Starfinder: Tech-Com RG series Phased Plasma Sniper Rifle
A Plasma-based Sniper Rifle, converted from the Terminator: Resistance game to be used in your Starfinder game.
This implant plugs directly into your heart and can be triggered to overclock the performance of your heart and circulatory system. When you run, charge, or take a move action to move, you can spend 1 Resolve Point to increase your speed (in the relevant mode of movement) for that action. This extra movement is treated as an enhancement bonus.
Alternatively, you can spend 1 Resolve Point as a reaction when you attempt a Reflex saving throw to gain a enhancement bonus to your roll.
When installed in a dinosaur, activating the heart is a free action, and lasts for 1 minute, no matter the model. After using the accelerator, the creature must rest for 10 minutes before using the item again. It can also activate the item as a free action to gain the listed bonus to any reflex saving throw.
Cardiac accelerator
System Heart
Name |
Level |
Price |
Speed Increase |
Reflex Save |
CA Mk 1 |
6 |
3,850 |
+20 |
+1 |
CA Mk 2 |
12 |
38,500 |
+40 |
+2 |
CA Mk 3 |
18 |
385,000 |
+60 |
+3 |
Amargasaurus, augmented Combatant CR 7 XP 3,200
Neutral huge animal
Init +2; Senses: Low light vision; Perception +14
Defense HP 112
EAC: 19; KAC: 23
Fort: +11; Ref: +11; Will: +6
Defense: Damage reduction 4
Offense
Speed: 30 ft.
Melee: Bite +12 (2d6+15 B), or spike neck bash +19 (2d8+15 P Crit bleed 1d6), or tail slap +14 (2d6+13 B Crit knockdown)
Space: 20 ft., Reach: 15 ft.
Offensive Abilities: Trample 2d10+13 B
Statistics
Str +6; Dex +2; Con +3; Int -2; Wis +0; Cha +0
Skills: Athletics +19, survival
Feats: Lunge, toughness
Gear: Dermal plates Mk 2, natural weapon sheathing (Chromium), toxin injection
Ecology
Environment: Tropical forests, jungle or plains
Organization: Solitary, pair or herd (3d4)
Special Abilities
Dermal plating (Ex): The dinosaur has been equipped with Dermal plate’s mk2, giving it a bonus of +2 to its KAC and a DR of 4.
Natural weapon sheathing (Chromium) (Ex): This cybernetic enhancement gives the creature an equipment bonus of +2 to hit and +2 damage.
Toxin Injection (Ex): Upon a successful melee attack, the creature will automatically inject the target with a constitution-based poison. DC 15, Onset is one round, frequency 1 round, cure 1 save
Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature 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 15) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling creature due to the creature’s movement. The creature can deal trample damage to a given target only once per round.
Allosaurus, augmented Combatant CR 8 XP 4,800
Neutral huge animal (technological)
Init +8; Senses: Low light vision; Perception +16 (+26 smell)
Defense HP 125
EAC: 22; KAC: 24
Fort: +12; Ref: +14 (+15); Will: +7
Offense
Speed: 70 ft., 90 ft.
Melee: Bite +21 (3d4+16 P Crit swallow whole) or two claws +17 (1d10+16 S)
Space: 20 ft., Reach: 15 ft.
Offensive Abilities: Grapple, pounce, rake, mincing throat apparatus (3d4+25 Fortitude save DC 16 or bleed 11 per round), swallow whole
Statistics
Str +6; Dex +4; Con +4; Int -4; Wis +0; Cha +0
Skills: Athletics +21, survival +16
Feats: Improved combat maneuver (grapple), improved initiative, nimble moves
Languages: None
Gear: Cardiac Accelerator, Darkvision capacitors - advanced, mincing throat apparatus, natural weapon sheathing (Chromium), personal upgrade Mk 2, speed suspension (Standard)
Ecology
Environment: Tropical forests, jungles or plains
Organization: Solitary, pair, or hunting pack (1d4+3)
Special Abilities
Cardiac Accelerator (Ex): The accelerator which has been installed in the creatures heart can be activated as a free action, and has two functions – first it can increase the creatures speed by 20 ft. per round, for up to 1 minute, at which time it shuts down and cannot be used until the creature rests for 10 minutes (as if gaining back stamina). The second function is that it can be activated and increase the creatures Reflex save by +1. This can be activated at any time as a free action.
Grab (Ex): If both claw attacks succeed, the creature is allowed to make a grapple attack (KAC +4). If it succeeds, the target is grappled, and on the next round the creature is allowed to use its rake attack.
Keen sense of smell (Ex): The creature gains a racial bonus of +10 (smell) to perception.
Natural weapon sheathing (Chromium) (Ex): This cybernetic enhancement gives the creature an equipment bonus of +2 to hit and +2 damage.
Personal upgrade Mk 2 (Su): The creature has been implanted with a personal upgrade, giving it a bonus of +4 to its dexterity. This translates into a +2 equipment bonus to both its initiative check, reflex save, EAC and KAC.
Pounce (Ex): As a full round action, the creature can make a charge attack, and if it succeeds, then it automatically gets a rake attack as well.
Rake (Ex): On the next turn after a successful grapple attack, or during a successful pounce attack, the creature is allowed to make an additional 2 claw attacks.
Speed Suspension (Ex): The creature gains an equipment bonus of +20 to their movement speed.
Swallow whole (Ex): The creature is able to potentially swallow whole any creature it bites which is at least one category size smaller. See page 156-157 of the Alien Archive for more information.
Plaguer Combatant CR 2 XP 600
Neutral small magical beast
Init +8; Senses: Darkvision 60 ft., low-light vision; Perception +7
Defense HP 25
EAC: 13; KAC: 15
Fort: +6; Ref: +6; Will: +1
Immunities: Disease breath and poison
Offense
Speed: 30 ft., 60 fly (perfect)
Melee: Bite +11 (1d4+3 P), or tail stinger +11 (1d6+3 P Crit poison DC 13)
Space: 2.5 ft., Reach: 5 ft.
Offensive Abilities: Disease breath
Statistics
Str +1; Dex +4; Con +2; Int -2; Wis +0; Cha +0
Skills: Acrobatics +12 (fly +20), stealth +7
Feats: Improved initiative
Languages: None (can understand common)
Ecology
Environment: Any temperate or tropical
Organization: Solitary, pair, small packs (3d4)
Special Abilities
Disease breath (Ex): As a standard action, this little creature can expel a cloud of toxic breath. This is considered a 30 ft. cone attack and does not cause any physical damage, instead it will infect those in the area of effect with a disease. It can use this ability once per day.
Type: disease, contact Save: Fortitude DC 11
Track: Physical Frequency: 1/day until cured
Cure: 1 save.
Poison Sting (Ex): The sting of this little creature is toxic to most other creatures it encounters. It causes paralysis, making it easier for the creature to bring down much larger prey to feast upon. It is delivered via the scorpion-like tail, and uses the Dexterity track.
Type: poison, injury Save: Fortitude DC 9
Track: Dexterity FrequNency: 1/round until cured
Effect: Ends at immobile, the victim cannot die from it. Once the poison reaches this phase, the paralysis will last for 1d3 hours and then fade away.
Cure: 1 save.
Xenomorph, Dragon Combatant CR 26 XP 2,457,600
Neutral Gargantuan aberration
Init +8; Senses: Darkvision 180 ft.; Perception +43
Defense HP 800
EAC: 46; KAC: 48
Fort: +26; Ref: +26; Will: +24
Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum
Weakness: Vulnerability to fire
Offense
Speed: 60 ft.; Fly 180 ft. (Average)
Melee: attack Bite +42 (22d10+43 P Crit swallow whole), two claws +38 (18d10+43 S), or tail slash +42 (20d8+42 Crit knockdown), or wing smash +34 (16d8+42 Crit knockdown)
Space: 30 ft., Reach: 30 ft. (50 ft. for attacks with the tail)
Offensive Abilities: Acid breath, grab, inner jaw, swallow whole, trample, wing buffet
Statistics
Str +17; Dex +8; Con +13; Int +; Wis +; Cha + (17, 13, 8)
Skills: Acrobatics +48, athletics +43, intimidate +43
Feats: Improved combat maneuver (grapple)
Languages: None
Ecology
Environment: Any
Organization: Solitary (Unique)
Special Abilities
Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 26d4+26 points of damage. The blood will continue to burn for 1d6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea as the target automatically suffers the acid blood damage if they are using slashing or piercing attacks. When the creature dies, it will burst, washing an area equal to 40 ft. in acid. A Ref save (DC 30) will save anyone caught in the area of effect from the splash. The acid causes 26d4+26 damage per round for 1d6 rounds.
Acid Breath (Ex) As a full round action, the Xenomorph can unleash a powerful jet of acid. This is a cone effect weapon, and has a 60 ft. range (use the 60 ft. Orthogonal template from Pathfinder, easily found online). This will inflict 26d10+26 points of acid damage (Reflex save DC 30 for half). The creature can use this ability up to three times every 24 hour period and can be used once every second round.
Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike; the blood will have a chance to affect anyone near. The acid splash has a radius of 10 ft. and those caught in the area of effect are allowed a Ref save (DC 30) to avoid taking damage. If the save fails, the victim will suffer 26d4+26 points of damage per round, for 1d6 rounds.
Grab (Ex) The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +9, it instead pins the target). Instead of dragging the victim back to the hive, the creature will instead attempt to kill the target on the spot.
Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (22d6+43 S) but is more accurate. The creature has a +42 with this particular attack, and if the target is grappled, then the bonus is +45.
Natural Weapons (Ex) Cannot be disarmed.
Rend (Ex) The strength of the Xenomorph is so powerful that if it manages to latch onto a target with both main claws (through the grab ability), the target must immediately make a Fort Save (DC 28) or be ripped in two, killing it instantly. Even if the saving throw succeeds, the target still suffers 26d8+43 damage from the attack, and the target is no longer grappled.
Swallow Whole (Ex) If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The swallowed creature will take 26d6+26 points of acid damage per round. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon the amount of cutting damage required to get free is 80 points. Or it can just try to escape the grapple using Acrobatics (Escape DC 46). If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
Trample (Ex) As a Full-Round Action, a Creature with the trample ability can attempt to charge any Creature(s) that is at least one size category smaller than itself. The creature is able to target anything in a perfectly straight line, no matter how many targets are in that line. All Targets of a trample takes 18d12+43 damage. Targets of a trample can make an attack of opportunity, but at a –4 Penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling Creature and receive a Reflex save (DC 30) to take half Damage. A trampling Creature can only deal trampling Damage to each target once per round, per target in the direct line of attack; no matter how many times its movement takes it over a target Creature.
Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.
Wing Buffet (Ex) As a standard action, instead of attacking, the creature can use its massive wings to produce a powerful wave of air. This is similar to the Acid breath, as it has a 60 ft. radius, and uses the same orthogonal template. Anyone caught in the windstorm created by this will suffer 13d6 B damage and must make a reflex save (DC 30) or be knocked prone. If it does this, it cannot take any other actions except a move action.
Nemesis Combatant CR 13 XP 25,600
Neutral evil large undead
Init +4; Senses: Darkvision 60 ft.; Perception +23
Defense HP 225
EAC: 33; KAC: 34 (Elite hardplate armor)
Fort: +15; Ref: +15; Will: +14
Defensive Abilities: Eat to heal, regeneration Immunities: undead immunities, unliving
Offense
Speed: 25 ft.
Melee: Bite +26 (3d8+23 P) or two fists +22 (3d6+23 B Crit Knockdown)
Ranged: Elite X-Gen gun +23 (4d12+13 P)
Space: 10 ft., Reach: 10 ft.
Statistics
Str +10 Dex +4; Con -; Int +2; Wis +0; Cha +0
Skills: Athletics +28, intimidate +23
Feats: Improved combat maneuver (grapple)
Other Abilities: Death hibernation, death tentacles
Languages: Common
Ecology
Environment: Any
Organization: Solitary
Special Abilities
Death hibernation (Ex):Upon its death, the Nemesis does not actually die. Instead if there is no potential food around, it can go into a hibernation state. For all intent and purposes, the creature is dead, but once any source of food comes within 30 ft. it will come to ‘life’ and the tentacles will burst free and attempt to grapple the food source to the body for consumption. It can remain in this state for 4d4 days before the creature is truly dead.
Death Tentacles (Ex): Upon its defeat, if there are any sources of food within 30 feet, a series of 1d4+2 tentacles will burst from the corpse and attempt to grapple any targets in the radius. If the grapple succeeds, the tentacle will drag the victim back to the body, where it will then use the other tentacles to rip chunks of flesh from the hapless victim, causing 2d8+23 points of damage per round, activating the eat to heal ability.
Eat to Heal (Ex): Once the Nemesis has taken physical damage, it will stop trying to shoot or batter a target to death. It will bite the victim, and for every 3 points of damage it inflicts, Nemesis will heal 1 hit point of damage.
Regeneration (Ex): Although undead, the Nemesis can regenerate damage it sustains without having to consume meat. Every round the creature will automatically heal 10 hit points of damage, up to a maximum of 110 points. Once this threshold has been achieved, the creature cannot automatically heal and must eat to heal damage. It can also ‘restock’ this regenerative ability from consuming meat, as described in Eat to Heal.
Eldritch Elephant Combatant CR 11 XP 12,800
Neutral large magical beast
Init +1; Senses: Darkvision 60 ft., low-light vision; Perception +20
Defense HP 180
EAC: 24; KAC: 26
Fort: +15; Ref: +15; Will: +10
Defensive Abilities: Thick hide DR 10
Offense
Speed: 40 ft.
Melee: 4 tentacle bashes +20 (2d6+21 B Crit knockdown)
Space: 10 ft., Reach: 10 ft.
Offensive Abilities: Debilitating Trumpet, Tentacle impale, trample (4d8+21 B)
Statistics
Str +10; Dex +1; Con +5; Int +0; Wis +0; Cha +0
Skills: Athletics +25, intimidate +20
Feats: Improved combat maneuver (bull rush, grapple)
Languages: None
Ecology
Environment: Any tropical
Organization: Solitary, pairs, small family group (1d3+2), or herd (6d6)
Special Abilities
Debilitating Trumpet (Su): As a full round action, the creature can lift its maw and let out a hideous bellow. This has a 40 ft. radius and anything caught in the area of effect must make a Reflex save (DC 18) or suffer 3d8+11 sonic damage and are deafened for 1d4 rounds. A successful save indicates half damage and the target is not deafened. A critical failure indicates that the deafened condition is permanent.
Tentacle Impale (Ex): If two or more tentacles succeed in striking the target, they can make a grapple check and if it succeeds, they automatically impale the hapless victim on their tusks. This causes 2d10+21 Piercing damage and the target must make a Fort save DC 18 or also suffer 2d6 bleed per round.
Thick hide (Ex): The hide of these creatures is highly resistant to physical attacks. They have DR 10 against all physical attacks.
Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Eldritch Elephant 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 18) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Eldritch Elephant due to the creature’s movement. The Eldritch Elephant can deal trample damage to a given target only once per round.
Racial Traits
Ability Adjustments: +2 Dex , +2 Int, -2 Cha
Hit Points: 4
Size and Type: Medium humanoid with the Salarian subtype
Agile: As a species, they gain a +2 racial bonus to any acrobatics check.
Diplomacy: Salarian males suffer a -2 racial penalty to diplomacy because of their general view of most other races. Females are far more diplomatic and gain a +2 racial bonus with diplomacy checks.
Fast: As long as they are not encumbered or are wearing only light armor, gain +10 Ft. movement speed.
Non-linier thinking: The Salarian’s tend to think outside the box, as such they gain a +2 to any intelligence-based skill (only one, they must choose which one it is).
Quick Reactions: Salarian’s gain a +2 racial bonus to initiative checks.
Ultraviolet Vision: The race gains Dark vision 60 ft.
The Salarian race is a species of warm-blooded amphibians. They originate on the planet Sur'Kesh.
Silacoid, Nanite CR 1 XP 400
Neutral small construct (technological)
Init +4; Senses: Darkvision 60 ft., low light vision; Perception +5
Defense HP 20
EAC: 11; KAC: 13
Fort: +1; Ref: +1; Will: -1
Defensive Abilities: Immunities: Construct immunities, unliving
Weakness: Vulnerability to electricity
Offense
Speed: 30 ft.
Melee: Slam +9 (1d6+4 Crit knockdown)
Space: 5 ft., Reach: 5 ft.
Offensive Abilities: Choke
Statistics
Str +3; Dex +4; Con -; Int -3; Wis +0; Cha +0
Skills: Acrobatics +5, stealth +10
Feats: Improved combat maneuver (grapple)
Languages: None
Ecology
Environment: Any
Organization: Small groups (1d4+2)
Special Abilities
Choke (Ex): As a standard action, the construct can attempt to ‘choke’ a target. It must first make a successful grapple check, and if this succeeds, then the creature will begin to choke the victim. This will inflict 1d6+4 points of damage per round, and the victim must make a fort save (DC 10) or be knocked unconscious.
Vulnerability to Electricity (Ex): This construct, due to its nanite swarm, takes additional damage from electrical attacks. It suffers an additional 1 point of damage per dice damage from weapons using electrical, and any saves involving electricity are at an additional -2.
Here you will find all the conversions I have done for the Halo series.
Mark I Spartan Exoskeleton
Price: 12,010 Level 5
EAC Bonus: +7 KAC Bonus: +9
Max Dex Bonus: +0 AC Penalty -4 Speed: 30 ft.
Strength: 22 (+6) Damage: 1d8 B
Weapon Slots: 0 Upgrade Slots: 1
Capacity: 40 Usage: 10 / hour
Size: Medium Bulk: 30
The Spartan Powered armour program began in 2512. It was the Navy’s first experiment with this type of heavy armour. Bulky and difficult to master, the suit did have several advantages over regular or heavy armour. It was designed to lift up to 4,000 pounds, and despite the bulk, did not hinder the users speed. Unfortunately it could not be completely sealed and was not suitable for toxic, vacuum, or underwater usage.
The early versions of the armour came equipped with Infrared sensors, an early generation motion detection package (pg 220 of the core book), and mounted a Squad machine gun as its primary weapon. The suit was also equipped with a Mk 2 personal computer system, which could assist the wearer with tactical information, and could even be linked to the Squad machine gun, firing it without direct command of the user (using the wearer’s Ranged attack at a -4). Enough space was left over for the wearer to add one additional piece of equipment.
Mark II Spartan Exoskeleton
Price 17,510 Level 7
EAC Bonus: +10 KAC Bonus: +12
Max Dex Bonus: +0 AC Penalty -4 Speed: 30 ft.
Strength: 22 (+6) Damage: 1d8 B
Weapon Slots: 0 Upgrade Slots: 1
Capacity: 40 Usage: 5 / hour
Size: Medium Bulk: 27
With continued research and the improvement of the technology involved, the Mark II armour was somewhat sleeker and less bulky to use. It still had issues with power drainage though. Of the major improvements to the armour, was the addition of a refractive coating, which proved to be useful in dispersing heat from laser and explosive attacks, giving the suit a DR 7 / Fire and Explosive. It still came equipped with the standard Infrared sensors, motion detection package (pg 220 of the core book), Squad machine gun and a Tier 2 computer.
Mark III Spartan Exoskeleton
Price 35,050 Level 9
EAC Bonus: +14 KAC Bonus: +18
Max Dex Bonus: +2 AC Penalty -3 Speed: 30 ft.
Strength: 22 (+6) Damage: 1d10 B
Weapon Slots: 0 Upgrade Slots: 1
Capacity: 40 Usage: 2 / hour
Size: Medium Bulk: 25
Mark III armour saw the advantage of greatly improved power consumption, and better alloys and composites, reducing the bulkiness of the armour again, and allowing for better control. It still possessed the standard equipment, but saw the addition of an X-Gen gun, a significant upgrade to the standard Squad machine gun. Likewise the refractive coating was improved, giving the wearer a DR 9 / Fire and Explosive. The computer was also upgraded to a Tier 3 system, which could still control and fire the X-gen gun, but with a -3 penalty.
Mark IV Mjolnir Powered Assault Armour
Price 58,400 Level 11
EAC Bonus: +16 KAC Bonus: +20
Max Dex Bonus: +3 AC Penalty -2 Speed: 30 ft.
Strength: 24 (+7) Damage: 2d6 B
Weapon Slots: 0 Upgrade Slots: 1
Capacity: 40 Usage: 1 / hour
Size: Medium Bulk: 25
After continued research, the armour’s power issue was finally resolved to the satisfaction of those involved with the project. The standard equipment package was included with the suit, although along with this version came even more effect refractive coating (DR 11 / Fire and Explosives), and the X-gen machine gun was replaced with a more powerful Medium machine gun. This suit was also the first to be fully enclosed, allowing it to be used in Toxic, vacuum and under water. On top of these improvements, a Targeting computer and radiation buffer were now included.
Mark V Mjolnir Powered Assault Armour
Price 250,450 Level 14
EAC Bonus: +18 KAC Bonus: +22
Max Dex Bonus: +3 AC Penalty -2 Speed: 30 ft.
Strength: 24 (+7) Damage: 2d10 B
Weapon Slots: 0 Upgrade Slots: 3
Capacity: 80 Usage: 1 / hour
Size: Medium Bulk: 27
The Mark V was the first suit to be integrated with a personal force field (green force field), thanks to the vastly improved power source the suit could use. This suit still made use of the basic equipment, such as the Infrared sensors, Motion detection, environmentally sealed, targeting computer and radiation buffer.. It also saw yet another improvement in the refractive coating, increasing the DR to 14 / Fire and explosives. The weapon was also replaced with a advanced reactive cannon. Even though communications were improved the system still relied on a Tier 3 computer to aid and assist the wearer.
Mark VI Mjolnir Powered Assault Armour
Price 921,000 Level 17
EAC Bonus: +24 KAC Bonus: +28
Max Dex Bonus: +4 AC Penalty -2 Speed: 30 ft.
Strength: 26 (+8) Damage: 3d8 B
Weapon Slots: 0 Upgrade Slots: 0
Capacity: 80 Usage: 1 / hour
Size: Medium Bulk: 31
Far more technological advances were made with this particular type of powered armour. All the previous improvements were included, such as the Infrared sensor, sealed environment, motion detector, targeting computer and radiation buffer. The force field was improved to blue level, and the weapon was replaced with a Heavy Machine gun. Additional upgrades were introduced, including an upgrade to a Tier 6 computer, the addition of Auto CPR and Injector, a medical interface and finally a fully integrated computer interface. The refractive coating is now DR 17 / Fire and explosives.
Mark VII Mjolnir Powered Assault Armour
Price 2,868,500 Level 20
EAC Bonus: +27 KAC Bonus: +30
Max Dex Bonus: +5 AC Penalty -2 Speed: 40 ft.
Strength: 30 (+10) Damage: 4d8 B
Weapon Slots: 0 Upgrade Slots: 0
Capacity: 100 Usage: 1 / hour
Size: Medium Bulk: 33
The pinnacle of the Mjolnir line of Powered armour. As with the previous iterations of the suit, it contains the Infrared sensor, sealed environment, motion detector, targeting computer, radiation buffer Auto CPR and Injector, medical interface and the integrated computer interface. The force field has been increased to prismatic, the main weapon a Paragon Reaction Cannon, while the Refractive coating is now 20 DR / Fire and explosive. This also includes an adaptive energy shield.
Turian
Racial Traits
Ability Adjustments: Str +2, Con +2, Cha -2
Hit Points: 4
Size and Type: Medium humanoid with the Turian subtype.
Acute Vision: Turian’s gain a +2 racial bonus to any visual perception check.
Fast: Turian’s, as long as they are not encumbered or are wearing only light armor, gain +10 Ft. movement speed.
Natural Weapons: The claws the Turian’s possess are not just for decoration, they can use them in combat. A Turian can strike with the claws for 1d3+Str damage.
Radiation Resistant: Turian’s gain a +2 racial bonus when saving against the effects of radiation.
Sense of duty: At first level, a Turian chooses a single profession. This is automatically a class skill and goes up one rank as the Turian gains levels. The Turian can have multiple professions, but she will have to pay for ranks in them as normal.
Truthful: Because of their culture and the way Turian’s were raised, it is very difficult for them to be deceitful. It is not saying that they cannot lie, but it is hard. As such Turian’s suffer a -2 penalty to all bluff checks.
Advent Race
Racial Traits
Ability Adjustments: +2 Str, +2 Con, -2 Cha
Hit Points: 6
Size and Type: Medium humanoid with the Advent subtype
Boosted Immune System: Advent are heartier than normal humans, and gain a +2 racial bonus to any Fortitude save.
Bred Warriors: The Advent gain the feat weapon focus at first level.
Dense Musculature: Thanks to their much denser musculature, Advent gain DR 5 against piercing attacks.
Linked: The Advent share a limited telepathic link. As such, they can communicate with any other Advent as long as they are within 500 feet of one another. This cannot be used on any other race, unless they possess natural psionic abilities.
Natural Mechanics: The Advent gain a +2 racial bonus to any engineering check.
Well Trained: Members of this race can take one additional combat feat at 1st level.
Horologue Spellcaster CR 2 XP 600
Chaotic evil medium outsider (Horologue)
Init +1; Senses: Darkvision 60 ft.; Perception +7
Defense HP 21
EAC: 12; KAC: 13
Fort: +1; Ref: +3; Will: +5
Offense
Speed: 30 ft.
Melee: Bite +7 (1d6+4 P) or two claws +3 (1d4+4 S Crit bleed 1d3)
Space: 5 ft., Reach: 5 ft.
Offensive Abilities: Drain years
Statistics
Str +2; Dex +1; Con +0; Int +0; Wis +4; Cha +0
Skills: Diplomacy +12, stealth +12
Languages: Common, Horologue
Ecology
Environment: Any
Organization: Solitary, small groups (1d4+2)
Special Abilities
Drain Years (Su): When a character is bitten by one of these creatures, they must make a Will save (DC14) or lose 1d6+2 years. This does not age them, instead it reverses aging. Many people might consider this to be a blessing in disguise, but it is not. For every 3 years, the target gains one permanent negative level. To make matters worse, every day the target must make another saving throw or continue to lose years. Eventually this will de-age the character to an adolescent, child, infant and finally the character will cease to exist. This will also happen if the target takes more negative levels than they possess levels. The only way to prevent this from happing is to hunt down and kill the Horologue, or by casting a Remove Affliction. Any permanent negative levels can only be regained by using greater restoration.
Flame Beetle Combatant CR ½ XP 200
Neutral small vermin
Init +3; Senses: Darkvision 60 ft.; Perception +4
Defense HP 13
EAC: 10; KAC: 12
Fort: +4; Ref: +2; Will: +0
Defensive Abilities: Explosive death; Immunities: Fire
Offense
Speed: 20 ft.; 40 ft. (flying average)
Melee: bite +6 (1d6+1 F&P Crit burn 1d3), or two claws +2 (1d3+1 P)
Space: 2.5 ft., Reach: 2.5ft.
Offensive abilities: Heat aura
Statistics
Str +1; Dex +3; Con +2; Int -; Wis +0; Cha +0
Skills: Acrobatics +9, athletics +4
Languages: None
Ecology
Environment: Temperate or tropical forest
Organization: Small swarms (1d4+2), medium swarms (2d4+3), large swarms (4d4+5), infestations (10d12+12)
Special Abilities
Explosive Death (Ex): When the creature is killed, it will immediately explode, splashing everything within a 20 ft. radius with flame. Those caught in the area of effect must make a Ref save (DC 9) or suffer 1d6 points of fire damage. A successful save results in half damage.
Heat Aura (Ex): The creature can cause its small body to generate a great deal of heat. As a full round action, it can send waves of heat out from its body, up to 10 ft. Anything in the area of effect must make a Fort save (DC 9), or suffer 1d4 points of fire damage. A successful save results in no damage.
Bane Back Spider Combatant CR 3 XP 800
Neutral medium vermin
Init +3; Senses: Darkvision 60 ft.; Perception +8
Bane Back Spider Combatant CR 3 XP 800
Neutral medium vermin
Init +3; Senses: Darkvision 60 ft.; Perception +8
Defense HP 40
EAC: 14; KAC: 16
Fort: +7; Ref: +5; Will: +2
Defensive Abilities: Explosive death; Immunities: Acid, mindless, poison
Offense
Speed: 30 ft.
Melee: 1 Bite +11 (1d6+6 P), or 1 claw +11 (1d3+6) or up to 3 claw attacks +7 (1d3+6)
Space: 5 ft., Reach: 5 ft.
Offensive abilities: Acid spit
Statistics
Str +3; Dex +3; Con +1; Int -; Wis +0; Cha +0
Skills: Athletics +13 (+23 climb), stealth +8
Other Abilities: Clinging
Languages: None
Ecology
Environment: Any temperate or tropical
Organization: Solitary, small groups (1d3+1), or small packs (2d4+4)
Special Abilities
Acid Spit (Ex): As a standard action, the creature can shoot a stream of acid at any target within 45 ft. This is a ranged attack at +8 to hit. If it hits, the target suffers 1d4+3 acid damage (crit corrode 1d3). The creature can use this every round.
Clinging (Ex): The creature is able to move along any surface thanks to tiny tendrils covering legs. The creature gains a +10 to all climbing checks, and can move its full movement rate while climbing.
Explosive Death (Ex): When the creature is killed, it will immediately explode, splashing everything within a 20 ft. radius with acid. Those caught in the area of effect must make a Ref save (DC 12) or suffer 1d4+3 points of acid damage. A successful save results in half damage.
Quarian
Racial Traits
Ability Adjustments: -2 Con, +2 Dex, +2 Int
Hit Points: 4
Size and Type: Medium humanoid with the Quarian subtype
Distrust of the Machine: The Quarians created the Geth, and have lived with that mistake ever since. When they are involved in combat against constructs, robots or any clearly non-organic machine, they gain a +2 to hit against such targets.
Natural born engineers: Due to living in ships their entire lives, Quarians are quite technically adept, and as such gain engineering as a class skill and gain a racial bonus of +2 to any engineering check.
Quick reaction: Living in starships possesses hazards of their own. All manner of hazard can end a life before one even knows they are in danger. As such, Quarians gain a +2 circumstance bonus to any saving throw involving environmental hazards (such as explosive decompression, loss of gravity, avoiding a toxic spill and so forth).
Ultraviolet vision: The Quarian possess darkvision 60 ft.
Weak immune system: Quarians suffer a -2 to any fortitude saves when dealing with disease, toxins or similar infections. To make matters worse, every time a track advances, the track advanced by two spots instead of one. Quarians can use any type of armor, as long as it possesses the ability to be fully sealed against the environment. If they ever remove the armor, they must make a Fort save (DC 20) or begin to lose Constitution. This is temporary, but for every 6 hours outside their suit, they must save or lose 1d3 temporary points of Constitution. Once their constitution reaches zero, they will die, and of course their fortitude saves lessen with each loss. They can regain lost constitution by donning their environmental suits and will regain 1 point every 6 hours.
Juggernaut, Blood Plague Combatant CR 14 XP 38,400
Neutral large undead
Init +4; Senses Darkvision 60 ft.; Perception +25
Defense HP 250
EAC 28; KAC 30
Fort +16; Ref +16; Will +14
Defensive Abilities DR 14 against all attacks; Immunity: Fire
Offense
Speed 40 ft.
Melee 2 punches, +23, (4d8+30 B crit automatic grab) or 1 bite +27 (3d10+30 P)
Ranged Thrown item, +24, (4d8+14) up to 120 ft.
Space 10 ft.; Reach 10 ft.
Offensive Abilities: Blood plague, ground pound, infectious bite, hurl item, rend and smash
Statistics
Str +14; Dex +4; Con -; Int -3; Wis +0; Cha +3
Skills Acrobatics +25, intimidate +30
Feats Improved combat maneuver (grapple)
Languages None
Gear None
Ecology
Environment Any
Organization Solitary or pair
Special Abilities
Blood plague (Ex): The Juggernaut has become infected with the blood plague. This means that whenever it physically attacks a target, they must make a fort save (DC 20) or become infected by the blood plague. This is applied to the infectious bite, punch, bite, and rend and smash.
Ground Pound (Ex): As a full round action, the Blood plague juggernaut can smash with both fists on the ground. This will affect a radius of 20 feet and anyone caught in the area of effect (including other zombies) must make a Ref save (DC 20) or suffer 4d6+14 damage, and automatically be knocked prone. To make matters worse, all those in the area of effect must make a Fort save (DC 20) or become infected with the blood plague. The blood plague virus will remain in the area of effect for an additional 2d4+4 rounds. Anyone entering the area of effect must immediately save or contract the plague.
Hurl Item (Ex): As a standard action, this creature can hurl large items such as rocks, furniture, people, animals etc. and has a +1 racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to two categories smaller than its size; for example, this creature can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. The size of the range increment varies with the creature.
Infectious bite (Ex): Anyone bitten by one of these creatures must make a Fort save (DC 20) or become infected with Blood plague.
Rend and smash (Ex): If both punches hit in combat, they are able to grab a victim. They can lift the victim for a free bite, which will not require an attack roll and the bite will do an additional 25% damage (rounded up). They will then smash the victim into the ground, causing an additional 5d10+30 points of damage and the victim will have to make a Fort saving throw (DC 20) or become stunned for 1d6 rounds. The next round the Juggernaut can attempt to hold onto the victim and continue to attack in such a manner. This is a combat maneuver and the Juggernaut attacks at +24 to the roll. It must make a successful attack roll versus the victim’s KAC +9. If it succeeds, then the same rules apply for the damage inflicted. If it fails, then the target escapes its grasp.
Bloater, Blood Plague Combatant CR 2 XP 600
Neutral medium undead
Init +0 ; Senses Darkvision 60 ft.; Perception +7
Defense HP 25
EAC 13; KAC 15
Fort +4; Ref +4 ; Will +3
Defensive Abilities Hide in the pack
Weaknesses piercing or slashing weapons
Offense
Speed 30 ft.
Melee Bite, +10 (1d6+2 P) or two bashes -1 (1d4+2 B)
Offensive Abilities Blood plague, explosive, gaseous discharge, infectious bite
Statistics
Str +4; Dex +0; Con - ; Int -3; Wis +0; Cha +0
Skills Stealth +12
Feats None
Languages None
Ecology
Environment Any
Organization Solitary, or small groups (1d3+1)
Special Abilities
Blood plague (Ex): The bloater has become infected with the blood plague. This means that whenever it physically attacks a target, they must make a fort save (DC 11) or become infected by the blood plague. This is applied to explosive, gaseous discharge and the infectious bite.
Changing Bite (Sp) The bloater can bite a regular zombie and this will infect it with the mutated virus. The regular zombie does not get a saving throw. Instead it will begin to mutate into a new bloater in 3d12 hours. The regular zombie will begin to bloat and take on the characteristics of the bloater and once the transformation is complete, it becomes a bloater.
Explosive (Ex) If they are hit by any slashing or piercing weapons the creature must make a Fort save (DC10 +1 for every 3 points of damage inflicted). If the save fails, the creature explodes in a 20 ft. radius, destroying it in the process. The explosion is purely negative energy, mixed in with the gas it produces. This negative energy will heal any damage suffered by any undead in the vicinity (including members of its own type). All targets in that radius are allowed a Ref save (DC 14) or they suffer 3d6+2 damage. If the victim is foolish enough to stay in the area of effect, they will suffer an additional 3d6+2 damage per round! If this kills them, they will automatically rise as a regular zombie in 1d4 rounds. The cloud will remain for 1d6 minutes before it finally dissipates.
Gaseous discharge (Ex) The creatures constantly emit a gaseous cloud which surrounds them to a radius of 15 ft. Anyone entering this cloud must make a Fort save (DC 11) or are nauseated. Once they leave the area of effect, they will lose the condition after 1d4 rounds. This cloud also contains the same virus which can turn the living into undead monsters, including the blood plague. The same rules apply for the infectious bite (below). Note this only affects those creatures that need to breathe!
Hide in the pack (Su) The bloater will use packs of normal zombies as cover, allowing them to keep it hidden until it is too late. Anyone attempting to spot a bloater will have to make a perception check with a DC equal to 10 plus the number of regular zombies. So if there are 7 regular zombies, anyone trying to spot the bloater would require a DC 17 perception check.
Infectious bite (Ex) Anyone bitten by a bloater must make a Fort save (DC 11) or become infected with the virus. Every 24 hours the victim is allowed another Fort saving throw (DC 11) or lose 1d3 points of Constitution. When the Constitution score reaches zero, the victim dies and will rise as a either a regular zombie (01-80%) or a Rotted zombie (81-00%). A cure disease or other similar spell, spell-like ability, or medical drug will cure the victim, and the lost Constitution score will return at the victims’ natural healing rate per day.
Zombie, Feral – blood plague Combatant CR 7 XP 3,200
Chaotic Evil medium undead
Init +10; Senses Darkvision 60 ft.; Perception +14
Defense HP 105
EAC 19; KAC 21
Fort +9; Ref +11 ; Will +9
Defensive Abilities Damage reduction 7 against all types of physical damage; immunities Undead immunities
Offense
Speed 40 ft.
Melee Slam, +17 (2d8+12 B crit knockdown); or two claws +13 (1d10+12 S); or one bite +17 (2d4+12 P)
Offensive Abilities Burst of speed, consumption, infectious bite, slam knockdown
Statistics
Str +5; Dex +6; Con - ; Int -2; Wis +0; Cha +1
Skills Acrobatics +19, athletics +14
Feats Improved Initiative, mobility, step up
Languages None
Ecology
Environment Any
Organization Solitary (see below)
Special Abilities
Burst of Speed (Ex) Once per day, the creature is capable of boosting its normal speed, doubling it for a short duration. When this occurs, the creatures speed becomes 60 ft. per round. This burst of speed will last for 4 plus 1d6 rounds before the creature resumes its regular speed. During this period, the creature is fully capable of making two attacks per round with its claws, or one slam and one claw.
Consumption (Ex) When the creature uses its bite attack, for every six hit points of damage it inflicts, it is able to re-use its Burst of Speed ability. If the creature has not used the burst of speed, then the creature cannot benefit from this particular ability, nor does it allow the creature to build a reservoir of additional uses of this ability.
Create Spawn (Su) Any creature that is slain by a Feral becomes a regular Zombie in 1d4 minutes. There is a 10% chance the slain victim will instead rise as a Feral instead of a regular zombie. They lose all memories and personality as well as any classes, skills or other abilities. They retain an animal-like cunning and gain the skills of a Feral.
Infectious bite (Sp) Anyone bitten by one of these creatures must make a Fort save (DC 15) or become infected with the blood plague.
Slam Knockdown (Ex) When the Feral hits with its slam attack, the target must make a Ref save (DC 15) or be knocked prone. If the slam attack is a critical, the attack inflicts an additional 1d6 B damage and the target is automatically knocked prone (although targets with the evasion ability are still afforded a saving throw to prevent being knocked prone.
Screamer, blood plague Combatant CR 1 XP 400
Neutral Medium Undead
Init -3; Senses Darkvision 60 ft.; Perception +7
Defense HP 20
EAC 6; KAC 7
Fort +0; Ref -3; Will +8
Immunities Sonic-based attacks
Offense
Speed 20 ft.
Melee Bite +2 (1d4+1 P)
Offensive Abilities Blood plague scream, changing bite, infectious bite, summon
Statistics
Str +0; Dex -3; Con -; Int +0; Wis +3; Cha +0
Skills None
Feats Iron will
Languages None
Gear None
Ecology
Environment Any
Organization Small groups (1d4)
Special Abilities
Blood plague Scream (Su) The blood plague screamer can use this scream once every second round. It has an area effect of 30 feet and anyone caught in this area of effect must make a Fort save (DC 12) or suffer 2d6 points of damage, and are automatically infected with the blood plague. Those who fail the saving throw are stunned for 1d3 rounds, and are also deafened for 1d6 rounds. Note this ability only affects living tissue – it will not harm undead, constructs or similar types.
Changing Bite (Sp) The blood plague screamer can bite a regular zombie and this will infect it with the mutated virus. The regular zombie does not get a saving throw. Instead it will begin to mutate into a new blood plague screamer in 1d3 days. During this period, the zombie can still attack, but any claw or punch damage inflicted is reduced by half as the arms begin to atrophy and eventually fall off. If they bite and un-infected individual, the usual rules for the infectious bite apply.
Infectious bite (Ex) Anyone bitten by one of these creatures must make a Fort save (DC 12) or become infected with the blood plague. See the blood plague entry for more information.
Summon (Sp) The scream emitted from this undead monster will attract any type of zombie within a five mile radius. Typically 4d4 zombies will appear within 1d4 rounds, but the GM can decide how many other zombies are nearby. Any zombies who hear the scream will heed the call and will move at their maximum movement rate towards the location of the screamer. Even if this undead monster is killed, any zombies that were within the range of the scream will home in on the location.
Blood Plague
Something has caused the virus that caused the Zombie Outbreak to mutate and evolve. This new version began to show up around six months after the initial outbreak occurred. It’s not as if the regular virus which turned people into the walking dead was bad enough – this plague made them far, far worse.
Regular zombies infected by the blood plague pass it on through physical contact, and the more damage the undead inflicts, the faster the plague will set and kill the victim. All undead infected with the blood plague have their remaining flesh turn a deep crimson, while whatever hair they had turns obsidian. Even the eyes glow a bright red, making them easy to spot in the darkness.
Once a victim has sustained physical damage from the undead, they must make a Fort save (DC based on the type of undead attacking them). If the save fails, then they have contracted the blood plague, and have only a short period of time before it kills them and turns them into a blood plague zombie.
This only affects actual hit-point damage. An attack that inflicts only stamina damage does not require a saving throw. However, every time the victim takes hit-point damage, they must immediately make another fort save. Each time they fail, the disease track moves forward by one category. After debilitated, the victim dies and rises as a blood-plague zombie in 1d3 rounds.
Blood Plague is special in the fact that once contracted, unless the victim has access to the actual cure, they will die within 2.5 hours. Even if the victim does not encounter further blood plague zombies, every 30 minutes the track automatically advances one step, until they die.
The effects of the plague can be held at bay by making a successful medical check, DC 15. This will prevent the plague from advancing one step, but this is only temporary. Instead of advancing every 30 minutes, it is instead every 12 hours.
The only way to cure blood plague is the actual cure, which requires medicine, chemicals and actual blood plague samples, which can be obtained from any infected zombie. In order to successfully harvest samples from such a creature, a medicine or life sciences check (DC 15) is required. If it is successful, then enough samples are harvested and the cure can be crafted. If the check fails, there are no useable tissue samples in the undead creature.
Crafting the cure requires medicine and chemicals worth 500 credits, and a sample. A successful medicine check is required (DC 12), and requires 30 minutes to produce one dose of cure. If the check fails, the chemicals and medicine can be used, but a new sample of the blood plague must be obtained.
General Dynamics VSB-90 Plasma Minigun (Heavy Weapon)
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
VSB 90 Gen. 1 |
6 |
1,500 |
2d10 E&F |
60 ft. |
Burn 1d6 |
40 |
4 |
2 |
Automatic, unwieldy |
VSB 90 Gen. 2 |
12 |
5,750 |
3d10 E&F |
90 ft. |
Burn 3d6 |
80 |
4 |
2 |
Automatic, unwieldy |
VSB 90 Gen. 3 |
18 |
32,500 |
10d12 E&F |
120 Ft. |
Burn 10d6
|
80 |
4 |
2 |
Automatic, unwieldy |
Jotaz Combatant CR 6 XP 2,400
Neutral large animal
Init +3; Senses: Low-light vision 60 ft.; Perception +13
Defense HP 90
EAC: 16; KAC: 22
Fort: +10; Ref: +10; Will: +5
Defensive Abilities: DR 6 vs. all non-energy attacks, fearless; Immunities: Cold
Weakness: Soft belly
Offense
Speed: 30 ft.
Melee: Bite +16 (1d6+12 P Crit wound), or two claws +12 (2d6+12 S Crit bleed 1d6)
Space: 10 ft., Reach: 15 ft.
Offensive Abilities: Trample 2d8+12 B
Statistics
Str +6; Dex +3; Con +2; Int -4; Wis +0; Cha +0
Skills: Acrobatics +13, athletics +18
Other Abilities: Berserker
Languages: None
Ecology
Environment: Any temperate or cold
Organization: Solitary
Special Abilities
Berserker (Ex): As soon as the Jotaz has sustained at least 50% of its hit points in damage, it will go into a berserker rage. During this rage, the creature will gain +2 to hit, the damage inflicted will increase by +2 per dice damage. Because it will attack so ferociously, its EAC and KAC are both reduced by 4 points. This berserker rage will last for 1d6+4 rounds, or until the Jotaz is killed.
Fearless (Ex): The creature is completely immune to fear, and all fear-like effects and abilities.
Soft Belly (Ex): The skin of the Jotaz is exceedingly thick all over, except for its stomach. This target is usually quite well protected, and is very hard to access in combat, but anyone who attempts to target the belly must attack from directly in front of the creature, and hit the belly at EAC or KAC +8. If this succeeds, any hit is an automatic critical hit, and the Jotaz is stunned for 1 round.
Trample (Ex): As a full-round action, the creature can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The Jotaz 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 14) for half damage. If it attempts the save, it can’t make an attack of opportunity against the trampling Jotaz due to the creature’s movement. The Jotaz can deal trample damage to a given target only once per round.
Tomb Guardian Combatant CR 7 XP 3,200
Neutral large construct
Init +3; Senses: Darkvision 60 ft., lowlight vision 60 ft.; Perception +14
Defense HP 105
EAC: 20; KAC: 20
Fort: +7; Ref: +7; Will: +4
Defensive Abilities: Immunities: Construct, unliving
Weakness: Electrical overload
Offense
Speed: 20 ft.
Melee: Two fist bash +18 (2d6+15 B Crit knockdown), or two kicks +14 (2d8+15)
Space: 10 ft., Reach: 10 ft.
Offensive Abilities: Energy barrage, laser beam, stomp
Statistics
Str +8; Dex +3; Con -; Int +0; Wis +0; Cha +0
Skills: Athletics +19, intimidate +14
Languages: None
Ecology
Environment: Any
Organization: Solitary
Special Abilities
Electrical Overload (Ex): The guardian is vulnerable to electrical-based attacks. Whenever it takes more than 10 points of electrical damage in a single round, it will automatically shut down for 1 round, leaving it incapable of acting, and rendering it flat-footed.
Energy barrage (Ex): As a full round action, the guardian can fire off a series of explosive balls of energy. It can fire up to 5 balls of energy, at a range of up to 50 feet. Each ball has a 10 foot area of effect and can overlap if the guardian chooses to do so. Anything caught in the area of effect must make a Ref save (DC 15) or take 2d6+7 Plasma damage. If the save succeeds, then the damage is halved. The guardian can use this at will.
Laser beam (Ex): As a full round action, the guardian can fire a beam of laser energy. This is treated as a line attack, and has a maximum range of 70 feet. The damage inflicted is 2d10+7 fire. The guardian can use this at will.
Stomp (Ex): The guardian can stomp down with its powerful feet, causing anything in a 20 ft. radius to make a Ref save (DC 15) or take 2d8+15 B damage, and be automatically knocked prone. A save means no damage and the target is still standing. This is a standard action, and can be used at will.
Scazz Combatant CR 2 XP 600
Neutral medium animal
Init +1; Senses: Dark vision 60 ft.; Perception +12
Defense HP 25
EAC: 13; KAC: 15
Fort: +6; Ref: +6; Will: +1
Weakness: Light sensitive
Offense
Speed: 30 ft.
Melee: Bite +10 (1d6+6 P Crit bleed 1d4)
Space: 5 ft., Reach: 5 ft.
Offensive Abilities: Disarming bite, leap
Statistics
Str +4; Dex +1; Con +2; Int -4; Wis +0; Cha +0
Skills: Athletics +7, survival +7
Feats: Improved combat maneuver (disarm)
Other Abilities: Burrow
Languages: None
Ecology
Environment: Any hills or mountains
Organization: Pairs, small packs (1d4+2), medium packs (2d6+4)
Special Abilities
Burrow (Ex): As a full round action, the creature can burrow into the ground, causing it to disappear from sight. Only specific senses such as Blindsense or Sight (vibration or life) will be able to pinpoint exactly where the creature is when it uses this ability. It can move its full movement rate and come up at any location, and the target is allowed a perception check (DC 13). If the perception check fails, the creature will cause the target it is attempting to ambush to be flat-footed.
Disarming bite (Ex): If the creature attacks a target who happens to be using a weapon, it can attempt to disarm it, or it can simply bite the hand and continue to bite, rendering it impossible for the target to use the weapon that it is holding in that hand. This is a standard action, and the creature must first successfully bite against the targets KAC +4. If it succeeds, the target suffers the bite damage and cannot use that hand. The creature can continue to attack with this ability every round.
Light sensitive (Ex): The creature suffers from bright light. Anytime it is in light that is at least normal, it has trouble seeing. As such it suffers a -2 to all attack rolls and is automatically considered to be flat-footed. Any light-based attack requiring a save causes the creature to suffer a -2 to the save.
Leap (Ex): As a movement action, the creature can leap up to 30 feet. It can be any length, including straight up. Furthermore, this can be used as a charge-like attack. As a full-round action, the creature leaps smashes into its target. The target is allowed a Ref save (DC 11) to avoid the attack. If the Ref is successful, then the target is allowed an attack of opportunity against the creature. If it fails, the target is hit for 1d6+4 B damage and is automatically knocked prone. This only works on targets that are medium or smaller.
Phillak Combatant CR 4 XP 1,200
Neutral medium animal
Init +5; Senses: Low-light vision 60 ft.; Perception +10
Defense HP 50
EAC: 16; KAC: 18
Fort: +8; Ref: +8; Will: +3
Defensive Abilities: Resistance 4 (cold)
Offense
Speed: 30 ft.
Melee: Head-butt +12 (1d8+7 B Crit knockdown)
Space: 5 ft., Reach: 5 ft.
Offensive Abilities: Ram
Statistics
Str +3; Dex +1; Con +1; Int -4; Wis +0; Cha +0
Skills: Athletics +15 (+35 climb), survival +10
Other Abilities: Natural climber
Languages: None
Ecology
Environment: Any mountain
Organization: Solitary
Special Abilities
Natural Climber (Ex): The Phillak spends its life in mountains and foothills and has become a natural climber. It can climb any surface, even perfectly vertical, and gains a racial bonus of +20 to athletics (climb)
Ram (Ex): As a full round action, the Phillak is able to charge at any single target it can see. The creature gains double its regular movement, and is allowed to make a melee attack. If the attack succeeds, the Phillak will inflict 1d12+7 B damage (instead of the usual head-butt damage), and any target struck must make a Ref save (DC 13) or be knocked prone.
Bog Rat Combatant CR 1 XP 400
Neutral medium animal
Init +3; Senses: Low-light vision 60 ft.; Perception +5
Defense HP 20
EAC: 11; KAC: 13
Fort: +5; Ref: +5; Will: +1
Offense
Speed: 30 ft.
Melee: Bite +8 (1d4+4 P Crit bleed 1d3), or one claw +8 (2d4+4 S), or two claws +4 (2d4+4 S)
Space: 5 ft., Reach: 5 ft.
Offensive Abilities: Drag under
Statistics
Str +3; Dex +3; Con +1; Int -4; Wis +0; Cha +0
Skills: Athletics +5, stealth +10
Feats: Improved combat maneuver (grapple)
Other Abilities: Burrow
Languages: None
Ecology
Environment: Any temperate or tropical wet-lands, bogs, marsh, swamp
Organization: Solitary, pairs, small hunting packs (1d4+3), or large hunting packs (3d4+6)
Special Abilities
Burrow (Ex): As a full round action, the creature can burrow into the ground, causing it to disappear from sight. Only specific senses such as Blindsense or Sight (vibration or life) will be able to pinpoint exactly where the creature is when it uses this ability. It can move its full movement rate and come up at any location, and the target is allowed a perception check (DC 12). If the perception check fails, the creature will cause the target it is attempting to ambush to be flat-footed.
Drag under (Ex): the creature, as a standard action, can attempt to bite and grab a target. This requires a melee attack at the targets KAC +4. If it succeeds, the target automatically takes the bite damage, and must then make a Ref save (DC 12), or be pulled into the ground. Any target pulled into the ground is considered prone, and remains as such until either an acrobatics check (escape artist) or Strength check (both DC 12) succeed.
Oggdo Combatant CR 5 XP 1,600
Neutral large animal
Init +0; Senses: Low-light vision 60 ft.; Perception +11
Defense HP 70
EAC: 19; KAC: 17
Fort: +9; Ref: +9; Will: +4
Defensive Abilities: Resistance 5 (all energy); Immunities: Poison
Offense
Speed: 30 ft.
Melee: Bite +14 (1d6+11 P Crit swallow whole)
Space: 10 ft., Reach: 10 ft.
Offensive Abilities: Tongue lash
Statistics
Str +6; Dex +0; Con +4; Int -3; Wis +0; Cha +0
Skills: Acrobatics +16, athletics +11
Feats: Improved combat maneuver (grapple)
Other Abilities: Hop (3d4+11 B), swallow whole
Languages: None
Ecology
Environment: Any temperate or tropical swamp or body of water
Organization: Solitary
Special Abilities
Hop (Ex): As a movement action, the Oggdo can hop up to 60 feet. It can be any length, including straight up. Furthermore, this can be used as a charge-like attack. As a full-round action, the creature can hop and literally land on an opponent that is at least one size category smaller than itself. The oggdo merely has to land in the target’s square. The oggdo does not need to make an attack roll; each creature occupying a space it lands on takes damage. A target of a hop can make a REF save (DC 13) for half damage. This action does allow for an attack of opportunity, but if the target elects to attack, it does not get a saving throw.
Swallow whole (Ex): The creature is able to potentially swallow whole any creature it bites which is at least one category size smaller. See page 156-157 of the Alien Archive for more information.
Tongue lash (Ex): As a standard action, the Oggdo can shoot its tongue out at any target within 30 ft. This attack is a melee attack against the targets KAC +4. If it succeeds, the target is grabbed and pulled into the Oggdo’s mouth. If the target is small, then the target is automatically swallowed whole (see above) and suffers the bite damage. If it is medium or larger, then it automatically suffers a bite attack and damage.
Splox Combatant CR 1 XP 400
Neutral small vermin
Init +4; Senses: Darkvision 60 ft.; Perception +5
Defense HP 20
EAC: 13; KAC: 11
Fort: +5; Ref: +3; Will: +1
Offense
Speed: 30 ft.
Melee: Bite +8 (1d6+2 P)
Space: 2.5 ft., Reach: 2.5 ft.
Offensive Abilities: Slam
Statistics
Str +1; Dex +4; Con +2; Int -; Wis +0; Cha +0
Skills: Acrobatics +5, athletics +10
Other Abilities: Limited flight
Languages: None
Ecology
Environment: Any temperate or tropical
Organization: Small groups (1d4+2)
Special Abilities
Limited Flight (Ex): The Splox has vestigial wings, and as such, it can use the wings to ‘hop’, with limited flight. This allows the creature to bypass 30 ft. of rough terrain, and allows it to change altitude up to 30 ft., and finally it can cross chasms, pits or other such obstacles as long as they are no more than 30 ft. across.
Slam (Ex): As a full round action, the Splox can charge and slam any target within its movement radius. This requires a successful melee attack, and if it succeeds, the target takes 1d4+2 B damage. At the same time, the target must make a Fort save (DC 10) or become staggered for 1d3 rounds.
Terminator / Skynet unit Upgrades
Upgrade Table
Upgrade type |
Location |
CR increase |
Effect |
IR / UV optics |
Eyes |
- |
Increases low-light and Darkvision by 60 ft., and gives the unit the ‘blind-fighting’ feat. |
Retinal Laser |
Eyes |
- |
The unit gains a +1 to hit with all ranged weapons |
Targeting Matrix |
Eyes |
+1 |
The unit gains a +3 to hit, Crit range is now 19-20 and any DC from a critical hit increases by +2 |
Lie Detection |
Eyes |
- |
The units sensors are finely attuned to read the surface temperature of a target, as well as minuscule changes in respiration and other tell-tale signs that the target is lying. As such, the unit gains Sense motive as a master skill, or if it already has this, it gains a +5 equipment bonus to the skill. |
Echolocation Sensors |
Ears / Throat |
+1 |
This acts as the echolocators augmentation (level of augmentation is based on the CR of the unit). |
Vocal Mimicry |
Throat |
- |
The unit is able to speak using any voice it has heard. It gains bluff as a master skill (non-visual only) or if it already possess the skill, it gains an equipment bonus of +5 to bluff. |
Assassination Programming |
Brain / CPU |
+2 |
The unit gains Stealth as a master skill (based on its CR rating), or if it already has stealth, it gains an equipment bonus of +5. |
Basic Training |
Brain / CPU |
- |
The unit gains +1 to Fort saves, and its movement is increased by +5 ft. |
Marksman |
Brain / CPU |
+1 |
The unit gains +2 to hit with all ranged weapons. |
Medical Training |
Brain / CPU |
- |
The unit gains life-sciences and medicine as good skills, based upon their CR. If they already possess the skill(s), then it gains a +5 equipment bonus. |
Tactical Database |
Brain / CPU |
+2 |
When fighting with at least two additional Skynet unit, all units gain +2 to hit, and can use any of the following feats, even if they do not have the prerequisites: ‘step-up’, ‘Step-up and strike’ and ‘Stand-still’. |
Veteran |
Brain / CPU |
+3 |
Having survived numerous battles with the Resistance, the unit gains increases to hit points, to hit, saves, FR (if any) and so forth, all based upon the new CR rating. |
Additional Skill Programming |
Brain / CPU |
- |
The unit gains an additional ‘good’ skill. |
Additional Tactical programming |
Brain / CPU |
+1 to +2 |
The unit gains two combat feats (or 4 for +2 CR), chosen by the GM, even if the unit does not have the standard prerequisites |
Living tissue outer-sheath |
Skin |
+1 |
With the success of the T-800 series, older models, such as the T-600 can be upgraded with living tissue. This gives the unit the ‘Infiltrator’ ability (see T-800 series). This can only be used on Terminators with a humanoid structure. |
Iridium Power Cell |
Heart |
+2 |
This powerful but unstable power source gives the unit unlimited duration before needing to recharge. Furthermore, when the unit is destroyed in combat, it will go critical, exploding. The area of effect is 30 ft. and the damage inflicted is based on the CR rating (ranged energy). A Ref save (DC based on CR rating) will result in half damage. |
Reconstructive nanites |
Heart |
+2 |
This can only work on units without the Living Tissue outer-sheath. The unit has active nanites which will repair battle damage over time. The unit will automatically repair HP damage equal 1 +1/5 the CR rating of the unit per round. So units under CR 5 will heal 2 hp per round, 5-9: 3, 10-14: 4, 15-19: 5, and 20+ 6. Once a unit reaches zero hp, it is destroyed and the nanites will no longer function. |
Augmented Artificial Musculature Fibers |
All arms and legs |
+2 |
Improvements in artificial musculature fibers increase the Strength of the unit by +4, increasing melee damage and to hit with melee weapons. |
Increased Artificial Nerve Signal System |
Spine |
+3 |
The unit’s Dexterity is increased by +4, which increases its Ref saves, AC and ranged to hit bonus. |
Detachable Surveillance Module |
Eyes |
- |
The unit can remove an eye and place it anywhere it wishes. Through the eye, the unit can see whatever comes into the range of vision (it retains any upgrades such as IR / UV augmentation). The ‘eye’ can send back visual images at a range up to 1000 ft. |
Subdermal Armor |
Skin |
+2 |
If the unit does not already possess Hyper-Alloy combat chassis as a special ability, it automatically gains this. If the unit has this ability, it’s treated as 4 CR levels higher for damage reduction. |
Holographic Array |
Skin |
+1 |
The terminator gains the Operative ability ‘Holographic Clone’. It can use this only once per 24 hours, and it lasts for a number of minutes equal to the unit’s CR rating. |
Hypersonic Emitter |
Throat |
+1 |
The unit can emit an ear-piercing screech, which has an effective radius of 30 ft. Anything caught in the area of effect must make a Wil save (DC based on CR of unit) or become stunned for 1 round. |
Retractable Claws |
Hands |
- |
This can only be used on units that have ‘arms’. The unit gains a melee attack with damage based on its CR rating (including strength). The damage is Slashing, and if a Crit is indicated, the bleed per round is equal to the CR rating. This also increases the reach of the unit by 5 feet. |
Toxic spikes |
Hands or skin |
+1 |
If the unit has retractable claws, the toxin coats the claws. Otherwise, the unit has hundreds of miniscule ‘spikes’ on its chassis, which inject a specific toxin when it is touched, or when it strikes with its appendages (including trample). The type of the toxin is left up to the GM to decide. |
Plasma Dampening Field |
Skin |
+2 |
The unit has a special energy field surrounding it. This was designed by Skynet after more and more resistance soldiers showed up on the battlefield wielding Plasma weapons. The unit automatically gains a DR equal to twice the CR rating against all plasma attacks. |
Arm-mounted Weapon |
Arm |
- |
Choose a weapon the unit normally carries (such as a plasma rifle), and it is automatically mounted on the limb. As such the unit cannot be disarmed, and it gains a +1 to initiative rolls when using that particular weapon. |
Munitions Hold |
Spine |
- |
The unit has a built-in autoloader. Any weapons it carries can be reloaded as a swift action. |
Tech-Com RG series Phased Plasma Sniper Rifle table
Weapon |
Level |
Price |
Damage |
Range |
Critical |
Cap |
Usage |
Bulk |
Special |
RG01 |
3 |
1,500 |
2d6 E&F |
60 ft. |
- |
20 |
4 |
2 |
Sniper (400 ft.), unwieldy |
RG05 |
7 |
5,750 |
2d8 E&F |
60 ft. |
Wound |
20 |
4 |
2 |
Sniper (400 ft.), unwieldy |
RG07 |
12 |
32,500 |
4d6 E&F |
90 Ft. |
Wound
|
40 |
4 |
2 |
Sniper (800 ft.), unwieldy |
RG09 |
17 |
225,000 |
4d12 E&F |
120 ft. |
Severe Wound
|
40 |
4 |
2 |
Sniper (800 ft.), unwieldy |
RG12 |
20 |
1,050,000 |
8d10 E&F |
150 ft. |
Severe Wound
|
80 |
4 |
2 |
Sniper (1,200 ft.), unwieldy |