Former MilitarySource Interstellar Species pg. 164 Military training hones experts with varied skillsets, tempering them in battlefield conditions. Mercenary work is an obvious outlet for their skills, but former military pros function well as security forces and rescue teams, and on exploration missions and supply delivery in dangerous areas. They might be found in more mundane settings, such as corporate facilities or research labs, especially in places where people or facilities need extra protection. Each of these NPCs has the following ability. Unit Tactics (Ex) Before rolling initiative, the character can choose to roll twice and take the lower result, and an ally within 30 feet can roll their initiative check twice and use the better result. When the character successfully uses covering fire, the selected ally gains the circumstance bonus to AC against the next two attacks made against them by creatures in the character’s line of effect. Aliens in the "Former Military" FamilySource Interstellar Species pg. 164Officer CR 12XP 19,200 Worlanisi N Small humanoid (worlanisi) Init +7; Senses darkvision 60 ft., low-light vision; Perception +27
DefenseHP 185 EAC 26; KAC 27 Fort +11; Ref +13; Will +15 Weaknesses psychic reverbOffenseSpeed 30 ft., climb 20 ft. Melee tactical plasma sword +22 (2d8+15 E&F; critical severe wound) Ranged tactical magnetar rifle +22 (2d8+12 P) Offensive Abilities unit command, unnerving precisionStatisticsSTR +3; DEX +3; CON +1; INT +3; WIS +3; CHA +5 Feats Suppressive Fire Skills Athletics +22, Bluff +22, Computers +22, Diplomacy +22, Intimidate +27, Pilot +22, Profession (mercenary) +27, Sense Motive +22 Languages Common, Worlanisi, up to 3 others; limited telepathy 60 ft. Other Abilities multiarmed (4) , unit tactics, worlanisi gamble , worlanisi luck Gear regimental dress II (courage module), tactical magnetar rifle (light bayonet bracket with tactical plasma sword with 1 battery [20 charges]) with 90 longarm rounds, personal comm unit; Augmentations advanced darkvision capacitors, voice amplifierSpecial AbilitiesUnit Command (Ex) As a standard action, the officer can issue a command to a willing ally within 60 feet that can hear or precisely sense the officer. The target can take one standard action, one move action, or one swift action. A creature can’t benefit from this ability more than once per minute. Unnerving Precision (Ex) Once per round when an officer’s attack exceeds their target’s AC by 5 or more, the target becomes shaken for 1 round (Will negates, DC = 10 + the officer’s CR).DescriptionA retired military officer retains tactical, strategic, and logistical expertise. In combat, they provide commands and inspiration, all while providing ranged support to rattle the enemy.
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