This time, four NPCs in one post! You will have noted that d20 Modern / Future NPCs come at a much slower rate than those for D&D 3.5. The fact is, I will stop the NPCs threads when this one will be at 100 entries. So the other one (D&D 3.5) will probably be at 150 entries by that time.
THE FRAALS
With the ambassador, common technician, guard and strongman, you should have enough characters for most of your encounters with Fraal. No psi-using Fraal have been included however.
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#25 - FRAAL AMBASSADOR
Charismatic/Smart/Ambassador Hero [CR8 / 8th level]; d20 Future
The Fraal ambassador has great knowledge and understanding of the races he deals with (i.e.: humans, t'sa, and vrusk). As such, he will either use friendly diplomacy, cold business-like demeanor, or intimidation as most appropriate according to the circumstances.
Starting occupation: White collar (gains +1 to Diplomacy, Knowledge-civics). Allegiance: the Fraal. Reputation: +7 (well known among diplomatic officials)
Entry's name: Fraal, Charismatic 3rd-lvl./ Smart 2nd-lvl./ Ambassador 3rd-lvl. (hero)
Combat: Hit-points: 12; MAS 7; Initiative: +4; Speed: 30 ft.; Defense 14 (touch 14, flat-footed 14); BAB +4; Grap –2; Atk +3 melee (1d2–2, non lethal), or +5 ranged (paralysis 1d4 minutes, Fort DC=20, neural pistol); AP 4.
Saves: Fort +1, Ref +3, Will +11.
Abilities: Str 7 (–2), Dex 10 (+0), Con 7 (–2), Int 18 (+4), Wis 16 (+3), Cha 16 (+3).
Racial Traits: Fraal: less feats and skills (counted below); small size; Psi: Lesser mindlink (at will, manifest at 10th level, DC=14), Suggestion (3 /day, manifest at 10th level, DC=15).
Skills: Bluff +14, Computer use +12, Diplomacy +15, Intimidate +14, Listen +9, Knowledge (behavioral science) +14, Knowledge (civics) +15, Knowledge (theology & philosophy) +12, Profession (diplomat) +13, Sense motive +10, Speak & Read languages (Fraal, Human, T'sa, Vrusk).
Feats and Talents: Educated, Frightful presence (DC=17), Improved initiative, Iron will, Alien weapons proficiency, Renown; Charm, Favor, Linguist (+6); Diplomatic immunity, Open arms.
Equipment: Communication device, neural pistol.
Note: He is almost always accompanied by at least one bodyguard (see below).
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#26 - FRAAL TECHNICIAN
Smart/Dedicated ordinary [CR2 / 3rd level]; d20 Future
The Fraal technician is the ubiquitous commoner Fraal that you can encounter above their starships, or sometimes accompanying an important individuals. Whenever you need to staff a large Fraal starship, you can use the ubiquitous Fraal technician to fill the ranks of the crew.
Starting occupation: White collar (gains +1 to Diplomacy, Knowledge-civics). Allegiance: the Fraal. Reputation: +2 (ubiquitous all_look_alike Fraal commoners)
Entry's name: Fraal, Smart 2nd-lvl./ Dedicated 1st-lvl. (ordinary)
Combat: Hit-points: 5; MAS 7; Initiative: +0; Speed: 30 ft.; Defense 12 (touch 12, flat-footed 12); BAB +1; Grap –5; Atk +0 melee (1d2–2, non lethal), or +2 ranged (paralysis 1d4 minutes, Fort DC=20, neural pistol); AP none.
Saves: Fort –1, Ref +0, Will +5.
Abilities: Str 7 (–2), Dex 10 (+0), Con 7 (–2), Int 16 (+3), Wis 14 (+2), Cha 14 (+2).
Racial Traits: Fraal: less feats and skills (counted below); small size; Psi: Lesser mindlink (at will, manifest at 10th level, DC=13), Suggestion (3 /day, manifest at 10th level, DC=14).
Skills: Computer use +9, Craft (electronics and mechanical / or chemical and pharmaceutical) +8, Knowledge (earth and life sciences, physical sciences, and technology) +8, Listen +4, Profession (any) +6, Repair +9, Search +7, and Spot +4.
Feats: Alien weapons proficiency, Gearhead.
Equipment: Communication device, neural pistol.
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#27 - FRAAL (BIOREPLICA) GUARD
Fast/Strong Hero [CR6 / 6th level]; d20 Future
This is at first sight, a typical Fraal guard or soldier. However, Fraal are physically weak and furthermore have a strong distaste for violent brutish activities which may endanger their lives. For this reason, very few Fraal would accept to be a soldier; thus, as they are extremely advanced technologically, they build robots for warfare. Some robots are plain machine, but when encountering other races, they deem that a soldier looking like just another Fraal rather than a machine, would appear less menacing and thus help communication and negotiations.
Starting occupation: None. Allegiance: the Fraal. Reputation: +1 (some rumors pretend they are not living beings).
Fraal Guard: Bioreplica droid (Fraal shape), Fast 4th-lvl./ Strong 2nd-lvl. (hero)
Combat: Hit-points: 38; MAS —; Initiative: +4; Speed: 30 ft.; Defense 21 (touch 21, flat-footed 21); BAB +5; Grap +2; Atk +7 melee (1d4+1, lethal or non-lethal), or +8 ranged (2d10, 20/x2, 40 ft., fire - plasma pistol), +9 ranged (paralysis 1d4 minutes, Fort DC=20, neural pistol); AP 4.
Saves: Fort +3, Ref +2, Will +1.
Abilities: Str 12 (+1), Dex 14 (+2), Con —, Int 14 (+2), Wis 12 (+1), Cha 8 (–1).
Racial Traits: Bioreplica: They are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Skills: Balance +9, Hide +15, Listen +8, Move silently +11 (+21), Search +4, Spot +8, Tumble +9, Repair +10, Speak language (Fraal, Human, T'sa).
Feats and Talents: Alertness, Combat martial arts, Alien weapons proficiency, Simple weapons proficiency, Stealthy, Weapon focus (neural pistol); Evasion, Uncanny dodge 1, Ignore hardness.
Sensors: Class VII: includes hi-definition video sensors with darkvision (out to 120 feet), acoustic audio sensors, a chemical vapor scanner, pressure sensors, and multiband radar that uses multiple concurrent radar signals in different frequencies to gather more data. They also gain a +2 equipment bonus on Listen, Search, and Spot checks, and a +2 equipment bonus on initiative checks (already counted above).
Equipment: Silent suit, plasma pistol, neural pistol.
Note: Bioreplicas cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a bioreplica, and each check represents 1 hour of work. Bioreplicas do not need to sleep, eat, or drink, but need to recharge their energy cell (8 hours rejuvenation cycle).
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#28 - FRAAL (BIOREPLICA) STRONGMAN
Strong Hero [CR6 / 3rd level]; d20 Future
This is at first sight, a typical Fraal worker. However, Fraal are physically weak and furthermore have a strong distaste for dull activities. For this reason, very few Fraal would accept to be a mere strongman worker; thus, as they are extremely advanced technologically, they build robots for such kind of tasks. Strongmen Fraal are often used in such tasks as carrying or holding abductees, among other things.
Starting occupation: None. Allegiance: the Fraal. Reputation: +0 (unknown).
Fraal Guard: Bioreplica droid (Fraal shape), Strong 3rd-lvl. (hero)
Combat: Hit-points: 17; MAS —; Initiative: +4; Speed: 30 ft.; Defense 15 (touch 15, flat-footed 13); BAB +3; Grap +3; Atk +8 melee (1d4+4, lethal or non-lethal), or +6 ranged (paralysis 1d4 minutes, Fort DC=20, neural pistol); AP 2.
Saves: Fort +2, Ref +3, Will +1.
Abilities: Str 18 (+4), Dex 14 (+2), Con —, Int 10 (+0), Wis 10 (+0), Cha 8 (–1).
Racial Traits: Bioreplica: They are immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage.
Skills: Climb +7, Craft (structural) +6, Speak language (Fraal), Swim +7.
Feats and Talents: Combat martial arts, Alien weapons proficiency, Simple weapons proficiency; Extreme effort (+2).
Sensors: Class VII: includes hi-definition video sensors with darkvision (out to 120 feet), acoustic audio sensors, a chemical vapor scanner, pressure sensors, and multiband radar that uses multiple concurrent radar signals in different frequencies to gather more data. They also gain a +2 equipment bonus on Listen, Search, and Spot checks, and a +2 equipment bonus on initiative checks (already counted above).
Equipment: Silent suit, neural pistol.
Note: Bioreplicas cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to a bioreplica, and each check represents 1 hour of work. Bioreplicas do not need to sleep, eat, or drink, but need to recharge their energy cell (8 hours rejuvenation cycle).
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