Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

All | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | Starship-Scale | T | U | V | W | X | Y | Z

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

Elite Rescuer10
Enercopter Pilot9
Hazard Professional6
Hazard Response Crew3

Emergency Workers, Hazard Response Crew

Source Interstellar Species pg. 162

Hazard Response Crew CR 3

XP 800
LN Medium monstrous humanoid
Init +1; Senses blindsense (scent) 30 ft., darkvision 60 ft.; Perception +13


HP 40; RP 3
EAC 14; KAC 16
Fort +5; Ref +7; Will +4
Resistances sonic 5


Speed 30 ft., climb 20 ft.
Melee personal cryospike +12 (1d4+7 C plus extinguish)
Ranged static arc pistol +9 (1d6+3 E; critical arc 2) or foam grenade I +9 (explode [10 ft., extinguish, DC 12])
Offensive Abilities emergency preparedness


STR +4; DEX +1; CON +2; INT +0; WIS +0; CHA +1
Skills Athletics +13, Engineering +8, Physical Science +8
Languages Castrovelian, Common
Gear second skin, personal cryospike with 2 batteries (20 charges each), static arc pistol with 2 batteries (20 charges each), foam grenade I , mk 1 serum of healing, fire extinguisher, medpatch (5), radiation badge; Augmentations climbing suckers, voice amplifier

Special Abilities

Emergency Preparedness (Ex) A hazard response crew can spend 1 Resolve Point as a swift action to change either one type of energy damage dealt by one of their weapons into another energy type, or change their energy resistance to resist a different type of energy. This ability can affect and apply to only the following energy types: acid, cold, electricity, fire, and sonic. Either effect lasts for 1d4+1 rounds.


Corporations and governments alike maintain hazard response crews, ensuring dedicated personnel can arrive within hours of disaster to clear roads, repair infrastructure, clear debris, and track down victims. Crew gear typically includes tools for cutting apart barriers and extinguishing flames, many of which are easily weaponized in case a crew needs to fend off scavengers, escaped animals, or other threats.