CR 1/2
- Android Merchant
- Human Solarian
- Kasatha Mindbreaker Mystic
- Lashunta Devourer Cultist
- Lashunta Smuggler
- Lashunta Technomancer
- Senior Aeon Guard Cadet
- Vesk soldier
- Ysoki envoy
CR 2
CR 3
- Android Merchant
- Azlanti Technomancer
- Kasatha Mindbreaker Mystic
- Lashunta Mystic
- Lashunta Soldier
- Sniper Shirren Devourer Cultist
CR 4
CR 5
CR 6
- Android Merchant
- Dwarf Mystic
- Kasatha Mindbreaker Mystic
- Lashunta Corporate Officer
- Undead Elf Solarian
CR 7
CR 8
CR 9
CR 10
CR 11
CR 12
CR 13
CR 14
CR 15
CR 16
CR 17
CR 18
CR 19
CR 20
CR 1/2
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Aeon Guard Cadet
XP 200
LE Medium humanoid (human)
Init +2; Perception +4
DEFENSE
EAC 11; KAC 13
Fort +4; Ref +2; Will +0
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee survival knife +3 (1d4+1 S)
Ranged imperial pacification rifle +6 (1d8 P)
STATISTICS
Str +1; Dex +2; Con +3; Int +1; Wis +1; Cha +1
Skills Athletics +4, Intimidate +9, Profession (soldier) +4
Languages Azlanti
Gear troop ceremonial plate, imperial pacification rifle (functions as a hunting rifle) with 12 longarm rounds, survival knife
Gang member 1
CR 1/2
XP 200
LE or CE Medium humanoid (human)
Init +4; Perception +10
DEFENSE
HP 13
EAC 10; KAC 12
Fort +2; Ref +4; Will +0
OFFENSE
Speed 30 ft.
Melee club +3 (1d6+2 B)
Ranged azimuth laser pistol +6 (1d4+1 F; critical burn 1d4)
STATISTICS
Str +2; Dex +3; Con +1; Int –1; Wis +0; Cha –1
Skills Athletics +4, Bluff +5, Intimidate +9, Stealth +5
Languages Common
Gear flight suit stationwear, azimuth laser pistol with battery (20 charges), club, credstick (150 credits)
Gang member 2
CR 1/2
XP 200
CE Medium humanoid (human)
Init +4; Perception +10
DEFENSE
HP 13
EAC 10; KAC 12
Fort +2; Ref +4; Will +0
<
OFFENSE
Speed 30 ft.
Melee club +3 (1d6+2 B)
Ranged azimuth laser pistol +6 (1d4+1 F; critical burn 1d4)
Morale A gang member attempts to flee if reduced to 3 Hit Points or fewer.
STATISTICS
Str +2; Dex +3; Con +1; Int –1; Wis +0; Cha –1&
Skills Athletics +4, Bluff +5, Intimidate +9, Stealth +5
Languages Common
Gear flight suit stationwear, azimuth laser pistol with battery (20 charges), club, credstick (150 credits)
CR 1
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Android merchant
CR 1
XP 400
Male android envoy
LN Medium humanoid (android)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +12
DEFENSE
HP 17 RP 3
EAC 11; KAC 12
Fort +1; Ref +3; Will +4
OFFENSE
Speed 30 ft.
Melee sword cane +6 (1d4+1 P)
Ranged decoupler +4 (1d4+1 P)
STATISTICS
Str +0; Dex +1; Con +0; Int +2; Wis +0; Cha +4
Skills Bluff +12, Diplomacy +7, Intimidate +7, Perception +12, Sense Motive +12, Profession (Merchant) +12
Languages Common
Other abilities constructed, envoy improvisations (inspiring boost), flat affect, upgrade slot
Gear flight suit stationwear, tactical sword cane, bruiser decoupler, serum of appearance change
Human Solarian
CR 1
XP 400
Female human solarian
NG Medium humanoid (human)
Init +2; Perception +5
DEFENSE
HP 24 RP 3
EAC 12; KAC 14
Fort +3; Ref +1; Will +3
OFFENSE
Speed 30 ft.
Offensive abilities stellar revelations (black hole [20 ft., pull 10 ft., DC 10], supernova [10-ft. radius, 2d6 F, DC 10])
STATISTICS
Str +4; Dex +2; Con +0; Int +0; Wis +0; Cha +1
Skills Acrobatics +5, Athletics +10, Mysticism +5, Piloting +5, Stealth +5
Languages Common
Other abilities solar manifestation (solar armor), stellar alignment
Gear flight suit stationwear, tactical baton, semi-auto tactical pistol, 2 high capacity batteries, starstone compass, charge cloak.
Kasatha Mindbreaker Mystic
CR 1
XP 400
Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +5
DEFENSE
HP 16 RP 3
EAC 10; KAC 11
Fort +1; Ref +1; Will +4
OFFENSE
Speed 30 ft.
Melee tactical dueling sword +2 (1d6+1 S)
Ranged diffraction perforator pistol +4 (1d4+1 So; critical bleed 1d4)
Mystic Spells Known (CL 1st; ranged +4)1st (3/day) - mind thrust (level 1) (DC 14), detect thoughts (DC 14)
0 (at will) - telekinetic projectile, telepathic message
STATISTICS
Str +0; Dex +0; Con +2; Int +0; Wis +4; Cha +1
Skills Acrobatics +10, Athletics +10, Bluff +10, Culture +5, Diplomacy +10, Intimidate +10, Mysticism +10, Sense Motive +10, Survival +5
Languages Common, Kasatha
Other abilities desert stride, four-armed, share pain [dc 12]
Gear kasantha microcord I, tactical dueling sword, red star solar brand, diffraction perforator pistol, shock grenade I
Lashunta Devourer Cultist
CR 1
XP 400
Lashunta soldier
CE Medium humanoid (lashunta)
Init +2; Perception +5
DEFENSE
HP 20
EAC 12; KAC 14
Fort +3; Ref +1; Will +3
OFFENSE
Speed 25 ft. CR 1 HP 20
Melee defiant longsword +7 (1d8+4 S; critical bleed 1d4)
Ranged utility scattergun +5 (blast 1d4+1 P) or shock grenade I +5 (explode [15 ft., 1d8 E, DC 12]) Offensive Abilities entropic wound, fighting styles (hit- and-run)
Lashunta Spell-Like Abilities (CL 1st) 1/day—detect thoughts (DC 11) At will—daze (DC 10), psychokinetic hand
TACTICS During combat, a cultist fires his scatterguns before rushing at his foes, thereafter favoring his longswords.
Morale A cultist fights to the death.
STATISTICS
Str +3; Dex +2; Con +1; Int +1; Wis +0; Cha +1
Skills Intimidate +10, Mysticism +5, Survival +5
Feat Opening Volley
Languages Castrovelian, Common; limited telepathy 30 ft.
Gear lashunta ringwear I, defiant longsword, shock grenades I (2), utility scattergun with 25 scattergun shells, field rations (2 weeks), credstick (150 credits)
SPECIAL ABILITIES
Entropic Wound (Su) Devourer cultists can channel a mote of their deity’s hatred of life into their attacks. Any melee weapon a Devourer cultist wields gains the additional critical hit effect bleed 1d4. If the weapon already has a critical hit effect, the cultist can choose to apply either the weapon’s normal critical hit effect or the entropic wound effect when he scores a critical hit.
Lashunta Smuggler
CR 1
XP 400
Lashunta operative
NE Medium humanoid (lashunta)
Init +5; Perception +6
DEFENSE
HP 14
EAC 12; KAC 13
Fort +1; Ref +4; Will +4
OFFENSE
Speed 30 ft.
Melee tactical baton +6 (1d4+2 B) or inferno knife +6 (1d4+2 S; critical burn 1d6)
Ranged azimuth laser pistol +5 (1d4+1 F; critical burn 1d6)
Offensive Abilities trick attack +1d8
Lashunta Spell-Like Abilities (CL1st) 1/day—detect thoughts (DC 12) 0/At will—daze (DC 11), psychokinetic hand
STATISTICS
Str +1; Dex +4; Con +0; Int +2; Wis +0; Cha +1
Skills Bluff +11, Culture +6, Piloting +6, Sleight of Hand +11, Stealth +11
Languages Castrovelian, Common; limited telepathy 30 ft.
Gear freebooter armor, azimuth laser pistol with battery (20 charges), inferno knife, tactical baton, credstick (50 credits)
Lashunta Technomancer
CR 1
XP 400
LE Medium humanoid (lashunta) Init +2; Senses low-light vision; Perception +10
DEFENSE
HP 16 RP 3
EAC 10; KAC 11
Fort +1; Ref +1; Will +4
OFFENSE
Speed 30 ft.
Offensive abilities spell cache
Lashunta Spell-Like Abilities (CL 1st)
1/day - detect thoughts
at will - daze, psychokinetic hand
Technomancer Spells Known (CL 1st; ranged +4)
1st (3/day) - disguise self (DC 14), life bubble (DC 14) 0 (at will) - detect magic, energy ray
STATISTICS
Str +0; Dex +2; Con +0; Int +4; Wis +1; Cha +0
Skills Computers +10, Mysticism +10, Perception +10, Piloting +10, Sense Motive +5
Languages Common, Lashunta, Vesk, limited telepathy
Gear azimuth laser pistol (1d4F), cestus battleglove (1d4B), electrocellular plasma claw (1d6F), pulsecaster pistol (1d4E), datapad
Senior Aeon Guard Cadet
CR 1
XP 400
LE Medium humanoid (human)
Init +1; Perception +4
DEFENSE
HP 20
EAC 12; KAC 14
Fort +5; Ref +3; Will +1
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee standard taclash +8 (1d4+5 S nonlethal) or survival knife +8 (1d4+5 S)
Ranged tactical semi-auto pistol +5 (1d6+1 P)
STATISTICS
Str +4; Dex +1; Con +2; Int +1; Wis +1; Cha +1
Skills Athletics +5, Intimidate +10, Profession (soldier) +5
Languages Azlanti
Gear troop ceremonial plate, standard taclash, survival knife, tactical semi-auto pistol with 9 small arm rounds
Vesk soldier
CR 1
XP 400
NE Medium humanoid (vesk)
Init +2; Senses blindsense 60 ft., low-light vision; Perception +5
DEFENSE
HP 24 RP 3
EAC 11; KAC 13 Fort +3; Ref +1; Will +3
OFFENSE
Speed 30 ft.
Melee assault hammer +8 (1d6+5 B) or unarmed strike +8 (1d3+5 B) Ranged azimuth artillery laser +6 (1d10+1 F; crit burn 1d6) or frag grenade I +8 (explode [1d6 P, 15 ft.]) or shock grenade I + 8 (explode [1d8 E, 15 ft.])
Offensive Abilities awesome blow, fighting style (blitz),natural weapons, rapid response
STATISTICS
Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha +0
Skills Athletics +5, Bluff +10, Sleight of Hand +5
Languages Common, Vesk
Other abilities armor savant, fearless, natural weapons
Gear vesk brigandine I, tactical spear (1d6P), azimuth laser rifle (1d8F), dust goggles, aerosol spray, collapsible ladder(40 ft.), binoculars, flashlight, mk 1 grenade scrambler, medkit (basic)
Ysoki envoy
CR 1
XP 400
DEFENSE
HP 17
EAC 11; KAC 12
Fort +1; Ref +5; Will +4
OFFENSE
Speed 30 ft.
Melee survival knife +4 (1d4+1 S)&
Ranged pulsecaster pistol +6 (1d4+1 E nonlethal)
Offensive Abilities envoy improvisation (get ’em)
STATISTICS
Str +0; Dex +4; Con +0; Int +1; Wis +1; Cha +2
Skills Acrobatics +10, Bluff +10, Engineering +10, Intimidate +5, Sense Motive +10, Sleight of Hand +5, Stealth +10, Survival +5
Languages Common, Ysoki
Other Abilities cheek pouches, moxie, persuasive
Gear second skin, pulsecaster pistol with battery (20 charges), survival knife, credstick (235 credits)
SPECIAL ABILITIES
Persuasive (Ex) When attempting a Charisma-based skill check, the ysoki envoy rolls twice and takes the higher result.
CR 2
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Android merchant
CR 2
XP 600
Male android envoy
LN Medium humanoid (android)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE
HP 23 RP 3
EAC 13; KAC 14
Fort +1; Ref +3; Will +5
OFFENSE
Speed 30 ft.
Melee tactical dueling sword +8 (1d6+2 S)
Ranged flame pistol +6 (1d4+2 F; critical burn 1d4)
STATISTICS
Str +0; Dex +1; Con +0; Int +2; Wis +0; Cha +4
Skills Bluff +13, Culture +8, Diplomacy +8, Perception +13, Sense Motive +13, Profession (Merchant) +13
Languages Common
Other abilities constructed, envoy improvisations (inspiring boost, watch your step), flat affect, upgrade slot
Gear flight suit stationwear, kasantha microcord I, tactical dueling sword, flame pistol, serum of appearance change, resilient jacket.
Android operative
CR 2
XP
CN Medium humanoid (android)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
HP 23
EAC 13; KAC 14
Fort +1; Ref +6; Will +5; +2 vs. disease, mind-affecting effects, poison, and sleep
Defensive Abilities evasion, operative exploit (holographic clone 1/day), upgrade slot (jump jets)
OFFENSE
Speed 30 ft.
Melee survival knife +6 (1d4+2 S)
Ranged tactical shirren-eye rifle +8 (1d10+2 P) or azimuth laser pistol +8 (1d4+2 F; critical burn 1d4)
Offensive Abilities precise shot, trick attack +1d8
TACTICS
During Combat the operative activates its holographicclone operative exploit on the first round of combat, then tries to take out foes with its sniper rifle from a distance. If sniping is not an option or is enemies get too close, it uses Stealth to make trick attacks with its laser pistol, maneuvering in zero-g with its jump jets.
STATISTICS
Str +1; Dex +4; Con +0; Int +2; Wis +1; Cha +1
Skills Acrobatics +13, Computers +8, Engineering +8, Piloting +13, Stealth +13
Languages Common, Vercite
Other Abilities constructed, flat affect, operativespecialization (ghost) Gear freebooter armor I, azimuth laser pistol with battery (20 charges), survival knife, tactical shirren-eye rifle with 25 longarm rounds, clear spindle aeon stone, credstick (300 credits)
SPECIAL ABILITIES
Precise Shot (Ex) When making a ranged attack, the android ignores the target’s AC bonuses from cover or partial cover (but not improved or total cover).
Kasatha Mindbreaker Mystic
CR 2
XP 600
Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +7
DEFENSE
HP 21 RP 3
EAC 12; KAC 13
Fort +1; Ref +1; Will +5
OFFENSE
Speed 30 ft.
Melee tactical dueling sword +4 (1d6+2 S)
Ranged diffraction perforator pistol +6 (1d4+2 So; critical bleed 1d4)
Mystic Spells Known (CL 2nd; ranged +6)1st (3/day) - mind thrust (level 1) (DC 15), detect thoughts (DC 15)
0 (at will) - telekinetic projectile, telepathic message
STATISTICS
Str +0; Dex +0; Con +2; Int +0; Wis +4; Cha +1
Skills Acrobatics +12, Athletics +12, Bluff +12, Culture +7, Diplomacy +12, Intimidate +12, Mysticism +12, Sense Motive +12, Survival +7
Languages Common, Kasatha
Other abilities desert stride, four-armed, share pain [dc 13]
Gear kasantha microcord I, tactical dueling sword, red star solar brand, diffraction perforator pistol
CR 3
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Android merchant
CR 3
XP 800
Android envoy
LN Medium humanoid (android)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
HP 35 RP 4
EAC 14; KAC 15
Fort +2; Ref +4; Will +6
OFFENSE
Speed 30 ft.
Melee tactical switchblade +9 (1d4+3 S)
Ranged linear graviton pistol +7 (-+3 -; critical knockdown)
STATISTICS
Str +0; Dex +1; Con +0; Int +2; Wis +0; Cha +4
Skills Bluff +14, Culture +14, Diplomacy +9, Intimidate +9, Sense Motive +14, Profession (Merchant) +14
Languages Common, Ysoki
Other abilities constructed, envoy improvisations (inspiring boost, watch your step), flat affect, upgrade slot
Gear clearweave I, tactical switchblade, linear graviton pistol, tier 1 software implant, serum of appearance change, resilient jacket, obfuscated journal.
Azlanti technomancer
CR 3
Azlanti technomancer
LE Medium humanoid (human)
Init +6; Senses darkvision 60 ft.; Perception +8
DEFENSE
HP 32
EAC 13; KAC 14
Fort +2; Ref +2; Will +6
OFFENSE
Speed 30 ft.
Melee tactical dueling sword +5 (1d6+3 S)
Ranged static arc pistol +7 (1d6+3 E; critical arc 2)
Technomancer Spells Known (CL 3rd; melee +5, ranged +7)
1st (3/day)—jolting surge, magic missile
0 (at will)—daze (DC 15), energy ray, psychokinetic hand
STATISTICS
Str +1; Dex +2; Con +1; Int +4; Wis +1; Cha +1
Skills Computers +13, Mysticism +13, Profession (soldier) +8
Languages Aquan, Auran, Azlanti, Common, Infernal
Other Abilities magic hacks (harmful spells [+1 damage]), spell cache (standard datajack)
Gear casual stationwear, static arc pistol with 2 batteries (20 charges each), tactical dueling sword; Augmentations standard darkvision capacitors, standard datajack
Kasatha Mindbreaker Mystic
CR 3
XP 800
Kasatha mystic
N Medium humanoid (kasatha)
Init +0; Perception +8
DEFENSE
HP 32 RP 4
EAC 13; KAC 14
Fort +2; Ref +2; Will +6
OFFENSE
Speed 30 ft.
Melee light sap +5 (1d4+3 B)
Ranged flash compliance ray +7 (1d6+3 F; critical blind) or murmur sonic suppressor +7 (1d4+3 So; critical stifle)
Mystic Spells Known (CL 3rd; ranged +7)1st (3/day) - mind thrust (level 1) (DC 16), detect thoughts (DC 16)
0 (at will) - telekinetic projectile, telepathic message
STATISTICS
Str +0; Dex +0; Con +2; Int +0; Wis +4; Cha +1
Skills Acrobatics +13, Athletics +13, Bluff +13, Culture +8, Diplomacy +13, Intimidate +13, Mysticism +13, Sense Motive +13, Survival +8
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [3 damage, dc 14], desert stride, four-armed, mindlink, share pain [dc 14]
Gear graphite carbon skin, light sap, flash compliance ray, murmur sonic suppressor.
Lashunta Mystic
CR 3
XP 800
Male lashunta mystic
NG Medium humanoid (lashunta)
Init +0; Perception +8
DEFENSE
HP 32 RP 4
EAC 13; KAC 14
Fort +2; Ref +2; Will +6
OFFENSE
Speed 30 ft.
Melee tactical switchblade +7 (1d4+3 S)
Lashunta Spell-Like Abilities (CL 3rd)
1/day - detect thoughts
at will - daze, psychokinetic hand
Mystic Spells Known (CL 3rd; ranged +5)
1st (3/day) - life bubble (DC 16), identify
0 (at will) - detect magic, stabilize (DC 15)
STATISTICS
Str +0; Dex +0; Con +2; Int +0; Wis +4; Cha +1
Skills Culture +13, Life Science +13, Mysticism +13, Physical Science +8, Survival +13
Languages limited telepathy
Other abilities grasping vines [100 ft., 20-ft. radius], mindlink, speak with animals
Gear graphite carbon skin, tactical switchblade, brooch of shielding
Lashunta Soldier
CR 3
XP 800
Korasha lashunta soldier
CE Medium humanoid (lashunta)
Init +2; Perception +8
DEFENSE
HP 41
EAC 15; KAC 18
Fort +5; Ref +3; Will +4
OFFENSE
Speed 20 ft.
Melee cestus battleglove +8 (1d4+7 B)
Ranged squad machine gun +11 (1d10+3 P)
Offensive Abilities fighting style (arcane assailant), withering fire
Lashunta Spell-Like Abilities (CL 3rd) 1/day—detect thoughts (DC 12) At will—daze (DC 11), psychokinetic hand
TACTICS During combat the Lashunta soldier fires short bursts at her enemies until she can catch several targets using her machine gun’s automatic mode. After depleting her ammo, she reloads or moves into melee range as suits her needs.
STATISTICS
Str +4; Dex +2; Con +1; Int +0; Wis –1; Cha +1
Skills Athletics +8, Engineering +13, Intimidate +8
Languages Castrovelian, Common; limited telepathy 30 ft.
Other Abilities rune of the eldritch knight
Gear squad defiance series, cestus battleglove, squad machine gun (rune of the eldritch knight) with 120 heavy rounds, detonator, field rations (2 weeks)
SPECIAL ABILITIES
Withering Fire (Ex) Any creature damaged by the Lashunta soldier’s machine gun when she operates it using automatic mode must succeed at a DC 12 Will save or be shaken for 1d3 rounds.
Sniper Shirren Devourer Cultist
CR 3
XP 800
Female shirren CE Medium humanoid (shirren)
Init +4; Senses blindsense (vibration) 30 ft.; Perception +8
DEFENSE
HP 45
EAC 14; KAC 16
Fort +5; Ref +5; Will +4
OFFENSE
Speed 30 ft.
Melee tactical dueling sword +8 (1d6+4 S)
Ranged tactical shirren-eye rifle +11 (1d10+3 P)
Offensive Abilities expert sniper
TACTICS During combat the sniper takes considerable pains to avoid melee combat. She fires her shirren-eye rifle slowly and methodically, using Stealth for sniping at foes and taking advantage of her expert sniper ability. If foes close on her location, the sniper seeks new hiding places as needed. Morale The sniper fights until reduced to 10 Hit Points, at which point she attempts to flee. If escape seems impossible, she surrenders.
STATISTICS
Str +1; Dex +4; Con +2; Int +0; Wis +1; Cha –1
Skills Athletics +8, Bluff +8, Culture +8, Diplomacy +8, Stealth +13, Survival +8
Languages Common, Shirren, Vercite; limited telepathy 30 ft.
Other Abilities communalism, trailblazer
Gear kasatha microcord I, tactical dueling sword, tactical shirren-eye rifle with 50 longarm rounds, mk 1 serums of healing (2), personal comm unit, field rations (3 weeks), credstick (1,000 credits) SPECIAL ABILITIES
Expert Sniper (Ex) The sniper is adept at remaining hidden while firing at distant targets. When she attempts a Stealth check to snipe, creatures that are at least 50 feet away take a –10 penalty to their Perception checks to spot her. This penalty increases to –20 for creatures that are at least 150 feet away.
Trailblazer (Ex) When determining how far she can move while traveling overland, the sniper treats trackless terrain as though she were traversing a trail and treats terrain with a trail as though she were traversing a highway.
CR 4
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Android merchant
CR 4
XP 1,200
Male android envoy
LN Medium humanoid (android)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +11
DEFENSE
HP 45 RP 4
EAC 16; KAC 17
Fort +3; Ref +5; Will +7
OFFENSE
Speed 30 ft.
Melee defender icestar staff +10 (1d6+4 C OR F)
Ranged cylindrical lens pistol +8 (1d8+4 F; critical burn 1d4)
STATISTICS
Str +0; Dex +1; Con +0; Int +3; Wis +0; Cha +5
Skills Bluff +16, Computers +11, Culture +16, Diplomacy +11, Sense Motive +16, Profession (Merchant) +16
Languages Common, Ysoki
Other abilities constructed, envoy improvisations (inspiring boost, watch out), flat affect, upgrade slot
Gear enlisted grave mantle, defender Icestar staff, cylindrical lens pistol, mk 1 ablative Insulation, shadowblend serum, tier 1 software implant, serum of appearance change, resilient jacket, obfuscated journal.
Azlanti Soldier
CR 4 XP 1,200
Azlanti soldier
LE Medium humanoid (human)
Init +5; Perception +10
DEFENSE
HP 50
EAC 16; KAC 18
Fort +6; Ref +4; Will +5
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee called dispelling carbon steel curve blade +12 (1d10+11 S; critical bleed 1d6 or dispelling) Ranged AG assault rifle +9 (1d8+4 P)
Offensive Abilities fighting styles (hit-and-run), opening volley
STATISTICS
Str +5; Dex +1; Con +1; Int +3; Wis +1; Cha +1
Skills Computers +10, Engineering +15, Intimidate +10
Feats Quick Draw
Languages Azlanti, Common
Gear AG trooper battle dress (clear spindle aeon stone, Inevitable Downfall (called dispelling carbon steel curve blade), AG assault rifle with 48 longarm rounds.
Human Soldier
CR 4
XP 1,200
Female human soldier
N Medium humanoid (human)
Init +9; Perception +10
DEFENSE
HP 47
EAC 16; KAC 18
Fort +6; Ref +4; Will +5
OFFENSE
Speed 25 ft.
Melee carbon steel curve blade +9 (1d10+5 S; critical bleed 1d6)
Ranged thunderstrike sonic rifle +12 (1d10+4 So; critical deafen [DC 15]) or frag grenade II +9 (explode [15 ft., 2d6 P, DC 13])
Offensive Abilities fighting style (hit-and-run)
STATISTICS
Str +1; Dex +5; Con +3; Int +0; Wis +2; Cha +2
Feats Opening Volley
Skills Computers +10, Intimidate +15, Piloting +10, Stealth +10
Languages Common, Sarcesian
Gear officer ceremonial plate, carbon steel curve blade, thunderstrike sonic rifle with 2 high-capacity batteries (40 charges each), frag grenade II (2).
Kasatha mystic
N Medium humanoid (kasatha)
Init +0; Perception +10
DEFENSE
HP 43 RP 4
EAC 15; KAC 16
Fort +3; Ref +3; Will +7
OFFENSE
Speed 30 ft.
Melee tymbal wailing blade +6 (1d6+4 S & So; critical deafen)
Ranged pusher decoupler +8 (1d6+4 A; critical demoralize)
Mystic Spells Known (CL 4th; ranged +8)
2nd (3/day) - mind thrust (level 2) (DC 17), inflict pain (DC 17)
1st (6/day) - fear (level 1) (DC 16), mind thrust (level 1) (DC 16), detect thoughts (DC 16)
0 (at will) - telekinetic projectile, telepathic message
0 (at will) - telekinetic projectile, telepathic message
STATISTICS
Str +0; Dex +0; Con +3; Int +0; Wis +5; Cha +1
Skills Acrobatics
+15, Athletics +15, Bluff +15, Culture +10, Diplomacy +15, Intimidate
+15, Mysticism +15, Sense Motive +15, Survival +10
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [4 damage, dc 15], desert stride, four-armed, mindlink, share pain [dc 15]
Gear basic acrochor hide, tymbal wailing blade, pusher decouplerOther abilities backlash [4 damage, dc 15], desert stride, four-armed, mindlink, share pain [dc 15]
CR 5
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Android merchant
CR 5
XP 1,600
Male android envoy
LN Medium humanoid (android)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +12
DEFENSE
HP 65 RP 4
EAC 17; KAC 18
Fort +3; Ref +5; Will +7
OFFENSE
Speed 30 ft.
Melee tactical living staff +12 (1d6+5 S; critical bind)
Ranged sheet lightning pistol +10 (1d6+5 E)
STATISTICS
Str +0; Dex +2; Con +0; Int +3; Wis +0; Cha +5
Skills Computers +17, Culture +17, Diplomacy +12, Sense Motive +17, Sleight of Hand +12, Profession (Merchant) +17
Languages Common, Ysoki
Other abilities constructed, envoy improvisations (inspiring boost, watch out), flat affect, upgrade slot
Gear business stationwear, tactical living staff, sheet lightning pistol, mk 1 computer Idol, shadowblend serum, tier 1 software implant, serum of appearance change, resilient jacket, obfuscated journal.
Kasatha mystic
N Medium humanoid (kasatha)
Init +0; Perception +11
DEFENSE
HP 60 RP 4
EAC 16; KAC 17
Fort +4; Ref +4; Will +8
OFFENSE
Speed 30 ft.
Melee conviction puzzleblade +8 (1d6+5 S)
Ranged vector graviton pistol +10 (-+5 -; critical knockdown)
Mystic Spells Known (CL 5th; ranged +10)
2nd (3/day) - mind thrust (level 2) (DC 17), inflict pain (DC 17)
1st (6/day) - fear (level 1) (DC 16), mind thrust (level 1) (DC 16), detect thoughts (DC 16)
0 (at will) - telekinetic projectile, telepathic message
0 (at will) - telekinetic projectile, telepathic message
STATISTICS
Str +0; Dex +0; Con +3; Int +0; Wis +5; Cha +2
Skills Acrobatics
+16, Athletics +16, Bluff +16, Culture +11, Diplomacy +16, Intimidate
+16, Mysticism +16, Sense Motive +16, Survival +11
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [5 damage, dc 15], desert stride, four-armed, mindlink, share pain [dc 15]
Gear estex suit II, conviction puzzleblade, Vector graviton pistolOther abilities backlash [5 damage, dc 15], desert stride, four-armed, mindlink, share pain [dc 15]
Lashunta Mystic
CR 5
XP 1,600
Male korasha lashunta mystic
CE Medium humanoid (lashunta)
Init +1; Perception +11
DEFENSE
HP 55
EAC 17; KAC 18
Fort +6; Ref +4; Will +8
Resistances cold 5, fire 5
OFFENSE
Speed 30 ft.
Melee survival knife +8 (1d4+7 S)
Ranged liquidator disintegrator pistol +10 (1d10+5 A)
Offensive Abilities blood mark, destructive frenzy
Lashunta Spell-Like Abilities (CL 5th) 1/day—detect thoughts (DC 16) At will—daze (DC 15), psychokinetic hand
Mystic Spell-Like Abilities (CL 5th) At will—mindlink
Mystic Spells Known (CL 5th; ranged +10) 2nd (3/day)—caustic conversion, command undead (DC 17), hurl forcedisk 1st (6/day)—carnivorous, mind thrust (DC 16), reflecting armor (DC 16) 0 (at will)—fatigue (DC 15), telekinetic projectile
Connection devastator
TACTICS
Before combat the Lashunta Mystic casts reflecting armor before he descends to the temple. During combat the Lashunta Mystic favors ranged attacks with his spells, though he delights in the opportunity to clobber any foes foolish enough to approach him directly.
STATISTICS
Str +2; Dex +1; Con +3; Int +0; Wis +5; Cha +2
Skills Intimidate +16, Mysticism +16, Sense Motive +11
Languages Abyssal, Common, Castrovelian, Elven; limited telepathy 60 ft.
Gear d-suit I (mk 1 thermal capacitor), liquidator disintegrator pistol (see page 52) with 3 batteries (20 charges each), survival knife, psychic booster, detonator, personal comm unit, field rations (2 weeks), R2Es (5)
SPECIAL ABILITIES
Blood Mark (SU): Whenever you kill or destroy a creature or reduce a creature to 0 HP, you immediately gain a blood mark on your skin, which manifests as a swirled, blood-red black hole. A blood mark lasts for a number of rounds equal to your Wisdom modifier (minimum 1). The blood mark is attuned to creatures of the same type as the creature you killed, destroyed, or reduced to 0 HP to gain the blood mark, and it grants you one of the following benefits of your choice: a +1 morale bonus to attacks against creatures of the attuned type, a +1 morale bonus to AC against attacks from creatures of the attuned type, a +1 morale bonus to saving throws against attacks and effects created by creatures of the attuned type, or a +1 morale bonus to damage dealt to creatures of the attuned type. You choose this benefit when you gain the blood mark, and it lasts for as long as the mark lasts. You cannot have more than one blood mark active at a time, and gaining a new blood mark ends any previous blood mark you had active.
Destructive Frenzy (SP): You can expend a 1st-level or higher mystic spell slot as a move action to go into a destructive frenzy. This grants you a bonus to attack and damage rolls with basic melee weapons and small arms. The bonus to attacks is equal the level of spell slot expended – 2 (minimum +1 bonus), and the bonus to damage is equal to the level of the spell slot expended. This frenzy lasts for a number of rounds equal to your Wisdom modifier (minimum 1) plus the level of the spell slot expended. You can dismiss your destructive frenzy early as a free action. While your destructive frenzy is active, you can’t cast spells or use any other extraordinary, spell-like, or supernatural ability that requires you to spend an action.
Ysoki envoy
CR 5
XP 1,600
LE Medium humanoid (ysoki)
Init +2; Senses darkvision 60 ft.; Perception +12
DEFENSE
HP 65 RP 4
EAC 17; KAC 18
Fort +4; Ref +6; Will +8
OFFENSE
Speed 30 ft.
Melee tactical retractable spike +10 (1d4+5 P)
Ranged single-valve plasma ring +12 (1d4+5 E & F; critical wound)
STATISTICS
Str +0; Dex +2; Con +0; Int +3; Wis +0; Cha +5
Skills Acrobatics +12, Bluff +17, Diplomacy +17, Disguise +17, Engineering +17, Intimidate +12, Sense Motive +17, Stealth +17, Survival +12 >
Languages Common, Ysoki
Other abilities cheek pouches, envoy improvisations (expanded attunement, long-range improvisation), moxie
Gear d-suit I, tactical retractable spike, single-valve plasma ring
Ysoki Mechanic Roboticist
CR 5
XP 1,600
CG Small humanoid (ysoki)
Init +4; Perception +9, darkvision 60 ft.
DEFENSE HP 62 RP 7
EAC 18; KAC 18
Fort +4; Ref +8; Will +2
OFFENSE Speed 30 ft.
Ranged needler pistol +7 (1d4+2 P plus 1d4 nonlethal, analog, injection, injection DC +2)
Spells (CL 5th)
1st (1/day)— detect tech
0th (At will)— mending, transfer charge
STATISTICS Str 8; Dex 18; Con 10; Int 21; Wis 13; Cha 12
Feats Skill Focus (Physical Science), Skill Synergy (Life Science and Mysticism), Technomantic Dabbler
Skills Computers +17, Engineering +17, Life Science +13, Medicine +13, Mysticism +9, Physical Science +16, Piloting +12, Profession (lab technician) +13
Languages Common, Drow, Goblin, Lashunta, Shirren, Vesk, Ysoki
Gear basic lashunta tempweave, computer idol Mk I, high density datajack augmentation, needler pistol (loaded with 2 doses of Mk I sedative), personal upgrade Mk I (Intelligence), radiation sweeper (the parts for one, the ysoki mechanic uses this as a base for his tech tinkerer mechanic trick, allowing him to turn it into any technological item of level 2 and below and 1 bulk or less), tactical semi-auto pistol and 5 credits
CR 6
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Android merchant
CR 6
XP 2,400
Male android envoy
LN Medium humanoid (android)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
DEFENSE
HP 65 RP 4
EAC 18; KAC 19
Fort +5; Ref +7; Will +9
OFFENSE
Speed 30 ft.
Melee tactical shell knuckles +14 (3d4+6 B)
Ranged liquidator disintegrator pistol +12 (1d10+6 A)
STATISTICS
Str +0; Dex +2; Con +0; Int +3; Wis +0; Cha +5
Skills Bluff +14, Computers +19, Culture +19, Diplomacy +14, Sense Motive +19, Profession (Merchant) +19
Languages Common, Shirren, Ysoki
Other abilities constructed, envoy improvisations (inspiring boost, watch out, draw fire), flat affect, upgrade slot
Gear elite stationwear, tactical shell knuckles, liquidator disintegrator pistol, mk 1 computer Idol, shadowblend serum, tier 1 software implant, serum of appearance change, resilient jacket, obfuscated journal.
Dwarf Mystic
CR 6
XP 2,400
Male dwarf mystic
LG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE
HP 75 RP 4
EAC 17; KAC 18
Fort +5; Ref +5; Will +9
OFFENSE
Speed 20 ft.
Mystic Spells Known (CL 6th; ranged +12)
2nd (3/day) - mystic cure (level 2) (DC 18), restoration (lesser) (DC 18)
1st (6/day) - remove condition (lesser) (DC 17), life bubble (DC 17), mystic cure (level 1) (DC 17)
0 (at will) - detect affliction, stabilize (DC 16)
STATISTICS
Str +0; Dex +0; Con +3; Int +0; Wis +5; Cha +2
Skills Culture +13, Life Science +18, Medicine +18, Mysticism +18, Physical Science +18
Languages Common, Dwarven, Shirren
Other abilities healer's bond, healing channel, lifelink [30 ft, 6 hp], mindlink, slow but steady, stonecunning, traditional enemies, weapon familiarity
Gear clearweave I, compliance ray, universal solvent (basic), mk 1 holding gloves, Instinctive stabilizer.
XP 2,400
Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +13
DEFENSE
HP 75 RP 4
EAC 17; KAC 18
Fort +5; Ref +5; Will +9
OFFENSE
Speed 30 ft.
Melee tactical retractable spike +10 (1d4+6 P)
Ranged liquidator disintegrator pistol +12 (1d10+6 A)
Mystic Spells Known (CL 6th; ranged +12)
2nd (3/day) - mind thrust (level 2) (DC 18), inflict pain (DC 18)
1st (6/day) - fear (level 1) (DC 17), mind thrust (level 1) (DC 17), detect thoughts (DC 17)
0 (at will) - telekinetic projectile, telepathic message
0 (at will) - telekinetic projectile, telepathic message
STATISTICS
Str +0; Dex +0; Con +3; Int +0; Wis +5; Cha +2
Skills Acrobatics
+18, Athletics +18, Bluff +18, Culture +13, Diplomacy +18, Intimidate
+18, Mysticism +18, Sense Motive +18, Survival +13
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [6 damage, dc 16], desert stride, four-armed, mindlink, share pain [dc 16], sow doubt [30 ft.]
Gear kasatha microcord II, tactical retractable spike, liquidator disintegrator pistol
Lashunta Corporate Officer
CR 6
XP 2,400
Female lashunta envoy
LN Medium humanoid (lashunta)
Init +2; Senses Perception +13
DEFENSE
HP 80 RP 4
EAC 18; KAC 19
Fort +5; Ref +7; Will +12
OFFENSE
Speed 30 ft.
Melee soprano singing disk +12 (1d6+6 So; critical confuse)
Lashunta Spell-Like Abilities (CL 6th)
1/day - detect thoughts
at will - daze, psychokinetic hand
STATISTICS
Str +0; Dex +2; Con +0; Int +3; Wis +0; Cha +5
Skills Bluff +18, Computers +18, Culture +18, Diplomacy +13, Intimidate +13, Sense Motive +18
Languages Common, Lashunta, limited telepathy
Other abilities envoy improvisations (not in the face, hurry, draw fire)
Gear elite stationwear, soprano singing disk, purple force field>
Undead Elf Solarian
CR 6
XP 2,400
Male undead elf solarian
N Medium undead
Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE
HP 90
EAC 19; KAC 19
Fort +8; Ref +6; Will +7
Immunities undead immunities
OFFENSE
Speed 40 ft.
Melee solar spear +16 (1d8+1d4+11 P; critical wound)
Ranged pulse dart +13 (1d6+8; critical burn 1d6)
Offensive Abilities stellar revelations (black hole [25 ft., pull 15 ft., DC 14], corona [2d6 F, cold resistance 10], pulse dart, supernova [10-ft. radius, 7d6 F, DC 14]
TACTICS During combat the undead elf solarian favors photon mode, entering it and activating his corona revelation as soon as combat begins. He prefers melee combat, but he tends to ignore dedicated melee combatants (especially those harmed by his corona) in favor of pinning down spellcasters and ranged specialists.
STATISTICS
Str +5; Dex +3; Con —; Int +1; Wis +1; Cha +2
Skills Athletics +13, Mysticism +13, Sense Motive +18
Languages Celestial, Elven
Other Abilities solar manifestation (weapon: solar spear), stellar alignment, unliving
Gear ancient elven battle armor (archaic), least gluon crystal
SPECIAL ABILITIES
Pulse Dart (Su) As a standard action, the undead elf solarian can fire a dart of stellar energy as a ranged attack against EAC with a range of 60 feet. The pulse dart deals 1d10+6 fire damage and has the critical hit effect burn 1d6.
CR 7
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Phentomite Mechanic
Phentomite Mechanic (steward officer) 7 (bounty hunter)
LN Medium humanoid (phentomite)
Init +8; Perception +16, darkvision 60 ft.
DEFENSE
HP 88 RP 5
EAC 23; KAC 24
Fort +5; Ref +10; Will +6
OFFENSE Speed 30 ft.
Melee tactical baton +10 (1d4+3 B, analog, operative)
Ranged static arc pistol +10 (1d6+3 E, arc 2, stun) or dual acid dart rifle +10 (2d8+7 A & P, analog, corrode 2d4)
STATISTICS Str +0; Dex +5; Con +0; Int +2; Wis +4; Cha +0
Feats Climbing Master, Deadly Aim, Improved Initiative, Skill Synergy
Skills Athletics +8 (+11 when climbing and jumping), Computers +12, Culture +12, Diplomacy +11, Engineering +12, Stealth +14
Languages Common (signed, spoken and tactile), Eoxian, Lashunta, Kasatha, Shirren, Vercite, Vesk, Ysoki
Gear bandolier with Mk I flash grenades (2) and Mk I stickybomb grenades (2), binder restraints (2), D-suit II with targeting computer, dual acid dart rifle with entangle weapon fusion, personal upgrade Mk I (Dexterity), serum of healing Mk I, static arc pistol with called and secured weapon fusions, tactical baton, toolkits (engineering specialty and hacking for use by stealth drone), 50 credits
Vesk Mechanic
CR 7
XP 3,200
Vesk Mechanic (steward officer) 7 (mercenary)
LG Medium humanoid (vesk)
Init +2; Perception +8, darkvision 60 ft., low-light vision
DEFENSE HP 104 RP 4
EAC 23; KAC 25
Fort +7; Ref +7; Will +5 (+7 vs. fear effects)
DR 5/—; Resistances electricity 5, fire 7
OFFENSE Speed 25 ft.
Melee sentinel staff +9 (1d10+11 B, block, powered (capacity 20, usage 1), stun) or unarmed strike +9 (1d3+14B, analog)
Ranged static arc pistol +7 (1d6+3 E, arc 2, stun)
STATISTICS Str +3; Dex +2; Con +2; Int +1; Wis +1; Cha +1
Feats Bodyguard, Enhanced Resistance, In Harm’s Way, Iron Will, Skill Focus (Intimidate)
Skills Athletics +14, Computers +9, Culture +6, Diplomacy +6, Engineering +9, Intimidate +11, Medicine +5, Piloting +6, Profession (mercenary) +7, Sense Motive +5
Languages Common, Lashunta, Vercite, Vesk, Ysoki
Gear bandolier with Mk I flash grenades (2) and Mk I stickybomb grenades (2), binder restraints (2), golemforged plating III with electrostatic field Mk I and infrared sensors, manacles, personal upgrade Mk I (Dexterity), sentinel staff with apprehending fusion, serum of healing Mk I (3), spell ampoule (remove condition), static arc pistol with called and secured weapon fusions, voice amplifier augmentation, 65 credits
CR 8
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Vesk Soldier
CR 8
XP 4,800
CG Medium monstrous humanoid
Init +8; Senses darkvision 60 ft.; Perception +16
DEFENSE
HP 125 RP 5
EAC 20; KAC 22
Fort +10; Ref +8; Will +9
OFFENSE
Speed 40 ft.
Melee assault kishaxe +16 (2d10+19 S; critical wound)
Ranged semi-advanced auto pistol +16 (2d6+8 P) Offensive abilities charge attack, fighting styles (blitz)
STATISTICS
Str +6; Dex +4; Con +2; Int +0; Wis +0; Cha +0
Skills Acrobatics +16, Athletics +21, Profession (Video Personality) +16
Languages Common, Vesk
Gear night plate I, assault kishaxe, semi-advanced auto pistol, 4 riot grenades III, tier 4 software Imp
CR 9
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CR 10
CR 11
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Kasatha Mindbreaker Mystic
Gear lashunta ringwear Iv, yellow star plasma doshko, Inferno flame pistol
CR 12
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Eoxian Envoy
CR 12
XP 19,200 Lawful Neutral
Medium undead (lawful)
Init +4; Senses darkvision 60 ft., darkvision 60 ft., detect alignment; Perception +24
DEFENSE
HP 185 RP 5
EAC 26; KAC 27 Fort +13; Ref +11; Will +15 Immunities Undead immunities
OFFENSE Speed 30 ft. Melee zero-edge sword cane +21 (3d4+12 E & F)
Ranged death grip pistol +23 (2d8+12 F; critical 19-20)
STATISTICS Str +0; Dex +4; Con -; Int +5; Wis +0; Cha +8
Skills Bluff +29, Culture +24, Diplomacy +24, Disguise +29, Sense Motive +29, Profession (Politician) +29
Other abilities envoy improvisations (clever improvisations, hidden agenda), unliving
Gear dark carbon carbon skin, zero-edge sword cane, death grip pistol, earthbound anklets
SPECIAL ABILITIES
Detect Alignment (Su) The Eoxian envoy can detect the alignment of another creature. This functions as detect magic, but rather than determining which creatures and objects in the area are magical, the creature can determine one other creature's alignment.
Kasatha Mindbreaker Mystic
Gear night plate II, alto singing disk, major disruption pistol
CR 13
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CR 14
Gear kyokor plating Iv, ruin devastation blade, parallax laser pistol
CR 15
CR 16
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Gear night plate III, atomic resonant gauntlet, banshee sonic pistol
CR 17
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Gear elite aegis series, Infrasonic Vibrogarrote, absolute-zero hail pistol
CR 18
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Gear kalo encounter suit Iv, gravity battleglove, matrix resonant pistol
CR 19
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Gear inheritor's grace III, ultraserrated longsword, elite Injector pistol
CR 20
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Gear specialist aegis series, dimensional slice starknife, elite gyrojet pistol
Other abilities backlash [6 damage, dc 16], desert stride, four-armed, mindlink, share pain [dc 16], sow doubt [30 ft.]
Gear kasatha microcord II, tactical retractable spike, liquidator disintegrator pistol
Lashunta Corporate Officer
CR 6
XP 2,400
Female lashunta envoy
LN Medium humanoid (lashunta)
Init +2; Senses Perception +13
DEFENSE
HP 80 RP 4
EAC 18; KAC 19
Fort +5; Ref +7; Will +12
OFFENSE
Speed 30 ft.
Melee soprano singing disk +12 (1d6+6 So; critical confuse)
Lashunta Spell-Like Abilities (CL 6th)
1/day - detect thoughts
at will - daze, psychokinetic hand
STATISTICS
Str +0; Dex +2; Con +0; Int +3; Wis +0; Cha +5
Skills Bluff +18, Computers +18, Culture +18, Diplomacy +13, Intimidate +13, Sense Motive +18
Languages Common, Lashunta, limited telepathy
Other abilities envoy improvisations (not in the face, hurry, draw fire)
Gear elite stationwear, soprano singing disk, purple force field>
Undead Elf Solarian
CR 6
XP 2,400
Male undead elf solarian
N Medium undead
Init +3; Senses darkvision 60 ft., low-light vision; Perception +13
DEFENSE
HP 90
EAC 19; KAC 19
Fort +8; Ref +6; Will +7
Immunities undead immunities
OFFENSE
Speed 40 ft.
Melee solar spear +16 (1d8+1d4+11 P; critical wound)
Ranged pulse dart +13 (1d6+8; critical burn 1d6)
Offensive Abilities stellar revelations (black hole [25 ft., pull 15 ft., DC 14], corona [2d6 F, cold resistance 10], pulse dart, supernova [10-ft. radius, 7d6 F, DC 14]
TACTICS During combat the undead elf solarian favors photon mode, entering it and activating his corona revelation as soon as combat begins. He prefers melee combat, but he tends to ignore dedicated melee combatants (especially those harmed by his corona) in favor of pinning down spellcasters and ranged specialists.
STATISTICS
Str +5; Dex +3; Con —; Int +1; Wis +1; Cha +2
Skills Athletics +13, Mysticism +13, Sense Motive +18
Languages Celestial, Elven
Other Abilities solar manifestation (weapon: solar spear), stellar alignment, unliving
Gear ancient elven battle armor (archaic), least gluon crystal
SPECIAL ABILITIES
Pulse Dart (Su) As a standard action, the undead elf solarian can fire a dart of stellar energy as a ranged attack against EAC with a range of 60 feet. The pulse dart deals 1d10+6 fire damage and has the critical hit effect burn 1d6.
CR 7
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Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +14
DEFENSE
HP 90 RP 4
EAC 18; KAC 19
Fort +6; Ref +6; Will +10
OFFENSE
Speed 30 ft.
Melee tactical scythe +11 (1d8+7 S)
Ranged red star plasma pistol +13 (1d8+7 E & F; critical burn 1d8)
Mystic Spells Known (CL 7th; ranged +13)
3rd (3/day) - mind thrust (level 3) (DC 20), suggestion (DC 20)
2nd (3/day) - inflict pain (DC 19), fear (level 2) (DC 19), mind thrust (level 2) (DC 19), see invisibility (DC 19)
1st (at will) - fear (level 1) (DC 18), mind thrust (level 1) (DC 18)
STATISTICS
Str +0; Dex +0; Con +4; Int +0; Wis +5; Cha +2
Skills Acrobatics
+19, Athletics +19, Bluff +19, Culture +14, Diplomacy +19, Intimidate
+19, Mysticism +19, Sense Motive +19, Survival +14
Languages Common, Kasatha, Limited telepathy 30 ft. Other abilities backlash [7 damage, dc 17], desert stride, four-armed, mindlink, share pain [dc 17], sow doubt [30 ft.]
Gear estex suit III, tactical scythe, red star plasma pistolPhentomite Mechanic
CR 7
XP 3,200
LN Medium humanoid (phentomite)
Init +8; Perception +16, darkvision 60 ft.
DEFENSE
HP 88 RP 5
EAC 23; KAC 24
Fort +5; Ref +10; Will +6
OFFENSE Speed 30 ft.
Melee tactical baton +10 (1d4+3 B, analog, operative)
Ranged static arc pistol +10 (1d6+3 E, arc 2, stun) or dual acid dart rifle +10 (2d8+7 A & P, analog, corrode 2d4)
STATISTICS Str +0; Dex +5; Con +0; Int +2; Wis +4; Cha +0
Feats Climbing Master, Deadly Aim, Improved Initiative, Skill Synergy
Skills Athletics +8 (+11 when climbing and jumping), Computers +12, Culture +12, Diplomacy +11, Engineering +12, Stealth +14
Languages Common (signed, spoken and tactile), Eoxian, Lashunta, Kasatha, Shirren, Vercite, Vesk, Ysoki
Gear bandolier with Mk I flash grenades (2) and Mk I stickybomb grenades (2), binder restraints (2), D-suit II with targeting computer, dual acid dart rifle with entangle weapon fusion, personal upgrade Mk I (Dexterity), serum of healing Mk I, static arc pistol with called and secured weapon fusions, tactical baton, toolkits (engineering specialty and hacking for use by stealth drone), 50 credits
Vesk Mechanic
CR 7
XP 3,200
Vesk Mechanic (steward officer) 7 (mercenary)
LG Medium humanoid (vesk)
Init +2; Perception +8, darkvision 60 ft., low-light vision
DEFENSE HP 104 RP 4
EAC 23; KAC 25
Fort +7; Ref +7; Will +5 (+7 vs. fear effects)
DR 5/—; Resistances electricity 5, fire 7
OFFENSE Speed 25 ft.
Melee sentinel staff +9 (1d10+11 B, block, powered (capacity 20, usage 1), stun) or unarmed strike +9 (1d3+14B, analog)
Ranged static arc pistol +7 (1d6+3 E, arc 2, stun)
STATISTICS Str +3; Dex +2; Con +2; Int +1; Wis +1; Cha +1
Feats Bodyguard, Enhanced Resistance, In Harm’s Way, Iron Will, Skill Focus (Intimidate)
Skills Athletics +14, Computers +9, Culture +6, Diplomacy +6, Engineering +9, Intimidate +11, Medicine +5, Piloting +6, Profession (mercenary) +7, Sense Motive +5
Languages Common, Lashunta, Vercite, Vesk, Ysoki
Gear bandolier with Mk I flash grenades (2) and Mk I stickybomb grenades (2), binder restraints (2), golemforged plating III with electrostatic field Mk I and infrared sensors, manacles, personal upgrade Mk I (Dexterity), sentinel staff with apprehending fusion, serum of healing Mk I (3), spell ampoule (remove condition), static arc pistol with called and secured weapon fusions, voice amplifier augmentation, 65 credits
CR 8
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Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +16
DEFENSE
HP 105 RP 5
EAC 19; KAC 20
Fort +7; Ref +7; Will +11
OFFENSE
Speed 30 ft.
Melee carbon staff +13 (1d8+8 B; critical knockdown)
Melee carbon staff +13 (1d8+8 B; critical knockdown)
Ranged whisper sonic suppressor +15 (2d4+8 So; critical stifle)
Mystic Spells Known (CL 8th; ranged +15)
3rd (3/day) - mind thrust (level 3) (DC 20), suggestion (DC 20)
2nd (3/day) - inflict pain (DC 19), fear (level 2) (DC 19), mind thrust (level 2) (DC 19), see invisibility (DC 19)
1st (at will) - fear (level 1) (DC 18), mind thrust (level 1) (DC 18)
STATISTICS
Str +0; Dex +0; Con +4; Int +0; Wis +6; Cha +2
Skills Acrobatics
+21, Athletics +21, Bluff +21, Culture +16, Diplomacy +21, Intimidate
+21, Mysticism +21, Sense Motive +21, Survival +16
Languages Common, Kasatha, Limited telepathy 30 ft. Other abilities backlash [8 damage, dc 18], desert stride, four-armed, mindlink, share pain [dc 18], sow doubt [30 ft.]
Gear kasatha microcord III, carbon staff, whisper sonic suppressor.Vesk Soldier
CR 8
XP 4,800
CG Medium monstrous humanoid
Init +8; Senses darkvision 60 ft.; Perception +16
DEFENSE
HP 125 RP 5
EAC 20; KAC 22
Fort +10; Ref +8; Will +9
OFFENSE
Speed 40 ft.
Melee assault kishaxe +16 (2d10+19 S; critical wound)
Ranged semi-advanced auto pistol +16 (2d6+8 P) Offensive abilities charge attack, fighting styles (blitz)
STATISTICS
Str +6; Dex +4; Con +2; Int +0; Wis +0; Cha +0
Skills Acrobatics +16, Athletics +21, Profession (Video Personality) +16
Languages Common, Vesk
Gear night plate I, assault kishaxe, semi-advanced auto pistol, 4 riot grenades III, tier 4 software Imp
CR 9
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Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +17
DEFENSE
HP 120 RP 5
EAC 21; KAC 22
Fort +8; Ref +8; Will +12
OFFENSE
Speed 30 ft.
Melee buzzblade dueling sword +15 (2d6+9 S)
Ranged drake dragon pistol +17 (3d4+9 F; critical burn 2d4)
Mystic Spells Known (CL 9th; ranged +17)
3rd (3/day) - mind thrust (level 3) (DC 20), suggestion (DC 20)
2nd (3/day) - inflict pain (DC 19), fear (level 2) (DC 19), mind thrust (level 2) (DC 19), see invisibility (DC 19)
1st (at will) - fear (level 1) (DC 18), mind thrust (level 1) (DC 18)
STATISTICS
Str +0; Dex +0; Con +4; Int +0; Wis +6; Cha +3
Skills Acrobatics
+22, Athletics +22, Bluff +22, Culture +17, Diplomacy +22, Intimidate
+22, Mysticism +22, Sense Motive +22, Survival +17
Languages Common, Kasatha, Limited telepathy 30 ft. Other abilities backlash [9 damage, dc 18], desert stride, four-armed, mental anguish [60 ft. dc
18], mindlink, share pain [dc 18], sow doubt [30 ft]
Gear shiftskin I, buzzblade dueling sword, drake dragon pistolCR 10
CR 10
XP 9,600
Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +19
DEFENSE
HP 140 RP 5
EAC 22; KAC 23
Fort +9; Ref +9; Will +13
OFFENSE
Speed 30 ft.
Melee incapacitator +16 (3d4+10 B; critical staggered)
Ranged drake dragon pistol +18 (3d4+10 F; critical burn 2d4)
Mystic Spells Known (CL 10th; ranged +18)
4th (3/day) - mind thrust (level 4) (DC 22), mind probe (DC 22)
3rd (6/day) - synaptic pulse (DC 21), deep slumber (DC 21), psychokinetic strangulation (DC 21), suggestion (DC 21)
2nd (at will) - inflict pain (DC 20), mind thrust (level 2) (DC 20)
STATISTICS
Str +0; Dex +0; Con +5; Int +0; Wis +8; Cha +3
Skills Acrobatics
+24, Athletics +24, Bluff +24, Culture +19, Diplomacy +24, Intimidate
+24, Mysticism +24, Sense Motive +24, Survival +19
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [10 damage, dc 19], desert stride, four-armed, mental anguish [60 ft. dc
19], mindlink, share pain [dc 19], sow doubt [30 ft]
Gear specialist defiance series, Incapacitator, drake dragon pistolCR 11
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Kasatha Mindbreaker Mystic
CR 11
XP 12,800
Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +20
DEFENSE
HP 155 RP 5
EAC 23; KAC 24
Fort +10; Ref +10; Will +14
OFFENSE
Speed 30 ft.
Melee yellow star plasma doshko +17 (2d10+11 E & F; critical severe wound)
Ranged inferno flame pistol +19 (2d8+11 F; critical burn 1d8)
Mystic Spells Known (CL 11th; ranged +19)
4th (3/day) - mind thrust (level 4) (DC 22), mind probe (DC 22)
4th (3/day) - mind thrust (level 4) (DC 22), mind probe (DC 22)
3rd (6/day) - synaptic pulse (DC 21), deep slumber (DC 21), psychokinetic strangulation (DC 21), suggestion (DC 21)
2nd (at will) - inflict pain (DC 20), mind thrust (level 2) (DC 20)
STATISTICS
Str +0; Dex +0; Con +5; Int +0; Wis +8; Cha +3
Skills Acrobatics
+25, Athletics +25, Bluff +25, Culture +20, Diplomacy +25, Intimidate
+25, Mysticism +25, Sense Motive +25, Survival +20
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [11 damage, dc 20], desert stride, four-armed, mental anguish [60 ft. dc 20], mindlink, share pain [dc 20], sow doubt [30 ft], telepathic bond
CR 12
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Eoxian Envoy
CR 12
XP 19,200 Lawful Neutral
Medium undead (lawful)
Init +4; Senses darkvision 60 ft., darkvision 60 ft., detect alignment; Perception +24
DEFENSE
HP 185 RP 5
EAC 26; KAC 27 Fort +13; Ref +11; Will +15 Immunities Undead immunities
OFFENSE Speed 30 ft. Melee zero-edge sword cane +21 (3d4+12 E & F)
Ranged death grip pistol +23 (2d8+12 F; critical 19-20)
STATISTICS Str +0; Dex +4; Con -; Int +5; Wis +0; Cha +8
Skills Bluff +29, Culture +24, Diplomacy +24, Disguise +29, Sense Motive +29, Profession (Politician) +29
Other abilities envoy improvisations (clever improvisations, hidden agenda), unliving
Gear dark carbon carbon skin, zero-edge sword cane, death grip pistol, earthbound anklets
SPECIAL ABILITIES
Detect Alignment (Su) The Eoxian envoy can detect the alignment of another creature. This functions as detect magic, but rather than determining which creatures and objects in the area are magical, the creature can determine one other creature's alignment.
Kasatha Mindbreaker Mystic
CR 12
XP 19,200
Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +22
DEFENSE
HP 170 RP 5
EAC 25; KAC 26
Fort +11; Ref +11; Will +15
OFFENSE
Speed 30 ft.
Melee alto singing disk +19 (3d6+12 So; critical confuse)
Ranged major disruption pistol +21 (3d6+12 So; critical staggered)
Mystic Spells Known (CL 12th; ranged +21)
4th (3/day) - mind thrust (level 4) (DC 23), mind probe (DC 23)
4th (3/day) - mind thrust (level 4) (DC 23), mind probe (DC 23)
3rd (6/day) - synaptic pulse (DC 22), deep slumber (DC 22), psychokinetic strangulation (DC 22), suggestion (DC 22)
2nd (at will) - inflict pain (DC 21), mind thrust (level 2) (DC 21)
STATISTICS
Str +0; Dex +0; Con +5; Int +0; Wis +8; Cha +4
Skills Acrobatics
+27, Athletics +27, Bluff +27, Culture +22, Diplomacy +27, Intimidate
+27, Mysticism +27, Sense Motive +27, Survival +22
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [12 damage, dc 21], desert stride, four-armed, mental anguish [60 ft. dc 21], mindbreaking link [dc 21], mindlink, share pain [dc 21], sow doubt [30 ft], telepathic bond
CR 13
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Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +23
DEFENSE
HP 190 RP 6
EAC 26; KAC 27
Fort +12; Ref +12; Will +16
OFFENSE
Speed 30 ft.
Melee supernova flame spinner +20 (3d10+13 F; critical burn 2d6)
Ranged semi-paragon auto pistol +22 (4d6+13 P)
Mystic Spells Known (CL 13th; ranged +22)
5th (3/day) - mind thrust (level 5) (DC 24), dominate person (DC 24)
4th (6/day) - confusion (DC 23), enervation, mind probe (DC 23), reincarnate (DC 23)
3rd (at will) - synaptic pulse (DC 22), mind thrust (level 3) (DC 22)
STATISTICS
Str +0; Dex +0; Con +6; Int +0; Wis +8; Cha +4
Skills Acrobatics
+28, Athletics +28, Bluff +28, Culture +23, Diplomacy +28, Intimidate
+28, Mysticism +28, Sense Motive +28, Survival +23
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [13 damage, dc 21], desert stride, four-armed, mental anguish [60 ft. dc 21], mindbreaking link [dc 21], mindlink, share pain [dc 21], sow doubt [30 ft], telepathic bond
Gear elite hardplate, supernova flame spinner, semi-paragon auto pistol
Gear elite hardplate, supernova flame spinner, semi-paragon auto pistol
CR 14
CR 14
XP 38,400
Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +25
DEFENSE
HP 215 RP 6
EAC 27; KAC 28
Fort +12; Ref +12; Will +17
OFFENSE
Speed 30 ft.
Melee ruin devastation blade +21 (5d8+14 S)
Ranged parallax laser pistol +23 (5d4+14 F; critical burn 3d4)
Mystic Spells Known (CL 14th; ranged +23)
5th (3/day) - mind thrust (level 5) (DC 24), dominate person (DC 24)
4th (6/day) - confusion (DC 23), enervation, mind probe (DC 23), reincarnate (DC 23)
3rd (at will) - synaptic pulse (DC 22), mind thrust (level 3) (DC 22)
STATISTICS
Str +0; Dex +0; Con +6; Int +0; Wis +8; Cha +4
Skills Acrobatics
+30, Athletics +30, Bluff +30, Culture +25, Diplomacy +30, Intimidate
+30, Mysticism +30, Sense Motive +30, Survival +25
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [14 damage, dc 22], desert stride, four-armed, mental anguish [60 ft. dc 22], mindbreaking link [dc 22], mindlink, share pain [dc 22], sow doubt [30 ft], telepathic bondCR 15
CR 15
XP 51,200
Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +26
DEFENSE
HP 235 RP 6
EAC 28; KAC 29
Fort +13; Ref +13; Will +18
OFFENSE
Speed 30 ft.
Melee zero-edge longsword +22 (7d8+15 S; critical severe wound)
Ranged tactical gyrojet pistol +24 (3d12+15 B; critical knockdown)
Mystic Spells Known (CL 15th; ranged +24)
5th (3/day) - mind thrust (level 5) (DC 25), dominate person (DC 25)
4th (6/day) - confusion (DC 24), enervation, mind probe (DC 24), reincarnate (DC 24)
3rd (at will) - synaptic pulse (DC 23), mind thrust (level 3) (DC 23)
STATISTICS
Str +0; Dex +0; Con +7; Int +0; Wis +9; Cha +5
Skills Acrobatics
+31, Athletics +31, Bluff +31, Culture +26, Diplomacy +31, Intimidate
+31, Mysticism +31, Sense Motive +31, Survival +26
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [15 damage, dc 23], desert stride, four-armed, mental anguish [60 ft. dc 23], mindbreaking link [dc 23], mindkiller [dc 23], mindlink, share pain [dc 23], sow doubt [30 ft], telepathic bond
Other abilities backlash
[15 damage, dc 23], desert stride, four-armed, mental anguish [60ft. dc
23], mindbreaking link [dc 23], mindkiller [dc 23], mindlink, share
pain [dc 23], sow doubt [30ft.], telepathic bond
Gear lashunta ringwear V, zero-edge longsword, tactical gyrojet pistolCR 16
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Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +28
DEFENSE
HP 255 RP 6
EAC 29; KAC 30
Fort +14; Ref +14; Will +19
OFFENSE
Speed 30 ft.
Melee atomic resonant gauntlet +24 (8d4+16 So; critical nauseate)
Ranged banshee sonic pistol +26 (4d8+16 So; critical deafen)
Mystic Spells Known (CL 16th; ranged +26)
6th (3/day) - mind thrust (level 6) (DC 26), inflict pain (mass) (DC 26)
5th (6/day) - feeblemind (DC 25), dominate person (DC 25), retrocognition (DC 25), synaptic pulse (greater) (DC 25)
4th (at will) - confusion (DC 24), mind thrust (level 4) (DC 24)
STATISTICS
Str +0; Dex +0; Con +7; Int +0; Wis +10; Cha +5
Skills Acrobatics
+33, Athletics +33, Bluff +33, Culture +28, Diplomacy +33, Intimidate
+33, Mysticism +33, Sense Motive +33, Survival +28
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [16 damage, dc 24], desert stride, four-armed, mental anguish [60 ft. dc 24], mindbreaking link [dc 24], mindkiller [dc 24], mindlink, share pain [dc 24], sow doubt [30 ft], telepathic bondGear night plate III, atomic resonant gauntlet, banshee sonic pistol
CR 17
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Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +29
DEFENSE
HP 285 RP 6
EAC 30; KAC 31
Fort +15; Ref +15; Will +20
OFFENSE
Speed 30 ft.
Melee infrasonic vibrogarrote +25 (6d6+17 So; critical deafen)
Ranged absolute-zero hail pistol +27 (5d10+17 C & P; critical bleed 1d10)
Mystic Spells Known (CL 17th; ranged +27)
STATISTICS
6th (3/day) - mind thrust (level 6) (DC 26), inflict pain (mass) (DC 26)
5th (6/day) - feeblemind (DC 25), dominate person (DC 25), retrocognition (DC 25), synaptic pulse (greater) (DC 25)
4th (at will) - confusion (DC 24), mind thrust (level 4) (DC 24)
STATISTICS
Str +0; Dex +0; Con +8; Int +0; Wis +11; Cha +5
Skills Acrobatics
+34, Athletics +34, Bluff +34, Culture +29, Diplomacy +34, Intimidate
+34, Mysticism +34, Sense Motive +34, Survival +29
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [17 damage, dc 24], desert stride, four-armed, mental anguish [60 ft. dc 24], mindbreaking link [dc 24], mindkiller [dc 24], mindlink, share pain [dc 24], sow doubt [30 ft], telepathic bondCR 18
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Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +31
DEFENSE
HP 320 RP 7
EAC 31; KAC 32
Fort +16; Ref +16; Will +20
OFFENSE
Speed 30 ft.
Melee gravity battleglove +26 (5d10+18 B)
Ranged matrix resonant pistol +28 (5d6+18 So; critical deafen)
Mystic Spells Known (CL 18th; ranged +28)
STATISTICS
6th (3/day) - mind thrust (level 6) (DC 27), inflict pain (mass) (DC 27)
5th (6/day) - feeblemind (DC 26), dominate person (DC 26), retrocognition (DC 26), synaptic pulse (greater) (DC 26)
4th (at will) - confusion (DC 25), mind thrust (level 4) (DC 25)
Str +0; Dex +0; Con +8; Int +0; Wis +11; Cha +6
Skills Acrobatics
+36, Athletics +36, Bluff +36, Culture +31, Diplomacy +36, Intimidate
+36, Mysticism +36, Sense Motive +36, Survival +31
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [18 damage, dc 25], desert stride, explode head [18d6, 60ft.], four-armed, mental anguish [60 ft. dc 25], mindbreaking link [dc 25], mindkiller [dc 25], mindlink, share pain [dc 25], sow doubt [30 ft], telepathic bondGear kalo encounter suit Iv, gravity battleglove, matrix resonant pistol
CR 19
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CR 19
XP 204,800
Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +32
DEFENSE
HP 350 RP 7
EAC 32; KAC 33
Fort +16; Ref +16; Will +21
OFFENSE
Speed 30 ft.
Melee ultraserrated longsword +27 (8d10+19 S; critical bleed 6d6)
Ranged elite injector pistol +29 (9d6+19 P; critical injection dc +2)
Mystic Spells Known (CL 19th; ranged +29)
6th (3/day) - mind thrust (level 6) (DC 28), inflict pain (mass) (DC 28), snuff life (DC 28), subjective reality (DC 28)
5th (6/day) - feeblemind (DC 27), dominate person (DC 27), synaptic pulse (greater) (DC 27)
4th (at will) - confusion (DC 26), mind thrust (level 4) (DC 26)
STATISTICS
Str +0; Dex +0; Con +9; Int +0; Wis +11; Cha +6
Skills Acrobatics
+37, Athletics +37, Bluff +37, Culture +32, Diplomacy +37, Intimidate
+37, Mysticism +37, Sense Motive +37, Survival +32
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [19 damage, dc 26], desert stride, explode head [19d6, 60ft.], four-armed, mental anguish [60 ft. dc 26], mindbreaking link [dc 26], mindkiller [dc 26], mindlink, share pain [dc 26], sow doubt [30 ft], telepathic bond, transcendenceCR 20
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Kasatha mystic
NG Medium humanoid (kasatha)
Init +0; Perception +34
DEFENSE
HP 395 RP 7
EAC 34; KAC 35
Fort +17; Ref +17; Will +22
OFFENSE
Speed 30 ft.
Melee dimensional slice starknife +28 (8d12+20 P)
Ranged elite gyrojet pistol +30 (5d12+20 B; critical knockdown)
Mystic Spells Known (CL 20th; ranged +30)
STATISTICS
6th (3/day) - mind thrust (level 6) (DC 29), inflict pain (mass) (DC 29), snuff life (DC 29), subjective reality (DC 29)
5th (6/day) - feeblemind (DC 28), dominate person (DC 28), synaptic pulse (greater) (DC 28)
4th (at will) - confusion (DC 27), mind thrust (level 4) (DC 27)
Str +0; Dex +0; Con +9; Int +0; Wis +12; Cha +6
Skills Acrobatics
+39, Athletics +39, Bluff +39, Culture +34, Diplomacy +39, Intimidate
+39, Mysticism +39, Sense Motive +39, Survival +34
Languages Common, Kasatha, Limited telepathy 30 ft.
Other abilities backlash [20 damage, dc 27], desert stride, explode head [20d6, 60ft.], four-armed, mental anguish [60 ft. dc 27], mindbreaking link [dc 27], mindkiller [dc 27], mindlink, share pain [dc 27], sow doubt [30 ft], telepathic bond, transcendenceGear specialist aegis series, dimensional slice starknife, elite gyrojet pistol
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