Space Pirate Conscript CR 1/2
Urtragian space pirate technician 1
NE Medium monstrous humanoid (cybernetic)
Init +1; Senses Listen -2, Spot -2
Languages Common, Urtragian
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AC 16, touch 11, flat-footed 15
(+1 Dex, +3 armor, +2 shield)
hp 4 (1 HD); DR 2/-
Fort +1, Ref +1, Will +0; +2 vs. disease, poison, and severe heat or cold; +3 vs. stun and paralysis
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Speed 30 ft. (6 squares)
Melee dagger +1 (1d4+1/19-20)
Ranged nanopistol +1 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +1
Atk Options Point Blank Shot
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AL 1st; Energy pool 1; Energy capacity 1
Energy receptacles:
Alacritous Reflexes System (0 energy)
Technician modules activated (1 module):
Archon Plating (1 energy)
Other modules activated:
Riot Shield (0 energy)
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Abilities Str 12, Dex 13, Con 12, Int 11, Wis 7, Cha 8
Feats Activate Module (Riot Shield), Alacritous Reflexes SystemB
Skills Climb +4, Computer Use +4, Disable Device +4, Jump +4, Knowledge (local) +4, Search +4
Possessions studded leather, 1 nanogun ammo cell with 50 nanogun ammunition, nanopistol, dagger, thieves' tools
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Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
Space Pirate Militia CR 1
Urtragian space pirate cyberneticist 1
NE Medium monstrous humanoid (cybernetic)
Init +3; Senses Listen -1, Spot -1
Languages Common, Urtragian
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AC 17, touch 12, flat-footed 15
(+2 Dex, +4 armor, +1 shield)
hp 5 (1 HD); DR 2/-
Fort +3, Ref +2, Will +1; +2 vs. disease, poison, and severe heat or cold; +3 vs. stun and paralysis
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Speed 30 ft. (6 squares)
Melee Urtragian battle scythe +3 (1d8+3/x3, 18-20/x3 on a charge)
Ranged nanopistol +2 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +1
Atk Options Point Blank Shot, Chrono Beam
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AL 1st; Energy pool 2; Energy capacity 1
Energy receptacles:
Alacritous Reflexes System (0 energy)
Cyberneticist modules activated (2 modules):
Archon Plating (1 energy)
Chrono Beam (1 energy)
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Abilities Str 16, Dex 15, Con 12, Int 13, Wis 8, Cha 8
Feats Point Blank Shot, Alacritous Reflexes SystemB, Tinkering ActivatorB
Skills Climb +4, Computer Use +5, Disable Device +5, Jump +8, Knowledge (local) +5, Search +5
Possessions light combat armor, 1 nanogun ammo cell with 50 nanogun ammunition, nanopistol, urtragian battle scythe, light steel shield, thieves' tools
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Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
Technical Knowledge (Ex) +2 modifier.
Space Pirate Power Trooper CR 2
Urtragian space pirate energy warrior 2
NE Medium monstrous humanoid (cybernetic)
Init +2; Senses darkvision 30 ft.; Listen +5, Spot +0
Languages Common, Urtragian
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AC 20, touch 15, flat-footed 18
(+2 Dex, +4 armor, +1 shield, +3 deflection)
hp 13 (2 HD)
Fort +5, Ref +5, Will +0; +2 vs. disease, poison, and severe heat or cold
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Speed 30 ft. (6 squares)
Melee energy beam Urtragian battle scythe +4 (1d8+2/x3 plus 2d4, 18-20/x3 on a charge)
Ranged energy beam pulse cannon +5 (1d8+3 plus 2d4)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3
Atk Options Point Blank Shot, Power Beam
Combat Gear 1 nutriplast
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AL 2nd; Energy pool 3; Energy capacity 1; Socket attachments 1 (Available: energy emitter)
Energy receptacles:
Enhanced Targeting System (1 energy)
Energy warrior modules activated (3 modules):
Dark Visor (0 energy)
Energy Beam (2 energy) - Attached to energy emitter.
Space Jump (0 energy)
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Abilities Str 15, Dex 15, Con 14, Int 10, Wis 10, Cha 8
Feats Enhanced Targeting SystemB, Point Blank Shot
Skills Balance +7, Climb +4, Jump +13, Listen +5, Tumble +9
Possessions combat gear plus light combat armor, masterwork light steel shield
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Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
Energy Beam (Su) Masterwork. Free action to change forms. Can use Wis instead of Str/Dex for attack rolls if better. Enhancement bonus equal to energy allocated to energy emitter attachment.
Energy Emitter Socket +1 enhancement to energy capacity for attached receptacles.
Space Pirate Wave Trooper CR 5
Urtragian space pirate energy warrior 5
NE Medium monstrous humanoid (cybernetic)
Init +3; Senses darkvision 30 ft.; Listen +8, Spot +0
Languages Common, Urtragian
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AC 20, touch 13, flat-footed 17
(+3 Dex, +5 armor, +2 shield)
hp 38 (5 HD)
Fort +6, Ref +7, Will +3; +2 vs. disease, poison, and severe heat or cold
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Speed 30 ft. (6 squares)
Melee energy beam Urtragian battle scythe +7 (1d8+4/x3 plus 2d6 electricity, 18-20/x3 on a charge)
Ranged energy beam pulse cannon +9 (1d8+5 plus 2d6 electricity)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Atk Options Point Blank Shot, Rapid Shot, Wave Beam
Combat Gear 1 nutriplast, 1 shrapnel grenade, 1 smoke grenade
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AL 5th; Energy pool 4; Energy capacity 1; Socket attachments 1 (Available: feet, hands, visor, energy emitter)
Energy receptacles:
Enhanced Targeting System (1 energy)
Energy warrior modules activated (4 modules):
Dark Visor (0 energy)
Energy Tank (0 energy)
Space Jump (1 energy)
Wave Beam (2 energy) - Attached to energy emitter.
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Abilities Str 15, Dex 16, Con 14, Int 10, Wis 10, Cha 8
Feats Enhanced Targeting SystemB, Point Blank Shot, Rapid Shot
Skills Balance +12, Climb +5, Jump +15, Listen +8, Tumble +16
Possessions combat gear plus +1 light combat armor, +1 light steel shield
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Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
Energy Beam (Su) Masterwork. Free action to change forms. Can use Wis instead of Str/Dex for attack rolls if better. Enhancement bonus equal to energy allocated to energy emitter attachment.
Energy Emitter Socket +1 enhancement to energy capacity for attached receptacles.
Protected Emitter (Ex) Module attached to energy emitter has +Wis resistance vs. being suppressed.
Space Pirate Ice Trooper CR 8
Urtragian space pirate energy warrior 8
NE Medium monstrous humanoid (cybernetic)
Init +3; Senses darkvision 30 ft.; Listen +11, Spot +0
Languages Common, Urtragian
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AC 22, touch 14, flat-footed 19
(+3 Dex, +6 armor, +2 shield, +1 deflection)
Miss Chance 15%
Fortification 30%
hp 60 (8 HD)
Fort +9, Ref +10, Will +3; +2 vs. disease, poison, and severe heat or cold; evasion
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Speed 30 ft. (6 squares)
Melee energy beam Urtragian battle scythe +11/+6 (1d8+5/x3 plus 3d6 cold, 18-20/x3 on a charge)
Ranged energy beam pulse cannon +14/+9 (1d8+7 plus 3d6 cold)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +8
Atk Options Point Blank Shot, Precise Shot, Rapid Shot, Ice Beam
Special Actions Energy Filter, Space Jump
Combat Gear 1 nutriplast, 1 cryogenic grenade, 1 tear gas grenade
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AL 8th; Energy pool 6; Energy capacity 2; Socket attachments 2 (Available: feet, hands, visor, energy emitter)
Energy receptacles:
Enhanced Targeting System (2 energy)
Energy warrior modules activated (5 modules):
Dark Visor (0 energy)
Energy Tank (0 energy)
Ice Beam (3 energy; Fort DC 15 negates) - Attached to energy emitter.
Shadow Beam (1 energy; Ref DC 13 half) - Energy filter.
Space Jump (0 energy) - Attached to feet.
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Abilities Str 15, Dex 17, Con 14, Int 10, Wis 10, Cha 8
Feats Enhanced Targeting SystemB, Point Blank Shot, Precise Shot, Rapid Shot
Skills Balance +15, Climb +5, Jump +16, Listen +11, Tumble +17
Possessions combat gear plus +2 light combat armor, +1 light steel shield, vest of resistance +1, ring of protection +1
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Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
Energy Beam (Su) Masterwork. Free action to change forms. Can use Wis instead of Str/Dex for attack rolls if better. +Wis to damage. Enhancement bonus equal to energy allocated to energy emitter attachment.
Energy Emitter Socket +1 enhancement to energy capacity for attached receptacles.
Protected Emitter (Ex) Module attached to energy emitter has +Wis resistance vs. being suppressed.
Energy Filter (Ex) Pseudo-attach a second module to energy emitter. Can switch which applies as move action.
Space Pirate Plasma Trooper CR 11
Urtragian space pirate energy warrior 11
NE Medium monstrous humanoid (cybernetic)
Init +6; Senses darkvision 60 ft.; Listen +14, Spot +0
Languages Common, Urtragian
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AC 24, touch 15, flat-footed 20; Plasma Beam
(+4 Dex, +6 armor, +3 shield, +1 deflection)
hp 104 (11 HD)
Resist fire 15
Immune damage from being on fire, dazzled
Fort +12, Ref +13, Will +5; +2 vs. disease, poison, and severe heat or cold; +2 vs. gaze and Light; evasion
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Speed 30 ft. (6 squares)
Melee energy beam Urtragian battle scythe +14/+9 (1d8+6/x3 plus 4d6 fire, 18-20/x3 on a charge)
Ranged energy beam pulse cannon +18/+13 (1d8+8 plus 4d6 fire)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +10
Atk Options Point Blank Shot, Precise Shot, Rapid Shot, Chrono Beam, Plasma Beam
Special Actions combined energy emission, energy filter, Chrono Beam, Space Jump
Combat Gear 1 nutriplast, 1 singularity grenade, 2 improved dissolver grenades
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AL 11th; Energy pool 9; Energy capacity 2; Socket attachments 3 (Available: arms, back, feet, hands, visor, utility, energy emitter)
Energy receptacles:
Enhanced Targeting System (2 energy)
Energy warrior modules activated (6 modules):
Chrono Beam (0 energy) - Attached to back.
Dark Visor (1 energy)
Energy Tank (2 energy)
Flare Beam (0 energy; DC 13) - Energy filter.
Plasma Beam (4 energy) - Attached to energy emitter. Improved Energy Capacity.
Space Jump (0 energy) - Attached to feet.
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Abilities Str 15, Dex 19, Con 16, Int 10, Wis 10, Cha 8
Feats Enhanced Targeting SystemB, Improved Energy Capacity, Point Blank Shot, Precise Shot, Rapid Shot
Skills Balance +19, Climb +5, Jump +19, Listen +14, Tumble +21
Possessions combat gear plus +2 light combat armor, +2 light steel shield, gloves of dexterity +2, periapt of health +2, ring of protection +1, vest of resistance +2
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Acrobatic Prowess Space pirates have a +4 racial bonus on all Climb and Jump checks.
Augmentation Affinity Due to extensive genetic engineering, space pirates almost never exhibit implant rejection. They can have two different types of grafts without penalty.
Cybernetic Augmentation The bio-mechanical implants in almost all space pirates grant them a bonus System feat that they qualify for at 1st level.
Environmental Resistance Space pirates are resilient and adaptable to their environment through a combination of exposure, genetic engineering, and bio-mechanical implants. They receive a +2 racial bonus on saves against disease, poisons, and severe heat or cold.
Weapon Familiarity Space pirates treat the Urtragian battle scythe as a martial weapon instead of an exotic weapon.
Energy Beam (Su) Masterwork. Free action to change forms. Can use Wis instead of Str/Dex for attack rolls if better. +Wis to damage. Enhancement bonus equal to energy allocated to energy emitter attachment.
Energy Emitter Socket +1 enhancement to energy capacity for attached receptacles.
Protected Emitter (Ex) Module attached to energy emitter has +Wis resistance vs. being suppressed.
Energy Filter (Ex) Pseudo-attach a second module to energy emitter. Can switch which applies as move action.
Energy Absorption (Su) Resist 5/energy to energy emitter module's damage type.
Combined Energy Emission (Su) 1/day, swift action, you can gain the benefits of all of your modules attached to your energy emitter with your energy eilter ability at once for 1 round.