Kit, Hyperborean 3th Class Soldier, CR 17
This yellow eyed light skinned woman wears futuristic heavy armor that appears to be powered, she carries a huge blaster rifle of some sort with her and has a strange holographic targeting overlay in front of her and is surrounded in a shell of golden light
N Medium Humanoid
Init +9, Senses: Perception +18, Darkvision 30, Low Light Vision
Speed 120ft Fly 180ft
Defense
AC: 37 ( +9 Armor, +7 Dex, +3 Natural, +1 Dodge, +10 Defense Bonus, +5 Deflection, +2 Perfection) Touch: 25 Flat Footed: 29
Hit Dice: 10d10 Combat Trained, +10 Favored Class, +10 Toughness, Max HP +60 Con ( 180hp)
Fort +16, Ref +11, Will +10
Defensive Abilities: Damage Reduction 10/-, Spell Resistance 22, Fast Healing 3, Force Field 50/+1 regen per round, Omni Elemental Resistance 10
Offense
Melee:
-Power Cestus 2d4 +10, +4d6 Electricity, +10d3, +Dazzle DC 22 Fort x2 Crit (+22/+22/+22/+12)
-Ultrasonic Knife 1d4 +10 +2 +4d6 Sonic +2d3, +Dazzle DC 22 Fort 19-20/x2 Crit (+24/+19/+14)
Ranged:
-Heavy Plasma Caster 4d12 +1d8 +2, +2d3 +Dazzle DC 22 Fort 19-20/ x4 Crit (+24/+24/+19/+14Ranged Touch, 300ft Range, 10 Range Increments, 45 shots per round, 1000 round full charge)
-Cryo Missiles 10d6 Cold Paralyzed 1d4+1 rounds 15ft burst DC 22 Ref, DC22 Fort (+16 Ranged Touch attack x2 Crit, 600 ft range, primary target can’t escape damage, all other targets and primary target if attack misses must make a Reflex save for half damage and then a Fortitude Save regardless of success or not to avoid being Paralyzed for 1d4+1 rounds)
Special Attacks: Prana Hand, Prana Aura, Concussion Grenades, Missiles, Short Burst, Long Burst, Flurry of Blows, Snap Shot
Statistics
Str 30 +10
Dex 24 +7
Con 22 +6
Int 26 +8
Wis 19 +4
Cha 20 +5
Base attack+10; CMB +25; CMD 40
Feats: Dodge, Improved Unarmed Strike, Improved Grapple*, Flurry of Blows, Snapshot, Improved Initiative, Deflect Arrows, Endurance, Diehard, Rapid Reload, Weapon Focus Plasma Caster, From the Hip, Point Blank Shot
Divine Abilities: Force Field, Nescience, *Celerity
Skills: Acrobatics +21, Bluff +9, Climb +15, Craft Weapons/Armor/Alchemy +13, Heal +18, Intimidate +23, Knowledge Arcana +22, Knowledge Dungeoneering +11, Knowledge Engineering +11, Knowledge Local +11, Perception +18, Profession Pilot/ Soldier +12, Ride +10, Sense Motive +18, Stealth +19, Survival +18, Swim +11
Languages: Polyglot (Universal Translator)
Ecology
Environment: Outer Space
Organization: Unique, with Hyperborean other Hyperborean Soldiers (1d6 3rd Class +1 2nd Class
Treasure: Tac Armor, Tracking and Targeting Computer, Breather Unit, Universal Translator, Personal Warp Hole Generator, Heavy Plasma Caster +2, Power Cestus, Ultrasonic Knife +2, Missile Launcher, Cryo Missiles x6, HEAP Missiles x6, NPC Hyperborean gear
Kit is a professional soldier, once part of a spacefaring humanoid colony that was conquered when she was still young, she is now in the employ of the Hyperborean Supremacy, she has a tactical mind and trains hard but lacks the discipline or overall base potential or dedication to the body that other hyperboreans have, as such, she has taken to using heavy weapons and heavy armor to support her fellows from a distance and makes up for her shortcomings with technology becoming a proficient sniper and long range combatant and a cunning starfighter.
Combat:
Kit is a careful fighter, keeping her aura suppressed at most times and prefers to kill from the shadows than up close, though she’s happy to use her naturally high strength and powered armor to beat foes to a pulp if they mistake her carefulness for cowardice. She is fond of using an Ultrasonic knife and her power cestuses in melee electrifying and peeling foes apart on a molecular level.
From a distance Kit will bombard enemies with powerful plasma based attacks. Her Plasma Caster allows her to channel her natural prana effects into the weapon increasing it’s damage and dazzling foes shot by it. She will open combat up with a cryo missile, targeting spellcasters and bards, hoping to paralyze enemies and will shoot the wounded dead from there.
If caught by a particularly powerful enemy she will use her many feats to her advantage unleashing a constant barrage of blaster fire upon her enemies and will rely upon her force field and heavy armor to keep her safe. Once engaged in melee she uses her power cestuses and her flurry of blows to pound out enemies and uses her warp hole generator to escape to a safe distance before resuming her unending barrage of blaster fire.
If death seems imminent she will use her ship to lay an orbital bombardment, flee to her ship, and attempt to escape.
Special Abilities:
Spell Like Abilities: CL: 10
1/Minute: Dimension Door
1/Hour: Teleport (no chance of failure)
1/day: Greater Teleport
Prana Effect (Su): Kit Assaults foes with her own Life Energy, She is only a fledgling Hyperborean with only basic Prana control, unable to even manifest a basic prana ray, she can only imbue her Aura and Fists with Prana
-Hand 10d3 Melee Touch or with Unarmed Strike
-Storm 2d3 50 ft radius, Ref DC 22/half or None DC 22 Fort vs Dazzled 1 round, constant effect. Applies Space Armor’s musical effect as well
Flurry of Blows (Ex): Kit can use Flurry of Blows as a level 1 Monk
Short Burst (Ex): Kit can opt to fire 3 shots instead of 1 per attack, this increases damage and chance to hit at the cost of weapon charge. She deals +1d8 damage and gains a +2 Circumstance bonus to attack rolls with all shots fired this way per round. (She is assumed to be always using this ability and it is factored in already above.)
Long Burst (Ex): Kit can use her Caster to lay down covering fire or shoot up an area equal to 4 10 ft squares wide and one range increment (300 ft) long, by concentrating or spreading her fire she can create an effect that deals her base Plasma Caster damage +1d8. She must fire at least 10 shots into any one square to do this, by firing at least 10 shots into a square the DC is 10+1/2 Level +Perfection +Dex (DC 25) by firing more or less rounds into a single square she can increase this DC. She can unleash a maximum of 45 rounds per round to a maximum DC of 60 is she fires all her shots into a single 10 ft by 300 ft line
Concussion Grenade (Ex): As a standard action, Kit throws a grenade at a foe or group of foes. This explodes the following round dealing 5d6 concussion damage in a 10 ft burst (half force half bludgeoning) and stuns enemies who fail a DC 16 Fortitude save for 1d4 rounds
From the Hip: Kit can fire even heavy weapons without use of a tripod or other hardpoint using a wide stance and her heavy armor in it’s place. She suffers no penalty by firing a heavy weapon in such a way but does not gain the +2 stability bonus to attack rolls for firing in such a way
Snap Shot: Kit can fire an additional attack at her full base attack bonus at the cost of a -2 to all attacks made that round
Nescience: Ignore prerequisites for any feats
Celerity (Ex): x3 movement speed
Force Field (Su): a barrier of energy surrounds Kit out to a 5 ft radius around her, blocking the first 50 points of damage She takes. This barrier regenerates at a rate of 1 point per round and blocks all damage and other effects as a wall of force until it is broken.
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Equipment:
Tac Armor: Heavy space age armor used by low level Hyperboreans and various other spacefaring species. This grants a +9 Armor Bonus to AC, +1 to Attack Rolls, +4 Strength, +10 to Movement Speed, a +2 to Survival Checks, has an onboard Holographic projector and recorder and the ability to connect to the extranet
Personal Warp Hole Generator: Folds the fabric of space allowing near instantaneous travel like teleportation magic but is simply a scientific and therefore an Extraordinary ability, but must recharge. 1/ minute can Dimension Door 1000 Feet as a move action, 1/hour can Teleport with no chance of failure, 1/day can Greater Teleport
Tracking and Targeting Computer: A modification to the Space armor but may be applied to belts, gauntlets, eyepieces, or any other item slot if one desires. Grants a passive +20 Survival check for purposes of tracking a foe and once a target has been designated can mark a target and provide basic directional information even lightyears away. This can target invisible or incorporeal foes but the foe must remain within 10 lightyears and must remain on this plane of existence.
Boots of Celerity: High performance boots allowing for lower level hyperboreans to move much quicker. Grants the Celerity Divine Ability.
Heavy Plasma Caster: A +2 heavy automatic plasma machine gun of hyperborean make. This weapon deals 4d12 base plasma damage and enjoys a x4 Crit. This weapon has energy conduits that allow a hyperborean to transmit some of their life force into the weapon’s attacks dealing damage as per the “Prana Strike” Effect power.
Power Cestuses: Electrified adamantine gauntlets that deal 2d4 base damage and 4d6 additional Electricity damage. Wearing these does not affect your dexterity and you are treated as armed when wearing them for purposes of dealing damage and accruing attacks of opportunity but unarmed for purposes of delivering touch attacks.
Ultrasonic Knife: A +2 hypersonic dagger that vibrates with a loud whine and eerie white light. Deals 4d6 additional Sonic damage per hit and ignores Hardness up to 40
Breather Unit: a Hyperborean gadget and weak shielding unit that creates a bubble of breathable air, weak radiation shielding and stable ambient temperature around the user while in use. The user is treated as able to breathe and has Endure Elements cast upon them while the unit is in use, allowing them to fight in the vacuum of space.
HEAP Missiles: High Explosive Anti Personnel Missiles, these deal 10d6 fire damage in a 30 ft burst and are used as Kit’s backup missiles
NPC Hyberborean gear: Hyperborean Carrying Case (type 4 bag of holding, weighs 1 pound regardless of internal contents, uses a computer to easily switch through inventory) 1d4+1 Healing salves (1d4 lethal damage converted to subdual damage), 100 food pills (pills providing a full day’s worth of sustenance and hydration) protein wafers, 1d3 poison and disease tonics (+5 vs poison or disease allows immediate new saving throw), healing kit, emergency computer with distress beacon good out to 10 lightyears, Concussion Grenades x 6, emergency rations, change of form fitting high mobility clothing, other various personal items