Ghost
Medium Humanoid (Terran)
Hit Dice: 5d10+3d8 (41 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armour Class: 15 (+3 Dex, +2 armor), touch 13, flat-footed 12
Base Attack/Grapple: +8/+8
Attack: Canister rifle +11 ranged(1d10)
Full Attack: Canister rifle +11 ranged (1d10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sharpshooter +2d6.
Special Qualities:
Uncanny Dodge.
Saves:
Fort +5, Ref +9, Will +3
Abilities: Str 11, Dex 16, Con 11, Int 14, Wis 12, Cha 10
Skills: Balance +8, Climb +8, Escape Artist +8, Hide +20, Intimidate +8, Jump +8, Knowledge (psionics) +6, Move Silently +20, Psicraft +6, Tumble +13
Feats: Called Shot, Exotic Weapon Proficiency (canister rifle), Far Shot, Improved Initiative, Latent Psychic Ability, Lightning Reflexes, Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: C-10 canister rifle, cloaking device, hostile environment suit
Alignment: Lawful neutral
Advancement: By character class
Level Adjustment: --

   This slender man is dressed in a dark suit, not nearly so bulky as that of a space marine. He wears a breathing mask and goggles, and carries a large rifile.

Description

   Ghosts epitomize the height of human evolution and physical conditioning. These brave men and women, born with incredible Psionic potential, are adopted by the Confederate Government and trained from infancy to channel their psionic energies to augment their natural physical strength. The Ghost's uniform combines the latest in personal stealth technology and a sophisticated sensor suite, which can be used to coordinate nuclear strikes from the front lines. The Ghost's C-10 Canister Rifle uses a variety of special munitions to disable or destroy enemy vehicles and personnel. As a precautionary measure, Psychic Dampeners are surgically implanted in all Ghosts.

Combat
   Unlike the straight-foward tactics of a Marine or Firebat, the Ghosts are special, valuable agents. Their main strengths lie in infiltration, espionage, and assassination. Ghosts are also called upon to disable enemy vehicles, and set up laser targetting for nuclear weaponry.
    Sharpshooter: If the Ghost can catch an opponent when he is unable to defend himself effectively from his ranged attacks, he can strike a vital spot for extra damage.
   The Ghost's attack deals +2d6 extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ghost flanks his target. Should the Ghost score a critical hit with a sharpshooter attack, this extra damage is not multiplied.
   The target must be within 30 feet for the sharpshooter damage to apply.
  
Any creature that is immune to critical hits is not vulnerable to sharpshooter attacks. The Ghost must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Ghost cannot make a sharpshooter attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
   Uncanny Dodge (Ex): The Ghost can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.