Starfinder: Cylon Assault Laser Rifle

Starfinder: Cylon Assault Laser Rifle

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CylonCenturion-Rifle.jpg

The Colonial Warriors use pistols, the Cylon Centurions like to use rifles! Converted to be used in your Starfinder game!

A more advanced and powerful version of the standard Sectoid clone, the commander is more durable and able to withstand the punishment often meted out during combat.

Physically they are almost identical to the regular Sectoids, although their craniums are somewhat larget, and their eyes glow a hellish red.

The Commanders are exactly as they sound – commanders. They are always found with the regular Sectoids (1d4 per Commander), and tend to lead from the rear, directing their charges. They also possess a powerful set of psionic abilities to use against enemy targets, giving them a distinctive edge in combat.

If that was not bad enough, they are also able to temporarily take control of the enemy combatant’s minds, turning the fighters on their own, forcing them to attack their friends and comrades.

Like regular Sectoids, the Commanders are fully capable of using armor and other light weapons, but typically do not bother.

These Commanders are more cowardly, and always take advantage of cover, making sure that they send in the light infantry first, or make sure more advanced and powerful units ‘soften’ up the enemy forces before advancing.

X-Com index

Starfinder Creature Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology, and the recently released 'Swords of Kos: The Rite'. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.

Sectoid Commander Spellcaster CR 3 XP 800

Lawful evil small humanoid (Sectoid)

Init +4; Senses: Low-light 60 ft.; Perception + 13

 

Defense                                                             HP 32

EAC: 17; KAC: 19

Fort: +2; Ref: +2; Will: +10

 

Offense

Speed: 20 ft.

Ranged: Sectoid Plasma Pistol Ver. 2 +7 (1d6+3 E&F)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Induce panic, mind control, mind fray, suppression

 

Statistics

Str +0; Dex +4; Con +1; Int +2; Wis +0; Cha +0

Skills: Acrobatics +13, stealth +8

Feats: Iron will, mobility, shot on the run

Other Abilities: Greater mind link

Languages: Telepathy

 

Ecology

Environment: Any

Organization: Solitary, pairs, small groups (1d4+2)

 

Special Abilities

Greater Mind Link (Su): As a standard action, a Sectoid Commander can link its mind to any other Sectoid within 100 ft. The difference is they can link up to 3 Sectoids, as long as they are within 20 feet of one another. As a result, the linked Sectoid gains +2 to hit, 6 additional hit points, and acts as if is under the haste spell. This lasts for 1 minute or until the original linker is killed. Unlike regular Mind Link, if the target is killed, the Sectoid Commander does not suffer any backlash, other than is shaken for a single round. It can use this ability twice per day.

Induce Panic (Su): The Sectoid Commander is fully capable of inducing panic in any target it has line of sight on. As a standard action, the Sectoid commander forces feelings of panic and dread on the target. A will save (DC 15) will negate the effects. The target is allowed a saving throw every round afterwards to negate the effects. While panicked, the target must roll on the following table to see what it will do. The Sectoid Commander can use this once per day.

 

Induce Panic Table

Roll

Action

Effect

1

Run away

The victim drops whatever they are holding and runs away from the Commander at their best maximum movement rate.

2

Cower

The target kneels on the ground, cowering in fear, incapable of doing anything else.

3

Fire on nearest target

In a panicked state, the target fires on the closest target (friend or foe), but suffers a -2 to hit.

4

Fire on nearest foe

In a panicked state, the target fires on the closest enemy combatant, but suffers a -2 to hit.

5

Staggered

Still somewhat under control, the target is staggered for this round.

6

Paralyzed

The target freezes in place, incapable of taking any action at all.

 

Mind Control (Su): By making a full round action, the Sectoid Commander forces a single enemy combatant to make a Will Save (DC 15). If it fails, the target is fully controlled by the Sectoid Commander. The target is then forced to perform any action the Sectoid Commander deems fit – including using special abilities against the targets team-mates. This lasts for 1d4+2 rounds, and only ends if the Sectoid Commander wills it, or is killed. It can be used only once per day.

Mind Fray (Su): As a standard action, the Sectoid commander can target a single enemy combatant. The target is allowed a Will save (DC 15). If the save fails, the target suffers 2d4+3 points of electrical damage and furthermore shaken for 1d4 rounds. The Sectoid commander can use this ability every 3rd round.

Suppression (Ex): As a full round action, the creature can designate a single target. It can fire at the target, which is required to make a Will save (DC 12) or become shaken for a single round. The save is only required if the target is hit by the shot. The creature can use this ability every round.

Telepathy (Su): All members of the Sectoid clone race are capable of telepathy. They can use this with one another, and it can link up to 6 Sectoids at a time, and the range is line of sight.

 

Sectoid Subtype Graft

This subtype is applied to the cloned aliens known as Sectoids.

                Traits: Low light vision 60 ft., +2 to will, suppression, and telepathy.

Sectoid Plasma Pistols table Small Arm

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

Plasma Pistol Ver. 1

1

300

1d4 E&F

60 ft.

-

20

1

L

-

Plasma Pistol Ver. 2

4

1,500

1d6 E&F

60 ft.

-

20

1

L

-

Plasma Pistol Ver. 3

7

7,500

2d4 E&F

60 ft.

Burn 1d4

20

2

L

Ignite

Plasma Pistol Ver. 4

10

21,000

2d6 E&F

60 ft.

Burn 2d4

40

2

L

Ignite

Plasma Pistol Ver. 5

13

49,500

4d6 E&F

90 ft.

Burn 3d4

40

2

L

Ignite

Plasma Pistol Ver. 6

16

195,000

3d12 E&F

90 ft.

Burn 4d4

80

4

L

Ignite

Plasma Pistol Ver. 7

20

825,000

5d10 E&F

120 ft.

Burn 5d4

80

4

L

Ignite

 

 

This index will contain all the Aliens, races, weapons, armor, and vehicles I convert for use in Starfinder.

Sectoid Spellcaster CR 1 XP 400

Lawful evil small humanoid (Sectoid)

Init +4; Senses: Low-light 60 ft.; Perception +10

 

Defense                                                             HP 16

EAC: 14; KAC: 15 

Fort: +1; Ref: +1; Will: +6

 

Offense

Speed: 20 ft.

Ranged: Sectoid Plasma Pistol Ver. 1.0 +4 (1d4+1 E&F)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Suppression

 

Statistics

Str +0; Dex +4; Con +1; Int +2; Wis +0; Cha +0

Skills: Acrobatics +10, stealth +5

Feats: Mobility, shot on the run

Other Abilities: Mind Link

Languages: Telepathy

 

Ecology

Environment: Any

Organization: Small groups (1d4), medium groups (2d4+2)

 

Special Abilities

Mind Link (Su): As a standard action, a Sectoid can link its mind to any other Sectoid within 100 ft. As a result, the linked Sectoid gains +2 to hit, 6 additional hit points, and acts as if is under the haste spell. This lasts for 1 minute or until the original linker is killed. If either is killed, the other must immediately make a Fort save (DC 20) or die instantly. The Sectoid can use this once per day.

Suppression (Ex): As a full round action, the creature can designate a single target. It can fire at the target, which is required to make a Will save (DC 12) or become shaken for a single round. The save is only required if the target is hit by the shot. The creature can use this ability every round.

Telepathy (Su): All members of the Sectoid clone race are capable of telepathy. They can use this with one another, and it can link up to 6 Sectoids at a time, and the range is line of sight.

 

Sectoid Subtype Graft

This subtype is applied to the cloned aliens known as Sectoids.

                Traits: Low light vision 60 ft., +2 to will, suppression, and telepathy.

Hunter Killer Javelin Combatant  CR 12 XP 19,200

Neutral large construct

Init +8; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +22

 

Defense                                                             HP 200

EAC: 26; KAC: 28

Fort: +14; Ref: +12; Will: +9

Defensive Abilities: Hyper-alloy combat chassis; Immunities: construct, unliving

 

Offense

Speed: 60 ft.

Melee: Bash +23 (6d6+21 B Crit knockdown)

Ranged: One autocannon +26 (6d8+12 P) or Two Autocannons +22 (6d8+12 P) range 100 ft.

Space: 15 ft., Reach: 15 ft.

Offensive Abilities: Missile launch, trample 6d4+21

 

Statistics

Str +9; Dex +8; Con -; Int +0; Wis +0; Cha +0

Skills: Athletics +27,

Feats: Deadly aim, nimble moves, shot on the run

Languages: None

 

Ecology

Environment: Any

Organization: Solitary or pairs

 

Special Abilities

Hyper-Alloy combat chassis (Ex): The skeletal structure of the HK Javelin is constructed of a special alloy, making it very strong and resistant to damage. As a result, the unit gains a DR equal to its CR against all physical attacks. Furthermore, the unit gains a +2 to all Fort saves.

Missile launch (Ex): As a standard action, the Javelin can launch a high-explosive missile. This has a range of 1500 feet within line of sight, and no to-hit roll is required. It will detonate on the chosen location, exploding in a 30 ft. radius, causing 9d8 damage plasma damage. A Reflex save DC 19 indicates half damage. The Javelin can carry 8 of these missiles.

Trample (Ex): As a full-round action, the unit can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The HK Javelin merely has to move over the opponents in its path. The creature does not need to make an attack roll; each creature whose space it moves through takes damage. A target of a trample can make a REF save (DC 19) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling HK Javelin due to the creature’s movement. The HK Javelin can deal trample damage to a given target only once per round.

 

T-S Seeker Combatant CR ½  XP 200

Neutral tiny construct

Init +6; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +4

 

Defense                                                             HP 13

EAC: 12; KAC: 14

Fort: +0; Ref: +0; Will: -2

Immunities: construct, unliving

Weakness:  Cascade effect

 

Offense

Speed: 30 ft. Fly

Ranged: Plasma burst +7 (1d4 E & F)

Space: 2.5 ft., Reach: 2.5 ft.

Offensive Abilities: Explode

 

Statistics

Str +0; Dex +6; Con -; Int +0; Wis +0; Cha +0

Skills: Athletics +9, stealth +4

Languages: None

 

Ecology

Environment: Any

Organization: Solitary, small swarm (2d4), medium swarm (4d6), large swarm (6d8), massive swarm (3d4x10)

 

Special Abilities

Cascade Effect (Ex): Once the T-S Seeker takes enough damage to be destroyed, it will automatically detonate, inflicting the damage listed under explosive.

Explosive (Ex): The T-S is programmed to explode if it comes into contact with more than 3 resistance fighters. It will attempt to ‘sneak’ up unseen, and once it is in the area of effect, it will detonate. The T-S seeker has an explosive radius of 20 ft., and inflicts 2d6+4 Plasma damage. The unit is destroyed in the process.

 

Piru Spellcaster CR 11 XP 12,800

Chaotic evil medium outsider

Init +8; Senses: Blindsense (alcohol, drugs, rich food) 250 ft., Darkvision 60 ft.; Perception +25

 

Defense                                                             HP 155

EAC: 23; KAC: 24

Fort: +10; Ref: +10; Will: +18

Defensive Abilities: insubstantial, invisible; Immunities: Physical attacks

 

Offense

Speed: 30 ft.

Melee: touch +20 (2d10+14 C & special)

Space: 5 ft., Reach: 5 ft.

 

Statistics

Str +3; Dex +8; Con +0; Int +3; Wis +2; Cha +0

Skills: Athletics +20, mysticism +20, stealth +25

Feats: Iron will

Other Abilities: Bestow curse

Languages: Common, abyssal, infernal

 

Ecology

Environment: Any urban or suburban (including space stations)

Organization: Solitary

 

Special Abilities

Bestow Curse (Su): As a full round action, the Piru can bestow a curse upon a single target. It can also do this upon its death, automatically targeting whoever killed it. The victim is allowed a Will save (DC 20). If the save succeeds, then nothing untoward happens. If it fails, the GM will secretly roll on the following charts to see when the curse occurs, and what are the actual effects of the curse.  The Piru can also use this upon anyone who it deems has insulted it or refused to give a suitable ‘offering’. The creature can use this ability three times per day.

 

Bestow Curse Table

Roll

Type

Effect

01-40

Personal injury or illness

The targeted victim will suffer physical harm. It could very well kill them! It is up to the GM to decide if the illness is caused by a disease or poison.

41-70

Injury to patron or friend or illness

Someone close to the victim, or a patron of the establishment will suffer physical harm. It could very well kill them! It is up to the GM to decide if the illness is caused by a disease or poison.

71-99

Property damage

The property, or an item will either be damaged or destroyed.

100

Death

The target of the curse will be killed one way or another.

 

Curse Intensity Table

Intensity

Effect

Damage or effect

Minor

Piru is only somewhat annoyed, ignore the death effect on the table above and reroll.

1d4 points of damage per level of target. Item must save or be considered damaged. If illness is indicated, then the target is allowed an unmodified saving throw.

Median

Something has really aggravated the Piru, and the retaliation is a lot worse.

2d6 points of damage per level of target. Item must save with a -2 to the roll or be considered damaged. If it fails by 5 or more, it is destroyed. If illness is indicated, then the DC of the disease is increased by +2.

Major

The Piru wants the target dead.

Death, or destruction of item or property. Item is allowed a saving throw with a -4 to the roll or is destroyed. Even if the save succeeds, the item is still damaged. If illness is indicated, then the DC of the disease is increased by +4, or the poison or disease is magical in nature, such as mummy rot.

 

Time until Curse takes effect

Roll

Length of time

01-05

Immediately

06-30

6d10 minutes

31-60

4d6 hours

61-90

1d4 days

91-00

1d6 weeks

 

When it comes down to it, the GM should use their imagination when it comes to determining what actually happens. When it comes to taking actual damage the GM should turn it into a story. For example, character is just walking along and ends up getting hit from falling debris near a construction site, or is in the wrong place at the wrong time and gets hit by stray rounds from a gunfight, or gets hit by a run-away vehicle. Think Final Destination. When it comes to disease or poison, maybe the character was unwittingly exposed to something. Again it is up to the GM to use their imagination!

 

S.H.C. Victim Spellcaster CR 5 XP 1,600

Chaotic evil medium undead

Init +9; Senses: Darkvision 60 ft.; Perception +15

 

Defense                                                             HP 60

EAC: 16; KAC: 17

Fort: +4; Ref: +4; Will: +10

Defensive abilities: Flame aura; Immunities: Fire, undead immunities, unliving

Weakness: Vulnerability to cold

 

Offense

Speed: 30 ft.

Melee: One fist +10 (1d4+8 F, Crit burn 1d6) or two fists +6 (1d4+8 F Crit burn 1d6)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Fire wielder

 

Statistics

Str +2; Dex +5; Con -; Int +0; Wis +0; Cha +3

Skills: Athletics +15, intimidate +10

Feats: improved initiative

Languages: Common (cannot speak)

 

Ecology

Environment: Any except cold locations

Organization: Solitary

 

Special Abilities

Fire Wielder (Su): Once per round as a standard action (unless otherwise noted), the creature can use one of several types of fire-based attacks. It can choose to shoot a series of small, independently targeting balls of flame. They act like magic missiles and have a maximum range of 50 ft. The creature fires off 1d6 balls (randomly rolled each time), and they will automatically hit, inflicting 1d4 points of fire damage. Once every 4 rounds the creature can also use a single fireball. This is a full round action and it has a burst radius of 20 feet. The maximum range is 50 feet from the creature and it inflicts 4d6+5 points of damage. A reflex save (DC 15) halves the damage. Another attack he creature possesses is that it can also create a cone of fire once every two rounds. This has a 10 foot width, and a range of 30 feet. The damage inflicted is 2d6+5 and anything caught in the radius is allowed a reflex save (DC 15) for half damage. Finally it can choose to use the attacks against weapons or armor, or even attempt to start objects or locations on fire. If it is an item, the item is allowed a saving throw, and if it fails, the item takes 2d6+5 damage and is now burning, and will take the same damage every round. Each round it is allowed another save, and if it succeeds, then the fire is snuffed out. Locations with flammable material are automatically burning, and will continue to burn, spreading by 5 feet per round in a random direction.

Heat Aura (Su): There is an aura of intense head surrounding these creatures. Anything coming within 5 feet will automatically suffer 1d6 points of flame damage per round.

Vulnerable to cold (Ex): The creature takes double damage from all cold-based attacks, and also suffers a -4 to any saving throw involving cold-based saving throws.

 

SPONTANEOUS HUMANOID COMBUSTION

Type disease; Save Fort DC 12

Track Physical; Frequency 1/day

Effect When the victim is infected, nothing seems amiss. The disease will progress as normally through all the tracks, but the victim will not feel the actual effects of each stage of the disease. Once the track hits dead, the victim will feel warm for about 30 seconds, and then the heat will become excruciating. Flames will appear on the exterior of the victim, and in moments any clothing and other items will be burned to ash. For 1d4 rounds the victim will burn, screaming in unholy agony, until the disease has finished converting. It then becomes a S.H.C victim, which has only one purpose – to spread the flames. Only humanoids can contract this disease, and no one has been able to figure out the actual vector, although there are those who are certain it is actually a magical curse.

Cure 2 consecutive saves.

Phase Rat Combatant CR ½ XP 200

Neutral small magical beast

Init +3; Senses: darkvision 60 ft., low-light vision 60 ft., vibration sense 120 ft.; Perception +4

 

Defense                                                             HP 13

EAC: 10; KAC: 12

Fort: +4; Ref: +4; Will: +0

 

Offense

Speed: 20 ft.

Melee: Bite +7 (1d6+1 P), or claw +7 (1d4+1 S)

Space: 2.5 ft., Reach: 2.5ft.

Offensive Abilities: Phase

 

Statistics

Str +1; Dex +3; Con +2; Int -4; Wis +0; Cha +0

Skills: Athletics +4, stealth +9

Feats: mobility, spring attack

Languages: None

 

Ecology

Environment: Any except vacuum

Organization: Single, small packs (1d4+1), large packs (3d4+4)

 

Special Abilities

Phase (Su): As a standard action, the Phase rat is able to become insubstantial and it can move into the surrounding terrain. It can move through any type of material, even metal, although it cannot use this ability to pass through energy fields. It is fully able to move while hidden, and cannot be detected (except through vibration sense, or life-sense). The creature will eventually breach the surface, and typically in the same square as an enemy. The enemy is allowed a perception check vs. the creature’s stealth. If it fails, the target is considered to be flat-footed.

 

Phase Rat, glowing Combatant CR 2 XP 600

Neutral small magical beast

Init +4; Senses: darkvision 60 ft., low-light vision 60 ft., vibration sense 120 ft.; Perception +7

 

Defense                                                             HP 25

EAC: 13; KAC: 15

Fort: +6; Ref: +6; Will: +1

Immunities: Radiation

 

Offense

Speed: 30 ft.

Melee: Bite +11 (1d6+4 P), or claw +11 (1d4+4 S)

Space: 2.5 ft., Reach: 2.5 ft.

Offensive Abilities: Phase, radiation field

 

Statistics

Str +2; Dex +4; Con +1; Int -4; Wis +0; Cha +0

Skills: Athletics +7, stealth +12

Feats: mobility, side step, spring attack, step-up

Other Abilities: Glow

Languages: None

 

Ecology

Environment: Any except vacuum

Organization: Solitary or small groups (1d4+1)

 

Special Abilities

Glow (Ex): Because of the radiation emanating from the creature. This produces dim illumination for up to 30 feet around the creature. It also causes the creature to suffer a -4 to its stealth roll, although this does not matter when the creature is moving through solid matter.

Phase (Su): As a standard action, the Phase rat is able to become insubstantial and it can move into the surrounding terrain. It can move through any type of material, even metal, although it cannot use this ability to pass through energy fields. It is fully able to move while hidden, and cannot be detected (except through vibration sense, or life-sense). The creature will eventually breach the surface, and typically in the same square as an enemy. The enemy is allowed a perception check vs. the creature’s stealth. If it fails, the target is considered to be flat-footed.

Radiation Field (Ex): The Glowing Phase Rat generates a field of low radiation. This covers only the square it is in, but anyone physically attacking the creature must make a fort save (DC 13), or contract radiation sickness.

 

Phase Rat, Brood Alpha Type CR 4 XP 1,200

Neutral medium magical beast

Init +5; Senses: darkvision 60 ft., low-light vision 60 ft., vibration sense 120 ft.; Perception +10

 

Defense                                                             HP 50

EAC: 16; KAC: 18

Fort: +8; Ref: +8; Will: +3

Defensive Abilities: Defensive phase; Immunities: Disease, poison

 

Offense

Speed: 30 ft.

Melee: Bite +13 (1d6+7 P Crit disease), or claw +13 (1d4+7 S Crit disease)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Phase

 

Statistics

Str +3; Dex +5; Con +1; Int -4; Wis +0; Cha +0

Skills: Athletics +10, stealth +15

Feats: mobility, spring attack, step-up, step-up and strike

Other Abilities: Disease

Languages: None

 

Ecology

Environment: Any except vacuum

Organization: Solitary

 

Special Abilities

Defensive Phase (Su): The creature can choose, as a standard action, to become insubstantial. While it is in this state, it becomes immune to all physical attacks, although it still suffers regular damage from energy weapons. While in this state, the creature cannot use its natural attacks, and often uses this ability as a purely defensive measure. It is a swift action to turn off this ability.

Diseased (Ex): Whenever they bite a target, there is a flat 20% chance the target will become infected by Bubonic plague. This will become 100% if the creature succeeds with a critical hit with the bite or claw.

Phase (Su): As a standard action, the Phase rat is able to become insubstantial and it can move into the surrounding terrain. It can move through any type of material, even metal, although it cannot use this ability to pass through energy fields. It is fully able to move while hidden, and cannot be detected (except through vibration sense, or life-sense). The creature will eventually breach the surface, and typically in the same square as an enemy. The enemy is allowed a perception check vs. the creature’s stealth. If it fails, the target is considered to be flat-footed.

 

Transit Hunter Expert CR 4 XP 1,200

Chaotic evil medium monstrous humanoid

Init +5; Senses: Darkvision 60 ft.; Perception +10

 

Defense                                                             HP 45

EAC: 16; KAC: 17 (or by armor type)

Fort: +3; Ref: +5; Will: +11

Defensive Abilities: local appearance

Weakness: Alcohol vulnerability

 

Offense

Speed: 30 ft.

Melee: combat knife +10 (1d4+5 S Crit bleed 1d4)

Ranged: tactical rotating pistol +8 (2d4+4 P)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: sleep toxin

 

Statistics

Str +1; Dex +5; Con +0; Int +0; Wis +0; Cha +3

Skills: Athletics +10, bluff +18, diplomacy +15, disguise +35, sense motive +15, stealth +10

Feats: Fast talk, iron will, skill focus (bluff)

Other Abilities: Gentle feeding, reproduction

Languages: Common

 

Ecology

Environment: Any urban, or any transport

Organization: Solitary

 

Special Abilities

Alcohol Vulnerability (Ex): Alcohol of any type is toxic to the Transit Hunter. The very smell of it repulses them, and they will leave anyone who has imbued in the drink alone. If they actually ingest it, or the blood of someone who has been drinking, they will die. If ingested directly, it is an instantaneous death, if they drink the blood of someone who has been drinking; they must make a Fort save (DC 20) or die instantly. Even if they succeed in the save, they are considered staggered and will lose 2d6 hit points per round for 3d4 rounds, which could still kill them outright. Finally if alcohol touches their flesh, they must make a fort save (DC 20), or become paralyzed for 1d6 rounds.

Gentle Feeding (Su): Using their tentacles, the transit hunters are able to feed off their sleeping victims without causing them harm. The same toxin that puts the victim to sleep acts as an anesthetic, and will dull the pain the attack inflicts. Each minute the creature remains in physical contact with their target, they suck the blood from the body through the tentacle. This causes 1d6 points of Constitution damage, and once the victim reaches zero constitution, they die from blood loss. If the feeding is interrupted, the lost Constitution will return at the regular daily rate.

Local Appearance (Su): All transit hunters possess the ability to look exactly like the most common type of creature to use such conveyances. They are able to take this form and can remain in such a state until they feed or need to reproduce. When in this form, they are virtually indistinguishable from other creatures or humanoids, and as such they gain a +20 to their disguise checks.

Reproduction (Ex): The creature can choose to implant a host with an egg. The victim is allowed a fort save (DC 15). If it succeeds, the egg is killed by the host’s natural immune system. Otherwise it will quickly grow into a larva, which takes 4d6 hours. Once it hatches, the larva will then begin to feed. As it feeds, the larva exudes the same anesthetic, which shuts down the pain receptors. Each hour the victim will lose 1d6 points of Constitution. Once the victim reaches zero, it dies and the larva takes over the body. Over 3d10 days, the body will gradually transform until it has the exact appearance of the transit hunter species.

Sleep Toxin (Su): The tentacles of the transit hunters are coated with a special toxin. Just touching someone with the tentacle will cause the victim to make a fort save (DC 15) or fall into a deep slumber. This will last for 2d4 hours, and the victim can be awakened through pain, such as taking damage, but otherwise they will stay asleep.

 

C.H.A.S. Combatant CR 10 XP 9,600

Neutral medium construct

Init +9; Senses: Darkvision 120 ft., low-light vision 240 ft.; Perception +24

 

Defense                                                             HP 200

EAC: 20; KAC: 23

Fort: +10; Ref: +10; Will: +7

Immunities: construct, unliving

 

Offense

Speed: 40 ft., 80 ft. (flying, limited)

Melee: 1 or 2 punches +20 or +16 (2d8+18 B) or 1 kick +20 (2d12+18 B Crit knockdown) or by melee weapon +20 (+18 damage)

Ranged: 1 or 2 machine gun bursts +23 or +19 (3d8+10) or by variant (see chart below)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Any weapon

 

Statistics

Str +8; Dex +5; Con -; Int +3; Wis +0; Cha +0

Skills: Acrobatics +19, athletics +19, piloting +19

Feats: Blind fight, bodyguard, cleave, improved initiative

Other Abilities: Jump Jets

Languages: Common

 

Ecology

Environment: Any

Organization: Solitary, pairs, trios, or squads (3d4+4)

 

Special Abilities

Any Weapon (Ex): The CHAS is fully capable of handling any type of weapon it encounters, including enemy weapons that are not often seen. As a result, the CHAS unit does not require the proficiency to use the weapon. This covers the entire range from swords, bows and other archaic weaponry, up to modern weapons, and even the various weapons on ships and other vehicles.

Jump Jets (Ex): The CHAS comes equipped with Jump Jets, which allow it limited flight capabilities. It can fire while using these jets, but suffers a -4 to all attack rolls. The unit can move up to 80 feet per round, and it has enough fuel to last for a maximum of 2 minutes. After the fuel has been depleted, it needs to be replaced before the unit can use this ability once again.

 

Loadout variation chart

Weapon

To hit

Damage

Crit

Range

Ammunition

Notes

Missile Launcher

+23

6d8+10 B&P

-

100 ft.

5 missiles

Explosive range 30 ft. Save for half

Grenade Launcher

+23

By grenade

-

60 ft.

10 grenades

Damage is always based on type of grenade used. Can carry different types of grenades, depending on mission parameters.

Mini-Gun

+23

3d10+10

Wound

80 ft.

600 rounds

Fires 6 rounds per shot, can fire up to three times in a single round. Multiple shots suffer the usual -4 to hit.

Flame Thrower

+23

3d6+10

 Burn 3d6

30 ft.

80

Based on the Ifrit class flamethrower, this is slightly less powerful but otherwise uses the same statistics.

 

Xeno-metamorphosis DNA Infection

Type: disease (physical contact) Save: Fortitude DC 17

Track: Physical Frequency: 1/hour

Effect: Any creature coming into contact with the contaminant must make an immediate save. If it fails, the creature is infected. The track progresses until it hits bedridden, at which point the DNA metamorphosis is complete and the infected creature changes into a fully developed Xenomorph Drone.

Cure: 3 consecutive saves

Cylon, human AKA ‘Skinjobs’ or ‘The 12’

Racial Traits

Created to be almost indistinguishable from regular humans, the Cylon humanoids take the physical appearance and mannerisms of their hated for.  They are so similar to regular humans, only a detailed scan on a biological level will be able to detect the slight chemical differences, which are a trademark of their synthetic creation.

Ability Adjustments: +2 to Str and Con, -2 to any attribute

Hit Points: 4

Size and Type: Cylon humanoids are medium size with the human subtype.

Computer Symbiosis: The way the Cylon human’s brains are constructed, they can physically ‘jack’ into computer systems, using the palms of their hands. This gives the Cylon humans a +4 to any computer checks they are attempting, as long as they are able to physically touch a computer with their bare hands. Even gloves will prevent this from occurring.

Predestined Profession: Having been created to infiltrate human society, each Cylon humanoid has been given a profession. This is chosen at creation and the Cylon automatically gains 1 rank in it every level without having to pay for it.

Resistant: Cylon’s are slightly more resistant to the effects of poisons, disease, gaining a +2 saving through when exposed to such hazards.

Resurrection: Whenever a Cylon humanoid is killed, a new body is resurrected at the nearest Cylon base-ship or colony. Depending on the distance between the place of death and the nearest body, the newly resurrected Cylon humanoid may lose hours, weeks or even longer of their memory. This can translate into lost experience and even levels and abilities, depending on how long it has been since the last memory upload.

Self-controlled Hallucinations: Due to the nature of their programming, Cylon Humans are fully capable of creating their own controlled hallucinations. As such, when they know something is about to occur, they are able to modify what they ‘see’ in order to either offset the effects, or enhance them to be more to their liking. As such, if given time and foreknowledge of what is about to take place, they will gain a +2 against all mind-affecting effects. This does require a standard action, however.

Skill Focus: Every Cylon humanoid specializes in a specific skill, and automatically gains this feat at first level. The skill must be chosen at that time.

 

Cylon Raider (Tier 2)

Tiny fighter

Speed 8; Maneuverability good (turn 1)

AC 21; TL 15

HP 35; DT n/a; CT 7

Shields None (forward 0, port 0, starboard 0, aft 0)

Attack (Forward) linked light laser cannons (4d4), tactical nuclear missile launcher (5d8) 5 missiles carried.

Power Core(s) Micron Light (50 PCU); Drift Engine None; Systems basic medium-range sensors, mk 5 armor, mk 1 trinode computer (tier 1)

Modifiers +1 any three checks per round, +2 Computers, +1 Piloting; Complement 3

Crew

Captain Computers +4 (2 ranks), gunnery +1, Intimidate +4 (4 ranks), Piloting +2 (1 rank)

Gunner gunnery +12

Pilot Computers +11 (2 rank), gunnery +7, Piloting +12 (2 ranks)

Colonial Viper Mk II (Tier 2)

Tiny fighter

Speed 10; Maneuverability good (turn 1)

AC 19; TL 18

HP 35; DT n/a; CT 7

Shields None (forward 0, port 0, starboard 0, aft 0)

Attack (Forward) chain cannon (6d4), tactical nuclear missile launcher (5d8) 8 Missiles carried.

Power Core(s) Micron Heavy (70 PCU); Drift Engine None; Systems advanced long-range sensors, mk 5 armor, mk 5 defences, mk 1 duonode computer (tier 1); Security anti-hacking systems mk 1 (DC +1), computer countermeasures (alarm, firewall)

Modifiers +1 any two checks per round, +4 Computers, +1 Piloting; Complement 1

Crew

Pilot Computers +11 (2 ranks), gunnery +7, Piloting +12 (2 ranks)

Special Abilities

Chaff and Flares – As a standard action, the pilot can choose to release a series of flares and flak. The ship carries only enough for 3 uses, at which time they need to be replenished. Using these will increase the fighters TL by 2.

Nimble – When making the Flip and burn maneuver, the DC is 15+1x the tier.

Turbo Burst – As a full round action, the pilot can initiate the Turbo engines on the fighter. When this takes place, the speed increases to 15, but manoeuvrability drops to poor. The ship can maintain this for a maximum of 5 rounds before the fuel reserves for this are drained and need to be replenished. 

 

Damascus Plasma Blade (Advanced melee weapon, one-handed Plasma)

Name

Level

Price

Damage

Critical

Bulk

Special

DPB Mk 1

1

350

1d4 S or E&F

Bleed 1

L

Powered (capacity 20 use 1), operative

DPB Mk 2

4

2,000

1d6 S or E&F

Bleed 1d4

L

Powered (capaciPty 20 use 1), block, disarm, integrated, operative

DPB Mk 3

7

6,000

2d6 S or E&F

Bleed 1d6 or wound

L

Powered (capacity 40 use 1), block, disarm, integrated,  operative

DPB Mk 4

10

19,000

4d8 S or E&F

Bleed 2d6 or wound

L

Powered (capacity 40 use 1), block, disarm, integrated, operative

DPB Mk 5

13

50,000

5d10 S or E&F

Bleed 3d6 or wound

L

Powered (capacity 80 use 1), block, disarm, integrated, operative

DPB Mk 6

16

170,000

8d12 S or E&F

Bleed 5d6 or severe wound

L

Powered (capacity 80 use 1), block, disarm, integrated, operative

DPB Mk 7

19

275,000

12d12 S or E&F

Bleed 8d6 or severe wound

L

Powered (capacity 100 use 1), block, disarm, integrated,  operative

 

Advanced Cylon Centurion Combatant CR 8 XP 4,800

Neutral medium construct

Init +8; Senses: Low-light vision 60 ft.; Perception +16

 

Defense                                                             HP 125

EAC: 22; KAC: 24

Fort: +8; Ref: +8; Will: +5

Defensive Abilities: DR 8 /-; Immunities: construct, unliving

 

Offense

Speed: 30 ft.

Melee: Claw +17 (3d6+14 B Crit knockdown) or up to three claws +13 (same damage)

Ranged: Wrist-mounted machine guns +20 (5d8+10 F Crit wound)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Hatred, instill terror

 

Statistics

Str +6; Dex +4; Con -; Int +2; Wis +0; Cha +0

Skills: Athletics +16, intimidate +21 pilot +16

Feats: Cleave, coordinated shot, deadly aim (-2 to hit, +4 damage), improved initiative,

Other Abilities: Ballistic proficiency, wireless communication

Languages: Cylon, common

 

Ecology

Environment: Any

Organization: Solitary, pairs, trio, squads (3d6+6)

 

Special Abilities

Ballistic Proficiency (Ex): When using their wrist-mounted machine guns, they gain +2 to damage, and any critical hit has the DC increased by +2.

Hatred (Ex): The Cylon robots have a built-in hatred for all biological creatures, and as such, they gain a +2 to hit, and +2 damage.

Instill terror (Ex): This model of cylon is intimidating to anyone seeing it. If the unit is engaged in combat, it can choose its current target and attempt to instil stark-raving terror on it. As a swift action, the Cylon is allowed an intimidate check. If the check succeeds, then the target is automatically shaken for 1 round. If the Cylon rolls a natural 20, then the effect will last for 1d4+1 rounds.

Wireless communication (Ex): All of the later model Cylons come with built-in communication gear, which allows them to keep in constant contact with all other Cylons in a 1000 mile radius. They are fully capable of using this link to call for reinforcements or for simple data transfer. This can be jammed, as it is a technological feature.

 

Cylon IL Series Expert CR 5 XP 1,600

Lawful Evil medium construct

Init +4; Senses: Low-light vision 60 ft.; Perception +16

 

Defense                                                             HP 65

EAC: 17; KAC: 18

Fort: +2; Ref: +2; Will: +8

Defensive abilities: Resistance 5 against acid, cold and electricity; Immunities: construct, unliving

 

Offense

Speed: 30 ft.

Melee: Assassin’s dagger +10 (1d8+5 S Crit bleed 1d6)

Ranged: Corona laser pistol +12 (2d4+5 F Crit burn 1d4)

Space: 5 ft., Reach: 5 ft.

Offensive Abilities: Corrupt electronics, sneak attack

 

Statistics

Str +0; Dex +4; Con -; Int +4; Wis +; Cha +2

Skills: Acrobatics +11, athletics +11, luff +16, diplomacy +16, computers +11, culture +11, sense motive +16, sleight of hand +11

Feats: Diversion, fast talk, improved initiative

Other Abilities: Call reinforcements, improved command bolster

Languages: Common, Cylon

 

Ecology

Environment: Any

Organization: Solitary, pairs

 

Special Abilities

Call reinforcements (Ex): As a full round action, the IL can request reinforcements. 2d6 regular centurions and 1 commander will arrive within 1d6 rounds of this request being sent. The IL can use this ability once per day.  

Corrupt electronics (Ex): As a standard action, the IL series can send out special ‘virus data packets’ to any weapons or electronics it can see within 100 feet. The IL has to choose what item is being affected and the item is allowed a WILL save DC 15 (see page 409 of the core book) or the item shuts down for 1d4 rounds. If the item in question does not use any electronics, then it is immune to this effect.

Improved command bolster (Ex): Taking into account the ability the commander possesses, the IL series is able to use a very similar, but improved ability.  All centurions and commanders in range will gain a +3 to both EAC and KAC and have their movement increased by 10 ft. Also while under the influence of the command bolster, centurions gain the deadly aim feat.  This translates into a -2 to hit, but the affected units gain +6 damage (which will stack with hatred). Finally any units affected by this gain a +2 to all saving throws. This lasts for 1 minute and can be used once per hour, and can effect up to 12 centurions and 2 commanders at once. Also because the Commanders are typically more intelligent than the average Centurion, they will use tactics, taking control of the other centurions, making them use cover, suppressing fire, ensure they flank, concentrate fire on a single target and so forth.

Sneak Attack (Ex): As a free action, the IL is allowed a bluff check against a target, and if it succeeds, any attacks which hit automatically add an additional +5 damage, and the target must make a Will save DC  15 or be stunned for a single round.

 

Cylon Assault Laser Rifle (Long Arm)

Weapon

Level

Price

Damage

Range

Critical

Cap

Usage

Bulk

Special

ALR Ver. 1

1

500

1d8 F

70 ft.

Burn 1d4

20

1

1

-

ALR Ver. 2

5

2,200

1d10 F

100 ft.

Burn 2d4

20

1

1

-

ALR Ver. 3

10

18,500

5d4 F

100 ft.

Burn 3d4

40

1

1

-

ALR Ver. 4

15

85,000

5d6 F

125 ft.

Burn 4d4

40

1

1

-

ALR Ver. 5

20

675,000

10d6 F

150 ft.

Burn 6d4

80

1

1

-

 

5th Edition D&D 'Illusion' Spells

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