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Character Balance and Brief


Paxon

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Balance and Character Brief

This is a thread for you to give a quick overview of what your character does mechanically, balance some numbers against each other, and sort out likely roles. 

 

First, I want everyone to make a placeholder post and you can fill out your information over the next few days. Please refrain from further posts in this thread until everyone at least has their placeholder post up, then you can comment and chat through numbers, roles, etc. Your post should have the following information.

 


Character Name: Self explanatory

 

Play Overview: This is a description of how your character aims to perform in and out of combat. Talk about weapons used, preferred ranges, and what their primary and secondary tactics are. Are you focused on ranged attacks? Healing? Traps and explosives? Tanking or melee? Just talk briefly about what you’ll do and how you’ll do it with a brief description. Also quickly some things you are good at out of combat, i.e. skills, face work, crafting, sneaking, that sort of thing.

 

Numbers:

Usually I would have you put up a series of different levels of numbers (all day stats, buffed stats, nova stats), but for this level of character, I think I’ll just stick with everyone posting their battle-mode stats. Battle-mode should be the numbers you expect to be fighting at in most rounds of battle. So it should include all long-term buffs you expect to have active, and short term buffs and effects that you will almost always activate if you have a round or two to prep for combat, or you will usually activate within the first round of combat. The numbers shouldn’t include edge cases, highly conditional effects, or what you can achieve if you really burn all available resources. Though it would be a nice addition to mention significant boosts you get from effects using martial focus or other limited resources. 

 

OFFENSE

Melee attack/damage: Attack bonus and damage for your main melee option(s)

Ranged attack/damage: Attack bonus and damage for your main ranged option(s). Many of you have several options here. 

Additional option attack/damage (with DCs if appropriate): Explosives, companion attacks, traps, alchemy, etc.

Combat Maneuvers: Include CMB and bonuses for combat maneuvers you expect to heavily utilize, you don't need to list all.

 

DEFENSE

AC: list regular/touch/FF of where you expect to normally be.

CMD: CMD with any significant boosts for certain maneuvers.

Saves: Self explanatory

HP: (note regular Temp HP, Delayed Damage, etc)

Special Defenses: Note resistances, DR, Evasion, Uncanny Dodge, etc here

 

GROUP EFFECTS

List any effects that will benefit the rest of the groups, i.e. buffs, healing, etc. You don’t really need to talk about crafting things here

 

SKILLS

What are the skills you really excel in, and what are your expected modifiers (counting buffs to these skills you would expect to have active when using them). You don't have to list all, just your strong suit stuff.

 

USING THE TANK

What is the primary role you want to fill on the tank, and/or what your character would be best at.

What secondary roles could you also fill fairly effectively.

Any positions you can’t/won’t do, or would be rather terrible at?

How long has your character been with the crew? Pretty new addition? Or been with it for years?

 

ANYTHING ELSE YOU'D LIKE TO SHARE?

Anything not covered above that it is noteworthy about your character that others should know?

Edited by Paxon
Added "How long been with the crew" (see edit history)
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Character Name: Ariane "Det" McKinnon

 

 

Play Overview: In-combat, Det provides ranged overwatch and crowd-control, firing off devastating shots from her rifle at both enemy equipment and enemies themselves; her shots at equipment are particularly powerful, and any excess damage there spills over, so she can - and does - disarm and disrobe enemies from range, shredding them with shrapnel all the while.

 

Ariane also has a wide array of traps, explosives, and explosive traps at her disposal, and is able to apply those effects directly to enemies via a combination of Trap Launcher and Mechanical Insight's Land Mine option. She can entangle them in foam, create nauseating smoke clouds or fiery explosions, and blinding flares.

 

Where Ariane shines, however, is when she gets a chance to set up a battlefield. Given a few hours to set up, Ariane can deploy three turrets equipped with any firearm she can create and litter the battlefield with traps to delay and debuff, turning it into a slaughterhouse.

 

Outside of combat, Det is an expert mechanic, engineer, and both layer and disabler of traps and explosives. She's fluent in seven languages and reasonably stealthy, and can whip up devices given time to boost her capabilities in a variety of areas.

 

She is also capable of crafting technological items, primarily focusing on firearms, but more than capable of building anything mechanical.

 

Numbers:

 

Offense
Melee Attack/Damage (Constructed Heavy Mace): +8, 1d8+3 damage 
Ranged Attack/Damage:

Grenade Launcher: +12/+7, damage varies based on round

Heavy Sniper Rifle: +13/+8, 6d6+5 damage

Heavy Sniper Rifle, Ranged Sunder: +19, 9d6+5 damage (minus the sunder item's hardness and HP)


Alternative Attacks: 
Dart Trap: +11, 3d6 damage
Snare Trap: DC 18 (3d6 with Razor Wire)
Detonator: DC 18, 6d6 damage (+18 damage versus unattended objects, walls, and terrain. Deals full damage to objects), a wide variety of possible effectsAriane can choose to add up to one of the following benefits:

Powerful: Radius increases from 5ft to 10ft
Foam: Fills a radius of 10ft (+5ft per 5 class levels) with foam, revealing invisible creatures for 1 minute per level, or until they wipe it off as a full-round action. Can choose to have detonator deal no damage to entangle creatures affected as well. Lasts 1 minute per level.
Flare: Shed bright light in a 30ft (+5ft per 2 class levels) radius, and increasing the light level by one step to a maximum of normal in an additional 30ft (+5ft per 2 class levels) radius for 1 minute per level. May have detonator deal no damage to make all creatures in bright light radius make a Fort save or be blinded for one round.
Incendiary: Deal all fire damage instead of half-piercing/half-fire. Flammable material and creatures who fail their reflex saves catch on fire.
Smoke: Fill a 5ft (+5ft per 5 levels) radius with smoke, obscuring all sight - including darkvision - beyond 5ft. Creatures farther away have total concealment. Lasts 1 minute/level. Moderate wind disperses in 4 rounds, strong wind in 1 round. May choose not to deal damage, and cause all inside or who enter cloud to make Fort saves or be sickened for 1d4+1 rounds. If already sickened, becomes nauseated instead.

And may choose up to one of the following trigger methods (which increase the duration of the detonator to 10 minutes per technician level):
Landmine: Explodes when a creature enters its square. Qualifies as a snare trap for Trap sphere talents such as Remote Trigger and Trap Wielder.
Remote: Can be placed as a standard action, then triggered as a swift. Any number of Detonators can be triggered with the same swift action, but multiple AoEs do not stack.
Timed: Explodes after a set amount of time. Maximum duration increases to 1 hour per technician level.

And may choose to change area from a 5ft burst to a 15ft cone. With Chemical Insight, instead becomes 3x radius (30ft cone). If cone breaks an intervening object, creatures on the other side take damage as well (e.g. if Det places a shaped charge against a wall and rolls enough damage to destroy the wall, creatures on the other side also are affected by the blast)

Tech Sphere: DC 16
Combat Maneuvers: Ranged Sunder CMB +19, 9d6+5 damage to objects (damage spills over if item breaks)

 

Defense
AC: 20, 15 touch, 15 flatfooted

CMD: 23, FFCMD 18, +2 vs Sunder
Saves: +12/+12/+7
HP: 90, 8 THP/rd via berserker sphere
Special Defenses: None

 

Group Effects: Blacksmith Maintenance, Technical Maintenance, Item Crafting (permanent gadgets from Tech sphere)

 

Skills: 
Appraise +12, Craft [Mechanical] +23, Craft [Traps] +12, Disable Device +26, Drive +14, Knowledge [Engineering] +15, Profession [Blacksmith] +18, Stealth +14, Perception +9

 

Given time to jury-rig a device, Det can create a Mechanical Tool that acts as Masterwork for the following skills, granting +6 (+2 base, +4 Toolsmith insight): Acrobatics, Craft, Climb, Escape Artist, Heal, Perception, Profession, Sleight of Hand, Stealth, or Swim. She can spend a charge from the Tool to increase the bonus by an additional +6 competence (3 + 1/2 Craft [Mechanical] ranks) for a specific use.

 

Given time to jury-rig a device, Det can create a Tutor that grants a +2 competence bonus to the following skills, and allows them to be used untrained: Appraise, Bluff, Diplomacy, Disguise, Handle Animal, Heal, Intimidate, Knowledge (any), Linguistics, Perform, Profession (any), Sense Motive, or Survival. She can spend a charge from the Tutor to increase the bonus to +6 (3 + 1/2 Craft [Mechanical] ranks) for a specific use.

 

 

 

Using the Tank:
Primary Role: Engineer
Secondary Roles: Gunner, Driver


 

Edited by M3mentoMori (see edit history)
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Character Name: Marcus "Doc" Strumpky; "Just call me Doc"

 

 

Play Overview: Doc is, first and foremost, a healer, and he is damn good at it.  He can heal both in and out of combat, either via direct application of the Heal skill, or through various alchemical items (both personal and AOE).  Doc is also a very firm believer in the Hippocratic OathTo the point where I took a modified Oath Against Harm.

He can do whatever he wants to 'non-sentients', though killing will always be a last resort, just because that's his personality.

But against Sentients, he will ONLY use non-damaging or nonlethal attacks, and will do his level best to convince the rest of the Crew to let enemies surrender whenever possible, rather than allowing them to be killed. If there is no other choice (ie they simply refuse to be reasoned with and/or keep attacking no matter what, or they're specifically targeting non-combatants, Doc will do what he has to to restrain them and not say anything if the others kill them, but in all other circumstances, Doc will pretty much always be the voice of restraint.
, and will not attack any sentient being if he can help it.  If required to do so, his attacks will always be non-lethal, with an aim towards capture, rather than kill.

When required to engage in combat, Doc will act primarily as a Buffer/Debuffer, along with some crowd control, all primarily at Close range.  He carries a tactical shotgun as a primary weapon, and has both lethal and nonlethal rounds.  He also has a Needle Launcher, which allows him to use his poisons at Medium-ish range.  Doc pretty much doesn't have any long range attacks. Again, he relies on the others, outside the tank, to deal with enemies at long range, while buffing the crew until enemies get close enough to engage.

In the tank, Doc is an absolute genius behind the wheel, having grown up in a Wastlander gang that had access to a large number of vehicles and a decent supply of fuel.  He can generally coax a bit of extra speed out of the tank, and is quite adept at what used to be called 'Combat Driving', to make her much harder to hit.

With just a few minutes to prepare, Doc can whip up an incredibly variety of alchemical concoctions, both to heal and harm, and he has advanced enough in his craft to make 'potions and lotions' of all types that are 'shelf stable', capable of lasting for days, weeks, or even years, until used.

Outside of combat, Doc is a capable skill monkey, with prodigious amounts of knowledge about all facets of the Wastes, has a knack for languages, is extremely observant and perceptive, and is, of course, an unparalleled physician.

Doc is a gifted storyteller, his warm, mellow baritone more than capable of soothing the most skittish child or the most aggressive raider.  He's also not a half bad drummer...he even has a small hand drum that he likes to play when the group is camping, to keep them all entertained.  Dont ask him to sing though.  His speaking voice might be like warm butter, but his singing voice could peel the paint off the walls.

Doc's enjoys working with the fruits of the crew's kills while on the road, being quite adept at leatherworking, and spends a fair portion of his downtime either making trade goods and knickknacks from various animal hides, or working on keeping the crew clothed.  He's not a half bad seamstress, either.

 

Numbers:

 

OFFENSE

Melee attack/damage: If Target is Scouted, +2 to hit

  • Unarmed: +6 / 1d4+2
  • Sanpkhang: +12 / 1d4+6 (Precision) (+Poison)
  • Butterfly Knife: +12 / 1d4+6 (Precision) (+Poison)
  • Acccupuncture Needles: +13 / 0 OR 6 (Precision) (+Poison); Can be thrown w/10' range increment

Ranged attack/damage: Only suffers a -1 to hit penalty per range increment (Huntsman Training)

  • Flashbang: +13 (Splash, vs Touch) / 1d8 (B/S/P) +6 (Plus Dazzled & DeafenedFORT DC 19 or -2 to attack and -4 Initiative & Auditory Perception)
    • Howling Herbology: (Expend Martial Focus): +6d6 Sonic dmg; +2 to DC of FORT save; Full damage to Objects & Undead
  • Stinkbomb: +13 (Splash, vs Touch) / 1d6 (B/S/P) +6 (Plus Dazzled and SickenedFORT DC 19 or -4 to attack, and -3 to damage; saves; skills; & ability checks)
    • Howling Herbology: (Expend Martial Focus): +6d6 Sonic dmg; +2 to DC of FORT save; Full damage to Objects & Undead
  • Tactical Shotgun:  +14 (vs Touch w/Slugs or Beanbags) / 1d10+6 (+Poison)
    • Deadly Nightblade: (Activated @Move action, lasts until canceled): Neurodegenerative toxin (FORT DC 19); Causes Confusion; additional doses cause Mental Ability damage.
  • Needle Launcher: +13 vs Touch / 0 OR 6 dmg (Precision) (+Poison)

Additional option attack/damage (with DCs if appropriate): 

  • Formulae: All Formulae can be thrown (25' range increments) and count as Splash weapons (+13 vs Touch); All formulae can have various aspects increased by increasing the creation DC.  Full details of individual items will always be noted on IC post list of 'Current Formulae'
    • Improved Acid Flask:  4d6 Acid Damage; 1/2 damage the following round
    • Improved Liquid Ice: 3d6 Cold Damage; Coat large AOE in ice; Freeze medium cube of liquid
    • Improved Sneezing Powder: FORT DC 19 or Staggered for 1 round; on failed save, must continue making saves for 1d4+1 rounds, or remain Staggered
    • Improved Tanglefoot Bag: Struck target is -2 to attack/-4 Dexterity; must make REF DC 19 save or be glued to floor, unable to move; STR Check or 20HP Slashing Dmg to goo to free self (no To Hit roll required, base weapon + STR dmg only); Once free, can move at 1/2 speed for 3d4 rounds, after which goo becomes brittle and breaks off.
  • Toxins: All Toxins, unless otherwise noted, require a FORT DC 19 Save.  All Toxins have the Incurable property, which means that anyone attempting to counter them must make a check (1d20+Ranks in Heal, no other bonuses) vs a DC of 17, otherwise the poison remains; All Toxins last 1 minute, unless otherwise noted. Toxins are created on the fly, rather than beforehand.  Toxins can be contact, ingested, inhaled, or injury, chosen at the time of creation.
    • Fatigue: Target is Fatigued (cannot Run or Charge, -2 to STR & DEX)
    • Anesthetic: The first 14 HP of damage target takes after the toxin's application are converted to Nonlethal; Target is +3 to save vs Pain effects
    • Degenerating: -4 to 1 stat OR -2 to 2 stats of Doc's choice (except CON); Multiple applications stack
    • Drowsy: Failing a second save makes target Exhausted (Moves 1/2 speed, cannot Run or Charge, -6 to STR & DEX); Failing a third save causes the target to immediately fall asleep (can be roused by hard slap or damage - takes a Standard Action to awaken someone)

Combat Maneuvers: None known; Base CMB +5

 

DEFENSE

AC: If target is Scouted, +2 to AC; Reinforced (via Oath Boon); +2 vs Called Shot or Crit Confirm; +4 vs Crit Confirm on Called Shot

  • Regular: 26
  • Touch: 25
  • Flat Footed: 24

CMD: 

  • For all maneuvers: 30

Saves: +9 vs Poison & Disease

  • FORT: 11
  • REF: 9
  • WILL: 9

HP: 

  • Full HP: 78
  • Daily HP: 72 (6 sacrificed daily for Oath of Ritual)
  • Temp HP: 33 (Daily dose of Revitalizing Compounds, lasts 6 hours, renewed as needed; Heals 6 non-lethal damage per round. Adds Character Level to HP healed to a max of x2 the amount.) 

Special Defenses: None

 

GROUP EFFECTS

  • Alchemical Items: With sufficient time and a few ingredients, Doc can make a plethora of alchemical items to aid the crew or hinder their enemies.  Literally too many to list.
  • Alchemy Formulae
    • Salve: 3d8+50 Healing
      • All healing above Max HP becomes Temp HP which lasts 6 hours
    • Panacea: Can cure almost any conditionBlinded, deafened, diseased, exhausted, fatigued, frightened, nauseated, paralyzed, poisoned, shaken, sickened, staggered, stunned.
    • War Paint: One paint can be applied per character (Doc can apply 3 to self); 1 application lasts 18 hours; Applied daily, heals 50HP
      • Black: +7 Competence Bonus to Stealth
      • Blue: +15 Enhancement Bonus to Speed
      • Green: +3 rounds duration on all Morale bonuses
      • Yellow: +7 Competence Bonus to Perception

 

SKILLS

  • Craft (Alchemy): +26 Base, Can always Take 10; Can Aid Another on self @ Swift (will ALWAYS do this outside combat) for additional +4; Exquisite Alchemist Lab (Profitable, Swift; +3 to Craft (Alchemy) checks)
  • Craft (Leather): +20 Base; Can Aid Another on self @ Swift (will ALWAYS do this outside combat) for additional +4; GrandMaster Leatherworking Kit (Profitable, Swift; +1 to Craft (Leather) checks)
  • Heal (Duh 😄) : +29 Base, can always Take 10; Can Aid Another on self @ Swift (will ALWAYS do this outside combat) for additional +4; Exquisite Healers Kit w/Surgical Tools (+5 or +6 to Treat Deadly Wounds); Does not require Kit to make Heal checks; when using kit, gain +2 Circumstance bonus (Improvisational Healer); Uses Heal instead of Craft (Alchemy) for all Alchemy Sphere effects (Field Medic Martial Tradition)
    • Without Kit: +43
    • With His Kit: +50/+51 to Treat Deadly Wounds
    • With Normal Kit: +45
  • Knowledge (All): +21 (+15 plus Roguish Know-How to add INT a second time; also gain INT to checks to remember details)
  • Perform (Oratory & Percussion): +20 (Versatile Performance x2; Substitute Perform for Diplomacy; Handle Animal; Intimidate; & Sense Motive); Has GrandMaster Profitable, Swift instrument (+1 to Perform, 2x Gold from busking; checks requiring more than 1 rd take 1/2 time)
  • Perception: +22 (Low Light Vision; can see 10' in smoke/fog/etc; +1/20' range penalty
  • Profession (Pilot): +23 (Specifically, driving; can use appropriate Athletics talents with any vehicle he is driving)

 

USING THE TANK

  • Driver: Doc is heavily tilted towards the Driver slot. He has a high Piloting skill, and with the Ace Pilot talent, he can use his Athletics talents with the tank (Swift Movement, Moving Target, and the Run package at present, but I plan to invest more as we level).  This, or riding in the back playing Mad Scientist, are Doc's preferred roles.
  • Engineer: Doc has high INT and solid Tech skills, so he could do a fair job in the Engineer slot, but would defer to a more Tech oriented character.
  • Commander: With his high INT and Perception, Doc would do a reasonably good job as Commander, but, again, would defer to a more tactically oriented character.
  • Loader: Doc would be terrible at this. He's got average strength (12 STR), and basic firearm proficiency (enough to maintain his weapons and make/reload ammo). He would do it in a pinch, but that's it.
  • Gunner: Only in the direst emergency would Doc take the Gunner slot. His Oath of Peace means that he could literally kill himself from mental trauma if he were to inadvertently kill a sentient being...a very real possibility when firing off La Chancla

 

Doc was part of a brutal wasteland gang in his youth who were guilty of every crime under the sun.  After the locals banded together to slaughter them, he managed to survive, barely, by being literally buried under multiple fallen corpses. He was rescued, healed, and trained by a hermit doctor over the next few years, then, as a young man (and when the doctor felt he was ready), he set out to make his fortune/help the common citizen/earn his penance.

 

Doc heard rumors of The Tank in his wanderings, but didn't encounter it for nearly a decade.  When he did, he observed The Crew for awhile, and once he determined that the rumors were true, he practically begged them to take him on as an apprentice.  With his doctoring and chemistry skills, he was a valuable addition to the crew and quickly earned his place.  He has been with them for about five years now.  He has yet to find someone he feels is worthy of becoming his apprentice (this is more of a moral thing than an intelligence/skill thing), but he continues to hope.

 

ANYTHING ELSE YOU'D LIKE TO SHARE?

Doc has a minor mutation that gives him several feline characteristics.  His eyes are slit pupiled, allowing him to see in near darkness, and his reflexes are quite cat-like.  He has the same ability to dilate and restrict the muscles around his larynx that a cat does, which allows him to purr when he wishes (and sometimes when he's happy or distracted). 

He has several other feline mannerisms, including an almost obsessive need to be clean...though that's also partly fueled by his medical training.  He is also brutally honest, to the point where he literally will not lie...dont ask Doc's opinion unless you want the honest, unvarnished truth.

Finally, rather than being rescued from a near-death experience by the hermit who saved and taught him, Doc firmly believes that he literally died that day, but some part of him was so offended by the horrible life he lived up to that point, that he was reborn, like a cat with it's multiple lives, so that he could do penance for his past sins as well as try to bring peace to the souls of those he slew by helping other lost souls in the Wasteland.

Edited by Arklytte (see edit history)
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Character Name: Packer “The Stump” Green

 

Play Overview: Packer is a tank that works best at short ranges. His primary weapons are a Tower Shield and Heavy Pistol so he has some range, but is more adept at smacking things with the aforementioned shield and pistol. He will mostly be using Guardian Sphere Challenge to draw aggro and using the tower shield for cover against attacks. He is sturdy enough to survive most things but will need help from the rest of the crew to put enemies down quickly. 
Out of combat Packer is decent at perception and can aid another on heal checks. He has some ranks in survival if we need to attempt living off the irradiated land. His best utility may be his strength checks to move rubble around or haul scrap back to the Tank. 

 

Numbers:

OFFENSE

Melee attack/damage: Pistol (melee) Attack: +15/+10 Damage: 1d6+7 

Tower Shield Bash Attack: +13/+8 Damage: 1d8+7

Unarmed Strike Attack: +11/+6 Damage: 1d4+5

Ranged attack/damage: Pistol (ranged) Attack: +10/+5 Damage: 1d10+5 (Only on Attack Actions, AoOs)

Additional option attack/damage (with DCs if appropriate: NA

Combat Maneuvers: CMB +11

 

DEFENSE

AC: 32/ 20 T (29 vs projectiles)/ 29FF (+3 if Active Defense is used)

CMD: 23 (30 vs Bull Rush and Overrun) +2 if Packer moved 5ft or less. 

Saves: Fort: +8 Reflex: +9 Will: +9

HP: 84 Delayed Damage: 18 (Delayed damage becomes non-lethal. Heals 6 non-lethal damage per round.) Adds Character Level to HP healed to a max of x2 the amount. 

Special Defenses: DR 5/- (DR 8/- if Active Defense was used), Martial Focus + Immediate Action gives Evasion to self with a +7 to the save vs area effects (Evasion is granted to others in a 20ft cone facing away from effect origin), Can stop bleeding on self as a Swift Action, Have a base 25% chance to negate Critical Hits and Sneak Attack. 

 

GROUP EFFECTS

Can grant +10 AC as an immediate action and spending 2 AoOs to an Adjacent Ally. If attack still hits despite the AC I can take the damage for the ally. (This AC is total, can use just 2 AoOs for +7 AC but the immediate action is what allows the damage to be taken for the ally)

 

SKILLS

Perception, Profession (Bodyguard), Heal, and Sense Motive at +13, Survival +10. +5 to str checks that can be increased to +8 for 3 rounds. Lots of Armor Check Penalty going on. 

 

USING THE TANK

Primary Role: Loader (no real special ammo to add though. Could work on that in future levels)

Secondary Role: Commander (Perception checks and can survive being exposed from tank) and Engineer (technically had the knowledge engineering ranks to man the position. Won’t be good at it)

Worst Position: Driver, no ranks, no Dex bonus, -3 ACP. 
Crew Seniority: I doubt Packer has the longest service record with the crew but he wouldn’t be new. Probably 5 years with the Crew racking up some scars in the tougher scraps. 

 

ANYTHING ELSE YOU'D LIKE TO SHARE?

Packer “The Stump” Green is an Obvious Mutant with plant characteristics. Including leafy vegetation for hair and green skin pigment. If your character is ribbing Packer the changing of his nickname to ‘Stumpy’ is appropriate and will get a rise/reaction. 

 

Edited by bcool999
Added how long with crew. (see edit history)
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Character Name: Martin


Play Overview: In combat, Martin's primary role is a ranged damage dealing, with his primary weapon being his assault rifle. I plan to use the Barrage Sphere along with Semi Auto to be able to fire several times per round. As such, his preferred range will be within 100ft but outside of the enemy's ability to simply walk up and strike him. That being said, he does have some limited melee abilities if necessary. 
For secondary options, he has a few area of effect options, although they are considered secondary based on their relatively increased cost or reduced per target damage. These options are things like Technician Detonators (6d6, 5ft burst), Grenades (high damage but costly ammo), and full auto fire (lots of rounds). I also plan on keeping a few options like Smoke Grenades around for battlefield control as needed.
The one noteworthy 'nova' option he has is a Sunder attempt with a HEAT grenade. A fully loaded strike will do something to the tune of 15d6+5 damage on a direct hit, with the possibility of more if he has a day or two of notice. 

Outside of combat, his primary role is that of crafter and general techie. Between the Technician Invention crafting feat and the Tech Sphere crafting feat, he has a wide array of things that he can craft, although he will focus on utility options. I'll have a list of available things up somewhere for commissions and the like, but some examples would include spider climb boots, thermal vision googles, gas masks, fire extinguishers, shelter enough for everyone, faster reload gadgets, cameras, movement increases, Str/Dex enhancement bonus, AC bumps, energy resist, parachutes, radio, drones/robots of various kinds, and damage increases for melee or ranged weapons. All of these have details to go over, but can be applied on time tables from a 15 minute break, to after a long rest, to permanent things crafted over days.


Numbers:
OFFENSE: 

General Notes: Vital Strike/Deadly Aim/ect not included unless specifically mentioned.

Melee attack/damage:
Gun Bash: +12/+7 for 1d6+6 bludgeoning damage each.

Ranged attack/damage:  
Assault Rifle: +14/+9 for 1d10+7 B/P damage each.
Barrage Assault Rifle: 2|3|4 attacks at +13|+11|+9 to hit for 1d10+7 damage each.
Sniper Assault Rifle: 1 attack at +14 to hit for 1d10+7 + 2d6 B/P damage.
Frag Grenade Launcher: +12 to hit for 5d6+5 B/P/S damage on hit; 4d6 for 25ft burst. Planned on only use with Sniper/Vital Strike for 12d6+5 damage on hit.
Heat Grenade Launcher: +12 to hit for 5d6+5 B/P/S damage on hit; 4d6 for 5ft burst; Ignore 5 hardness/DR. Planned on only use with Sunder/Sniper/Vital Strike for +16 to hit for 15d6+5 damage on hit.

Additional option attack/damage (with DCs if appropriate): Explosives, companion attacks, traps, alchemy, etc.
Gadgets: 7/day with DC 17 saves
-Detonator: Reflex Save vs 6d6 half B/P/S, half fire damage; 5ft radius; thrown 10ft range increment
-Shocker: +11 vs Touch AC; thrown 10ft range increment; 1d8 nonlethal damage for 6 rounds; Fort Save vs sickened and staggered per round.
-Taser: +11 vs Touch AC; 6d8 electrical damage, half lethal half nonlethal; Fort Save vs sickened and staggered.
-Steam Release: Reflex Save vs 3d6 fire damage; 20ft cone.
Smoke Grenade: 20ft burst

Combat Maneuvers: Has Powerful Maneuver and can perform Sunder at range with firearm based weapons.
Sunder: +16 to hit, +1 for each size target is larger than medium, for weapon damage +3d6. Maxed at 15d6+5 damage with HEAT Grenade.

DEFENSE

AC: 26; Touch: 17; FF: 21 (normal AC against firearms; +2 vs traps)

CMD: 26; +1 for each size attacker is larger than medium; count as Large vs bullrush/drag/overrun/trip.

Saves: Fort: 9; Reflex: 12(14 vs Traps); Will: 9

HP: 80

Special Defenses: Danger Sense(+2 AC/Reflex vs traps)


GROUP EFFECTS

Maintenance: Can apply Maintenance as per Blacksmith class for 3 characters per day. Chose 1 of following options:
- Armor AC+2; -2 ACP
- +2 Save of choice
- Ignore 2 squares of difficult terrain per round
- Increase equipment Hardness/HP by +6
- Increase effect strength for encumbrance by +4
- Increase weapon damage by +4
- DR 4/- vs swarms
- Any Technician Invention with 1 Improvement using Electrical/Mechanical/Steampower Insights. Please see Technician class page for more information.

SKILLS: With the Technician Class being an Int based classed and +6 skill ranks per level, he has a fair number of skill ranks to throw around at 15 per level all said and done. A lot of his focus is on crafting, repairing, or upgrading mechanical things, so I picked up a fair bit of crafting skills and several different masterwork tool kits for them. Everything not listed has less than a +12 to the check, although several can be boosted with enough time to jury rig a tool set for.

Acrobatics: +14
Craft Cooking: +15
Craft Firearms: +19
Craft Mechanical: +21
Disable Device: +19; +22 vs traps
Drive: +17
Know Engineering: +18
Know Dungeoneering/Geography/Local: +13
Profession Blacksmith: +19
Use Technology: +13


USING THE TANK: 
Primary Role: Engineer; He has a tendency to tinker with or repair things that he views needs it. Even if not the chief engineer, he will likely attempt to assist as needed.
Secondary Roles: He has the skills to drive the tank as needed, and being a full bab class with good dexterity, being a gunner would be an easy fit. His strength score is not bad, so being a loader is something he could do, but he does not really have the raw stats to be entirely consistent and lacks abilities that synergize well. With him being at least decent in most roles, this does open him up to being something of a floater, ready to assist someone, jump into a needed role if someone needs to jump out, or simply open a port to use a gadget or his own rifle as needed.
Other Roles: The commander role is one he would be rather bad at, and he lacks the temperament to be a commander. He tends to lack the decisive assurance to truly lead and his knowledge, while good in a few areas, is lacking in general breadth to be a true spotter outside of mechanical construct type enemies.
Service Time: I am imaging that he first joined the tank as an apprentice member a while ago. Overall, I'm thinking like 8-10 years with about half of that being apprenticed. Definitely long enough to have a good feel for things and how the tank runs, but not exactly an old hand at the whole thing.


ANYTHING ELSE YOU'D LIKE TO SHARE?: The most notable feature that can notice on Martin would be the slave brand on his forehead, the story of which you have all probably heard by now, likely in pieces in one quiet moment or another. He would be generally supportive of the Tank, her crew, and their various needs and view points. One notable conflict that might arise would be between him and Doc, if the fate of slavers would come up, as he is, perhaps understandably, unwilling to tolerate them on general principle.

Also, from a more mechanical standpoint, Martin has a few buffing abilities and a several utility abilities that can be changed up either on a long(8hr) rest or on a 15 minute rest. As such, it would be viable to ask about such things and try to get some information ahead of time on what we are facing to better situate his abilities for whatever we are going to be facing.

Edited by Djacob91 (see edit history)
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Character Name: Tatiana "Tanya" Brzinsky

 

Play Overview: In combat, scouting the enemy, then focusing on ranged attacks (Barrage sphere, assault rifle). Out of combat, can be the face (including interrogator, with Discern Surface Thoughts), and backup healer. Sees herself as the keeper of Tanker traditions.


Female Human Scholar 6 // Commander 1 / Conscript 5, Level 6, Init 4, HP 60/60, Speed 30
AC 21, Touch 20, Flat-footed 17, CMD 24, Fort 7, Ref 11, Will 11, CMB +4, Base Attack Bonus 5
Automatic Pistol +9 / +4 (1d6, x2)
Assault Rifle +9 / +4 (1d10, 19-20x2)
(+4 Dex, +1 Natural, +6 Deflect)
Abilities Str 6, Dex 18, Con 10, Int 16, Wis 18, Cha 18
Condition Martial Focus
Low-light vision

 

GROUP EFFECTS

Warleader:

  • Tactics (one at a time):
    • +2 morale to one of Fort, Ref, Will
    • Allies considered to be flanking regardless of positioning if they threaten the same creature
  • Shouts (one at a time):
    • +4 morale bonus damage first attack each round for 2rd
    • +3 competence to save vs one known ability of opponents;
    • ignore fatigued/exhausted conditions for 2rd

Scout (against successfully scouted enemies):

  • move action to grant +2 untyped to combat maneuvers and DC of abilities used against the scouted enemy for 1 minute
  • -2 enemy AC for 3 rounds after scouting
  • +2 dodge bonus to allies' AC

Gladiator (when able to Boast):

  • roll twice on next attack or combat maneuver before Tanya's next turn

 

SKILLS

Diplomacy +26; Intimidate +22; Perception +20; Sense Motive +18; Knowledge skills +17 (adventuring) / +12 (background); Drive, Survival +15; Craft (Mechanical), Heal, Use Technology +14

 

USING THE TANK

Primary role: Face

Secondary roles: Commander, Driver, Engineer, Gunner, Medic

Terrible at Loader

Age 29, has been with the crew for 11 years (since shortly after she turned 18).

 

ANYTHING ELSE YOU'D LIKE TO SHARE?

Tanya is a 4th generation tanker, her great-grandfather having served on the Tank during the apocalypse.

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Character Name: Alex "Duende" Villagos

 

Play Overview: Duende is best suited for scouting and sniping. He excels at stealth and long-range attacks with his sniper rifle, hindering enemies from afar and hampering their ability to even approach, though focusing mainly on on target at a time. He avoids melee and short-ranged combat as much as possible, and will nearly always stick to his trusty rifle if possible, even up close. Between his own natural speed and that of his motorcycle, he can cover some serious ground when needed, so reconnaissance and outriding are something he's well-suited for. He can also be extremely adaptable, especially with some time to prepare. Between his jury-rigged gadgets (can build any tech gadget he qualifies for in about 15 minutes several times a day, though only one at a time) and variable prowess (can change any two talents for any other two talents with 10 minutes each, or a Move action 1/day), he can come up with a solution for just about any problem - it may not be as effective or elegant as a specialist, but he can at least try to get the job done.

 

 

OFFENSE

Melee & ranged attack/damage: Sniper rifle+14/+9 (+16/+11 at over 100', +15/+10 within 30', +2 if scouted), 6d6+6 B/S/P damage (+2d6 w/ MF, + 3d6 w/ Razor Wire/+3d6 w/ Improved Liquid Ice). Can hand out a variety of debuffs, multiple at a time, via Sniper talents, flashbangs, called shots, traps, and alchemy formulae (via trap launcher)

Additional option attack/damage (with DCs if appropriate): Flashbangs +12 (1d8 B/P/S, blind & deaf on DC 18 Fort), Detonators +12

Combat Maneuvers: None to speak of.

 

DEFENSE

AC: 29/28 Touch/24 FF (+2 if scouted)

CMD: 19

Saves: +8/+12/+9

HP: 60

Special Defenses: 20% Concealment from Camouflage Suit

 

GROUP EFFECTS

 

 

SKILLS

Craft (Mechanical & Alchemy) +19, Disable Device +15, Heal +15, Stealth +18 (+24 w/ chameleon suit, +31 w/ War Paint), Perception +14 (+21 w/ War Paint), most Knowledges +15, Disable Device +15, Drive +14

 

USING THE TANK

Primary: Commander

Secondary: Gunner, Engineer

 

ANYTHING ELSE YOU'D LIKE TO SHARE?

Duende needs little sleep - only 2 hours a night, and has excellent night vision, so he's a good night watch candidate. His bike Zuki has a move speed of 60 (75 w/ War Paint), ignores difficult terrain, and runs at 10x its move speed almost indefinitely (needs a 1 minute break every 6 hours), so he can cover some serious ground when needed.

Edited by PigLickJF (see edit history)
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Looks like you all have most of your information up. I know maybe some are still finishing the last bits. Overall, everyone looks reasonably balanced, at least in terms of my ability to make encounters that aren't weighted too far one way or another. 

 

Packer has a pretty high AC, but he is the Tank's tank, and has the ability to boost allies AC, so I'm not worried about that skewing anything. On Saves, Tanya's weak save looked a bit on the low end, but I think you might not be including the Inhuman Resilience bonus in there @dalamb if I'm not mistaken, and if you do she's easily in the mix.

 

Offense looks fine, and I expect some of you are going to be unleashing some serious damage and riders.

 

With skills, craft is unsurprisingly well-represented. No one is really doing criminal-type skills, and that's fine. I think everyone ended up with the Tanker's Creed oath, so you all are honorable types for sure (and there will be little disagreement when it comes to actions that are for/against the code). Doc is busting the curve on the high end for some of those skills, but they're within his specialty area mostly, so I'm not that concerned with unbalancing. Mostly it's going to mean better healing for everyone else (I think), and probably a lot of inconveniencelike not being see, hear, act, while they get riddled with bullets from the rest of the team for the enemies. Maybe income as well, via a mobile pharmacy and leatherworks.

 

Speak up if anyone has concerns or are wanting to make other updates/tweaks based on what they see so far. 

 

Tank Roles

This is what it looks like to me, but you all can work this out situationally.

Commander: Alex (Duende) and Tanya - Probably both will be up top during normal travel, and as combat is engaged Alex will either take the position, or freelance based on tactical situation. 

Driver: Doc primary. Tanya, Det, Martin as backup. Doc may be called upon to get some healing done, or might rotate out if ramming/squishing might endanger sentients.

Gunner: Det/Martin primary, with the other filling Engineer. Alex, Tanya as backup.

Loader: Packer primary, for sure. Martin can back up reasonably well.

Engineer: Det/Martin primary, with the other working the main cannon. Alex, Doc, Packer can all back up here decently.

Floater: Nice to see several of the PCs can perform multiple roles reasonably well, and I can see different configurations for different tasks and situations. Martin or Alex may be good choices to flex around, with Martin able to fill almost any role decently and Alex very ready to hop on his bike as an outrider. I could see the other crew manning the tank while Tanya and perhaps Doc hop out and handle a face-to-face diplomatic situation. I could see Martin slotting in at loader while Packer heads up top to an otherwise buttoned up tank as the crew with the most survivability. It'll be interesting to see the permutations of how it goes. 

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Looking through things, I think we should have a 'standard' option for who is in what Tank Role. As in, if no one says anything else, this is probably where people are thing just so we can avoid confusion on who is where when something random pops up. Of course, moving around is just a move action on the part of whoever is moving, so not that big of a deal if needed.

 

My suggestion would be the following: 

Commander: Tanya
Driver: Doc
Gunner: Alex
Engineer: Det
Loader: Parker
Floater: Martin

 

This gives everyone the position that they are the best at, or tied for the best at in a few cases. Martin being the Floater is good since he can drop into most of the slots if needed, and otherwise can use the attached machine guns or ports offensively if needed.

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I had originally created Tanya to be a Commander but I thought Alex had claimed that role and Tanya was to be a floater - though, she's not the best since she's too weak to be loader and is yet ready to be a backup engineer unless I invest some of her last 4 talents in the Tech sphere. In any case, sharing Commander with Alex makes sense.

 

I had Tanya take Barrage talents to use with her assault rifle, but perhaps Sniper talents are more appropriate if she's to be a better backup gunner?

 

Also, I see in the Tank description of Gunner actions:

  • Fire the main cannon as a standard action. (using the PCs own BAB, may use Int or Dex mod) This counts as an attack action.

What does "may use int or dex mod" mean? In place of BAB?

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By default, you use your Int mod for siege engines, meaning your BAB + Int instead of the normal BAB + Dex for ranged attacks. He's just giving us the option to use either based on which one is better for us.

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1 hour ago, dalamb said:

I had originally created Tanya to be a Commander but I thought Alex had claimed that role and Tanya was to be a floater - though, she's not the best since she's too weak to be loader and is yet ready to be a backup engineer unless I invest some of her last 4 talents in the Tech sphere. In any case, sharing Commander with Alex makes sense.

 

I had Tanya take Barrage talents to use with her assault rifle, but perhaps Sniper talents are more appropriate if she's to be a better backup gunner?

 

Also, I see in the Tank description of Gunner actions:

  • Fire the main cannon as a standard action. (using the PCs own BAB, may use Int or Dex mod) This counts as an attack action.

What does "may use int or dex mod" mean? In place of BAB?

You don't really need any tech talents to run the Engineer position, just good modifiers in Knowledge: Engineering and Craft (mechanical). Characters who have tech sphere just have a nice little add-on with modifications they can bring to the party.

 

And DJ is correct with his answer on siege engines. Furthermore, the Technician Siege Engine independent invention (which is technically what the main cannon is) also specifies Int mod + BAB for your attack (and I added the Siege Gunner feat in to take away the size penalty on firing it). So as my custom/house rule for the Tank, I'm allowing you to also use Dex. I'm doing this so I didn't end up with all applicants using Int as their primary mental stat 🙂  Looking at your quote there, I see I worded that in a confusing way, and I'll go and adjust it in that thread.

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8 hours ago, Djacob91 said:

Looking through things, I think we should have a 'standard' option for who is in what Tank Role. As in, if no one says anything else, this is probably where people are thing just so we can avoid confusion on who is where when something random pops up. Of course, moving around is just a move action on the part of whoever is moving, so not that big of a deal if needed.

 

My suggestion would be the following: 

Commander: Tanya
Driver: Doc
Gunner: Alex
Engineer: Det
Loader: Parker
Floater: Martin

 

This gives everyone the position that they are the best at, or tied for the best at in a few cases. Martin being the Floater is good since he can drop into most of the slots if needed, and otherwise can use the attached machine guns or ports offensively if needed.

This works for me, obviously. 🙂

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13 hours ago, Paxon said:

Doc is busting the curve on the high end for some of those skills, but they're within his specialty area mostly, so I'm not that concerned with unbalancing. Mostly it's going to mean better healing for everyone else (I think), and probably a lot of inconveniencelike not being see, hear, act, while they get riddled with bullets from the rest of the team for the enemies. Maybe income as well, via a mobile pharmacy and leatherworks.

If you need me to make any tweaks to his skills, I'm happy to.  Scholar (8 skill points per level), plus Doc's stupid high 22 INT means that he has TONS of skill points.  Most of his high end skills are INT based (he even gets to use INT for Heal), so that's why the boost. I sunk a few Oath points into Skill Superiority to give him a boost in his primary skills. I also took the Roguish Know How Rogue Talent, so he gets to add his INT twice to Knowledge Skills, otherwise they'd just be +15 (though he'd still have all of them). 

 

AFA Combat, yeah, he's definitely going to concentrate on crowd control and debuffs. And healing, of course...lots and lots of healing.  If anyone on The Crew dies, it wont be because of lack of effort on Doc's part.  😄

 

Ironically, most of the money Doc will be making off his Crafting will almost all either be plowed back into the Tank, more Alchemical stuff, or given to charities.  I took Oath of Offerings, so he only gets to keep half his profits, but I wanted to see if we could work out something so that, instead of just giving cash to every sob story, orphanage, or church we run across, Doc could give them healing items and do Doctor work (as per the Crafting/Profession rules for earning money) and have that count as part of his Oath.  That way, he can still contribute actual cash to the group kitty for crafting and The Tank's maintenance, as well as have money to buy more crafting materials and whatnot, but also fulfill his Oath.  If that's something you'd be open to, I'd like to discuss it further in Doc's character thread (so we dont clutter this thread up).  🙂 

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