Thursday, December 6, 2018

Equipment: Concord Pulse Carbine

Concord Pulse Carbine
Damage: 3d10
Critical: 18-20
Damage Type: Fire
Range Increment: 70
Rate of Fire: S, A
Magazine: 50
Size: Large
Weight: 10
Purchase DC: 25
Restriction: Mil +2 
The Concord Pulse Carbine was created only five short years before the Apocalypse. It is a fully automatic weapon capable of throwing a deadly barrage of laser rounds at its target. The shorter range proved fairly unpopular, but the “out of the box” accuracy was almost beyond belief (as was it’s pricetag).

Equipment: Energy Shields

Energy Shields
The Energy Shield appears to be nothing more than a small control box with a disk attached to it which flashes with electrical current when activated. When worn, it creates a thin invisible energy barrier that protects the user by granting a Natural Armor bonus depending on the type worn. All units weigh one pound and come in different colors (the meaning of which is lost but has no effect on the functioning of the unit).
Type A: Natural Armor +2, PDc 14
Type B: Natural Armor +4, PDc 18
Type C: Natural Armor +6, PDc 22
Type D: Natural Armor +8, PDc 26
Type E: Natural Armor +10, PDc 30

Equipment: Ruger M103 5.56mm Sniper Carbine

Ruger M103 5.56mm Sniper Carbine
Damage: 2d12
Critical: 19-20
Damage Type: Ballistic
Range Increment: 100
Rate of Fire: Single
Magazine: 6 Int.
Size: Large
Weight: 8
Purchase DC: 20
Restriction Mil: +2
The primary weapon used by Tracers, the M103 is visually unimpressive compared to other sniper rifles. What it lacks in appearance it more than makes up for in lethality. Wounds made my the relatively small caliber bullets are devastating, especially in the hands of a trained marksman.

Equipment: Time Grenades

Time Grenade
Damage: See Text
Critical: —
Damage Type: —
Burst Radius: 25′
Reflex DC: 20
Range Increment: 10 ft.
Size: Tiny
Wt: 5 lb.
Purchase DC: 25
Restriction: Mil (+3)
Time Grenades are smooth chrome spheres, their surface only broken by a digital readout and a rotatable section on the top. They are surprisingly heavy and incredibly rare. Created by insane and long-lost quantum science, anyone caught in the blast of a time grenade is aged instantly.
Time grenades have ten settings, measured in years. Creatures caught in the electrical blue blast area will instantly age and take damage depending on the setting. For every ten years the creature ages, he will take 1d10 damage, up to 100 years and 10d10 damage (they can only increase the effect in categories of 10 years). Creatures aged past their species maximum longevity, or that take enough damage to die, disintegrate from flesh to bone to dust in a few seconds. Creatures that survive are irreparably aged and suffer from age modifications to their stats.
If the target of the grenade is able to make a Reflex save of DC 20 he is able to dive out of the way and is unaffected by the weapon. Plants age and die (or, in the case of trees get older and stronger), metal rusts and degrades, cloth rots, etc.

NPC: O'ojis

O'ojis
Mutated Plant (Agaricales) Dedicated Hero 5/Field Medic 1: CR 7; Medium Plant ; HD 5d6+15(Dedicated Hero) , 1d8+3(Field Medic) ; hp 50; Init +2; Spd 20; AC:19 (Flatfooted:17 Touch:12);
Atk +4 base melee, +5 base ranged; +4 (1d6+1, Slam); +4 (2d4+1, Vibrodagger)
SQ: Immunity: Mind-Affecting Attacks (Ex), Immunity: Poison (Ex), Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex), Immunity: Stun (Ex), Immunity: Polymorph (Ex), Immunity: Critical hits (Ex), Low-light Vision (Ex), Light Sensitivity (Ex);
AL CG; SV Fort +8, Ref +4, Will +4;
STR 12, DEX 15, CON 16, INT 15, WIS 11, CHA 11.
Skills: Computer Use +3, Craft (Pharmaceutical) +3, Diplomacy +2, Gather Information +4, Hide +8, Investigate +5, Knowledge (Behavioral Sciences) +3, Knowledge (Current Events) +4, Knowledge (Earth and Life Sciences) +5, Knowledge (History) +4, Knowledge (Streetwise) +4, Listen +3, Move Silently +5, Research +3, Search +4, Sense Motive +3, Speak Language +2, Spot +6, Survival +2, Treat Injury +12. 

Feats: Brawl, Cybernetic Surgery, Medical Expert, Mutant Plant, Opposable Thumbs, Simple Weapon Proficiency, Surgery, Unnoticed Greenery.
Mutations:
  • Gas Generation (Hallucinogenic)
  • Thick Hide
  • Light Sensitivity
Possessions: 
Weapons: Vibrodagger
Goods: Geiger Counter; Field Bag; Medkit, Advanced; T.R.I. (4); Energy Cell, Chemical.
Background:
O'ojis is a sprout that came from Mother, a giant amanita muscaria fungus patch growing in Mobeel.

Feat: Unnoticed Greenery

Feat: Unnoticed Greenery
Mutant plants pretty much look like any other non-sentient plant, especially when they remain unmoving. This feat allows a mutant plant to blend in whenever it remains stationary while among other plants, giving it a +4 to Hide rolls when in such situations.

Class: Telemancer

Telemancer


For some rare mutants, telekinesis comes easy. Their power gains strength and range, and eventually they gain the ability to lift themselves aloft and fly.

Requirements

To qualify as a Telemancer, a character must fulfill the following criteria.
Base Attack Bonus: 4
Template: Telekinesis mutation
Alignment: Any

Class Information

The following information pertains to the Telemancer prestige class.
Hit Die
Telemancers gain 1d6 hit points per level. The characters CON modifier applies.
Armor and Weapons
Telemancers can make use of light armor and simple weapons. they can not use shields.
Action Points
Telemancers gain a number of action points equal to 5 plus one-half their character level, rounded down, every time they attain a level in this class.
Class Skills
The Telemancer’s class skills are as follows:
Autohypnosis, Bluff, Concentration, Disable Device, Intimidate, Search, Spot and Survival
Skill points at Each level: 3 + INT modifier
Lv  BAB  Fort  Ref  Will  Special
1   +0   +0    +0    +2   Increase Range
2   +1   +0    +0    +3   Increase Strength
3   +1   +1    +1    +3   Increase Range
4   +2   +1    +1    +4   Increase Strength
5   +2   +1    +1    +4   Increase Range
6   +3   +2    +2    +5   Increase Strength
7   +3   +2    +2    +5   Increase Range
8   +4   +2    +2    +6   Increase Strength
9   +4   +3    +3    +6   Increase Range, Flight
10  +5   +3    +3    +7   Increase Strength

Class Features

Increase Range: The telemancer increases his effective range by 20’ cumulative every time they gain an odd numbered level.
Increase Strength: Sustained Force increases by +20 pounds and +5 feet per round. Combat Maneuvers gain a +1 to hit. Violent Thrust increases by +10 pounds, +5 feet and/or +1 damage. All effects are cumulative per even level.
Flight: The telemancer gains the Telekinetic Flight mutation for free.

Race: Raver

Raver


Size/Type: Medium Animal
Hit Dice: 1d8-1 (3 hp)
Initiative: +1
Speed: 30 ft.
AC: +11 (+1 Dex), touch 11, flatfooted 10
Attacks: Bite +0 Melee
Damage: Bite 1d4
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: Mimicry (Ex)
Special Qualities: Low-light Vision (Ex)
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 10, Dex 12, Con 8, Int 10, Wis 10, Cha 10
Skills: Hide +6, Jump +3, Move Silently +6, Survival +3
Feats: Archaic Weapons Proficiency, Stealthy
Languages: Avian
Climate/Terrain: Any Forest, Any Hills, Any Land, Any Mountains, Any Plains
Challenge Rating: 1
Treasure: Coins: None , Goods: None , Items: None
Alignment: Often Neutral
Ravers are bird-like humanoids with a passing resemblance to crows, possessing feathers, beaks, and taloned hands and feet. Feathers are typically black, although a few ravers are born with white feathers and feathers typically fade to grey as the ravers approaches old or venerable ages. Ravers stand about five feet tall, weighing close to a hundred pounds, with the male ravers being slightly heavier than the female.
Ravers beaks are long, sharp and most frequently as black their feathers (though yellow beaks, or yellow flecked beaks, are not uncommon, especially in ravers youth). Ravers hands and feet are hard talons, with strong grips, and a similar coloration to their beaks. Despite any physiological differences, like most other intelligent races, ravers hands have thumbs, and their toes are all forward facing. A few ravers are born with vestigial wings (reminiscent of their pre-apocalyptic form), that although are never strong enough for flight, are considered a good omen.
A second variety of ravers, the kite ravers, typically have brown and white feathers and smaller, more hooked beaks. Humans have likened them to black-eared kites.
Ravers young are laid in eggs, one a day, generally over a period of two or three days (though clutches can be as large as six or as small as a single egg.) Each egg measures about nine inches long, possessing a sky-blue shell with dark green or black speckles. The child incubates for six months within its egg, and, when it hatches, it stands about a foot tall and is featherless with a yellow beak and yellow talons. Ravers grow quickly, being able to walk within a month of hatching and reaching full height by six or seven years of age. As ravers age, their beaks and talons all darken in color, the beaks more swiftly than the hands or feet. Ravers are considered physically mature at around 10 years in age.
RAVER SOCIETY
Ravers mostly dwell in villages built in high, rocky places. Farming is poor in these regions, but the primarily carnivorous ravers raise goats or boars and hunt the wild beasts that live in the mountains. Often, a raver’s town will have a small mine and smelter that provides iron, copper and bronze depending on what ores are available.
Although ravers are a very individualistic race, they enjoy the companionship of others and understand the benefits of a strong community. Each raver is a law unto himself, bound only by his own conscience and sense of honor.
Though ravers seek out conflict so as to test their skill, they are not an especially war-like race and, tend to avoid mingling in the affairs of other races, so far as the other races allow the ravers to pursue their own private goals.
Ravers seldom judge races as a whole, preferring to allow each individual to stand, or fall, according to his or her own actions. This is not to say ravers are foolish in their interactions or overly trusting. Ravers regard most non-ravers with some caution and suspicion until they know them well enough to trust them. However, the caution and suspicion is usually not of a hostile nature and ravers typically allow people a chance to prove themselves one way or another. For this reason ravers often begin new relationships by testing the worthiness of an individual.
Ravers cannot stand foolishness, corruption and pride in other races and will sometimes go out of their way to make examples of those they find particularly grating. Ravers are often willing to aid noble endeavors which appeal to their sense of adventure.
COMBAT
Ravers have an instinctive talent for melee combat, and they are trained to use blades from the first year of their lives onward. They are also naturally stealthy creatures, and as such often utilize surprise attacks whenever possible, especially in concert with their mimicry ability to throw their opponents off balance. This makes up for the fact that their hollow bones and low constitution hamper them in a fight.
Ravers as Characters
  • +2 Dexterity, -2 Constitution, +2 Wisdom: Ravers are a naturally graceful race, given to introspection, though their light frame means they are not as hardy as some other races.
  • Medium Size: Ravers are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Ravers have a base speed of 30 feet.
  • Low-Light Vision: Ravers can see twice as far as humans in conditions of dim light.
  • Bite: Ravers have a natural bite attack that inflicts 1d4 points of damage on a hit. If the raver is otherwise unarmed, it is a primary attack; otherwise it is a secondary attack.
  • Sneaky Survivors: Ravers always count Jump, Survival, Move Silent and Hide as class skills. They also possess the Stealthy Feat, giving them a +2 on all Hide and Move Silent rolls.
  • Mimicry: Ravers can replicate sounds at will, using Bluff checks (opposed by Sense Motive) to reproduce exact sounds and voices.
  • Sword Trained: Ravers are able to use all archaic weapons without penalty.
  • Languages: Ravers are able to speak Avian, but can learn regional human languages.
  • Adult: 11, Middle: 30, Old: 45, Venerable: 55 (Max +2d6)
  • Height: Both 4′6″ + 2d6″
    Weight: Males 90 lbs +(2d6×2 lbs.), Females 70 lbs  +(2d6×2 lbs.)
Level Adjustment: +1

Creature: Deadnight

Deadnight


Size/Type: Large Animal
Hit Dice: 7d8+21 (52 hp)
Initiative: +5
Speed: 20 ft., climb 20 ft. , swim 20 ft.
AC: +18 (-1 Size, +5 Dex, +4 Natural), touch 14, flatfooted 13
Attacks: Bite +10 Melee
Damage: Bite 1d6+9
Face/Reach: 10ft. by 10ft. / 10ft.
Special Attacks: Constrict (Ex), Improved Grab (Ex), Poison (Ex)
Special Qualities: Darkvision 60 ft (Ex), Scent (Ex)
Saves: Fort +5, Ref +10, Will +2
Abilities: Str 22, Dex 20, Con 16, Int 3, Wis 10, Cha 10
Skills: Balance +13, Climb +8, Hide +10, Listen +6, Spot +3
Climate/Terrain: Warm Land, Temperate Land, Temperate Aquatic, Warm Aquatic, Temperate Underground, Warm Underground
Challenge Rating: 4
Treasure: Coins: None, Goods: None, Items: None
Alignment: Always Neutral
Advancement: 8-12 HD (Large); 13-16 HD (Huge)
These slithering nightmares are a horrible joining of venomous and constrictor snakes. Where they come from no one knows or cares. Their poison is strong enough to kill a healthy human male, and if that doesn’t work they will crush them in their powerful coils.
Referred to as deadnights, these creatures are entirely nocturnal and seem to prefer to hunt sleeping or incapacitated prey. Their relatively dull purplish black scales reflect very little light, so the last thing most victims see are their mottled yellow and green eyes. Their venom has a yellowish tint to it and smells of citrus, as does the snake itself.
COMBAT
Poison (Ex): Bite, Fort save (DC 16), initial and secondary damage 1d6 temporary Con.
Improved Grab {Ex): To use this ability, the deadnight must hit with its bite attack. If it gets a hold, it can constrict.
Constrict (Ex): A deadnight deals 1d6+9 points of damage witha successful grapple check against a Lard or smaller creature.

Creature: Fury Boar

Fury Boar


Size/Type: Large Animal
Hit Dice: 7d8+21 (55 hp)
Initiative: +0
Speed: 40 ft.
AC: +15 (-1 Size, +6 Natural), touch 9, flatfooted 15
Attacks: Gore +12 Melee
Damage: Gore 1d8+12
Face/Reach: 10ft. by 10ft. / 10ft.
Special Attacks: Ferocity (Ex)
Special Qualities: Low-light Vision (Ex), Scent (Ex)
Saves: Fort +8, Ref +2, Will +3
Abilities: Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Skills: Jump +12, Listen +7, Spot +7
Feats: Endurance, Tough to Kill, Toughness
Climate/Terrain: Temperate Forest
Challenge Rating: 4
Treasure: Coins: None , Goods: None , Items: None
Alignment: Always Neutral
Advancement: 8-16 HD (Large); 17-21 HD (Huge)
Fury boars are larger, tougher, meaner versions of normal boar. They tend to have a feral, prehistoric look.
Fury boars grow up to 16 feet long and weigh as much as 2,000 pounds.
COMBAT
A fury boar charges its opponents, trying to rip them open with its tusks.
Ferocity (Ex): A fury boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.