Ilyia Aelstadt
Immortal Human Female 3rd-Level Expert/9th-Level Fighter
| Statistic | Value |
|---|---|
| Size/Type | Medium Humanoid (Augmented Human) |
| Hit Dice | 9d10+9/3d6+3 (63 hp) |
| Initiative | +6 |
| Speed | 30 ft. (6 squares) |
| Armor Class | 14 (+2 Dex, +2 masterwork leather armor), touch 12, flat-footed 12 |
| Base Attack/Grapple | +11/+13 |
| Attack | Laser pistol +13 ranged (3d6) or masterwork dagger +14 melee (1d4+2/19–20) or unarmed +13 melee (1d3+2 non-lethal plus stun) |
| Full Attack | Laser pistol +13/+8/+3 ranged (3d6) or masterwork dagger +13/+8/+3 melee (1d4+2/19–20) or unarmed +13/+8/+3 melee (1d3+2 non-lethal plus stun) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | ― |
| Special Qualities | Immortality, limited regeneration, sterile |
| Saves | Fort +8, Ref +6, Will +7 |
| Abilities | Str 15, Dex 14, Con 12, Int 10, Wis 13, Cha 12 |
| Skills | Appraise +3, Climb +5, Disable Device +3, Intimidate +10, Jump +5, Move Silently +6, Open Lock +5, Profession (guide) +3, Listen +6, Speak Language +7, Spot +6, Survival +5, Swim +5 |
| Feats | Alertness, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Point Blank Shot, Rapid Shot, Shot on the Run, Stunning Fist |
| Environment | Temperate plains |
| Organization | Solitary |
| Challenge Rating | 12 |
| Treasure | Standard |
| Alignment | Lawful neutral |
| Level Adjustment | +2 |
Description
Ilyia has lived almost two centuries, often dwelling alone or with temporary friends or partners. She is a distinguished mercenary who has served in many small brush wars. Ilyia has been well-paid for her lethal skills and her willingness to undertake high risk missions. As a result she has prospered and possesses a sizable portfolio of investments. During times of peace she enjoys working as a guide in the dangerous hinterland regions of the less developed nations where she once fought.
Combat
Ilyia has a grand masters rating with several types of modern ranged weapons, and is familiar with a wide range of other weaponry, including many antique hand guns. When an enemy closes, Ilyia resorts to her expertise in unarmed combat, or pulls a well-honed dagger from her boot. She wears dark olive leather armor and has a spiked armored collar around her neck to keep her head from being severed.
Immortality (Ex): Ilyia is immune to death effects and is not at risk of death from massive damage. She is automatically stabilized at negative hit points. She has no need to breathe and can not drown. Ilyia is never slain when an ability score is reduced to 0. However she is still debilitated as long as the ability score remains 0.
Limited Regeneration (Ex): Damage dealt to Ilyia is treated as non-lethal damage. Non-lethal damage is recovered normally. Lost portions of Ilyia's body are not regrown, and she is immediately slain if her neck is severed.
Sterile (Ex): Ilyia is sterile and can not reproduce normally. But she can be duplicated through cloning.
Creating an Immortal
"Immortal" is an inherited template that can be added to any animal, dragon, giant, humanoid, or monstrous humanoid that has a Constitution score.
An immortal uses all the base creature's statistics and special abilities except as noted here. An immortal creature that has already lived for at least one normal lifetime is always improved by advancement.
Size and Type: The creature's type changes to aberration. Do not recalculate the creature's Hit Dice, base attack bonus, or skill points. Size is unchanged.
Special Qualities: An immortal has all the special qualities of the base creature and gains those described below.
Immortality (Ex): The creature is immune to death effects and is not at risk of death from massive damage. It is automatically stabilized at negative hit points. It has no need to breathe and can not drown. The creature is never slain when an ability score is reduced to 0. However the creature is still debilitated as long as the ability score remains 0.
Limited Regeneration (Ex): Damage dealt to the creature is treated as non-lethal damage. Non-lethal damage is recovered normally. Lost portions of the body are not regrown, and the creature is immediately slain if the neck is severed.
Sterile (Ex): The mutations that produce an immortal creature render it sterile. It can not reproduce normally, but can be duplicated through cloning.
Abilities: Increase from the base creature as follows: Con +4 (minimum 10).
Challenge Rating: Same as the base creature +1 (minimum 2).
Also in this section of the source
LGM
Author: Robert J. Hall.
| Statistic | Value |
|---|---|
| Size/Type | Small Humanoid (LGM) |
| Hit Dice | 10d8+24 (69 hp) |
| Initiative | +4 |
| Speed | 20 ft. (4 squares) |
| Armor Class | 16 (+1 size, +4 inertial armor), touch 11, flat-footed 15 |
| Base Attack/Grapple | +7/+0 |
| Attack | Laser pistol +9/+4 ranged (3d4) |
| Full Attack | Laser pistol +9/+4 ranged (3d4) |
| Space/Reach | 5 ft./5 ft. |
| Special Attacks | Psionics |
| Special Qualities | LGM traits, inertial armor, spell resistance 25, telepathy 100 ft., light absorbtion, improved low-light vision |
| Saves | Fort +2 (+10 against poison and disease), Ref +3, Will +12 |
| Abilities | Str 4, Dex 10, Con 9, Int 25, Wis 16, Cha 17 |
| Skills | Concentration +9, Craft (any one) +17, Decipher Script +13, Hide +8, Knowledge (any two) +18, Knowledge (any three) +13, Listen +12, Move Silently +13, Psicraft +15, Search +17, Spot +12 |
| Feats | Endurance, Improved Initiative, Iron Will, Stealthy |
| Environment | Any |
| Organization | Solitary, trio, or pod (5–20) |
| Challenge Rating | 8 |
| Treasure | Double standard |
| Alignment | Usually neutral |
| Advancement | By character class |
| Level Adjustment | +7 |
This physically-stunted humanoid creature has an oversized head, large, almond-shaped eyes, somewhat delicate limbs, and a green flesh. The slender hands are unusually long, with only three lengthy fingers and an opposable thumb.
Physically limited but mentally superior, these “Little Green Men” (as named by skeptical humans) are diminutive humanoid beings with green-hued flesh and a disproportionately large head. Although the body of the LGM is small, it is extremely efficient both in terms of resource and energy use. The green flesh absorbs significant amounts of solar energy, and is an active barrier to all parasitic life forms. It can quickly heal most wounds, and is resistant to toxic atmospheres.
The large head of the LGM causes no imbalance, in spite of its size and mass. Its eyes are large, dark features with no iris or pupil, consisting of a tightly-packed bundles of sensory fibers. No amount of intense light will render an LGM blind, and it can see readily at light levels that a human perceives as near total darkness. A LGM has no hair on its body, relying on the resiliency of its evolved flesh for protection from the elements.
Combat
LGM have no particular affinity for physical combat, and instead rely on superior technology or their mental powers for defense. They are proficient with line of sight weapons such as the laser, which they sometimes employ for deterring brutish life forms with limited mental capacity.
Telepathy (Sp): LGM are completely mute and can only communicate telepathically or through gestures or writing. Their native telepathic language requires a minimum intelligence of 15 to understand, but they can readily learn more primitive tongues.
Psionics (Sp): At will―calm emotions, deep slumber, dominate person, hold monster, remove fear, sending, suggestion, telekinesis. Caster level 10th. Save DC 10 + LGM's charisma modifier + spell level.
Light Absorption (Ex): LGM heal 4 points of damage every hour while in direct sunlight or bright lighting. In twilight conditions the healing is only 1 point of damage per hour. They are immune to the blinding effects of bright light.
Inertial Armor (Sp): A LGM can use psychic force to block an enemy's blows. This ability gives them a +4 armor bonus to AC as long as they remain conscious. This is equivalent of a 1st-level spell.
Spell Resistance (Ex): A LGM has spell resistance equal to its class levels + 15.
Improved Low-Light Vision (Ex): A LGM can see three times as far as a human can in dim light.
LGM as Characters
LGM characters possess the following racial traits.
- -4 Strength (minimum 3), Intelligence +12, Wisdom +2, Charisma +6
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
- Racial Hit Dice: A LGM begins with ten levels of humanoid, which provide 10d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +3, Ref +3, Will +7.
- Racial Skills: A LGM's humanoid levels give it skill points equal to 13 x (2 + Int modifier, minimum 1). Its class skills are Concentration,Decipher Script, Craft, Knowledge, Listen, Psicraft, Search, and Spot.
- Racial Feats: A LGM's humanoid levels give it four feats.
- +2 racial bonus on saving throws against paralysis, sleep, and mind-influencing effects.
- +8 racial bonus on saving throws against disease and poison.
- +4 racial bonus to Concentration and Spot skill checks.
- Special Attacks (see above): Psionics.
- Special Qualities (see above): Telepathy 100 ft., inertial armor, improved low-light vision, light absorbtion, spell resistance equal to class levels + 15.
- Favored Class: Psion.
- Level adjustment: +7.
LGM Society
One of the most ancient and widespread species of intelligent life in the galaxy, these diminutive humanoids possess powers well out of proportion to their minimal physique. For millions of years they have explored alien worlds, adopting useful biological improvements into their own physiology. As a result their minds and bodies have reached what they consider a pinnacle of efficiency.
This species communicate entirely using the powers of their superior mind, using an elegant and sophisticated language protocol that is based on telepathy and multi-dimensional geometric forms. The LGM no longer possess the power of speech, although they can still hear quite effectively. They have no spoken name by which they label themselves, but do represent themselves with a simple geometric patterns.
LGM have carefully bred any extreme emotional states out of their form, and they are always calm, rational beings. They have retained a degree of curiosity and something that might be described as social bonding, but otherwise are all but free of any emotions except those required for self-preservation. Their lack of emotions has caused the breed to stagnate, so they have failed to evolve beyond their current physical form for untold eons.
They consider humans to be barely sentient, with a strong primordial streak retained from their animal ancestors. Occasionally an LGM scientist will take an interest in lowly human subjects for their enhancement potential, typically by capturing a specimen and performing various examinations. These procedures have yet to discover much of additional value beyond what is already known.
When making contact with a potentially dangerous species or individual, the LGM will often dispatch organic messengers that bear a superficial resemblance to themselves. These "only" have an intelligence of 16 and lack the spell-like and light-absorbing abilities of the LGM. They are considered expendable constructs that are the LGM's equivalent of a carefully-written letter. The construct will typically have a life span of only a few days or weeks.