Pathfinder 1E Omega Pathfinders RG


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Cromm10k

First Post
Private Cyrill Kowaltzki

M.I. Light Trooper 3

Str 14 +2
Dex 17 +3
Con 15 +2
Int 15 +2
Wis 13 +1
Cha 11

HPs: 17 BaB/Grapple: 3/5

Melee: +5
Ranged +6

Saves:
Fort: 4= 2(base)+2(con)
Ref: 6= 3(base)+3(dex)
Will: 2= 1(base)+1(wis)

AC: 19 = 10 +4(armor) +3(Dex) +2(Defense Bonus) [using the M-1F2 'Raider' Suit]
f-f: 16 touch:15
Speed: 30 ft.
Initiative: 5=3(Dex)+2(Ambition)

Skills: (total=rank+ability)

Acrobatics 9=6+3
Athletics 8=6+2
Computer Use 7=5+2
Investigation 8=6+2
Knowl. (streetwise) 8=6+2
Knowl. (tactics) 8=6+2
Perception 7=6+1
Persuasion 3=3+0
Stealth 9=6+3
Survival 7=6+1
[Total of 60 skill points;36 for lvl1, 18 for lvl 2+3; 6 from "prior experience"]

Feats:Advanced Firearms Prof., Far Shot, Point Blank Shot, Precise Shot, Simple Firearms Prof., Track.

Class features:

Prior Experience: White Collar (skills: Investigation, Knowl. (Streetwise) & Persuasion)
Accelerated Training -> simple firearms prof.
Ambition-> +2 Init.
Bonus Feat -> precise shot
Fearless: warrior bug
Advanced Firearms Prof.

Equipment:
Combat Knife
Brunham TW-102-s 'Peacemaker' Pistole
Morita TW-203-a
M-1F2 'Raider' Suit (which armor prof. do I need for this one? Light?)
M-2 Tactical Helmet (?)
Combat Belt
Lizard Line
 
Last edited:

JonnyFive

First Post
Jacob Sereth

2nd MI trooper/3 MI Engineer/1 Marader Driver

STR 16 +3/20 +5(in armor)
DEX 18 +3 (+1 level)
CON 18 +4
INT 14 +2
WIS 14 +2
CHA 15 +2

HP 28

AC 27=10+9power armor+4dex+4Def bonus

Initiative +5/+7(in armor)

Speed 35/40 in armor

BA +6
Grapple +9/+11(in armor)


Melee +9/+11(in armor)
Ranged +10/+11(in armor)

[sblock=Saves]Fort 11=7+4
Ref 8=5+3
Will 3=1+2
[/sblock]

[sblock=Skills]Athletics 9=5rank+4dex
Acrobatics 9=5rank+4dex
Computer use 4=2rank+2int
Demolitions 9=7rank+2int
Drive 13=9rank+4dex
Knowledge(Alien) 7=5rank+2int
Perception 6=4rank+2wis
Repair 13=9rank+2int+2feat
Sabotage 4=2rank+2int
Technical(Mechanic) 12=6rank+2int+2feat+2feat
Technical(Electronic) 8=6rank+2int
Technical(Chemical) 11=9rank+2int
[/sblock]

[sblock=Feats]1st Char Gear-Head
1st Char Technical Expert (mecanical)
1st Bonus Point Blank
2nd Bonus Exotic weapon prof(Heavy Weapons)
3rd Char Endurance
4th Bonus Surface Vehicle Op
6th Char Murader Mastery

[/sblock]

[sblock=Class Features]Basic Training (Simp Weap Prof, Adv Weap Prof, Power Suit Prof)
On the Bounce---(+5speed, +1 init normal/+10feet, +2 init in marader suit/light ground vehicles)
Bonus Feats, 1st, 2nd level
Fearless (Tanker Bug)
Hard-hitting ---(unarmes hit deals 1/2 damage as leathal)
Mecanical Magic---(make explosives from thin air with tech(chem) check)
Enhance Explosive---(Tech(chem) check to max explosive potential)
Restore and Repair---(return mach to order for a short preiod of time)
Bonus Feat (2nd level Eng)
Improve Performance---(+1 to attack, drive, pilot or ride for 1 week, 1 item per point of wis)
True Demolitions---(spend AP to add to damage, ex set by eng cause dc20 fort to vehicles or they die)
Lock and Load--(25% to retain AP on attack/skill check in battle w/ suit)
Focused Fire---(+1 attack/damage for each attack on a target, must declare all attack before firing)
[/sblock]


[sblock=Equipment]Carring Cap
Light Heavy
77/134 153/266

Standard Loadout
Combat Knife 1
TW-102-s pistol 3
TW-203-a Rifle 7
M-1a4 Power Suit 190
Combat Belt 2
Lizard Line 3
Ammunition bandoleer 1
Unicard -

Requisition Items
1d20+2cha+1prestiege+modifiers[sblock]Object is neccessary for assignment +6
Object has obvious application for assinment +4
Object has peripherial aplication for assignment +2
Object has no obvious application for assignment -2
Object is common +4
Object is rare -4
Object is being stockpiled by SICON -6
Trooper is skilled or proficent in use of object +2
Trooper's squad returned all gear undamaged on last mission +6

table from page 86
[/sblock]Item Req DC(basic/advanced) Weight(Basic/Advanced)
Electric toolkit (14/21) 6/10
Demolitions Toolkit (16) 4
Mechanical Toolkit (13/20) 7/12
SW-404 Javelin (20) 14
--Heat(anti-tank) rockets 4d10, 10ft radius
--Firecracker missles 5d10, 20ft radius
--Pee-wee, Tac-nuke Special(pg88), 100ft radius
SW-402 Triple GL (15) 10
--see gernades for damage
[/sblock]

[sblock=m-8 walker]
Str 40
ac: 14 (10+DRIVER DEF)
cc: 1
HP:
---Chassis 160
---Arms 40
---Legs 50
---Crew 15

DR:
---Chassis 14
---Arms 8
---Legs 8
---Crew 7

SPD: 70

Acc/Dec: 10/20

Han: +2

Cargo 20lb

Equipment:
--Location Sensors(+1 to pilot)
--Surface/air radar(sense all vehicles within 600ft)
--Salvo Switch (fire all weapons as a single attack)
--Environment sealed
--Integrated Lizard Line (500ft, 13ton carry cap)
--Driver power armor cap (cannot be ruined due to equip hit)
--jump jets (1200ft total, 100ft limit per jump)


Weight 10tons

Weapons:
Twin Morita 3d8, 125ft 30mag
Twin Fireballs 5d12, 50ft 15mag
**note morita and fireballs cannot be loaded at the same time**
Light Rotary Cannon 4d8 90ft 300mag
Missile Launcher 10d6ex 300ft 8mag
Gernade Launcher ** 100ft 8mag
**Fires 2 standard gernades (4d6 per)
[/sblock]



Jacob stands 5'0" tall and weighs 180lb. He has tan hair and brown eyes. he also seems to have a lack of eyebrows, as his love of explosives seems to keep them scorched off his face
 
Last edited:

Skrittiblak

First Post
Carl Svenson

Carl Svenson
"Carl is tough, fast, strong... What more could you want from Mobile Infantry?"

ACD-Kevlar.jpg


Rolls here.

Class: Fast 2 / Strong 1
Occupation: Athlete (Climb, Jump, Tumble & bonus feat is Brawl).
Hit Points: 8 + 2d8 + 9 = 26(avg)
Defense: 21[22] (+5 class, +3 dex, +3 armour) [+1 vs melee - DMA]
Speed: 35ft

Ability Scores
STR: 16 (+3)
DEX: 18 (+4)
CON: 16 (+3)
INT: 14 (+2)
WIS: 12 (+1)
CHA: 11 (+0)


Saves
Fort +4; Ref +6; Will +1

Talents
Increased Speed (+5)
Melee Smash (+1)

Feats
Brawl (occupational)
Personal Firearms Proficiency (1)
Light Armour Proficiency (2)
Defensive Martial Arts (fast)
Street Fighting (3)

Skills
Balance +11 [10]
Climb +11 [10]
Hide +11 [10]
Jump +11 [10]
Move Silently +11 [10]
Sleight of Hand +11 [10]
Swim +5 [4]
Tumble +13 [12]
[] = with armour penalty

Equipment
Brass Knuckles (personal)
Combat Knife
Brunham TW-102-s ‘Peacemaker’
Morita TW-203-a Rifle
Light Combat Armour w/ Ultralight Composition [reduces armour penalty by 1] (d20 Future)

Attack Rolls
Brass Knuckles (nonlethal) +6, 1d8+1d4+5 melee
Combat Knife (lethal) +5, 2d4+4 melee
Peacemaker (lethal) +6, 2d6 ranged
TW-203-a Rifle (lethal) +6, 2d8 ranged
 
Last edited:

Shayuri

First Post
Trooper Mel Richter reporting for duty!

Name: Melara Richter
Charismatic Hero 1, M.I. Trooper 4, Field Officer 1
Reputation/Prestige: +5

http://invisiblecastle.com/find.py?a=show&id=189821
Str 11 +0
Dex 18 +4
Con 14 +2
Int 15 +2
Wis 15 +2
Cha 14 +2

HPs: 37 BaB/Grapple: 5/5

BAB +5
Melee: +5
Ranged +9 (+11 in suit w/Morita)

Saves:
Fort: 8= 5(base)+2(con)+1(class)
Ref: 8= 3(base)+4(dex)+1(class)
Will: 6= 3(base)+2(wis)+1(class)

AC: 27 = 10 +9(armor) +4(Dex) +4(Defense)
Speed: 35 ft (40ft when piloting suit/pack)
Initiative: +5 (+6 when piloting suit/pack)

Skills:
Bluff (Cha) +7 =5+2
Diplomacy (Cha) +10 =6+2+2
Acrobatics +7 =4+3
Athletics +6 =4+2
Computer Use +10 =8+2
Intimidate +4 =2+2
Knowl. (tactics) +10 =8+2
Perception +8 =7+1
Stealth +10 =7+3
Survival +9 =7+2
Technical (Comm) +9 =7+2

Feats:
1 Wild Talent (Far Hand)
1 Defensive Martial Arts
3 Precise Shot
6 Heroic Surge

B Simple Firearms Prof
B Power Armor Prof
B Advanced Firearms Prof
B Point Blank Shot
B Burst Fire
B Weapon FOcus: Morita

Class features:
Leadership
Coordinate

On the Bounce
Basic Training
Bonus Feats
Fearless (Warrior Bugs, Hoppers)
Hard Hitting
Battle Hardened (+1 saves)

Equipment:
Weapon Type Damage Crit. Range/Spaces Burst RoF Mag. Size Weight
Combat Knife Close 1d4 19-20 20 ft./4 - Small 1 lb.
Brunham TW-102-s ‘Peacemaker’ Pistol Pistol 2d6 20 50 ft./10 — S 15 Small 3 lb.
Morita TW-203-a Rifle 2d8 20 125 ft./25 Y S, A 30 Large 7 lb.

Standard Armour Table
Armour Defence Bonus Max. Dex Speed Weight
M-1A4 Power Suit +9 +4 30 ft. 190 lb.

Standard Equipment Table
Item Size Weight
Combat Belt Tiny 2 lb.
Lizard Line Tiny 3 lb.
 
Last edited:

Cromm10k

First Post
Private Cyrill Kowaltzky

M.I. Light Trooper/Tracer 3/2

Str 14 +2
Dex 18 +4 [+1 Lvl 4]
Con 15 +2
Int 15 +2
Wis 13 +1
Cha 11

HPs: 17+(2d8+4=19)=36 BaB/Grapple: 5/7

Melee: +7
Ranged +9

Saves:
Fort: 4= 2(base)+2(con)
Ref: 10= 6(base)+4(dex)
Will: 2= 1(base)+1(wis)

AC: 22 = 10 +4(armor) +4(Dex) +4(Defense Bonus) [using the M-1F2 'Raider' Suit]
f-f: 16 touch:15
Speed: 30 ft.
Initiative: 6=4(Dex)+2(Ambition)

Skills: (total=rank+ability)

Acrobatics 9=6+3
Athletics 8=6+2
Computer Use 7=5+2
Investigation 8=6+2
Knowl. (streetwise) 10=8+2
Knowl. (tactics) 10=8+2
Navigate 4=2+2
Perception 9=8+1
Persuasion 3=3+0
Stealth 12=8+4
Survival 9=8+1
[Total of 60 skill points;36 for lvl1, 18 for lvl 2+3; 6 from "prior experience"]

Feats:Advanced Firearms Prof., Far Shot, Point Blank Shot, Precise Shot, Simple Firearms Prof., Track, Urban Tracking.

Class features:

Prior Experience: White Collar (skills: Investigation, Knowl. (Streetwise) & Persuasion)
Accelerated Training -> simple firearms prof.
Ambition-> +2 Init.
Bonus Feat -> precise shot
Fearless: which bug should I choose? <- this feature is still open
Advanced Firearms Prof.
Target Species: Bugs [+2 Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks and damage]
Swift strike +1d6 [At 2nd level, the Tracer becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it’s used.]

Equipment:
Combat Knife
Brunham TW-102-s 'Peacemaker' Pistole
Hawkeye
M-1F2 'Raider' Suit (which armor prof. do I need for this one? Light?)
M-2 Tactical Helmet (?)
Combat Belt
Lizard Line


XPs +3.562+ 1.260+3.000+8.330= 15.550

Actio Points: 8
Reputation: +1
--------------------------------------------------------------------

A couple of questions, as always:

1. Action Points: Do we use them if we get them?

2. Skills: The StarshipTrooper classes have Stealth and Perception as skills and the Future classes the common D&Dish skills (listen/spot, move silently/hide). I sticked to the ST skills and this saved me about 6 skill points which I put in Navigate and the Knowl. skills. Nothing to game breaking me thinks. We should clarify which set of skills we are going to use IMHO.
 

mariusm

Explorer
Skills.

Just to clarify we will use the ST skills of stealth and perception instead of the SRD skills of move silently/listen and spot/hide.
 

riaan_s

First Post
Bishop The Redeemer
Medium-size Male Human
Trooper5

Hit Dice: 5
Hit Points: 23
Initiative: +5
Speed: Walk 30 ft.
Defense: 25 (flatfooted 22, touch 16)
Attacks: Brunham TW-102-s Peacemaker Pistol +10;Knife +11;Knife (Thrown) +10;*M249 SAW (5.56mm) +11; ;
Damage: Brunham TW-102-s Peacemaker Pistol 2d6;Knife 1d4+5;Knife (Thrown) 1d4;*M249 SAW (5.56mm) 2d10; ;
Vision:
Face / Reach: 5 ft. by 5 ft. / 5 ft.
Special Qualities & Talents: Reputation 1, Wealth Bonus 5 (Current) 5 (Starting), DR 4
Saves: Fortitude: +5, Reflex: +4, Will: +3
Abilities: STR 20 (+5), DEX 16 (+3), CON 15 (+2), INT 13 (+1), WIS 14 (+2), CHA 12 (+1)
Skills: Balance 6; Bluff 1; Climb 2; Computer Use 1; Concentration 2; Craft (Mechanical) 3; Craft (Structural) 1; Craft (Visual Art) 1; Craft (Writing) 1; Diplomacy 1; Disable Device 3; Disguise 1; Drive 7; Escape Artist 2; Forgery 1; Gamble 2; Gather Information 1; Hide 0; Intimidate 1; Jump 4; Knowledge (Tactics) 4; Listen 2; Move Silently 2; Navigate 2; Paradrop 0; Perform (Act) 1; Perform (Dance) 1; Perform (Keyboards) 1; Perform (Percussion Instruments) 1; Perform (Sing) 1; Perform (Stand-Up) 1; Perform (Stringed Instruments) 1; Perform (Wind Instruments) 1; Profession 2; Repair 3; Research 1; Ride 3; Search 2; Sense Motive 2; Spot 7; Survival 5; Swim 2; Treat Injury 4; Tumble 2;
Feats: Advanced Firearms Proficiency, Armor Proficiency (Powered), Burst Fire, Exotic Firearms Proficiency (Javelin), Personal Firearms Proficiency, Point Blank Shot, Precise Shot, Simple Weapons Proficiency, Weapon Focus (M249 SAW), Strafe
Challenge Rating: 5

Starting Occupation: Starting Wealth
Reputation: 1
Wealth Bonus: 5

Possessions: Brunham TW-102-s Peacemaker Pistol,Knife,M-1A4 MI Power Suit,M249 SAW (5.56mm);
 
Last edited:

Cromm10k

First Post
Cyrill Kowaltzki update to lvl 6

Private Cyrill Kowaltzki
________________________________________
M.I. Light Trooper/Tracer 3/3

Str 14 +2
Dex 18 +4 [+1 Lvl 4]
Con 15 +2
Int 15 +2
Wis 13 +1
Cha 11

HPs: 17+(3d8+6=19)= 45 BaB/Grapple: 6/8

Melee: +8/+3
Ranged +10/+5

Saves:
Fort: 5= 3(base)+2(con)
Ref: 10= 6(base)+4(dex)
Will: 3= 2(base)+1(wis)

AC: 22 = 10 +4(armor) +4(Dex) +4(Defense Bonus) [using the M-1F2 'Raider' Suit]
f-f: 16 touch:15
Speed: 30 ft.
Initiative: 6=4(Dex)+2(Ambition)

Skills: (total=rank+ability)

Acrobatics 10=7+3
Athletics 9=7+2
Computer Use 8=6+2
Investigation 8=6+2
Knowl. (streetwise) 10=8+2
Knowl. (tactics) 10=8+2
Navigate 5=3+2
Perception 10=9+1
Persuasion 3=3+0
Stealth 13=9+4
Survival 10=9+1

Feats:Advanced Firearms Prof., Far Shot, Point Blank Shot, Precise Shot, Simple Firearms Prof., Track, Urban Tracking + Double Tap (Bonus Feat Tracer lvl3) + Heroic Surge (lvl 6)

Class features:

Prior Experience: White Collar (skills: Investigation, Knowl. (Streetwise) & Persuasion)
Accelerated Training -> simple firearms prof.
Ambition-> +2 Init.
Bonus Feat -> precise shot
Fearless: which bug should I choose? <- this feature is still open
Advanced Firearms Prof.
Target Species: Bugs [+2 Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks and damage]
Swift strike +1d6 [At 2nd level, the Tracer becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it’s used.]
Bonus Feat at level 3.

Equipment:
Combat Knife
Brunham TW-102-s 'Peacemaker' Pistole
Hawkeye
M-1F2 'Raider' Suit (which armor prof. do I need for this one? Light?)
M-2 Tactical Helmet (?)
Combat Belt
Lizard Line


XPs +3.562+ 1.260+3.000+8.330= 15.550 +xxx

Actio Points: 8+9=17
Reputation: +1

Tracer lvl 3 HPs (1d8=7)
 

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