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Posts posted by M3mentoMori
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Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6
Show Mechanics
OOC commentary
Det'll offload the decision about the jeep to the
DMNPCs, and go help Martin salvage. :D. IDK if it'd be Aid Another or two separate rolls, but I'm pretty sure the Aid Another roll is just a normal skillcheck, so I'll just roll normally.She can't fail the Knowledge check (+25 to the roll), so using the full knowledge info.
Det'll also reload her rifle.
___________________________________________________
Main Hand: Heavy Sniper Rifle (15/15 rds (9 fired thus far))
Off Hand: EmptyTechnician Gadgets: 4/6
Martial Focus: No
___________________________________________________
Full: None
Free: None
Swift: None
Move: None
Standard: NoneShow Mini Character Sheet
Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6
___________________________________________________
STATSStr 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft.Initiative +9
LanguagesEnglish
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German___________________________________________________
OFFENSEGrenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damageSeeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile
___________________________________________________
DEFENSEAC 20 [Touch 15, FF 15]
CMD 22 [FF 17]
Saving Throws Fort +12, Ref +12, Will +9
DR N/ASpecial Clarifying Reinforcements (+2 comp to Will saves)
___________________________________________________
SKILLSCraft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14
___________________________________________________
Whatever ElseWeapon-Propelled Grenades
Smoke, Flashbang, Frag
Show Equipment
Hidden Storage (10lbs current, 10lbs/1cbft max)
___________________________________________________
___________________________________________________
General Inventory (42 lbs.)Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight
50 rounds of Heavy Ammo (5.5lbs)
Gunsmith's Kit (2lbs)
Masterwork Binoculars (2lbs)
2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)
2 Flashbang WPGs (2lbs)
3 Frag WPGs (3lbs)
Exceptional +3 Thieves' Tools (2lbs)
Flashlight (1lb)
Gasmask (2lbs)
2 Gasmask Filters
Compass (.5lbs)
Walkie-Talkies [1 pair] (1lb)
Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)
Engineering Kit (10lbs)Equipped Gear (33.5 lbs)
___________________________________________________
Heavy Sniper Rifle (15lbs)
Grenade Launcher (6lbs)
Seeker Missile Cannon
Darkleaf Cloth Leather Lamellar (12.5lbs)
Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 100 (light)/200 (medium)/300 (heavy)
Current Weight: 85lbs
Show Abilities
Passive Effects
___________________________________________________
Breaking BlastDet's ranged attacks deal full damage to objects, instead of half., Expert ReloadingAriane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free, Mechanical SavantWhen Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1)., Huntsman TrainingDet only suffers a -1 penalty per range increment when using a ranged weapon., Greater SunderDet gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat., OpportunistCreatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment., WarningAllies who can see and hear Det never trigger her traps unless they choose to., Combat ReflexesAriane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).
Active Effects
___________________________________________________
Vital StrikeWhen Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit), Deadly Shot (Sniper Sphere)As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC., Hindering Projectile (snipe)Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action., Place Snare or Dart TrapAs a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP., Snare TrapA snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent., Dart TrapA dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent. , Tripwire (snare)A creature that fails its save against a tripwire snare falls prone. Once knocked prone, a creature is no longer at risk of triggering the trap in that square. This trap is not destroyed when triggered; instead the duration is reduced by 5 rounds per creature that fails its save. Running and charging creatures take a -2 penalty on their Reflex saves against this trap., Razor WireWhen you place the tripwire snare, you may choose to have it deal 1d6 slashing damage + 1d6 at 3 ranks in Craft (traps) and every 2 ranks thereafter to the triggering creature. Alchemical items cannot be added to this snare. A razor wire snare otherwise functions as a tripwire snare.
Gadgets and Inventions:Heavy Sniper Rifle
___________________________________________________Charge: 18/18
Gadgets:
Heavy Sniper Rifle (4 charges)
Grenade Launcher (4 charges)
Seeker Missile Cannon (6 charges)
-
Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6
Show Mechanics
OOC commentary
Raider needs to make a DC 16 Reflex save or the detonator explodes, dealing 6d6 (half fire/half BPS) in a 10ft radius, which hits all raiders on the truck.
Additionally, the other two raiders need to make a DC 16 save or take half the weapon damage dealt to the initial target, as well as a DC 16 save if the detonator goes off.
___________________________________________________
Main Hand: Heavy Sniper Rifle (6/15 rds)
Off Hand: EmptyTechnician Gadgets: 4/6
Martial Focus: No
___________________________________________________
Full: Apply Reactive Armor
Free: None
Swift: None
Move: None
Standard: NoneShow Mini Character Sheet
Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6
___________________________________________________
STATSStr 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft.Initiative +9
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German___________________________________________________
OFFENSEGrenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damageSeeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile
___________________________________________________
DEFENSEAC 20 [Touch 15, FF 15]
CMD 22 [FF 17]
Saving Throws Fort +12, Ref +12, Will +9
DR N/ASpecial Clarifying Reinforcements (+2 comp to Will saves)
___________________________________________________
SKILLSCraft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14
___________________________________________________
Whatever ElseWeapon-Propelled Grenades
Smoke, Flashbang, Frag
Show Equipment
Hidden Storage (10lbs current, 10lbs/1cbft max)
___________________________________________________
___________________________________________________
General Inventory (42 lbs.)
Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight
50 rounds of Heavy Ammo (5.5lbs)
Gunsmith's Kit (2lbs)
Masterwork Binoculars (2lbs)
2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)
2 Flashbang WPGs (2lbs)
3 Frag WPGs (3lbs)
Exceptional +3 Thieves' Tools (2lbs)
Flashlight (1lb)
Gasmask (2lbs)
2 Gasmask Filters
Compass (.5lbs)
Walkie-Talkies [1 pair] (1lb)
Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)
Engineering Kit (10lbs)
Equipped Gear (33.5 lbs)
___________________________________________________
Heavy Sniper Rifle (15lbs)
Grenade Launcher (6lbs)
Seeker Missile Cannon
Darkleaf Cloth Leather Lamellar (12.5lbs)
Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 100 (light)/200 (medium)/300 (heavy)
Current Weight: 85lbs
Show Abilities
Passive Effects
___________________________________________________
Breaking Blast: Det's ranged attacks deal full damage to objects, instead of half.
Expert Reloading: Ariane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free
Mechanical Savant: When Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1).
Huntsman Training: Det only suffers a -1 penalty per range increment when using a ranged weapon.
Greater Sunder: Det gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat.
Opportunist: Creatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment.
Warning: Allies who can see and hear Det never trigger her traps unless they choose to.
Combat Reflexes: Ariane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).
Active Effects
___________________________________________________
Vital Strike: When Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit)
Deadly Shot (Sniper Sphere): As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC.
Hindering Projectiles (snipe): Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action.
Place Snare or Dart Trap: As a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP.
Snare Trap: A snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent.
Dart Trap: A dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent.
Trap Talents: Tripwire (failure knocks the target prone, loses 5rds of duration upon triggering), Razor Wire (as Tripwire, but also deals slashing damage equal to a Dart trap's to the triggering creature),
Gadgets and Inventions
___________________________________________________Charge: 18/18
Gadgets:
Heavy Sniper Rifle (4 charges)
Grenade Launcher (4 charges)
Seeker Missile Cannon (6 charges)
-
Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6
Show Mechanics
OOC commentary
Raider needs to make a DC 16 Reflex save or the detonator explodes, dealing 6d6 (half fire/half BPS) in a 10ft radius, which hits all raiders on the truck.
Additionally, the other two raiders need to make a DC 16 save or take half the weapon damage dealt to the initial target, as well as a DC 16 save if the detonator goes off.
___________________________________________________
Main Hand: Heavy Sniper Rifle (6/15 rds)
Off Hand: EmptyTechnician Gadgets: 4/6
Martial Focus: No
___________________________________________________
Full: N/A
Free: Reload rifle as a free action, making the round Explosive
Swift: None
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Deadly Shot firing a Powerful Detonator at the northmost Disciple.Show Mini Character Sheet
Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6
___________________________________________________
STATSStr 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft.Initiative +9
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German___________________________________________________
OFFENSEGrenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damageSeeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile
___________________________________________________
DEFENSEAC 20 [Touch 15, FF 15]
CMD 22 [FF 17]
Saving Throws Fort +12, Ref +12, Will +9
DR N/ASpecial Clarifying Reinforcements (+2 comp to Will saves)
___________________________________________________
SKILLSCraft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14
___________________________________________________
Whatever ElseWeapon-Propelled Grenades
Smoke, Flashbang, Frag
Show Equipment
Hidden Storage (10lbs current, 10lbs/1cbft max)
___________________________________________________
___________________________________________________
General Inventory (42 lbs.)
Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight
50 rounds of Heavy Ammo (5.5lbs)
Gunsmith's Kit (2lbs)
Masterwork Binoculars (2lbs)
2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)
2 Flashbang WPGs (2lbs)
3 Frag WPGs (3lbs)
Exceptional +3 Thieves' Tools (2lbs)
Flashlight (1lb)
Gasmask (2lbs)
2 Gasmask Filters
Compass (.5lbs)
Walkie-Talkies [1 pair] (1lb)
Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)
Engineering Kit (10lbs)
Equipped Gear (33.5 lbs)
___________________________________________________
Heavy Sniper Rifle (15lbs)
Grenade Launcher (6lbs)
Seeker Missile Cannon
Darkleaf Cloth Leather Lamellar (12.5lbs)
Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 100 (light)/200 (medium)/300 (heavy)
Current Weight: 85lbs
Show Abilities
Passive Effects
___________________________________________________
Breaking Blast: Det's ranged attacks deal full damage to objects, instead of half.
Expert Reloading: Ariane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free
Mechanical Savant: When Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1).
Huntsman Training: Det only suffers a -1 penalty per range increment when using a ranged weapon.
Greater Sunder: Det gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat.
Opportunist: Creatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment.
Warning: Allies who can see and hear Det never trigger her traps unless they choose to.
Combat Reflexes: Ariane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).
Active Effects
___________________________________________________
Vital Strike: When Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit)
Deadly Shot (Sniper Sphere): As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC.
Hindering Projectiles (snipe): Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action.
Place Snare or Dart Trap: As a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP.
Snare Trap: A snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent.
Dart Trap: A dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent.
Trap Talents: Tripwire (failure knocks the target prone, loses 5rds of duration upon triggering), Razor Wire (as Tripwire, but also deals slashing damage equal to a Dart trap's to the triggering creature),
Gadgets and Inventions
___________________________________________________Charge: 18/18
Gadgets:
Heavy Sniper Rifle (4 charges)
Grenade Launcher (4 charges)
Seeker Missile Cannon (6 charges)
-
Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6
Show Mechanics
OOC commentary
___________________________________________________
Main Hand: Heavy Sniper Rifle (9/15 rds)
Off Hand: EmptyTechnician Gadgets: 5/6
Martial Focus: No
___________________________________________________
Full: N/A
Free: Reload rifle as a free action
Swift: None
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Sunder on Buzz Zealot 1's weapon; if the weapon is destroyed, all excess damage is dealt to the zealot.Show Mini Character Sheet
Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6
___________________________________________________
STATSStr 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft.Initiative +9
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German___________________________________________________
OFFENSEGrenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damageSeeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile
___________________________________________________
DEFENSEAC 20 [Touch 15, FF 15]
CMD 22 [FF 17]
Saving Throws Fort +12, Ref +12, Will +9
DR N/ASpecial Clarifying Reinforcements (+2 comp to Will saves)
___________________________________________________
SKILLSCraft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14
___________________________________________________
Whatever ElseWeapon-Propelled Grenades
Smoke, Flashbang, Frag
Show Equipment
Hidden Storage (10lbs current, 10lbs/1cbft max)
___________________________________________________
___________________________________________________
General Inventory (42 lbs.)
Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight
50 rounds of Heavy Ammo (5.5lbs)
Gunsmith's Kit (2lbs)
Masterwork Binoculars (2lbs)
2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)
2 Flashbang WPGs (2lbs)
3 Frag WPGs (3lbs)
Exceptional +3 Thieves' Tools (2lbs)
Flashlight (1lb)
Gasmask (2lbs)
2 Gasmask Filters
Compass (.5lbs)
Walkie-Talkies [1 pair] (1lb)
Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)
Engineering Kit (10lbs)
Equipped Gear (33.5 lbs)
___________________________________________________
Heavy Sniper Rifle (15lbs)
Grenade Launcher (6lbs)
Seeker Missile Cannon
Darkleaf Cloth Leather Lamellar (12.5lbs)
Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 100 (light)/200 (medium)/300 (heavy)
Current Weight: 85lbs
Show Abilities
Passive Effects
___________________________________________________
Breaking Blast: Det's ranged attacks deal full damage to objects, instead of half.
Expert Reloading: Ariane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free
Mechanical Savant: When Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1).
Huntsman Training: Det only suffers a -1 penalty per range increment when using a ranged weapon.
Greater Sunder: Det gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat.
Opportunist: Creatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment.
Warning: Allies who can see and hear Det never trigger her traps unless they choose to.
Combat Reflexes: Ariane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).
Active Effects
___________________________________________________
Vital Strike: When Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit)
Deadly Shot (Sniper Sphere): As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC.
Hindering Projectiles (snipe): Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action.
Place Snare or Dart Trap: As a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP.
Snare Trap: A snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent.
Dart Trap: A dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent.
Trap Talents: Tripwire (failure knocks the target prone, loses 5rds of duration upon triggering), Razor Wire (as Tripwire, but also deals slashing damage equal to a Dart trap's to the triggering creature),
Gadgets and Inventions
___________________________________________________Charge: 18/18
Gadgets:
Heavy Sniper Rifle (4 charges)
Grenade Launcher (4 charges)
Seeker Missile Cannon (6 charges)
-
Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6
Show Mechanics
OOC commentary
The Archon needs to make a DC 18 Reflex save, or else the Detonator goes off and everyone on the truck takes 6d6 fire damage.
The two enemies adjacent to the Archon must also make a DC 16 reflex save or take half weapon damage.
Whoever is adjacent to Zealot 2 needs to make a DC 16 Reflex save or take 6 damage
___________________________________________________
Main Hand: Heavy Sniper Rifle (10/15 rds)
Off Hand: EmptyTechnician Gadgets: 5/6
Martial Focus: No
___________________________________________________
Full: N/A
Free: Toggle her rifle, making her currently-chambered round an Explosive Round (deals half-damage to all enemies adjacent to the target, DC 16 Reflex reduces to 0). Reloads the rifle as a free action between each AoO, making all rounds Explosive.
Swift: Reenable the Governer on the tank
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Deadly Shot on the Archon, expending Martial Focus, and applying an Incendiary (via Chemical Insight, deals all fire damage, flammable materials and creatures who fail the save are set on fire) Landmine (via Mechanical Insight, detonator is a (snare) talent for Trap talents like Trap Launcher) Detonator as a (snare), shaping the explosion into a Cone facing directly behind the target (Demolitions Insight, cone size is 3x normal radius, so 30ft)Show Mini Character Sheet
Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6
___________________________________________________
STATSStr 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft.Initiative +9
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German___________________________________________________
OFFENSEGrenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damageSeeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile
___________________________________________________
DEFENSEAC 20 [Touch 15, FF 15]
CMD 22 [FF 17]
Saving Throws Fort +12, Ref +12, Will +9
DR N/ASpecial Clarifying Reinforcements (+2 comp to Will saves)
___________________________________________________
SKILLSCraft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14
___________________________________________________
Whatever ElseWeapon-Propelled Grenades
Smoke, Flashbang, Frag
Show Equipment
Hidden Storage (10lbs current, 10lbs/1cbft max)
___________________________________________________
___________________________________________________
General Inventory (42 lbs.)
Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight
50 rounds of Heavy Ammo (5.5lbs)
Gunsmith's Kit (2lbs)
Masterwork Binoculars (2lbs)
2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)
2 Flashbang WPGs (2lbs)
3 Frag WPGs (3lbs)
Exceptional +3 Thieves' Tools (2lbs)
Flashlight (1lb)
Gasmask (2lbs)
2 Gasmask Filters
Compass (.5lbs)
Walkie-Talkies [1 pair] (1lb)
Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)
Engineering Kit (10lbs)
Equipped Gear (33.5 lbs)
___________________________________________________
Heavy Sniper Rifle (15lbs)
Grenade Launcher (6lbs)
Seeker Missile Cannon
Darkleaf Cloth Leather Lamellar (12.5lbs)
Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 100 (light)/200 (medium)/300 (heavy)
Current Weight: 85lbs
Show Abilities
Passive Effects
___________________________________________________
Breaking Blast: Det's ranged attacks deal full damage to objects, instead of half.
Expert Reloading: Ariane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free
Mechanical Savant: When Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1).
Huntsman Training: Det only suffers a -1 penalty per range increment when using a ranged weapon.
Greater Sunder: Det gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat.
Opportunist: Creatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment.
Warning: Allies who can see and hear Det never trigger her traps unless they choose to.
Combat Reflexes: Ariane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).
Active Effects
___________________________________________________
Vital Strike: When Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit)
Deadly Shot (Sniper Sphere): As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC.
Hindering Projectiles (snipe): Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action.
Place Snare or Dart Trap: As a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP.
Snare Trap: A snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent.
Dart Trap: A dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent.
Trap Talents: Tripwire (failure knocks the target prone, loses 5rds of duration upon triggering), Razor Wire (as Tripwire, but also deals slashing damage equal to a Dart trap's to the triggering creature),
Gadgets and Inventions
___________________________________________________Charge: 18/18
Gadgets:
Heavy Sniper Rifle (4 charges)
Grenade Launcher (4 charges)
Seeker Missile Cannon (6 charges)
-
Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6
Show Mechanics
OOC commentary
Knowledge (Local) 20, Knowledge (Engineering) 27
Tank gains 15ft of movement speed, and +3 to attack rolls, saving throws, skill checks, and ability checks for 1 round.
___________________________________________________
Main Hand: Heavy Sniper Rifle (15/15 rds)
Off Hand: Empty___________________________________________________
Full: N/A
Free: Your free actions go here.
Swift: Disable the Governer on the tank
Move: Move to a hatch, down it, and to the Engineer position
Standard: Push the Tank into OverdriveShow Mini Character Sheet
Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6
___________________________________________________
STATSStr 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft.Initiative +9
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German___________________________________________________
OFFENSEGrenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damageSeeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile
___________________________________________________
DEFENSEAC 20 [Touch 15, FF 15]
CMD 22 [FF 17]
Saving Throws Fort +12, Ref +12, Will +9
DR N/ASpecial Clarifying Reinforcements (+2 comp to Will saves)
___________________________________________________
SKILLSCraft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14
___________________________________________________
Whatever ElseWeapon-Propelled Grenades
Smoke, Flashbang, Frag
Show Equipment
Hidden Storage (10lbs current, 10lbs/1cbft max)
___________________________________________________
___________________________________________________
General Inventory (42 lbs.)
Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight
50 rounds of Heavy Ammo (5.5lbs)
Gunsmith's Kit (2lbs)
Masterwork Binoculars (2lbs)
2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)
2 Flashbang WPGs (2lbs)
3 Frag WPGs (3lbs)
Exceptional +3 Thieves' Tools (2lbs)
Flashlight (1lb)
Gasmask (2lbs)
2 Gasmask Filters
Compass (.5lbs)
Walkie-Talkies [1 pair] (1lb)
Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)
Engineering Kit (10lbs)
Equipped Gear (33.5 lbs)
___________________________________________________
Heavy Sniper Rifle (15lbs)
Grenade Launcher (6lbs)
Seeker Missile Cannon
Darkleaf Cloth Leather Lamellar (12.5lbs)
Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 100 (light)/200 (medium)/300 (heavy)
Current Weight: 85lbs
Show Abilities
Passive Effects
___________________________________________________
Breaking Blast: Det's ranged attacks deal full damage to objects, instead of half.
Expert Reloading: Ariane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free
Mechanical Savant: When Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1).
Huntsman Training: Det only suffers a -1 penalty per range increment when using a ranged weapon.
Greater Sunder: Det gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat.
Opportunist: Creatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment.
Warning: Allies who can see and hear Det never trigger her traps unless they choose to.
Combat Reflexes: Ariane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).
Active Effects
___________________________________________________
Vital Strike: When Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit)
Deadly Shot (Sniper Sphere): As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC.
Hindering Projectiles (snipe): Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action.
Place Snare or Dart Trap: As a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP.
Snare Trap: A snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent.
Dart Trap: A dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent.
Trap Talents: Tripwire (failure knocks the target prone, loses 5rds of duration upon triggering), Razor Wire (as Tripwire, but also deals slashing damage equal to a Dart trap's to the triggering creature),
Gadgets and Inventions
___________________________________________________Charge: 18/18
Gadgets:
Heavy Sniper Rifle (4 charges)
Grenade Launcher (4 charges)
Seeker Missile Cannon (6 charges)
-
formatting playground post, don't mind me.
-
Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6
Show Mechanics
OOC commentary
Initiative (28), Craft (Mechanical) 28
The Tank now has 28 temporary HP
___________________________________________________
Main Hand: Heavy Sniper Rifle (15/15 rds)
Off Hand: Empty___________________________________________________
Full: Applying Reactive Armor to The Tank
Free: Your free actions go here.
Swift: Your swift action goes here.
Move: Your movement goes here.
Standard: Your standard action goes here.Show Mini Character Sheet
Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6
___________________________________________________
STATSStr 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft.Initiative +9
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German___________________________________________________
OFFENSEGrenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damageSeeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile
___________________________________________________
DEFENSEAC 20 [Touch 15, FF 15]
CMD 22 [FF 17]
Saving Throws Fort +12, Ref +12, Will +9
DR N/ASpecial Clarifying Reinforcements (+2 comp to Will saves)
___________________________________________________
SKILLSCraft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14
___________________________________________________
Whatever ElseWeapon-Propelled Grenades
Smoke, Flashbang, Frag
Show Equipment
Hidden Storage (10lbs current, 10lbs/1cbft max)
___________________________________________________
___________________________________________________
General Inventory (42 lbs.)
Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight
50 rounds of Heavy Ammo (5.5lbs)
Gunsmith's Kit (2lbs)
Masterwork Binoculars (2lbs)
2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)
2 Flashbang WPGs (2lbs)
3 Frag WPGs (3lbs)
Exceptional +3 Thieves' Tools (2lbs)
Flashlight (1lb)
Gasmask (2lbs)
2 Gasmask Filters
Compass (.5lbs)
Walkie-Talkies [1 pair] (1lb)
Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)
Engineering Kit (10lbs)
Equipped Gear (33.5 lbs)
___________________________________________________
Heavy Sniper Rifle (15lbs)
Grenade Launcher (6lbs)
Seeker Missile Cannon
Darkleaf Cloth Leather Lamellar (12.5lbs)
Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0Encumbrance
Max Load: 100 (light)/200 (medium)/300 (heavy)
Current Weight: 85lbs
Show Abilities
Passive Effects
___________________________________________________
Breaking Blast: Det's ranged attacks deal full damage to objects, instead of half.
Expert Reloading: Ariane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free
Mechanical Savant: When Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1).
Huntsman Training: Det only suffers a -1 penalty per range increment when using a ranged weapon.
Greater Sunder: Det gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat.
Opportunist: Creatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment.
Warning: Allies who can see and hear Det never trigger her traps unless they choose to.
Combat Reflexes: Ariane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).
Active Effects
___________________________________________________
Vital Strike: When Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit)
Deadly Shot (Sniper Sphere): As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC.
Hindering Projectiles (snipe): Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action.
Place Snare or Dart Trap: As a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP.
Snare Trap: A snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent.
Dart Trap: A dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent.
Trap Talents: Tripwire (failure knocks the target prone, loses 5rds of duration upon triggering), Razor Wire (as Tripwire, but also deals slashing damage equal to a Dart trap's to the triggering creature),
Gadgets and Inventions
___________________________________________________Charge: 18/18
Gadgets:
Heavy Sniper Rifle (4 charges)
Grenade Launcher (4 charges)
Seeker Missile Cannon (6 charges)
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I suppose. I would greatly prefer you read my sheet in its entirety, unless Doc has only recently joined the crew.
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34 minutes ago, Arklytte said:
I tend to build on my character sheet
Your sheet is private btw
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Eh. Between Ariane and Martin, there's very, very little from the Tech sphere that cannot be supplied. We can make any (gadget) talent gadget if needed via Jury-Rigging, and have a ton of talents otherwise between the two of us.
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I love it.
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Looks like it's gonna be Tia, unfortunately. Unless the last voter makes it a tie again.
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Looks like everyone's weighed in on the names; here's the votes (sans Tank names that got 1 or 2 votes):
Tank Name:
Boom Box: 5
Defiant: 5
Tia: 5Aegis: 4
Indomitable: 3
Crew Name:
The Breakers: 3
Tia's Tankers (if Tia wins): 3The Crew: 2
Valkyries: 2Looks like a tie between Boom Box, Defiant, and Tia. Everyone who voted Tia's Tankers had a rider specifying only if Tia won, so the Tank vote will decide the crew vote.
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21 minutes ago, PigLickJF said:
Yah, they've said the dice roller is a high priority, but very much a work in progress. In fact, you may want to consider using the old site for rolls, or maybe even a Discord bot, because the roller here is still pretty limited, and with a game like this we're probably going to have quite a bit of fairly complex rolling going on. (For example, I don't think there's even a way to roll multiple dice right now, so all our 2d6 + 3d6 +3 etc. damage rolls and such won't be possible).
There's already a thread on OGMW for dice rolling; there's a link in the Overview, near where the Discord server link is.
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Tank:
Indomitable
Inevitable
Serenity
Tyrant of the Wastes
The Tank
Boom Box
Winged HussarDefiant
Aegis
Crew:
The Crew
ValkyriesNot a fan of Tia or variants.
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For the foreseeable future, I'll probably stick with just the one, and maybe a handful of batteries. The current plan is to have a dozen or so cameras providing vision outside of the tank for people on the inside, and some turrets to help protect the tank, as well as gadget firearms to mount on said turrets. Cameras are 1 charge/4 hours, turrets are a charge a minute, and - assuming I don't want to figure out how to supply turrets with physical ammo - gadget-weapons can spend a charge in place of a round of ammo, making them a charge/round when active. With a single-charge battery attached to each camera for emergencies, and maybe one on each turret, a Large Generator can easily supply all the gadgets indefinitely, and then turn its charges to supplying ammo for the weaponry during combat.
This'll take a while to setup, too; each camera is 800gp, as is each battery. A turret, by my reading, would be 2400gp each (assuming I want it to have the best attack-bonus it can), and each weapon would be 800gp as well. Not to mention the generator itself costs 4800gp if I want it to be stable. Those all might be increased if I need to pay for Wireless Charge to work with them, too. It'll be like, 35k GP to get this all set up lol, and months of work.
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I was more talking about the critical hit vulnerability if it's integrated into the tank-as-drone; taking the talent twice removes that weakness, though if you're still willing to allow it to remove the stable requirement, that'd be amazing. I'm already cannibalizing the talents and feats I can justify losing to pull this off, not much else to throw at it lol.
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I'll probably take the talent twice to remove those weaknesses.
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Would the Generator and Wireless Charge Legendary Talents be allowed? I want to use then to supply power to appliances and contraptions that'll be sticking with the tank, though there is a side-effect of the combination of both meaning that - while we're near the tank - charges are basically unlimited. Most gadgets consume charges every minute or longer, though, so it doesn't seem too gamebreaking.
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So far, we've got the following suggestions (I just listed every name someone suggested):
Tank Name:The Tank
Jaxbe
The Beast
Slayer
Devastator
Silver Shield
The Sword
The Hammer
Golden Arrow
The Turtle
The Rock
Hedgehog
Porcupine
Indomitable
Unstoppable
Inevitable
Serenity
Ohio Valley
Krakatoa
Vesuvius
Wastes Tyrant
Tyrant of the Wastes
The Axe
Tia
The Tank
"You're Gonna Need More Men"
Defiant
Boom Box
The Fist
Winged Hussar
Protector
Aegis
Beastkiller
Tiny Tia
Crew Name:The Crew
Hussars
Winged Hussars
Valkyries
The Crew
Dragoons
Tia's Tankers
Breakers
I'm thinking we maybe do a few more suggestions, then have everyone pick a couple names and slap all those together in a list and vote on which ones we like. Probably with Approval voting, since that's easy enough to set up a strawpoll for.
I kinda like just 'The Crew' for the crew, as it has an implied fame/infamy to it. You don't need to specify who they're the crew of; there is only one Crew of note.
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I'm not too big a fan of Winged Hussars, personally. It's fine; got good historic background, an excuse to play Sabaton, thematic, but the name itself doesn't really have the same oomph, if you get what I mean? Maybe it's just because I don't know much about them, but I don't really think anything amazing when I hear the name, as opposed to fighting forces more mainstream like Spartans or whatever.
Maybe we could call the tank the Winged Hussar, and go with a different name for the crew? I like it as a tank name better than a crew name.
01: Steel Shepherd
in Game
Posted
Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6
Show Mechanics
OOC commentary
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Main Hand: Heavy Sniper Rifle (15/15 rds (9 fired thus far))
Off Hand: Empty
Technician Gadgets: 4/6
Martial Focus: No
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Full: None
Free: None
Swift: None
Move: None
Standard: None
Show Mini Character Sheet
Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6
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STATS
Str 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 [THP: 50/50] HD d10+5 Speed 30 ft.
Initiative +9
LanguagesEnglish
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German
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OFFENSE
Grenade Launcher (range 70ft) +12 attack, varies on ammo
Heavy Sniper Rifle (range 180/1,800, touch to 900) +13 attack, 3d6+5 B&P damage
Seeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile
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DEFENSE
AC 20 [Touch 15, FF 15]
CMD 22 [FF 17]
Saving Throws Fort +12, Ref +12, Will +9
DR N/A
Special Clarifying Reinforcements (+2 comp to Will saves)
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SKILLS
Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14
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Whatever Else
Weapon-Propelled Grenades
Smoke, Flashbang, Frag
Show Equipment
Hidden Storage (10lbs current, 10lbs/1cbft max)
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Trap Bag (10lbs)
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General Inventory (42 lbs.)Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight
50 rounds of Heavy Ammo (5.5lbs)
Gunsmith's Kit (2lbs)
Masterwork Binoculars (2lbs)
2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs)
2 Flashbang WPGs (2lbs)
3 Frag WPGs (3lbs)
Exceptional +3 Thieves' Tools (2lbs)
Flashlight (1lb)
Gasmask (2lbs)
2 Gasmask Filters
Compass (.5lbs)
Walkie-Talkies [1 pair] (1lb)
Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs)
Engineering Kit (10lbs)
Equipped Gear (33.5 lbs)
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Heavy Sniper Rifle (15lbs)
Grenade Launcher (6lbs)
Seeker Missile Cannon
Darkleaf Cloth Leather Lamellar (12.5lbs)
Coin Purse
Platinum: 0
Gold: 100
Electrum: 0
Silver: 0
Copper: 0
Encumbrance
Max Load: 100 (light)/200 (medium)/300 (heavy)
Current Weight: 85lbs
Show Abilities
Passive Effects
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Breaking BlastDet's ranged attacks deal full damage to objects, instead of half., Expert ReloadingAriane reduces the time needed to reload ranged weapons she is proficient in by one step: full-round > standard > move > free, Mechanical SavantWhen Ariane makes a successful ranged attack with an attack action, AoO, or additional attacks granted by class features or talents, while wielding a crossbow or firearm, she deals extra damage equal to 1/2 her BAB (minimum 1)., Huntsman TrainingDet only suffers a -1 penalty per range increment when using a ranged weapon., Greater SunderDet gains a +1 competence bonus to sunder combat maneuver checks, as well as to her CMB vs sunders. For ever 4 BAB she has, this bonus increases by 1 [+2]. Does not stack with Powerful Maneuvers or Greater Sunder feat., OpportunistCreatures struck by Det's dart traps or who fail a save against her snare traps provoke an AoO from her. She may make this AoO with a ranged weapon, so long as it is within her first range increment., WarningAllies who can see and hear Det never trigger her traps unless they choose to., Combat ReflexesAriane gains additional attacks of opportunity each round equal to her Dexterity modifier (+5).
Active Effects
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Vital StrikeWhen Det uses the attack action, she may make a single attack at her highest BAB with double the base weapon damage dice (not multiplied on a critical hit), Deadly Shot (Sniper Sphere)As a special attack action, Det may make an attack with a ranged weapon, and may add one (snipe) talent she knows to the attack. She may expend martial focus to have the attack deal an extra 1d10 damage, plus 1d10 per 4 BAB. This damage is reduced to d6 if the attack targets Touch AC., Hindering Projectile (snipe)Ariane's successful deadly shot lodges inside the target, inflicting a -2 penalty to attack rolls, AC, and CMD. This ability stacks, increasing the penalty by 2 per application. The target may remove a single stack by spending a move action, or multiple as a full-round action., Place Snare or Dart TrapAs a full-round action (standard, if she has Martial Focus), Ariane can make a DC 5 Craft [Mechanical] check to place a snare trap or dart trap in a square within her reach. [This will be in OOC tags: The trap persists for 1 round per point she beats the DC by, and occupies one five-foot square, plus one more five-foot square per five ranks in Craft [Mechanical]. All squares must be contiguous, and she cannot place two traps in the same square. Entering a square triggers the trap. The DC to resist her traps is 10 + 1/2 Craft [Mechanical] Ranks + her constitution modifier. The DC to detect or disable her traps is 10 + Craft [Mechanical] Bonus. If Det warns someone, or they see her place the trap, they get a +5 circumstance bonus to Reflex saves, AC, and Perception checks against that trap. A Trap has Hardness equal to Craft [Mechanical] ranks, AC equal to 10 + Craft [Mechanical] ranks, and 5 + (5 per 2 Craft [Mechanical] ranks); Hardness 6, AC 16, 20 HP., Snare TrapA snare trap targets the first creature to enter one of the squares it occupies. A creature may avoid the snare with a successful Reflex save. Doing so leaves the trap untriggered and makes the creature both aware of the trap and able to pass through its space freely without further risk of triggering it. A snare may benefit from one (snare) talent., Dart TrapA dart trap targets a line originating from one corner of the squares it occupies, out to Close Range (25ft + 5ft per two ranks of Craft [Mechanical], 40ft), and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in line until one is hit. You may substitute Craft [Mechanical] + Int mod + BAB for Dex+BAB on this roll. The dart deals 1d6 damage, plus 1d6 for every two ranks above 1 (2d6 at 3, 3d6 at 5, and so on), with Crit 20/x3. A dart trap may benefit from a single (dart) talent. , Tripwire (snare)A creature that fails its save against a tripwire snare falls prone. Once knocked prone, a creature is no longer at risk of triggering the trap in that square. This trap is not destroyed when triggered; instead the duration is reduced by 5 rounds per creature that fails its save. Running and charging creatures take a -2 penalty on their Reflex saves against this trap., Razor WireWhen you place the tripwire snare, you may choose to have it deal 1d6 slashing damage + 1d6 at 3 ranks in Craft (traps) and every 2 ranks thereafter to the triggering creature. Alchemical items cannot be added to this snare. A razor wire snare otherwise functions as a tripwire snare.
Gadgets and Inventions:
Heavy Sniper Rifle
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Charge: 18/18
Gadgets:
Heavy Sniper Rifle (4 charges)
Grenade Launcher (4 charges)
Seeker Missile Cannon (6 charges)