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Ghouls Feral Ghoul (CR 1/10) Medium Mutant Human; 3d8+1; HP 15; MAS 13; Init +2; Spd 40 ft.; Def 14, touch 12, flat-footed 10 (Dex +2); PDR 0; BaB +2; Grap +0; Atk +3/2 melee (Claw 1d6+5 RAD); FS 5 sq. ft.; Reach 5 ft.; SQ Immune to Radiation, Darkvision, Mindless, Radioactive Strike, Rake; SV Fort 5 Ref 1 Will 3; Str 11 Dex 14 Con 13 Int 0 Wis 14 Cha 3 Skills: Climb +2, Move Silently +2 Feats: Weapon Focus – Claws, Two-Weapon Fighting, Improved Two- Weapon Fighting Species Traits & Talents Immune to Radiation: Feral Ghouls are immune to the harmful effects of radiation. Darkvision (Ex): Feral Ghouls have 60 ft. darkvision. Mindless: Ghouls’ brains have been fried by radiation leaving them snarling monsters. Radioactive Strike: Ghouls are so irradiated that their strikes deal +5 RAD damage. Remain Conscious: Feral Ghouls have little in regards to self- preservation left, and will continue to fight until they are dead. Improved Grab: Feral Ghouls that make a claw attack can attempt to grapple their victim as a free action. Rake: Feral Ghouls can follow up a grapple (see improved grapple above) with a bite attack to the victim in their clutches. Inventory: 1d4-3 Materials (low quality), (1d4-1) x10 Caps XP: (.1 +/- 0-5) x15

Fallout - Danger of the Wasteland

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A fallout conversion of some of the Exodus: A Post-Apocalyptic Roleplaying Game monsters. Combat statistics highlighted in red.

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Page 1: Fallout - Danger of the Wasteland

GhoulsFeral Ghoul (CR 1/10)Medium Mutant Human; 3d8+1; HP 15; MAS 13; Init +2; Spd 40 ft.; Def 14, touch 12, flat-footed 10 (Dex +2); PDR 0; BaB +2; Grap +0; Atk +3/2 melee (Claw 1d6+5 RAD); FS 5 sq. ft.; Reach 5 ft.; SQ Immune to Radiation, Darkvision, Mindless, Radioactive Strike, Rake; SV Fort 5 Ref 1 Will 3; Str 11 Dex 14 Con 13 Int 0 Wis 14 Cha 3Skills: Climb +2, Move Silently +2Feats: Weapon Focus – Claws, Two-Weapon Fighting, Improved Two-Weapon Fighting

Species Traits & TalentsImmune to Radiation: Feral Ghouls are immune to the harmful effects of radiation.Darkvision (Ex): Feral Ghouls have 60 ft. darkvision.Mindless: Ghouls’ brains have been fried by radiation leaving them snarling monsters.Radioactive Strike: Ghouls are so irradiated that their strikes deal +5 RAD damage.Remain Conscious: Feral Ghouls have little in regards to self-preservation left, and will continue to fight until they are dead.Improved Grab: Feral Ghouls that make a claw attack can attempt to grapple their victim as a free action.Rake: Feral Ghouls can follow up a grapple (see improved grapple above) with a bite attack to the victim in their clutches.

Inventory: 1d4-3 Materials (low quality), (1d4-1) x10 CapsXP: (.1 +/- 0-5) x15

Page 2: Fallout - Danger of the Wasteland

Feral Ghoul Reavers (CR 4)Medium Mutant Human; 12d8+3+1; HP 64; MAS 13; Init +2; Spd 40 ft.; Def 15, touch 12, flat-footed 13 (Dex +2, Armor +3); PDR 2 (Armor +2); BaB +8/+2; Grap +0; Atk +9 melee (Claw 1d6+5 RAD); Full Atk +8/2 melee (Bite 1d8+5 RAD) or +9 melee (Claw 1d6+5 RAD); FS 5 sq. ft.; Reach 5 ft.; SQ Immune to Radiation, Darkvision, Mindless, Radioactive Strike, Rake, Armored; SV Fort 10 Ref 4 Will 6; Str 11 Dex 14 Con 13 Int 0 Wis 14 Cha 3Skills: Climb +7, Move Silently +6Feats: Weapon Focus – Claws, Two-Weapon Fighting, Improved Two-Weapon Fighting, Multiattack

Species Traits & TalentsImmune to Radiation: Feral Ghouls are immune to the harmful effects of radiation.Darkvision (Ex): Feral Ghouls have 60 ft. darkvision.Mindless: Ghouls’ brains have been fried by radiation leaving them snarling monsters.Radioactive Strike: Ghouls are so irradiated that their strikes deal +5 RAD damage.Improved Grab: Feral Ghouls that make a claw attack can attempt to grapple their victim as a free action.Rake: Feral Ghouls can follow up a grapple (see improved grapple above) with a bite attack to the victim in their clutches. Armored: Feral Ghoul Reavers wear what remains of tattered combat armor, giving them +3 to their Defense and +2 to their PDR.Remain Conscious: Feral Ghouls have little in regards to self-preservation left, and will continue to fight until they are dead.

Inventory: 1d6-1 Materials (low quality), 1d4 ammo, (1d10) x10 CapsXP: (4 +/- 0-5) x64

Dressed in the tattered remains of post war metal armor, Feral Ghoul Reavers are better equipped than the average Feral; possibly indicating recent ghoulification. Larger packs of Ghouls often have at least one Reaver in them. Because of their better defenses they are usually the ones to reach their prey while their weaker brethren get cut down.

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Glowing One (CR 10)Medium Mutant Human; HD 44d8+21+1; HP 201; MAS 13; Init +2; Spd 40 ft.; Def 12, touch 12, flat-footed 10 (Dex +2); PDR 5 (Natural Armor +5); BAB +13/+13/+8/+3; Grap +0; Atk +14 melee (Claws 1d6+10 RAD); Full Atk +14 melee (Claws 1d6+10 RAD), +8/+3 melee (Bite 1d8+10 RAD); FS 5 sq. ft.; Reach 5 ft.; SQ Immune to Radiation, Darkvision, Natural Armor, Glowing, Mindless; SV Fort 14 Ref 6 Will 8; Str 11 Dex 14 Con 13 Int 0 Wis 14 Cha 3Skills: Climb +45, Move Silently +44Feats: Weapon Focus – Claws, Two-Weapon Fighting, Improved Two-Weapon Fighting, Multiattack, Toughness (x7)

Species Traits & TalentsImmune to Radiation: Feral Ghouls are immune to the harmful effects of radiation.Darkvision (Ex): Feral Ghouls have 60 ft. darkvision.Damage Reduction: Glowing Ones have developed thicker skin due to constant blistering; giving them 5 Damage Resistance.Glowing: Glowing Ones emit a radioactive light that provides illumination within a 20-foot radius. Anyone within this area is also subject to Low levels of Radiation.Mindless: Ghouls’ brains have been fried by radiation leaving them snarling monsters.Improved Grab: Feral Ghouls that make a claw attack can attempt to grapple their victim as a free action.Rake: Feral Ghouls can follow up a grapple (see improved grapple above) with a bite attack to the victim in their clutches. Remain Conscious: Feral Ghouls have little in regards to self-preservation left, and will continue to fight until they are dead

Inventory: 1d4-1 Materials (low quality), 1d4-1 ammo, (1d6-1) x10 CapsXP: (10 +/- 0-5) x201

Glowing ones, or luminous necrotic post-humans, are ghouls who absorbed so much radiation that they glow in the dark, being living conduits of radiation. In daylight they simply appear to be incredibly pale feral ghouls, but in darkness they glow with a vivid yellow-green hue, their opaque skeletons clearly visible as in an X-ray. Approaching a fallen glowing on can cause minor exposure to radiation, so they can still be dangerous to normal humans even after their death. They are often considered outsiders even by other (non-feral) ghouls, they are the also the rarest of Feral Ghouls.

Page 4: Fallout - Danger of the Wasteland

Super MutantsSuper Mutant (CR 5)Aggressive 3; Large Mutant Human; HD 6d12+24+11; HP 77; MAS 20; Init +1; Spd 25 ft.; Def 12, touch 12, flat-footed 9 (Dex +1, Def +2, Size -1); PDR 5 (Thick Skin +3); BaB +7/+2; Grap +13; Atk +8 range (Hunting Rifle 2d8) or +16 melee (Nail Board 1d4+1+9); Full Atk +11 Unarmed melee (1d6+1+4) or +11 melee (Rifle Butt 1d6+4); FS 10 sq. ft.; Reach 10 ft.; SQ Archaic weapons Prof., Immune to Radiation, Big and Dumb, Physically Fit, Equipment (x5), Damage Reduction (x3); SV For 8 Ref 3 Will 3; Str 29 Dex 13 Con 20 Int 8 Wis 10 Cha 8Feats: Toughness x2, Weapon Focus – Nail Board, Braw, Power AttackLanguages: English

Skills: Intimidation +8, Spot +5, Listen +5Species Traits & TalentsArchaic Weapon Proficiency: Super Mutants are proficient with Archaic Weapons.Immune to Radiation: Super Mutants are immune to the harmful effects of Radiation.Big and Dumb: Most Super Mutants are dim-witted and clumsy and suffer a -1 penalty to Dexterity, Intelligence, and Charisma. They also suffer from slow reaction, and receive a -5 penalty to speed. They, however, have increased Strength; gaining a +3 bonus to Strength.Physically Fit: Super Mutants the perfect physical specimens to survive the wastes; giving them a +1 bonus to Strength and Constitution. The same experiment that gave them their increased abilities also made most of them incredibly stupid, giving them a -1 penalty to Intelligence and Wisdom.Damage Reduction: Super Mutants have naturally hardy skin, giving them a +3 bonus to PDR.Melee Smash: Super Mutants have a +1 bonus on melee damage.Remain Conscious: Super Mutants have the ability to continue to perform actions when he would otherwise be considered unconscious and dying.

Inventory: Hunting Rifle (10 B .223 x5, Molotov Cocktail x2 (Atk +16 (2d6); Type E; RNG 10; Any creature or flammable object that takes a direct hit from the cocktail catches on fire, and takes 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action. Anyone adjacent to the targeted area suffers splash damage of 1 point of energy (fire) damage.), Nail Board, 1d4 Material (low quality)XP: (5 +/- 0-5) x77

Page 5: Fallout - Danger of the Wasteland

Super Mutant Master (CR 10)Aggressive 6; Large Mutant Human; HD 10d12+53+11; HP 124; MAS 20; Init +1; Spd 25 ft.; Def 17, touch 12, flat-footed 13 (Dex +1, Def +3, Armor +4); PDR 6 (Thick Skin +4, Super Mutant Armor +2); BaB +9/+4; Grap +13; Atk +10 ranged (Minigun 3d8) or +18 melee (Nail Board 1d8+9); Full Atk +13 melee (Unarmed 1d6+4) or ; FS 10 sq. ft.; Reach 10 ft.; SQ Archaic Weapon Prof., Immune to Radiation, Big and Dumb, Physically Fit, Equipment, Damage Reduction; SV Fort 9 Ref 3 Will 3; Str 29 Dex 13 Con 20 Int 8 Wis 10 Cha 8Feats: Toughness (x2), Weapon Focus – Nail Board, Brawl, Power Attack, Heave Ho!, Personal Firearms Prof., Advanced Firearms Prof., Exotic Firearms Prof.Languages: EnglishSkills: Intimidate +9, Spot +10, Listen +10Species Qualities & Talents:Archaic Weapon Proficiency: Super Mutants are proficient with Archaic Weapons.Immune to Radiation: Super Mutants are immune to the harmful effects of Radiation.Big and Dumb: Most Super Mutants are dim-witted and clumsy and suffer a -1 penalty to Dexterity, Intelligence, and Charisma. They also suffer from slow reaction, and receive a -5 penalty to speed. They, however, have increased Strength; gaining a +3 bonus to Strength.Physically Fit: Super Mutants the perfect physical specimens to survive the wastes; giving them a +1 bonus to Strength and Constitution. The same experiment that gave them their increased abilities also made most of them incredibly stupid, giving them a -1 penalty to Intelligence and Wisdom.Equipment: Super Mutants are a militant race, often equipping themselves with weapons and armor taken or scavenged from the wasteland.Damage Reduction: Super Mutants have naturally hardy skin, giving them a +3 bonus to PDR.Melee Smash: Super Mutants have a +1 bonus on melee damage.Remain Conscious: Super Mutants have the ability to continue to perform actions when they would otherwise be considered unconscious and dying.Thick Skin: Super Mutants have naturally hardy skin, giving them a +1 bonus to PDR.

Inventory: Minigun (150 D 4.7mm x3), Sledgehammer, Super Mutant Armor, 1d6 Material (low quality)XP: (9 +/- 0-5) x106

Some of the oldest Super Mutants, Masters are often act like squad leaders to their fellow Mutants. Wading into battle with Superior Armor and weapons. It is common to see them with standing above an army of mutants with a minigun, laying waste to all who oppose them.

Page 6: Fallout - Danger of the Wasteland

Super Mutant Behemoth (CR 21)Aggressive 10; Huge Mutant Human; HD 40d8+80+27; HP 307; MAS 23; Init +0; Spd 35 ft.; Def 18, touch 13, flat-footed 13 (Dex +0, Def +5, Armor +5 Size -2); PDR 5 (Iron Skin +2, Natural Armor +3); BaB +33/+28/+23/+18; Grap +21; Atk +46 melee (1d8+2+13); Full Atk +41 (Unarmed 1d8+6), +36 melee (Unarmed 1d8+6), +31 melee (Unarmed 1d8+6); FS 15 sq. ft.; Reach 15 ft.; SQ Simple Weapons Prof., Immune to Radiation, Big & Dumb, Large Body, Damage Reduction; SV Fort 26 Ref 9 Will 9; Str 36 Dex 9 Con 23 Int 3 Wis 11 Cha 3Feats: Athletic (x6), Brawl, Blind-Flight, Cleave, Great Cleave, Great Fortitude, Improved Overrun, Improved Bull Rush, Power Attack, Toughness (x6)Language: EnglishSkills: 122 Skill points Climb +38, Swim +36, Intimidate +36, Spot +36Species Qualities & Talents:Big and Dumb: Most Super Mutants are dim-witted and clumsy and suffer a -1 penalty to Dexterity, Intelligence, and Charisma. They also suffer from slow reaction, and receive a -5 penalty to speed. They, however, have increased Strength; gaining a +3 bonus to Strength.Large Body: The Behemoth is much larger than the average person, standing at 17 ft. tall. This gives it an increased Strength.Equipment: The Behemoth wears armor made from destroyed cars and other large chunks of debris, giving it a +5 bonus to defense.Damage Reduction: Super Mutants have naturally hardy skin, giving them a +3 bonus to PDR.Iron Skin: The long life of the Behemoth has made his skin even more hardy than the average Super Mutant, giving it a bonus PDR of +2.Acid & Fire Resistance: The naturally thick skin of the Behemoth provides it with resistance to acid and fire based attacks.Improved Melee Smash: The Behemoth’s great size has given it a +2 bonus on melee damage.Remain Conscious: The Behemoth is so stubborn that it has the ability to continue to perform actions when it would otherwise be considered unconscious and dying.

Inventory: Fire Hydrant Bat, Debris Armor, 1d10 Materials (low quality), 3d10 ammoXP: (21 +/- 0-5) x307

Behemoths are the most powerful Super Mutants by far. However they, even when compared to other Super Mutants, are incredibly stupid. Despite this they are an enormous threat as they throw boulders and use a massive fire hydrant as a bat to attack anything that comes close.

Page 7: Fallout - Danger of the Wasteland

RaidersRaider (CR 1)Aggressive 2; HD 4d8+18+1; HP 39; MAS 13; Init +1; Spd 30 ft.; Def 15, touch 14, flat-footed 11 (Def +2, Dex +2, Armor +1); PDR 1 (Armor +1); BaB +5; Grap +1; Atk +8 ranged (Pipe Pistol 2d6) or +6 melee (Combat Knife 1d4+1) or +6 melee (Pistol Whip 1d4+1); FS 5 sq. ft.; Reach 5 ft.; SV Fort 4 Ref 4 Will 1; Str 14 Dex 17 Con 13 Int 11 Wis 12 Cha 12Background: SurvivalistOccupation: RaiderFeats: Track, Personal Firearms Prof., Weapon Focus – Pipe PistolLanguages: EnglishSkills: Hide +4, Spot +4, Climb +3Traits: Physically Fit Talents: GunslingerInventory: Pipe Pistol (15 B .38 x3), Combat Knife, Leather Armor, 1d2-1 Food, 1d2-1 Material (low quality)

Raider Scavenger (CR 5)Aggressive 5 HD 8d8+45+1; HP 86; MAS 13; Init +1; Spd 30 ft.; Def 18, touch 15, flat-footed 13 (Def +3, Dex +2, Armor +3); PDR 1 (Armor +1); BaB +11/+6/+1; Grap +1; Atk +15 ranged (10mm Submachine Gun 2d6) or +14 melee (Combat Knife 2d4+1); Full Atk +9 melee (Rifle Butt 1d6), +4 melee (Rifle Butt 1d6); FS 5 sq. ft.; Reach 5 ft.; SV Fort 6 Ref 6 Will 3; Str 14 Dex 17 Con 13 Int 11 Wis 12 Cha 12Background: SurvivalistOccupation: RaiderFeats: Light Armor Prof., Personal Firearms Prof., Track, Weapon Finesse, Weapon Focus – 10mm Submachine GunLanguages: EnglishSkills: Hide +4, Spot +5, Climb +3Traits: Physically Fit Talents: Gunslinger, Pistoleer, Machine Gun Johnny, Blades, Exploit WeaknessInventory: 10mm Submachine Gun (30 B 10mm x2), Leather Armor Mk. II, Combat Knife, 1d2-1 Food, 1d2-1 Material (low quality)

Raider Veteran (CR 9) Aggressive 6; HD 8d8+54+1; HP 95; MAS 13; Init +1; Spd 30 ft.; Def 20, touch 15, flat-footed 15 (Def +3, Dex +2, Armor +5); PDR 3 (Armor +3); BaB +17/+7/+1; Grap +1; Atk +20 ranged (Assault Rifle 2d6) or +20 melee (Combat Knife 2d4+1); Full Atk +10 melee (Rifle Butt 1d6), +4 melee (Rifle Butt 1d6); FS 5 sq. ft.; Reach 5 ft.; SV Fort 7 Ref 7 Will 4; Str 14 Dex 17 Con 13 Int 11 Wis 12 Cha 12Background: SurvivalistOccupation: RaiderFeats: Advanced Weapon Prof., Bracing, Light Armor Prof., Personal Firearms Prof., Track, Weapon Finesse, Weapon Focus – 5mm Assault RifleLanguages: EnglishSkills: Hide +4, Spot +6, Climb +3Traits: Physically Fit Talents: Gunslinger, Pistoleer, Machine Gun Johnny, Blades, Exploit WeaknessInventory: Assault Rifle (24 B 5mm x5), Combat Armor, Combat Knife, 1d2-1 Food, 1d2-1 Material (low quality)

Page 8: Fallout - Danger of the Wasteland

Raider Psycho (CR 1)Aggressive 2; HD 4d8+18+1; HP 39; MAS 13; Init +1; Spd 30 ft.; Def 15, touch 14, flat-footed 11 (Def +2, Dex +2, Armor +1); PDR 1 (Armor +1); BaB +5; Grap +1; Atk +6 melee (Lead Pipe 1d6+1); FS 5 sq. ft.; Reach 5 ft.; SV Fort 4 Ref 4 Will 1; Str 14 Dex 17 Con 13 Int 11 Wis 12 Cha 12Background: SurvivalistOccupation: RaiderFeats: Track, Simple Weapons Prof., Weapon Focus – Lead PipeLanguages: EnglishSkills: Hide +4, Spot +4, Climb +3Traits: Physically Fit and Chem Reliant. Talents: GunslingerInventory: Lead Pipe, Leather Armor, 1d2-1 Food, 1d2-1 Material (low quality), 1d6 Chems

Raider Fiend (CR 5)Aggressive 5 HD 8d8+45+1; HP 86; MAS 13; Init +1; Spd 30 ft.; Def 18, touch 15, flat-footed 13 (Def +3, Dex +2, Armor +3); PDR 1 (Armor +1); BaB +11/+6/+1; Grap +1; Atk +14 melee (Sledgehammer 1d8+1); Full Atk +9/+4 melee (Sledgehammer 1d8) FS 5 sq. ft.; Reach 5 ft.; SV Fort 6 Ref 6 Will 3; Str 14 Dex 17 Con 13 Int 11 Wis 12 Cha 12Background: SurvivalistOccupation: RaiderFeats: Light Armor Prof., Simple Weapons Prof., Track, Weapon Finesse, Weapon Focus – SledgehammerLanguages: EnglishSkills: Hide +4, Spot +5, Climb +3Traits: Physically Fit Talents: Gunslinger, Pistoleer, Machine Gun Johnny, Blades, Exploit WeaknessInventory: Sledgehammer, Leather Armor Mk. II, 1d2-1 Food, 1d2-1 Material (low quality), Chems 1d6

Drugged Up Raider (CR 9) Aggressive 6; HD 8d8+54+1; HP 95; MAS 13; Init +1; Spd 30 ft.; Def 20, touch 15, flat-footed 15 (Def +3, Dex +2, Armor +5); PDR 3 (Armor +3); BaB +17/+7/+1; Grap +1; Atk +20 melee (Sledgehammer 1d8+1); Full Atk +10/+4 melee (Sledgehammer 1d8); FS 5 sq. ft.; Reach 5 ft.; SV Fort 7 Ref 7 Will 4; Str 14 Dex 17 Con 13 Int 11 Wis 12 Cha 12Background: SurvivalistOccupation: RaiderFeats: Advanced Weapon Prof., Bracing, Light Armor Prof., Personal Firearms Prof., Track, Weapon Finesse, Weapon Focus – 5mm Assault RifleLanguages: EnglishSkills: Hide +4, Spot +6, Climb +3Traits: Physically Fit Talents: Gunslinger, Pistoleer, Machine Gun Johnny, Blades, Exploit WeaknessInventory: Sledgehammer, Combat Armor, 1d2-1 Food, 1d2-1 Material (low quality), Chems 1d6

Page 9: Fallout - Danger of the Wasteland

AnimalsGiant Worker Ant (CR 1)Small Radioactive Vermin; HD 2d10-2; HP 8; MAS 9; Init +9; Spd 30 ft.; Def 19, touch 13, flat-footed 16 (Dex +3, Natural Armor +5, Size +1); BaB +1; Grap -3; Atk +3 melee (1d4+RAD); FS 5 sq. ft.; Reach 5 ft.; SQ Darkvision, Heavy Load, Immune to Radiation, Natural Climber, Radioactive Strike, Resistance to MAS, Stability; SV Fort +2 Ref +3 Will +3; Str 11 Dex 16 Con 8 Int – Wis 13 Cha 6Skills: Climb +12, Search +4Feat: Weapon Focus – Bite

Giant Soldier Ant (CR 3)Medium Radioactive Vermin; HD 4d10; HP 22; MAS 10; Init +1; Spd 40 ft.; Def 19, touch 13, flat-footed 16 (Dex +3, Natural +6); BaB +3; Grap +0; Atk +4 melee (1d63+3 plus RAD); FS 5 sq. ft.; Reach 5 ft.; SQ Darkvision, Heavy Load, Immune to Radiation, Natural Climber, Radioactive Strike, Resistance to MAS, Stability; SV Fort +3 Ref +3 Will +3; Str 16 Dex 14 Con 10 Int – Wis 13 Cha 6Skills: Climb +14, Search +6Feat: Weapon Focus – Bite, Weapon Specialization - Bite

Species Qualities: Darkvision: Giant ants have darkvision.Heavy Load: Giant ants can carry, drag, or push ten times its normal load.Immune to Radiation: Giant ants are immune to the harmful effects of radiation.Natural Climber: Giant ants receive a +8 species bonus on climb checks. They use their Dexterity modifier for climb checks.Radioactive Strike: Giant ants exude radiation from their bodies. Any successful hit that deals damage also deals an equal amount of radiation damage (RAD)Resistance to MAS: Radioactive Vermin gain a +5 species bonus on Fortitude saves to negate the effects of massive damage.Stability: Due to multiple legs; a giant ant gains a +6 bonus to oppose bull rush and trip attemps.

Page 10: Fallout - Danger of the Wasteland

Brahmin (CR 2)

Large Animal; HD 5d8+25; HP 48; MAS 20: Init +0; Spd 40 ft.; Def 12, touch 9, flat-footed 12 ( Natural +3, Size -1); BaB +3; Grap +13; Atk +5 melee (Butt 1d8+6); FS 10 sq. ft.;Reach 5 ft.; SQ Overland Travel, Stampede; SV Fort +8 Ref +3 Will +2; Str 23 Dex 10 Con 20 Int 2 Wis 12 Cha 6Skills: Listen +9, Spot +9

Species TraitsCarrying Capacity: A maximum load of a brahmin is 1800 pounds, and it can drag 9000 pounds.Overland Travel: A brahmin moves at double its speed when traveling overland on normal terrain.Stampede: A frightened herd flees as a group in a random direction, but always away from the perceived source of danger. It runs over anything of size large or smaller that gets in its way, dealing 1d12 points of damage for every five animals in the herd. A successful Reflex save (DC 16) halves the damage.Wasteland Care: A brahmin needs four gallons of water and six pounds of feed or vegetation each day in order to survive and maintain its body weight. Failure to meet these requirement results in the brahmin starving (see the Starvation rules in the Main Book) and a reduction in its speed by 10.

Page 11: Fallout - Danger of the Wasteland

Deathclaw (CR 15)Large Mutant Animal; HD 20d10+60; HP 180; MAS 26; Init +4; Spd 40 ft.; Def 20, touch 15, flat-footed 17 (Dex +4, Natural +6, Size -1); PDR 3 (Natural +3); BaB +20/+15/+10/+5; Grap +19; Atk +28 melee (Claw 1d6+7 18-20/x3); Full Atk +28 melee (Claw 1d6+7 18-20/x3), +28 melee (Claw 1d6+7 18-20/x3), +26 melee (Bite 1d8+3 20/x4), +23 melee (1d6+7 18-20/x3), +18 melee (Claw 1d6+7 18-2/x3), +13 melee (Claws 1d6+7 18-20/x3); FS 10 sq. ft.; Reach 10 ft.; SQ Darkvision, Ferocity, Intimidate, Immunities, Rage, Scent, Superior Critical, Superior Low-Light Vision; Fort +16 Ref +16 Will +7; Str 24 Dex 18 Con 20 Int 2 Wis 12 Cha 6Skills: Climb +10, Hide +12, Intimidate +10, Move Silently +11, Spot +11Feats: Combat Reflexes, Dodge, Improved Damage Threshold (x2), Multiattack, Stealth

Species TraitsDarkvision: A Deathclaw has darkvision of 120 ft.Superior Low-Light Vision: A Deathclaw has extended low-light vision. This functinos as low-light vision, however at 4 times the normal sight distance.Ferocity (Ex): A Deathclaw is so fiercely aggressive in combat that it continues fighting even when disabled or dying.Immunities: A Deathclaw is immune to the effects of Severe Heat, Radiation, and Toxic Waste.Intimidate: When and opponent first encounters a Deathclaw, the Deathclaw can make a free action on its first action to Intimidate all opponents within 30 feet. The Intimidation check is anopposed roll against the target’s level check (1d20 + the targets character level or Hit Dice + Will save bonuses against Fear). If an opponent fails the opposed roll, he or she becomes shaken for the duration of the encounter. Opponents that suced the opposd roll are not intimidated by the Deathclaw this time and suffer no ill effects.Rage: A Deathclaw can enter into a rage after a failed Intimidation check. The Deathclaw gains +4 to Strength and Constitution for a number of rounds equal to its adjusted Constitution modifier +5. After the rage ends the Deathclaw suffers from fatigue for a number of rounds equal to double its rage.Scent: This ability allows a Deathclaw to detect approaching enemies, sniff out hidden foes, and track by sense of smell.Skill Bonuses: The Deathclaw gains a +4 species bonus on Hide and Move Silently checks.Superior Critical: A Deathclaw’s claws are so sharp that the critical threat ranges from these attacks are improved 2 points. A critical from the claws deals triple damage.

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Small Dog (CR -1)Small Animal; HD 1d8+1; HP 6; MAS 12; Init +2; Spd 40 ft.; Def 14, touch 13, flat-footed 12 (Dex +2, Natural +1) ; BaB +0; Grap -4; Atk +1 melee (Bite 1d4); FS 5 sq. ft.; Reach 5 ft.; SQ Scent; Fort +2 Ref +3 Will +1; Str 11 Dex 14 Con 12 Int 2 Wis 12 Cha 6Skills: Jump +4, Listen +3, Spot +3, Survival +1 (+5 Scent), Swim +2

Medium-Sized Dog (CR 0)Medium Animal; HD 2d8+6; HP 15; MAS 16; Init +3; Spd 40 ft. ; Def 13, touch 12, flat-footed 11 (Dex +2, Natural +1); BaB +1; Grap +4; Atk +3 melee (Bite 1d6+3); FS 5 sq. ft.; Reach 5 ft.; SQ Scent; SV Fort +5 Ref +5 Will +1; Str 16 Dex 16 Con 16 Int 2 Wis 12 Cha 6Skills: Jump +4, Listen +3, Spot +3, Survival +3 (+7 Scent), Swim +5

Trained Dog (CR 1)Medium Animal; HD 2d8+6; HP 15; MAS 16; Init +1; Spd 40 ft. ; Def 14, touch 12, flat-footed 14 (Dex +1, Natural +3); BaB +1; Grap +3; Atk +3 melee (Bite 1d6+2); FS 5 sq. ft.; Reach 5 ft.; SQ Scent, Trained; SV Fort +5 Ref +3 Will +2; Str 15 Dex 12 Con 16 Int 2 Wis 14 Cha 6Skills: Jump +4, Listen +6, Spot +6, Survival +8 (+12 Scent), Swim +4

Mutant Canine (CR 4)Medium Mutant Animal; HD 4d10+12; HP 32; MAS 17; Init +3; Spd 40ft,; Def 15, touch 13, flat-footed 12; BaB +3/; Grap +8; Atk +9 melee (Bite 1d6+5); FS 5 sq. ft.; Reach 5 ft.; SQ Darkvision, Low-Light Vision Scent; SV Fort +8 Ref +8 Will +3; Str 20 Dex 16 Con 17 Int 2 Wis 14 Cha 6Skills: Jump +8, Listen +5, Spot +5, Survival +6 (+10 track), Swim +6Feats: Improved Trip, Weapon Focus – Bite, Multiattack

Species TraitsCarrying Capacity: A trained dog has a maximum load of 300 pounds, and can drag 1,500 pounds.Darkvision & Low-Light Vision: As a result of their mutations Mutant Canines have Darkvision up to 60 ft. and Low-Light Vision..Scent: This ability allows a dog to detect approaching enemies, sniff out hidden foes, and track by sense of smell.Skill Bonus: Dogs gain a +2 species bonus on Jump checks and also gain a +4 species bonus on Survival checks when tracking by scent. Trained dogs gain an additional +2 (+4 total) racial bonus on Survival checks when tracking by scent.Trained: A trained dog knows one of the following training general purposes as detailed under Handle Animal in the Main Book, Guarding, Laboring, Hunting, or Salvaging.Trip: A dog trained for the general purpose of Fighting, Guarding, or Hunting the hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot counter the trip attempt.Wasteland Care: A trained dog needs ½ gallon of water and ½ pound of meat or dry food each day in order to survive wasteland climates. Failure to meet these requirments results in the dog starving (see the Starvation rules in the main book) and a reduction in its speed by 10.

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Radroach (CR 0)Tiny Radioactive Vermin; HD 1d10+1; HP 7; MAS 12; Init +4; Spd 50 ft.; Def 19, touch 16, flat-footed 15 (Dex +4, Natural +3, Size +2); PDR +5; BaB +0; Grap -10; Atk +0 melee (Bite 1d3-2+RAD); Reach 2.5 ft.; SQ Darkvision, Immune to Radiation, Natural Climber, Stability, Radiation Strike; SV Fort +3 Ref +5 Will +1; Str 7 Dex 18 Con 12 Int – Wis 13 Cha 2Skills: Climb +12, Search +7

Species Traits: Darkvision: Radroaches have darkvision.Immune to Radiation: Radroaches are immune to the harmful effects of radiation.Natural Climber: Radroaches receive a +8 species bonus on Climb checks. They use their Dexterity modifier for Climb checks.Stability: Due to multiple legs; a radroach gains a +6 bonus to oppose bull rsh and trip attempts.Radiation Strike: Radroaches exude radiation from their bodies. Any successful hit that deals damage also deals an equal amount of radiation damage (RAD).

Rat (CR 1)Small Mutated Animal; HD 2d10+2; HP 13; MAS 15; Init +3; Spd 20 ft., Climb 15 ft., Swim 10 ft.; Def 15, touch 14, flat-footed 12 (Dex +3, Natural +1, Size +1); BaB +2; Grap -1; Atk +5 melee (Bite 1d4+1); FS 2.5 sq. ft.; Reach 0 ft.; SQ Low-light Vision, Scent; SV Fort +3 Ref +4 Will +2; Str 12 Dex 16 Con 12 Int 1 Wis 14 Cha 5Skills: Balance +13, Climb +13, Hide +13, Move Silently +9, Spot +4, Swim +9Feats: Weapon Finesse (Bite), Improved Damage Threshold

Species TraitsLow-light Vision: A rat can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.Scent: This ability allows a rat to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Radscorpion (CR 3)

Medium Radioactive Vermin; HD 7d10; HP 39; MAD 10; Init +2; Spd 20 ft.; Def 17, touch 12, flat-footed 15 (Dex +2, Natural +5); PDR 5; BaB +5; Grap +9; Atk +8 melee (Claw 1d4+4); Full Atk +8 melee (Claw 1d4+4), +8 melee (Claw 1d4+4), +3 melee (Stinger 1d6+2+Poison); FS 5 sq. ft.; Reach 5 ft.; SQ Low-light Vision, Poison, Scent, Stability; SV Fort +6 Ref +6 Will +3; Str 18 Dex 14 Con 10 Int – Wis 13 Cha 8

Skills: Balance +13, Climb +13, Hide +8, Move Silently +8

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Giant Radscorpion (CR 5)

Medium Radioactive Vermin; HD 12d10; HP 72; MAD 10; Init +2; Spd 20 ft.; Def 17, touch 12, flat-footed 15 (Dex +1, Natural +6); PDR 5; BaB +9/+4; Grap +14; Atk +17 melee (Claw 1d4+4); Full Atk +17 melee (Claw 1d6+8), +17 melee (Claw 1d6+8), +12 melee (Stinger 1d6+1+Poison); FS 10 sq. ft.; Reach 10 ft.; SQ Low-light Vision, Poison, Scent, Stability; SV Fort +12 Ref +9 Will +5; Str 26 Dex 12 Con 14 Int – Wis 13 Cha 8

Skills: Balance +13, Climb +13, Hide +4, Move Silently +8

Species TraitsLow-light Vision: A radscorpion can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.Poison: When a radscorpion hits with is stinger attack, it delivers a dose of poison. The victim must succeed on a Fortitude save or take the initial damage; a second Fortitude save must be made 1 minute later to negate the poison’s secondary damage.

Sting – Fortitude (10 + ½ HD + CON modifier) Damage: Initial (1d4 STR) / Secondary (1d4 STR)

Scent: This ability allows a radscorpion to detect approaching enemies, sniff out hidden foes, and track by sense of smell.Skill Bonuses: Radscorpions receive a +8 species bonus on Balance and Climb checks and +4 species bonus on Hide and Move Silently checks.Stability: Radscorpions gain a +8 stability bonus to oppose bull rush and trip attempts.

Yao Guai (CR 6)

Large Mutant Animal; HD 12d10+24; HP 96; MAS 18; Init +1; Spd 40 ft.; Def 16, touch 11, flat-footed 15 (Dex +1, Natural +6, Size -1); PDR 2 (Natural +2); BaB +12/+7/+2; Grap +13; Atk +21 melee (Claw 1d6+9); Full Atk +21 melee (Claw 1d6+9), +21 melee (Claw 1d6+9), +7 melee (Bite 1d8+4), +11 melee (Claw 1d6+9) ; FS 10 sq. ft.; Reach 10 ft.; SQ Improved Grab, Low-light Vision, Scent; SV Fort +9 Ref +7 Will +4; Str 28 Dex 10 Con 22 Int 2 Wis 12 Cha 6Skills: Climb +11, Listen +7, Spot +7Feats: Multiattack

Species TraitsImproved Grab: To use this ability the Yao Guai must hit with a claw attack.Low-light Vision: Yao Guai can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.Scent: This ability allows a Yao Guai to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

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RobotsEye Bot (CR 0)Small Construct; HD 1d12+5; HP 12; Init +2; Spd 50 ft. (flight); Def 13, touch 13, flat-footed 11 (Dex +2, Size +1); PDR Hardness 5; BaB +1; Grap -3; Atk +3 ranged (Laser 2d8 E); FS 5 sq. ft.; Reach 5 ft.; SQ Construct, Optional Features (External Components – Audio Receptor); SV Fort – Ref +3 Will -; Str 13 Dex 14 Con – Int – Wis – Cha –

Inventory: 1d6-2 Materials (Medium quality), Ammo 1d4

Mr. Handy (CR 3)Medium Construct; HD 4d12+10; HP 36; Init +1; Spd 50 ft. (flight); Def 11, touch 11, flat-footed (Dex +1); PDR Hardness 5; BaB +4; Grap +7; Atk +7 melee (Buzzsaw 1d6+2); FS 5 sq. ft.; Reach 5 ft.; SQ Optional Features (External Components – Audio receptors and Manipulator Arms); SV Fort – Ref +3 Will -; Str 17 Dex 12 Con – Int – Wis – Cha –

Inventory: 1d6-2 (Medium Quality)

Mr. Gutsy (CR 5)Medium Construct; HD 7d12+10; HP 59; Init +1; Spd 50 ft. (flight); Def 11, touch 11, flat-footed (Armor +12, Dex +1); PDR Hardness 5; BaB +7/+2; Grap +7; Atk +8 ranged (5.56 Assault Rifle 2d8); Full Atk +3 ranged (Flame Thrower 3d6 E); FS 5 sq. ft.; Reach 5 ft.; SQ Armor, Accessory Mount, Construct, Optional Features (External Components – Audio Receptors and Manipulator Arms, Loading Mechanisms) SV Fort – Ref +5 Will -; Str 17 Dex 12 Con – Int – Wis – Cha –

Inventory: Assault Rifle 2d8 (5.56mm x3), Flame Thrower 3d6 (10 TK x3), 1d6 Materials (Medium Quality)

Protectron (CR 4)Medium Construct; HD 8d12+10; HP 62; Init +1; Spd 30 ft. (Bipedal); Def 15, touch 11, flat-footed 14 (Armor +4, Dex +1); PDR Harndness 5; BaB +8; Grap +7; Atk +11 melee (Shock Fists 1d10+2 E) or +10 ranged (Laser Arms 2d8 E); FS 5 sq. ft.; Reach 5 ft.; SQ Armor, Accessory Mounts, Construct, Optional Features (External Components – Audio Receptors and Manipulator Arms, Loading Mechanisms, Searchlight and Remote Control Link (200 ft.)); SV For – Ref +5 Will -; Str 17 Dex 12 Con – Int – Wis – Cha –Skills: Demolitions +6, Disable Device +6, Search +6Feats: Point Blank Shot, Precise Shot

Inventory: Ammo 1d6, 1d6 Materials (Medium Quality)

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Sentry Bot (CR 9)Large Construct; HD 15d12+20; HP 122; Init +0; Spd 30 ft. (treads); Def 21, touch 9, flat-footed 21 (Armor +12, Size -1); PDR Hardness 5; BaB +15/+10/+5; Grap +11; Atk +15 ranged (Minigun 5d8); Full Atk +15 ranged (Minigun 5d8), +10 ranged (Minigun 5d8), +5 ranged (Rocket Launcher 10d6); FS 15 sq. ft.; Reach 15 ft.; SQ Armor, Accessory Mounts, Construct, Optional Features (Accessory Mount x3, Loading Mechanism x3); SV Fort – Ref +7 Will -; Str 25 Dex 10 Con – Int – Wis – Cha –Skills: Listen +16, Spot +16Feats: Weapon Focus – Miniguns, Weapon Specialization – Miniguns

Inventory: Vulcan Minigun (120 D 5mm x3), Rocket Launcher (Rockets x3), 1d6-3 Materials (High Quality)

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Factions - The KingdomKnight (CR 10)Aggressive 5, Street Warrior 3; Medium Human; HD 2d8+90+1; HP 102; MAS 13; Init +1; Def 21, touch 13, flat-footed 16 (Dex +1, Def +3, Armor +7, AP -1); PDR 4; BaB +9/+4; Grap +1; +10 melee (Katana 1d10+2d4+1) or +10 ranged (Sawed-Off 2d8); Full Atk +6 melee (Unarmed 1d4+1) +5 ranged (Sawed-Off 2d8); FS 5 sq. ft.; Reach 5 ft.; SV Fort 9 Ref 5 Will 2; Str 13 Dex 16 Con 13 Int 10 Wis 14 Cha 10Background: Urban SurvivorOccupation: ScavengerFeats: Brawl, Cleave, Power Attack, Street Fighting. Archaic Weapons Prof.Language: EnglishSkills: Climb +10, Hide +8 Knowledge (Street) +8 Spot +8 Survival (Urban) +14Talents: Gunslinger, Pistoleer, Blades, Melee Smash

Traits: Blades: Knights knows how to use bladed weapons in combat, whether a dull knife of an oriental sword. He deals an additional +1d4 points of damage when fighting with bladed weapons.Improvised Weapons: Knights are experts at using improvised weapons. They do not take a -4 penalty on attack rolls when wielding an improvised weapon.Physically Fit: Knights have dedicated themselves to act as the main army of the Kingdom, as a result their mental attributes have suffered from lack of attention. +1 to Str and Con, -1 to Int and Wis.

Inventory: Combat Armor Mk II, Katana, Sawed-Off (12 gauge x184), 1d10+6 caps, 1d6-1 Materials (medium quality)

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Paladin (CR 13)Aggressive 5, Made Man 5; Medium Human; HD 4d8+100+1; HP 121; MAS 13; Init +1; Spd 30 ft.; Def 21, touch 17, flat-footed 14 (Armor +4, Dex +1, Def +6); PDR 2; BaB +12/+7; Grap +1; Atk +12 ranged (Laser Rifle 3d10) or +10 melee (Plasma Cutter 3d4+1); Full Atk +5 melee (Rifle Butt 1d6+1) or +5 melee (Plasma Cutter 3d4); FS 5 sq. ft.; Reach 5 ft.; SV Fort 11 Ref 11 Will 4; Str 13 Dex 16 Con 13 Int 12 Wis 14 Cha 14Background: GangsterOccupation: Wise GuyFeats: Advanced Weapon Prof., Archaic Weapon Prof., Exotic Weapons Prof., Light Armor Prof., Personal Firearms Prof., Point Blank Shot, Precise Shot, Simple Weapons Prof., Skip ShotSkills: Intimidate +17, Spot +18, Knowledge (Street and Underworld) +18Talents: Evasion, Opportunist, Uncanny Dodge 1, Uncanny Dodge 2

TraitsConnected: Paladins are connected and have developed many contacts. They can call in a favor to the King or a vassal to gain a +10 circumstance bonus to Gather Information or Research skill check. Respected: Paladins are widely respected by the Kingdom and their vassals. They gain the benefit of free lodging, food, prostitutes, and has access to 500 caps that can be collected once a month. Street Cred: Paladins of the Kingdom are important members of the Kingdom, giving them a +4 reputation bonus to Diplomacy, Intimidate, Investigate, and Gather Information checks when dealing with other vassals of the Kingdom, or civilians familiar with the rank of Paladin. Sneak Attack: Paladins have the sneak attack ability, dealing an extra 2d6 points of damage to targets that are caught flat-footed, denied their Dexterity, or flanked with melee attacks. This attack also applies to range attacks within 30 feet of a target that is also caught flat-footed or denied their Dexterity.Soldier: Paladins are the foremost soldiers of the Kingdom and receives benefits accordingly. The Kingdom will provide the Paladin with any personal firearms and ammunition of a scarcity rating of common, uncommon, or infrequent. Additionally, the Paladin will be fitted with a Concealed Mesh Suit for armor.

Inventory: Concealed Mesh Vest, Cutter Plasma Knife (Micro-Fusion Cell x2), Laser Rifle (20/x3) (Micro-Fusion Cell x4), 1d6-1 Materials (Medium Quality), 4d6-3 Caps

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Brother of St. Benny CR 15)Aggressive 5, Weaponsmaster 10; Medium Human; HD 4d8+165+1; HP 186; MAS 13; Def 23, touch 20, flat-footed +14 (Armor +4, Def +8, Dex +1); PDR 2; BaB +13/+8; Grap +1; Atk +17 melee (Katana 1d10+1d4+1); Full Atk +12 (Katana 1d10+1d4); FS 5 sq. ft.; Reach 5 ft.; SV Fort +12 Ref +8 Will +5; Str 13 Dex 16 Con 13 Int 12 Wise 15 Cha 14Background: Urban SurvivalistOccupation: GangsterFeats: Archaic Weapons Prof., Combat Focus – Katana, Power Attack, Cleave, Better Critical, Great CleaveSkills: Climb +16, Jump +16, Knowledge (Tactics, Street, and Underworld) +16, Swim +16, Tumble +17 Talents: Blades, Evasion, Damage Reduction, Damage Reduction II

Weaponmaster TraitsBlades: Brothers knows how to use bladed weapons in combat, whether a dull knife of an oriental sword. He deals an additional +1d4 points of damage when fighting with bladed weapons.Weapon Specialization: The Brothers gain the Weapon Specialization feat to a single archaic weapon in which he is proficient and has the Weapon Focus feat. He gains a +2 bonus on all damage rolls with the weapon.Improved Weapon Focus +2: The Brothers may treat any archaic weapon they wield as if they have the Weapon Focus feat for purposes of attack rolls. This does not qualify the weapons as a Weapon Focu requirement for other feats, the Brother must still take the Weapon Focus feat to meet other feat’s requirements.Quick Weapon Draw: The Brothers gain the ability to draw their weapon as a free action. This applies only to the weapons for which the Brother has Weapon Specialization.Expert in your field: The Brothers are considered to be a master of his particular weapon, whether this is as a scholar with a detailed knowledge of the weapon’s history, or as a practitioner, such as a professional archer. They gain a circumstance bonus equal to ½ their Weaponmaster level (+5).Weapon Stun: The Brothers can use their weapon to deal non-lethal damage, without taking the -4 penalty on attack rolls. The Brother must have Weapon Specialization in the weapon to use it in this fashion.Increased Weapon Critical: The Brothers increase their threat range by one when using an archaic weapon in which he has Weapons Specialization. A wapon that would threaten a critical on 20 would now do so on a 19 or 20, and one which threatens on a 19 or 20 would now do so on an 18 to 20. This ability works with other abilities that increase threat ranges.

Inventory: Katana, Concealed Mesh Vest, 3d6-2 Caps

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Factions - The Sons of TrumanGrunt (CR 10)Disciple of Truman (CR 13)Tru-Blooded Soldier (CR 15)

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Factions - The USNASoldier (CR 10)Sniper (CR 13)Marine (CR 15)

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Factions - The UnionBerserker (CR 10)

Commando (CR 13)

Overlord (CR 15)

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Factions - The MilitiaRedcoat (CR 10) Aggressive 5, Soldier 4; HD 4d8+100+1; HP 21; MAS 13; Init +2; Spd 30 ft.; Def 24, touch 11, flat-footed 17 (Armor +7, Def +6, Dex +1); PDR 4; BaB +11/+6/+1 Grap +1; Atk +14 ranged (Battle Rifle 2d10+2 19-20/x2);Full Atk +7 melee (Rifle Butt 1d6) or +8 melee (Combat Knife 2d4), +2 melee (Unarmed 1d6); FS 5 sq. ft.; Reach 5 ft.; SV Fort 10 Ref 6 Will 3; Str 13 Dex 16 Con 13 Int 10 Wis 12 Cha 10Background: SurvivalistOccupation: SoldierFeats: Advanced Firearms Prof., Archaic Weapons Prof., Armor Prof. (Light), Armor Prof. (Medium), Burst Fire, Brawl, Improved Critical – Battle Rifle, Personal Firearms Prof., Quick Draw, Quick Reload, Simple Weapons Prof., Track, Weapon Focus – Battle Rifle, Weapon Focus – Combat Knife, Weapon Specialty – Battle Rifle,Skills: +29 Survival +2, Knowledge (Geography and Tactics) +4, Navigate +1

Traits & Talents: Blades: Redcoats know how to use bladed weapons in combat, whether a dull knife of an oriental sword. They deals an additional +1d4 points of damage when fighting with bladed weapons.Camouflage: Redcoats have learned the particulars of Wasteland terrain enough to blend in with ease. When in the Wasteland (away from settlements), the Redcoats may substitute their Survival skill for his Hide skill when making Hide skill checks.Equipment: The Militia provides all of its soldiers with equipment, giving them 1000 caps worth of equipment.Gunslinger: Firearms are second nature for Redcoats and they receives a +1 attack bonus with guns usable with the personal firearms feat.Strong Attack: Redcoats have learned how to throw a punch or kick that will rattle his opponent’s teeth. Their unarmed attacks deal 1d6 points of lethal or non-lethal damage.Tactical Aid: A Redcoat may provide tactical aid to all of his allies (including himself) within sight and voice range of his position. This ue of Tactical Aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for the number of rounds equal to one-half of the Redcoats advanced class level, rounded don.

Inventory: Battle Rifle (8 CL 30.06 x3), Combat Armor Mk II, Stimpack (2), Combat Knife

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Green Jacket (CR 13) Cautious 5, Ranger 7; HD 4d8+78+1; HP 99; MAS 13; Init +2; Spd 30 ft.; Def 23, touch 16, flat-footed 14 (Armor +4, Def +7, Dex +2); PDR 2; BaB +11/+6; Grap +1; Atk +13/+17 (aimed) ranged (Scoped Battle Rifle 2d10 18-20/x3); Full Atk +7 melee (Rifle Butt 1d6); FS 5 sq. ft.; Reach 5 ft.; SV Fort 10 Ref 11 Will 6; Str 13 Dex 16 Con 13 Int 12 Wis 14 Cha 10Background: SurvivalistOccupation: RangerFeats: Archaic Weapons Prof., Armor Prof. (Light), Endurance, Explorer, Improved Critical Pathfinder Personal Firearms Prof., Simple Weapons Prof., TrackSkills: Hide +19, Survival +27, Move Silently +19Talents: Gunslinger, The Shadow, Whisper on the Wind, Exploit Flaw

Traits & TalentsCamouflage: Green Jacket’s can use the Hide skill in any sort of natural terrain, urban environment or Wasteland ruins, even if the terrain does not grant cover or concealment.Combat Shooting: Green Jackets can easily assess a target in the heat of battle and aim for a soft spot. They may, on their action before making an attack roll, choose to subtract a number from all ranged attack rolls during his round and add the same number to all ranged damage rolls. This number may not exceed the Green Jacket’s base attack bonus. These bonuses and penalties apply until the Green Jackets next turn.Equipment: The Militia provides all of its soldiers with equipment, giving them 1000 caps worth of equipment.Exploit Flaw: The Green Jackets have been in enough scrapes to know which parts of his enemies are the weakest and how to take advantage of that when he has the upper hand. When flanking an opponent the Green Jacket adds and additional 1d6 points of damage on each successful melee attack against that opponent.Gunslinger: Firearms are second nature and the Green Jackets receive a +1 attack bonus with guns usable with the personal firearms feat.Favored Enemy: Green Jackets are sworn enemies of Super Mutants. They receive a +2 bonus to attack rolls against them. Additionally they gain a +3 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Super Mutants

Additionally Enemies: Raiders +1/+2Swift Tracker: Green Jackets can move at their normal speed while following tracks without taking the normal -5 penalty. They take only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.The Shadow: The Green Jackets do not just blend into the shadows, they become part of them, giving them a +13 Hide bonus.Whisper on the Wind: The Green Jackets make little to no noise and receive a +13 bonus on Move Silently skill checks.

Inventory: Concealed Mesh Suit, Tricorn Hat, British Green Overcoat (coat), Stimpak (2), Binoculars, Gas MaskScoped Battle Rifle – 2d10 CRIT 20 RNG 150 ROF S MAG 8 CL 30.06 (+4 attack when aimed)

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Black Guard (CR 15)Str 13 Dex 16 Con 13 Int 12 Wis 14 Cha 14

Aggressive 5, __________ 9; HD 4d8+55+1; HP 21; MAS 13; Init +2; Spd 30 ft.; Def 15, touch 12, flat-footed 10 (Def +3, Dex +2); PDR 0; BaB +8/+3; Grap +1; Atk X; Full Atk X; FS 5 sq. ft.; Reach 5 ft.; SV Fort 8 Ref 4 Will 2; Str 13 Dex 16 Con 13 Int 12 Wis 14 Cha 14

Background:

Occupation:

Feats: +4

Skills: +40

Talents: +4

Traits:

Black Guards

M1 Garand (Speed Loader)

Combat Armor Mk III(Mk. Upgrade)

Gas Mask

Stimpack (2)

Revolver DA (.44)

Frag Grenade (2)

Combat Knife

British Black Overcoat (coat)

Tricorn Hat

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S.P.I.D.E.R. (CR 35)Colossal Construct; HD 100d12+160; HP 860; Init -1; Spd 60 ft. (Octaped); Def 17, touch 2, flat-footed 17 (Armored +15, Size -8); PDR Hardness 10; BaB +20/+15/+10/+5; Grap +41; Atk +18 ranged (Pulse Cannon 40d8); Full Atk +18 ranged (Pulse Cannon 40d8), +13 ranged (Pulse Cannon 40d8), +7 ranged (Pulse Cannon 40d8), +30 melee (Stomp 50d6); FS 25 sq. ft.; Reach 25 ft.; SQ Armor, Accessory Mounts, Frightful Presence, Immunities, Repairable; SV Fort – Ref 4 Will -; Str 60 Dex 8 Con – Int 20 Wis – Cha -

Species Traits:Armored: The S.P.I.D.E.R. is well armored and ready for combat, giving it a +15 armor bonus and extra +5 hardness.Accessory Mounts: The S.P.I.D.E.R. is outfitted with three large pulse cannons as well as 6 nuclear warheads.Frightful Presence: The S.P.I.D.E.R.’s awe inspiring power terrifies those who seek to destroy it. The effect takes effect when it uses its weapons.. Opponents within 50 ft. must succeed on a DC 60 Fortitude save to resist. Those that succeed are immune to the S.P.I.D.E.R.’s Frightful Presence for 24 hours. This effect also occurs when the S.P.I.D.E.R. moves within 20 feet of an opponent.Immunities: The S.P.I.D.E.R. is immune to mind-influencing effects and to poisons, sleep, paralysis, stunning, disease, bull rush, tripped, and any effects that require a Fortitude save unless the effect also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, or the effects of massive damage.Repairable: The S.P.I.D.E.R. cannot heal damage on it’s own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage to the S.P.I.D.E.R. and each check represents 1 hour of work. When the S.P.I.D.E.R. is reduced to 0 hit points it is immediately destroyed and cannot be repaired.