Ariane - "Det" McKinnon - Blacksmith (Techsmith) 6/Technician (Rigger) 6
Show Mechanics OOC commentary
Initiative (28), Craft (Mechanical) 28
The Tank now has 28 temporary HP ___________________________________________________
Main Hand: Heavy Sniper Rifle (15/15 rds) ___________________________________________________ Full: Applying Reactive Armor to The Tank
Free: Your free actions go here. |
Show Mini Character Sheet Ariane - Blacksmith (Techsmith) 6/Technician (Rigger) 6
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Str 12 (+3) Dex 20 (+5) Con 20 (+5) Int 17 (+3) Wis 10 (+0) Cha 7 (-2)
Initiative +9
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Grenade Launcher (range 70ft) +12 attack, varies on ammo Seeker Missile Cannon (range long (400 + 40ft/level) N/A attack, 1d4x6 bludg/fire damage in 5ft radius around each missile
___________________________________________________ AC 20 [Touch 15, FF 15] CMD 22 [FF 17]
Saving Throws Fort +12, Ref +12, Will +9 Special Clarifying Reinforcements (+2 comp to Will saves)
___________________________________________________ Craft [Mechanical] +25, Disable Device +26, Drive +14, Perception +16 (9 base, +7 Green War Paint), Stealth +14
___________________________________________________ Weapon-Propelled Grenades Smoke, Flashbang, Frag
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Show Equipment
Hidden Storage (10lbs current, 10lbs/1cbft max) ___________________________________________________
___________________________________________________ General Inventory (42 lbs.) Exquisite +3 Sturdy Backpack (4lbs): +2 to Strength for carry weight 50 rounds of Heavy Ammo (5.5lbs) Gunsmith's Kit (2lbs) Masterwork Binoculars (2lbs) 2 Smoke Weapon-Propelled Grenades [WPGs] (2lbs) 2 Flashbang WPGs (2lbs) 3 Frag WPGs (3lbs) Exceptional +3 Thieves' Tools (2lbs) Flashlight (1lb) Gasmask (2lbs) 2 Gasmask Filters Compass (.5lbs) Walkie-Talkies [1 pair] (1lb) Det's Lucky Toolbox [Exceptional +3 Profitable Craft [Mechanical] Tool] (5lbs) Engineering Kit (10lbs)
Equipped Gear (33.5 lbs) ___________________________________________________ Heavy Sniper Rifle (15lbs) Grenade Launcher (6lbs) Seeker Missile Cannon Darkleaf Cloth Leather Lamellar (12.5lbs)
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), Charge: 18/18 Gadgets: Heavy Sniper Rifle (4 charges) Grenade Launcher (4 charges) Seeker Missile Cannon (6 charges) |