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M3mentoMori

M3mentoMori

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

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The next few seconds are a flurry of motion, as Det hotswaps parts, tightens loosening bolts and screws, and pours coolant on overheating components. The Tank wasn't meant to be pushed like this, not anymore, and it took every ounce of her skill to keep the stresses to an acceptable level. Between emergency repairs, Det takes a moment to pop open a viewport, both to allow the billowing cloud of evaporated coolant to air out, as well as to give herself a clear line on the Disciples. She'd be damned thrice over if she let a chance to put down some of the rabid raiders pass her by in favor of just sitting in the tank.

 

It wasn't long until she got her chance; Doc had brought them close enough that Ariane was more than confident she could hit any of the raiders, so the engineer re-engaged the Governer, shouting "Governer's back on!" as she did, dropped her tools, and picked up her rifle. A quick rack of a slide and a flip of a switch popped ensured the gun hadn't jammed when she wasn't looking, and chambered a new round of her own devising; in concept, it wasn't that complicated. Det had simply packed as much raw explosive power as she could into a single rifle bullet, shaped to blow whoever it hit to ash, as well as anyone within a couple dozen feet who were unlucky enough to be standing behind them, or next to them. Perfect for taking out scum like the Archon and his retinue. Det hefted the rifle barrel into the gap, put her eye to the scope, and drew a bead on the staff-waving lunatic. Breath in, steady the shot, wait, wait...

 

Det lets out a slow, even breath and pulls the trigger. Hell breaks loose on the platform truck, and it's this hell specifically where Det thrives; in a blur of motion, she pulls back the bolt on her rifle, flips a switch, and fires, four times over, each putting a round into a raider that detonates on impact.

 


Show Mechanics

OOC commentary

 

The Archon needs to make a DC 18 Reflex save, or else the Detonator goes off and everyone on the truck takes 6d6 fire damage.

 

The two enemies adjacent to the Archon must also make a DC 16 reflex save or take half weapon damage.

 

Whoever is adjacent to Zealot 2 needs to make a DC 16 Reflex save or take 6 damage

spacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (10/15 rds)
Off Hand: Empty

Technician Gadgets: 5/6

Martial Focus: No

___________________________________________________

Full: N/A

Free: Toggle her rifle, making her currently-chambered round an Explosive Round (deals half-damage to all enemies adjacent to the target, DC 16 Reflex reduces to 0). Reloads the rifle as a free action between each AoO, making all rounds Explosive.
Swift: Reenable the Governer on the tank
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Deadly Shot on the Archon, expending Martial Focus, and applying an Incendiary (via Chemical Insight, deals all fire damage, flammable materials and creatures who fail the save are set on fire) Landmine (via Mechanical Insight, detonator is a (snare) talent for Trap talents like Trap Launcher) Detonator as a (snare), shaping the explosion into a Cone facing directly behind the target (Demolitions Insight, cone size is 3x normal radius, so 30ft)

Show Mini Character Sheet

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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

The next few seconds are a flurry of motion, as Det hotswaps parts, tightens loosening bolts and screws, and pours coolant on overheating components. The Tank wasn't meant to be pushed like this, not anymore, and it took every ounce of her skill to keep the stresses to an acceptable level. Between emergency repairs, Det takes a moment to pop open a viewport, both to allow the billowing cloud of evaporated coolant to air out, as well as to give herself a clear line on the Disciples. She'd be damned thrice over if she let a chance to put down some of the rabid raiders pass her by in favor of just sitting in the tank.

 

It wasn't long until she got her chance; Doc had brought them close enough that Ariane was more than confident she could hit any of the raiders, so the engineer re-engaged the Governer, shouting "Governer's back on!" as she did, dropped her tools, and picked up her rifle. A quick rack of a slide and a flip of a switch popped ensured the gun hadn't jammed when she wasn't looking, and chambered a new round of her own devising; in concept, it wasn't that complicated. Det had simply packed as much raw explosive power as she could into a single rifle bullet, shaped to blow whoever it hit to ash, as well as anyone within a couple dozen feet who were unlucky enough to be standing behind them, or next to them. Perfect for taking out scum like the Archon and his retinue. Det hefted the rifle barrel into the gap, put her eye to the scope, and drew a bead on the staff-waving lunatic. Breath in, steady the shot, wait, wait...

 

Det lets out a slow, even breath and pulls the trigger. Hell breaks loose on the platform truck, and it's this hell specifically where Det thrives; in a blur of motion, she pulls back the bolt on her rifle, flips a switch, and fires, four times over, each putting a round into a raider that detonates on impact.

 


Show Mechanics

OOC commentary

 

The Archon needs to make a DC 18 Reflex save, or else the Detonator goes off and everyone on the truck takes 6d6 fire damage.

 

The two enemies adjacent to the Archon must also make a DC 16 reflex save or take half weapon damage.

spacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (10/15 rds)
Off Hand: Empty

Technician Gadgets: 5/6

Martial Focus: No

___________________________________________________

Full: N/A

Free: Toggle her rifle, making her currently-chambered round an Explosive Round (deals half-damage to all enemies adjacent to the target, DC 16 Reflex reduces to 0). Reloads the rifle as a free action (making it an Explosive Round) for her Attack of Opportunity
Swift: Reenable the Governer on the tank
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Deadly Shot on the Archon, expending Martial Focus, and applying an Incendiary (via Chemical Insight, deals all fire damage, flammable materials and creatures who fail the save are set on fire) Landmine (via Mechanical Insight, detonator is a (snare) talent for Trap talents like Trap Launcher) Detonator as a (snare), shaping the explosion into a Cone facing directly behind the target (Demolitions Insight, cone size is 3x normal radius, so 30ft)

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

The next few seconds are a flurry of motion, as Det hotswaps parts, tightens loosening bolts and screws, and pours coolant on overheating components. The Tank wasn't meant to be pushed like this, not anymore, and it took every ounce of her skill to keep the stresses to an acceptable level. Between emergency repairs, Det takes a moment to pop open a viewport, both to allow the billowing cloud of evaporated coolant to air out, as well as to give herself a clear line on the Disciples. She'd be damned thrice over if she let a chance to put down some of the rabid raiders pass her by in favor of just sitting in the tank.

 

It wasn't long until she got her chance; Doc had brought them close enough that Ariane was more than confident she could hit any of the raiders, so the engineer re-engaged the Governer, shouting "Governer's back on!" as she did, dropped her tools, and picked up her rifle. A quick rack of a slide and a flip of a switch popped ensured the gun hadn't jammed when she wasn't looking, and chambered a new round of her own devising; in concept, it wasn't that complicated. Det had simply packed as much raw explosive power as she could into a single rifle bullet, shaped to blow whoever it hit to ash, as well as anyone within a couple dozen feet who were unlucky enough to be standing behind them, or next to them. Perfect for taking out scum like the Archon and his retinue. Det hefted the rifle barrel into the gap, put her eye to the scope, and drew a bead on the staff-waving lunatic. Breath in, steady the shot, wait, wait...

 

Det lets out a slow, even breath and pulls the trigger. Hell breaks loose on the platform truck, and it's this hell specifically where Det thrives; in a blur of motion, she pulls back the bolt on her rifle, flips a switch, and fires, four times, each putting a round into a raider that detonates on impact.

 


Show Mechanics

OOC commentary

 

The Archon needs to make a DC 18 Reflex save, or else the Detonator goes off and everyone on the truck takes 6d6 fire damage.

 

The two enemies adjacent to the Archon must also make a DC 16 reflex save or take half weapon damage.

spacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (13/15 rds)
Off Hand: Empty

Technician Gadgets: 5/6

Martial Focus: No

___________________________________________________

Full: N/A

Free: Toggle her rifle, making her currently-chambered round an Explosive Round (deals half-damage to all enemies adjacent to the target, DC 16 Reflex reduces to 0). Reloads the rifle as a free action (making it an Explosive Round) for her Attack of Opportunity
Swift: Reenable the Governer on the tank
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Deadly Shot on the Archon, expending Martial Focus, and applying an Incendiary (via Chemical Insight, deals all fire damage, flammable materials and creatures who fail the save are set on fire) Landmine (via Mechanical Insight, detonator is a (snare) talent for Trap talents like Trap Launcher) Detonator as a (snare), shaping the explosion into a Cone facing directly behind the target (Demolitions Insight, cone size is 3x normal radius, so 30ft)

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

The next few seconds are a flurry of motion, as Det hotswaps parts, tightens loosening bolts and screws, and pours coolant on overheating components. The Tank wasn't meant to be pushed like this, not anymore, and it took every ounce of her skill to keep the stresses to an acceptable level. Between emergency repairs, Det takes a moment to pop open a viewport, both to allow the billowing cloud of evaporated coolant to air out, as well as to give herself a clear line on the Disciples. She'd be damned thrice over if she let a chance to put down some of the rabid raiders pass her by in favor of just sitting in the tank.

 

It wasn't long until she got her chance; Doc had brought them close enough that Ariane was more than confident she could hit any of the raiders, so the engineer re-engaged the Governer, shouting "Governer's back on!" as she did, dropped her tools, and picked up her rifle. A quick rack of a slide and a flip of a switch popped ensured the gun hadn't jammed when she wasn't looking, and chambered a new round of her own devising; in concept, it wasn't that complicated. Det had simply packed as much raw explosive power as she could into a single rifle bullet, shaped to blow whoever it hit to ash, as well as anyone within a couple dozen feet who were unlucky enough to be standing behind them, or next to them. Perfect for taking out scum like the Archon and his retinue. Det hefted the rifle barrel into the gap, put her eye to the scope, and drew a bead on the staff-waving lunatic. Breath in, steady the shot, wait, wait...

 

Det lets out a slow, even breath, pulls the trigger, and hell broke loose on the platform truck. Det was used to this kind of hell, however, and the moment of delicious shock in the Archon provided an opening, one that Det exploited to send another round into him.

 


Show Mechanics

OOC commentary

 

The Archon needs to make a DC 18 Reflex save, or else the Detonator goes off and everyone on the truck takes 6d6 fire damage.

 

The two enemies adjacent to the Archon must also make a DC 16 reflex save or take half weapon damage.

spacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (13/15 rds)
Off Hand: Empty

Technician Gadgets: 5/6

Martial Focus: No

___________________________________________________

Full: N/A

Free: Toggle her rifle, making her currently-chambered round an Explosive Round (deals half-damage to all enemies adjacent to the target, DC 16 Reflex reduces to 0). Reloads the rifle as a free action (making it an Explosive Round) for her Attack of Opportunity
Swift: Reenable the Governer on the tank
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Deadly Shot on the Archon, expending Martial Focus, and applying an Incendiary (via Chemical Insight, deals all fire damage, flammable materials and creatures who fail the save are set on fire) Landmine (via Mechanical Insight, detonator is a (snare) talent for Trap talents like Trap Launcher) Detonator as a (snare), shaping the explosion into a Cone facing directly behind the target (Demolitions Insight, cone size is 3x normal radius, so 30ft)

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

The next few seconds are a flurry of motion, as Det hotswaps parts, tightens loosening bolts and screws, and pours coolant on overheating components. The Tank wasn't meant to be pushed like this, not anymore, and it took every ounce of her skill to keep the stresses to an acceptable level. Between emergency repairs, Det takes a moment to pop open a viewport, both to allow the billowing cloud of evaporated coolant to air out, as well as to give herself a clear line on the Disciples. She'd be damned thrice over if she let a chance to put down some of the rabid raiders pass her by in favor of just sitting in the tank.

 

It wasn't long until she got her chance; Doc had brought them close enough that Ariane was more than confident she could hit any of the raiders, so the engineer re-engaged the Governer, shouting "Governer's back on!" as she did, dropped her tools, and picked up her rifle. A quick rack of a slide and a flip of a switch popped ensured the gun hadn't jammed when she wasn't looking, and chambered a new round of her own devising; in concept, it wasn't that complicated. Det had simply packed as much raw explosive power as she could into a single rifle bullet, shaped to blow whoever it hit to ash, as well as anyone within a couple dozen feet who were unlucky enough to be standing behind them, or next to them. Perfect for taking out scum like the Archon and his retinue. Det hefted the rifle barrel into the gap, put her eye to the scope, and drew a bead on the staff-waving lunatic. Breath in, steady the shot, wait, wait...

 

Det lets out a slow, even breath, pulls the trigger, and hell broke loose on the platform truck. Det was used to this kind of hell, however, and the moment of delicious shock in the Archon provided an opening, one that Det exploited to send another round into him.

 


Show Mechanics

OOC commentary

 

The Archon needs to make a DC 18 Reflex save, or else the Detonator goes off and everyone on the truck takes 6d6 fire damage.

 

The two enemies adjacent to the Archon must also make a DC 16 reflex save or take half weapon damage.

spacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (14/15 rds)
Off Hand: Empty

Technician Gadgets: 5/6

Martial Focus: No

___________________________________________________

Full: N/A

Free: Toggle her rifle, making her currently-chambered round an Explosive Round (deals half-damage to all enemies adjacent to the target, DC 16 Reflex reduces to 0). Reloads the rifle as a free action (making it an Explosive Round) for her Attack of Opportunity
Swift: Reenable the Governer on the tank
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Deadly Shot on the Archon, expending Martial Focus, and applying an Incendiary (via Chemical Insight, deals all fire damage, flammable materials and creatures who fail the save are set on fire) Landmine (via Mechanical Insight, detonator is a (snare) talent for Trap talents like Trap Launcher) Detonator as a (snare), shaping the explosion into a Cone facing directly behind the target (Demolitions Insight, cone size is 3x normal radius, so 30ft)

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

The next few seconds are a flurry of motion, as Det hotswaps parts, tightens loosening bolts and screws, and pours coolant on overheating components. The Tank wasn't meant to be pushed like this, not anymore, and it took every ounce of her skill to keep the stresses to an acceptable level. Between emergency repairs, Det takes a moment to pop open a viewport, both to allow the billowing cloud of evaporated coolant to air out, as well as to give herself a clear line on the Disciples. She'd be damned thrice over if she let a chance to put down some of the rabid raiders pass her by in favor of just sitting in the tank.

 

It wasn't long until she got her chance; Doc had brought them close enough that Ariane was more than confident she could hit any of the raiders, so the engineer re-engaged the Governer, shouting "Governer's back on!" as she did, dropped her tools, and picked up her rifle. A quick rack of a slide and a flip of a switch popped ensured the gun hadn't jammed when she wasn't looking, and chambered a new round of her own devising; in concept, it wasn't that complicated. Det had simply packed as much raw explosive power as she could into a single rifle bullet, shaped to blow whoever it hit to ash, as well as anyone within a couple dozen feet who were unlucky enough to be standing behind them, or next to them. Perfect for taking out scum like the Archon and his retinue. Det hefted the rifle barrel into the gap, put her eye to the scope, and drew a bead on the staff-waving lunatic. Breath in, steady the shot, wait, wait...

 

Det lets out a slow, even breath, pulls the trigger, and hell broke loose on the platform truck.

 


Show Mechanics

OOC commentary

 

The Archon needs to make a DC 18 Reflex save, or else the Detonator goes off and everyone on the truck takes 6d6 fire damage.

 

The two enemies adjacent to the Archon must also make a DC 16 reflex save or take half weapon damage.

spacer.png

___________________________________________________

Main Hand: Heavy Sniper Rifle (14/15 rds)
Off Hand: Empty

Technician Gadgets: 5/6

Martial Focus: No

___________________________________________________

Full: N/A

Free: Toggle her rifle, making her currently-chambered round an Explosive Round (deals half-damage to all enemies adjacent to the target, DC 16 Reflex reduces to 0)
Swift: Reenable the Governer on the tank
Move: Aim down the Sniper Scope (+4 to-hit)
Standard: Vital Strike Deadly Shot on the Archon, expending Martial Focus, and applying an Incendiary (via Chemical Insight, deals all fire damage, flammable materials and creatures who fail the save are set on fire) Landmine (via Mechanical Insight, detonator is a (snare) talent for Trap talents like Trap Launcher) Detonator as a (snare), shaping the explosion into a Cone facing directly behind the target (Demolitions Insight, cone size is 3x normal radius, so 30ft)

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
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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
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Charge: 18/18

Gadgets: 

Heavy Sniper Rifle (4 charges)

Grenade Launcher (4 charges)

Seeker Missile Cannon (6 charges)

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