G.I. JOE [Spycraft] Team Roster

Nuke261

Rogue Warrior
This thread is a listing for the G.I. Joe team members currently in service.
The following members profiles are listed below:


TORPEDO [Brother Shatterstone]
LOWLIGHT [Buzzard]
SPIRIT [Douane]
FALCON [Roy]
AMBUSH [Keia]
RAPID FIRE [GoldenEagle]
CROSS HAIR [Ahzad]

Operation Pandora's Box: http://www.enworld.org/forums/showthread.php?p=1311257#post1311257
Recruitment Thread: http://www.enworld.org/forums/showthread.php?p=1282107#post1282107


NOTE: Please keep OOC chatter in the Recruitment thread so we can keep this thread clean.
 

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GoldenEagle

First Post
Updated Rapid Fire

Rapid Fire
Captain Robbie London (0-3)
Medal of Honor Winner
Soldier 10
Department: Military Operations

STR 14
DEX 16
CON 14
INT 14
WIS 14
CHA 14

Vitality: 113
Wounds: 14
Defense: 10+5+3=+18 (DR 6)
+2 Cover
Initiative:+11
Action Dice: 4d6
BAB: +10
SOCOM .45 ACP 1d10+4 (18-20) 60’
- +2 with Laser sight within 50’
SOPMOD M4 +4d4+4 (18-20) 300’
M203 120’
+1/+1 within 2 range increments
+2 Aiming
+3 Bracing
+2 vs cover (after reducing by half)
Ignore penalty from every other range increment
Bulls eye feat


FORT: 7 +2=9
REFL: 5 +3=8 (+1 cover)
WILL: 3 +2=5

BONUS FEATS:
Armor Proficiency: Light, Medium, Heavy
Weapon Group Proficiency: Hurled, Melee, Handgun, Rifle, Tactical, Accurate, Damage Reduction 1/-, Armor Use (+2), Weapon Specialization (2) – M-4 and SOCOM .45, Portable Cover (1/4), Zen Focus, Point Blank Shot, Precise Shot, Marksman, Sharpshooter, Far Shot, Extreme Range, Increased Precision, Sniper, Bull’s eye

SKILLS:
Balance – 3+5
Climb – 2+10
Demolitions – 2+13
Driver – 3+7
First Aid – 2+8
Hide – 3+6
Jump – 2+4
Move Silently – 3+6
Search - 2
Spot – 2+6
Survival – 2+3
Tumble – 2+8
Use Rope – 3+2

Native Languages:
English, Spanish, Arabic, Chinese

EQUIPMENT
Kevlar BDUs (any pattern)
Military Helmet
Backpack
Tactical (Encrypted) Radio
Survival Knife
Flashlight
SOCOM .45 ACP (Silenced)
- 49 rounds of ammo (4 magazines +1 round)
- Laser Sight – Pistol
Web Belt with Holster and Ammo Pouches

Colt M4 SOPMOD 5.56mm 4d4 +4 damage threat 18-20 (special item)
W/Telescopic Sight, M203 40mm Grenade Launcher, 50 round magazines
Match Grade, Accurized, Folding Bi-pod, Removable Silencer

Other Personal Gear
Frag Grenades x 5
Ammunition-300 rounds (6 magazines)
First Aid Kit
Liquid Skin Patch
Demolition Kit (1/2)
1/4 lb C-4
Load Bearing Gear
NBC Suit
Night Vision Goggles
Entrenching Tool

Gadgets
Surveillance Briefcase
Chameleon Suit
Standard Laser Watch
 
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Ahzad

Explorer
Cross Hair

Don G. Fardie aka Cross Hair
SN: 774-95-CD82
Primary MOS: 11B Infantry
Secondary MOS: Marksmanship Instructor
Grade: E-4

Birthplace: Brockton, Massachusetts DOB: 01/21/1979 Height: 5’9” Weight: 165 lbs. Hair: Brown-Blonde Eyes: Grey

Class:
Soldier 5
Sniper 3

Department: Infantry (+2 Con/-2 Int, +3 Fort Saves increases +1/ 4 lvls, +3 Defense when benefiting from cover or concealment bonuses increases +1/ 4 lvls, Point Blank Shot)

STR: 11
DEX: 18 (original 16 +2 lvl bonuses)
CON: 12 (original 10 +2 dept bonus)
INT: 15 (original 17 -2 dept penalty)
WIS: 14
CHA: 10

Action Dice: 4 (d6)
Education: 10 (2 Int + 8 level)
Inspiration: 10 (2 Wis + 8 level)

Speed: 30
Initiative: 11 (7 class 4 dex)
BAB: 8
-Unarmed: 8
-Melee: 8
-Ranged: 12 (4 dex)
Defense: 18 (10 base +4 class +4 dex)(+3 additional when benefiting from cover & concealment bonuses to defense, and +1 dodge bonus when fighting defensively +2 total defense).
Vitality: 98
Wounds: 12

FORT: 9 (5 base 1 con 3 dept)
REF: 10 (6 base 4 dex)
WILL: 4 (2 base 2 will)

CLASS ABLITIES:
Accurate: when making an attk roll, or Str/Con based skill check, use 2 action dice instead of one. (soldier)
Precise: when adding an action dice to firearms damage roll use 2 instead of 1 (sniper)
Damage Reduction: -1 from damage each time he is dealt damage to a min of 1 pt damage (soldier)
Reposition: gains Run feat (sniper)
Armor Use: when wearing armor, defense bonus increased +1 & armor check reduced -1 to a min of 1 on armor check (soldier)
Magic Touch: +1 to BAB when using firearms (sniper)

FEATS:
Armor Proficiency (light, medium, heavy) (soldier starting)
Weapon Group Proficiency (hurled, melee, handgun, rifle, tactical) (soldier starting)
Point Blank Shot (dept bonus)
Precise Shot (1st level)
Far Shot (1st soldier bonus)
Sharp-shooting (3rd level)
Marksman (3rd soldier bonus)
Extreme Range (5th soldier bonus)
Increased Precision (6th level)
Run (1st sniper)
Sniper (1st sniper bonus)

SKILLS:
(total bonus/# ranks)(synergy’s are figured in where it’s a blanket +, conditionals follow ranks):

Appraise: +2
Balance: +11 / 5 ranks
Bluff: +0
Boating: +4
Bureaucracy: +0
Climb: +5
Computers: +2
Concentration: +2
Craft Gunsmithing: +5 / 3 ranks
Demolitions: +4 / 2 ranks
Diplomacy: +0
Disguise: +0
Driver: +6 / 2 ranks
Escape Artist: +4
First Aid: +5 / 3 ranks
Forgery: +2
Gather Information: +0
Hide: +14 / 10 ranks (+2 bypassing video security equip/+2 bypass fixed security sensors/+5 if you know schematics or guards timetable)
Hobby: +2
Innuendo: +2
Intimidate: +0
Jump: +7 / 5 ranks
Languages: +2
Listen: +2
Move Silently: +10 / 6 ranks (+2 when Balance is a factor/+2 when scaling/climbing wall)
Open Lock: +4
Perform: +0
Profession: +2
Search: +4 / 2 ranks
Sense Motive: +2
Sleight of Hand: +4
Sport Skeet Shooting: +5 / 1 rank
Spot: +13 / 11 ranks
Surveillance: +7 / 5 ranks
Survival: +5 / 3 ranks
Swim: +2 / 2 ranks
Tumble: +11 / 5 ranks (see Defense for conditional modifiers)
Use Rope: +6 / 2 ranks

Native Languages:
English, Russian, Arabic, Spanish

WEAPONS
"Vera" M82A1 ‘Light Fifty’ Sniper Rifle (Free Item) (I spent 35 bps and 12 gps on modifications)
Attack Bonus: +16 Damage: 2d12+2 Error: 1-2 Threat: 16-20 Range: 750 ft. Recoil: 17
Conditional bonuses to hit:
+1 Attack within 1500 feet from Point Blank Shot/Increased Precision
+3 Attack when aiming from Marksman and Double Triggers
+2 Attack when bracing from Marksman
+2 Attack against a target who is benefiting from at least Partial Cover from Sharp-shooting.
Conditional bonuses to damage:
+1 Damage within 1500 feet.
Has the following modifications:
Armor Piercing – ignores the first 3 pts of DR/Hardness. AP ammo stacks w/ this mod and increases by 2 more points.
Takedown – targets of this weapon must make a Fort Save DC 10 + damage dealt, after DR/Hardness are applied or be knocked prone.
Match grade weapon – attack rolls +1
Weapon accurizing – attack rolls +1 stacks with match grade
Improved Safety – error check 1x day in Condition 0, no error check in Condition 1
Double Trigger – when spend full round aim bonus is increased by +1
Bipod, leg notch adjustable – allows bracing as a free action, reduces recoil by 1
Suppressor, removable – Spot/Listen checks to notice are penalized by -4, attaching is a full action.
16x Telescopic Sight – ignore range increments 4, 6, 8, and 10
Floating Barrel - +1 masterwork bonus to attacks
Assault Sling – free action to draw weapon with Dex check DC 10, not subject to drop results and grants +2 gear bonus to oppose disarm attempts.
Ammuntion:
40 rounds FMJ (full metal jacket)

H&K SOCOM .45 ACP (Joe Bundle)
Attack Bonus: +13 Damage: 1d12 Error: 1 Threat: 18-20 Range: 50 ft. Recoil: 19
Conditional bonuses to hit:
+1 Attack within 50 feet from Point Blank Shot/Increased Precision
+2 Attack within 50 feet from laser sight
+2 Attack when aiming from Marksman.
+2 Attack when bracing from Marksman
+2 Attack against a target who is benefiting from at least Partial Cover from Sharp-shooting.
Conditional bonuses to damage:
+1 Damage within 50 feet.
Has the following modifications:
Integral Laser Sight – Attacks within 50 feet are at +2
Takedown – targets of this weapon must make a Fort Save DC 10 + damage dealt, after DR/Hardness are applied or be knocked prone.
Whisper-lock – can be turned on/off with a half action. When active w/ attached and functional silencer it inflicts -8 gear penalty to Spot/Listen checks to hear weapon in single shot mode. Must use half action after each attack to ready the weapon to fire again.
Silencer, removable – opponents have -4 penalty to Listen checks to locate shooter.
Ammuntion:
49 rounds FMJ

Survival Knife (Joe Bundle)
Attack Bonus: +8 (melee) +12 (ranged) Damage: 1d6 Error: 1 Threat: 20 Range: 10 ft.

GEAR
Budget Points: 0 (53 spent) [10 soldier 3 sniper + 40 (0 x CH mod)]
Gadget Points: 4 [2 soldier 2 sniper]

Flashlight*
Boonie Hat
Magnetic, Compass
Gun Cleaning Kit
Binoculars - (+2 Spot checks)
Tactical (Encrypted) Radio* - range 1 mile.
Ghillie Suit - (Spot/Surveillance checks are at a -4 penalty to spot him, as long as he doesn’t move)
Combat Boots - (+1 circumstance Survival to maintain overland speed and Climb checks for which good traction can help)
BDUs, camouflaged- (+2 circumstance Hide in natural surroundings or darkness, assuming color scheme is appropriate to environment.)
Load Bearing Equipment - (It consists of a belt pouch (capable of holding binoculars, a handgun, etc.), load-bearing vest (capable of holding up to 8 magazines of ammunition and either 2 grenades or 20 shotgun shells, with webbing loops on the side for 6 more grenades), and a rucksack (with two shoulder straps that distribute weight equally across the shoulders and waist, and can hold up to 100 pounds of miscellaneous gear). When wearing load bearing equipment, the agent’s Strength is considered 1 higher for the purposes of encumbrance.)

Not used
Kevlar BDUs* (any pattern)
Military Helmet*
Backpack*
Web Belt * (looted the ammo pouches and holster for the LBE)
* Joe bundle items

MISSION GEAR
44 Budget Points Spent 36
20 rounds Talon ammuntion for sniper rifle (3) (MAG pg 87)
1 Liquid Skin Patch (5) (SEH pg 126)
1 Stimulant Shot (3) (SEH pg 126)
2 Smoke Grenades (1 red for marking LZ) (12)
1 Gas Mask (5) (SEH pg 123)
1 NBC Suit (8) (SEH pg 123)

8 Gadget Points Spent 5
Glasses w/ following modifications (1) (SEH pg 138)
Thermographic Lenses (2) (SEH pg 140)
X-ray Lenses (2) (SEH pg 140)




I've attached an image of Cross Hair in all his glory :D
 

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Roy

First Post
Green Beret - Code Name: Falcon
File Name: Falcone, Vincent R.
SN: 035-38-3264
Primary MOS: Infantry
Secondary MOS: Medic
Grade: 0-2 (in 1987)
Birthplace: Fayetteville, NC
Year of Birth:1962 (25 in 1987)
Height: 177+ cm
Weight: 68+ Kg

Soldier 10
Department: Infantry

Str 12
Dex 16
Con 18
Int 10
Wis 12
Chr 12

Vitality 115
Wounds 18

Defense 18
DR 6

BAB 10
Melee +11
Ranged +13

Skills:
Climb 9
Demolitions 13
Drive 9
First Aid 13
Jump 5
Languages 3
Sport(Skydiving) 7
Spot 10
Survival 7

Feats:
Coolness Under Fire Sidestep
Point Blank Shot Lay Down Fire Coordinate Fire Precise Shot Bullseye Speed Trigger Rapid Shot Controlled Burst

Equipment: Kevlar BDUs
Colt M4A1 SOPMOD 5.56mm +13 4d4 +2 damage threat 20
SOCOM .45 ACP +13 1d12 damage threat 19-20
Encrypted Tactical Radio
Night Vision Goggles
 
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Brother Shatterstone

Dark Moderator of PbP
Torpedo: Human/Male (Soldier/Stingray)

Code Name: Torpedo
File Name: Leialoha, Edward W.
SN: 946-77-EL09
Primary MOS: Underwater Demolitions
Secondary MOS: Diving Instructor
Grade: WO-4

Birthplace: Aiea, Hawaii DOB: CLASSFIED Height: NK Weight: NK Hair: Brownish Black Eyes: Brown

Class:
Soldier 5
Stingray 5

Personal Budget: 60
Mission Budget: +25
Gadget Budget: +5

Department: Special Forces(+2 DEX/-2 CHA, +3 Ref saves increases +1/ 4 lvls, +3 Bonus to Demolition and Move Silently checks, +1/ 4 lvls, Point Blank Shot)

STR: 14 (6 points) +2
DEX: 18 (10 points, +2 Dept adjustment) +4
CON: 16 (6 points, lvl 4/ lvl 8 bonus) +3
INT: 14 (6 points) +2
WIS: 14 (6 points) +2
CHA: 8 (2 points, -2 Dept adjustment) -1

Action Dice: 4 (d6)
Education: 12 (2 INT + 10 level)
Inspiration: 12 (2 WIS + 10 level)

Speed:
Base: 30 ft; Swim: 12.5 ft HA 20 ft
 
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Keia

I aim to misbehave
Ambush
Aaron McMahon
Fixer 8


STR: 14
DEX: 16
CON: 14
INT: 16 [Base 14 + 2 lvl]
WIS: 14
CHA: 10

Hit Dice: 8d8 + 16

Vitality Points: 66
Wound Points: 14
Defense: 19 [10 + 3 Dex + 6 Class]
Initiative: +6 [+3 Dex +3 Class]
BAB: +6
Melee: +8
Ranged: +9
Speed: 30’

FORT: +6 [+4 Base +2 Con]
REFL: +9 [+6 Base +3 Dex]
WILL: +4 [+2 Base +2 Wis]

Action Dice: 4 (d6) [+3 Department bonus to each die]
Education: 10 [2 Wis + 8 level]
Inspiration: 10 [2 Wis + 8 level]

Class Abilities:
Versatile: [Home Office] 2 +1/4 Cross class skills become class skills (Surveillance, Sense Motive, Disguise, +1 other).
Dexterous: [Fixer core] 2 Action dice instead of one for any Dex based skill.
Procure: [Fixer 1st] Requisition items in the field as if in home office (20 minutes with Agency or 1 hour without per budget /gadget point).
Evasion: [Fixer 2nd] No damage on Successful reflex save (as from grenade).
Sneak Attack: [Fixer 3rd] +3d6 damage vs. opponents denied Dex (flat-footed or immobile).
Uncanny Dodge: [Fixer 4th] Always retain Dex bonus to Defense, even if flat-footed, Can't be flanked except vs. 12th lvl or higher

Feats: Surge of Speed [Home Office Bonus feat], Armor Proficiency Light [Fixer Starting Feat], Weapon Proficiency (Hurled, Melee, Handgun, Rifle) [Fixer Starting Feat], Unlocked Potential (Hide) [1st], Black Shadow [3rd], Grey Shadow [Bonus Fixer Feat 6th], Stealthy [6th].

Skills [Total Bonus / # of Ranks (Crit)]:
Bluff +5 / 5 ranks (20)
Climb +6 / 4 ranks (20)
Demolitions +12 / 9 ranks (20)
Disguise +6 / 4 ranks (20) [Synergy – Bluff +2]
Electronics +9 / 6 ranks (20)
Escape Artist +7 / 4 ranks (20)
Hide +19 / 14 ranks (19-20) [+2 Stealthy, + see below]
Knowledge:
- Behavioral +4 / 1 rank (20)
- Physical sciences +4 / 1 rank (20)
- Streetwise +4 / 1 rank (20)
- Tactics +5 / 2 ranks (20)
Language +5 / 2 ranks (20)
Listen +13 / 11 ranks (20)
Move Silently +18 / 11 ranks (19-20)[+2 Stealthy +2 gear]
Open Lock +11 / 8 ranks (20)
Search +11 / 8 ranks (20)
Sense Motive +8 / 6 ranks (20)
Sleight of Hand +6 / 1 rank (20) [Synergy – Bluff +2]
Spot +13 / 11 ranks (20)
Surveillance +8 / 6 ranks (20)
Tumble +9 / 6 (20)

Hide Bonuses not reflected:
+2 gear bonus to hide in shadows or darkness (camo suit)
No penalty to hide while being directly observed or not having someplace to hide (Grey Shadow)
+2 vs. spot checks by agents noted. (Synergy – Sense Motive)
+5 vs. stationary electronic devices (+3 Black Shadow, +2 Synergy – Tumble)
+5 vs. Mobile electronic devices (+3 Black Shadow, +2 Synergy - Surveillance)


Languages: English (Native), German (native), Arabic (Native), Russian (Native)

Attacks-Weapons:
HK SOCOM +9, 1d12 (19-20)
H&K MP5SD +12, 1d8 (20)


Equipment:
Budget Points: 12 (36 spent) Gadget Points: 4 (4 spent)

WEAPONS

H&K SOCOM .45 ACP (Joe Bundle)
Attack Bonus: +9 Damage: 1d12 Error: 1 Threat: 19-20 Range: 25 ft. Recoil: 15
Conditional bonuses to hit: +2 circumstance bonus within 50 feet
Conditional bonuses to damage: +3d6 Sneak attack.
Has the following modifications:
Integral Laser Sight – Attacks within 50 feet are at +2 circumstance bonus.
Takedown – targets of this weapon must make a Fort Save DC 10 + damage dealt, after DR/Hardness are applied or be knocked prone (only when not silenced).
Whisper-lock – can be turned on/off with a half action. When active w/ attached and functional silencer it inflicts -8 gear penalty to Spot/Listen checks to hear weapon in single shot mode. Must use half action after each attack to ready the weapon to fire again.
Silencer, removable – opponents have -4 penalty to Listen checks to locate shooter.

Ammunition: 49 rounds FMJ[/size]

H&K MP5SD Assault Rifle(BPs Base 15) (I spent 15 bps and 4 gps on modifications)[/I]
Attack Bonus: +12 Damage: 1d8 Error: 1-2 Threat: 20 Range: 25 ft. Recoil: 0
Conditional bonuses to hit: +2 circumstance bonus within 50 feet.
Conditional bonuses to damage: +3d6 sneak attack within 25 ft.
Has the following modifications:
Collapsible Stock – Increased DCs to Spot weapon when stock is folded
Dependable – When an error is rolled, an extra action die must be spent to activate a mechanical critical failure.
Single Shot – May fire in a single shot mode
Match grade weapon – attack rolls +1
Weapon accurizing – attack rolls +1 stacks with match grade
Suppressor, removable – Spot/Listen checks to notice are penalized by -4, attaching is a full action.
Floating Barrel - +1 masterwork bonus to attacks
Integral Laser Sight – Attacks within 50 feet are at +2 circumstance bonus.
Assault Sling – free action to draw weapon with Dex check DC 10, not subject to drop results and grants +2 gear bonus to oppose disarm attempts.

Ammunition:
40 rounds FMJ (full metal jacket)

Survival Knife (Joe Bundle)
Attack Bonus: +8 (melee) +12 (ranged) Damage: 1d6 Error: 1 Threat: 20 Range: 10 ft.

GEAR

Flashlight*
Magnetic, Compass (BPs: 1)

Lock picking Kit: [BPs: 4, weight 1 lb.]

Binoculars - (+2 Spot checks)
Tactical (Encrypted) Radio* - range 1 mile.

Combat Boots - (+1 circumstance Survival to maintain overland speed and Climb checks for which good traction can help) (BPs: 1)

Basic Blacks, Standard (personal item)
Basic blacks provide a +2 gear bonus to Move Silently, as well as Hide in shadows or darkness. They are light armor with DR 3, no armor check penalty or speed penalty, and a max Dex bonus of +6. The following items are integrated into the suit:
- Night vision goggles: See at night with almost no light. (SEH 126)
- Thermal Imager: (SEH 126)
- Encrypted Headset radio: (SHE 125)
- GPS receiver: (SHE 125)
- Gas mask:
- Load bearing equipment: (It consists of a belt pouch (capable of holding binoculars, a handgun, etc.), load-bearing vest (capable of holding up to 8 magazines of ammunition and either 2 grenades or 20 shotgun shells, with webbing loops on the side for 6 more grenades), and a rucksack (with two shoulder straps that distribute weight equally across the shoulders and waist, and can hold up to 100 pounds of miscellaneous gear). When wearing load bearing equipment, the agent’s Strength is considered 1 higher for the purposes of encumbrance.)
- Climbing Harness:
- Integrated medical monitor: Provides a +4 gear bonus to First Aid checks made to diagnose the wearer.


Not used
Kevlar BDUs* (any pattern)
Military Helmet*
Backpack*
Web Belt * (also looted the ammo pouches and holster for the LBE)
* Joe bundle items
 
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Douane

First Post
Code Name: Spirit
File Name: Iron-Knife, Charlie
SN: 1465-1009-AP34
Primary MOS: Special Services (Tracker)
Secondary MOS: Infantry
Grade: E-6

Birthplace: Taos, New Mexico DOB: 03/11/1950 Height: 6'1'' Weight: 169 lb. Hair: Black Eyes: Blue-Gray

Class:
Fixer 2
Scout 8

Department: The Basement (+2 Wis/-2 Cha, +3 Will Saves increases +1/ 4 lvls, 4 extra skill points at 1st level, 1 extra skill point every level, basic skill feat)

STR: 10
DEX: 14
CON: 14
INT: 14
WIS: 20 (original 16 +2 dept bonus +2 lvl boni)
CHA: 12 (original 14 -2 dept penalty)

Action Dice: 4 (d8)
Education: 12 (2 Int + 10 level)
Inspiration: 15 (5 Wis + 10 level)

Speed: 30
Initiative: 9 (7 class 2 dex)
BAB: 7
-Unarmed: 7
-Melee: 7
-Ranged: 9 (2 dex)
Defense: 19 (10 base +5 class +2 dex +2 natural armor)
Vitality: 116 (100% of max)
Wounds: 14

FORT: 10 (8 base 2 con)
REF: 9 (7 base 2 dex)
WILL: 10 (2 base 5 wis 3 dept)

CLASS ABLITIES:
Dextrous: when making a Dex-based skill check, use 2 action dice instead of one. (Fixer)
Procure: may requisition items and gadgets anywhere in the field at normal (Fixer)
Evasion: when making a Reflex save in order to suffer half damage from an effect, suffer no damage with a successful save (Fixer)
Rough living +2: gains a +2 natural armor bonus to his Defense (this bonus stacks with armor and class Defense bonuses, even though armor and class Defense bonuses don’t stack with one another). Also gains a +2 competence bonus with all saves made against environmental natural dangers. (Scout)
Sneak Attack +2d6: gains a +2d6 sneak attack bonus to damage when either flanking a target or attacking a target who is currently denied his Dexterity bonus to Defense (including a target who is flat-footed or immobilized). (Scout)
Keen Senses: senses the presence of other people (and animals) within 30 feet. This range increases to 60 feet if the target is located upwind and drops to 15 feet if the target is located downwind. Distinctive scents (such as blood, carrion, offal and perfume) are detected at twice this usual distance. Also ignores visibility penalties while tracking (Scout)


FEATS:

Armor Proficiency - Light, Medium, Heavy
Weapon Group Proficiency - hurled, melee, handgun, rifle
Alertness
Advanced: Alertness
Outdoorsman
Advanced: Outdoorsman
Track
Talented (Sense Motive)
Animal Partner
Mystic
Glimpse


SKILLS:
(total bonus/# ranks):

Balance +4/0 [+2 Tumble]
Bluff +6/5
Climbing +2/2
Concentration +6/1
Cultures +13/8
Diplomacy +7/0 [+2 Bluff, +2 Sense Motive, +2 Cultures]
Gather Information +3/0 [+2 Cultures]
Handle Animal +10/6 [+3 Advanced: Outdoorsman]
Hide +15/13
Intimidate +3/0 [+2 Bluff]
Jump +7/5 [+2 Tumble]
Knowledge: Occult +14/12
Listen +21/13 [+3 Advanced: Alertness]
Move Silently +15/13
Search +16/11 [+3 Advanced: Alertness]
Sense Motive +21/14 [+2 Sense Motive]
Spot +21/13 [+3 Advanced: Alertness]
Survival +21/13 [+3 Advanced: Outdoorsman]
Tumble +9/5 [+2 Jump]
Use Rope +5/0 [+3 Advanced: Outdoorsman]


Native Languages:
English, Navajo, Spanish, Vietnamese, Chinese
 
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