SWARM Trooper
LN Medium Living Construct (Undead)
Perception +13 (Darkvision 120ft)
Initiative +4
Speed: 30ft base
Space/Reach: 5ft/5ft
STR 14 (+2), DEX 19 (+4), CON 16 (+3), INT 8 (-1), WIS 13 (+1), CHA 14 (+2)
HP: 60 (7d10+21)
Saves: Fort +5, Ref +6, Will +3
(+4 vs mind-affecting, bleed, death, disease, paralysis, poison, sleep)
BAB +7/+2, CMB +9, CMD 23
Armor Class 22 (+6 armor, +4 dex, +2 shield) touch 16, flatfooted 18
Immunities: Nonlethal Damage, Ability Drain, Energy Drain, Fatigue/Exhaustion, Fear
Feats: Awareness, Cunning, Point-Blank Shot, Weapon Focus (Hornet)
Skills: Acrobatics +14, Perception +13, Stealth +14 (+24 with active camo)
Special Abilities:
- Active Camo (TEx) – A SWARM trooper's veil can provide her with active camouflage, granting her a +10 bonus to stealth checks and 20% concealment against ranged attacks.
- Four Arms (TEx) – SWARM troopers possess a second pair of smaller arms, allowing them to hold items in reserve, though these arms are ill-suited to attacking.
- Psionics (Psi) - SWARM troopers possess a pool of 30 psionic power points, which they may use to manifest the following psionic powers. A SWARM trooper has a manifester level of 5.
Special Defenses:
- Fortitude of Undeath (ASu) – SWARM troopers have many benefits of being undead despite their unusual construction. They are immune to nonlethal damage, ability and energy drain, fatigue and exhaustion, and fear. They also gain a +4 bonus to saves against mind-affecting effects, bleed damage, death effects, disease, paralysis, poison, and sleep. SWARM troopers also do not need to breathe, and are not subject to suffocation or inhaled poisons.
- Share Pain (PSu) – SWARM troopers are innately linked, and one may divert up to half of any damage she receives to another SWARM trooper within 15 feet of her.
Attacks: Power Attack/Deadly Aim (-2 attack, +4 damage, +1.5x if two-handed melee); +1 attack/damage if within 30ft of target
- Hornet (Single) +13/+8 ranged 150ft (2d4+1 ballistic 19-20/x2)
- Hornet (Burst) +11/+11/+11 ranged 150ft (2d4+1 ballistic 19-20/x2)
- Hornet (Full-Auto) 50ft line or 30ft cone (8d4+4 ballistic DC16 reflex half; 3 round cooldown on Hornet afterward)
- Stinger (Active) +10/+5 melee (4d6+2 !fire 19-20/x2)
- Stinger (Weakened) +10/+5 melee (2d6+2 fire 19-20/x2)
- Shock Dagger +10/+5 melee (1d4+2 slashing +1d8+1 electricity plus daze DC11 18-20/x2)
Equipment
SWARM troopers come equipped with the following: A Hornet rifle with 2 gas grenades and 2 arson grenades, 4 Stingers, 2 Shock Daggers each with 3 charges, 3 Daylight flares, and 1 "Danger" flare.
"Hornet" - 2-handed Firearm
Medium 2d4+1 ballistic 19-20/x2; 150ft RI; Auto, Burst 3
Though it's damage is low, a hornet rifle does have effectively unlimited ammunition. It has three settings, single fire, 3 round burst, and full-auto. The standard SWARM trooper version comes equipped with a grenade launcher, which has a range increment of 50 feet, and can be set to automatically detonate launched grenades at any distance within the first two range increments.
"Stinger" - Light Martial Weapon
Until activated, a Stinger functions as a short sword with the fragile quality that deals damage as if it were one size smaller (medium 1d4 slashing 19-20/x2). With a flick of the wrist and squeeze of the trigger (as drawing a weapon), the blade ignites, changing the weapon's damage to 4d6 fire damage, which ignores half of its target's fire resistance or immunity (if any), and all hardness.
After 3 rounds, the blade has lost most of its mass, and instead deals only 2d6 fire damage, does not ignore fire resistance or immunity, nor hardness.
After 5 rounds, the blade has burnt out completely and is rendered useless.
Shock Dagger - Light Martial Weapon
(Medium 1d4 slashing 18-20/x2; fragile)
Made from a copper alloy close enough in properties to steel for its purpose, a shock dagger holds a interesting surprise. Within the hilt is a battery capable of dealing an impressive shock; this battery holds 3 charges, which may be spent on a successful attack with the shock dagger. Spending a charge causes the attack to deal +1d8+1 electricity damage, and the target must succeed on a DC11 fortitude save or be dazed for 1 round. A target wearing significant amounts of metal armor is only subject to the electricity damage (and fortitude save) on a critical hit.
Gas Grenade: End of round, 2d4 poison each round for 5 rounds in 20ft spread (increases by 5ft each round), suffocation while in range.
Arson Grenade: End of round, 5d6 fire in 20ft burst, ignites flammables.
Daylight Flare: When set, sheds blinding light within 10 feet, bright light 50 feet after that, and dim light 50 feet after that. Lasts for 10 minutes.
Danger Flare: When set, sheds a bright red light for 30 feet, which is visible with darkvision for up to 500 feet.