Sarah Kerrigan
Lieutenant of the Sons of Korhal
Medium Humanoid (Psionic, Terran)
Hit Dice: 3d4+5d10+6d8+14 (77 hp)
Initiative: +7 (+3 Dex, +4 Improved
Initiative)
Speed: 30 ft. (6 squares)
Armour Class: 16 (+3 Dex, +3 armor),
touch 13, flat-footed 16
Base Attack/Grapple: +12/+13
Attack: Canister rifle +16 ranged (1d10+1)
Full Attack: Canister rifle +16 ranged (1d10+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics,
sharpshooter +3d6.
Special Qualities: Evasion, improved
uncanny dodge.
Saves: Fort +8, Ref +12, Will +9
Abilities: Str 12, Dex 16, Con 12,
Int 16, Wis 12, Cha 14
Skills: Autohypnosis +6, Balance +10,
Bluff +10, Climb +6, Concentration +5, Diplomacy +11, Disguise +2 (+4 when
acting in character), Escape Artist +9, Hide +27, Intimidate +10, Gather
Information +7, Jump +8, Knowledge (psionics) +11, Listen +5, Move Silently
+24, Psicraft +13, Search +8, Sense Motive +9, Spot +5, Tumble +9, Use Rope
+3 (+5 to bind someone)
Feats: Called Shot, Exotic Weapon
Proficiency (canister rifle), Far Shot, Improved Initiative, Iron Will,
Latent Psychic Ability, Lightning Reflexes, Point Blank Shot, Psionic Shot,
Stealthy
Environment: Any
Organization: Solitary (unique)
Challenge Rating: 13
Treasure: +1 C-10 canister rifle (with
lockdown ability), cloaking device, +1 hostile environment suit
Alignment: Lawful neutral
Advancement: --
Level Adjustment: --
This young Terran woman has green
eyes and red hair. She wears a stealth combat suit, and carries a large
rifle.
Description
Brought into the Confederate Ghost program as a child, Kerrigan was
never given the chance for a normal life. The neural processing treatments
that were used to dampen and pacify her latent psychic powers left her a
withdrawn and introverted young girl. Forced to murder countless enemies of
her Confederate masters, Kerrigan was finally exposed to a series of
clandestine experiments conducted by the Confederate Government.
During a raid on a remote Terran outpost, Arcturus Mengsk
discovered and rescued Kerrigan from the Confederate scientists. The
Confederates had ruined both their lives, and it was a simple matter to
convince the young woman to lend her formidable combat skills to his rebel
strike-force: The Sons of Korhal.
Combat
Kerrigan is an experienced assassin. She employs stealth and
telepathy to avoid detection and discern her opponents' weaknesses.
Evasion (Ex): Kerrigan can avoid even psionic and unusual
attacks with great agility. If she makes a successful Reflex saving throw
against an attack that normally deals half damage on a successful save, she
instead takes no damage. Evasion can be used only if Kerrigan is wearing
light armor or no armor. She does not gain the benefit of evasion while
helpless.
Improved Uncanny Dodge (Ex): Kerrigan can react to danger before
her senses would normally allow her to do so. She retains her Dexterity
bonus to AC even if she is caught flat-footed or struck by an invisible
attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Kerrigan cannot be flanked, and another ghost cannot make a
sharpshooter attack against her unless he has at least 10 ghost levels.
Psionics: Maximum Power Level: 2nd; Manifester Level: 3rd;
Power Points/Day: 15. Save DCs = 13 + power level.
Powers Known (7): 1st - conceal thoughts,
empathy, mindlink, mind thrust, psionic charm;
2nd - psionic suggestion, read thoughts.
Sharpshooter: If Kerrigan can catch an opponent when he
is unable to defend himself effectively from her ranged attacks, she can strike a
vital spot for extra damage.
Kerrigan's attack deals +3d6 extra damage any time her target
would be denied a Dexterity bonus to AC (whether the target actually has a
Dexterity bonus or not), or when Kerrigan flanks her target. Should Kerrigan
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. Kerrigan must be able to see the target well
enough to pick out a vital spot and must be able to reach such a spot. She
cannot make a sharpshooter attack while striking a creature with concealment
or striking the limbs of a creature whose vitals are beyond reach.