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.