Eldan
2010-11-29, 01:59 PM
Agent of the Administration
http://filmonic.com/wp-content/uploads/2008/11/bale-public-enemies.jpg
Medium Aberration (Augmented Humanoid)
HD 4d8+5 (23)
Speed 30 ft. (6 squares)
Init:
AC 15; touch 13; flat-footed 12
(+3 dex, +2 natural)
BAB +3
Grp +4
Attack Pistol +6 (2d6, 40 ft. range increment, 10 round clip, Fancy) or slam +4 (1d4+1)
Full-Attack Pistol +6 (2d6, 40 ft. range increment, 10 round clip, Fancy) or slam +4 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks -
Special Qualities Of course it works, No-nonsense, The Entity, Darkvision 60 ft., Damage Reduction 4/-
Saves Fort +3, Ref +4, Will +4
Abilities Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 6
Skills Gather Information +2, Listen +6, Search +6, Spot +6, Sense Motive +8 Survival +4
Feats Alertness, Track, Shot on the Run (bonus without prerequisites)
Environment The Cities
Organization Solitary, Pair or Team (4-8)
Challenge Rating 3
Treasure -
Advancement by Character class; Favored Class Lawman
Of course it works (ex): While out on the range, agents can use fancy technological items normally, as if they were still in the Cities.
No-nonsense (ex): Agents are entirely immune to all effects of music, they have a +4 bonus on all saves against fear, and a +4 racial bonus on all sense motive checks. However, moonshine is deadly to the Agent: a dose of at least one shot or more deals 1d6 points of damage to the agent, against which their damage reduction does not apply.
The Entity (su): All agents are mentally connected to The Administration Entity. They are automatically aware of the position of all other agents, no matter the distance. They can telepathically call for help, alerting all other agents within 240 feet of their distress. As long as an agent is not surprised, neither is any other agent within 60 feet. Finally, as a standard action, agents can check the name, address and criminal records (if any) of any creature they see, provided that creature has ever entered a City.
http://filmonic.com/wp-content/uploads/2008/11/bale-public-enemies.jpg
Medium Aberration (Augmented Humanoid)
HD 4d8+5 (23)
Speed 30 ft. (6 squares)
Init:
AC 15; touch 13; flat-footed 12
(+3 dex, +2 natural)
BAB +3
Grp +4
Attack Pistol +6 (2d6, 40 ft. range increment, 10 round clip, Fancy) or slam +4 (1d4+1)
Full-Attack Pistol +6 (2d6, 40 ft. range increment, 10 round clip, Fancy) or slam +4 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks -
Special Qualities Of course it works, No-nonsense, The Entity, Darkvision 60 ft., Damage Reduction 4/-
Saves Fort +3, Ref +4, Will +4
Abilities Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 6
Skills Gather Information +2, Listen +6, Search +6, Spot +6, Sense Motive +8 Survival +4
Feats Alertness, Track, Shot on the Run (bonus without prerequisites)
Environment The Cities
Organization Solitary, Pair or Team (4-8)
Challenge Rating 3
Treasure -
Advancement by Character class; Favored Class Lawman
Of course it works (ex): While out on the range, agents can use fancy technological items normally, as if they were still in the Cities.
No-nonsense (ex): Agents are entirely immune to all effects of music, they have a +4 bonus on all saves against fear, and a +4 racial bonus on all sense motive checks. However, moonshine is deadly to the Agent: a dose of at least one shot or more deals 1d6 points of damage to the agent, against which their damage reduction does not apply.
The Entity (su): All agents are mentally connected to The Administration Entity. They are automatically aware of the position of all other agents, no matter the distance. They can telepathically call for help, alerting all other agents within 240 feet of their distress. As long as an agent is not surprised, neither is any other agent within 60 feet. Finally, as a standard action, agents can check the name, address and criminal records (if any) of any creature they see, provided that creature has ever entered a City.