CB's d20 Modern Grim Frequencies Rogues' Gallery

Shayuri, D3@tH 0tT3R (Otter), Smart Criminal w/ Computer Use Savant talent
Kiraya_TiDrekan, Feral Li, Tough Athlete w/ Remain Conscious talent + martial artist/unarmed strike
Rubberneck, J.R. Lockwood, Fast Military w/ Evasion talent
Forged Fury, Cyril F. Kennedy, Esq., Charismatic White Collar w/ Fast Talk talent
Gribble, Thomas "T-dawg" Jeffries, Tough Criminal w/ Unbreakable talent
 

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KirayaTiDrekan

Adventurer
[sblock=Feral Li]

Feral was born Fiona Lewis, to an American father and a Korean mother. Fiona knew from an early age that "she" wasn't like other girls and very quickly moved from the dance and gymnastics lessons her parents signed "her" up for to martial arts. "She" joined the MMA circuit, taking the stage name Feral Li, after dropping out of high school.

Feral had just earned enough money to start hormone therapy and was lining up top surgery when he became involved in a militant civil rights group. Unfortunately for Feral, he was caught and convicted on their first outing. Feral was sent to prison and has spent most of his time in isolation due to his penchant for getting into and winning fights.

Feral keeps his head clean shaven as much as possible, though it usually ends up having about a week's worth of length to it in the prison environment. He has a hard face of mostly Korean origin, with a dash of freckles across his nose and cheeks. His skin is a creamy brown and his eyes are dark brown, almost black.

Class/Level: Tough Hero 2/Fast Hero 3 (planning to alternate Tough Hero with Fast Hero and Martial Artist)
Starting Occupation: Athlete
Wealth Bonus: +6

Str: 14 (+2)
Dex: 17 (+3)
Con: 14 (+2)
Int: 12 (+1)
Wis: 9 (-1)
Cha: 10 (+0)

BAB: +3
Fort: +5
Ref: +5
Will: +0
Defense: 19 (10 +6 class, +3 Dex, +1 vs melee attacks only)
Initiative: +3
Hit Points: 37
Reputation: +1
Action Points: 7

Combat

Unarmed Strike - +7 to hit (+3 Dex, +1 Brawl feat, +3 BAB), 1d6+2 lethal or nonlethal damage (counts as armed)
SITES M9 - +6 to hit (+3 Dex, +3 BAB), 2d6 Ballistic, Range 30, 8 box mag

Notes: +2 on grapple and trip checks

Talents

Remain Conscious
Evasion
Uncanny Dodge 1

Feats

Brawl
Combat Martial Arts
Combat Throw
Defensive Martial Arts
Power Attack
Simple Weapon Proficiency
Weapon Finesse
Personal Firearms Proficiency

Skills

Balance - +12 (8 ranks + Dex, +1 Competence)
Climb - +6 (4 ranks + Str)
Craft (Structural) - +2 (1 rank + Int)
Drive - +4 (1 rank + Dex)
Escape Artist - +6 (3 ranks + Dex)
Jump - +8 (6 ranks + Str)
Hide - +6 (3 ranks + Dex)
Move Silently - +6 (3 ranks + Dex)
Perception - -1 (0 ranks + Wis)
Sleight of Hand - +4 (1 rank + Dex)
Tumble - +12 (8 ranks + Dex, +1 Competence)

Starting Occupation Benefits

Permanent Class Skills: Balance, Jump, Tumble
Bonus Feat: Brawl
Wealth Bonus (outside of prison): +1

Gear

Dark blue prison coveralls, a comb, a ballpoint pen, three pieces of paper, two postage stamps, two envelopes, toothpaste, a toothbrush, deodorant, foot powder, a pair of flip flops, a pair of work boots, a blanket, a 2" mattress pad, and one roll of toilet paper.

Box w/ 50 extra bullets for the toy store gun
100 rounds of ammo for the SITES M9
$3000 a month credit card

Wishlist - chest binders, testosterone, a few thousand dollars for surgery.

Enemy

Montavious Wallace - A bookie and manager of various underground and illegal fighting leagues and former friend of Feral. Gave Feral his name, in fact. When Feral decided to join a militant activist group and got himself arrested, Monty never forgave him. Feral was about to make it big, or so Monty thought, and Monty would've been able to cash in, big time. Monty blames Feral for his current financial and legal woes.

Ally

"Grendel" James Hartley - Another fighter, James did the underground circuits with Feral and Monty as manager for a few years. He's since gotten in to pro-wrestling with the Indiana Indie Wrestling (IIW) development circuit, wrestling under the name (and schtick) of Grendel. James is a hulk of a man, suffering from acromegaly (excess growth hormone) like Andre the Giant and the Big Show, though, like Show, he has had the issue resolved via surgery. Still, he is 7'3" and weighs nearly 500 lbs. James knew Feral when he was still Fiona and never judged, even giving Feral a place to stay when his family rejected him. James would likely do it again in a heartbeat.

Level Ups

2nd Character Level - 1st Level Fast Hero, 2nd Level Hit Points (1d8+2=10), +1 base Ref Save, +3 Defense Bonus, 6 Skill Points (1 Balance, 1 Drive, 1 Escape Artist, 1 Hide, 1 Move Silently, 1 Tumble), Evasion

3rd Character Level - Tough Hero Level 2, Base Fort save improves to +2, BAB improves to +1, Defense bonus improves to +5, Feat - Combat Martial Arts, Bonus Feat - Power Attack, Balance +1 rank, Jump +1 rank, Tumble +1 rank, Craft (Structural) +1 rank, +4 HP

4th Character Level - Fast Hero Level 2, Base Ref saves improves to +2, BAB improves to +2, Defense bonus improves to +6, Ability score improvement - +1 to Dex, Bonus Feat - Weapon Finesse, 6 Skill Points (1 Balance, 1 Escape Artist, 1 Hide, 1 Move Silently, 1 Sleight of Hand, 1 Tumble), +3 HP

5th Character Level - Fast Hero Level 3, Base Fort improves to +3, Base Will improves to +1, BAB improves to +3, Reputation improves to +1, Talent - Uncanny Dodge 1, 6 Skill Points (1 Balance, 1 Escape Artist, 1 Jump, 1 Hide, 1 Move Silently, 1 Tumble), +5 HP [/sblock]
 
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Forged Fury

First Post
Cyril F. Kennedy, Esq.

Player Name: Forged Fury

Character Name: Cyril F. Kennedy, Esq.
Gender: Male
Marital Status: Divorced (Thrice)
Age: 33
Height: 5’10
Weight: 180
Appearance: Average height and weight, with light brown hair and blue eyes. Cyril is attractive, but his slick, omnipresent smile screams “Trouble!” from miles away.

Background: Cyril F. Kennedy never thought he’d end up in prison. Sure, he often toed the line between the unethical and outright illegal, but he was surprised when he was actually caught one of the few times he did cross that line. Apparently, witness tampering was heavily frowned upon, especially by the Federal Courts. If only he had never taken that case on behalf of notorious drug lord KrunkPain. But the money was too good, even if his motivation changed to “not getting shot in the head” if the drug lord ended up in prison. The things you do to stay alive…

Cyril built a small legal empire based on his theatrical approach to court proceedings and the legal profession. With a good eye for manipulating the media and a strong ability to spin a story and hit just the right notes with a jury, he had a successful career suing transport companies for semi crashes, having DWI charges dropped for affluent young adults, and helping hardened criminals evade prison time for crimes they absolutely had committed. His efforts earned him the enmity of the law, the legal profession, and the general public, but criminals loved him.

That actually paid off when he was sent to Federal Penitentiary. Cyril had initially been worried, figuring he would be someone’s sweet meat in no time. When he arrived in prison, he found that a number of his former clients had ultimately ended up there and they all felt they owed him for his efforts on their behalf on the outside. Protected by numerous factions within the prison, Cyril set himself up as something of a conflict resolution expert for the few times where his fellow prisoners decided violence wasn’t necessarily an option. In his spare time, he helped his fellow prisoners file numerous, in most cases specious, appeals.

Ally: Chauncy "C-Note" Thompson, major cog in the Indianapolis drug trade. C-Note owes Cyril for keeping him out of jail on two separate occasions. C-Note is well connected to the criminal element of Indianapolis and would regularly send Cyril clients. Would be willing to connect him with people, but that's about the extent of it.


Enemy: Sheriff John R. Clayton (Marion County). Head lawman of Marion County. Due to the large number of clients Cyril was able to get off on technicalities (typically related to shoddy police work), Sheriff Clayton has developed something of a personal animosity toward Cyril. For some reason, Cyril is never able to match the name to the face, even though the two have encountered each other numerous times. Sheriff Clayton would be less than pleased to learn that Cyril was on the loose again.

STR 8 (-1)
DEX 14 (+2)
CON 10 (+0)
INT 14 (+2)
WIS 10 (+0)
CHA 18 (+4)

Initiative: +6
Perception: +0
Defense: 14 (+2 DEX, +2 Class)
HP: 23 (Level 2-5 HP roll)

FOR +2 (Base +2, +0 CON)
REF +4 (Base +2, +2 DEX)
WIL +4 (Base +4, +0 WIS)

BAB: +2

Class: Charismatic 3/Telepath 2
Starting Occupation:
White Collar (Knowledge: Civics & Research)
Reputation Bonus: +3
Action Points: 8
Wealth Bonus: +Uncle Sam

Weapons
None

Skills
Bluff +14/+17 (8 Ranks, +4 CHA, +2 Deceptive) / +3 Fast Talk
Diplomacy +14/+17 (8 Ranks, +4 CHA, +2 Trustworthy) / +3 Fast Talk
Disguise +12 (6 Ranks, +4 CHA, +2 Deceptive)
Gather Information +14 (8 Ranks, +4 CHA, +2 Trustworthy)
Intimidate: +12 (8 Ranks, +4 CHA)
Knowledge: Civics +9 (6 Ranks, +2 INT, +1 Occupation)
Knowledge: Popular Culture +8 (6 Ranks, +2 INT)
Knowledge: Streetwise +8 (6 Ranks, +2 INT)
Profession: Lawyer +6 (6 Ranks, +0 WIS)
Sense Motive: +6 (6 Ranks, +0 WIS)

Class Features
Dazzle: Using an attack action, apply a -1 penalty to an opponent's attack rolls, ability checks, skill checks, and saving throws for (Charismatic Level) rounds. Requires a DC 15 Charisma Check (+ Charismatic Level). If successful, the target resists with a Will Save (DC = 10 + Charismatic Level + Charisma Modifier).
Fast Talk: Apply Charismatic level as competence bonus on any Bluff, Diplomacy, or Gamble checks made to lie, cheat, or otherwise bend the truth.
Psionic Skills: Psionic skills are available.
Psionic Powers: 10 Power Points/Day; Powers Known: (0) Daze, Far Hand, & Missive; (1) Attraction & Charm Person (5 free 0-level manifestations/day)
Trigger Power: Can attempt to manifest a power for no power point cost: Charm Person (DC 13 Charisma Check). If check fails, pay normal manifestation cost.
[sblock=Displays]Visual: Cyril's teeth sparkle like the hero in a bad movie.
Audible: The sound of screaming and adoring fans can briefly be heard. It matches the ringtone for Cyril's phone.
Mental: In the mind of the target, they can hear the word "Esquire" whispered in thousands of voices.
Material: Glittering dust appears in the area around Cyril or the target. He confuses it for dandruff.[/sblock]

Feats
Deceptive: +2 to Bluff & Disguise Checks
Improved Initiative: +4 to Initiative
Personal Firearms Proficiency: Use Personal Firearms with no penalty
Simple Weapons Proficiency: Use Simple Weapons with no penalty
Trustworthy: +2 to Diplomacy & Gather Information Checks
Wild Talent: Manifest Burst (ML2) 3/day for no power point cost

Equipment
Dark blue prison coveralls, a comb, a ballpoint pen, three pieces of paper, two postage stamps, two envelopes, toothpaste, a toothbrush, deodorant, foot powder, a pair of flip flops, a pair of work boots, a blanket, a 2" mattress pad, and one roll of toilet paper.

Stuff Cyril Wants: Stun Gun, Business Clothing, Light Undercover Shirt, Pepper Spray, & a Cell Phone

Languages
English

[sblock]Future Planning: Cyril (Maybe)
L6 Glamourist 1
L7 Glamourist 2[/sblock]
 
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gribble

Explorer
Thomas "T-dawg" Jeffries

Player Name: Craig (gribble)

Gender: Male
Marital Status: Single
Age: 19
Height: 6'5"
Weight: 309lbs

Appearance
A massive african american who towers over everyone else. Jailhouse weights have left him not only big, but ripped. He has a few rough gang-style tattoos, and a number of old scars from street and prison fights. Wears a taqiyah (muslim skullcap) and has torn the sleeves off his prison jumpsuit, as they didn't really fit his oversized arms.

Background
T-dawg grew up on the streets. Never knew his dad, and while his mum tried her best, she was never able to turn tricks fast enough to put food on the table and he and his siblings were largely left to fend for themselves. A life of fighting, petty theft, shoplifting and skipping out on school resulted. Always a big lad, he fell in with a gang of punks who took advantage of his size, strength and lack of brain cells for muscle. While he found that he enjoyed the thrill of a good fist fight, they normally ended as soon as his fist connected.

Everything changed a couple of years back when his gang were implicated in a drive-by shooting. Of course, T-dawg didn't pull the trigger (he preferred to settle things up close and personal), but the cops found his DNA in the car and he ended up in jail with a long sentence.

Separated from his gang mates, he found himself adrift. He originally tried to educate himself, but had no patience for books, even the ones with lots of pictures. Then me met Hakim, an ex-prisoner and gang-banger like himself, who showed him a path to a better life through Allah. So he lost himself in the gym and the Koran in equal measure. A few people tried to drag him back into jailhouse gangs, but his size and strength, combined with his faith in Allah, enabled him to remain unaffiliated. Seems he's put his head down and is just passing the time until he gets out.

Str 16 (10 points)
Dex 12 (3 points, +1 at 4th level)
Con 18 (10 points, +2 human)
Int 8 (0 points)
Wis 8 (0 points)
Cha 10 (2 points)

Initiative: +1
Perception: -1
Defense: 17 (+4 Con, +2/+1 class bonus, +0 equipment bonus)
hp: 57

Fort +9 (Base +2/+3, +4 Con)
Ref +4 (Base +1/+2, +1 Dex)
Will +0 (Base +1/+0, -1 Wis)

BAB: +3 (+2/+1)

Class: Tough 3 / Thrasher 2
Starting Occupation: [sblock=Criminal]Gamble as class skill, +1 competence bonus to Knowledge (streetwise), Personal Firearms Proficiency bonus feat[/sblock]
Reputation Bonus: +1
Action Points: 0
Wealth Bonus: +5 (FCC)

Weapons
Fists: Atk +7, d6+3 non-lethal, 20/x2

Skills
Concentration +10 (6 ranks, +4 Con)
Intimidate +2 (2 ranks, +0 Cha)
Knowledge (streetwise) +2 (2 ranks, -1 Int, +1 occupation)
Survival +5 (6 ranks, -1 Wis)

Talents
[sblock=Unbreakable - Remain Conscious]The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.[/sblock]
[sblock=Unbreakable - Robust]The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains. Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.[/sblock]

Feats
Simple Weapons Proficiency
Personal Firearms Proficiency
[sblock=Brawl]When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier. Note: does not grant T-dawg "armed" status to unarmed attacks.[/sblock]
[sblock=Power Attack]On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character's base attack bonus. The penalty on attacks and bonus on damage applies until the character's next action.[/sblock]
[sblock=Endurance]The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character's breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning.
Also, the character may sleep in medium or light armor without becoming fatigued.[/sblock]

Class Features
[sblock=Tough Defense]The Thrasher applies his Constitution bonus to his Defense instead of his Dexterity bonus. Any situation that would deny the Thrasher his Dexterity bonus to Defense denies the Constitution bonus.[/sblock]
[sblock=Ability Surge]At 2nd, 5th, and 8th level, the Thrasher can temporarily increase his Strength and Dexterity, but at a penalty to saving throws. The Thrasher gains a +4 morale bonus to both Strength and Dexterity, but takes a –2 penalty on all saving throws. Activating ability surge is a free action, and the surge lasts for as many rounds as the character has Thrasher levels. Following an ability surge, the Thrasher is fatigued (–2 to Strength and Dexterity) for as many rounds as he surged, but may negate this penalty as a free action by spending an action point.
The Thrasher may use the ability surge once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.[/sblock]

Equipment
Dark blue prison coveralls, a comb, a ballpoint pen, three pieces of paper, two postage stamps, two envelopes, toothpaste, a toothbrush, deodorant, foot powder, a pair of flip flops, a pair of work boots, a blanket, a 2" mattress pad, one roll of toilet paper a white taqiyah and a copy of the Koran.

Stuff T-dawg wants: Nothing - he doesn't need anything except his Koran and fists. :)

Languages
English

Enemy
Natisha Simpson - the older sister of the man killed in the drive-by shooting. As he was the one arrested and tried for the crime, she blames him personally for the incident and wants to see him spend the rest of his life in jail.

Ally
Hakim al-Masri - older man of middle eastern descent. Has been in jail for years, though never discusses the crime that landed him there. He introduced T-Dawg to Islam and T-Dawg would do anything for him in return.
 
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Rubberneck

First Post
J.R. Lockwood

Player Name: Rubberneck

Character Name: J.R. Lockwood (John Riley Lockwood)
Gender: Male
Marital Status: Single
Age: 26
Height: 6'2
Weight: 180
Appearance: Well built, but not overly muscular. Brown eyes and hair kept short in a traditional military fashion. Due to his stint in prison it's probably a little longer than he likes, same with facial hair which is usually long to begin with (especially when he’s in the field).



Background: J.R. Lockwood enlisted in the Army straight out of High School and excelled in training, immediately making him a candidate for the Army Rangers. After joining the Rangers he was a part of many DA (Direct Action) and Recon Missions. His last mission was a failure and resulted in heavy team losses. Shortly after he mustered out and returned to his home town, Pittsburgh Pennsylvania. A few weeks later, while he was drowning his sorrows in a bar, he was confronted by some of the locals and after the altercation, 3 were severely injured and J.R. went on the run. Turns out the guys were connected to the O'Brennen Crime Family, a local Irish gang. He fled to Indianapolis to lay low with an old Army buddy. Eventually however the thugs caught up to him and a firefight spilled out onto the streets. J.R. came out victorious but was arrested. The DA took pity realizing that J.R. was defending himself, but an example had to be made and J.R. was sent to prison. While inside he kept to himself, not starting any fights, but not afraid to defend himself either. He holds no ill regard towards the government or his country and only blames himself for where he ended up.

Ally: Jonathan Axel (AKA Axel) Combat Medic attached to J.R.'s unit. Dragged J.R. out of the fire when the entire unit was hit. The 2 of them managed to survive until extraction arrived. Axel resides in Indianapolis and is one of the few friends J.R. has.

Enemy: Logan O'Brennen is the Mob Boss of the O'Brennen Crime Family located in Pittsburgh PA. J.R. got on their radar after an altercation in a bar that left Sean O'Brennen (brother of Logan) and two of his lackeys in the hospital. J.R. has been on the run from them ever since.

STATISTICS:
Str: 11 (3 Points) (0)
Dex: 18 (10 Points + 2 Human) (+4)
Con: 15 (6 Points) (+1 @ lvl 4) (+2)
Int: 12 (4 Points) (+1)
Wis: 10 (2 Points) (0)
Cha: 08 (0 Points) (-1)

Level: 3
Initiative: 4
Perception: -1
Defense: 19 (+4 Dex +5 Class Bonus)
HP: 34

Fort: 3 (Base 1 +2 Con)
Ref: 7 (Base 3 +4 Dex)
Will: 1 (Base 1 +0 Wis

BAB: +3

Basic Class: Fast Hero
Starting Occupation: Military
-Wealth Bonus: +1
Reputation Points: +1
Action Points: 31
Wealth: +5 (+6 w/ Occupation)

Feats:
Simple Weapons
Personal Firearms Proficiency
Brawl
Point Blank Shot
Combat Reflexes
Weapon Focus (Handgun)

Skills: 42
(C)Balance (Dex): 2+4=6
(C)Drive (Dex): 4+4=8
(C)Escape Artist (Dex): 2+4=6
(C)Stealth (Dex): 6+4=10
(C)Sleight of Hand (Dex): 2+4=6
(C)Tumble (Dex): 4+4=8
(O)Climb (Str): 3+0=3
(O)Survival (Wis) 5+0=5
Jump (Str): 2+0=2
Investigate (INT): 4+1=5
Treat Injury (Wis) 4+0=4
(C)= Class Skill (O)= Occupational Skill

Talent: Evasion, Uncanny Dodge 1, Uncanny Dodge 2

Equipment
Dark blue prison coveralls, a comb, a ballpoint pen, three pieces of paper, two postage stamps, two envelopes, toothpaste, a toothbrush, deodorant, foot powder, a pair of flip flops, a pair of work boots, a blanket, a 2" mattress pad, and one roll of toilet paper.

Wishlist: Glock 21 (or 20) HK PSG1, Body Armor
 
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Shayuri

First Post
Player Name: Shayuri

Character Name: D3@tH 0Tt3R (D0 for short)
Gender: Female
Marital Status: Single
Age: 19
Height: 5' 3"
Weight: 119
Appearance: Skinny and ramshackle, with a horrible 'techno-punk-goth' fashion sense and a crazed ruff of red hair that she keeps trying to dye with varying degrees of success.

Background:
Death Otter had a life before she was L'otter du mort, but rarely thinks on it and all but never speaks of it. When asked, she responds by gleefully making up something on the spot, ranging from an obviously-false wild tale to a feigned emotional moment which is then wrecked by laughing and pointing. Between this obfuscation, and her own skills at messing with records, the details of her background are most likely known only to those who followed and cracked her case.

Her case is, however, a matter of public record. Her legal name is Dorothy Ann Francis, and she was indicted on a fairly long list of computer crimes revolving around an incident where she invaded the network of a series of local businesses and corporations and released confidential data publically in apparent emulation of the now-infamous 'Sony Leaks' event; a thing which she also likes claiming credit for, but to which there is no evidence for her involvement in. Several counts of contempt of court were added to her charges over the proceedings.

Smart 3/Techno Mage 2

Str 08 (0 pts)
Dex 14 (6 pts)
Con 10 (2 pts)
Int 18 (10 pts + 2 human)
Wis 12 (4 pts)
Cha 11 (3 pts)

Initiative: +6 (2 dex 4 imp init)
Perception: +1
Defense: 14 (+2 Dex, + 2 class bonus, + 0 equipment bonus)
hp: 22

Fort 1 (Base 1, +0 Con)
Refl +5 (Base 3, +2 dex)
Will +3 (Base 2, +1 wis)

BAB: +2

Basic Class: Smart
Starting Occupation: Criminal
Reputation Bonus: +1
Action Points: 6

Weapons:
Nada at the moment

Skills 100 (13/lvl, Smart; 11/lvl techmage)
Computer Use (Int) +17 (8 rnks + 4 int + 2 feat + 3 talent)
Concentration (Con) +2 (2 rnks + 0 Con)
Craft (electronic) (Int) +10 (6 rnks + 4 int)
Craft (mechanical) (Int) +10 (6 rnks + 4 int)
Craft (writing) (Int) +10 (6 rnks + 4 int)
Disable Device (Int) +15 (8 rnks + 4 int + 3 talent)
Forgery (Int) +10 (5 rnks + 4 int + 1 occupation)
Investigate (Int) +10 (6 rnks + 4 int)
Knowledge (Arcane Lore) +10 (6 rnks + 4 Int)
Knowledge (behavioral sciences) (Int) +10 (6 rnks + 4 int)
Knowledge (physical sciences) (Int) +5 (1 rnk + 4 int)
Knowledge (popular culture) (Int) +8 (4 rnks + 4 int)
Knowledge (streetwise) (Int) +8 (4 rnks + 4 int)
Knowledge (technology) (Int) +10 (6 rnks + 4 int)
Repair (Int) +14 (8 rnks + 4 int + 2 feat)
Research (Int) +10 (6 rnks + 4 int)
Search (Int) +9 (5 rnk + 4 int)
Spellcraft (Int) +5 (1 rnk + 4 int)
Stealth (Dex) +8 (6 rnks + 2 dex)

Talents:
- Computer Use Savant (+lvl to Computer Use rolls)
- Disable Device Savant (+lvl to Disable Device)
- Plan: Spend 1 minute prior to encounter to develop Plan. Int check + smart level grants circ bonus to checks and attacks for 3 rounds, then degrades by 1 each round therafter. Int checks: 9 or less, no bonus; 10-14 +1; 15-24 +2; 25 or more +2
- Exploit Weakness: After 1 rnd of combat, make DC 15 Int+lvl check as move action to use Int bonus to atk vs one target

Feats:
Simple Weapons (class)
Personal Firearms Proficiency (occupation)
1 Gearhead (+2 Computer Use and Repair)
1 Improved Initiative
B Combat Expertise
3 Smart Plus (Gain 2 Smart Hero talents)

Class Features:
Talents
Bonus Feats

Spellfiles
- Cantrips: All
- 1st level: Cause Fear, Change Self, Dancing Lights, Degauss, Instant Identify, Mage Armor, Magic Missile, Trace Purge, Mask Metal

Machine Empathy (+2 when using any electronic or mechanical device)

Spellcasting (DC 14+lvl)
Prepared
0 Magic ID, Mage Hand, Haywire, Detect Magic Aura
1 Cause Fear, Mage Armor, Trace Purge

Equipment:
- Hacktop
- Smartphone
- Multimonitor burly desktop computer
- PS4

Languages:
- English
 
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