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Kara "Sparrow" NPC Gunner


wrathgon

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https://www.myth-weavers.com/sheet.html#id=1698960

needs 2 levels to be added

F N Human Gunslinger(tech)/mystic gunslinger, Level 4/1, Init 5, HP 47/47, Speed 30
AC 27,+2 when in Stance Touch 17 +2, Flat-footed 20, CMD 22, Fort 5, Ref 9 +2 when in stance, Will 4, CMB +5, Base Attack Bonus 4
From class 15-foot cone damage no misfire 2 Masterwork Broken Dragon Pistols (1) +10 (1d6, x4)
PL 7 Railgun small (20) +9 (3d12, 20/x2)
DC 13 or robot out for 1d3 x2 robot/mecha Gauss Rifle small PL 7 (20) +9 (2d6, 20)
self repairing, 4 Imp. ROMx24 segmented Tact Armour PL 6 (+10 Armor, +5 Dex)
Abilities Str 12, Dex 20, Con 13, Int 14, Wis 16, Cha 8
Condition Leaping Spirit Dance
Feats: Point blank shot, Mobility, Rapid Reload, Frantically Nimble (Ex), Victorious Recovery (Combat)
 

 

Half-Gone
Discipline: Veiled Moon (Counter) (teleportation); Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instant

DESCRIPTION

By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.

Clockwatcher
Discipline: Riven Hourglass (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

By pulling your perception forward in time for the barest of moments, you are able to cheat fate and act when most would be caught unaware. Unlike other immediate actions, you can initiate this counter while flat-footed, and can use this maneuver at the beginning of a surprise round you otherwise would not be able to act in. You may act during the surprise round normally.

Stopwatch
Discipline: Riven Hourglass (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: Self
Duration: Instant

DESCRIPTION

With a dizzying burst of incredible speed, you step out of time, adjusting your position to possibly avoid an attack. You can initiate this counter in response to a melee or ranged attack being made against you. Make an Autohypnosis check, using your opponent’s attack roll as the DC. If you succeed, you may take a 5-foot step as part of this counter. If this movement puts you in a position where the opponent would not have been able to attack you, then the attack is negated.

Disarming Shot
Discipline: Tempest Gale (Strike); Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Your careful training allows you to fire shots from an unexpected angle and strike opponents where they least expect it, their weapons. Make a ranged attack. If it hits, it deals weapon damage as normal, and you can make a disarm attempt against the target as a free action, using a Sleight of Hand check in place of your combat maneuver check. This disarm attempt does not provoke an attack of opportunity.

Distant Gale
Discipline: Tempest Gale (Strike); Level: 1
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

Firing with the strength of the winds at your back, you unleash an attack that becomes more dangerous the more distance it travels. Make a ranged attack. If it hits, it deals weapon damage as normal plus an additional +1 point of damage for every 20 feet of distance between you and the target (up to a maximum of +5).

Intercepting Shade
Discipline: Solar Wind (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal, or weapon’s first range increment
Target: You or ally
Duration: Instant

DESCRIPTION

Sometimes a good offense can be used as a good defense, so the Solar Wind discipline learns, as he uses his range to dissuade attacks by his sheer skill and exceptional aim. The initiator makes an opposed attack roll against his foe’s attack roll on an incoming attack (such as an arrow or thrown weapon, a charging barbarian, or a skillful slash from a sword, but not a spell or similar attack) targeting himself or an ally he can see within his weapon’s first range increment; if successful then the attack is negated.

Temporal Burn
Discipline: Riven Hourglass (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant

DESCRIPTION

By surrounding your weapon with a bubble of vastly accelerated time, you are able to strike at a foe and burn away at their personal quintessence. Make an attack. If it hits, it deals weapon damage as normal plus an additional 2d6 points of damage, automatically overcomes damage reduction, and ignores hardness.

Edited by wrathgon (see edit history)
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  • 2 months later...

so i think will redo Kara, i dont have mental space to run Deacon and another NPC with tons of options so going o tr do 

 

As we do not have anyone that is a sneak specialist I think I will go that way with her

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Ghost OPERATIVE 7th level

Using stat machine to swap con and cha

 

Kara human F 4th diplomatic(custom) gunslinger/ 3rd Operative Ghost

Ghost

GHOST

You can move from place to place without being noticed.

Associated Skills: Acrobatics and Stealth. When you use Stealth to make a trick attack, 

Specialization Exploit: Cloaking field.

Phase Shift Escape (Ex): At 11th level, you can move through solid matter by taking your body’s matter out of phase for just a moment. As a full action, you can spend 1 Resolve Point to phase through up to 5 feet of solid matter. If you attempt to phase through something that is too thick, you spend the Resolve Point and take the action but the attempt fails. You cannot phase through force effects such as force fields or the barrier created by wall of force. After using phase shift escape, you can’t use it again until after you’ve taken a full 8-hour rest.

 

Combat Stat

Kara human F 4th diplomatic(custom) gunslinger/ 3rd Operative Ghost
AC 20 (+5 Dex, +1 Dodge +4 equipment, touch 16, flat-footed 15)

Init: +9 ( Dex +7, +2 Class) +2 if has Grit

SR 0

Detection: Perception +16, Sense Motive +16

CMB +22 CDB +

Str 16(+1), Dex 24(+7), Con 8(-1), Int 14(+2), Wis 16(+3), Cha 18( +4 )

Mark II magic Dex +4 Mrk II magic Cha +4 +1 Cha lvl, +4 arm Str

hp 42 ; DR 10/-(tech); Speed 40 ft. (8 squares)

Saves: Fort +4; Ref +14; Will +7; +1 vs disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning. 

SD: EVASION (EX), SPECIALIZATION SKILL MASTERY( stealth), OPERATIVE’S EDGE+2, Death Touched, Gunslinger’s Dodge, Quick Clear, Gunslinger Initiative  

SA: TRICK ATTACK( Stealth) +1d8, OPERATIVE EXPLOIT (DC 17), enervating touch 2/day(only Ross and Kar Tesh know this), Distance Disarm.

 

Tactics: Within 30 feet she gets +1 to hit.

Grit: Gain a grit point when score a critical hit or when you get a target in combat to leave combat and no longer attack. If all foes are 100 feet away from her when has 0 Grit gets 1 Grit point moves 10 feet faster and does not lose Dex when running.

Grit Points: 4/4

BAB:+6/+1

Name Attack Dmg Range Ammo Specials Use DC( for higher TL or CL items)

Zero pistol, frostbite-class(Broken) +13/+8 2d6+3 Cold 60 feet 20 DC 25( need 10)

Shirren-eye Rifle advanced +13 2d10+7 P 70 ft 4 Non-Tech, Sniper( 500 ft), unwieldy DC 21( 6 needed)

Plasma Rifle +13/+8 3d10 F 80 feet 50 human-made PL 7DC 20( 5 needed)

Rail Gun +13/+8 3d12 B 100 feet 20 human-made PL 7 DC 20 (5 needed)

 

Enervating Arm:

Enervating Arm: An enervating arm is a gaunt limb of desiccated, leathery flesh. It grants a +4 inherent bonus to the grafted creature's Strength. Twice per day, the grafted creature can use an enervating touch to bestow one negative level on a living creature. Removing the negative level requires a DC 14 Fortitude save. A touch that misses does nor count against the daily limit.

 

 

Feats

Feats: Skill Focus (Stealth and Acrobatics free), Weapon Specialize (Free + CL to dmg- basic melee weapons, small arms(1/2), sniper weapons)

H 1 Point-Blank Shot (Combat)

G Gunsmithing 

C 1 Precise Shot

C 3 Quick Draw

G 4 Run Like Hell

Run Like Hell (Ex)

 

While this dare is active, your speed increases by 10 feet, and you retain your Dexterity bonus to your AC while running. You regain 1 grit or panache point the first time you are more than 100 feet away from your closest enemy.

C 6 Rapid shot

Feat Plexus

1 Dodge

2 Combat Reflexes

3 Mobility

4 Shot on the Run

 

DEATH-TOUCHED

 

 

You have been affected by the energies of death and negative energy. You are not undead, but you have an affinity for the dead and undead that is inexplicable to most living creatures. You may have suffered an attack from an undead creature when very young, or you may have been exposed to strange radiation, dimensional rifts, or magic that caused a weak but permanent link between you and the Negative Energy Plane. You survived this formative experience, but not without some change.

Theme Knowledge (1st)

Thanks to your experiences with the undead and the growing power of the grave within your form, you have an instinctive understanding and recognition of negative energy and undead. You can use Perception, rather than Mysticism, to recall knowledge about undead and negative energy effects when you first observe them. Perception is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Perception checks.

Dread Vitality (6th)

You draw dark strength from the spark of negative energy within you, and you gain a fraction of the resistances that undead creatures have. You gain a +1 bonus to saving throws against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, and stunning.

Inured to the grave (12th)

Your body, always somewhat cool to the touch despite how much warm clothing you wear, becomes resistant even to extreme cold. You gain cold resistance equal to your level. If you already have greater cold resistance from some other source,  that cold resistance instead increases by an amount equal to half your level.

Life Eater (18th)

If you are close to a sapient creature when its life is snuffed out, you can draw part of the released energy into your deathinfused body, fueling your vitality. The first time each day when a living creature with an Intelligence score of 3 or more dies within 10 feet of you, you regain 1 Resolve Point. You need not be the one to deal the killing blow. Additionally, anytime you are unconscious and a living creature with an Intelligence score of 3 or more dies in a space adjacent to you, as a reaction you can spend the appropriate number of Resolve Points to stabilize or, if you are already stable, you can spend 1 Resolve Point to stay in the fight.

Skills

Acrobatics (Dex), +17/1

Athletics ( Str),+9/1

Bluff (Cha), +10/3

Computers ( Int), +13/5

Culture (Int), +11/3

Diplomacy +12/5

Disguise ( Cha) +5 

Engineering (Int) +15/7

Intimidate ( Cha), +11/4

Medicine (Int), +9/1

Perception ( Wis), +17/7

Piloting (Dex), +18/7

Profession ( Cha, Int, or Wis), +5

Sense Motive ( Wis), +14/5

Sleight of Hand (Dex), +17/1

Stealth ( Dex), +19/3

Survival (Wis) +10/1

 

 

Gunslinger

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Distance Disarm: At 1st lvl As long as you got a Grit point, can use disarm action with a firearm at a -2 to roll to disarm your foe(s). If multiple attacks can target multiple targets all have to be within first range of the firearm range. They drop the weapon at feet if win disarm. Can be used with Utility Shot (Ex): Scoot Unattended Object. Replaces dead eye.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

 

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

  • Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
  • Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
  • Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
  •  Dont Need That: At 3rd if you spend a Grit point when using Distance Disarm when you disarm them, you can make the weapon land 10 feet + 5 feet every point you beat check away from them. This replaces Pistol-Whip (Ex):

     

OPERATIVE EXPLOITS

HOLOGRAPHIC CLONE (EX) 2nd

You can create holographic duplicates or psychic projections of yourself that conceal your true location. Once per day as a standard action, you can create 1d4 images of yourself that last for 1 minute per operative level. This ability otherwise functions as mirror image. You can use this exploit an additional time per day at 6th level, and again at 10th level.

 

Not taken yet

JACK OF ALL TRADES (EX) 4th

You’ve learned how to handle any situation. You can use all skills untrained, and you double your operative’s edge bonus when using a skill in which you have no ranks.

 

SURE-FOOTED (EX) 6th level

You move at your full speed when moving over difficult terrain, and without penalty when using Acrobatics or Stealth at your full speed.

 

CLOAKING FIELD (EX) Free

You can bend light around yourself and muffle any minor sounds you make, allowing you to nearly vanish when not moving. Even when you move, you appear only as an outline with blurry features. This cloaking field doesn’t make you invisible, but it does make it easier to sneak around. Activating the cloaking field is a move action. While the cloaking field is active, you can use Stealth to hide, even while being directly observed and with no place to hide. Attacking doesn’t end the cloaking field, but it does end that particular attempt to hide. If you remain perfectly still for at least 1 round, you gain a +10 bonus to Stealth checks (which doesn’t stack with invisibility) until you move.

Your cloaking field lasts for up to 10 rounds before it becomes inactive. While inactive, the cloaking field recharges automatically at the rate of 1 round of cloaking per minute.

 

Equipment

Hunter Suit

Light Armour
+2 equipment AC bonus non prof
±4 equipment bonus
-2 apc
Speed (30/20) 20/ 15
Max Dex +5
Wt 25 lbs.

Piecemail suit
+3 to Hit motion sensor laser full-round action to get aim bonus and fire. doing 3d6 energy damage range 30 feet total shoots 8, recharge time 4 hours voice active( to fire)
+3 to hit energy missile full-round action to fire 3d10 range 60 feet, total shots 2 recharge time 4 hours (manual code verification range and target)
Battery powered with solar charging, 10 hours recharge on planets up to 1 AU from the sun, longer for further planets
Cloaking +10 while moving, +20 when standing still visible, max 8 hours continue use drains power. voice active

 

 

Edited by wrathgon (see edit history)
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