By | May 7, 2021

Mustelaan Agent (CR 1) - Starfinder Roleplaying Game

For more information on Mustelaans, see my book at DriveThruRPG

Mustelaan Agent CR 1
XP 400
Operative (espionage specialist)
N Tiny humanoid (mustelaan)
Init +4; Senses low-light vision; Perception +6
Defense HP 17
EAC 11; KAC 12
Fort +1; Ref +4; Will +4
Speed 15 ft. (40 ft. in tunnels)
Melee light sap +4 vs KAC (1d4+3 B nonlethal, analog)
Ranged pulsecaster pistol vs EAC +6 (1d4+1 E nonlethal;)
or yellow jacket wraith-sting rifle +6 vs KAC (amblaree[COM] Fort DC 13, injection +2; unwieldy, sniper [250 ft.], subtle)
Space 2½ ft.; Reach 0 ft.
Offensive Abilities swarmer, trick attack +1d4
Str +2; Dex +4; Con +0; Int +0; Wis +0; Cha +1
Skills Acrobatics +6, Bluff +11, Diplomacy +11, Disguise +6, Stealth +11
Languages common, mustelaan
Other Abilities specialization (spy)
Gear flight suit stationwear, light sap[AR], pulsecaster pistol with 1 battery (20 charges), yellow jacket wraith-sting rifle with 1 darts[AR], amblaree[COM]s (3)
Special Abilities
Swarmer (Ex) - Swarmer mustelaans use their tiny size to slip past defenses and strike at weak points. Mustelaans with this trait gain the benefits of flanking an opponent provided at least one other ally is threatening that foe, regardless of position. Allies threatening the same enemy also gain the benefits of flanking.


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