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.