TyrantsSource Interstellar Species pg. 186 Those who amass extraordinary wealth, power, and influence often use them to perpetuate their advantages, typically through violent or coercive means. Tyrants might maintain their rule through subterfuge and surveillance or through age-old and expedient threats and brute force. What unifies tyrants across philosophical and ideological divides is the willingness and ruthlessness to pursue extraordinarily ends to justify their means, often at a terrible cost to those who dare oppose them. Aliens in the "Tyrants" FamilySource Interstellar Species pg. 186Fortunate Warlord CR 11XP 12,800 Worlanisi NE Small humanoid (worlanisi) Init +8; Perception +20
DefenseHP 180 EAC 24; KAC 26 Fort +15; Ref +13; Will +10; –1 vs. mind-affecting effects Weaknesses psychic reverbOffenseSpeed 30 ft., climb 20 ft. Melee tactical plasma sword +20 (2d8+16 E&F; critical severe wound) Ranged medium machine gun +23 (3d10+11 P) or cryo grenade II +20 (explode [15 ft., 2d8 C plus staggered, DC 18]) Offensive Abilities lucky bounceStatisticsSTR +5; DEX +8; CON +2; INT +1; WIS +0; CHA +3 Skills Bluff +20, Diplomacy +20, Intimidate +25 Languages Common, Worlanisi; limited telepathy 60 ft. Other Abilities multiarmed (4) , worlanisi gamble , worlanisi luck Gear freebooter armor III, medium machine gun with 240 rounds, tactical plasma sword with 2 batteries (20 charges each), cryo grenades II (3)Special AbilitiesLucky Bounce (Ex) As a move action, a fortunate warlord can draw and throw a grenade with a –10 penalty to their attack roll. When a fortunate warlord misses a ranged attack with a thrown weapon, they can reduce the number of squares the weapon lands away from the target by 1. In addition, they roll 1d8 twice and use either result to determine the misdirection of the throw. DescriptionSome worlanisi leverage their preternatural luck to best their rivals, forging loyal armies that revere the leader’s track record of uncanny victories. These fiefdoms typically thrive less on careful planning than they do on aggression, creating situations where the warlord can beat the odds in one fell swoop. These leaders most often run pirate ships or mercenary crews, where a quick tongue and quicker aim can win the day.
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