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M3mentoMori

  Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png

Over the years, Ariane had developed a habit of dozing under La Chancla. It had started in her apprenticeship, back when there wasn't a rule against her experimenting with new explosives inside the tank, and a tiredness-induced slip-up had filled her room with a horrific stench for hours. She'd climbed out to escape the smell, fell asleep under the main cannon, and found she liked it enough to come back time and again. Actual sleep was rare - she'd gotten better about proper sleep schedules - but it was pleasant and peaceful to sink into a haze of half-awake, watching clouds and funky plants roll on by while keeping an eye out for the occasional IED or landmine that someone had forgotten or - in the former case - set to try to ambush whoever came down the road. Sure, it left her vulnerable to anyone wanting to take a potshot, and it took a few moments longer to get to her station, but the relaxation was worth it. A stock of ablative plates just inside the hatch didn't hurt, either, letting her justify her naps with the logic that it'd be faster for her to start armoring up the tank in case of things going south, just like now.

 

Jana's question had set her stirring from her rest, and Tanya's command got her the rest of the way there and jumping down the hatch, calling "Applying armor!" to the crew as she comes back up with an armful of plates. To their client, she adds. "Listen to Tanya, Jana. Hopefully some idiot set a field on fire, but if Greenwood's been attacked, you'll want to be inside," The cheerful and energetic Det Jana had seen the day before was nowhere to be seen, replaced by deadly seriousness and practiced efficiency as she began bolting the plates to The Tank.

 


Show Mechanics

OOC commentary

 

Initiative (28), Craft (Mechanical) 28

 

The Tank now has 28 temporary HPspacer.png

___________________________________________________

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

spacer.png

Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
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
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
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

___________________________________________________
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)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

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: 0

 

Encumbrance

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)

M3mentoMori

M3mentoMori

 Don't mind me, just trying to fix the automatic color thing, and needed a test post

 

  Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png

Over the years, Ariane had developed a habit of dozing under La Chancla. It had started in her apprenticeship, back when there wasn't a rule against her experimenting with new explosives inside the tank, and a tiredness-induced slip-up had filled her room with a horrific stench for hours. She'd climbed out to escape the smell, fell asleep under the main cannon, and found she liked it enough to come back time and again. Actual sleep was rare - she'd gotten better about proper sleep schedules - but it was pleasant and peaceful to sink into a haze of half-awake, watching clouds and funky plants roll on by while keeping an eye out for the occasional IED or landmine that someone had forgotten or - in the former case - set to try to ambush whoever came down the road. Sure, it left her vulnerable to anyone wanting to take a potshot, and it took a few moments longer to get to her station, but the relaxation was worth it. A stock of ablative plates just inside the hatch didn't hurt, either, letting her justify her naps with the logic that it'd be faster for her to start armoring up the tank in case of things going south, just like now.

 

Jana's question had set her stirring from her rest, and Tanya's command got her the rest of the way there and jumping down the hatch, calling "Applying armor!" to the crew as she comes back up with an armful of plates. To their client, she adds. "Listen to Tanya, Jana. Hopefully some idiot set a field on fire, but if Greenwood's been attacked, you'll want to be inside," The cheerful and energetic Det Jana had seen the day before was nowhere to be seen, replaced by deadly seriousness and practiced efficiency as she began bolting the plates to The Tank.

 


Show Mechanics

OOC commentary

 

Initiative (28), Craft (Mechanical) 28

 

The Tank now has 28 temporary HPspacer.png

___________________________________________________

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

spacer.png

Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
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
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
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

___________________________________________________
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)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

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: 0

 

Encumbrance

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)

M3mentoMori

M3mentoMori

 Don't mind me, just trying to fix the automatic color thing, and needed a test post

 

  Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png

Over the years, Ariane had developed a habit of dozing under La Chancla. It had started in her apprenticeship, back when there wasn't a rule against her experimenting with new explosives inside the tank, and a tiredness-induced slip-up had filled her room with a horrific stench for hours. She'd climbed out to escape the smell, fell asleep under the main cannon, and found she liked it enough to come back time and again. Actual sleep was rare - she'd gotten better about proper sleep schedules - but it was pleasant and peaceful to sink into a haze of half-awake, watching clouds and funky plants roll on by while keeping an eye out for the occasional IED or landmine that someone had forgotten or - in the former case - set to try to ambush whoever came down the road. Sure, it left her vulnerable to anyone wanting to take a potshot, and it took a few moments longer to get to her station, but the relaxation was worth it. A stock of ablative plates just inside the hatch didn't hurt, either, letting her justify her naps with the logic that it'd be faster for her to start armoring up the tank in case of things going south, just like now.

Jana's question had set her stirring from her rest, and Tanya's command got her the rest of the way there and jumping down the hatch, calling "Applying armor!" to the crew as she comes back up with an armful of plates. To their client, she adds. "Listen to Tanya, Jana. Hopefully some idiot set a field on fire, but if Greenwood's been attacked, you'll want to be inside," The cheerful and energetic Det Jana had seen the day before was nowhere to be seen, replaced by deadly seriousness and practiced efficiency as she began bolting the plates to The Tank.

 


Show Mechanics

OOC commentary

 

Initiative (28), Craft (Mechanical) 28

 

The Tank now has 28 temporary HPspacer.png

___________________________________________________

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

spacer.png

Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
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
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
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

___________________________________________________
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)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

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: 0

 

Encumbrance

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)

M3mentoMori

M3mentoMori

  Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png

Over the years, Ariane had developed a habit of dozing under La Chancla. It had started in her apprenticeship, back when there wasn't a rule against her experimenting with new explosives inside the tank, and a tiredness-induced slip-up had filled her room with a horrific stench for hours. She'd climbed out to escape the smell, fell asleep under the main cannon, and found she liked it enough to come back time and again. Actual sleep was rare - she'd gotten better about proper sleep schedules - but it was pleasant and peaceful to sink into a haze of half-awake, watching clouds and funky plants roll on by while keeping an eye out for the occasional IED or landmine that someone had forgotten or - in the former case - set to try to ambush whoever came down the road. Sure, it left her vulnerable to anyone wanting to take a potshot, and it took a few moments longer to get to her station, but the relaxation was worth it. A stock of ablative plates just inside the hatch didn't hurt, either, letting her justify her naps with the logic that it'd be faster for her to start armoring up the tank in case of things going south, just like now.
 
Jana's question had set her stirring from her rest, and Tanya's command got her the rest of the way there and jumping down the hatch, calling "Applying armor!" to the crew as she comes back up with an armful of plates. To their client, she adds. "Listen to Tanya, Jana. Hopefully some idiot set a field on fire, but if Greenwood's been attacked, you'll want to be inside," The cheerful and energetic Det Jana had seen the day before was nowhere to be seen, replaced by deadly seriousness and practiced efficiency as she began bolting the plates to The Tank.

 


Show Mechanics

OOC commentary

 

Initiative (28), Craft (Mechanical) 28

 

The Tank now has 28 temporary HPspacer.png

___________________________________________________

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

spacer.png

Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
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
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
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

___________________________________________________
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)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

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: 0

 

Encumbrance

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)

M3mentoMori

M3mentoMori

trying to fix color, please wait

M3mentoMori

M3mentoMori

 Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png

Over the years, Ariane had developed a habit of dozing under La Chancla. It had started in her apprenticeship, back when there wasn't a rule against her experimenting with new explosives inside the tank, and a tiredness-induced slip-up had filled her room with a horrific stench for hours. She'd climbed out to escape the smell, fell asleep under the main cannon, and found she liked it enough to come back time and again. Actual sleep was rare - she'd gotten better about proper sleep schedules - but it was pleasant and peaceful to sink into a haze of half-awake, watching clouds and funky plants roll on by while keeping an eye out for the occasional IED or landmine that someone had forgotten or - in the former case - set to try to ambush whoever came down the road. Sure, it left her vulnerable to anyone wanting to take a potshot, and it took a few moments longer to get to her station, but the relaxation was worth it. A stock of ablative plates just inside the hatch didn't hurt, either, letting her justify her naps with the logic that it'd be faster for her to start armoring up the tank in case of things going south, just like now.
 
Jana's question had set her stirring from her rest, and Tanya's command got her the rest of the way there and jumping down the hatch, calling "Applying armor!" to the crew as she comes back up with an armful of plates. To their client, she adds. "Listen to Tanya, Jana. Hopefully some idiot set a field on fire, but if Greenwood's been attacked, you'll want to be inside," The cheerful and energetic Det Jana had seen the day before was nowhere to be seen, replaced by deadly seriousness and practiced efficiency as she began bolting the plates to The Tank.

 


Show Mechanics

OOC commentary

 

Initiative (28), Craft (Mechanical) 28

 

The Tank now has 28 temporary HPspacer.png

___________________________________________________

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

spacer.png

Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
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
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
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

___________________________________________________
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)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

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: 0

 

Encumbrance

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)

M3mentoMori

M3mentoMori

 Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png

Over the years, Ariane had developed a habit of dozing under La Chancla. It had started in her apprenticeship, back when there wasn't a rule against her experimenting with new explosives inside the tank, and a tiredness-induced slip-up had filled her room with a horrific stench for hours. She'd climbed out to escape the smell, fell asleep under the main cannon, and found she liked it enough to come back time and again. Actual sleep was rare - she'd gotten better about proper sleep schedules - but it was pleasant and peaceful to sink into a haze of half-awake, watching clouds and funky plants roll on by while keeping an eye out for the occasional IED or landmine that someone had forgotten or - in the former case - set to try to ambush whoever came down the road. Sure, it left her vulnerable to anyone wanting to take a potshot, and it took a few moments longer to get to her station, but the relaxation was worth it. A stock of ablative plates just inside the hatch didn't hurt, either, letting her justify her naps with the logic that it'd be faster for her to start armoring up the tank in case of things going south, just like now.
 
Jana's question had set her stirring from her rest, and Tanya's command got her the rest of the way there and jumping down the hatch, calling "Applying armor!" to the crew as she comes back up with an armful of plates. To their client, she adds. "Listen to Tanya, Jana. Hopefully some idiot set a field on fire, but if Greenwood's been attacked, you'll want to be inside," The cheerful and energetic Det Jana had seen the day before was nowhere to be seen, replaced by deadly seriousness and practiced efficiency as she began bolting the plates to The Tank.

 


Show Mechanics

OOC commentary

 

Initiative (28), Craft (Mechanical) 28

 

The Tank now has 28 temporary HPspacer.png

___________________________________________________

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

spacer.png

Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
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
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
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

___________________________________________________
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)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

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: 0

 

Encumbrance

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)

M3mentoMori

M3mentoMori

 Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png

Over the years, Ariane had developed a habit of dozing under La Chancla. It had started in her apprenticeship, back when there wasn't a rule against her experimenting with new explosives inside the tank, and a tiredness-induced slip-up had filled her room with a horrific stench for hours. She'd climbed out to escape the smell, fell asleep under the main cannon, and found she liked it enough to come back time and again. Actual sleep was rare - she'd gotten better about proper sleep schedules - but it was pleasant and peaceful to sink into a haze of half-awake, watching clouds and funky plants roll on by while keeping an eye out for the occasional IED or landmine that someone had forgotten or - in the former case - set to try to ambush whoever came down the road. Sure, it left her vulnerable to anyone wanting to take a potshot, and it took a few moments longer to get to her station, but the relaxation was worth it. A stock of ablative plates just inside the hatch didn't hurt, either, letting her justify her naps with the logic that it'd be faster for her to start armoring up the tank in case of things going south, just like now.
 
Jana's question had set her stirring from her rest, and Tanya's command got her the rest of the way there and jumping down the hatch, calling "Applying armor!" to the crew as she comes back up with an armful of plates. To their client, she adds. "Listen to Tanya, Jana. Hopefully some idiot set a field on fire, but if Greenwood's been attacked, you'll want to be inside," The cheerful and energetic Det Jana had seen the day before was nowhere to be seen, replaced by deadly seriousness and practiced efficiency as she began bolting the plates to The Tank.

 


Show Mechanics

OOC commentary

 

Initiative (28), Craft (Mechanical) 28

 

The Tank now has 28 temporary HPspacer.png

___________________________________________________

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

spacer.png

Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
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
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
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

___________________________________________________
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)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

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: 0

 

Encumbrance

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)

M3mentoMori

M3mentoMori

 Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png

Over the years, Ariane had developed a habit of dozing under La Chancla. It had started in her apprenticeship, back when there wasn't a rule against her experimenting with new explosives inside the tank, and a tiredness-induced slip-up had filled her room with a horrific stench for hours. She'd climbed out to escape the smell, fell asleep under the main cannon, and found she liked it enough to come back time and again. Actual sleep was rare - she'd gotten better about proper sleep schedules - but it was pleasant and peaceful to sink into a haze of half-awake, watching clouds and funky plants roll on by while keeping an eye out for the occasional IED or landmine that someone had forgotten or - in the former case - set to try to ambush whoever came down the road. Sure, it left her vulnerable to anyone wanting to take a potshot, and it took a few moments longer to get to her station, but the relaxation was worth it. A stock of ablative plates just inside the hatch didn't hurt, either, letting her justify her naps with the logic that it'd be faster for her to start armoring up the tank in case of things going south, just like now.
 
Jana's question had set her stirring from her rest, and Tanya's command got her the rest of the way there and jumping down the hatch, calling "Applying armor!" to the crew as she comes back up with an armful of plates. To their client, she adds. "Listen to Tanya, Jana. Hopefully some idiot set a field on fire, but if Greenwood's been attacked, you'll want to be inside," The cheerful and energetic Det Jana had seen the day before was nowhere to be seen, replaced by deadly seriousness and practiced efficiency as she began bolting the plates to The Tank.

 


Show Mechanics

OOC commentary

 

Initiative (28), Craft (Mechanical) 28

 

The Tank now has 28 temporary HPspacer.png

___________________________________________________

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

spacer.png

Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
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
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
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

___________________________________________________
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)

___________________________________________________
SKILLS

Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

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: 0

 

Encumbrance

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)

M3mentoMori

M3mentoMori

 Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6

spacer.png

Over the years, Ariane had developed a habit of dozing under La Chancla. It had started in her apprenticeship, back when there wasn't a rule against her experimenting with new explosives inside the tank, and a tiredness-induced slip-up had filled her room with a horrific stench for hours. She'd climbed out to escape the smell, fell asleep under the main cannon, and found she liked it enough to come back time and again. Actual sleep was rare - she'd gotten better about proper sleep schedules - but it was pleasant and peaceful to sink into a haze of half-awake, watching clouds and funky plants roll on by while keeping an eye out for the occasional IED or landmine that someone had forgotten or - in the former case - set to try to ambush whoever came down the road. Sure, it left her vulnerable to anyone wanting to take a potshot, and it took a few moments longer to get to her station, but the relaxation was worth it. A stock of ablative plates just inside the hatch didn't hurt, either, letting her justify her naps with the logic that it'd be faster for her to start armoring up the tank in case of things going south, just like now.
 
Jana's question had set her stirring from her rest, and Tanya's command got her the rest of the way there and jumping down the hatch, calling "Applying armor!" to the crew as she comes back up with an armful of plates. To their client, she adds. "Listen to Tanya, Jana. Hopefully some idiot set a field on fire, but if Greenwood's been attacked, you'll want to be inside," The cheerful and energetic Det Jana had seen the day before was nowhere to be seen, replaced by deadly seriousness and practiced efficiency as she began bolting the plates to The Tank.

 


Show Mechanics

OOC commentary

 

Initiative (28), Craft (Mechanical) 28

 

The Tank now has 28 temporary HPspacer.png

___________________________________________________

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

spacer.png

Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6

___________________________________________________
STATS

Str 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
HP 90/90 HD d10+5 Speed 30 ft. 

 

Initiative +9
Languages English
Spanish
Chinese
Primal
Myut
French/French Creole
Arabic
Wayfairer
Russian
German

___________________________________________________
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

___________________________________________________
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)

___________________________________________________
SKILLS

Craft [Mechanical] +24, Disable Device +26, Drive +14, Perception +9, Stealth +14

___________________________________________________
Whatever Else

Weapon-Propelled Grenades 

Smoke, Flashbang, Frag

 

Show Equipment

 

 

Hidden Storage (10lbs current, 10lbs/1cbft max)

___________________________________________________

 

Trap Bag (10lbs)spacer.png

___________________________________________________

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: 0

 

Encumbrance

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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