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 The neural processing treatments that were used to dampen and pacify her latent psychic powers left her a withdrawn and introverted young girl.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.