Game-Notes

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2x Dyson Securities – Chainsword Advanced melee – two-handed Level: 4 Price: 2250

Damage: 1d12 S Critical: Bleed 1d4 Bulk: 2 Special: Analog, Unwieldy

Takes a feat and a grav fusion to weild one handed.

Hand Cannon 1 (from boat)

Eox Armory – Hand-Cannon Small arm – 1-handed Lvl: 4 Price: 2450 Dmg: 2d4 P Range: 30 ft. Critical: Stun Cap: 8 rounds Usage: 1 Bulk: L Special: Bright

Hand Cannon 2 (from port restaurant)

Vinson Dynamics – Hand-Cannon Small arm – one-handed Level: 4 Price: 2100 Damage: 2d4 P

Range: 40 ft. Critical: Knockdown Capacity: 18 rounds Usage: 1 Bulk: L Special: Boost 1d6

Winnebago

Hover Pod Level 7 Price 14,850 Large land /water Vehicle (10 ft. wide, 10 ft. long, 4 ft. high) Speed 30 ft., full 550 ft., 65 mph (hover)

EAC 17; KAC 20; Cover cover HP 80 (40); Hardness 4 Attack (Collision) 5d10 (DC 17) Basic Comm.

Modifiers +3 Piloting, –2 attack (–4 at full speed) Systems autocontrol, planetary comm unit; Passengers 3

Winnebago Onboard CPU

(Can Return to Cell-Phone, (Computer (Alarm/Feedback/Firewall/Lockout/Shock grid 1/Secure data, average/Spell chip * /Tier 2/Range II (1 mile)/Security I)), DC to Hack 21, DC 20; 8d6)

    • jewel on dashboard allows Telepathic Message 1x hour.

Turtanian Healer

Turtle-Man, Mystic, Xenowarden, Healer. Met him on boat-ride.

See below. You have his cellphone, and he is interested in strange botanical discoveries

Icon Mutant Gladiator Met him on boat-ride. Construct Soldier See below. You have his cellphone, and he could be hired for an event that will provide wide public exposure.

Turtanian Doc: XP 800 CR 3 Noxochicozan CG Medium monstrous humanoid mystic

Init +0; Senses darkvision 60 ft., darkvision 60 ft.; Perception +9

DEFENSE EAC 13; KAC 14 HP 32

Fort +2; Ref +2; Will +6

Weaknesses sunburn; vulnerable to sonic; aquatic dependent

OFFENSE

Speed 25 ft., swim 30 ft.

Melee claw +5 (1d4+3 S)

Ranged pistole +7 (1d4+3 E; critical shutdown)

Mystic Spells Known (CL 3rd; ranged +7)

1st (3/day) - Mystic Cure (Level 1) (DC 16), Remove Condition (Lesser) (DC 16)

0 (at will) - Detect Affliction, Stabilize (DC 15)

TACTICS

tactics details here e.g. During combat, Morale

STATISTICS

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

Skills Life Science +14, Medicine +9, Mysticism +14

Languages Arkanen, Common, Draconic, Triaxian, Vercite, Vesk

Other abilities amphibious, water breathing

Gear list gear here e.g. Armor, Ammunition

ECOLOGY

ecology details here e.g. Environment, Organisation

Heads up! if there are any required stat block changes below this warning, they will need to be added manually.

MYSTIC ABILITIES

Resolve points 4

Mystic abilities 1st- and 3rd-level connection powers and mindlink.

Mystic special rules Choose one mystic connection. The mystic creature’s connection powers must come from that connection. Any connection powers that aren’t relevant to the creature (or that can simply be incorporated into the creature’s statistics) don’t need to appear in its stat block. Spells must come from the mystic spell list. Start with connection spells of the corresponding levels and then fill in the remaining slots.Good or master skills chosen from the connection’s associated skills.

Mystic gear Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR - 1).

Gladiator MMA XP 2,400 CR 6 Icon MACRON SPELLCRUSHER

N Medium monstrous humanoid (technological) soldier

Init +3; Senses darkvision 60 ft., blindsense 60 ft., low-light vision; Perception +13

DEFENSE EAC 18; KAC 20 HP 90

Fort +8; Ref +10; Will +7

Weaknesses yyy; vulnerable to zzz; xxx dependent

OFFENSE

Speed 45 ft., climb 20 ft.

Melee iron fist (maneuver) +17 (1d8+11 B; critical nerve strike)

Ranged iron ball +14 (2d6+6 P; critical stun)

TACTICS

tactics details here e.g. During combat, Morale

STATISTICS

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

Skills Acrobatics +18, Athletics +13, Intimidate +13

Languages Common, Orc, Vesk

Other abilities constructed, synthetic

Gear list gear here e.g. Armor, Ammunition

ECOLOGY

ecology details here e.g. Environment, Organisation

Heads up! if there are any required stat block changes below this warning, they will need to be added manually.

SOLDIER ABILITIES Resolve points 4

Soldier abilities 1st- and 5th-level style techniques (from selected fighting style), one gear boost, and one special ability.

Soldier gear Heavy armor (item level = CR), advanced melee weapon (item level = CR + 1), longarm (item level = CR), and two grenades (item level = CR).

SPECIAL ABILITIES

Constructed (Ex) For effects targeting creatures by type, synthetic creatures count as both their actual creature type and constructs (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both creature types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, synthetic creatures do not breathe or suffer the normal environmental effects of being in a vacuum.

Synthetic (Ex) The creature is affected by any ability that specifies it functions against androids.

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