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4 posters

    ALL CHARACTERS

    MAS
    MAS
    Admin


    Posts : 3602
    Join date : 2011-09-12

    Character Information
    Hit points:
    ALL CHARACTERS Left_bar_bleue60/112ALL CHARACTERS Empty_bar_bleue  (60/112)
    Action Points:
    ALL CHARACTERS Left_bar_bleue0/0ALL CHARACTERS Empty_bar_bleue  (0/0)
    Character Sheet:

    ALL CHARACTERS Empty ALL CHARACTERS

    Post  MAS Mon Jan 11, 2021 5:56 pm

    Copy/Paste your character (with portrait) into a single post, Please. 

    NO COMMENT/DISCUSSION PLEASE
    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    ALL CHARACTERS Left_bar_bleue35/35ALL CHARACTERS Empty_bar_bleue  (35/35)
    Action Points:
    ALL CHARACTERS Left_bar_bleue0/0ALL CHARACTERS Empty_bar_bleue  (0/0)
    Character Sheet:

    ALL CHARACTERS Empty Re: ALL CHARACTERS

    Post  Chris Thu Feb 11, 2021 7:33 pm

    Tommy King aka  "Gecko"
    Average Joe\Runner\Infiltrator

    Str  10
    Dex  16 +3
    Con  12 +1
    Int   10
    Wis   16 +3
    Cha   10

    Speed: 45ft
    AC:  15  
    HP:  9
    HD: 1d8
    SVs:  Dex, Wis  
    Prof: +2
    Procedural Memory:  5

    Skills:
    Computer Use +2
    Stealth +5
    Acrobatics +5
    Athletics +5 (dex)  +6 to climb
    Perception +5
    Sleight of Hand +5 (Adv w Hidden wpns)
    Insight +5

    Tools:
    Thieves Tools
    all ground and air vehicles
    Disguise Kit

    Attacks:
    ESP pistol +5 d6+3  (auto d8, heavy-auto 2d6) 50/250  (40 rds), laser sight +1 to hit 1st roll, suppressor
    Wrist Blades (hidden) +5 d6+3

    vHuman:
    +1 Dex\Wis
    genetic benefits - limber +5ft speed
    skill: insight
    Feat: Mobile  +10ft, Dash ignores difficult terrain, melee target cannot AoO
    Language - Spanish

    Runner:
    Dex for athletics, Int can be used for Perc, Dex for str attack\damage, prof Acro

    Average Joe:
    Computer Use, Thieves Tools, +1 language Thieves Cant (?)

    Infiltrator:

    Leet - if I have Adv, target has Dis
    Intended Target - double wpn damage if target within 20ft, if I have Adv
    Procedural Memory - wis + prof = # of rerolls per short rest, if used gain Adv, cannot use if Dis  (5)
    Solid Skills - Sprung, stand up w 5ft from prone, high jump +5ft
    Saves - Dex and Wis
    Prof: 1h small arms, 2 martial melee wpns (wrist blades, long sword), Disguise Kit, all ground and air vehicles


    Gear:
    ESP pistol, laser sight, suppressor
    7 extra mags (40x7)
    HC autoloader (backup)
    2 hidden blades (piton-gauntlets)
    4 flashbang grenades (2 impact, 2 FF)
    2 concussion grenades (impact)
    ballistic armor mk2, resistance: normal slashing
    Grip Gloves - climb speed = 1/2 spd
    Disguise kit
    thieves tools
    bolt cutter
    caltrops (10)
    duct tape
    flash goggles
    climbing boots (+1)
    watch
    standard adventuring kit (2 battery flares, 5 chem light sticks, compass, sleeping bag, lighter, canteen, 1 wk rations)




    ALL CHARACTERS Gecko10

    Tommy grew up as a street kid from the South side of Chicago.  His legs got him out of any trouble that his mouth started.  Tommy was doing free running before it was ever called Parkour.  His talents attracted the attention of a local gang that used him to get them into jobs.  Tommy learned to be lethal and silent.  

    The law finally caught up to Tommy when he was 17.  He opted for the military instead of prison.  He was one of the few kids that actually loved Basic, it was like a playground made just for him.  His abilities found a home in....



    ALL CHARACTERS Gecko_10


    Last edited by Chris on Mon Feb 22, 2021 1:55 pm; edited 5 times in total
    Chris
    Chris


    Posts : 9503
    Join date : 2011-10-26

    Character Information
    Hit points:
    ALL CHARACTERS Left_bar_bleue35/35ALL CHARACTERS Empty_bar_bleue  (35/35)
    Action Points:
    ALL CHARACTERS Left_bar_bleue0/0ALL CHARACTERS Empty_bar_bleue  (0/0)
    Character Sheet:

    ALL CHARACTERS Empty Re: ALL CHARACTERS

    Post  Chris Fri Feb 12, 2021 12:50 am

    Louis Cutter aka "Docwagon"
    Outlander\Veteran\Marshall

    Str 10
    Dex 10
    Con 12 +1
    Int 14 +2
    Wis 16 +3
    Cha 14 +2

    Speed: 30ft
    AC:  15  
    HP:  9
    HD: 1d8
    SVs:  Int, Cha
    Prof: +2

    Skills:
    Persuasion +5
    Deception +5
    Investigation +4
    Medicine +5
    Insight +5
    Survival +5
    Animal Handling +5

    Attacks:
    ESP Rifle +5  1d8+3 p 80/320 (auto d10, h-auto 2d8) (80rds) +1 laser sight
    ESP pistol +5 d6+3 p50/250  (auto d8, h-auto 2d6) (40rds) +1 laser sight
    knife +5 d4+3

    Tools:
    air and ground vehicles

    vHuman:
    +1 to two stats (WIS, INT)
    Fashion Sense (+1 all CHA ability checks)
    extra skill: Animal Handling
    Language - Persian
    Feat:  Healer
    You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

       When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.

       As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.


    Outlander:
    Survival
    languages - Arabic
    Music instrument - harmonica

    Wanderer

    You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


    Veteran:
    Wis for combat skills
    +1 Cha skill


    Marshall:
    1h, 2h small arms, heavy wpns, light and med armor
    Command Presence: Stand as One (-1 dmg to all allies) :boost: 1 energy type resistance for 1 min
    For the Good of the Team:  Action to give action as reaction or extra action, swap initiative 1\rd
    Team: Reading Body Language, Persuasion (ADV)

    Gear:
    Aramid survival suit, mk2 - immune to gas\inhaled poison, resistance: fire, cold, bludgeoning
    ESP pistol, laser sight, suppressor
    3 mags (40x3)
    ESP rifle, laser sight
    7 mags (80x7)
    combat knife
    adventures pack (2 battery flares, 5 chem light sticks, lighter, compass, sleeping bag, canteen, 1wk rations)
    4 frag grenades (2 FF, 2 impact)
    2 WP grenades (impact)
    medical kit (50 uses)
    whistle
    cell phone\2 way radio
    night vision goggles
    wide leather belt with rodeo buckle
    sunglasses
    cowboy hat
    harmonica






    ALL CHARACTERS Vet10

    Lou was born and raised on a ranch in WY.  His parents were both Veterinarians.  He grew up traveling the pro rodeo circuit (drifter).   He learned to stitch up horses and fix tractors while other kids were playing cowboy.  He finished his associates and graduated HS in the same year.  He enlisted in the army to pay for Veterinary school.  He served in Desert Storm, picking up Arabic and Persian.  He found a lot in common with the Bedouin people who shared his love of horses.  After he got out, he completed Vet school.  WY just seemed... small now, so he re-enlisted.  Doc was Army; he went Medic, SF Medic, Delta.  HOOHAH!


    ALL CHARACTERS Doc_mo10


    Last edited by Chris on Mon Feb 22, 2021 1:56 pm; edited 8 times in total
    navyik
    navyik


    Posts : 5033
    Join date : 2012-03-22

    Character Information
    Hit points:
    ALL CHARACTERS Left_bar_bleue68/68ALL CHARACTERS Empty_bar_bleue  (68/68)
    Action Points:
    ALL CHARACTERS Left_bar_bleue0/0ALL CHARACTERS Empty_bar_bleue  (0/0)
    Character Sheet:

    ALL CHARACTERS Empty Re: ALL CHARACTERS

    Post  navyik Fri Feb 12, 2021 7:20 pm

    Mime
    Theme Song: Beethoven’s 9th and any Miles Davis
    Gunslinger / Savant 1
    City Watch (investigator)

    0Str 10 2Cc 150lbs.
    0Dex 13 4 sv 3
    1Con 14 5
    1Int 17 9 1
    0Wis 12 4 sv 3
    0Cha 10 2

    Spd 30

    Hp 10
    HD 1d8
    Kata Pts 4

    AC 15 (17 mission)
    17 (19 mission) if attacking within 5’
    Daily armor
    Ballistics Armor This is a light, but still somewhat clumsy collection of ceramic and polymer plates placed strategically to with-stand impacts without hampering maneuverability sig-nificantly. This armor works well under normal clothes without revealing its purpose. Resistance (Mk2): You have resistance to slashing from nonmagical weapons.

    Mission armor
    Aramid Survival Suit This employs a combination of flexible aramid fabrics and rigid ceramic and metal plates. The suit covers the wearer completely, sealing her from the outside envi-ronment. Mask: You are immune to gas attacks and inhaled poisons. Resistances (Mk2): You have resistance to fire and cold, as well as bludgeoning from nonmagical weapons.

    Attacks

    ESP Pistol +5(+6) / 1d6+6, 1d8+6, 2d6+6 / ammo 80 / rang 50-250 / suppressor, laser sight 3lbs
    8 clips AP 2lbs.
    Another 240 rounds AP 3lbs

    Shot Pistol +5 / 1d8+9, 1d8+6 1d8+3 / ammo 2 / range 10-25-50. 3lbs
    (6th lvl Crit knocks prone)
    40 slugs 2lb.

    SPP Pistol +5 / 1d6+6 / ammo 10 / rng 80-320 (6th lvl guided) 3lbs
    Suppressor
    4 clips AP .5
    40 more rounds .5

    SPP Rifle +5(+6) / 1d8+3 / ammo 20 / rng 150-600 (6th lvl guided) 14lbs
    Targeting scope +1 first attack per round
    suppressor
    4 clips AP 1 lb
    80 more rounds 1lb.

    Benefits:
    Stealth
    Empathy +2 (trained analytical profiling that simulates an empathy that Mime doesn’t actually feel)
    Eidetic Memory: You automatically pass any Intelligence checks to recall any information you have been exposed to.

    Shortcomings:
    Albino (disadvantage to sight in direct sunlight)
    Aspergers (using disadv to persuasion from “hairless”)

    Feats
    Observant +1 INT, read lips
    You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.

    Skills
    Stealth 3 Ben
    Deception 2 hum
    Athletics 2 gs
    Acrobatics 3 gs
    Investigation 5(10) Cw
    Perception 3 (18 passive) gs
    Insight 5 (profiling) Cw

    Lang: English, Farsi (broken Urdu), sign language, mandarin


    TRAINING BEATS EXPERIENCE
    use Intelligence in place of Dexterity for attack and damage rolls with one-handed and two-handed small arms. use Intelligence or Wisdom as your modifier to AC instead of Dexterity, and as your spell-casting ability (if you cast spells).

    One Weapon
    If wielding only one one-handed small arm, you gain a +3 bonus to damage rolls with that weapon. This increases to +6 at 6th level.

    CONVERGING FIRE
    Starting at 1st level, when attack-ing a creature 5 feet or closer with one or two one-handed small arms, you gain a +1 bonus to at-tack rolls and a +2 bonus to AC.

    KATA 4
    Starting at 1st level, you are able to use kata exploits fueled by kata points. You have 4 kata points at 1st level, gaining 1 addi-tional point every third level be-ginning at 2nd level. You regain all spent kata points when you finish a short or long rest. At 1st level, you select two kata exploits, gaining one addi-tional exploit at 2nd, 5th, 9th, 13th, and 17th level. Each time you are able to select a new exploit, you can replace one you know with a different one.

    Boundary Threshold
    Kata Cost: 1
    If you are within 5 feet of at least two enemies, you can spend 1 kata along with 30 feet of movement to make one ranged attack to one of those enemies.


    Classic Tumble
    Kata Cost: 1
    Spend 1 kata as a reaction when hit with an attack or if you fail a Dexterity saving throw. You take only ¼ damage.

    FEATURE: WATCHER'S EYE
    Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and crimi-nals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

    Standard Adventurers Kit. 20
    This kit includes the follow-ing: two battery flares, five chemical light sticks, one com-pass, one sleeping bag, one lighter, one canteen (waterskin), and one week of survival rations.

    Binoculars .5
    Flash goggles. .5
    Wide spectrum goggles 1?
    Duct tape. -
    Portable jammer 6
    Cons Device -
    Laptop +1 Int. -
    Towel
    Watch
    2-way Radio. 1
    Filament camera -
    2Sunglasses -
    Handcuffs -
    Soap
    Personal grooming kit 1
    Worn paperback of The Catcher In The Rye
    Rubicks cube
    Nintendo Gameboy
    1 white smoke
    1 red smoke


    Gear 31
    Weapons 33
    Armor 45
    Total. 109 (of 150 cc)

    ALL CHARACTERS 464af010


    Last edited by navyik on Tue Feb 16, 2021 7:24 pm; edited 17 times in total
    navyik
    navyik


    Posts : 5033
    Join date : 2012-03-22

    Character Information
    Hit points:
    ALL CHARACTERS Left_bar_bleue68/68ALL CHARACTERS Empty_bar_bleue  (68/68)
    Action Points:
    ALL CHARACTERS Left_bar_bleue0/0ALL CHARACTERS Empty_bar_bleue  (0/0)
    Character Sheet:

    ALL CHARACTERS Empty Re: ALL CHARACTERS

    Post  navyik Sun Feb 14, 2021 1:53 am

    Bollywood
    Theme Song: Groove is in The Heart (Dee-Lite)
                       Or The Final Countdown (Bollywood version)
                       Or Rock Your Body (Justin Timberlake)
    Pakistani National
    Asset for All India Radio Monitoring Service (AIRMS)
    Techie / juggernaut
    Urchin (scrap collector and part time DJ)

    Str 13 5   CC 195lbs.
    Dex14 6
    1Con 16 9
    1Int 14 5 sv 4
    Wis 8 0 sv 1
    Cha 10 2 +1 to checks except persuasion

    Spd 30
    Hp 11
    HD 1d8
    Tech points 5
    Luck points 3

    AC 14(17 mission)

    Daily armor:
    Ballistics armor MK2 15lbs
    Resistant to normal slashing damage
    Hides under clothes  

    Mission armor:
    Aramid Survival Suit 30lbs
    This suit covers the wearer completely, sealing him from the outside envi-ronment.  
    Mask:  You are immune to gas attacks and inhaled poisons.  
    (Mk2): resistance to fire, cold, & bludgeoning from nonmagical weapons.

    Attacks
    ESP Pistol +4 / 1d6+3, 1d8+3, 2d6+3 / ammo 80 / rang 50-250 / suppressor, laser sight  3lbs
      4 clips AP  1lb.
      Another 160 rounds 2lbs
    Shot Pistol +4 / 1d8+5, 1d8-1 / ammo 2 / rang 25-50. 3lbs
      40 slugs 2lb.
    Pistol grenade launcher +4 / spec / amm 1 rang 50-200 8lbs
     2 frags 1d8 2lbs.
     2 concussion 1d6* 2lbs.
     2 HEAT 2d6  2 lbs
     2 white phosphorus 1d8 like smoke no save after first impact save
     2 smoke screen 10/15/20 radius 1d4 minutes
    Fighting knife bayonet +4 / 1d6+2 2lbs

    Benefits: Deception Night eyes Fashion sense
    Shortcomings: Hairless Dyslexia
    Languages Urdu (broken Farsi), English

    Engineering 4
    Deception 3
    Stealth 3
    Slight of hand 3
    Demolitions 4
    History 4
    Insight 1
    Medi-cine 1
    Perception 1
    Performance 3
    Thieves tools 3(5)
    Disguise kit 3

    Immediacy.
    Spend one tech point as a bonus action to gain an additional action on this turn. This action can be used to take any action except an Attack action.

    Widget Bag
    Starting at 1st level, you gain a widget bag. It contains ran-dom spare parts, useful materials, and salvage worth $200. During a short or long rest, you can scavenge for compo-nents. In most areas, you will be able to recover $10 worth during a short rest and $20 worth during a long rest, but the GM may award more or less (or none at all) at her discre-tion.

    Full Torque
    When wielding two-handed small arms, heavy weapons, or super heavy weapons, you can use Constitution in place of Dexterity for all attack and damage rolls. Select either Constitution or Strength as your primary juggernaut ability.

    Lucky
    You  have inexplicable luck that seems to kick in at just the right moment.You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.You regain your expended luck points when you finish a long rest.

    Feature: City Secrets
    You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally

    Standard Adventurers Kit. 20
    This kit includes the follow-ing: two battery flares, five chemical light sticks, one com-pass, one sleeping bag, one lighter, one canteen (waterskin), and one week of survival rations.  

    Eng kit level 2.  10
    Thieves tools 1
    Disguise kit 3
    Bolt cutters        5
    Binoculars         .5
    Flash goggles.  .5
    Caltrops.             2
    Duct tape.           -
    Portable jammer 6
    Coms Device       -
    Laptop  +1 Int.      -
    Towel
    Watch
    2-way Radio.       1
    Parabolic microphone 4
    Filament camera -
    Whistle -
    Widget bag 5
    Sunglasses -
    Cologne -
    Handcuffs -
    Lighter -
    Shovel 1
    2 white smoke
    2 red smoke
    Spike strip 22lbs
                          Gear   83
                   Weapons  31
                        Armor   45
                          Total.  159 (of 195 cc)

    In truck:
    ESP Rifle with m203 undermount
    Auto shotgun
    8 clips for shotgun
    Rocket launcher 5 rockets
    8 clips for the rifle
     1 frag grenades 1d8 2lbs.
     2 concussion 1d6* 2lbs.
     2 HEAT 2d6  2 lbs
     2 white phosphorus 1d8 like smoke no save after first impact save
     0 smoke screen 10/15/20 radius 1d4 minutes

    ALL CHARACTERS B59ac310
    Robyo
    Robyo


    Posts : 3587
    Join date : 2012-04-29

    Character Information
    Hit points:
    ALL CHARACTERS Left_bar_bleue0/0ALL CHARACTERS Empty_bar_bleue  (0/0)
    Action Points:
    ALL CHARACTERS Left_bar_bleue0/0ALL CHARACTERS Empty_bar_bleue  (0/0)
    Character Sheet:

    ALL CHARACTERS Empty Re: ALL CHARACTERS

    Post  Robyo Tue May 04, 2021 1:25 pm

    “Short Fuse” (Alfonso Sparks)
    Variant Human
    Background: Criminal
    Ladder: Savant
    Class: Techie, Level 1
    (3rd level)Archetype: Sapper

    STR: 10
    DEX: 14 (+2)
    CON: 10
    INT: 16 (+3) (*save +5)
    WIS: 14 (+2) (*save +4)
    CHA: 10

    Speed: 30'
    AC: 17
    Armor: Tactical body armor
    HP: 8
    HD: 1d8
    Proficiency Bonus: +2

    Attacks:
    ~High-calibre autoloader pistol: Attk: +5, Dmg: 1d6P

    Skills:
    Engineering: +5
    Computer Use: +5
    Demolitions: +5
    Sciences: +5
    Investigation: +5
    Medicine: +4
    Perception: +4
    Deception: +2
    Stealth: +4
    Nature: +5

    Proficiencies:
    Tinker's tools: +2
    All ground vehicles and aircraft: +2
    Thieves' tools: +2
    Gaming set (cards): +2
    Light and medium armor
    Simple weapons and one-handed small arms

    Feats:
    Skulker:
    (Prerequisite: Dexterity 13 or higher)
    You are an expert at slinking through shadows. You gain the following benefits:
    ~You can try to hide when you are lightly obscured from the creature from which you are hiding.
    ~When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
    ~Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

    Lang: English, Dari (also known as Farsi)

    Variant Human: +1 INT, +1 WIS, Bonus Skill: Nature , Bonus Feat:

    Criminal:
    Criminal Contact:
    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

    Savant:
    TRAINING BEATS EXPERIENCE Beginning when you choose this ladder at 1st level, you can use Intelligence in place of Dexterity for attack and damage rolls with one-handed and two-handed small arms. You can also use Intelligence or Wisdom as your modifier to AC instead of Dexterity, and as your spellcasting ability (if you cast spells). Select either *Intelligence or Wisdom as your primary savant ability.

    Techie:
    PROFICIENCIES:
    Armor: Light and medium armor
    Weapons: Simple weapons, one-handed small arms
    Tools: Tinker’s tools, All ground vehicles and aircraft
    Saving Throws: Intelligence, Wisdom
    Skills: Engineering; select six skills from Computer Use, Demolitions, History, Insight, Investigation, Medicine, Nature, Perception, Performance and Sciences

    TECH POINTS At 1st level you get tech points (TP) which can be used to boost abilities and perform exploits representative of your training. At 1st level, you start with 3 points, which increases by 1 every additional level. You also gain a bonus to your tech points equal to your Intelligence modifier. Your available tech points reset after you finish a long rest.

    SHINY RED BUTTON At 1st level, you can put a button on your firearm. You only need eight hours of work to put the button on a new firearm but only you can press it without breaking the weapon. The button’s function is determined by your choices from the options that follow. You can add as many functions into your button as you have available tech points, but each modification can only be added once per configuration unless stated otherwise. If you don’t alter the function outside of a battle, your last configuration is used (if you have the available points). Pressing the button takes no action. When you press the button, you spend the tech points corresponding with each of the functions added. If you don’t have enough tech points when you press the button, the entire configuration does not function. Once pressed, its effects last five minutes. You can own multiple weapons with different configurations, as the points are not spent unless the button is pushed, though pushing multiple buttons during a single battle would be rather wasteful. Changing a configuration takes five minutes, though you can attempt to change a configuration as an action with a DC15 Intelligence (Engineering) check (you cannot change a configuration while one is in effect without voiding the invested tech points of the previous configuration). Additionally, you can attempt to regain a lost tech point with a DC5 Intelligence (Engineering) check. Each check takes 1 minute, and successive checks increase the DC by 5 (DC10, DC15, etc). The DC increases regardless if you succeed in recovering the point or not, and the check reverts back to DC5 when you take a long rest.

    Charge Shot
    Cost: 1 point Each time you hit a target your size or smaller, you shove it 5 feet. If the target cannot be shoved, it takes 1d6 additional damage. You can add this modification twice to push the target 10 feet and increase the damage to 2d6.

    Explosive Round
    Cost: 1 point When you score a critical hit, you roll all damage dice thrice instead of twice.

    Floating Reticle
    Cost: 2 points You gain a +1 bonus to attack rolls.

    Hydroshock
    Cost: 2 points You deal additional damage with a hit equal to the difference between your attack roll and the target’s AC. Add this modification a second time to inflict 1d6 additional damage. This increases to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level.

    Increased Caliber
    Cost: 2 points Your weapon’s damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). This stacks with any other effects that increases damage die size. You can add this modification twice.
    Increased Rate Of Fire
    Cost: 2 points You double the rate of fire of your weapon (10 for auto, 20 for auto-heavy). When using burst fire, you add double your proficiency bonus to the save DC and you always use the upscaled damage dice. If targeting single creatures, your weapon’s damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). This stacks with any other effect that increases damage die size.
    Increased Round Velocity
    Cost: 1 point When you roll a 1 or 2 on a damage die, you can reroll. You must accept the new roll, even if it is a 1 or a 2.

    Muzzle Flash / Bang Cost: 2 points Any creature you hit within 20 feet of you has disadvantage on attack rolls against you until the beginning of your next turn.

    Pop-Up Eyepiece Cost: 1 point If you roll a 2 or 3 on your attack roll, you can re-roll. You must accept the second result.

    Rapid Loader Cost: 4 points You gain one additional attack whenever you take the Attack action on your turn. You can add this modification up to two times. This stacks with Pioneer.

    Smart Tracking Cost: 6 points You have advantage on attack rolls.

    Target Scanning Cost: 3 points Your weapon scores a critical hit on a natural roll of 19 or 20.

    Tech Savant:
    Like Machines:
    Your maximum tech points increase by 2. You can select this trait up to four times.

    WIDGET BAG:
    Starting at 1st level, you gain a widget bag. It contains random spare parts, useful materials, and salvage worth $200. During a short or long rest, you can scavenge for components: in most areas you will be able to recover $10 worth during a short rest and $20 worth during a long rest, but the GM may award more or less (or none at all) at her discretion.

    EQUIPMENT: As a techie, you receive the following equipment at 1st level. a TL0 engineering kit a small arm $300 or less. a set of armor $300 or less. $300 in additional non-military gear (no weapons, weapon-accessories, bullets, or armor)

    Sapper (3rd Level)...

    Gear:
    ~Crowbar
    ~Set of dark common clothes/hoodie
    ~Wallet (with $36 for non-military gear)
    ~Engineering kit (TL0)
    ~Assault rifle
    ~Tactical body armor
    ~widget bag ($200 value)
    ~Standard adventurers kit: x2 battery flares, x5 chemical light sticks, compass, sleeping bag, lighter, canteen, x1 wk rations
    ~Binoculars
    ~Bolt cutter
    ~Sunglasses
    ~Automatic watch
    ~Two-way radio
    ~Smartphone
    ~Duct tape
    ~Digital audio recorder
    ~Handcuffs

    ALL CHARACTERS Shortf10


    Last edited by Robyo on Thu May 06, 2021 9:04 pm; edited 1 time in total
    Robyo
    Robyo


    Posts : 3587
    Join date : 2012-04-29

    Character Information
    Hit points:
    ALL CHARACTERS Left_bar_bleue0/0ALL CHARACTERS Empty_bar_bleue  (0/0)
    Action Points:
    ALL CHARACTERS Left_bar_bleue0/0ALL CHARACTERS Empty_bar_bleue  (0/0)
    Character Sheet:

    ALL CHARACTERS Empty Re: ALL CHARACTERS

    Post  Robyo Tue May 04, 2021 1:26 pm

    “Gator” (Jebediah Rigg)
    Variant Human
    Background: Folk Hero
    Ladder: Veteran
    Class: Techie
    Archetype: Field Machinist

    STR: 10
    DEX: 14 (+2)
    CON: 10
    INT: 14 (+2) (*save +4)
    WIS: 16 (+3) (*save +5)
    CHA:10

    Speed: 30'
    AC:
    Armor:
    HP: 8
    HD: 1d8
    Prof: +2

    Attacks:
    ~High-calibre autoloader pistol: Attk: +5, Dmg: 1d6P

    Skills:
    Engineering: +4
    Computer Use: +4
    Demolitions: +4
    Insight: +5
    Investigation: +4
    Perception: +5
    Sciences: +4
    Animal Handling: +5
    Survival: +5
    Persuasion: +2
    Medicine: +5

    Proficiencies:
    Tinker's tools: +2
    All ground vehicls and aircraft: +2
    Smith's tools: +2
    Light and medium armor
    Simple weapons and one-handed small arms


    Feats:
    Lucky:
    You have inexplicable luck that seems to kick in at just the right moment.
    You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you may spend 1 luck point to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
    You can also spend one luck point when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.
    If multiple creatures use a luck point on the same roll, they cancel out, resulting in no additional dice.
    You regain expended luck points when you finish a long rest.

    Lang: English, Arabic

    Variant Human: +1 INT, +1 WIS, Bonus skill: Medicine, Feat: Lucky

    Folk Hero:
    Feature: Rustic Hospitality
    Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

    Veteran:
    CALM REFLEXES Beginning when you choose this ladder at 1st level, you can use Wisdom for all attack and damage rolls with ranged attacks, unarmed attacks and attacks with melee weapons without the heavy property. Select one Charisma-based skill to be proficienct in: Persuasion. You can also use Wisdom or Charisma for spells. Select either *Wisdom or Charisma as your primary veteran ability.

    Techie:
    PROFICIENCIES:
    Armor: Light and medium armor
    Weapons: Simple weapons, one-handed small arms
    Tools: Tinker’s tools, All ground vehicles and aircraft
    Saving Throws: Intelligence, Wisdom
    Skills: Engineering; select six skills from Computer Use, Demolitions, History, Insight, Investigation, Medicine, Nature, Perception, Performance and Sciences

    TECH POINTS At 1st level you get tech points (TP) which can be used to boost abilities and perform exploits representative of your training. At 1st level, you start with 3 points, which increases by 1 every additional level. You also gain a bonus to your tech points equal to your Intelligence modifier. Your available tech points reset after you finish a long rest.

    SHINY RED BUTTON At 1st level, you can put a button on your firearm. You only need eight hours of work to put the button on a new firearm but only you can press it without breaking the weapon. The button’s function is determined by your choices from the options that follow. You can add as many functions into your button as you have available tech points, but each modification can only be added once per configuration unless stated otherwise. If you don’t alter the function outside of a battle, your last configuration is used (if you have the available points). Pressing the button takes no action. When you press the button, you spend the tech points corresponding with each of the functions added. If you don’t have enough tech points when you press the button, the entire configuration does not function. Once pressed, its effects last five minutes. You can own multiple weapons with different configurations, as the points are not spent unless the button is pushed, though pushing multiple buttons during a single battle would be rather wasteful. Changing a configuration takes five minutes, though you can attempt to change a configuration as an action with a DC15 Intelligence (Engineering) check (you cannot change a configuration while one is in effect without voiding the invested tech points of the previous configuration). Additionally, you can attempt to regain a lost tech point with a DC5 Intelligence (Engineering) check. Each check takes 1 minute, and successive checks increase the DC by 5 (DC10, DC15, etc). The DC increases regardless if you succeed in recovering the point or not, and the check reverts back to DC5 when you take a long rest.

    Charge
    Shot Cost: 1 point Each time you hit a target your size or smaller, you shove it 5 feet. If the target cannot be shoved, it takes 1d6 additional damage. You can add this modification twice to push the target 10 feet and increase the damage to 2d6.

    Explosive Round
    Cost: 1 point When you score a critical hit, you roll all damage dice thrice instead of twice.

    Floating Reticle
    Cost: 2 points You gain a +1 bonus to attack rolls.

    Hydroshock
    Cost: 2 points You deal additional damage with a hit equal to the difference between your attack roll and the target’s AC. Add this modification a second time to inflict 1d6 additional damage. This increases to 2d6 at 9th level, 3d6 at 13th level, and 4d6 at 17th level.

    Increased Caliber
    Cost: 2 points Your weapon’s damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). This stacks with any other effects that increases damage die size. You can add this modification twice.

    Increased Rate Of Fire
    Cost: 2 points You double the rate of fire of your weapon (10 for auto, 20 for auto-heavy). When using burst fire, you add double your proficiency bonus to the save DC and you always use the upscaled damage dice. If targeting single creatures, your weapon’s damage die increases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > 2d8 > 2d10). This stacks with any other effect that increases damage die size.

    Increased Round Velocity
    Cost: 1 point When you roll a 1 or 2 on a damage die, you can reroll. You must accept the new roll, even if it is a 1 or a 2.

    Muzzle Flash / Bang
    Cost: 2 points Any creature you hit within 20 feet of you has disadvantage on attack rolls against you until the beginning of your next turn.

    Pop-Up Eyepiece
    Cost: 1 point If you roll a 2 or 3 on your attack roll, you can re-roll. You must accept the second result.

    Rapid Loader
    Cost: 4 points You gain one additional attack whenever you take the Attack action on your turn. You can add this modification up to two times. This stacks with Pioneer.

    Smart Tracking
    Cost: 6 points You have advantage on attack rolls.

    Target Scanning
    Cost: 3 points Your weapon scores a critical hit on a natural roll of 19 or 20.

    Tech Savant:
    Like Machines:
    Your maximum tech points increase by 2. You can select this trait up to four times.

    WIDGET BAG:
    Starting at 1st level, you gain a widget bag. It contains random spare parts, useful materials, and salvage worth $200. During a short or long rest, you can scavenge for components: in most areas you will be able to recover $10 worth during a short rest and $20 worth during a long rest, but the GM may award more or less (or none at all) at her discretion.

    EQUIPMENT: As a techie, you receive the following equipment at 1st level. a TL0 engineering kit a small arm $300 or less. a set of armor $300 or less. $300 in additional non-military gear (no weapons, weapon-accessories, bullets, or armor)

    Field Machinist (3rd Level)...

    Gear:
    ~Set of smith's tools
    ~Shovel
    ~Iron pot
    ~Set of common clothes
    ~Wallet with $84 (for non-military gear)
    ~Widget bag (value $200)
    ~Engineering kit (TL0)
    ~High-calibre autoloader pistol
    ~Tactical body armor
    ~Standard adventurers kit: x2 battery flares, x5 chemical light sticks, compass, sleeping bag, lighter, canteen, x1 wk rations
    ~Binoculars
    ~Electric torch
    ~Sunglasses
    ~Automatic watch
    ~Two-way radio
    ~Smartphone
    ~Duct tape

    ALL CHARACTERS Gator10

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