Thasteron Khefak
CR: 3
XP: 800
N Medium vermin
Init.: +2
Senses: blindsense (vibration) 30 ft., darkvision 60 ft.
Perception: +8
HP: 40
EAC: 14
KAC: 16
Fort: +7
Ref: +5
Will: +2
Speed: 30 ft., burrow 5 ft., climb 30 ft.
Melee: claw +11 (1d6+4 S)
Ranged: None
Offensive Abilities: break objects
Str: +1
Dex: +2
Con: +4
Wis: +0
Int: —
Cha: -3
Skills: —
Thaumtech Omenbringer
The Omenbringer sails through the void like the corpse of some vast whale, but its organic aesthetics belie the cutting-edge technology of its construction. Within its gullet hang ranks of Necrogliders and other fighters, their undead pilots able to stay ready at their stations indefinitely. Without life support on many decks, the ship is very difficult to take down, and big sections (such as the hangars) stand airless and open to space by design.
gargantuan None
Speed: 4
Maneuverability: average
Drift: 1
AC: 27
TL: 27
HP: 400
DT: 10
CT: 80
Shields: heavy 240 (forward 60, port 60, starboard 60, aft 60)
Attacks
- Forward: heavy laser cannon (4d8), super EMP cannon (special)
- Port: heavy laser array (6d4)
- Starboard: heavy laser array (6d4)
- Aft: tactical nuclear missile launcher (5d8)
- Turret: heavy torpedo launcher (5d8), heavy torpedo launcher (5d8)
Power Core: Gateway Heavy (400 PCU)
Drift Engine: Signal Basic
Systems: advanced mid-range sensors, basic computer, crew quarters (common), mk 7 armor, mk 8 defenses, security (biometric locks)
Expansion Bays: hangar bays (2)
Modifiers: +4 Computers, +2 Piloting
Complement: 200
Crew
- Captain Diplomacy: +25 (14 ranks), gunnery +25, Intimidate +30 (14 ranks), Piloting +25 (14 ranks)
- Engineers (3 officers, 35 crew each): Engineering +25 (14 ranks) Gunners (5 officers, 15 crew each) gunnery +25
- Pilot (1 officer, 5 crew): Piloting +32 (14 ranks)
- Science Officer (1 officer, 4 crew): Computers +29 (14 ranks)
The Seen
CR: 12
XP: 19,200
CN Medium aberration
Init.: +4
Senses: blindsight (life) 60 ft., darkvision 60 ft.
Perception: +27
HP: 185
EAC: 26
KAC: 27
Fort: +11
Ref: +11
Will: +17
Speed: 30 ft. (60 ft. when unobserved)
Melee: talon +21 (2d12+15 P)
Ranged: wave blast +23 (2d8+12; critical staggered)
Offensive Abilities: None
Str: +3
Dex: +4
Con: +3
Wis: +8
Int: +5
Cha: +2
Skills: Acrobatics +22, Disguise +27, Intimidate +22, Stealth +27
Languages: telepathy 100 ft. (other Seen only)
Theme Knowledge
[Level: 1]
You are obsessed with starships and vehicles, and have committed to memory almost every related tidbit of knowledge you’ve ever come across. Reduce the DC of Culture checks to recall knowledge about starship and vehicle models and parts as well as famous hotshot pilots by 5. Piloting is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Piloting checks. In addition, you gain an ability adjustment of +1 to Dexterity at character creation.
Theme Knowledge
[Level: 1]
Your mind is a cold steel trap when it comes to scraps of information about the creatures you’re tracking down. Choose a specific sentient creature that you can identify by name, alias, or specific identity to be your mark. Reduce the DC of Culture or Profession (bounty hunter) checks to recall knowledge about your mark, as well as to recall knowledge about law-enforcement individuals and practices, by 5. If you choose a mark that is known only by an alias or secret identity, this ability helps you learn facts only about the identity you know about, not any other unknown identities. Once you defeat your mark, as an action that takes 1 minute, you can study dossiers and database information about another individual to be your new mark. You can instead abandon your mark for a new one without defeating it, but if you do so, you take a –2 penalty to all skill checks for 1 week. Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
Theme Knowledge
[Level: 1]
Choose a Profession skill. You are hooked deeply into the culture of your iconic profession. When attempting a Profession or Culture check to recall knowledge about other icons of your profession or details about your profession’s cultural aspects, increase the DC by 5. You gain a +1 bonus to checks with your chosen Profession skill. Culture also becomes a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Culture checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.