Dark-Eldran

Drug Dealer (DE) CR 5 XP 1,600 Handle: Caexlnor Caznellion

LE Medium monstrous humanoid (evil) envoy

Init +2; Senses darkvision 60 ft., darkvision 60 ft.; Perception +12

DEFENCE HP 65 EAC 17; KAC 18

Fort +4; Ref +6; Will +8

Poison Resistant: +16 on Fort. vs. Venoms, Pharma, or Toxic things

OFFENCE

Speed 30 ft.

Melee Zap Glove +10 (1d4+5 B; critical ~~~)

Ranged S.N.S. +12 (1d6+5 P; critical ...)

Spell-like Abilities (CL 5th; ranged +12)

SPELLS (1/day) - Mystic Cure (Level 2) (DC 20), Remove Condition (DC 20)

STATISTICS

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

Skills Culture +12, Life Science +17, Medicine +17, Physical Science +17, Sense Motive +17 ;

Profession +10 (merchant, electrician, lab-tech) Disguise +5; Engineering +5;

Bluff +5; Athletics,+5; Computers, +5; Diplomacy +5; Mysticism +5; Slt-Hand +13

Languages Common, Drow, Limited telepathy

Other abilities constructed, synthetic (dark elf with severely augmented body)


ECOLOGY

Works in the lower levels of a massive space station. Has a maintenance pass that lets him traverse "uptown" to meet with purchasers.

All payments in precious metals or other serious barter. No electronic payments, transfers, or credits of any kind.

Carries real tools and gizmos to perpetrate a real maintenance job.

Background: Common laborers or cube workers Social Role: Criminal, thug, thief, swindler

Biggest Problem: They’re pursuing a disastrous purpose Age: Middle-aged

Greatest Desire: They want to off a particular dragon and split his hoard. Most Obvious Character Trait: Protectiveness


Initial Manner: Idealistic enthusiasm for a potentially shared cause Default Deal Outcome: They won’t keep the deal unless driven to it

Motivation: Deposing a rival to them in their line of work Want: Rescue an NPC from a dire situation

Power: They can get the PCs into a place they want to go Hook: Constant fiddling with a particular item


ENVOY ABILITIES: Resolve points 4 (usually he enhances his bluff)

Envoy abilities Clever Attack ; Clever feint ; Expert Attack ; Hidden Agenda

Envoy gear Lashunta Ringwear IV

Special Item: a large artificial sapphire. In its interior is laser etched a pretty portrait of an Oma ( the whale starship) . It is distinctive, and detailed, seemingly a specific Oma, rather than a generic illustration. Below the picture is etched a digital wave-form, which may be the creature's name ? similar to this: https://i.imgur.com/PavPjQi.jpg

SPECIAL ABILITIES

Half-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. Many of his body parts are replaced.
Half-Synthetic (Ex) The creature is affected by any ability that specifies it functions against androids. He has a gene-changer built into his liver.He can sport a variety (D4) of special abilities, either at a whim or suited to a mission: Blindsense, Aura, SR, Enchanced Dex, Magic Tattoos, Phrenic Talents, Second Mind, Spider Climb, Phantom Limb, etc.
S.N.S. = Saturday Night Special
Defense Racial Traits Immunities Dark Elves are immune to arcane effects like Deep SLumber and gain a +2 racial bonus on Willpower throws against enchantment spells and effects.Spell Resistance: Dark Elves possess spell resistance (SR) equal to 1 plus their total number of class levels.Feat and Skill Racial Traits Keen Senses– Dark Elves gain a +2 racial bonus on Perception checks.Magical Racial TraitsSpell-Like Abilities (Su): Dark Elves can cast dancing lights, holo image and token spell, once each per day or resolve point, using their total character level as caster level.Offense Racial Traits Poison Use: Dark Elves are skilled in the use of poisons and never risk accidentally poisoning themselves.Senses Racial Traits Superior Darkvision: Dark Elves have superior darkvision, allowing them to see perfectly in the dark up to 100 feet.Weakness Racial TraitsLight Blindness: As deep underground dwellers naturally, Dark Elves suffer from light blindness. Abrupt exposure to any bright light blinds Dark Elves not wearing sunglass or dark-filters for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Gear

Stick Z=1450 Credits

Tactical Missile (1) 10 1 5700 p.190

Spell Ampoule (Stabilize) 2 L 200 p.224

Nil Grenade Launcher - Squad 8 3 9400 p.168

Variety of Uppers & Downers (CHA and INT changers)

Spy Drone 6 L 4550 p.221

Spell Ampoule (Stabilize) 2 L 200 p.224


Arc Rifle - Aurora 11 2 24500 p.168

Variety of Speed and Enhancers (DEX and CON changers)

Card X=2950 Credits Box Q=4400 UPBs

"Fake-Outs" Loremeister Pills

(gain +2d6 temp WIS & Profession for 12+12d12 hours.

Laser Microphone 5 L 2725 p.220

Drug (Transdimensional Pesh) 10 - 14000 p.419

Sapphire, see above