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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