Cleric

Dreamer of the Host's page

1,084 posts. Alias of therealthom.


Race

Maps, etc

Classes/Levels

Faelyn ; Zephyr

About Dreamer of the Host

128-B2:

JINSUL STATION ZEALOTS (3) CR 4
CE Medium monstrous humanoid
Init +1; Senses darkvision 60 ft.; Perception +10
DEFENSE HP 50 EACH
EAC 16; KAC 18
Fort +6; Ref +8; Will +5
Defensive Abilities unflankable, unshakable belief
OFFENSE
Speed 40 ft.
[dice= Melee bite v KAC, ]1d20 +13 [/dice] ... [dice= damage]1d6+9 [/dice] P) or
[dice= leg blades v KAC, ]1d20 +13 [/dice] ... [dice= damage]1d6+9 [/dice] P; critical 1d6 bleed)
[dice= Ranged caliginous shadow pistol v EAC, ]1d20 +10 [/dice] ... [dice= damage]1d4+4 [/dice] C; critical blind)
TACTICS
During Combat The zealots prefer to lash out with their leg
blades against does, and only use their pistols if they cannot
move into melee range. They make full attack actions
whenever able, preferring to unleash multiple attacks rather
than single strikes.
Morale completely devoted to their priest, the station zealots
fight to the death.
STATISTICS
Str +5; Dex +1; Con +3; Int +0; Wis +0; Cha +0
Skills Acrobatics +10, Athletics +15, Bluff + 15, Mysticism +10
Languages Jinsul
Other Abilities powerful leap
Gear basic lashunta tempweave, caliginous shadow pistolAR
with 1 high-capacity battery (40 charges)
SPECIAL ABILITIES
Powerful Leap (Ex) A jinsul treats any Athletics check to jump
as if it had a running start.
Unshakable Belief (Ex) Whenever a jinsul station zealot is the
target of a trick attack, the jinsul can roll a Bluff or Sense
Motive check in response. If the jinsul’s result equals or
exceeds that of the trick attack skill roll, the trick attack is
unsuccessful. If the jinsul’s check exceeds the trick attack
check by 5 or more, the creature performing the trick
attack gains the off-target condition until the end of their
next turn.
[dice= BLuff unshakeable v trick attack roll] 1d20+15 [/dice]

JINSUL BASE COMMANDER CR 9
Jinsul technomancer
CE Medium monstrous humanoid
Init +4; Senses darkvision 60 ft.; Perception +17
DEFENSE HP 120 RP 4
EAC 21; KAC 22
Fort +8; Ref +10; Will +14
Defensive Abilities unflankable, unshakable belief
OFFENSE
Speed 40 ft.
[dice= Melee bite] 1d20 +16 [/dice] ... [dice= damage] 2d6+9 [/dice] P) or
[dice= leg blades] 1d20+16 [/dice] ... [dice= damage] 2d8+9 [/dice] S; critical bleed 2d6)
[dice= Ranged sable shadow pistol] 1d20+18 [/dice] ... [dice= damage]1d10+9 [/dice]C; critical blind)
Technomancer Spells Known (CL 9th; ranged +18)
3rd (3/day)—explosive blast (DC 20), irradiate (DC 20)
2nd (6/day)—microbot assault, mirror image (DC 19), security
seal, spider climb (DC 19)
1st (at will)—comprehend languages (DC 18), magic missile
TACTICS
Use the tactics from Subtier 5–6.
STATISTICS
Str +0; Dex +4; Con +0; Int +6; Wis +3; Cha +0
Skills Bluff +22, Computers +22, Diplomacy +22, Intimidate +22,
Mysticism +22, Sense Motive +17
Languages Jinsul
Other Abilities cache capacitor 1 (unseen servant), magic hacks
(charging jolt, flash teleport), powerful leap, spell cache
(headpiece)
Gear white carbon carbon skin (haste circuit, purple force field
[HP]), sable shadow pistol with 2 high-capacity batteries (40
charges each), spell gem of arcing surge, spell gem of logic
bomb, elegant jinsul attire (worth 1,500 credits)
SPECIAL ABILITIES
Powerful Leap (Ex) A jinsul treats any Athletics check to jump
as if it had a running start.
Unshakable Belief (Ex) Whenever the jinsul base commander
is the target of a trick attack, the jinsul can roll a Bluff or
Sense Motive check in response. If the jinsul’s result equals
or exceeds that of the trick attack skill roll, the trick attack
is unsuccessful. If the jinsul’s check exceeds the trick attack
check by 5 or more, the creature performing the trick attack
gains the off-target condition until the end of their next turn.
[dice= BLuff unshakeable v trick attack roll] 1d20+22 [/dice]

Haste Circuit (Magic)
Source Starfinder Core Rulebook pg. 205
Item Level 8; Price 9,250
Slots 1; Armor Type Light, Heavy; Bulk L
Capacity 10; Usage 1/round
You can activate the haste circuit as a swift action to gain the benefits of a haste spell until you spend another swift action to deactivate it or it runs out of charges. A haste circuit’s charges replenish each day. When making a full attack, a hasted creature can also take a separate move action in order to move. The movement can occur before, after, or between the attacks from the full attack. All movement must occur at the same time.

All of the hasted creature’s modes of movement (including base, burrow, climb, fly, and swim speeds) increase by 30 feet, to a maximum of twice the target’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed. Multiple haste effects don’t stack. Haste counters and negates slow

You can activate or deactivate your armor’s force field as a standard action. Once active, the device generates an invisible force field around you (a force effect), including all your worn and carried items. The force field blocks solids and liquids but not gases or light (including laser beams). You can breathe while the field is active, but you can’t eat or drink.

While a force field is active, it provides you with a number of temporary Hit Points depending on the force field’s power. A force field has fast healing, meaning that it regains temporary Hit Points at a fixed rate each round at the end of your turn, up to its normal maximum. If the force field’s temporary Hit Points are reduced to 0, it is inactive until the end of your next turn, when its fast healing restores some of its Hit Points. The charge capacity, amount of temporary Hit Points granted, and rate of fast healing vary according to the force field’s color code. A force field has a usage of 1 charge per round.

Color Capacity Temp HP Fast Healing Fortification
Purple 10 5 2 0%

128-J3:

SUBTIER 7–8 (CR 8)
JINSUL NAVIGATION DEFENSE ROBOTS (2) CR 6
CN Medium construct (technological)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +18
DEFENSE HP 90 EACH
EAC 18; KAC 20
Fort +6; Ref +6; Will +3
Defensive Abilities
integrated weapons;
Immunities construct immunities
Constructs are immune to the following effects, unless the effect specifies that it works against constructs.
Bleed, death effects, disease, mind-affecting effects, necromancy effects, paralysis, poison, sleep, and stun.
Ability damage, ability drain, energy drain, exhaustion, fatigue, negative levels, and nonlethal damage.
Any effect that requires a Fortitude save (unless the effect works on objects or is harmless).
OFFENSE
Speed 30 ft., climb 20 ft.
[dice= pincer v KAC] 1d20 + 17 [/dice] ... [dice= damage] 1d6+11 [/dice] (P, critical -- biobot injection)
[dice= integrated LFD blindmark rifle] 1d20 +14 [/dice] ... [dice= damage] 2d8+6 [/dice] ( So)
Offensive Abilities biobot injection, create darkness
TACTICS
During Combat The robots attempt to
incapacitate all PCs and inject them
with biobots.
STATISTICS
Str +5; Dex +3; Con —; Int —;
Wis +2; Cha +0
Skills Acrobatics +13, Athletics +13
Languages Jinsul
Other Abilities mindless, unliving
Gear LFD blindmark rifleAR with 2 highcapacity
batteries (40 charges each)
SPECIAL ABILITIES
Biobot Injection (Sp) When a jinsul navigation defense robot
scores a critical hit against a living creature with its
biobot injection attack, the robot successfully implants
jinsul nanobots into the target that begin to create a
mystical connection to the jinsul base commander in area
B2. Following successful injection, creatures have a 20%
chance of gaining the confused condition for 1 round if the
base commander speaks to them in Jinsul. The nanobots
can be removed with a successful DC 25 Medicine check;
otherwise they dissolve in the bloodstream after 24 hours.
Integrated Weapons (Ex) The robot’s weapons are integrated
into its frame and can’t be disarmed.

128-J1:

VETERAN TORPEDO TECHNICIANS (2) CR 7
Jinsul mechanic
CE Medium monstrous humanoid
Init +4; Senses Darkvision 60 ft; Perception +16
DEFENSE HP 100 EACH
EAC 19; KAC 20
Fort +8; Ref +10; Will +10
Defensive Abilities unflankable; Resistances cold 5, fire 5
OFFENSE
Speed 40 ft.
[dice= Melee industrial welder v EAC] 1d20 +16 [/dice] ... [dice= damage]2d4+7[/dice] E & F) or
[dice= bite v KAC]1d20 +16[/dice] ... [dice= damage]1d6+7 P [/dice] or
[dice= leg blades v KAC]1d20 +16[/dice] ... [dice= damage]2d4+7[/dice] P; critical bleed 2d4)
[dice= Ranged red star plasma pistol v EAC] 1d20 +14[/dice] ... [dice= damage]1d8+7 [/dice] E&F; critical burn 1d8)
Offensive Abilities overload (DC 17), target tracking
TACTICS
Use the tactics from Subtier 5–6.
STATISTICS
Str +0; Dex +4; Con +2; Int +5; Wis +0; Cha +0
Skills Acrobatics +19, Athletics +16, Computers +19,
Engineering +19, Life Science +19, Medicine +16, Physical
Science +16, Stealth +16
Languages Jinsul
Other Abilities artificial intelligence (exocortex), expert rig,
mechanic tricks (overcharge, neural shunt), miracle worker
(1/day), powerful leap, remote hack (DC 15), wireless hack
Gear preserver’s mantle IIAR (mk 1 thermal capacitor), industrial
welderAR with 1 battery (20 charges), red star plasma pistol
with 1 battery (20 charges), comm unit (system-wide)
SPECIAL ABILITIES
Powerful Leap (Ex) See Subtier 5–6.

[spoiler= D beast]
Saves 14 easy : 16 medium : 18 hard
Skill 18, easy : 23 medium : 28 hard

Use the vehicle chase rules (Starfinder Core Rulebook 282–
287) to determine the results of this chase. The sand slitherer
begins in the first zone while the PCs start one zone ahead. Treat
the slitherer as a vehicle and use its Acrobatics skill in place of its
Piloting skill for the purposes of the chase. The GM should assist
the PCs with the chase and explain their objective in the chase.
The sand slitherer chases the PCs until they reach the canyon,
the PCs deal enough damage to the worm to scare if off (85
damage in Subtier 1–2, 105 damage in Subtier 3–4, 120 damage
in Subtier 5–6, and 140 damage in Subtier 7–8), or the worm
deals enough damage to wreck one of the vehicles. If a vehicle
is wrecked, the PCs fail the mission but can escape and return to
the ship in the other vehicle while the worm continues playing
with the broken vehicle.
ZONE EFFECTS
1. Open desert No effects.

2. Dunes Altered Movement: Deep sand (–2 to Piloting)

3. Stone monoliths Altered Attacks: Rock spires (cover); New Trick: Topple rocks (Piloting or ranged attack roll, New Active Hazard: –2 to Piloting and must evade or vehicle takes 5d8 damage).

4. Giant Anthill Active Hazard: Defensive ants (must evade or vehicle takes 5d8 damage); New Trick: Bolting ants (–4 to Piloting)

5. Ramps Split Routes: Jump across a ravine (Piloting DC 20 + item level or vehicle takes 5d8 damage; hardness applies), go around (–4 to Piloting checks to keep pace or speed up)

6.Salt flats Altered Movement: Good grip (+4 to Piloting).

7. Sandstorm Altered Attacks: Sandstorm (concealment).

8.Canyon Altered Movement: Narrow canyon (–2 to Piloting); Active Hazard: Falling rocks (must evade or vehicle takes 5d8 damage).

Stuff:

SAND SLITHERER CR 9
N Gargantuan magical beast
Init +4; Senses darkvision 60 ft., low-light vision; Perception +17
DEFENSE HP 145
EAC 21; KAC 22
Fort +13; Ref +13; Will +8 (+12 vs. mind-affecting effects)
OFFENSE
Speed 50 ft.
Melee bite +22 (3d6+10 P plus swallow whole)

Space 20 ft.; Reach 15 ft.
Offensive Abilities speedster, swallow whole (4d6+15 A, EAC
19, KAC 17, 36 HP)
STATISTICS
Str +6; Dex +4; Con +3; Int –4; Wis +2; Cha –2
Skills Acrobatics +17, Athletics +17, Survival +22
SPECIAL ABILITIES
Speedster (Ex) A sand slitherer can move at a speed of up
to 450 ft. (roughly 50 mph) so long as it can move in a
reasonably straight line. While moving at its top speed, the
sand slitherer is considered flat-footed. In a vehicle chase,
the slitherer gains Attack (Collision) 3d6+10 (DC 15). It
can use its Acrobatics instead of Piloting to control itself;
it takes a –8 penalty to such checks, but its item level is
always considered 0.

Scout Missions:

MAXILLASAUR CR 7 21609549
N Large animal Init +2; Senses low-light vision; Perception +14 DEFENSE HP 105 EAC 19; KAC 21 Fort +11; Ref +11; Will +6 OFFENSE Speed 50 ft. Melee bite +17 (2d10+12 P plus swallow whole) Space 10 ft.; Reach 10 ft. Offensive Abilities intimidating roar, swallow whole (2d10+12 A, EAC 19, KAC 17, 26 HP)
STATISTICS Str +5; Dex +2; Con +4; Int –4; Wis +1; Cha +1 Skills Athletics +19, Intimidate +19 SPECIAL ABILITIES Intimidating Roar (Ex) As a standard action, a maxillasaur can bellow ferociously, causing all enemies within 60 feet to become shaken for 1d4+1 rounds (Will DC 15 negates). This is
a mind-affecting, sense dependent fear effect.

Spoiler:
1. Starfinders have recovered a signal beacon from a steamy swamp on Agillae-2. Our analysis of the data indicates there is a large group of survivors on another planet in the same system, and we will soon be ready to commence the evacuation mission.

2. Our agents explored a starship graveyard on Agillae-5, where they found many more of our comrades kept comatose in stasis chambers. Our scientists are studying the strange technology so we can decide how to safely release them.

3. Our comrades investigated the derelict starship Aeon Horizon and recovered mission data and logs from the ship. The logs indicate that there may be a large number of Starfinders on a barren moon orbiting the ice giant Bastiar-8.

4. We sent our scouts to investigate derelicts in the ice rings of Bastiar-7. Those agents discovered that a few Starfinder ships escaped the fate of our other ships in the area. We are now determining the current locations of these ships so we can start a mission to evacuate the survivors.

5. Starfinders have penetrated the defenses of an ancient automated city on Callion-2. They discovered that a group of Starfinders visited the city a year ago, trying to find a way to help other Starfinders stuck on the desert planet of Callion-1. We’ll begin moving resources to Callion-1 immediately.

Graveyard:
Shortly after the PCs begin their descent
to the planet’s surface, an insidious
virus infects their landing craft
via Starfinder communication
channels, easily bypassing
firewalls and other defenses. The
virus hijacks all systems and starts
running a simulation of a gravitational
anomaly that results in the ship crashing on the
planet’s surface unless the PCs can intervene to
stop it. The virus uses the ship’s own systems to
create false data and to play messages captured
from ships that crashed on the planet in
the past.
Viral Phases: The viral simulation
progresses through the steps listed
below. During each step, each PC can
attempt one of the skill checks listed in
that phase. Everything happens so fast that
the PCs must decide who attempts which skill
check or aid another check prior to rolling. For
each skill check that the PCs succeed at, the PCs increase their
total number of successes by one. Multiple PCs succeeding at the
same check do not increase this total. These successes represent
the PCs fixing a problem affecting the ship’s maneuverability or
accurately anticipating what’s happening next, giving them more
time to react. The total number of successes determines how
much damage the PCs take when the ship lands, as detailed in
the Development section.
Communication Request: The PCs receive a message from one
Venture-Captain Whiskan. If the PCs accept the communication
request, they hear a distressed voice warning them about
gravitational anomalies and asking them to turn back. A PC who
succeeds at a Hard Sense Motive check realizes the message
seems overly familiar in tone, as if it had been sent to someone
whom the venture-captain knew well. A PC who succeeds at a
Hard Computers check notices that the metadata of the message
indicates it was sent 9 months ago. A PC who succeeds at a Hard
Culture check recognizes Venture-Captain Whiskan as a senior
Starfinder who was lost during the original Scoured Stars incident.
Sensor Readings: The ship’s sensors indicate nearby gravitational
anomalies, and the ship starts gently shaking. A PC succeeding
at an Average Computers or Physical Science check realizes the
sensor scan data must be false and can calculate more accurate
navigational information; in this case, successful checks with the
two skills count as separate successes. A PC succeeding at a Hard
Perception check notices the shaking doesn’t feel natural; it’s as if
the ship’s own engines were creating the effect.

Loss of Controls: The ship starts shaking uncontrollably and barely
responds to controls. A PC who succeeds at a Hard Piloting check
can steer the ship—albeit with great difficulty. A PC succeeding at
an Average Engineering check or a Hard melee attack roll (using
the DC for skill checks as the KAC) can implement a quick fix that
momentarily stabilizes the ship; the PCs can attempt only one of
these two checks. A PC succeeding at a Hard Computers check
realizes a virus is interfering with the controls and can write a script
on the fly that allows limited access to the hijacked systems.
Sudden Acceleration: The ship’s engines stop working altogether,
and the ship starts rapidly losing altitude. A PC succeeding at a
Hard Engineering check can manually activate some of the
thrusters to decelerate. A PC succeeding at a Hard Piloting check
can ride the winds in the planet’s atmosphere, causing the ship to
fall at a gentler angle.
Blaring Alarms: The ship’s computer issues the following
message: “Landing gear functioning at 50%. Collision imminent,
brace for impact.” A PC who succeeds at a Hard Engineering or
Piloting check can activate the landing thrusters at full power.
Each PC can attempt an Hard Acrobatics or Athletics check to
brace for impact; if any of them succeed, it counts as one success
toward the group’s total.
Development: The PCs take damage depending on how many
of their skill checks were successful. The landing craft also takes
damage if the PCs do, but this doesn’t affect their ability to fly back
to a carrier when the mission is over. After landing, the PCs may
take a 10-minute rest before proceeding to the next encounter.
9 or more successes: The PCs and ship take no damage.
6–8 successes: Each PC takes 1d4 damage per APL.
3–5 successes: Each PC takes 1d6 damage per APL.
0–2 successes: Each PC takes 1d8 damage per APL.

Starfinders:

STARFINDER OPERATIVE CR 5
Detective (Starfinder Pact Worlds 177) Shirren operative LN Medium humanoid (shirren) Init +7; Senses blindsense (vibration) 30 ft., Perception +17 DEFENSE HP 65 RP 4 EAC 17; KAC 18 Fort +4; Ref +7; Will +8 Defensive Abilities evasion OFFENSE Speed 40 ft. Melee tactical baton +10 (1d4+6 B) Ranged frostbite-class zero pistol +12 (1d6+8 C; critical staggered [DC 15])
Offensive Abilities debilitating trick, trick attack +3d8 STATISTICS Str +1; Dex +5; Con +1; Int +3; Wis +2; Cha +1 Skills Computers +12, Culture +17, Diplomacy +12, Piloting +12, Sense Motive +17
Languages Common, Shirren; limited telepathy 30 ft. Other Abilities communalism, operative exploits (glimpse truth, uncanny mobility, uncanny pilot), specialization (detective)
Gear business stationwear, frostbite-class zero pistol with 2 batteries (20 charges each), tactical baton, flashlight, laser microphone, manacles, personal comm unit, tool kit (hacking)
STARFINDER SCHOLAR CR 3
Security specialist (Starfinder Pact Worlds 177) Android technomancer LN Medium humanoid (android) Init +2; Senses darkvision 60 ft., low-light vision; Perception +8 DEFENSE HP 32 EAC 13; KAC 14 Fort +2; Ref +2; Will +6 +2 vs. disease, mind-affecting effects,
poison, and sleep
OFFENSE Speed 30 ft., fly 30 ft. (jump jets, average) Melee tactical baton +5 (1d4+4 B) Ranged static arc pistol +7 (1d6+3 E; critical arc 2) Technomancer Spells Known (CL 3rd; ranged +7) 1st (3/day)—magic missile, supercharge weapon 0 (at will)—daze (DC 15), energy ray
STATISTICS Str +4; Dex +2; Con +0; Int +4; Wis +1; Cha –1 Skills Computer +13, Intimidate +8, Mysticism +8, Sense Motive +13
Feats Amplified Glitch Languages Castrovelian, Common, Kasatha, Shirren, Vesk, Ysoki
Other Abilities constructed, flat affect, magic hacks (empowered weapon), spell cache (badge), upgrade slot (jump jets)
Gear casual stationwear, static arc pistol with 2 batteries (20 charges each), manacles, personal comm unit, tool kit (hacking)
STARFINDER VENTURE-CAPTAIN CR 7 21609550
Pirate lord (Starfinder Pact Worlds 171) Vesk solarian LN Medium humanoid (vesk) Init +8; Senses low-light vision, Perception +14 DEFENSE HP 110 EAC 19; KAC 21 Fort +9; Ref +7; Will +8; +2 vs. fear Resistance cold or fire 5 OFFENSE Speed 30 ft. Melee advanced doshko +17 (2d12+12 P) or unarmed strike +17 (1d3+15 B)
Ranged red star plasma pistol +14 (1d8+7 E & F; critical burn 1d8)
Offensive Abilities flashing strikes, natural weapons, stellar revelations (black hole [25-ft. radius, pull 15 ft., DC 15], gravity surge [+17], stellar rush [3d6 F, DC 15], supernova [10-ft. radius, 8d6 F, DC 15])
STATISTICS Str +5; Dex +4; Con +2; Int +0; Wis +1; Cha +2 Skills Athletics +14, Intimidate +14, Mysticism +14, Piloting +19 Languages Common, Sarcesian, Vesk Other Abilities armor savant, solar manifestation (armor), stellar alignment
Gear silver AbadarCorp travel suit, advanced doshko, red star
plasma pistol with 4 batteries (20 charges each)

bluethorn:

BLUETHORN RAVAGER
N Huge plant Init +4; Senses blindsense (vibration) 60 ft., low-light vision; Perception +14 DEFENSE HP 105 EAC 19; KAC 21 Fort +11; Ref +9; Will +6 Defensive Abilities regeneration 5 (cold); Immunities plant immunities OFFENSE Speed 30 ft. Melee slam +17 (2d6+12 B & P) Space 15 ft.; Reach 10 ft.
Offensive Abilities trample (2d6+12 B & P, DC 15)
STATISTICS Str +5; Dex +4; Con +1; Int –4; Wis +2; Cha –2 Skills Acrobatics +14, Athletics +14, Survival +19

Refugee crowd moves 30 feet per round at initiative count 0. The first group starts moving immediately, while the second group starts moving on the following round. Each group takes up a 10-by-10-foot area. Once both groups have made it safely past the map’s left edge, the PCs can also withdraw without defeating the remaining creatures. A group of survivors has EAC 10, KAC 10, and a +0 bonus to all saves. Each crowd has 50 HP

elemental:

Init +3; Senses darkvision 60 ft.; Perception +16 DEFENSE HP 70 EAC 17; KAC 19
Fort +7; Ref +9; Will +6; +4 vs. fear Defensive Abilities unflankable OFFENSE
Speed 40 ft. Melee bite +12 (1d4+10 P) or
leg blades +12 (1d6+10 S; critical bleed 1d8) Ranged red star plasma rifle +15 (1d10+5 E & F; critical burn
1d4) or
cryo grenade I +15 (explode [10 ft., 1d8 C plus staggered, DC 13) STATISTICS
Str +5; Dex +3; Con +2; Int +0; Wis +1; Cha +0 Skills Athletics +11, Piloting +11, Survival +11 Languages Jinsul
Other Abilities powerful leap Gear leader caste armor (as freebooter armor II), red star
plasma rifle with 2 high-capacity batteries (40 charges each), cryo grenade I
SPECIAL ABILITIES Powerful Leap A jinsul treats any Athletics check to jump as if
it had a running start.

J2:

JINSUL TERMINATOR CR 3 CE Medium monstrous humanoid
Init +2; Senses darkvision 60 ft.; Perception +13 DEFENSE HP 40 EAC 15; KAC 17
Fort +5; Ref +7; Will +4; +4 vs. fear Defensive Abilities unflankable OFFENSE
Speed 40 ft. Melee bite +9 (1d4+3 P) or
leg blades +9 (1d6+7 S; critical bleed 1d6)
Ranged ifrit-class flamethrower +12 (1d6 F; critical burn 1d6)
STATISTICS
Str +4; Dex +2; Con +1; Int +0; Wis +0; Cha –1 Skills Athletics +8, Piloting +8, Survival +8 Languages Jinsul
Other Abilities powerful leap Gear warrior caste armor (as freebooter armor I), ifrit-class flamethrower with 20 petrol
SPECIAL ABILITIES Powerful Leap A jinsul treats any Athletics check to jump as if it had a running start.

DARK APPRENTICE CR 4 Jinsul solarian
CE Medium monstrous humanoid Init +3; Senses darkvision 60 ft.; Perception +15
DEFENSE HP 50 EAC 17; KAC 19 Fort +6; Ref +8; Will +5; +4 vs. fear Defensive Abilities dark matter, solar manifestation (solar armor), unflankable; Resistances cold or fire 5
OFFENSE Speed 40 ft. Melee bite +12 (1d6+9 P) or
leg blades +12 (1d6+9 S; critical bleed 1d6)
Ranged shock grenades I +7 (explode [15 ft., 1d8 E, DC 13)
Offensive Abilities black hole, supernova
STATISTICS Str +5; Dex +3; Con +1; Int +0; Wis +0; Cha +1
Skills Athletics +10, Mysticism +10, Survival +10 Languages Jinsul
Other Abilities gravity boost, stellar alignment (graviton)
Gear leader caste armor (as freebooter armor II), shock grenades I (2)

JINSUL CHAMPION CR 7 Jinsul soldier (divine champion)
CE Medium monstrous humanoid Init +8; Senses darkvision 60 ft.; Perception +19
DEFENSE HP 105 EAC 19; KAC 22 Fort +9; Ref +9; Will +6; +4 vs. fear Defensive Abilities unflankable
OFFENSE Speed 50 ft.
[dice= Melee bite] 1d20 +17 [/dice] ... [dice= damage] 1d6+12 [/dice] P) or
[dice= leg blades] 1d20 +17 [/dice] ... [dice= damage] 2d6+12 [/dice] S; critical bleed 2d4)
[dice= hailstorm-class zero rifle] 1d20 +14 [/dice] ... [dice= damage]2d8+7[/dice] C; critical staggered [DC 15])
Offensive Abilities charge attack, fighting styles (blitz)
Spell-Like Abilities (CL 7th)1/day—lesser confusion (DC 14), mind thrust
(2nd; DC 15)
STATISTICS
Str +5; Dex +4; Con +2; Int +0; Wis +1; Cha +1 Skills Athletics +14, Mysticism +14, Survival +14 Feats Step Up
Languages Jinsul Other Abilities powerful leap
Gear leader caste armor (as freebooter armor II), hailstormclass zero rifle with 2 high-capacity batteries (40 charges each)
SPECIAL ABILITIES Powerful Leap A jinsul treats any Athletics check to jump as if it had a running start.

JINSUL ASSAULT LEADER CR 5 CE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +16 DEFENSE HP 70 EAC 17; KAC 19
Fort +7; Ref +9; Will +6; +4 vs. fear Defensive Abilities unflankable OFFENSE
Speed 40 ft.
[dice= Melee bite v KAC ] 1d20 +12 [/dice] ... [dice= damage] 1d4+10[/dice] P) or
[dice= leg blades v KAC ] 1d20 +12 [/dice] ... [dice= damage] 1d6+10 [/dice] S; critical bleed 2d6) Ranged
[dice= red star plasma cannon v EAC] 1d20 +15 [/dice] ... [dice= damage] 1d10+5 [/dice] E & F; criticalburn 1d8 Ref DC 16)
[dice= cryo grenade I v DC 5] 1d20 +15 [/dice] ... [dice= damage] 1d8 [/dice] (explode [10 ft., 1d8 C plus staggered, DC 13)

STATISTICS
Str +5; Dex +3; Con +2; Int +0; Wis +1; Cha +0 Skills Athletics +11, Piloting +11, Survival +11 Languages Jinsul
Other Abilities powerful leap Gear leader caste armor (as freebooter armor II), red star plasma rifle with 2 high-capacity batteries (40 charges each), cryo grenade I
SPECIAL ABILITIES Powerful Leap A jinsul treats any Athletics check to jump as if it had a running start.

DARK ASCENDANT CR 8 Jinsul solarian
CE Medium monstrous humanoid Init +4; Senses darkvision 60 ft.; Perception +21
DEFENSE HP 125 EAC 21; KAC 23
Fort +10; Ref +8; Will +9; +4 vs. fear
Defensive Abilities reflection, solar manifestation (solar armor), unflankable; Resistances cold or fire 5
OFFENSE Speed 40 ft.
[dice= Melee bite v KAC ] 1d20 +19 [/dice] ... [dice= damage] 1d6+14[/dice] P) or
[dice= leg blades a KAC ] 1d20 +19 [/dice] ... [dice= damage] 3d4+14 [/dice] S; critical bleed 2d6) Ranged
[dice= red star plasma cannon v EAC] 1d20 +16 [/dice] ... [dice= damage] 2d10+8 [/dice] E & F; criticalburn 1d8)
Offensive Abilities black hole, crush, flashing strikes,
supernova 9d6 Reflex DC 20 for half
STATISTICS Str +6; Dex +4; Con +1; Int +0; Wis +0; Cha +2 Skills Athletics +16, Mysticism +16, Survival +16 Feats Step Up
Languages Jinsul Other Abilities stellar alignment (graviton) Gear leader caste armor (as freebooter armor II), red star plasma cannon with 2 high-capacity batteries (40 charges each)

Navasi:
Navasi:
Female human outlaw envoy 8 CG Medium humanoid (human) LEVEL 8
Init +4; Senses darkvision 60 ft.; Perception +12
DEFENSE SP 48 HP 52 RP 8 EAC 22; KAC 23
Fort +3; Ref +10; Will +9 Defensive Abilities watch out
OFFENSE Speed 30 ft., fly 30 ft. (jump jets, average)
[dice= buzzblade dueling sword v KAC] 1d20 +7 [/dice] ... [dice= damage] 2d6+8 [/dice] S; powered)
[dice= red star plasma pistol v EAC] 1d20 +10 [/dice] ... [dice= damage] 1d8+4 [/dice] E & F; critical burn 1d8; 20 ft. line, unwieldy) Ref DC 17
[dice= anarchic frostbite-class zero pistol +10 [/dice] ... [dice= damage] 1d6+4 [/dice] C; critical staggered [DC 16]) or
[dice= smoke grenade v DC5] 1d20 +3 [/dice] ... (explode [20 ft., smoke cloud 1 minute])
[dice= stickybomb grenade I v DC5] 1d20 +3 [/dice] ... (explode [10 ft., entangled 2d4 rounds, DC 14])
Offensive Abilities improved get ’em STATISTICS
Str 10 (+0); Dex 18 (+4); Con 11 (+0); Int 16 (+3); Wis 12 (+1);
Cha 16 (+3)
Skills Acrobatics +15, Athletics +11, Bluff +14, Computers +14 (8
ranks), Culture +14, Diplomacy +14, Medicine +14, Perception +12, Piloting +15 (8 ranks), Sense Motive +12, Sleight of Hand + 16, Stealth +15; (reduce the DCs of Culture checks by 5 when recalling knowledge about the criminal underworld) Feats Diversion, Fast Talk, Improved Feint, Iron Will,
Unfriendly Fire
Languages Akitonian, Aklo, Azlanti, Brethedan,
Castrovelian, Common, Eoxian, Kasatha, Shirren, Triaxian, Vercite, Vesk, Ysoki
Other Abilities convincing liar, cultural savant, expertise,
heads up, inspiring boost, legal corruption
Combat Gear mk 1 serums of healing (2), smoke grenades (2),
stickybomb grenades I (2), medpatch; Other Gear d-suit II (upgrades: infrared sensors, jump jets), anarchic frostbiteclass zero pistol with 1 battery (20 charges), buzzblade dueling sword with 1 battery (20 charges), red star plasma pistol with 1 battery (20 charges), mk 1 ring of resistance, basic medkit, computer (tier 2, artificial personality, miniaturization ×2, self-charging), everyday clothing, field rations (1 week), flashlight, hygiene kit, personal comm unit, toolkit (hacking), credstick (303 credits); Augmentations mk 1 synaptic accelerators (Dexterity)
SPECIAL ABILITIES Convincing Liar (Ex) When Navasi attempts a Bluff check,
she can choose to not add her expertise die until after she sees the result of her d20. Once she sees the result of her d20, she can either roll and add her expertise die normally or reroll the d20 and take the better of the two d20 results (but not add her expertise die).
Cultural Savant (Ex) As long as time permits, Navasi can
take 20 on Culture checks to recall knowledge even if she doesn’t have access to a means of research.
Darkvision Navasi can see up to 60 feet in total darkness. Diversion When Navasi successfully uses Bluff to create
a distraction, she can allow an ally to attempt a Stealth check to hide (instead of attempting to hide herself). She can allow multiple allies to use Stealth to hide, but she takes a –5 penalty to her Bluff check for every ally after the first, and on a failed check, no ally can attempt to hide. Expertise (Ex) As long as Navasi has at least 1 Resolve Point
remaining, when she attempts a Bluff, Diplomacy, or
Sense Motive check, she can roll 1d6+1 and add it to the result as an insight bonus.
Fast Talk If Navasi is conversing with a creature prior to the
beginning of combat, and she is aware of the beginning of combat and does not begin the combat herself, she can spend 1 Resolve Point to attempt a Bluff check (DC = either 15 + target’s Perception skill bonus or 20 + 1-1/2 × the target’s CR, whichever is higher). On a success, the creature is considered unaware at the beginning of the combat (allowing Navasi and other aware creatures to act in a surprise round before the first full round of combat). Heads Up (Ex) When Navasi succeeds at a Perception check,
she can signal an ally within 60 feet as a reaction so that ally can act as if he also succeeded at the Perception check. Improved Get ’Em (Ex) As a standard action, Navasi can
make an attack against a foe, or as a move action she can select one foe within 60 feet. She must be able to see or hear the foe, and the foe must be able to see or hear her. Navasi and her allies gain a +2 morale bonus to attack rolls against that foe until the end of her next turn. She can spend 1 Resolve Point to instead add this bonus to attacks against all foes within 60 feet.
Improved Feint As a move action, Navasi can attempt a
Bluff check against a single opponent (DC = either 10 + her opponent’s total Sense Motive skill bonus or 15 + 1-1/2 × the opponent’s CR, whichever is greater) to cause that opponent to be flat-footed for the next attack she makes against it before the end of her next turn.
Inspiring Boost (Ex) As a standard action, Navasi can signal
an ally who has taken damage since Navasi’s last turn. The ally must be able to see and hear her and be within 30 feet. The ally gains 19 Stamina Points, up to the ally’s normal maximum. She cannot target that ally with this ability again until the ally takes a 10-minute rest to regain Stamina Points.
Legal Corruption Navasi needs to pay only 2 Fame when
using the Basic Purchasing Plan boon to reduce her Infamy score (down from 4).
Unfriendly Fire When a foe misses Navasi with a ranged
attack and she is adjacent to a different target, she can attempt a Bluff check (DC = either 10 + her attacker’s total Sense Motive skill bonus or 15 + 1-1/2 × the attacker’s CR, whichever is greater) as a reaction to force the attacker to reroll the attack against the adjacent target. This feat can’t be used on any creature that has seen her use it previously. Watch Out (Ex) When a foe makes a ranged attack against
an ally within 60 feet of Navasi, she can warn the ally as a reaction. The ally can use a reaction to gain a +4 bonus to AC against that single attack and then falls prone. GEAR DESCRIPTIONS
Anarchic Frostbite-Class Zero Pistol This chaos-aligned
magic weapon can be fired 20 times before its battery needs to be recharged or replaced. It bypasses the energy resistance of lawful outsiders and dragons. Basic Medkit This basic medkit allows Navasi to attempt
DC 25 Medicine checks to treat deadly wounds.
Buzzblade Dueling Sword Navasi can activate this sword
20 times (for up to 1 minute at a time) before its battery must be recharged or replaced.
Computer, Tier 2 This computer has the artificial
personality, miniaturization to L bulk, and self-charging upgrades. It can receive commands and give information verbally. The computer’s artificial personality is advanced enough to attempt Bluff, Diplomacy, Intimidate, and Sense Motive checks with a +4 bonus.
D-Suit II While wearing this armor, Navasi can close its
environmental seals and survive in a vacuum for up to 7 days. Its infrared sensors upgrade gives Navasi darkvision with a range of 60 feet. Its jump jets allow
LEVEL 8
Navasi to fly up to 30 feet (or 20 feet straight up) as a move action. Navasi can do this 10 times before the jump jets’ battery must be recharged or replaced.
Flashlight Navasi’s flashlight increases the light level by one
step in a 20-foot cone. It can be used for 10 hours before its battery needs to be recharged or replaced.
Medpatch Navasi can use this to attempt an untrained
Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat poison task. Mk 1 Serum of Healing Drinking this serum restores 1d8 HP. Mk 1 Synaptic Accelerators These implants give Navasi an
additional +2 to her Dexterity score (already included in her statistics above).
Red Star Plasma Pistol This weapon attacks all targets in
a 20-foot line. Make a single attack roll, and compare it to the EAC of each target. Roll damage only once; each target takes that amount. It can be fired five times before its battery needs to be recharged or replaced.
Smoke Grenade This creates a 20-foot radius of smoke that
lasts 1 minute.
Stickybomb Grenade I Any creature hit by this grenade
that fails a DC 14 Reflex save gains the entangled condition until it escapes as a move action with a successful DC 15 Acrobatics or DC 20 Strength check or until 2d4 rounds pass.
Born into a wealthy family on Absalom Station, the envoy who calls herself Navasi eschewed glitzy playdates and family soirees in favor of zipping through Absalom Station’s streets with her best friends, the children of the household employees. As she befriended more stationers of less privilege, Navasi’s irritation with her plutocratic parents turned to disgust. She began to dream of a fairy-tale life in which she could steal the affluent’s unearned wealth and give it to those in need.
On her eighteenth birthday, she stowed away on a ship bound for the Diaspora. Navasi arrived on Broken Rock and quickly signed up as a “procurement specialist” with a contracting firm called the Sixth Finger—little more than a starfaring thieves’ guild—ready to use her new position to steal from exploitative corporations and be a hero to those in need.
The reality of life in a pirate enclave hit her like a meteorite. Out of money, too stubborn to return home, Navasi found she no longer had a choice in which jobs she took. Under the guildrunners’ threats, she roughed up innocents, stole from the poor, and worse. Though she never lost her egalitarian beliefs, she hardly recognized the naive idealist she’d once been. She quickly gained a reputation as the best fast-talker around.
Navasi found that the wealth from her scores brought little joy without friends to share it with, and she recruited secretly softhearted rogues to her crews. Yet it was in one particular woman that Navasi truly found herself again. Purple-haired and tattooed, the newcomer bucked the pirates’ authority and operated alone, pulling the sorts of righteous jobs Navasi had dreamed of. She was the most exciting woman Navasi had ever met, and the two became inseparable.
That all came crashing down the day the Sixth Finger arranged to knock over a medship full of supplies bound for Absalom Station. To the gang’s leaders, the ship’s missionaiding refugees of a war-torn star system—was inconsequential. Navasi’s objections were overruled.
It was the final straw. Together, Navasi and her partner formulated a plan, alerting the medship to the heist and sabotaging the gang’s starfighters. It did not go unnoticed. In the ensuing ambush, Navasi and her partner were pinned down, their backs to the sole spaceworthy ship—a single-seat fighter with only enough life support for one of them. Navasi prepared to go out in a blaze of glory—only to have her partner shove her into the cockpit and slam the canopy. As Navasi scrabbled with the latch, the other woman pulled the pins on her grenades and sprinted straight at their ambushers.
The wealthy scion of Absalom Station died that day, as did the pirate she’d become. As she made her way back to Absalom Station, knowing that neither the Sixth Finger nor her spurned family would ever stop looking for her, she forsook her previous incarnations. Abandoning her old identity, she took the name of her fallen love—Navasi—and swore that she’d carry on the fight they’d started together, stealing only from those who deserved it. Knowing she’d need a new appearance as well, she borrowed from her partner, dyeing her jet-black hair purple and adding a single blue contact lens.
Today, Navasi is a talented freelance captain, putting together crews for planetary scouting, private security, and more. Navasi still believes in freedom for all, spreading the wealth, and taking plutocrats down a peg—but she also knows the value of earning credits, and takes pride in the ability to take care of herself and her crew. As a scoundrel, a fast-talker, and a brilliant negotiator, Navasi is happiest when the chips are down and lives hang in the balance.