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PigLickJF

PigLickJF

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.

PigLickJF

PigLickJF

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, called shots, traps and alchemy formulae (via trap launcher)

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

Combat Maneuvers: None to speak of.

 

DEFENSE

AC: 23/23 Touch/17 FF (+2 if scouted)

CMD: 20

Saves: +8/+13/+8

HP: 66

Special Defenses: 20% Concealment from Camouflage Suit

 

GROUP EFFECTS

Shared Teamwork feat: Shake It Off (+1 to saves for each adjacent ally [+4 max])

Squadron Feats: Focused Fire TacticsBenefit: As a swift action, you may spend a spell point or expend your martial focus and designate a target. Until the beginning of your next turn, whenever a member of your squadron hits that target, all members of your squadron receive an additional +1 circumstance bonus to attack rolls and damage against that target. Members with iterative attacks can benefit from bonuses generated earlier in the same turn. This bonus stacks with itself, up to a maximum equal to your War caster level or your ranks in Diplomacy, whichever is higher.

 

SKILLS

Stealth +19 (+25 w/ chameleon suit), Perception +16, most Knowledges +14, Disable Device +15, Drive +15

 

USING THE TANK

Primary: Commander

Secondary: Gunner, Engineer

 

ANYTHING ELSE YOU'D LIKE TO SHARE?

This is still a WIP, trying to get it done before the deadline, I've got the basics down.

PigLickJF

PigLickJF

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), 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.

 

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 & ranged attack/damage: Sniper rifle+14/+9 (+16/+11 at over 100', +15/+10 within 30'), 6d6+6 B/S/P damage (+2d6 w/ MF, + 3d6 w/ Razor Wire/+3d6 w/ Improved Liquid Ice)

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

Combat Maneuvers: None to speak of.

 

DEFENSE

AC: 23/23 Touch/17 FF

CMD: 20

Saves: +8/+13/+8

HP: 66

Special Defenses: 20% Concealment from Camouflage Suit

 

GROUP EFFECTS

Shared Teamwork feat: Shake It Off (+1 to saves for each adjacent ally [+4 max])

Squadron Feats: Focused Fire TacticsBenefit: As a swift action, you may spend a spell point or expend your martial focus and designate a target. Until the beginning of your next turn, whenever a member of your squadron hits that target, all members of your squadron receive an additional +1 circumstance bonus to attack rolls and damage against that target. Members with iterative attacks can benefit from bonuses generated earlier in the same turn. This bonus stacks with itself, up to a maximum equal to your War caster level or your ranks in Diplomacy, whichever is higher.

 

SKILLS

Stealth +19 (+25 w/ chameleon suit), Perception +16, most Knowledges +14, Disable Device +15, Drive +15

 

USING THE TANK

Primary: Commander

Secondary: Gunner, Engineer

 

ANYTHING ELSE YOU'D LIKE TO SHARE?

This is still a WIP, trying to get it done before the deadline, I've got the basics down.

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