Here's a preview: The Warp Widow, a mastermind/manipulator type inspired by Malcolm McClinton's drider stock art from Inkwell Arts. Let me know what you think.
Warp Widows (CR 11)
Huge LE Native Outsider
Space Pirate/Boss Monster
XP 12,800
Init +1 Senses Darkvision 500 ft, lowlight vision,
scent, Perception +4
Languages Galactic
Common, Proximite, Orphak, Gravity Cat, WARSTAR
Defense
AC 18
Touch 11 Flatfooted 17 (+7 natural, +2 deflection, +1 DEX, -2
size )
HP 16d10 + 48
hp (136 HP)
FORT +8 REF
+11 WILL +14
Resist Electrical
10, Fire 10, Force 15
Weaknesses Nocturnal
(-2 penalty on attack rolls, skill checks and saving throws in daylight or
bright artificial light)
Offense
Spd 50 ft Climb
50 ft
Melee two
claws +19 (1d8+5 slashing, 20/x2)
Ranged laser
rifle +16 (2d12+1 force, 20/x3, full auto, 100 ft range increment, 20 round/cell)
Spell-like Abilities (CL 16th)
At Will – Web (DC 19)
5x/Day – Slow (DC 20)
3x/Day – Blink (CL 16th)
1x/Day – Greater Teleport (self plus
50 lbs of gear, galactic range)
Statistics
Str 20 Dex
13 Con 16 Int 25 Wis
18 Cha 12
Base Atk +16
CMB +22 CMD 38 (cannot be tripped)
Feats Personal
Firearms Proficiency, Advanced Firearms Proficiency, Burst Fire, Dead Aim, Dodge,
Gear Head, Mobility, Point Blank Shot, Run, Shot on the Run
Skills Acrobatics
+5, Bluff +5, Climb +15, Computer Use +17, Craft (electronic) +25, Craft
(mechanical) +15, Drive +9, Knowledge (streetwise) +15, Knowledge (tactics)
+15, Pilot +9, Stealth +7
Gear Ring of
Protection +2 (forcefield ring), handmade masterwork quality laser rifle, 6x
spare cells, computer/data pad, nicely appointed personal starship for
emergency escapes
Ecology
Environment urban
areas and space stations, throughout Command and WARSTAR space
Organization usually
solitary, often accompanied by various space pirates or mercenaries
Treasure
carried weapons plus 1d6+1 other advanced energy weapons or forcefields of the
GM’s choice
Special Abilities
Nocturnal (EX)
Warp Widows are evolved for darkness and subterranean hunting. They suffer a -2 penalty on attack rolls, skill checks and saving throws in daylight or in bright artificial light.
Warp Widows are evolved for darkness and subterranean hunting. They suffer a -2 penalty on attack rolls, skill checks and saving throws in daylight or in bright artificial light.
“Who Do You Think Assembled Your Blaster?”
(EX)
At the beginning of the
encounter, as a standard action, the Warp Widow can attempt a Craft
(electronic) check, the DC of which is equal to 10 + the average party level of
the Warp Widow’s opponents. If this check is successful, the Warp Widow gains
the ability to exploit weaknesses it (or another of its species) built into the
opponent’s ranged weapons. The Warp Widow gains a number of Sabotage Points
equal to 10 + one additional point per point she beats the Craft (electronic) Check
DC by.
The Warp
Widow can spend Sabotage Points at any time, as a free action, even on another
creature’s turn. Unused Sabotage Points are lost at the end of an encounter.
The Warp Widow can spend any number of points desired, including points used
for different purposes (such as penalizing both a shot’s attack roll and damage
roll)
The Warp
Widow can spend Sabotage Points to:
- Reduce a ranged attack roll with any firearm or energy weapon (-1 penalty per S.P. spent)
- Reduce a damage roll with any firearm or energy weapon (-1 damage per S.P. spent, can reduce a damage roll to 0 HP)
- Force the weapon to target the shooter’s ally, provided that ally is within 50 ft of the Warp Widow and within line of sight (Flat 5 S.P. cost)
- Provide a bonus on ranged attack roll with any fire arm or energy weapon, or increase damage by +1 (+1 bonus per S.P. spent, usually used in conjunction with the above ability)
- Force a weapon to eject all remaining rounds or its magazine/energy cell (Flat 5 S.P. cost)
- Destroy a weapon. Weapon explodes, inflicting upon the wielder 1d6 fire damage per shot remaining (Max 10d6, REF DC 18 half) (Flat 10 S.P. cost)
Sabotage Points only affect high
tech ranged weapons and firearms. At the GM’s option, crude firearms, (such as
revolvers) might be immune to the Warp Widow’s tampering. Likewise, innate ranged energy attacks are
usually immune to this effect, though the GM has final say on what abilities
are and aren’t vulnerable to tampering. For example, a half dragon’s breath
weapon is completely immune, but a cyborg Powered Hero’s power blast might not
be, especially if it were built using components a Warp Widow might have
potentially had access to. This ability does not affect thrown or muscle
powered weapons (such as spears or sling bullets, ect).
Roleplaying
Warp Widows
a rare breed of coldly intelligent techno-paths, who have spread throughout the
galaxy. Warp Widows have only a rudimentary culture of their own, instead, they
live on the fringes of human-controlled space, using their vast intellects to
establish a lair and place within a human organization that needs their skills.
Warp Widows have a genius for weapons that surpasses the skill of even the most
ingenious Proximite, and often find comfortable niches for themselves as
armorers for WARSTAR or any Space Mafioso capable of meeting their
million-credit price.
Warp Widows
are arachnituars, with the thorax and abdomen of a massive web-spinner spider,
and a mostly humanoid upper torso and forelimbs. These creatures have mottled
purple, black and grey hides capable of withstanding laser fire and are
prodigiously strong. Warp Widows are an exclusively female species- the males
are non-sentient parasites, resembling hand-sized ticks that spend their entire
lives attached to the female’s thorax, fertilizing her. Warp Widows have
mask-like, unexpressive faces that reveal almost nothing of the great and
horrible thoughts that flit through their minds. Warp Widows move with a
skittery speed, and their long fingers twitch and clutch and writhe constantly,
as if the giant spiders were sketching the designs for new rail guns in the air
before them.
Warp Widows
speak Galactic Common and several other languages. They have an enormous
technical vocabulary and an almost autistic obsession with weapons, tactics and
payment for their genius. These creatures know a million different words to
describe the caliber of a bullet but stumble and stutter when looking for a word
describing love, or friendship, or honesty, or describing an animal in any term
other than in describing ballistic trauma.
Warp Widows
are known for their mastery of technomancy. Bionic circuits woven into their
carapace allow them to slow local space/time fields, spin force-field based
webs, and even teleport across galactic distances faster than a top-quality
space cruiser. Warp Widows use their abilities intelligently, and are not above
using their teleportation talent as a last-ditch escape route; they will never
fight to the death if they can avoid it. That’s what underlings are for, after
all.
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