Modern Dispatch 81

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Men in Black (Low Level Agents)

Fast Hero 2 / Smart Hero 3: HD 2d8+3d6+5 (CR5)
Initiative +3 BAB +2 STR 10 (+0)
Defense (17 vs melee)16; touch 13; flat footed 13 Melee +2 DEX 16 (+3)
Hit Points 22 Ranged +5 CON 12 (+1)
Save Fort +2 Grapple +2 INT 14 (+2)
Save Ref +5 Dmg Threshold 12 WIS 12 (+1)
Save Will +2 Action Points - CHA 9 (-1)

Attacks unarmed attack: Atk +3 (BAB, +1 Combat Martial Arts); Dmg 1d4
9mm: Atk +5; Dmg 2d6; Crit 20
Combat knife: Atk +2; Dmg 1d4; Crit 19–20
Speed 30 ft
Skills Computer Use +4; Decipher Script +4; Demolitions +5; Drive +7; Escape Artist +5; Hide +9;
Investigate +4; Knowledge (arcane lore) +9; Knowledge (current events) +4; Knowledge (culture) +4; Knowledge (streetwise) +6; Move Silently +7; Pilot +4; Research +5; Ride +5; Search +10; Sleight of Hand +6; Tumble +7; Languages English[native] (speak, read/ write); Chinese[Mandarin](speak, read/write);French (speak, read/ write); German (speak, read/write); Russian(speak, read/write)
Feats/Talents Combat Expertise (reduce attack bonus up to -5, increase defense bonus up to +5); Combat Martial Arts (+1 BAB); Defensive Martial Arts (+1 Dodge bonus vs melee attacks); Educated (+2 Knowledge [Arcane Lore, Streetwise]); Evasion (Hero suffers no damage if successful Reflex save instead of half-damage); Linguist (Intelligence check to understand new language, or +2 to Decipher Script if written); Personal Firearms Proficiency; Savant (Search +3); Simple Weapons Proficiency
Wealth +0
Reputation & Allegiances +1; Unknown (Whoever is in charge of the Men in Black!)
FX Items Black Shades (Bestows darkvision upon the wearers).
Possessions .9mm, encrypted PDA, advanced communication equipment

Profile

Men in black are mysterious agents working toward uncertain ends. It is uncertain who they work for, how and where they are trained, or who is paying their bills. What is known is unreliable, as the conspiracy community continually grows the legend. Some believe this is an ancient arcane order that is either protecting humanity from alien/demonic/paranormal influences, or is working for such alien/demonic/ paranormal influences.

Character Speak

  • “I’d like to speak with you a moment.”
  • “There is no need to be upset. Help me, and you will be rewarded.”
  • “Sometimes things happen we don’t expect. Sometimes bad things happen to good people. Now,…why don’t you tell me where it is?”

Goblin-Friend

The “goblin” in this adventure is not a creature in the classic fantasy sense. It was created by combining various DNA sequences of several creatures in top secret, military-controlled labs and grown to maturity. It is a Semi-Human, spawned from the same project that created the creature found in (Modern Dispatch 41). The “goblin” is highly intelligent and has some basic language skills, yet is very alien to human understanding.

Small Aberration (CR 3); HD1/2 4d8
Initiative +3 BAB +3 STR 8 (-1)
Defense 15; touch 12; flat footed 12 Melee +2 DEX 17 (+3)
Hit Points 8 Ranged +6 CON 11 (0)
Save Fort +0 Grapple -2 INT 15 (+2)
Save Ref +7 Dmg Threshold 11 WIS 10 (0)
Save Will +1 Action Points - CHA 6 (–2)

Attacks Claws: Atk +7; Dmg 1d4-1/1d4-1; Crit 20
Bite: Atk +2 or 0 (if using multi attack); Dmg d6-1; Crit 20
Attack Options Multiattack gives -2 to Bite.
Speed 20 ft
Skills Balance +4; Climb +1; Hide +33 [4 ranks, +3 Dex, +2 Stealthy, +4 natural, +20 Chameleon Skin]; Move Silently +7; Spot +1 Languages English (speak only)
Feats/Talents Multiattack; Natural Weapons (2 Claws and Bite); Simple Weapon Proficiency; Stealthy (+2 Hide, +2 Move Silently); Weapon Finesse (+3 Dex modifier to Claw attack instead of using Strength)
Special Qualities Darkvision; Chameleon Skin
Reputation & Allegiances 0; None
FX Items None
Possessions None

  • Darkvision (Ex) The goblin has darkvision with a range of 60 feet.
  • Chameleon Skin (Ex) The special skin of the goblin allows him to blend perfectly into his surrounding almost as if invisible. When he chooses to be invisible, he gains a +20 to Hide checks if immobile, +10 if moving, and bestows a 30% miss chance when attacked.

Description

The goblin-friend is a small humanoid, with greenish-gray skin, much like a toad’s. Its face is angular with large dark eyes, and the creature is slender with long arms and legs. Interestingly, its hands and feet are webbed and its fingers and toes end with sharp claw-like appendages.

The goblin’s skin has a chameleonlike quality allowing it to blend very well with its surroundings, and he has been created with stealth and cunning. This secret experiment combines DNA from human and non-human sources. It is unknown at this time how many such creatures have been manufactured, or by whom.

Altered Hound

Altered Hound (CR 2); HD 2d8+4
Initiative +2 BAB +1 STR 15 (+2)
Defense 13; touch 12; flat footed 11 Melee +3 DEX 15 (+2)
Hit Points 13 Ranged - CON 15 (+2)
Save Fort +5 Grapple +3 INT 2 (-4)
Save Ref +5 Dmg Threshold 15 WIS 12 (+1)
Save Will +1 Action Points - CHA 6 (–2)

Attacks unarmed attack: Atk +4; Dmg 1d6+2; Bite
Attack Options Trip as a free action on a successful bite attack.
Speed 40 ft
Skills Jump +4; Listen +2; Survival +4; Swim +5; Languages None
Feats/Talents Weapon Focus (Bite)
Special Qualities Darkvision (Ex), Rend (Ex), Trip (Ex), Track by Scent (Ex)
FX Items None

  • Darkvision (Ex) Altered hounds have developed darkvision with a range of 60 feet.
  • Rend (Ex) On a critical hit, the hound’s jagged teeth lock onto its prey, causing an additional 1d6 damage per round plus the normal critical hit damage (for the round the critical hit occurred). Thus, on a critical hit the hound does 2d6+6 (critical hit damage), +1d6 for rending, and an additional 1d6 points per round. The altered hound only lets go if it suffers incapacitating damage or its prey is incapacitated.
  • Trip (Ex) When an altered hound hits with a bite attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hound.
  • Track by Scent (Ex) An altered hound may use its advanced sense of smell to track creatures. When using the Survival skill for tracking purposes or Spot opposed against the Hide skill, this negates vision-related modifiers such as camouflage, cover, and darkness.

Description

The altered hound is larger than a normal hound and has an extended jaw with sharply jagged teeth. The nose, genetically altered, provides an advanced sense of smell enabling superior tracking abilities. The eyes are large and black, seemingly alien, and the creature’s most disturbing aspect. Altered hounds are solidly built, with large chests and powerful muscles.


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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
System Reference Document Copyright 2000-2004, Wizards of the Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Modern Dispatch #81, 2006, 12 to Midnight, Inc.; Author: Ed Wetterman.

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