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Template Grafts | Universal Monster Rules


Emergency Workers

Source Interstellar Species pg. 162
Emergency workers administer medical care, handle hazardous materials, evacuate disaster victims, and provide myriad other services in the wake of tragedy. They can be selfless idealists, exhausted municipal workers, or mercenaries who don’t lift a finger unless they’re under contract. Whatever their motivations, emergency workers are capable, resourceful, and tough, able to work long hours under difficult conditions.

Aliens in the "Emergency Workers" Family

NameCR
Elite Rescuer10
Enercopter Pilot9
Hazard Professional6
Hazard Response Crew3

Emergency Workers, Elite Rescuer

Source Interstellar Species pg. 162

Elite Rescuer CR 10

XP 9,600
Vlaka
NG Medium humanoid (vlaka)
Init +5; Senses blindsight (scent) 30 ft., blindsight (life, dying and stable living creatures only) 30 ft., deafened, low-light vision; Perception +24

Defense

HP 140; RP 4
EAC 22; KAC 23
Fort +11; Ref +9; Will +13
Resistances cold 10

Offense

Speed 30 ft., fly 60 ft. (average)
Melee sintered handaxe +16 (2d6+12 S)
Ranged elite semi-auto pistol +18 (3d6+10 P)
Offensive Abilities cooperative
Spell-Like Abilities (CL 10th)
1/day—know coordinates
Spells Known (CL 10th; ranged +18)
4th (3/day)—arcane eye, remove radioactivity (DC 22)
3rd (6/day)—clairaudience/clairvoyance, dispel magic, healing junkbot, slow (DC 21)
2nd (at will)—caustic conversion, mirror image

Statistics

STR +2; DEX +4; CON +3; INT +6; WIS +3; CHA +0
Skills Acrobatics +19, Medicine +24, Survival +24
Languages Common, Vlakan (spoken, signed, and tactile), up to 8 others
Other Abilities buoy , on your feet
Gear freebooter III (forcepack), sintered handaxe , elite semi-auto pistol with 24 small arm rounds, mk 3 serums of healing (2), spell gem of tongues, advanced medkit, emergency beacon , grappler, sprayflesh (4), titanium alloy cable line (150 ft.); Augmentations synchronous heart

Special Abilities

On Your Feet (Ex) When an elite rescuer uses Medicine to treat deadly wounds and exceeds the check’s DC by 5 or more, they also suppress one of the following conditions the target might have for 1d4 hours: dazzled, deafened, fatigued, nauseated, shaken, sickened, or staggered. Alternatively, the elite rescuer can reduce any movement speed penalty a target’s experiencing by 10 feet for 1d4 hours.

Description

For disasters covering a huge area or with several victims, magically adept rescuers can use divinations and specialized senses to search for survivors. These experts often work alone, and must be fit enough to clamber over terrain, remove obstacles, and potentially carry their charges back to safety. 163