ESC Captain
An ESC captain commands a Corps station and the contracts filed through it, and reports to a regional executive and to no one else on the station. Every Echelon creature aboard acts on the captain's orders, and the captain can seal any section of the station. The posting pays well and has high turnover.
Echelon Corporation- Physiology
- Humanoid
- Size
- Medium
- Speed
- 30 ft.
- Armor class
- 18 (powered corps plate)
- Hit points
- 120 (16d8 + 48)
- Proficiency
- +3
- STR 16 +3 save +3
- DEX 17 +3 save +6
- CON 17 +3 save +6
- INT 15 +2 save +2
- WIS 15 +2 save +5
- CHA 15 +2 save +2
- Skills
- Perception +5 , Intimidation +5 , Investigation +5 , Persuasion +5
- Passive Perception
- 15
- Languages
- Common, Axiom Binary
- Condition immunities
- decompressed
- Found in
- Station Interior , Aurelion's Belt
Equipment
Traits
-
Station Authority
Every Echelon creature aboard acts on the captain's initiative.
-
Rated for Vacuum
The captain is immune to the Decompressed condition and has 4 hours of air.
Actions
-
Particle Rifle
+6 to hit · long range
2d6 + 3 force damage
The captain makes three Particle Rifle attacks.
-
Lockdown
DC 13 Dexterity save
Each creature within 30 feet takes 6d8 lightning damage and is Restrained until the end of its next turn on a failed save, or half damage on a success.
-
Seal the Section Reaction
DC 13 Strength save
When a creature within 60 feet attempts to leave the compartment, it must succeed on a Strength saving throw against its save DC or its movement ends.