[d20 Modern-Future-GT] d100 NPCs Thread

Originally contributed by (Psi)SeveredHead.

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#14 - MOTORCYCLE TERRORIST
Fast ordinary [CR2 / 3rd level]; d20 Modern

This represents a terrorist from Columbia, Afghanistan or Iraq trained in motorcycle strafing tactics. The ranks in Disable Device and Repair represent the training required to steal a motorcycle. They're good enough with a motorcycle to maneuver around crowds (gaining cover) and even go up a set of stairs (but that's a difficult maneuver to pull off). Use only at low-level, since they're using "spray-n-pray" fire.

Starting occupation: Criminal (gains Disable device, Sleight of hand; Personal firearms proficiency). Allegiance: varies, but always something with a dubious extremist ideology. Reputation: +1 (probably filed by governmental agencies).

Motorcycle Terrorist: Human, Fast 3rd-lvl. (ordinary)
Combat: Hit-points: 22; MAS 12; Initiative: +1; Speed: 30 ft.; Defense 16 (touch 15, flat-footed 15); BAB +2; Grap +3; Atk +3 melee (1d3, unarmed strike), or +4 ranged (2d6, automatic pistol); AP 0.
Saves: Fort +3, Ref +4, Will +0.
Abilities: Str 12 (+1), Dex 15 (+2), Con 14 (+2), Int 10 (+0), Wis 8 (–1), Cha 12 (+1).
Racial Traits: Human
Skills: Balance +5, Disable Device +7, Drive +8, Knowledge (current events) +2, Knowledge (streetwise) +2, Knowledge (theology and philosophy) +2, Repair +2, Sleight of Hand +8.
Feats and Talents: Advanced firearms proficiency, Drive-by attack, Personal firearms proficiency, Strafe
Equipment: Yamaha motorcycle (or equivalent), any small automatic pistol (such as a Beretta 93R), leather jacket.

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Originally contributed by Lu Baihu (on WotC forums).

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#15 - PATROLMAN
Fast/Dedicated ordinary [CR1 / 2nd level]; d20 Modern

Here's a sample patrolman for the 25th Freedom Corps (see Menace Manual p.124). A low-level member of the Freedom Corps is usually a young man in his early 20’s looking for adventure, action, or a true believer in his own right. For the most part, they’re put to work patrolling the grounds, although those who show more specialized talents may be assigned those tasks, and the especially charismatic have good roles to keep relations civil with local law enforcement as well as to organize recruitment and dealings with other militias. The character presented represents the stats of your average patrolman, the lowest grunt, who merely keeps a lookout.


Starting occupation: Adventurer (gains Spot, Survival). Allegiance: 25th Freedom Corps. Reputation: +1.

Novice Corpsman: Human, Fast 1st-lvl./ Dedicated 1st-lvl. (ordinary)
Combat: Hit-points: 8; MAS 10; Initiative: +2; Speed: 30 ft.; Defense 16 (touch 16, flat-footed 14); BAB +0; Grap +1; Atk +1 melee (1d3+1, unarmed strike, non-lethal dmg), or +2 ranged (2d8, M16A2 firearm); AP 0.
Saves: Fort +1, Ref +3, Will +3.
Abilities: Str 13 (+1), Dex 14 (+2), Con 10 (+0), Int 11 (+0), Wis 14 (+2), Cha 9 (–1).
Racial Traits: Human
Skills: Hide +4, Knowledge (current events) +3, Knowledge (tactics) +3, Listen +6, Move Silently +5, Navigate +5, Profession +4, Read/Write English, Speak English, Spot +7, Survival +5.
Feats and Talents: Advanced firearms proficiency, Burst fire, Personal firearms proficiency, Simple weapons proficiency.
Equipment: M16A2 (5.56mm assault rifle), 50 rounds of 5.56mm ammunition, backpack, standard binoculars, trail rations, standard flashlight, professional walkie-talkie, various gear and personal possessions.

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Originally submitted by (Psi)SeveredHead

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#16 - THIRD WORLD SOLDIER (GREEN TROOP)
Fast ordinary [CR1 / 2nd level]; d20 Modern

This represents a typical soldier from Columbia, Iraq or Somalia.

Starting occupation: Military (gains Hide, Survival; Personal firearms proficiency). Allegiance: Their military corp. Reputation: +0 (ubiquitous basic soldier).

Basic Soldier: Human, Fast 2nd-lvl. (ordinary).
Combat: Hit-points: 11; MAS 14; Initiative: +2; Speed: 30 ft.; Defense 16 (touch 16, flat-footed 14); BAB +1; Grap +2; Atk +2 melee (1d6+1, unarmed strike, non-lethal), melee (1d4+1, knife), or +3 ranged (2d8, firearm); AP: 0.
Saves: Fort +2, Ref +4, Will +0.
Abilities: Str 13 (+1), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 10 (+0).
Racial Traits: Human
Skills: Hide +10, Intimidate +2, Knowledge (tactics) +1, Listen +3, Move Silenlty +8, Sleight of Hand +2, Spot +3, Survival +2.
Feats and Talents: Brawl, Personal firearms proficiency, Stealthy.
Equipment: Sturdy clothing, assault rifle AK 47, two magazines (30 rounds each), fatigues.
Note: Anything worth reminding about game mechanics for that character.

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As I was playing around learning d20 Modern, I built a boxing circuit complete with trainers, medical staff, referees and, of course, boxers. Don't ask. If this is of interest, I'll continue to post here. I have Brickhouse and Smashmouth up to 10th level. Fun stuff.
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#17 - JOEY 'BRICKHOUSE' NELSON (MIDDLEWEIGHT BOXER)
Tough [CR 1 / 1st Level]; d20 Modern
Joey Nelson grew up on the streets of Chicago. Originally a small kid with dreams of being musician, the inner city Chicago schools turned him into a scrapper. By 13, Nelson was boxing in the Golden Gloves and coming out of high school, he was discovered by Gracy 'Lefty' McDern, a legendary boxing scout, trainer and manager for several big Chicago names. After a couple of professional fights, Brickhouse now fights on the national middleweight circuit.

Starting Occupation: Athelete (Gains: Balance, Jump, Tumble, and Brawl). Allegiance: Lefty Enterprises. Reputation: +0

Middleweight Boxer Human Tough 1st-lvl.
Combat: Hit-points: 13; MAS 17; Initiative: +2; Speed: 30; Defense 13 (touch 13, flat-footed 11); BAB +0; Grap +2; Atk +2 melee (1d6+2, unarmed strike, non-lethal), or +2 ranged; AP 5.
Saves: Fort +4, Ref +2, Will -1.
Abilities: Str 15 (+2), Dex 14 (+2), Con 17 (+3), Int 13 (+1), Wis 9 (-1), Cha 8 (-1).
Racial Traits: Human
Skills: Balance +6, Bluff +0, Intimidate +3, Jump +2, Knowledge (streetwise) +3, Sense Motive -1,Spot -1, Tumble +4
Feats and Talents: Combat Expertise, Brawl, Power Attack, Simple Weapons Proficiency, Second Wind
Equipment: Jogging suit, boxing gloves, pit bull named Elton
Note: Brickhouse absolutely despises Vaughn 'Smashmouth' Wilks, another new boxer on the circuit who originated in Brickhouse's old neighborhood.

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#18 - VAUGHN 'SMASHMOUTH' WILKS (MIDDLEWEIGHT BOXER)
Strong [CR 1 / 1st Level]; d20 Modern
Vaughn Wilks had a completely different life from most of those on the circuit. The son of a telecommunications magnate, Wilks had seen most of the world before he was 12. Bored in his teen years, Wilks spent a lot of time seeking danger in the exotic locales his father dragged him to. Finally, at 16, his family settled down in Chicago, where Vaughn used to sneak down into the inner city seeking a constant adrenaline high. Having access to the best trainers his father's money could buy, Vaughn reinvented himself as 'Smashmouth' and, against his father's wishes, became a professional boxer on the national middleweight circuit.
Starting Occupation: Adventurer (Gains: Bluff, Knowledge (streetwise) and Brawl). Allegiance: Wilks Professional Sports. Reputation: +0
Middleweight Boxer Human Strong 1st-lvl.
Combat: Hit-points: 9; MAS 12; Initiative: +1; Speed: 30; Defense 12 (touch 12, flat-footed 11); BAB +1; Grap +4; Atk +4 melee (1d6+2, unarmed strike, non-lethal), or +2 ranged; AP 5.
Saves: Fort +2, Ref +1, Will +1.
Abilities: Str 16 (+3), Dex 13 (+1), Con 12 (+1), Int 11 (+1), Wis 12 (+1), Cha 9 (-1).
Racial Traits: Human
Skills: Bluff +5, Intimidate -1, Jump +5, Knowledge (streetwise) +3, Sense Motive +1,Spot +1
Feats and Talents: Deceptive, Brawl, Dodge, Simple Weapon Proficiency
Equipment: Designer jogging suit and uniform, boxing gloves, Rolex, several cars, at least two 'hangers-on' of the female persuasion at every bout.
Note: Smashmouth makes a point to goad his opponents into making mistakes. He especially likes getting under Brickhouse Nelson's skin, the only boxer on the circuit that can stand toe-to-toe with him in the ring for a full bout.
 
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Thanks for the submission. I think that a boxing circuit is an excellent idea that could be of much use in d20 modern (and even in d20 future). Just think about a journalist or detective who must investigate in a boxing club and may have to fight for his life there, or convince a tough guy he can beat him, etc. Hence, additions to the above NPCs would be much valuable! (here another)

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#19 - TERRIE JARETT
Strong/Tough villain [CR5 / 5th level]; d20 Modern

Terrie Jarett is a boxer on the end of his career. He did enjoy a short and small celebrity, but then got acquainted with the mafia who asked him to lose a few fights. Having got money from them, he could not refuse (or would have been found dead soon), and thus quickly discredited himself in the boxing circuit. Now Terrie mostly hangs on in low and shabby boxing clubs, acting as a trainer and recruiter of promising talents. He sometimes works for the mafia, especially when some brawl and intimidation are involved.

Starting occupation: Athlete (gains Balance, Tumble, and Brawl). Allegiance: Mafia Reputation: +0 (a boxer that has been known for the best as well as the worst).

Heavyweight Boxer #1: Human, Strong 3rd-lvl./ Tough 2nd-lvl. (villain)
Combat: Hit-points: 42; MAS 17; Initiative: +1; Speed: 30 ft.; Defense 15 (touch 15, flat-footed 14); BAB +4; Grap +7; Atk +9 melee (1d8+1d4+5, unarmed strike); AP 4.
Saves: Fort +7, Ref +2, Will +1.
Abilities: Str 17 (+3), Dex 13 (+1), Con 17 (+3), Int 10 (+0), Wis 10 (+0), Cha 10 (+0).
Racial Traits: Human
Skills: Balance +4, Bluff +3, Intimidate +6, Jump +6, Knowledge (streetwise) +3, and Tumble +4.
Feats and Talents: Brawl, Endurance, Great fortitude, Improved brawl, Knockout punch, Streetfighting; Melee smash, Improved melee smash; Remain conscious.
Equipment: Jogging suit, boxing gloves.
Note: Bluff skill represents his boxing to lose on a ring, as ordered by the Mafia.

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Originally submitted by (Psi)SeveredHead (on WotC boards).

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#20 - WEREN MILITARY LEADER
Strong/Charismatic/Soldier Hero [CR 10 / 9th level]; d20 Future and d20 Modern

This character is primarily intended for d20 Future, and would need serious tweaking to be included in a d20 Modern campaign. This is basically a Weren mercenary leader (that could also be used as a military officer).

Bluefall, a planet in the Aegis System, is the center of the Verge (as any Bluefallian would tell you) and, during Galactic War (and after the Vanishing) it was settled anew by Orion colonists. This time, these colonists considered themselves independent from their parent stellar nation. Bluefall is more than 98% covered by water, and is the most heavily defended planet in the Verge. The largest island, Regency Island, is the heart of it's government, led by the "Regent" Christopher Hale, son of the former Orion governor himself. Regency Island often has to put up with assaults by Thuldan forces, however, so a strong leader must be put in charge of it's military forces. Lt. Colonel Kalden, Commander of Regency Island, a male Weren, is this leader. Recently Commander Kalden has announced his engagement to Raiaza, a Weren loyal to the Orlamu Theocracy, causing some to question his loyalty. The Orlamu Theocracy is an ally of the Hale Regency and the Orion League, however, and Kalden has Chris Hale's full support.

Starting occupation: Military (gains: Knowledge-tactics, Survival; and Light armor proficiency). Allegiance: Aegis, Hale Regency, Raiaza. Reputation: +6 (important figure in his country).

Weren Military Leader: Weren, Strong 4th-lvl./ Charismatic 3rd-lvl./ Soldier 2nd-lvl. (hero)
Combat: Hit-points: 70; MAS 16; Initiative: +0; Speed: 20 ft.; Defense 25 (touch 16, flat-footed 25); BAB +6 /+1; Grap +10; Atk +10 /+5 melee (1d6+8, claws), or +5 /+0 ranged (2d10, firearm); AP 4.
Saves: Fort +9, Ref +5, Will +2.
Abilities: Str 19 (+4), Dex 10 (+0), Con 16 (+3), Int 13 (+1), Wis 10 (+0), Cha 12 (+1).
Racial Traits: Weren Large Giant (reach 10 ft.), low-light vision, natural camouflage.
Skills: Climb +6*, Computer Use +3, Craft (mechanical) +3, Diplomacy +5, Gamble +2, Hide -4**, Intimidate +9, Jump +6*, Knowledge (art) +3, Knowledge (business) +3, Knowledge (current events) +3, Knowledge (history) +5, Knowledge (tactics) +11, Knowledge (theology and philosophy) +5, Profession +6, Survival +4.
Feats and Talents: Armor proficiency (light, medium, heavy), Cleave, Confident, Personal firearms proficiency, Power attack, Renown., Weapon focus (claws), Weapon specialization (claws); Improved melee smash; Coordinate, Inspiration.
Equipment: Communications gear, sensor gear, cerametal armor, 11 mm assault charge rifle, 11 magazines (30 rounds each), 9 mm charge pistol, 3 magazines (20 rounds each), combat knife, survival gear.
Note: Languages: Standard (literate, spoken), Weren (literate, native).

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Originally submitted by olive (on WotC forums).

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#21 - PETTY PIRATE
Fast/Tough Villain [CR 4 / 4th level]; d20 Modern and d20 Future

This typical bad-guy could be used in either a d20 modern or d20 future campaign (just change the equipment accordingly). He represents a local petty pirate who could operate alone or with a couple of acolytes; a small crime figure, but not a crime lord.

Captain Patrick Johnson is not a nice man, and with his menacing sneer, most people figure that out. Growing up as a fringe dweller in the remnants of a failed colony, Johnson learned from an early age that the only way to get something was to take it. After he hijacked a small ship from a mom & pop trading operation, Johnson headed off world, and has been working on illegal salvage operations ever since.

Starting occupation: Outcast (gains: knowledge-streetwise, Search). Allegiance: none. Reputation: +1 (vaguely known in the area where he usually operates)

Petty Pirate: Human, Fast 1st-lvl./ Tough 3rd-lvl. (villain)
Combat: Hit-points: 40; MAS 16; Initiative: +2; Speed: 30 ft.; Defense 17 (touch 17, flat-footed 15); BAB +2; Grap +3; Atk +3 melee (1d6+1, unarmed strike), or +4 ranged (2d10, FK-301 Plasma Pistol); AP 4.
Saves: Fort +5, Ref +3, Will –1.
Abilities: Str 13 (+1), Dex 14 (+2), Con 16 (+3), Int 12 (+1), Wis 8 (–1), Cha 10 (+0).
Racial Traits: Human
Skills: Craft (mechanical) +5, Knowledge (streetwise) +9, Pilot +6, Search +8, Slight of Hand +6, Tumble +6, Intimidate +6
Feats and Talents: Brawl, Personal firearms proficiency, Salvage, Toughness, Zero-G training; Evasion, Remain conscious, Energy resistance fire 3/-.
Equipment: Sturdy clothing, FK-301 Plasma Pistol (autofire module), 2x powerpacks, space suit (not usually worn), various personal possessions and gear.

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#22 - DIPLOMAT (LESSER OFFICIAL)
Charismatic Ordinary [CR2 / 3rd level]; d20 Modern

These are lesser types of officials and politicians usable either in d20 Modern or d20 Future. This type of diplomats could be town mayors, government's delegates, etc., with whom the PCs could have to deal with on some irregular basis when having to do with a government.

Starting occupation: White collar (gains Diplomacy, Knowledge-civics). Allegiance: their nation and its government. Reputation: +2 (officials easily known)

Entry's name: Human, Charismatic 3rd-lvl. (ordinary)
Combat: Hit-points: 10; MAS 10; Initiative: +0; Speed: 30 ft.; Defense 11 (touch 11, flat-footed 11); BAB +1; Grap +0; Atk +0 melee (1d3 + paralysis 1-6r if failed Fort save at DC15, stun gun); AP 0.
Saves: Fort +2, Ref +2, Will +4.
Abilities: Str 9 (–1), Dex 10 (+0), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 15 (+2).
Racial Traits: Human
Skills: Diplomacy +11, Gather information +10, Knowledge (civics) +11, Knowledge (theology & philosophy) +8, Knowledge (current events) +10, Listen +4, Profession (diplomat) +7, Sense motive +4, Speak & Read languages (native + 3 other languages).
Feats and Talents: Educated, Iron will, Simple weapons proficiency, Trustworthy.
Equipment: Elegant clothing, cell phone, etc.
Note: Official never fight; if really need be, a stun-gun is the weapon they would likely to wear as some form of protection in emergency cases.

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#23 - DIPLOMAT (AMBASSADOR)
Charismatic/Ambassador Hero [CR6 / 6th level]; d20 Modern / d20 Future

This is an important human diplomat or official, usable either in d20 Modern or d20 Future. This type of character will only be encountered in rare circumstances where PCs would be involved in dealing with a government's representatives. Alternatively, this could be an official character in jeopardy or secret mission who for some reason needs the PCs' help and protection.

Starting occupation: White collar (gains Diplomacy, Knowledge-civics). Allegiance: their nation and its government. Reputation: +6 (well known and respected ambassador)

Entry's name: Human, Charismatic 3rd-lvl./ Ambassador 3rd-lvl. (hero)
Combat: Hit-points: 24; MAS 10; Initiative: +0; Speed: 30 ft.; Defense 13 (touch 13, flat-footed 13); BAB +3; Grap +3; Atk +3 melee (1d3 + paralysis 1-6r if failed Fort save at DC15, stun gun), or +3 ranged (2d4, small firearm); AP 4.
Saves: Fort +3, Ref +3, Will +8.
Abilities: Str 10 (+0), Dex 11 (+0), Con 10 (+0), Int 14 (+2), Wis 14 (+2), Cha 15 (+2).
Racial Traits: Human
Skills: Bluff +8, Diplomacy +14, Gather information +13, Knowledge (civics) +14, Knowledge (theology & philosophy) +8, Knowledge (current events) +10, Listen +5, Profession (diplomat) +11, Sense motive +8, Speak & Read languages (native + 3 other languages).
Feats and Talents: Educated, Iron will, Personal firearms proficiency, Renown, Simple weapons proficiency, Trustworthy; Charm, Favor; Diplomatic immunity, Open arms.
Equipment: Elegant clothing, cell phone, small firearm, etc.
Note: An ambassador may in some case wear a personal firearm, but only in situations and areas where trouble and danger could be expected. He will only use it in the direst of circumstances.

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#24 - BIODROID "ROBOCOP"
Dedicated/Fast/Strong Hero [CR9 / 9th level]; d20 Modern / d20 Future

The robocop is a metallic android operating as a rare experimental police officer, in near future societies, or as a more common unit of elite guard or police officer. The robocop is unmistakably a biodroid with its aluminum covering and a humanoid design that doesn't try to replicate a human being.

Starting occupation: none. Allegiance: the law and police corp. Reputation: +2 (known and registered in some restricted access, police database)

Robocop: Biodroid, Dedicated 3rd-lvl./ Fast 3rd-lvl./ Strong 3rd-lvl. (hero)
Combat: Hit-points: 56; MAS —; Initiative: +3; Speed: 25 ft.; Defense 25 (touch 25, flat-footed 25); BAB +7 /+2; Grap +10; Atk +12 /+7 melee (1d8+5, non-lethal unarmed strike), or +9 /+4 ranged (2d8, firearm); AP: 5.
Saves: Fort +5, Ref +6, Will +6.
Abilities: Str 17 (+3), Dex 15 (+2), Con —, Int 14 (+2), Wis 14 (+2), Cha 8 (–1).
Racial Traits: Biodroid 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 (except as noted under Destruction/Restoration, below), energy drain, or the effects of massive damage. They cannot be raised from the dead (but again, see below).
Skills: Balance +8, Climb +5, Drive +8, Investigate +8, Jump +5, Knowledge (civics) +11, Knowledge (streetwise) +6, Listen +10 (12 vs surprise), Profession (cop) +8, Repair +6, Sense motive +8, Spot +10 (12 vs surprise), Treat injury +8.
Feats and Talents: Advanced firearms proficiency, Brawl, Improved brawl, Improved disarm, Improved trip, Personal firearms proficiency, Simple weapons proficiency; Melee smash, Improved melee smash, Evasion, Uncanny dodge 1, Skill emphasis (knowledge - civics), Aware.
Sensors: Class VI: includes hi-res video sensors with darkvision (out to 120 feet), hi-fidelity audio sensors, a chemical vapor scanner, pressure sensors, and short-range radar that allows them to not only perceive their surroundings but also target more effectively. They also gain a +2 equipment bonus on Listen and Spot checks, and a +1 equipment bonus on initiative checks (already counted above).
Equipment: Integrated alumisteel armor, integrated cell phone, firearm.
Note: Biodroids 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 biodroid, and each check represents 1 hour of work. Biodorids do not need to sleep, eat, or drink, but need to recharge their energy cell (either the normal way, see SRD, or by recharging from energy source once per month; at DM's preference).

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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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