Kalo | Aliens | SFRPG SRD | Glasstop Games

Kalo

Kalo Sharkhunter

CR 2

XP 600

Kalo soldier

NG Medium monstrous humanoid (aquatic)

Init +4; Senses blindsight (sound) 60 ft., low-light vision; Perception +7

Defense

HP 22

EAC 16; KAC 17

Fort +1; Ref +3; Will +5

Resistances cold 10

Offense

Speed 20 ft., swim 50 ft.

Melee underwater tactical starknife +8 (1d4+3 P)

Ranged underwater autotarget rifle +10 (1d6+2 P) or frag grenade I +10 (explode [15ft., 1d6 P, DC 11])

Offensive Abilities fighting styles (hit-and-run), three-dimensional tactics

Statistics

Str +1; Dex +4; Con -1; Int +0; Wis +2; Cha +0

Skills Athletics +12 (+20 when swimming), Profession (poet) +7, Stealth +12 (+16 in water)

Feats Opening Volley

Languages Common, Kalo

Gear freebooter armor I, frag grenades I (2), underwater autotarget rifle with 50 longarm rounds, underwater tactical starknife

Ecology

Environment any aquatic

Organization solitary, pair, or squad (3–10)

Special Abilities

Three-Dimensional Tactics (Ex) Kalo sharkhunters are trained to fight in three dimensions. Whenever a kalo sharkhunter is fighting underwater, in zero-g, while flying, or in other situations where she isn’t restricted to a single plane of movement, she gains a +1 bonus to attack rolls in any round in which she has moved, even if it’s just a guarded step.

Kalo Deepspeaker

CR 5

XP 1,600

Kalo mystic

NG Medium monstrous humanoid (aquatic)

Init +3; Senses blindsight (sound) 60 ft., low-light vision; Perception +11

Defense

HP 57

EAC 17; KAC 17

Fort +3; Ref +4; Will +9

Resistances cold 10

Offense

Speed 20 ft., swim 50 ft.

Melee underwater tactical spear +8 (1d6+5 P)

Ranged underwater frostbite-class zero pistol +10 (1d6+5 C; critical staggered [DC 15])

Offensive Abilities grasping vines (DC 15)

Mystic Spell-Like Abilities (CL 5th) At will—mindlink

Mystic Spells Known (CL 5th) 2nd (3/day)—fog cloud, summon creature 1st (6/day)—command (DC 16), life bubble, mind thrust (DC 16) 0 (at will)—daze (DC 15), telepathic message

Connection xenodruid

Statistics

Str +0; Dex +3; Con +1; Int +0; Wis +5; Cha +2

Skills Mysticism +16, Diplomacy +16, Profession (judge) +11, Stealth +11 (+15 in water), Survival +11

Languages Common, Kalo; speak with animals

Gear basic Lashunta tempweave, underwater tactical spear, underwater frostbite-class zero pistol with 3 batteries (20 charges each)

Ecology

Environment any aquatic

Organization solitary or delegation (1 deepspeaker and honor guard of 3–6 kalo sharkhunters)

This page contains Open Game Content used under the Open Game License (OGL).