TEXT: The alien Hunter
  By David S. Gallant and David Jarvis
  The Alien Hunter is a person who has had the wrong kind of 
  alien encounter: a Close Encounter of the Fourth Kind, more 
  commonly called an abduction.  The Alien Hunter has been left 
  with a strange implant (and its side effects) and strong feelings 
  of violation.  
  Unlike the majority of abductees, however, the Alien Hunter 
  takes his experiences and uses them to hunt his abductors, as 
  well as any other extraterrestrial beings he can ﬁnd.  Some Alien 
  Hunters seek to expose the extraterrestrial threat to the world, 
  while others simply want revenge.  A few seek to prevent the 
  abduction of others.
  Wherever humans are abducted, an intrepid Alien Hunter can 
  often be found.  They can be identiﬁed by a combination of odd 
  habits, the presence of strange technology, odd-looking injuries, 
  and a clear obsession with aliens.
  The fastest routes to the Alien Hunter advanced class are through 
  the Tough and Dedicated base classes, though other paths are 
  possible.
  Requirements
  To qualify to become an Alien Hunter, a character must fulﬁll the 
  following criteria.
  Starting Occupation: Abductee
  Skills: Autohypnosis 6 ranks, Survival 6 ranks
  Hit Die: 1d8
  Action Points: 6 + one-half character level, rounded down, every 
  time the character attains a new level in this class.
  Class Skills
  The Alien Hunter’s class skills (and the key ability for each 
  skill) are: Autohypnosis (Wis), Craft (chemical, electronic, 
  pharmaceutical) (Int), Escape Artist (Dex), Hide (Dex), 
  Knowledge (current events, popular culture, streetwise, tactics, 
  technology) (Int), Listen (Wis), Move Silently (Dex), Navigate 
  (Int), Spot (Wis), Survival (Wis), and Treat Injury (Wis).
  Skill Points at Each Level: 5 + Intelligence modiﬁer
  New Background: Abductee
  Abductee
  Abductees have been kidnapped by aliens. The abductee receives 
  an implant that modiﬁes his or her body in life-changing ways.
  2 Prerequisite: Must have been abducted by aliens.
  2 Skills: Choose two of the following skills as permanent class 
  skills. If a skill the character selects is already a class skill, he or 
  she receives a +1 competence bonus on checks using that skill. 
  Autohypnosis, Concentration, Decipher Script, Knowledge 
  (Arcane Lore), Knowledge (Popular Culture), Psicraft. 
  2 Implant: The abductee receives an implant along with the 
  drawbacks associated with said implant. See the Implant section 
  of this PDF for more details.
  2 Wealth Bonus Increase: +1.
  Alien Hunter Talent
  At 1st,  4th, 7th, and 10th level, the Alien Hunter selects a talent 
  from the following trees.  No talent can be selected more than 
  once unless expressly indicated.
  Alienbane Talent Tree
  Many Alien Hunters are consummate extraterrestrial killers.  
  These talents demonstrate their unique methods for taking down 
  alien prey.
  Bug-Blaster: The Alien Hunter has more opportunities than 
  most to familiarize himself with alien anatomy.  Thus, he better 
  understands their key vulnerabilities.  The Alien Hunter chooses 
  an alien species.  Attacks against members of that species have a 
  critical threat range that is increased by one step (so a critical threat 
  range of 20 becomes 19-20).
  This talent may be selected multiple times.  Each time it may apply 
  to a different alien species, or may increase the critical threat range 
  against a chosen species by an additional step. 
  E.T. Takedown: The Alien Hunter learns to immobilize his prey 
  without killing it.  The Alien Hunter chooses an alien species. When 
  scoring a successful critical hit against a member of that species, 
  the Alien Hunter may choose to forgo the additional damage in 
  favor of blowing out his opponents’ kneecap. The alien must make 
  a Reﬂex save (DC 15) or be knocked prone. 
  This talent may be selected multiple times.  Each time it may apply 
  to a different alien species.
  Prerequisite: Bug-Blaster
  BOOM Headshot!: The Alien Hunter knows just where to strike 
  to kill his prey.  The Alien Hunter chooses an alien species.  When 
  scoring a successful critical hit against a member of that species, 
  the Alien Hunter may choose to forgo doing additional damage in 
  favor of scoring a  head shot.  The alien must make an immediate 
  MAS check Fortitude save (DC 15) or be immediately reduced to 
  -1 hit points. This MAS check is made regardless of how much 
  initial damage is done on the attack. 
  This talent may be selected multiple times.  Each time it may apply 
  to a different alien species.
  Prerequisite: Bug-Blaster
  Paranormal Defense Talent Tree
  These talents give the Alien Hunter greater abilities to ward off the 
  more insidious alien offenses, such as their psychic abilities.
  Alien-Resistant Mind: Whenever the Alien Hunter fails a saving 
  throw against a mind-inﬂuencing effect, he may spend an Action 
  Point to receive a second throw.  He must take the results of the 
  second throw.
  
  Stay Out Of My Brain!: Many alien species are psionically-gifted, 
  able to pierce the thoughts of others.  Alien Hunters know this fact 
  all too well and devise a number of methods to counteract this 
  alien power. There are four different ways to achieve this, using 
  four different skills.  An Alien Hunter can either devise a chemical 
  (Craft [chemical]), build a device (Craft [electronic]), formulate a 
  drug (Craft [pharmaceutical]), or train his mind (Autohypnosis). 
  When selecting this talent, the Alien Hunter chooses one of these 
  methods.
  Chemical examples include a gel rubbed into the hair or an aerosol 
  spray applied all over the body.  Devices include the ubiquitous 
  “tinfoil hat” or small emitters carried in a pocket.  Drugs could 
  be inhaled, ingested, or applied to the epidermis.  Mental training 
  might represent achieving a Zen-like blank mind, or simply reciting 
  annoying advertising jingles.
  Each day the Alien Hunter wishes to use this protection, he must make 
  a skill check (he may take 10 but not 20 on this check).  Whenever 
  a mind-inﬂuencing effect targets the Alien Hunter, the effect (or the 
  originator of the effect) must make a caster or manifester check.  
  Table1:  The Alien Hunter
  Class 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Class Features
  Defense 
  Bonus
  Reputation 
  Bonus
  1st
  +0
  +1
  +0
  +1
  Alien Hunter Talent
  +1
  +1
  2nd
  +1
  +2
  +0
  +2
  Target Alien Species +2
  +2
  +1
  3rd
  +2
  +2
  +1
  +2
  Bonus Feat
  +2
  +1
  4th
  +3
  +2
  +1
  +2
  Alien Hunter Talent
  +3
  +2
  5th
  +3
  +3
  +1
  +3
  Target Alien Species +4
  +3
  +2
  6th
  +4
  +3
  +2
  +3
  Bonus Feat
  +3
  +2
  7th
  +5
  +4
  +2
  +4
  Alien Hunter Talent
  +4
  +3
  8th
  +6/+1
  +4
  +2
  +4
  Target Alien Species +6
  +4
  +3
  9th
  +6/+1
  +4
  +3
  +4
  Bonus Feat
  +5
  +3
  10th
  +7/+2
  +5
  +3
  +5
  Alien Hunter Talent
  +5
  +4
  This roll must beat the skill check result for the Alien Hunter’s 
  protection in order to affect him. 
  This talent may be selected multiple times. Each time, the Alien 
  Hunter chooses a different method of protection.
  Prerequisite: Alien-Resistant Mind
  Sense Target Species: Partly due to the Alien Hunter’s close 
  encounter with aliens, and partly due to his mental training, he gains 
  the ability to detect the presence of his chosen target species.  To 
  do so, he must enter a hypnotic trance by making an Autohypnosis 
  check as a full-round action (and spending an Action Point). 
  For as long as he remains in this trance, he may detect members 
  of his target alien species within a 60ft radius.  He will know the 
  number of members of that species within the radius, as well as the 
  general emotional state of each one. 
  Members of the target species may try to resist this ability by 
  making a level check (1d20 + level); those who successfully 
  resist are undetectable to the Alien Hunter.  This trance may be 
  maintained indeﬁnitely but ends if the Alien Hunter is seriously 
  distracted or damaged.This talent may be selected multiple times.  
  Each time, the radius of this ability increases by 60ft.
  Prerequisite: Alien-Resistant Mind, Target Alien Species
  Alien Weapon Resistance: Having been on the receiving end 
  of alien weapons before, the Alien Hunter can toughen himself 
  against further damage.  The Alien Hunter may choose one type 
  of alien weapon he has sustained damage from before.  He gains 
  Damage Resistance against the type of weapon equal to his 
  Constitution modiﬁer (minimum 1).
  This talent may be selected multiple times. Each time, the Alien 
  Hunter may gain Damage Resistance against a new type of 
  weapon, or he may increase one of his existing weapon resistances 
  by an amount equal to his Constitution modiﬁer (minimum 1).
  Target Alien Species
  At 2nd level, an Alien Hunter selects an alien species as his “target 
  species.” The Alien Hunter must have previously encountered at 
  least one member of the target species to select it (this includes 
  his abduction). The Alien Hunter gains a +2 bonus on Bluff, 
  Intimidate, Listen, Sense Motive, Spot, and Survival checks 
  when using these skills against members of the target species. 
  Likewise, he gets a +2 bonus on weapon damage rolls against 
  such creatures. As a free action, an Alien Hunter may spend 
  an action point to change his target species. Changing an alien 
  species is permanent, but can change again provided the Alien 
  Hunter meets the afore-mentioned requirements. At 5th level, the 
  skill and weapon damage bonuses increase to +4.  At 8th level, 
  these bonuses increase to +6.
  Bonus Feat
  At 3rd, 6th, and 9th level, the Alien Hunter gains a bonus feat. 
  This feat must be selected from the following list, and the Alien 
  Hunter must meet any prerequisites.
  Alertness, Alien Weapons Proﬁciency, Armor Proﬁciency (light), 
  Armor Proﬁciency (medium), Dodge, Great Fortitude, Iron Will, 
  Low Proﬁle, Stealthy, Track, Weapon Focus.
  
  Alien Abductions
  The following is reprinted from Alien Invasion, a  modern 
  sourcebook for running campaigns involving extraterrestrials.
  When people are abducted by aliens, they are sometimes “tagged” 
  with implants, otherwise known as  Biological Monitoring and 
  Control Devices (BMCDs). These implants are tubes or spheres 
  inserted inside the body of an abductee. 
  Their purpose is unknown, although many believe them to be body 
  monitors allowing the subject to be located at any time. 
  The wounds inﬂicted on recipients of implants can take a variety 
  of shapes, including a scoop mark, a tiny puncture, or a straight 
  cut.  Punctures are often in a line or pattern. Often, implants are 
  penetrated through the nasal wall. 
  Implants are usually three millimeters wide and powered by the 
  nervous system.  A thin membrane composed of hemosiderin, 
  keratin and proteinaceous coagulum often covers them. These 
  chemicals are usually found on the surface of thin skin, hair, and 
  nails of humans. Implants can be found on the head, genitals, arms, 
  legs, and even inside the brain by inserting a probe through the 
  right nostril. An abductee typically has one implement, but those 
  unfortunates who suffer multiple abductions can have even more 
  (see the Abductee background for more information).
  More interesting is that the implants do not create internal infections. 
  Implants become bright under ultraviolet rays, even if still inside a 
  body (Treat Injury, DC 25, to detect one). Although many of these 
  implants provide strange new powers for the recipients, they come 
  with a price.  Roll on the below table to determine the side effect 
  of having an alien implant.
  d% Roll
  Side Effect
  01–08
  Nighttime Blindness: You suffer a 20% miss chance on all attacks in shadowy or dark areas.
  09–17
  Nail Growth: Your nails grow constantly, causing a –2 penalty on Dexterity-based skill checks 
  unless you spend one round clipping them. Approximately 1 minute later, they begin growing 
  again and must be clipped to not incur the penalty.
  18–25
  Salt Dependence: You suffer 1d4 points of Constitution damage per day if you do not consume 
  four ounces of salt.
  26–50
  Teeth Grinding: You grind your teeth at night, causing constant headaches. You suffer a –1 pen-
  alty on attack rolls, saving throws, ability checks, and skill checks.
  51–59
  Nightmares: You suffer from repeated nightmares about your abduction.  On a failed Will save 
  (DC 10), you can only sleep for minutes at a time and are considered Fatigued for that day.
  60–64
  Abnormal Growth: You undergo a growth spurt that stretches muscles and bones, such that you 
  move at half speed.
  85–00
  Severe Allergies: You are severely allergic to a substance that you encounter every day. Make a 
  Fortitude save (DC 10) each day. If you fail, you suffer 1d4 points of Constitution damage, laps-
  ing into a coma if the score drops to 0.
  Table: side effects
  In addition, all implants allow the aliens who implanted the device 
  to keep track of the abductee, mentally his or her relative positions 
  and general condition. The alien is aware of direction and distance 
  to the abductees and any conditions affecting them: unharmed, 
  wounded, disabled, staggered, unconscious, dying, nauseated, 
  panicked, stunned, poisoned, diseased, confused, or the like. The 
  distance between the abductee and the alien does not affect the 
  implant’s range as long as they are on the same plane of existence. 
  If an abductee leaves the plane or dies, the implant’s status effect 
  ceases to function.
  Removing an alien implant requires a successful Treat Injury 
  check. A character with the Cybernetic Surgery feat suffers no 
  penalty on the check. Removing an alien implant without proper 
  surgery causes lasting physical trauma to the patient’s body, 
  dealing 1d4 points of permanent Constitution damage.
  Only living creatures can have alien implants. In addition, a living 
  creature can have a maximum number of alien implants equal to 1 
  + the creature’s Constitution modiﬁer (minimum 0).
  A creature may have more alien implants installed on its body 
  can it can bear. However, the creature gains 1 negative level 
  per alien implant that exceeds its maximum allowed. For each 
  negative level, the creature takes a –1 penalty on all skill checks 
  and ability checks, attack rolls, and saving throws, and loses one 
  effective level or Hit Die whenever level is used in a die roll or 
  calculation. Further, a character with psionic powers loses the 
  ability to manifest one power of the highest level she can manifest 
  (player’s choice), while a character with spellcasting ability 
  loses the ability to cast one spell of the highest level he can cast. 
  This loss persists until the negative level is removed. Negative 
  levels caused by having too many alien implants remain until the 
  offending implants are removed.
  
  d% Roll
  Implant
  01-25
  Skill Implant: This small brain implant enables its recipient to perform a speciﬁc skill more 
  adroitly. The PC gains a +2 competence bonus on checks made with one class skill of his choice. 
  Different skills require different implants, and a skill implant cannot be modiﬁed to grant a bonus 
  to another skill. A PC may have multiple skill implants, but each is considered a separate alien 
  implant.
  26-35
  Anti-Stun Implant: This implant, embedded near the spine, shields the recipient’s nervous system 
  against stunning attacks. The PC cannot be stunned.
  36-50
  Feat Implant: Thanks to a chip implanted in the recipient’s brain or a series of implants wired to 
  the recipient’s nervous system, the recipient gains special knowledge or some extraordinary abil-
  ity.   The feat implant gives the PC a feat. He or she must meet all of the feat’s prerequisites to gain 
  its beneﬁts. If the feat implant is destroyed, the granted feat is lost as well. A feat implant cannot 
  duplicate a metamagic or psionic feat.
  51-65
  Initiative Implant: The initiative implant consists of a series of wires threaded around the recip-
  ient’s spinal cord and attached to the recipient’s nervous system. The implant stimulates faster 
  response times. The PC gains a +2 equipment bonus on initiative checks.
  66-80
  Mindscreen Implant: A small implant in the recipient’s brain protects him against mental attacks. 
  The PC gains a +2 equipment bonus on saving throws against mind-affecting attacks.
  81-90
  Rage Implant: This brain implant dramatically increases the amount of adrenaline and testoster-
  one the recipient’s body produces, temporarily boosting his strength and durability. The PC can 
  activate the implant as a free action once per day. Upon doing so, he or she temporarily gains a +4 
  bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 
  penalty to Defense. The increase in Constitution increases his or her hit points by 2 per level, but 
  these hit points go away at the end of the rage when the Constitution score drops back to normal. 
  While raging, the recipient cannot use any Charisma-, Dexterity-, or Intelligence-based skills 
  (except for Balance, Drive, Escape Artist, Intimidate, Pilot, or Ride), the Concentration skill, any 
  abilities that require patience and concentration (including spellcasting and manifesting psionic 
  powers), or any items that must be activated to function.  The rage lasts for a number of rounds 
  equal to 3 + the (newly acquired) Constitution modiﬁer. The PC may prematurely end this rage. At 
  the end of the rage, he or she loses the rage modiﬁers and restrictions and become fatigued for the 
  remaining duration of the current encounter. 
  91-00
  Psi Implant: This brain implant stimulates neuron activity in underdeveloped regions of the 
  recipient’s brain, unlocking latent psionic abilities.  The PC gains the Wild Talent feat.
  Table: Implants
  Sample Alien Hunters
  On a cold October night in 2001, two different people awoke 
  among a strange wreckage with no memory of who they 
  were.  They were both naked and covered in odd scars, all of 
  which were surgically-inﬂicted. Their hair had been shaved; 
  the scarring was worst upon their heads. The man and woman 
  searched their surroundings for some indication of their 
  identities or situation, ﬁnding a number of mangled bodies very 
  different from their own: large-headed gray beings and bipedal 
  reptilians.  Finally stumbling upon their personal effects, they 
  discovered their names: Joanna Eurik and Robert McTaggart.  
  Grabbing what they could salvage from the destruction, they 
  ﬂed into the wilderness.
  As their memories slowly began to return, they discovered 
  they each knew how to survive in the wild.  Still unable to 
  recall anything about themselves, they searched for more 
  beings like themselves.  They eventually found their way into 
  a small town. Upon seeing civilization, both remembered what 
  they were: human.
  A little research provided answers to their identities.  Rob McTaggart 
  was a zoologist who hosted a wilderness television show in the late 
  nineties.  He had disappeared in 1998 and was presumed dead. 
  Joanna Eurik was a former member of San Francisco’s S.W.A.T. 
  Unit.  She was missing, presumed dead of suicide, as of January 
  2000.  Realizing that their loved ones had probably all moved on, 
  and they had no more memories of them anyways, the pair decided 
  not to return to their old lives and remain together.
  Over the next year, Joanna and Rob discovered as much as they 
  could about the fateful night they awoke.  They learned about the 
  Grays, Reptoids, UFOs, and a number of conspiracies.  Among 
  their shocking revelations was that they were missing key parts of 
  their brain matter; this accounted for their partial memory loss.  
  Furthermore, they learned that they and other abductees were 
  being harvested for brain matter to be used in strange new alien 
  technologies.  Rob had one such device in his possession: a weapon 
  he had grabbed during their “rude awakening.”  
  
  Once Rob had mastered its operation, he dubbed it the “Psiblaster” 
  (much to Joanna’s chagrin).
  The couple have cut a swath of alien destruction through half of 
  the southern United States, attacking Reptoid abduction parties 
  and installations wherever they may be found. Rob and Joanna 
  have gained a measure of infamy in certain conspiracy circles and 
  among “those in the know.”  
  The PCs may be able to contact the pair for help in tracking down 
  aliens. Conversely, if the PCs are seen to be assisting extraterrestrials, 
  they might ﬁnd themselves hunted by this dangerous duo.
  ROB MCTAGGART
  Male Human Tough Hero 3 / Alien Hunter 5
  Medium-sized humanoid
  Init +1; Senses  Listen +8, Spot +8, Night-Vision Goggles
  Languages English
  Defense 19, touch 16, ﬂat-footed 18; Cold Resistance 
  (+0 size, +1 Dex, +5 class, +3 equipment)
  hp 64 (8 HD); Mas 16
  Fort +8, Ref +3, Will +5
  Action Points 16
  Speed 30 ft. (6 squares)
  Melee knife +5 (1d6/19-20 piercing)
  Ranged TEC-9 +6 (2d6 ballistic) or Psiblaster (special)
  Space 5 ft. by 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +5
  Atk Options Bug-Blaster (Reptoids), BOOM Headshot! (Reptoids), Target Alien Species +4
  Abilities Str 10, Dex 13, Con 16, Int 12, Wis 13, Cha 11
  AL Joanna Eurik, revenge against Reptoids; Rep +3
  Feats Advanced Firearms Proﬁciency, Alertness, Alien Weapons Proﬁciency, Armor Proﬁciency (light), Conﬁdent, 
  Personal Firearms Proﬁciency, Simple Weapons Proﬁciency 
  Skills Autohypnosis +13, Climb +5, Drive +4, Gamble +3, Hide +8, Intimidate +5, Knowledge (Popular Culture) +5, 
  Listen +8, Move Silently +8, Spot +8, Survival +12
  Talents (Tough Hero) Remain Conscious, Cold Resistance
  Talents (Alien Hunter) Target Alien Species +4, Bug-Blaster (Reptoids), BOOM Headshot! (Reptoids)
  Occupation: Abductee (Autohypnosis, Knowledge [Popular Culture])
  Possessions  Undercover vest, knife, TEC-9, Gray Psiblaster, night-vision goggles, three 12oz. ﬂasks containing salt
  Abductee Implant Initiative Implant
  Drawback Salt Dependence
  
  JOANNA EURIK
  Female Human Dedicated Hero 3 / Alien Hunter 5
  Medium-sized humanoid
  Init +1; Senses  Listen +3, Spot +3, Night-Vision Goggles
  Languages English
  Defense 22, touch 16, ﬂat-footed 21; Alien-Resistant Mind, Stay Out Of My Brain! (Autohypnosis) 
  (+0 size, +1 Dex, +5 class, +6 equipment)
  hp 42 (8 HD); Mas 13
  Fort +6, Ref +3, Will +8
  Action Points 16
  Speed 25 ft. (5 squares)
  Melee knife +6 (1d6+1/19-20 piercing)
  Ranged MP5K +7 (2d6 ballistic)
  Space 5 ft. by 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +6
  Atk Options Rage
  Abilities  Str 13, Dex 12, Con 13, Int 10, Wis 16, Cha 11
  AL Rob McTaggart , revenge against Reptoids; Rep +3
  Feats Advanced Firearms Proﬁciency, Armor Proﬁciency (light), Armor Proﬁciency (medium), Burst Fire, Per-
  sonal Firearms Proﬁciency, Simple Weapons Proﬁciency, Weapon Focus (MP5K)
  Skills Autohypnosis +15, Craft (chemical) +2, Craft (electronic) +2, Craft (pharmaceutical) +8, Decipher Script 
  +5, Hide +8, Knowledge (Technology) +4, Move Silently +8, Sense Motive +6, Survival +11, Treat Injury +13
  Talents (Dedicated Hero)  Healing Knack, Healing Touch 1
  Talents (Alien Hunter) Alien-Resistant Mind, Stay Out Of My Brain! (Autohypnosis)
  Occupation: Abductee (Autohypnosis, Knowledge Decipher Script)
  Possessions  Tactical vest, knife, MP5K, night-vision goggles, one 12oz. ﬂask containing salt
  Abductee Implant Rage Implant
  Drawback Nightmares
  Gray Psiblaster
  This weapon’s alien design is obvious as soon as one sees it.  The 
  Psiblaster roughly resembles a riﬂe, but it is constructed of curved 
  metal parts with no seams.  It appears to be made from a single piece 
  of alien alloy.  It contains living human brain matter connected to a 
  series of psi-amplifying crystals; it does not consume ammunition 
  and appears able to operate indeﬁnitely.  
  The weapon appears to work by will alone; aiming the weapon 
  at an enemy within 100ft and thinking of one of the weapon’s 
  two known attack modes causes it to ﬁre.  It does not emit any 
  light or projectile, yet it somehow “strikes” victims with either 
  Telekinetic or Telepathic force.  Firing the weapon is an attack-
  equivalent action (that requires no attack roll).  Once ﬁred, the 
  weapon requires 2 full rounds to recharge.
  Telekinetic: this mode delivers a blast of psychic force that affects 
  the victim’s entire body.  Victims must make a Reﬂex save (DC 
  = 13 + the wielder’s base attack bonus) or take 2d6 bludgeoning 
  damage.  They are also ﬂung backward 20ft and knocked prone.
  Telepathic: this mode temporarily shuts down the victim’s mind. 
  Victims must make a Will save (DC = 13 + the wielder’s base 
  attack bonus) or be stunned for 1d6 rounds.
  It is possible that the weapon contains more, undiscovered 
  modes of attack.  Further research into the Gray Psiblaster 
  might prove fruitful.  This weapon requires the Alien Weapons 
  Proﬁciency feat to be used proﬁciently; wielders without this 
  feat have the save DCs for this weapon’s attacks reduced by 4.
  Size: Medium
  Weight: 6 lb.
  Purchase DC: 25
  Restriction: Black Program (+11)
  
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