hair: Black; Eyes: Brown.
Class Archetypes Technomancer: None.
Key Scores Technomancer: Int.
GENGHIS KAHN
Vesk Male, Bounty Hunter Soldier

GENGHIS KAHN CR 12
XP 19,200
Male vesk bounty hunter soldier 12
CG Medium humanoid (vesk)
Init +7; Senses low-light vision; Perception +13
DEFENSE SP 132 HP 90 RP 10
EAC 30; KAC 33
Fort +14, Ref +7, Will +9; +2 vs. fear
Defensive Abilities armored advantage
OFFENSE
Speed 25 ft., fly 60 ft. (average)
Melee yellow star plasma doshko +16 (2d10+16 E & F; crit severe
wound; powered)
Melee unarmed +16 (1d3+22 B)
Ranged elite x-gen gun +16 (4d12+12 P; automatic)
Offensive Abilities debilitating attack, grenade expert, heavy
fire, primary fighting style (bombard), secondary fighting style
(sharpshoot), sniper’s aim, soldier’s onslaught
STATISTICS
Str 18 (+4), Dex 16 (+3), Con 18 (+4), Int 14 (+2), Wis 12 (+1),
Cha 10 (+0)
Skills Athletics +18, Bluff +10, Computers +14, Diplomacy +10, been added to his Armor Class above.
Engineering +9, Perception +13, Piloting +18, Survival +17. Bullet Barrage (Ex): Genghis recieves a +4 to damage when using
Feats Adaptive Fighting (bodyguard, improved unarmed strike, weapons of the projectile category.
stand still), Diehard, Great Fortitude, Improved Combat Debilitating Attack (Ex): When Genghis hits an enemy with a
Maneuver (grapple), Improved Critical, Improved Initiative, ranged attack or an attack with a weapon with the blast or
Penetrating Attack, Powered Armor Proficiency, Skill Focus explode special property, he can spend 1 Resolve Point to inflict
(bluff, diplomacy), Skill Synergy (bluff, diplomacy), Weapon a debilitating effect on that enemy for a number of rounds equal
Focus (heavy weapons). to his Strength bonus. Genghis can choose to make the target
Languages Common, Kasatha, Shirren, Vesk. deafened, flat-footed, or off-target, or to reduce its speeds by
Other Abilities relentless, swift hunter, theme knowledge. half (to a minimum of 10 feet). The target can negate this effect
Combat Gear none; Other Gear elite x-gen gun with 500 heavy with a successful Fortitude save (DC 20).
rounds, yellow star plasma doshko (powered (capacity 20, Diehard: When Genghis is dying, he can spend the required
usage 2)) with 3 batteries (capacity 20 each), vesk overplate Resolve Points to stabilize and 1 Resolve Point to stay in the
III (upgrades (3 of 4 slots used): gray force field (capacity 20; fight (regaining 1 Hit Point) in the same round.
usage 1/rnd; 20 hp; fast heal 5); forcepack (fly 60 ft. (average); Grenade Expert (Ex): Increase range increment of thrown grenades
capacity 100; usage 2/rnd)) with 6 batteries (capacity 20 each by 20. In addition, Genghis can salvage enough material to make
(3), 100 each(3)), industrial backpack, everyday clothing, field a grenade, equal to or lower than his level, in 10 minutes.
rations (1 week), hygiene kit, personal comm unit with battery Heavy Fire (Ex): Ghengis can use his physical power to steady his
(capacity 80), credstick (278 credits). weapon and make his attacks more dangerous. As a full action,
SPECIAL ABILITIES he can make a single ranged attack that deals additional damage
Adaptive Fighting: Once per day as a move action, Genghis can equal to his Strength bonus to all targets. Ghengis can use this
gain the benefit of one of these feats for 1 minute. ability in conjunction with the automatic, explode, or unwieldy
Armored Advantage: Ghengis gains a +1 insight bonus to his KAC special property.
when wearing armor. This bonus has already been added to his Heavy Onslaught (Ex): Ghengis’ attacks with heavy weapons
Armor Class above. bypass part of the target’s damage reduction. If his heavy
Armor Savant: When wearing armor, Ghengis gains a +1 racial weapon does not already overcome the target’s damage
bonus to AC. When he’s wearing heavy armor, his armor check reduction, treat the target’s damage reduction as though it
penalty is 1 less severe than normal. This bonus has already were 5 lower.
Improved Critical: When Genghis scores a critical hit with a
weapon, increase the DC to resist that weapon’s critical effect
by 2.
Improved Combat Maneuver (Grapple): Genghis has a +4 bonus
to your attack roll to resolve a grapple combat maneuver.
Low-Light Vision: Ghengis can see in dim light as if it were normal
light.
Natural Weapons: Genghis’ unarmed attacks deal lethal damage
and aren’t considered archaic, and he adds 1-1/2 x his character
level to the damage (rather than just adding his level with
Weapon Specialization).
Penetrating Attack: Genghis reduces his target’s energy resistances
and damage reduction by 5 against his weapon attacks.
Relentless: Genghis never seems to get tired, even when working
longer and harder than everyone else in pursuit of his mark;
some of his targets might even refer to him as a tireless ghost or
an all-seeing hunter. Genghis can walk or be otherwise active
for 12 hours instead of 8 before needing to attempt Constitution
checks for a forced march, and he can hustle for 2 hours a day
during overland travel instead of 1 hour. Reduce the penalty for
following tracks using Survival while moving at double speed
to -10.
Sniper’s Aim (Ex): When Genghis makes a ranged attack against
a target with cover, reduce the AC bonus from cover by 2.
Genghis can’t use sniper’s aim against an enemy with total cover.
Soldier’s Onslaught: When Ghengis makes a full attack, he can
make up to three attacks instead of two attacks. He takes a -6
penalty to these attacks instead of a -4 penalty.
Swift Hunter: Genghis knows just how to ask around about his
marks to gain information and insight in a hurry. Genghis can
use Diplomacy to gather information about a specific individual
in half the normal time, and he can reduce the penalty for
following tracks using Survival while moving at full speed to 0.
Theme Knowledge: Genghis can select a specific sentient creature
that he can identify by name, alias, or specific identity to be
his mark. He reduces the DC of Culture or Profession (bounty
hunter) checks to recall knowledge about his mark, as well as
about law-enforcement individuals and practices. If he knows
his mark by an alias, he can recall only knowledge associated
with that alias.
Weapon Specialization: Ghengis adds his character level to the
damage he deals with most melee weapons, longarms, heavy
weapons, sniper weapons, and grenades, and half his character
level to the damage he deals with operative melee weapons
and small arms. This is already added in to his attacks above.
OTHER INFORMATION
Vitals Height: 7 ft. 2 in.; Weight: 275 lbs.; Age: 22/90; Birth Date:
2 September; Hair: None; Eyes: Green.
Class Archetypes Soldier: None.
Key Scores Soldier: Str.

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