navyik Sat Feb 20, 2021 1:16 pm
“Mudhucker”
Chief Petty Officer Benjamin Brandywine
(Navy Engineer/SEAL)
Infiltrator/ runner 1
Techie / warrior/ infantry support 8
Heavy / survivor / country gunman 4
Grounder / juggernaut 1
Sailor
5 Str 14 2 Cc 210.
3 Dex 12 1 (sv6)
9 Con 18 4 (ac mod, 2H Ranged) +2
5 Int. 16 3 (perc) +1 +1
3 Wis 12 1 (sv6) (One hand ranged)
2 Cha 10 0
Proficiency +5
Initiative d20+2d6+1
End 18
HP 138
HD 9d8
5d10
AC 20 (Aramid Survival Suit MK2 +2 / night vision)
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): fire and cold, as well as bludgeoning from nonmagical weapons. Wt. 37 with mods.
3 traits and a flaw
Extra Fatigue
Quick healer
Thieves tools proficiency
Hairless
ESP Maelstrom
Wt. 55 (15 for 3 extra ammo boxes)
Undermount Grenade Light Weapon
Wt. 10 (6 lbs for 12 extra grenades)
Rocket Launcher
Wt. 20 (10 for 5 extra rockets)
Sub Machine Gun
Wt. 6 (4 for 4 extra clips)
SPP Pistol
Wt. 3 (.5 for 4 extra clips) guided adv. 4x/day
Athletics bg 7
Perception bg 8
Stealth inf 6
Engineering inf 8
Computer inf 8
Deception inf 5
Demolitions tec 8
Survival surv 6
Thieves Tools 6/8
Tinkers tools 8
Engineers kit 8
Artillery Tallents 5
Overwatch You are able to target large areas in the battlefield and impede enemy advancement. While wielding an auto or auto-heavy weapon, spend 30 feet of movement on your turn and select a 10-foot cube (20-foot with autoheavy) within your weapon’s range. Until the beginning of your next turn, the area is considered difficult terrain to any enemy targets attempting to move through it. As a reaction, you can force an enemy that enters the area to make a Dexterity saving throw. A target takes your weapon damage on a failed save, or half as much damage on a successful one. You expend ammunition with each saving throw attempted.
Rank 2: The cube’s area increases by 10 feet (20 and 30 feet respectively).
Rank 3: Overwatch now costs only 20 feet of movement to use.
Rank 4: The cube’s area increases by 10 feet (30 and 40 feet respectively).
Sure-Footed You treat heavy weapons as two-handed small arms for the purposes of attack penalties while moving. This does not apply to super heavy weapons.
Fire support 1 / Brotherhood 1
Assault Tier 1: Whenever you make an autofire attack, you inflict additional damage equal to the amount you beat the enemy’s AC by, up to a maximum of 5 (for an auto weapon) or 10 (for an auto-heavy weapon).
Solid Frame When wielding a two-handed small arm, you do not suffer the -2 penalty to firing while moving.
Tech Savant 3
Immediacy Spend one tech point to gain an additional action on this turn. This action can be used to take any action except an Attack action.
Priorities spend HD to get 2 TP
Midas Touch While you are wielding a firearm, its damage die in-creases by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12 > 2d6 > d28 > 2d10). You can select this trait twice, and its effects stack with others that increase damage die size.
Infiltrator
PROCEDURAL MEMORY 6 per short rest
You have acquired a very particular set of skills over a very long career. Said skills are essential to be steadfast in your craft, and should never be up to chance. Start-ing at 1st level, you can re-roll undesirable d20 results you make. You gain as many uses of procedural memory as your Wisdom modifier + your proficiency bonus. You recover spent uses after you finish a short or long rest. You can re-roll as many times as you wish in re-sponse to a bad roll until you accept a result or run out of uses of procedural memory. When you use procedural memory, that roll (whether it be a skill check, ability check, saving throw, or attack roll) is also counted as having advantage. You cannot use procedural memory if you have disad-vantage. If you already have advantage, you still only get to re-roll one die result.
LEET
Starting at 1st level, anytime you have advantage on an attack roll, the target of your attack has disadvantage on attack rolls against you until the beginning of your next turn.
INTENDED TARGET
Starting at 1st level, you are able to dispatch enemies with extreme prejudice. Once per turn, if you hit on an attack you have advantage with, you can turn that at-tack into a critical hit. The target must be within 20 feet of you.
Engineering Kit TL 2
Wt. 10
Widget Bag
Wt. 5
Tinker’s tools
Thieves tools
Portable Jammer 6lbs.