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CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Explorer
RMS-106 Hizack

The RMS-106 Hizack is a mass-production general-purpose mobile suit from the Zeta Gundam universe, based on the older MS-06 Zaku II but upgraded with Earth Federation technologies. It features an improved power source that will allow it to be equipped with a single beam weapon, mounts two 'wings' over the shoulders with thrusters, two thruster pods on the legs and improved back thrusters, granting it greater speed on land an space. Typically armed with a 120mm machine gun, a beam saber or heat hawk, or can equip a beam rifle

RMS-106 Hizack
Size: Gargantuan (59.1 ft) (-4)
Bonus Hit Points: 420
Superstructure: Duralloy
Hardness: 15
Armour: Duralloy
Bonus to Defense: +4/+8 (+8 armour, -4 size, +4 shield)
Armour Penalty: -8
Reach: 15 ft
Strength Bonus: +24
Dexterity Penalty: +0
Speed: 40 ft (-10 ft armour) 3000 ft space (4 squares)
Purchase DC: 43

Slots 11
Helmet Oracle Targeting System (+2)
Visor Class III Sensors
Cranium Space Skin
Back Deep Space Thrusters
Left arm 2 M-9 ammo clips (400 rds)
Left hand (1) Heat Hawk
Right arm 1 2 M-9 ammo clips (400 rds)
Right hand (1) Modified M-9
Shoulder Life Support System, Modified M-9 holster
Shoulder Bullwark Shield
Torso Cockpit
Belt Zero-G Stabilizer
Left leg Thruster Pod
Right leg Thruster Pod
Boots 1
Comm System

Standard Package Features: Life support 24 hours, negates zero-g penalties, +1 Init, +2 Reflex, Ballute System
Bonuses: +2 Navigate, +2 Spot, darkvision 90 ft
Weapons: Modified M-9 Barrage, -3 attack, 5d6 ball, 20, 60 ft, S/A, 200 box, handheld
Heat Hawk +8 melee 4d12+12 slash/fire, x3, 15 ft reach
Slam +8 melee 2d8+12 blud, 20, 15 ft reach

Modified M-9 Barrage Chaingun (PL5)
This is a modified M-9 Barrage that uses clips, like an infantry scaled weapon, to allow for quick reloading of the weapon in the heat of battle. Statistically it is identical, except it has Box Ammunition with 200 rounds, and is handheld, and stored in a holster on the shoulder or leg. An equipment slot dedicated to ammunition (usually belt, legs, shoulder, arm or torso) can hold two clips for a total of 400 rounds. This allows a user with the Quick Reload feat to reload the modified M-9 as a free action. Deals 5d6 damage
Equipment Slots: 1 (hand)
Activation: Attack
Range Increment: 60 ft
Target: Single target within 600 ft, or autofire
Duration: Instantaneous
Saving Throw: None
Purchase DC: 21
Restriction: Res (+2)

Heat Hawk (PL5/6)
The heat hawk is an axe weapon that can have its cutting surface superheated to allow it to cut through armour of mechs and ships. This weapon has become the standard melee weapon on Zeon mechs for many years. The heat hawk deals half slashing and half heat (fire) damage based on the size of the mech wielding it: Large 2d12, Huge 3d12, Gargantuan 4d12, Colossal 5d12. The heat hawk also ignores 5 points of hardness/DR.
Equipment Slots: 1 must be hand or arm
Activation: Attack
Range Increment: Touch/melee
Target: Single target within reach
Duration: Instantaneous
Saving Throw: None
Purchase DC: 10 + one quarter mech PDC
Restriction: Lic (+1)

Improved Deep Space Thrusters (PL7)
These are improved versions of the deep space thrusters for mechs over the previous age, granting greater speed and endurance allowing a mech to keep pace with ships better than previous models. These thrusters give a mech a space tactical speed of 2500 ft (5 squares) and can travel the length of a solar system twice before needing refueling. They are not designed for atmospheric flight.
Equipment Slots: 2, must be torso, back or legs.
Activation: Free action
Range Increment: Personal
Target: You.
Duration: Persistent
Saving Throw: None
Purchase DC: 14 + one-quarter PDC of the mech.
Restriction: None

Magnetic Coating
The joints and motors have a special magnetic coating that gives it greater range of movement and reaction times. Reduce Dex penalty to a mech by 2, grants +1 to Initiative and +2 to Reflex saves.
Equipment Slots: None
Activation: None
Range Increment: Touch
Target: You
Duration: Persistent
Saving Throw: None
Purchase DC: 12 + one-quarter the mech's base purchace DC
Restriction: Mil (+3)

Thruster Pods
These pods that fit to the legs of the RMS-106 contain extra fuel and thruster that give the RMS-106 improved speed and movement. On land, the mech enjoys a +5 to Jump checks, allowing it to make power jumps up to 200 feet long, 100 feet high. The thrusters can also fire periodically to improve speed for short periods, allowing the RMS-106 to charge as if its base speed was 60 feet. In space the thrusters increase the speed by 1000, for a maximum of 2000 ft

Ballute System
An atmospheric entry device designed to be used to be used by a mobile suit. As the suit enters an atmosphere, a bowl-shaped ballute (balloon parachute) deploys to protect it from the friction heat of atmospheric entry. Once deployed, the mech is immune to all damage from the friction heat of planetary entry, however the mech is at the whim of gravity and unable to defend itself or change course, and a correct entry path must be plotted before the Ballute system deploys to ensure it goes in the correct direction. Once the mech fully enters the atmosphere and no longer will take damage, the lower half of the ballute is ejected and the upper half acts as a parachute, combined with the leg thrusters allows for a safe landing. Once deployed, the system has to be replaced.
PDC: 25

Optional Weapons
The RMS-106 Hizack can make use of most Principality of Zeon mech weapons produced for other mechs, and can make use of a singe beam weapon, typically of earlier or current Earth Federation weapons, except heavy beam weapons as the power generator doesn't have enough power, unless the weapon has its own dedicated power source.

280mm Bazooka
This is a single shot heavy missile weapon that can be used by most Zakus and other mechs produced by the Principality of Zeon. Although other users have adapted it for use by other mechs. Designed like a very large RPG-7, a large tube launcher that must be reloaded after each attack. Deals 10d8 points of fire damage to a 30 foot radius burst, and ignores 15 points of hardness/DR on the initial target hit. The bazooka itself only holds one round, and each equipment slot dedicated to ammunition holds 4 missiles. Takes a standard action to load the bazooka, which provokes an attack of opportunity. The Bazooka is inaccurate and suffers a further -2 to attack. It can be fired one handed, but suffers a further -2 to attack.
Equipment Slots: 1 hand held
Activation: Attack
Range Increment: 120 ft
Area: 30 ft radius burst
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: Reflex DC 18 for half for target struck, 15 in blast radius
Purchase DC: 20 for launcher, 16 for 4 pack of rockets
Restriction: Mil (+3)

Three Shot Hip Missiles
These missile launchers are simple tube launchers with a single anti-armour warhead each. Although effective against armoured opponents, they are not good against nimble targets, and required the mech to be stationary to fire with any accuracy. The missiles deal 10d6 points of damage, half ballistic, half fire and ignores 15 points of hardness/DR. If the Mech is moving more than 10 ft before firing the missiles, the pilot suffers a -4 to attack. These are usually mounted in pairs, one on each leg.
Equipment Slots: 1 must be leg or belt
Activation: Attack
Range Increment: 200 ft
Target: Single target within 2000 ft
Duration: Instantaneous
Saving Throw: None
Purchase DC: 20, 14 for 3 missiles.
Restriction: Mil (+3)

Beam Saber
The beam saber is an experimental plasma based melee weapon that is able to cut through nearly any material. However it has a short operating time before requiring a recharge. Large mech 3d10, Huge 5d10, Gargantuan 7d10, Colossal 9d10, fire damage, ignoring 15 points of hardness/DR, critical threat range 19-20, x3, can not add strength modifier to damage. Operational for 2 minutes (20 rounds) before requiring a recharge.
Equipment Slots: 1, hand or arm
Activation: Attack
Range Increment: melee
Target: Single
Duration: Instantaneous
Saving Throw: none
Purchase DC: 44
Restriction: Mil (+4)

Beam Rifle
The beam rifle is an experimental energy weapon, with power similar to those mounted on starships, able to cripple mechs in a single blow. However, due to the energy drain, the beam rifle has a limited number of shots before it needs to be recharged. Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 10 times before requiring a recharge. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls.
Equipment Slots: 2, hand or arm.
Activation: Attack
Range Increment: 120 ft, 2500 ft space
Target: Single target within 1200 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 45
Restriction: Mil (+4)

Shield
The RMS-106 can carry an additional shield, typically a Bastion Tactical shield, although it ca carry one based on the RX-78-2 shields, or any other shield can be fitted.

BR-87A Beam Rifle
A modern beam rifle that has improved energy efficiency and range over older models, plus it is powered by replaceable e-pacs and rated at 2.2 MW. On the Hizack, 2 to 4 e-pacs are carried, and are slowly recharged by its more limited generator (recharges 1 shot every 5 minutes outside of combat or strenuous use). Deals 10d10 points of energy damage, with a critical x4 damage, can only fire 15 times per e-pac. The beam rifle is a two handed rifle, but can be fired with only one hand but suffers -2 to attack rolls.
Equipment Slots: 2, hand or arm.
Activation: Attack
Range Increment: 150 ft, 3000 ft space
Target: Single target within 1500 ft
Duration: Instantaneous
Saving Throw: none
Purchase DC: 45
Restriction: Mil (+4)
 
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Lord Zack

Explorer
The BR-87A Beam Rifle is fairly common, also being used by the RMS-108 Marasai, possibly the MS-11 Action Zaku, the RX-139 Hambrabi as an alternative weapon, and the RMS-154 Barzam as an alternative weapon. So having stats for it might be a good thing. Though I'm not sure how much a difference the .3 megawatts would actually make.
 

kronos182

Explorer
The BR-87A Beam Rifle is fairly common, also being used by the RMS-108 Marasai, possibly the MS-11 Action Zaku, the RX-139 Hambrabi as an alternative weapon, and the RMS-154 Barzam as an alternative weapon. So having stats for it might be a good thing. Though I'm not sure how much a difference the .3 megawatts would actually make.
Not a big difference.. maybe a single die, or only a +1 to +5 bonus.. or can translate it to a range boost, or slightly improved armour penetration. I could attempt the math and really figure it out..
 



kronos182

Explorer
Added the BR-87A beam rifle.. mostly a range and increased shot increase, with power packs that the Hizack can recharge slowly. The small difference in MW wouldn't translate into huge damage boost, so thought it'd go into a nice range boost and it has more shots than previous models.
 

kronos182

Explorer
A few more variants of the BSG Viper.

Starhound Class Viper (PL6)
The Starhound class Viper is based on the Colonial Viper from the 1000 Yar War, based on the original series. The Starhound is a Fighter/Interceptor, favouring speed over armour, and armed with two light lasers. It can be modified to carry 4 missiles under its hull. Visually it looks very similar to the MkII, although the wings are slightly larger, the cockpit canopy is narrower and the air intakes are more square in shape.

Type: Ultralight
Subtype: Fighter/Interceptor
Size: Gargantuan (–4 size)
Length: 25 feet
Weight: 37,000 lb.
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 1,700 lb.
Tactical Speed: 5,750 ft. (11 sq.) / 6,750 ft afterburner
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 20
Hit Dice: 7d20 (140 hp)
Initiative Modifier: +2
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 44
Restriction: Military (+3)

Attack: 2 fire-linked light lasers -2 ranged (6d8/20)

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engine, RCS Mk1, improved thrust
Engines: Fusion torch engine, thrusters, hydrogen injectors
Armor: Polymeric
Defense Systems: Chaff launcher with 8 chaff bundles, sensor jammer
Sensors: Class II sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: 2 fire-linked light lasers (range incr. 3,500 ft.)
Grappling Systems: None

Light Laser
A lighter version of the standard laser, has slightly higher range than the standard, but lighter damage.

Light Laser (PL6)
Damage: 4d8
Critical: 20
Damage Type: Fire
Range Increment: 3500 ft
Rate of Fire: S, A
Minimum Ship Size: Huge
Purchase DC: 29
Restriction: Mil (+3)

Incom Viper
The Incom Viper is produced by Incom after they acquired several examples of the Mk2 Vipers and reversed engineered it. They replaced the railguns with a pair of lasers and installed a four shot concussion missile launcher in the belly, updated the systems with more automation and miniaturization to allow the craft to be fitted with a light shield generator to improve its defenses. They couldn't install a hyperdrive, navcomp and astromech as it added too much weight that the craft would lose its maneuverability and speed, although they did install a repulsor lift system so that the craft can take off without requiring a runway or launch tube like other vipers.
Make the following changes to Viper Mk2 to make an Incom Viper:
Add shields, 35 shield HP;
Replace railguns with 2 fire-linked lasers (9d8, fire, 3000 ft);
Add Concussion Missile Launcher with 4 missiles;
PDC: +2
Note: Can make vertical take off and landings.

Concussion Missiles
Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.

Concussion Missile (PL6)
Damage: 10d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3)
Notes: +2 to target ships of shuttle types or smaller.

Incom Viper Mk2
Incom's Viper Mk2 is their version of the Mk7 Colonial Viper, replacing the needlers with three lasers, plus with the larger frame allows the addition of a second concussion launcher, although each launcher holds only 3 missiles, a shield generator is fitted, plus a navicomp and a hyperdrive is added. The Incom Viper Mk2 also lacks an astromech socket, so the navicomp had to be installed, but it can only store 3 sets of coordinates.
Make the following changes to Viper Mk7 to make an Incom Viper Mk2:
Add shields, 45 shield HP;
Replace needlers with 3 fire-linked battery lasers (+1 attack roll, 9d8, fire, 3000 ft);
Add 2 Concussion Missile Launcher with 3 missiles each;
Add Navicomp and Hyperdrive Class x1, Navicomp can hold 3 sets of coordinates;
PDC: +2
Note: Can make vertical take off and landings.


Viper Class Attack Craft
The Viper Class is a Federation (Star Trek) built attack craft based on the BSG Viper Mk VII fighter. The Viper class is slightly thicker than the Mk VII, as the space is needed for a small warp core and warp nacelles that line the sides of the body just above the lower wings. While still quite quick, it lacks the afterburners of its inspirational craft, but is armed with two forward phasers in the lower wings, while a lighter phaser emitter is fitted in the top wing to attack targets behind or to the sides of the craft. Additionally a single micro photo torpedo launcher is fitted in the frame to give it some heavy strike. For protection the Viper Class has shields installed as standard. While warp capable, they aren't very fast or long ranged, typically carried aboard carrier craft or launched from nearby systems, or the warp drive is used to escape a battle if their carrier craft is destroyed.

Type: Ultralight
Subtype: Fighter
Size: Gargantuan (–4 size)
Length: 32.8 feet
Weight: 37,000 lb.
Crew: 1
Passenger Capacity: 0
Cargo Capacity: 1,100 lb.
Tactical Speed: 5,250 ft. (11 sq.)
Defense: 6
Flat-footed Defense: 6
Autopilot Defense: 6
Hardness: 20
Hit Dice: 9d20 (180 hp), 225 hp shields
Initiative Modifier: +2
Pilot’s Class Bonus:
Pilot’s Dex Modifier:
Gunner’s Attack Bonus:
Targeting System Bonus: +2
Grapple Modifier: +8
Base Purchase DC: 48
Restriction: Military (+3)

Attack: 2 fire-linked Type 4 phasers -2 ranged (varies/20); or Type 4 phaser turret -2 ranged (3d10-15d10/20), or Micro photon torpedo -2 ranged (2d10-10d10/20)

Attack of Opportunity: None

Standard PL 6 Design Specs: Twin Engines, Emergency Transporter, RCS Mk2, +2 Pilot checks, +1 Dodge, Agile Ships, Easy to Repair, Shield Dependent, Swiss Army Tech
Engines: Fusion torch engine, thrusters, Warp Drive (max warp 5, 20 light year range)
Armor: Polymeric
Defense Systems: Sensor jammer
Sensors: Class III sensor array, targeting system
Communications: Laser transceiver, radio transceiver
Weapons: Two Fire-linked Type 3 phasers, 1 turret Type 3 phaser, 1 micro photon torpedo launcher (8 torpedoes)
Grappling Systems: None



Agile Ships
All Star Trek ships are more agile for their size, gaining a +1 Dodge bonus to Defense as long as the ship moves.

Easy to Repair
Due to the nature of the technology in this universe, especially Federation or Borg technology, all repairs have DC reduced by -4, and time reduced by 25%.

Swiss-Army Tech
Due to the adaptable nature of the technology, and skilled engineers, especially those in the Federation, a piece of technology can be jury-rigged and modified to do something it wasn't originally intended to do, as long as it is within reason (GM discretion), such as modifying the deflector array into a type of energy weapon, albeit limited use. Modifying a device this way means it can not be used for its original purpose at the same time, and requires a Knowledge: Technology check DC 18 and Repair check DC 21 and 5 +1d6 minutes for moderate changes (such as deflector array being used as a means to emit a type of energy as a weapon); while more extensive modifications require a Knowledge: Technology check DC 25 and Repair check DC 30, and 30 +2d10 minutes. This type of modification means the item is unable to be used for its original purpose until it has been restored to its original configuration.

Shield Dependent
Star Trek ships have powerful shields, having the equivalent of Deflector Shields (d20 Future pg 42) and provide bonus HP against all attacks equal to 20 HP / starship HD + 25% HD, for example, a ship with 5 HD (100 HP) will have shields with 125 HP. However as they have developed incredible powerful shields, they are a bit lacking in the armour department, suffering -2 hit dice per category and subtype. There are a few exceptions to this rule, being Klingon, Dominion and Hirogen ships which have standard hit dice for their subtype and category, with a few notable other ships, such as the Defiant class.

Phaser Type 3
Phasers are the main offensive weapons of the Federation, using nadian based phased energy that fire beams, capable of variable energy output. Usually mounted in a low profile turret to allow greater field of fire. Able to change damage by lowering the number of die to a minimum of 2d10 as a free action once per round. The Type 3 phaser was available on civilian ships.
Damage: 10d10
Damage Type: Fire/Energy
Range Increment: 5000 ft
Rate of Fire: Semi
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Res (+2)


Emergency Transporter
Emergency Transporters are matter-energy teleporters that function like normal teleporters, but are single use, allowing those on the equipped ship to evacuate the ship in the event of its destruction. It has a range of just over 240,000 miles, which is farther than standard orbital distance for ships. Upon a ship reaching 0 hit points, as the hull breaks up, any crew member can activate the emergency transporter as a free action to transport all living beings from the ship to a nearby planetoid within range. If there is no planetoid, if the crew has time to get into space suits, it will transport those aboard to maximum distance. The transporter also sends out an emergency message on all frequencies indicating assistance is required with co-ordinates as the crew is transported.
PDC: 28

Micro Photon Torpedo
Micro Photon torpedoes smaller, and weaker versions of the standard photon torpedoes, typically used on smaller craft, such as attack craft or shuttles and runabouts modified to launch torpedoes. Unlike normal photon torpedoes, these weapons carry their own anti-matter supply, and have a little less flexibility in their destructive yields.
At its lowest setting, the torpedo can do 2d20 damage to a 1000 ft square, and can increase damage by 1 die up to a maximum of 6d20 to a single target, but reduce the maximum radius by 100 ft per die increase, Reflex save DC 19 for half damage when set for an area. These weapons are very dangerous in an atmosphere and are usually banned from planetary use except in special circumstances. If used in a planetary atmosphere, deals damage to an area +50% greater, and if set for a single target, deals half damage to a 100 ft area, and Reflex saves in an atmosphere is increased to 21 for half damage.
Damage: varies
Damage Type: Energy
Range Increment: -
Rate of Fire: Single
Minimum Ship Size: Huge
Purchase DC: 33
Restriction: Mil (+3)
 
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Lord Zack

Explorer
I've been giving it some thought and I really think that the defense of different mobile suits should vary more, with armor and number of thrusters being factors. The common titanium/ceramic armor is lighter than the hard steel armor used by the Zaku II F Type. The Gundarium used by the RX-78-2 is lighter and stronger than titanium/ceramic composite. Mobile suits rely largely on mobility to survive once beam weapons are introduced.
 

kronos182

Explorer
I've been giving it some thought and I really think that the defense of different mobile suits should vary more, with armor and number of thrusters being factors. The common titanium/ceramic armor is lighter than the hard steel armor used by the Zaku II F Type. The Gundarium used by the RX-78-2 is lighter and stronger than titanium/ceramic composite. Mobile suits rely largely on mobility to survive once beam weapons are introduced.
Yes, improved thrusters and joint movements do help with the mobility.. but you're also forgetting you add your characters's Dex modifier (after mech penalties) and class bonus to Defense as good mobility comes from pilot skills. Just because a mech can move quickly doesn't mean anyone can make it move WELL and truly avoid being hit by a skilled combatant.
Mechs in d20 Future as RAW are pretty much big suits of armour with their own speed, bonus or penalties to strength/dexterity and bonus hp.

I might, on future ones, and maybe update a few current ones, with some Dodge bonuses that kick in if the pilot has enough ranks in Pilot and has mecha operation feat. And also improve the Dex more on later production models.
 

Lord Zack

Explorer
I get what you are saying, but if an RX-78 series fought an MS-06 Zaku II, and the pilots were of roughly the same skill, the Gundam would still have the edge of mobility, especially with its learning computer. Mobile suits also use motion data (which the learning computer was intended to generate) in order to help operate the machine, so its not all on the pilot.
 

kronos182

Explorer
I get what you are saying, but if an RX-78 series fought an MS-06 Zaku II, and the pilots were of roughly the same skill, the Gundam would still have the edge of mobility, especially with its learning computer. Mobile suits also use motion data (which the learning computer was intended to generate) in order to help operate the machine, so its not all on the pilot.
I don't remember the learning computer while i was statting up the rx-78.. I'll have to check it again.
 

kronos182

Explorer
Frosty the Snowman
Frosty is an elemental shaped with a snowman, made of three balls of snow that get smaller going up and wears a top hat. Frosty stalks the fields during winter and attacks unsuspecting travellers.

Frosty the Snowman
Type: Outsider, elemental
Size: Medium
CR: 20
Hit Points: 225 (30d8+90)
Mas: 17
Init: +4
Speed: 30 ft
Defense: 16 (+6 natural)
BAB: +23/+18/+13
Grp: +24
FS/Reach: 5 ft b 5 ft / 5 ft
Attacks: stick arm +24 melee (1d4+1 slashing)
Full Attack: Stick arm +24 melee (1d4+1 slashing) and Stick arm +19 melee (1d4+1 slashing) and Stick arm +14 melee (1d4+1 slashing)
Special Attacks: Ice Darts
Special Qualities: False Appearance, ice walk, legendary resistance (2/day), magic resistance, spellcasting, cold immunity, Darkvision 60 ft, Cold touch
Allegiances:
Saves: Fort +15, Reflex +6, Will +14
Reputation:
Abilities: Str 13, Dex 10, Con 17, Int 13, Wis 15, Cha 19
Skills: Concentration +8, Disguise +9, Hide +5, Intimidate +13, Listen +10, Move Silently +8, Navigate +6, Search +9, Spot +9, Survival +7, Tumble +5
Feats: Blind-Fight, Combat Reflexes, Frightful Presence, Improved Initiative, Power Attack, Cleave, Snowcasting
Possessions:
Advancement:

Combat
Frosty will typically hide in fields with lots of snow near populations that have children, disguised as a regular snowman, then will strike unsuspecting targets, using its stick arms or spells. In melee, against stronger opponents, will typically remove up to 10 points from attack rolls for a bonus of +10 to damage. If Frosty is taking a lot of damage, or the opponents have fire attacks, will use his Hat Teleport to gain some distance and use his spells more.

False Appearance (Ex)
While Frosty remains motionless, he is indistinguishable from a normal snowman, gaining a +20 to Disguise and Hide checks in snow.

Ice Walk (Su)
Frosty can move across and climb icy surfaces without needing to make an ability check. Additionally difficult terrain composed of ice or snow doesn't cost him extra movement.

Cold Touch (Su)
As an elemental, any melee attack Frosty makes adds 1d4 cold damage, including touch spells. Opponents that make a melee attack with small (or smaller) melee weapons or unarmed strikes suffer 1d4 points of cold damage when striking Frosty.

Legendary Resistance (2/day, Su)
If Frosty fails a saving throw, he can choose to succeed instead.

Magic Resistance
Has +5 bonus against spells and other magical effects.

Cold Immunity (Su)

Frosty is immune to cold attacks, spells, etc.

Ice Darts (Su)
Frosty, once every 1d4 rounds, can launch multiple transparent icicles, up to 5 darts, each dealing 2d4 points of damage, half piercing, half cold, as a ranged touch attack out to 100 feet. Frosty can hit up to 5 different targets, but each one must be within 20 feet of another, or can target one target with multiple darts.

Spellcasting
Frost is an 11th level spellcaster. His spellcasting ability is Charisma (DC 17, +23 to hit with spell attacks). He regains his expended spell slots after a short rest (4 hours). All spells with the cold descriptor have a save DC 18, and he can add the cold descriptor to any spell without itKnows the following spells:
Cantrips (at will): lesser shivering touch, prestidigitation, ray of frost.
1st-5th level (6 spells per rest): mage armour, cone of cold, fire shield (cold), wall of ice.
1/day: flesh to stone (target turns to ice instead).

Legendary Actions
Frosty can take 2 legendary actions, choosing from the options below. He can take one legendary action at a time and only at the end of another creature's turn. Frosty regains spent legendary actions at the start of his turn.
Cantrip: Frosty casts lesser shivering touch or ray of frost.
Hat Teleport: Frosty's hat magically teleports to an unoccupied space he can see within 60 feet, then frost disappears and reappears beneath his hat.
Refreeze (costs 2 actions): Frosty patches up his wounds with magical snow and ice. He regains 25 hit points.

New Feat
Snowcasting (General)
You add ice or snow to your spells components to make them more powerful.
Prerequisite: Con 13
Benefit: If you add a handful of snow or ice as an additional material component to a spell when you cast it, the spell gains the cold descriptor. This does not actually change the nature of the spell you cast; a fireball cast with this feat still deals fire damage, but since it also carries the cold descriptor, it can be augmented by a number of feats or abilities that affect cold based spells.
If you add a handful of snow or ice as an additional material component to a spell when you cast it and that spell already has the cold descriptor, you increase the effective level of the spell being cast by +1.
It takes a move action to gather enough snow to use as a material component.

New Spells
Ray of Frost

Type: Evocation (Cold)
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: 25 ft +5 ft/2 levels
Effect: Ray
Duration: Instantaneous
Saving Throw: None

A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Shivering Touch, Lesser
Type: Necromancy (Cold)
Level: 0
Components: V, S
Casting Time: 1 standard action
Range: 1 round/level
Effect: Ray
Duration: Instantaneous
Saving Throw: None

Your successful melee touch attack delivers a bitter chill to the target, causing to shiver uncontrollably for the duration of the spell. Shivering characters take 1d6 points of Dexterity damage. Creatures with the cold subtype are immune to the effects of lesser shiver.
 

kronos182

Explorer
Here's a Clone NPC you can use in your games, especially in starfighter combat.

CC-2237 Odd Ball

Clone Trooper CC-2237, codenamed Odd Ball, is a Clone Pilot that lead starfighter squadrons during the Clone Wars, typically piloting V-19 Torrent, BTL-B Y-Wing and ARC-170 starfighters mostly. He worked mostly with Jedi General Kenobi frequently.
Notable battles he's been in are the Battle of Teth, where he first served with Jedi General Kenobi, the Battle of Umbara, where he proved to be highly effective even with the poor visibility conditions of the planet, the Battle of Coruscant where his squadron flew cover for Generals Kenobi and Skywalker, and finally the Battle of Utapau where he received Order 66. During the early part of the Clone Wars he wore Phase 1 armour, then switched to Phase 2 and Clone Pilot Armour for most of the war, but switched to an open faced pilot helmet.

CT-2237 Odd Ball (Ordinary Strong 6, Fast 1)
Type: Clone, Human
Size: Medium
CR: 6
Hit Points: 47 hp (7d8+14)
Mas: 15
Init: +2
Speed: 30 ft
Defense: 22 (Class +6, +2 Dex, +4 equipment armour)
BAB/Grp: +6/+1 /+8
FS/Reach: 5 ft/ 5 ft
Attacks: +8 ranged DC-15a blaster rifle (3d10, 20x2, fire, 85 ft), or +8/+3 ranged DC-15a blaster rifle, or +8 melee unarmed (1d3+2 nonlethal), or other weapons equipped
Special Attacks:
Special Qualities: Clone Traits, Anti-Droid fighter tactics, Bombing Expert
Allegiances: Kamino, programmed allegiance
Saves: Fort +5, Reflex +5, Will +2
Reputation: +2
Abilities: Str 14, Dex 14, Con 15, Int 10, Wis 10, Cha 9
Occupation: Military (Knowledge Tactics, Demolitions)
Skills: Climb +4, Computer Use +2, Drive +5, Hide +3, Jump +3, Knowledge Tactics +5, Listen +2, Move Silently +3, Pilot +6, Repair +2, Search +2, Spot +3
Feats: Simple Weapons Proficiency, Light Armour Proficiency, Personal Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Starship Operation (ultralight), Vehicle Expert, Starship Gunnery
Talents:
Possessions: DC-17 hand blaster, Clone Pilot Armour, survival kit, 4 power packs, 4 grenades (type varies by mission type)
Action Points:

Anti-Droid Fighter Tactics
Odd Ball has fight against droid fighters in enough engagements to lean how to use their programming against them. When piloting a ship against a droid piloted/controlled ship, Odd Ball gains +2 to attack rolls and deals an extra die of damage with any starship weapon he is using. Odd Ball can designate 1 droid piloted/controlled starfighter and gains a +1 Dodge bonus against that target until it is destroyed or he designates a new target.

Bombing Expert
When piloting a bomber and attacking a ground target, or very large capital ship (heavy or larger) or space station of at least mediumweight type, Odd Ball can make a Knowledge Tactics check DC 17 and his next attack with a missile, torpedo or bomb type weapon ignores half the target's hardness and deals 25% more damage, which is calculated before any critical modifiers on a critical hit. On a critical hit, deals an additional 50% more damage after applying critical modifier.

New Equipment

Clone Pilot Armour

This armour is designed for clone pilots, providing protection without hindering their movement or taking up too much space, designed for the Jango Fett template clones. The armour is designed to help protect the pilot from the high G-Forces created by high speed maneuvers, provide protection against the vacuum of space, in the event they eject from their craft, and includes limited life support and air.

Clone Pilot Armour (PL 6-7)
Type: Light
Equipment Bonus: +4
Nonprof. Bonus: +2
Str Bonus: 0
Nonprof Str Bonus:
Max Dex: +3
Armour Penalty: -3
Speed (30 ft): 30 ft
Weight: 15 lbs
Purchase DC: 19
Restriction: Mil (+3)
Notes: +2 Fort saves vs cold or hot environments, +4 Fort save vs air toxins/poisons, 6 hour air supply and allow wearer to survive in vacuum for 6 hours, military radio, +1 Listen and Search checks. Belt contains pockets for holding ammunition, grenades and holds for a single pistol.
 

kronos182

Explorer
A quick npc that you can use on board your ship if you're allied with the Federation, or might encounter in Federation space.

Ensign Giusti
Ensign Giusti served aboard the USS Enterprise-D bridge as a relief operations officer. As an operations officer, she was responsible for operations management of the starship, working with engineering, security and tactical crew of the ship. Ensign Giusti is an up and coming officer, and while served on the USS Enterprise-D, is looking to expand her knowledge by serving temporarily aboard other ships and using that knowledge to hopefully allow her to join the command program.

Ensign Giusti
Smart Ord 2/Strong Ord 1
CR: 2;
Type: Medium sized Human;
HD: 1d8 plus 2d6, HP 15;
Mass: 10;
Init: +1;
Speed: 30 ft;
Defense: 13, touch 13, flat-footed 12 (+1 Dex, +2 Class);
BAB: +2;
Grap: +2;
Attack: +2 melee (1d3 nonlethal, unarmed strike), or +3 ranged type 1 phaser (varies);
Full Attack: +2 melee (1d3 nonlethal, unarmed strike), or +3 ranged type 1 phaser (varies);
Special Attacks:
SQ:
FS: 5 ft by 5 ft;
Reach: 5 ft;
AL: Federation, Starfleet;
SV: Fort +1, Ref +1, Will +3;
AP: 0;
Rep: +1;
Abilities: Str 10, Dex 12, Con 10, Int 11, Wis 12, Cha 12;
Occupation: Technician (Knowledge earth & life sciences, Knowledge technology, Computer Use)
Skills: Computer Use +5, Disable Device +2, Knowledge earth and life sciences +5, Knowledge Physical sciences +4, Knowledge technology +5, Listen +5, Pilot +3, Profession +5, Read/Write English, Read/Write Vulcan, Read/Write Tellarite, Repair +6, Search +4, Speak English, Speak Vulcan, Speak Tellarite, Spot +3, Survival +3
Feats: Starship Operations (Light & Mediumweight), Personal Firearms Proficiency, Simple Weapons Proficiency.
Possessions: Starfleet Uniform, PADD (tablet sized, functions as upgraded desktop with wireless capabilities, 1 picobyte of data storage), Type 1 phaser (TNG era), tricorder, comm badge with built in universal translator.
 

kronos182

Explorer
I did an updated

Mana
Every creature or person can access mana, or magical energy. Wizards, sorcerers and other magical users train to make use of massive amounts of this energy, and learn many different spells. However, with a little bit of training, anyone can make use of a basic amount of magical energy and use it several basic ways.
Every living creature can access a basic amount of magical energy, or mana, equal to 1 mana point per Intelligence point. Those who train or are born with magical abilities have this basic mana power, plus they can convert their other magical abilities into mana points if they so wish, or change mana points into use for their normal magical use.
Mana can also be used by those who use Chi, Ki, the Force, or other magical or supernatural energy.

Mana, while being raw magical energy, comes in 6 states, the raw neutral energy that everyone can generate and flows through many places, but also 5 coloured versions with are associated with different aspects and locations.
White mana is associated with peace through structure through broad concepts of morality (ethics, religion), order (law, discipline), uniformity (conformity), and structure (government, planning). Through these it's found in plains, strongest amongst religious or large structured organizations, governments, communities, those who uphold the law and healing. White mana can greatly improve, or reduce the cost of mana in spells and abilities related to healing, protection, alertness and working together.
Red mana, typically found and drawn from mountains, embodies the principles of impulse and chaos. Red is associated with emotion, freedom, randomness, growth, passion, fire, electricity and stone. Red mana can be used to enhance, or lower costs of mana in spells and abilities related to combat, emotions, speed, strength, fire and electricity.
Blue mana, typically found around large bodies of water, associates with dreams, secrets, willpower and knowledge, illusions over reality, thought over action and the future over past or present. Blue mana can enhance, or lessen the cost of spells and abilities related to knowledge, scrying, illusions and water.
Green mana is drawn from forests and embodies the principles of instinct and interdependence, growth through acceptance and nature, coexistence, values concept of community, benefiting the whole. Green mana enhances and lowers costs of abilities related to nature, plants, natural strength, primal instincts, natural cycles of life.
Black mana draws power of swamps and embodies the principles of parasitism and amorality (though not necessarily immorality) and power. Black is associated with power, enslavement, the acquirement of power for itself, greed and ambition. Black empowers abilities that take power and abilities from others, controls and enslaves others, death and the unliving. Enhancing or lessening the costs of abilities that steal life energy, controls the undead, or affects the mind and emotions.

Mana can gather in large amounts in various locations, the coloured mana especially in areas associated with their colour, such as red mana can be found in mountains, volcanoes; while blue can be found in large bodies of water, old places of learning such as very old universities; black in places of great death, old, unmaintained cemeteries; white in large plains, places of worship and old city halls; green in large and old forests, such as the Amazon, Stonehedge, etc. This energy can be sensed by any one that can cast spells, use Ki, Chi, the Force and similar abilities or has the Mana Manipulation feat. Those with the Mana Manipulation feat can draw on this extra mana, replenishing their own supply, or supplementing their own for powerful abilities, spells or ceremonies.
As a standard action, a being with the Mana Manipulation feat can make a Concentration check DC 15 (plus additional penalties from situations such as in combat, loud noises, etc), and gains 1d6 + Intelligence modifier mana for that turn. Users that don't have the Mana Manipulation but can cast spells, use Chi, Ki, the Force, and similar abilities can as a full round action make a Concentration check DC 17 (plus situation penalties) and gain 1d4 plus Intelligence modifier mana points.
A being can hold up to a maximum of double their Intelligence in mana, unless they have the Mana Battery feat, then they can hold up to four times their Intelligence in mana for up to 3 rounds before needing to use it or start to suffer from Mana Burn. Mana Burn deals 1d4 points of damage, by passing any DR and resistances the being has for every 2 points over their normal maximum amount of mana they can store naturally.

White Mana
If a being uses White Mana to power an ability, spell, etc, if it heals, grants bonus to defense, resistances, increase fixed numbers by 25%, variable numbers increase by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use White mana that fall into these categories have their mana cost reduced by 25% rounding down.

Red Mana
If a being uses Red mana to power an ability, spell, etc, if it affects emotions, speed and reflexes, strength or damage, increase fixed numbers by 25%, variable numbers by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use Red mana that fall into these categories have their mana cost reduced by 25% rounding down.

Blue Mana
If a being uses Blue mana to power an ability, spell, etc, if it affects Intelligence, skills, illusions, divination/scrying, increase fixed numbers by 25%, variable numbers by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use Blue mana that fall into these categories have their mana cost reduced by 25% rounding down.

Green Mana
If a being uses Green mana to power an ability, spell, etc, if it affects nature, plants, natural abilities (including a creatures extraordinary), increase fixed numbers by 25%, variable numbers by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use Green mana that fall into these categories have their mana cost reduced by 25% rounding down.

Black Mana
If a being uses Black mana to power an ability, spell, etc, if it controls another, deals damage to another's life force (Constitution), has subtype Necromancy, negative energy, level drain, increase fixed numbers by 25%, variable numbers by 1 die. Abilities with a duration longer than 1 round are increased by 50%, rounding down. Mana abilities that use Black mana that fall into these categories have their mana cost reduced by 25% rounding down.

Feats
Mana Manipulation (General, Mana)
Prerequisites: Intelligence 4+
Benefits: The user can use raw magical energy, or mana, for use in some basic magical abilities, or can use it to power their class magical powers. Alternatively, they can use their class magical abilities and convert them to mana.
A person has mana point pool that is equal to their Intelligence, and requires a minimum of 4 Intelligence, and is able to manipulate mana in a few basic ways. A character with a class with spell slots can use their mana to power their magic, using mana to equal the spell slot level to power a spell. For example, a level 3 spell requires three mana points to power, while a single mana point is required to power a level 1 or level 0 spell. A user can recover mana at a rate of 1 per hour of rest +1 per Wisdom Modifier (negative modifier does not reduce recover, just doesn't increase, functions as +0). The user can also use mana to provide the spell slots for when using metamagic feats, such as empower spell, etc.
Alternatively they can use a spell slot to create mana, with the spell slot level equaling mana points, thus a level 3 spell slot converts into 3 mana points.
The user can use this mana in several basic ways, attack, heal, or defense, improve natural ability.
For attack, the user can use mana to fire an energy ball from their palm, using 1 mana point to deal 1d4 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 30 feet plus 10 feet / Int modifier, as a ranged touch attack.
For healing, the user can use mana to recover hit points in a creature touched or themselves, using 2 mana points per 1 hit point recovered. Thus if they used 10 mana points, they can heal 5 hit points.
For defense, they can create a bubble shield around him/herself for 5 mana points that can function for 1 minute, able to absorb 10 points of damage. Each additional point of mana used increases the amount of damage absorbed by 2, and each 5 points used (while increasing damage absorbed), increases duration for 1 minute.
For Improve natural ability, the user can spend 5 mana points to improve 1 ability score by +2 for 3 rounds (Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), or improve one type of their movement by 20 feet for 3 rounds, or any one other racial extraordinary ability (such as darkvision, breathweapon, tremorsense, etc) by 25% for fixed numbers, or 1 extra die if variable number, or duration by 25%, rounding down, for 3 rounds

Mana Battery (General, Mana)
You are able to store increased amounts of mana.
Prerequisites: Mana Manipulation
Benefits: You are able to store and generate larger amounts of mana. You can access a mana point pool of Intelligence x3. If the user also has classes capable of casting spells, gains +2/spell caster level. Also any spell slots converted to mana generate double mana points, thus converting a level 3 spell to mana generates 6 points of mana. Alternatively, converting mana into spell slots uses 50% less mana rounding up, thus to create a level 3 spell slot uses 2 mana. Level 1 and level 0 spell slots still uses 1 mana point.

Improved Mana Shield (General, Mana)
The shield you can create from mana is greatly improved, but has increased mana cost.
Prerequisites: Mana Manipulation.
Benefit: You can create an improved shield using mana, with increased density, strength and resistances. For 10 mana points, the user can create a shield around him/herself, that can absorb 20 points of damage +1 hit point per Int modifier, with DR 5, fire, cold and electricity resistance 5 and lasts for 1 minute. Each additional mana point increases the hit points absorbed by 2, and each addition of 10 mana points increases time, and hit points by 20 hit points and 1 minute of duration.

Imbue Mana (General, Mana)
You can temporarily imbue items with mana to make them more powerful.
Prerequisite: Manipulate Mana, Mana Battery
Benefits: You can transfer some of your mana into an item to make it more powerful. As a full round action, can spend 15 mana points to make an item be considered magical. Weapons deal an additional die of damage, armour increase their bonus to Defense by 50% (rounding down), items that grant other bonuses have their bonus increased by 50% (rounding down). Lasts for 3 + 1d4 rounds.

Mana Mimicry (General, Mana)
With some time, you can mimic a spell or supernatural ability you study in action using mana.
Prerequisite: Manipulate Mana, Improved Mana Shield, Intelligence 12.
Benefits: After seeing a spell, supernatural ability, Chi or Ki ability in use at least 10 times within a month, you can use your mana to create a version similar to it. Must make an Intelligence check DC 10+1 per level of spell, Chi or Ki abilities, or DC 15 for any supernatural ability as a full round action. For spells and similar abilities, use spell level x 1.5 in mana points to recreate the spell, but at 75% range and duration, if the spell deals variable damage, deals 1 die less than the maximum level observed. Supernatural abilities, uses 5 +1d6 mana. For example, if you saw a fireball used at level 6 three times, level 4 seven times, you can mimic a level 6 but at 1 die lower.

Mana Uses/Abilities
Once a beingn has at least 2 Mana related feats, they can begin to use mana in other ways than the basic ways, creating new attacks, defenses and way of use. These are not feats, but are mana related abilities. One plus 1 per every 2 points of Intelligence modifier can be gained every level. One mana ability can be replaced for another one upon reaching a new level. Below are some example abilities.

Mana Arrow
Creates an arrow out of mana, with increased penetration and distance over the basic mana attack energy ball.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: You create an arrow out of magical energy that launches from your hand. Costing 3 mana points to deal 1d6 points of energy (counts as magical) damage plus Int modifier (a negative Intelligence modifier doesn't lower damage, doesn't add any though), with a range of 50 feet plus 20 feet / Int modifier point, as a ranged touch attack, also ignores 2 points of hardness/DR and 1 point of Defense bonus from a non-magical source.
Special: An additional 3 points of mana, can create an additional mana arrow, up to a maximum of 5 (each costing additional 3 mana points), which can all target the same target, or a different target that is within 50 feet of the first one.
Or can spend 4 mana points to increase damage to 2d6 points, plus ignores up to 4 points of hardness/DR and 2 points of defense bonus from a non magical source.

Spiral Mana Bomb
You create a spinning ball of mana energy that can be charged up for greater damage.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: For 10 mana points, you create a spinning ball of mana that deals 3d6 points of magical energy to a 10 foot radius area, Reflex save DC 12 + Int Modifier, range of 40 feet + 10 ft/ Int modifier, ranged touch attack. If you hold it and let it spin, building up energy, it can deal more damage and greater area. Each round you let the ball charge adds 1d6 damage plus increases the blast radius by 5 feet and increases the Reflex save by +1, up to a maximum of 5 rounds, total of 8d6, 35 foot radius Reflex 17 + Int modifier. If not released after 5 rounds, the ball will explode in the user's hand, dealing damage to them without a Reflex save.

Healing Burst
You can release a blast of healing energy around you to heal multiple allies.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: You use 15 mana points to release a burst of healing energy in a 10 foot radius around you, healing everything for 1d6 plus Intelligence modifier points. Can not heal a creature past their normal max hit points.
Special: For an additional 5 mana points can either expand the radius by 5 feet, or increase the healing by 1d6.

Stealth Field
You can use your mana to hide yourself but creating a magical field that absorbs sound and bends light around you.
Prerequisite: Mana Manipulation, plus 1 other Mana related feat.
Benefit: Using 10 mana points, you gain a +10 to Hide and Move Silently checks for 5 rounds as an invisible magical aura surrounds you, absorbing sounds you make and absorbs and redirects light away from you.
Special: Spending an additional 5 mana points extends the duration for another 5 rounds.
 

kronos182

Explorer
Joh Mith, Freighter Pilot
Joh Mith is a typical human freighter pilot, from the Star Wars Universe, able to fly anything from small light freighters such as anything from the Corellian YT-series, to the large bulk freighters. While he's capable of flying even fighters and shuttles, freighters and transports are his specialty, and is able to squeeze the most performance out of them.

Low Level Freighter Pilot (Ordinary Fast 1, Dedicated 1)
Type: Human
Size: Medium
CR: 1
Hit Points: 8 hp (1d8 plus 1d6)
Mas: 10
Init: +2
Speed: 30 ft
Defense: 16, touch 16, flat-footed 14 (+2 Dex, +4 Class)
BAB: +0
Grapple: +1
FS/Reach: 5 ft/ 5 ft
Attacks: +1 melee (1d3+1 nonlethal, unarmed), or +2 ranged (3d6, fire, DL-18 blaster pistol)
Full Attack:
Special Attacks:
Special Qualities: Quick Take-Off, Smuggler Routes, Freighter Pilot
Allegiances:
Saves: Fort +1, Reflex +3, Will +3
Reputation: +1
Abilities: Str 13, Dex 15, Con 10, Int 8, Wis 14, Cha 12
Occupation: Blue-collar (Craft mechanical, Pilot, Repair)
Skills: Computer Use +2, Knowledge (current events) +2, Knowledge (popular culture) +2, Knowledge (streetwise) +1, Navigate +2, Pilot +7, Profession +6, Read/Write English, Repair +4, Speak English.
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Starship Operation (ultralight)
Talents:
Possessions: DC-17 hand blaster, repair kit, survival kit, 4 power packs
Action Points:

Mid-Level Freighter Pilot (Ordinary Fast 3, Dedicated 3)
Type: Human
Size: Medium
CR: 3
Hit Points: 24 hp (3d8 plus 3d6)
Mas: 10
Init: +2
Speed: 30 ft
Defense: 18, touch 18, flat-footed 16 (+2 Dex, +6 Class)
BAB: +4
Grapple: +5
FS/Reach: 5 ft/ 5 ft
Attacks: +5 melee (1d3+1 nonlethal, unarmed), or +6 ranged (3d6, fire, DL-18 blaster pistol)
Full Attack:
Special Attacks:
Special Qualities: Quick Take-Off, Smuggler Routes, Freighter Pilot
Allegiances:
Saves: Fort +3, Reflex +5, Will +5
Reputation: +2
Abilities: Str 13, Dex 15, Con 10, Int 8, Wis 14, Cha 12
Occupation: Blue-collar (Craft mechanical, Pilot, Repair)
Skills: Computer Use +4, Knowledge (current events) +4, Knowledge (popular culture) +4, Knowledge (streetwise) +2, Listen +3, Navigate +4, Pilot +11, Profession +8, Read/Write English, Repair +6, Speak English, Spot +3.
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Starship Operation (ultralight), Starship Dodge
Talents:
Possessions: DC-17 hand blaster, repair kit, survival kit, 4 power packs
Action Points:

Quick Take-Off
Skilled in quickly getting a ship powered up and taking off, bypassing normal safety and preflight checks to take off quickly. You are able to start up an ultralight craft as a standard action and able to take off in the same round, however will suffer a -2 penalty to Pilot checks for 1d6+2 rounds.

Smuggler Routes
Knows secret hyperspace routes and safe paths through hazardous areas. Make a Navigate check DC 15 and can reduce travel time by 10%, or gain a +2 check to Navigate and Knowledge checks to locate a place to avoid authorities.

Freighter Pilot
While piloting a starship that is a freighter or transport, gains +2 to Pilot checks, +1 to Initiative, +1 to Defense, +1 to attack rolls with the ship's weapons.

DL-18 Blaster Pistol
A light weight and sleek light blaster pistol produced by Blastech, is one of the most common, and cheap, blaster pistols available. While not exceptionally powerful, it does have a large ammunition supply, decent range and very light in the hand.

DL-18 Blaster Pistol (PL6 Personal Firearms Proficiency)
Damage: 3d6
Critical: x2
Damage Type: Fire
Range Increment: 60 ft
Rate of Fire: S
Size: Small
Weight: 2 lbs
Ammo: 100 Box
Purchase DC: 14
Notes: +2 to Slight of Hand checks to conceal.
 



COMING SOON: 5 Plug-In Settlements for your 5E Game

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