Angel, Barachius
CR: 7
XP: 3200
NG Large outsider (angel extraplanar good)
Init.: +4
Senses: darkvision 60 ft., detect alignment, low light vision;
Perception: +14
Aura: protective aura (20 ft.)
HP: 95
EAC: 21
KAC: 22
Fort: +8
Ref: +6
Will: +10, +4 vs. poison
Speed: 50 ft., fly 100 ft. (Su, average)
Melee: holy sintered longsword +16 (2d8+12 S)
Ranged: holy corona laser rifle +14 (2d6+7 F; critical burn 1d6)
Offensive Abilities: firewall
Str: +5
Dex: +4
Con: +4
Wis: +2
Int: +1
Cha: +2
Skills: Computers +19, Culture +19, Engineering +19, Mysticism +14, Sense Motive +14
Languages: Celestial, Draconic, Infernal; truespeech
Gear: holy corona laser rifle with 2 high-capacity batteries (40 charges each), holy sintered longsword
Aasimar
CR: 1
XP: 400
NG Medium outsider (native)
Init.: +2
Senses: darkvision 60 ft.
Perception: +10
HP: 17
EAC: 11
KAC: 12
Fort: +1
Ref: +3
Will: +4
Speed: 30 ft.
Melee: tactical dueling sword +4 (1d6 S)
Ranged: azimuth laser pistol +6 (1d4+1 F; critical burn 1d4) or frag grenade I +6 (explode [15 ft., 1d6 P, DC 12]) or smoke grenade I +6 (explode [20 ft., smoke cloud 1 minute, DC 12])
Offensive Abilities: None
Str: +0
Dex: +2
Con: +0
Wis: +1
Int: +0
Cha: +4
Skills: Culture +5, Diplomacy +10, Medicine +5, Sense Motive +10
Languages: Celestial, Elven, Common
Gear: flight suit stationwear, azimuth laser pistol with 2 batteries (20 charges each), tactical dueling sword, frag grenade I, smoke grenade I
Phentomite Bridger
CR: 6
XP: 2400
NG Medium humanoid (phentomite)
Init.: +7
Senses: darkvision 60 ft.
Perception: +19
HP: 80
EAC: 18
KAC: 19
Fort: +5
Ref: +12
Will: +5
Speed: 40 ft., climb 30 ft., swim 30 ft.
Melee: tactical knife +12 (2d4+8 S)
Ranged: tactical semi-auto pistol +14 (1d6+6 P) or tactical shirren-eye rifle +14 (1d10+6 P)
Offensive Abilities: debilitating trick, trick attack +3d8
Str: +2
Dex: +5
Con: +0
Wis: +3
Int: +2
Cha: +0
Skills: Acrobatics +19, Athletics +19 (+27 to climb or swim), Culture +14, Engineering +14, Survival +19
Languages: Orrian
Gear: elite stationwear, tactical knife, tactical semi-auto pistol with 27 small arm rounds, tactical shirren-eye rifle with 20 sniper rounds
Phentomite
CR: 1
XP: 200
NG Medium humanoid (phentomite)
Init.: +3
Senses: darkvision 60 ft.
Perception: +9
HP: 12
EAC: 10
KAC: 11
Fort: +0
Ref: +3
Will: +2
Speed: 30 ft.
Melee: club +2 (1d6+1 B)
Ranged: tactical semi-auto pistol +4 (1d6 P)
Offensive Abilities: None
Str: +1
Dex: +3
Con: +0
Wis: +2
Int: +1
Cha: +0
Skills: Acrobatics +9, Athletics +9, Culture +4, Engineering +4, Survival +9
Languages: Orrian
Gear: club, tactical semi-auto pistol with 18 small arm rounds
Trox
CR: 2
XP: 600
NG Large monstrous (humanoid)
Init.: +0
Senses: darkvision 60 ft.
Perception: +7
HP: 25
EAC: 13
KAC: 15
Fort: +6
Ref: +5
Will: +3
Speed: 40 ft., burrow 20 ft.
Melee: assault hammer +11 (1d6+6 B)
Ranged: None
Offensive Abilities: frenzy, grappler
Str: +4
Dex: +0
Con: +2
Wis: +1
Int: +0
Cha: +0
Skills: Athletics +12, Intimidate +7, Mysticism +7
Languages: Common, Nchaki
Gear: assault hammer
Vlaka Handler
CR: 6
XP: 2400
NG Medium humanoid (vlaka)
Init.: +2
Senses: blinded, blindsight (hearing) 60 ft., blindsight (scent) 30 ft.
Perception: +13
HP: 80
RP: 4
EAC: 18
KAC: 19
Fort: +5
Ref: +7
Will: +9
Speed: 30 ft.
Melee: tactical knife +12 (2d4+6 S)
Ranged: corona laser pistol +14 (2d4+6 F; critical burn 1d4)
Offensive Abilities: None
Str: +0
Dex: +2
Con: +0
Wis: +0
Int: +3
Cha: +5
Skills: Culture +13, Diplomacy +18, Medicine +18, Piloting +13, Sense Motive +18
Languages: Common, Vlakan (spoken, signed, and tactile)
Gear: freebooter armor II, corona laser pistol with 2 batteries (20 charges each), tactical knife
Kalo Deepspeaker
CR: 5
XP: 1600
NG Medium monstrous (humanoid)
Init.: +3
Senses: blindsight (sound) 60 ft., low-light vision
Perception: +11
HP: 57
EAC: 17
KAC: 17
Fort: +3
Ref: +4
Will: +9
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)
Str: +0
Dex: +3
Con: +1
Wis: +5
Int: +0
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)
Kalo Sharkhunter
CR: 2
XP: 600
NG Medium monstrous (humanoid)
Init.: +4
Senses: blindsight (sound) 60 ft., low-light vision
Perception: +7
HP: 22
EAC: 16
KAC: 17
Fort: +1
Ref: +3
Will: +5
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), threedimensional tactics
Str: +1
Dex: +4
Con: -1
Wis: +2
Int: +0
Cha: +0
Skills: Athletics +12 (+20 when swimming), Profession (poet) +7, Stealth +12 (+16 in water)
Languages: Common, Kalo
Gear: freebooter armor I, frag grenades I (2), underwater autotarget rifle with 50 longarm rounds, underwater tactical starknife
Maraquoi Hunter
CR: 1
XP: 200
NG Medium humanoid (maraquoi)
Init.: +4
Senses: low-light vision, blindsense (30 ft.)
Perception: +4
HP: 13
EAC: 10
KAC: 12
Fort: +2
Ref: +1
Will: +2
Speed: 30 ft., climb 20 ft.
Melee: tactical spear +6 (1d6+2 P)
Ranged: pulsecaster rifle +3 (1d6 E)
Offensive Abilities: None
Str: +2
Dex: +0
Con: +3
Wis: +1
Int: +0
Cha: +0
Skills: Athletics +4 (+12 when climbing), Stealth +4, Survival +9
Languages: Common, Maraquoi
Gear: pulsecaster rifle with 2 batteries (20 charges each), tactical spear
Maraquoi Shaman
CR: 8
XP: 4800
NG Medium humanoid (maraquoi)
Init.: +0
Senses: low-light vision, blindsense (sound) 30 ft.
Perception: +16
HP: 105
RP: 4
EAC: 19
KAC: 20
Fort: +7
Ref: +7
Will: +11
Speed: 30 ft., climb 20 ft.
Melee: sentinel spear +15 (2d6+9 P)
Ranged: sentinel spear +13 (2d6+9 P)
Offensive Abilities: None
Str: +1
Dex: +0
Con: +4
Wis: +6
Int: +1
Cha: +2
Skills: Diplomacy +16, Medicine +21, Mysticism +21
Languages: Common, Maraquoi
Gear: d-suit II, sentinel spear