Scientist

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Chief Proctor CR 10 XP 9,600

N Medium monstrous humanoid (technological) technomancer

Init +5; Senses darkvision 60 ft., darkvision 60 ft.; Perception +19

DEFENCE HP 140

EAC 22 ; KAC 23

Fort +9; Ref +9; Will +13

OFFENCE Speed 30 ft.

Melee Shock-Prod +16 (2d8+10 B; critical electrocute)

Ranged Ray-Gun +18 (3d4+10 E & F; critical burning)

Technomancer Spells Known (CL 10th; ranged +18)

Professor Hollinsworth

4th (3/day) - Destruction Protocol, Holographic Image (Level 4) (DC 22)

3rd (6/day) - Dispel Magic, Healing Junkbot, Probability Prediction (DC 21), Tongues (DC 21)

2nd (at will) - Logic Bomb (DC 20), Microbot Assault

TACTICS

Has a dozen mediocre henchmen to do most of his dirty work for him. Has half a dozen plots in motion at any one time, relying on

the shotgun method, (ie some of these ideas are bound to work). Has a vault full of extra doomsday devices.

STATISTICS

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

Skills Computers +24, Life Science +24, Medicine +24, Mysticism +24

Engineering +15, Phys-Sci +15, Bluff +8, Culture +8, Intimidate +10,

Profession: Scientist, Lab Work, Research +12, Stealth +5

Languages Arkanen, Limited telepathy, Triaxian, Vercite

Gear

Arabani Arms - Shock Truncheon Advanced melee - one-handed Level: 10 Price: 17100 Damage: 3d6 E Critical: Arc 1d6 Bulk: 1 Special: Powered (capacity 40, usage 2)

Flame Hand-Cannon Small arm -1H Level: 10 Price: 16400 Damage: 3d6 F Range: 30 ft. Critical: Burn 1d4 Capacity: 1 shell Usage: 1 Bulk: L Special: Blast, Unwieldy

Utility Coat IIa Light armor Price: 18600 EAC: 9 KAC: 10 Max Dex Bonus: 8 Armor Check Penalty: - Speed Adjustment: - Upgrade Slots: 4 Bulk: 1

ARMOR UPGRADES: Tensile Reinforced, Sonic Dampener, Phase Shield, Spell Reflector.

ECOLOGY

Runs an import/export/delivery business as a front and money-laundering service.

Owns a small spaceport with flight clearances in major downtown city.

TECHNOMANCER ABILITIES

Resolve points 5

Technomancer abilities Spell cache, cache capacitor 1, Counter-Tech, Tech-Countermeasures

Technomancer special rules Can cast Memory of Function 1x day

SPECIAL ABILITIES

Frightful Presence (Ex Or Su) Professor's gruff presence and homely non-charisma unsettles his foes. He can activate this ability as part of the action of making an attack or as a move action, but can activate it only once per round; usually has a range of 30 feet. Opponents within the range must succeed at a Will save or be shaken. The duration is 5d6 rounds unless the ability says otherwise. (whether or not the opponent succeeds at its saving throw), it cannot be affected by the same creature's frightful presence for 24 hours. This is an emotion, fear, mind-affecting, and sense-dependent effect. (Item Dependent, Wields Doomsday Device)

SHIP STATS HERE

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