Nuar | Aliens | SFRPG SRD | Glasstop Games

Nuar

Nuar Enforcer

CR 4
Dovar - Nuar Iconic

XP 1,200

Nuar soldier

N Medium monstrous humanoid

Init +0; Senses darkvision 60 ft.; Perception +10

Defense

HP 52

EAC 18; KAC 20

Fort +6; Ref +4; Will +5

Offense

Speed 35 ft.

Melee tactical cryopike +12 (1d8+11 C) or horn +12 (1d6+11 P)

Ranged frostbite-class zero rifle +9 (1d8+4 C; critical staggered [DC 13]) or frag grenade II +9 (explode [15ft., 2d6 P, DC 13])

Offensive Abilities gore, ghting styles (hit-and-run), knockdown

Statistics

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

Skills Athletics +15, Intimidate +10, Survival +10

Feats Opening Volley

Languages Common, Orc

Other Abilities maze mind

Gear lashunta ringwear II, maze-core frostbite-class zero rifle and tactical cryopike with 2 high-capacity batteries (40 charges each), frag grenades II (3)

Ecology

Environment any

Organization solitary, pair, or brute squad (3–6)

Special Abilities

Gore (Ex) A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties (such as the charge attack ability from the soldier’s blitz attack fighting style), the nuar also gains the ability to charge through difficult terrain.

Knockdown (Ex) When a nuar enforcer scores a critical hit with a melee weapon that has no other critical effects, the attack gains the knockdown critical effect.

Maze Mind (Ex) Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering.

Nuar Specialist

CR 8

XP 4,800

Nuar mechanic

LN Medium monstrous humanoid

Init +0; Senses darkvision 60 ft.; Perception +16

Defense

HP 117

EAC 19; KAC 20

Fort +9; Ref +9; Will +9

Offense

Speed 40 ft.

Melee buzzblade dueling sword +17 (2d6+10 S) or horn +17 (1d12+10 P)

Ranged aphelion laser pistol +15 (3d4+8 F; critical burn 1d4) or frag grenade III +15 (explode [15 ft., 4d6 P, DC 18])

Offensive Abilities gore, knockdown, overload (DC 18), target tracking

Statistics

Str +2; Dex +0; Con +2; Int +6; Wis +4; Cha +1

Skills Athletics +16, Bluff +16, Computers +21, Engineering +21, Physical Science +21

Languages Common, Orc

Other Abilities artificial intelligence (exocortex), expert rig (cerebral implant), maze mind, mechanic tricks (holographic projector, neural shunt), miracle worker 1/day, remote hack (DC 18), wireless hack

Gear advanced lashunta tempweave (black force field [10 HP]), maze-core aphelion laser pistol and buzzblade dueling sword with 2 high-capacity batteries (40 charges each), frag grenades III (4), detonators (4)

Ecology

Environment any

Organization solitary

Special Abilities

Gore (Ex) A nuar can charge without taking the normal charge penalties to the attack roll or its AC. If the nuar has another ability that allows it to charge without taking these penalties, the nuar also gains the ability to charge through difficult terrain.

Maze Mind (Ex) Nuars have a naturally strong sense of direction and an instinctive understanding of complex patterns. As a result, they very rarely get lost. A nuar can attempt a special level-based Wisdom check (1d20 + CR or level + Wisdom bonus) instead of using his total bonus in the Piloting skill to navigate or his total bonus in the Survival skill for orienteering.

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