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Code:
  Mykael

Starting Occupation: Technician
Age: 27
Height: 5'11
Weight: 150lbs
Eyes: Brown
Hair: Black
Skin: Lightly tanned

Level Progression: Smart 3, Technosavant 1, Dedicated 1, Technosavant 5

Str: 10   +0
Dex: 14  +2
Con: 14  +2
Int:  17  +3 (15 + 2 level adj)
Wis: 14  +2
Cha: 8   -1

Defense:  22   (10 + 5 class +  2 dex+ 5 natural armor

HP:  62  (6 + 36 + 20 [10xcon mod])  die: d6

Initiative: +2

Base Attack +5  (1 smart-3 + 0 dedicated-1 + 4 technosavant 6)

Reputation: +3  (1 smart-3 + 1 dedicated-1 + 1 technosavant 6)

Action Points: 11  (6 + 1/2 level)

Melee: +5  (5 base + 0 str mod)

Range: + 7 (5 base + 2 dex mod)

      


Saving Throws:
   Fortitude: 6 (4 base + 2 con mod)  [1 smart-3 + 1 dedicated-1 + 2 technosavant]
   Reflex:     6 (4 base + 2 dex mod)  [1 smart-3 + 0 dedicated-1 + 3 technosavant]
   Will:        8 ( 6 base + 2 wis mod) [2 smart-3 + 1 dedicated-1 + 3 technosavant]


Talents:
   Savant (Craft electronic)  [Smart]
   Savant (Craft mechanical)  [Smart]
   Skill Emphasis (treat injury) [Dedicated]

Feats:
   Simple Weapons Proficiency (Smart class bonus)
   Personal Firearms Proficiency (1st level)
   Educated (1st level)
   Gearhead (2nd level Smart bonus)
   Cybertaker (3rd level feat)  (d20 Future pg 12)
   Surgery  (6th level feat)
   Craft Cybernetics (3rd level [taken at level 7] Technosavant Bonus) (Future pg 12)
   Cybernetic Surgery (level 9 feat)  (Future pg 12)
   Mastercrafter (6th level [taken at level 10] Technosavant Bonus) (Future pg 12)
   Wild Talent (PSI Implant)-----Missive (sends a 1-way telepathic message) 3/day

Technosavant Class Specials:
   Salvage (same as feat Future pg 13)
   Technocant (all descriptions can be found at Future pg 33)
   Robomancer
   Technophile
   Cybermancer
   Skilled Salvager
   Down with robots (+1d6/+4)
   Exotic Weapon Adept


Skills: (only those with ranks)
   Computer Use-----18  (13 ranks +3 int mod +2 gearhead)------[6 from Smart + 7 T.S.]
   Craft (structural)--10  (6 ranks + 3 int mod + 1 Starting Occupation)------[6 Smart]
   Craft (electronic)--20  (13 ranks + 3 int mod + 3 Savant + 1 S.O.)-----[6 Smart + 7 T.S.]
   Craft (mechanical)-20  (13 ranks + 3 int mod + 3 Savant + 1 S.O.)-----[6 Smart + 7 T.S.]
   Disable Device-----13  (10 ranks + 3 int mod)-----[6 Smart + 4 T.S.]
   Demolitions---------4  (1 rank + 3 int mod)-------[1 T.S.]
   Knowledge (tech)--18  (13 ranks + 3 int mod +2 educated)-----[6 Smart + 7 T.S.]
   Knowledge---------18  (13 ranks + 3 int mod+2 educated)-----[6 Smart + 7 T.S.]
````(Life Science)
   Profession---------15  (13 ranks + 2 wis mod)-----[6 Smart + 7 T.S.]
   Repair-------------18  (13 ranks + 3 int mod+ 2 gearhead)-----[6 Smart + 7 T.S.]
   Research----------11  (8 ranks + 3 int mod)------[6 Smart  + 2 T.S.]
   Search-------------9  (6 ranks + 3 int mod)------[6 Smart]
   Treat Injury-------13  (8 ranks + 2 wis mod + 3 Skill)------[8 Dedicated]

[sblock=Equipment]

Biocort Chemmical--------DC 6
Power Backpack----------DC 8
Advanced Medkit---------DC 7
Basic Electrical Tool Kit---DC 14
Basic Mechanical Tool Kit-DC 13
HUD Link-----------------DC 19
Subcutaneous Cell Phone-DC 16
Microcomputer-----------DC 32 Restriction +2
Anti-Shock Implant-------DC 15
Electricomp Sensor-------DC 18
Plasma Pistol-------------DC 17 License +1

Wealth: 3

Double check this please good sir. I still only ended up having to roll once, but I had to remove the Medicomp Sensor (DC 18 Lic +1
[/sblock]
 
Last edited:

Code:
Karg

Ogre Male Tough Hero 5

Representing DrZombie

Strength 	27	(+8)
Dexterity 	12	(+1)
Constitution 	18	(+4)
Intelligence 	12	(+1)
Wisdom 	8	(-1)
Charisma 	5	(-3)
	
Size: 	Large
Height: 	10'3"
Weight: 	950 lb
Eyes: 	Green
Hair: 	Dark Brown
Skin: 	Brown
Talents:

      Damage Reduction 1
      Damage Reduction 2
      Fire resistance (4)

Total Hit Points: 86(4d8+5d10+20)

Speed: 30 feet

Armor Class: 20 = 10 +2 [leather armor] + 3 [class] +1 [dexterity] -1 [large] +5 [ogre]

      Touch AC: 13
      Flat-footed: 19

Initiative modifier:	+1	= +1 [dexterity]
Fortitude save:	+7	= 3 [base] +4 [constitution]
Reflex save:	+2	= 1 [base] +1 [dexterity]
Will save:	+0	= 1 [base] -1 [wisdom]
Attack (handheld):	+13	= 3 [base] +8 [strength] -1 [large] +3 [ogre]
Attack (missile):	+6	= 3 [base] +1 [dexterity] -1 [large] +1 [ogre]
Grapple check:	+18	= 3 [base] +8 [strength] +4 [large] +3 [ogre]
Reputation:	+1	= 1 [base]

Action points: 31 (lifetime)

Light load:346 lb. or less
Medium load:347-693 lb.
Heavy load:694-1040 lb.
Lift over head:1040 lb.
Lift off ground:2080 lb.
Push or drag:5200 lb.
	
Greatsword +13 3d6+12 (19-20 x2) 

Leather armor [light; +2 AC; max dex +6; check penalty 0; ]

Gladiator (starting occupation)

      Tumble

Feats:

      Archaic Weapons Proficiency	
      Armor Proficiency (light)	
      Power Attack	
      Cleave	
      Improved Bull Rush	
      Combat Martial Arts	
      Simple Weapon Proficiency	[free]


Climb 	Str* 	16 = +8	+8 	
Drive 	Dex* 	4 =+1	+3 	
Intimidate Cha 	5 = -3	+8 	
Jump 	Str* 	8 = +8
Spot 	Wis 	4 = -1	+5 	
Swim 	Str** 	8 = 	+8
	
Ogre

    * Extra starting hit dice 4d8
    * +5 natural armor bonus
    * +3 racial attack bonus
    * Low Light Vision
    * Begin with allegiance to chaos and/or evil
    * Level +3


More about Karg:
Karg the Ogre was born under unlucky stars. He was enslaved by the humans in his early youth, and sent to the gladiator schools. For years he knew only the savage ways of the Colloseum, fighting the elder races for the delight of the human conquerors. he became good at the slaughter, but never revelled in it. Then one day.

I do not know where the humans came from. Noone knows. They appeared from nowhere, with their strange weapons that could kill from a mile away, their chariots without horses that spit flame, and their flying metal dragons that rain fire and death. They conquered large parts of the world before the Elder races united against them. Magic agains technolomancie. Flesh against metal. They enslaved us, leaving only small parts as vassal states. Some say that far away the eldar races still roam free. But finally it came. The revolt. For years we talked about it, made plan after plan. Shorazim the Elf was right, the humans would never let us go. Oh how they hounded us. We won two battles, and still they came. We fled to the mountains. Kharruzdam was so sure we could find help there. But after the slaughter at Thurrim's height, the dwarves would not pay with the blood of their women and children anymore, and we were asked to leave. Can't blame the dwarves for abandoning us. Why risk another city for a handfull. And still the humans followed us, like mad beasts on a scent. One by one we were killed. And now I lay the last of my friends to rest. Dawn comes. They'll be here soon. Better to die a free man then to live as a slave. You were right, Shorazim.
 

Name: Vela
Class: Tough 3 / Evolutionary 6 / LA +1
Occupation: Scavenger
Gender: Female
Height: 5'10" Weight: 125
Hair: Sandy brown Eyes: Yellow
Age: 20

Description:
Vela appears human enough at first glance. Her body is athletic with the tone and compact musculature of a professional gymnast. Her hair is a stiff, bristly mane that wouldn't look out of place on some hairspray laden 80's era rock star. Her arms and legs are a bit long, giving her a slightly gangly appearance, and her eyes are a bit big which makes her look oddly young. A sharper eye will note the points of her teeth and fingernails, or how small blooms of color occasionally flare and fade on her skin. Her irises are an unusual yellow color; the shade of honey in sunlight, and her pupils are vertically slit, like a cat's. Her clothing is a single piece jumpsuit that follows her contours and movements as if it was part of her skin. Its texture is rough and leathery, and parts of it sometimes move on their own, with no apparent effort on her part.

[sblock=Stats]XP:
Allegiances:
Reputation: +3
Speed: 30 Run: 120
AP: 10

Hit Points: 85
Massive Damage Threshold: 16
Initiative: +3
Defense: 20 (10 + 3 dex + 4 class + 2 natural + 1 equipment)
BAB: +6 Melee: +7 Ranged: +9

Abilities: Str 12, Dex 16, Con 16, Int 10, Wis 12, Cha 10

Saves: Fort +8, Ref +7, Will +6

Skills: 18 + 30
Concentration (Con) +9 (6 ranks + 3 con)
Search (Int) +9 (9 ranks + 0 Int)
Spot (Wis) +6 (4 ranks + 1 Wis + 1 occupation)
Survival (Wis) +10 (9 ranks +1 wis)
Climb +10 (5 ranks + 1 str + 4 mutation)
Hide +12 (5 ranks + 3 dex + 4 mutation)
Jump +11 (0 ranks + 1 str + 10 mutation)
Listen +6 (5 ranks + 1 wis)
Move Silently +8 (5 ranks + 3 dex)

Talents:
Second Wind
Damage Reduction 2/-
Resist fire 3

Class Abilities:
LA = 8 MP

Development: Damaging Mutation (Claws)
Development: Focus Mutation (Claws)
Mutation points (8)
Bonus feat
Bonus feat

Feats:
Simple Weapon Proficiency,
1 Salvage
1 Tough Plus
b Endurance
3 Defensive Martial Art
6 Elusive Target
b Weapon Finesse - Claws
9 Improved Natural Healing
b Iron Will

Mutations (16)
Chameleon Skin (1)
Claws (1)
Adrenalin Jolt (3)
Scent (2)
Leaper (1)
Wall Crawler (2)
Thick Hide (3)
Darkvision (3)

Attacks
Claw, +10/+6 to hit, 2d6+1 dmg, natural

Current Wealth: +11 (reduced 2 by purchases)

Armor
PL6 Symbiotic Survival Suit, +1 AC, 0 ACP, 3lbs, (heals damage, doesn't interfere with mutation use)

Equipment
Fast Use Medikit (PL6)
Aquaconverter, Symbiotic (PL6)

Day Pack, 2lbs
Backpack, 3lbs
Tool belt, 2lbs
Basic Walkie-talkie, 1lb
Multitool
Binoculars, std, 2lbs
Compass, .5lb
Portable Stove, 1lb
Sleeping bag, 4lbs[/sblock]

[sblock=Background]

Vela is a member of the Tigren 6 Predation Clade...a strain of humanity designed to help keep food herds in check in their natural environment. They're ambush hunters, using transgenic chromataphores and other adaptations from geckos and big cats to lay in wait at water holes or around trees or high rocks and attack stragglers or untended elderly or young herd beasts. Because they follow the movements of the herds, the clade is nomadic, and came into frequent contact with the remnants of the Old Men...the human culture that had flourished previously to the Apophis Plague and the rise of the Clades and the Pures. Vela was fascinated by these ancient, mouldering houses and cities, and often went in to explore. When she reached her majority, she decided to leave the pride and take up salvaging as a life path.

The Clades had many uses for salvage from the old cities. Many old metals did not tarnish or rust and could be used and used again. Some buildings were well sealed too, and the technology inside them still worked. While there were many educated minds among the Overseer Clades, there was very little high technology manufacturing done...both because of the disruption it caused in ecosystems, and because most of the minds who knew how to undertake such activities had joined the Pures long ago. Computers, weapons, plastics, metals...all these could be liberated from the enclaves of the Old Cities...and it took people like Vela, whose transgenic senses and stealth were invaluable in finding useful artifacts and in avoiding the dangerous predators, outcasts and occasional still-functioning security system, to further the cause of the Clades in general, and arm them against the hostility of the Pures.[/sblock]
 

[sblock=Appearance]Height: 5'10"
Weight: 130lbs
Hair: Dark Brown
Eyes: Brown
Age: 25[/sblock]
[sblock=Jacques de Polignac]
Male human Fast 1/Strong 3/Soldier 3/Musketeer 3
Medium humanoid
Occupation Athelete (Balance, Tumble, Archaic Weapons.)
AP: 12
Wealth: 10
Init 7; Senses Listen 0, Spot 0
Languages French, (Speak only: English, Spanish, Italian), (Read/Write: Latin)
-----------------------------------------------------------------
Defense 24, touch 22, flat-footed 15; +0 armor, +2 natural, +3 Dex, +9 Class
hp 69
Fort +6, Ref +10, Will +3
-----------------------------------------------------------------
Spd 30 ft.
Ranged; Plasma Pistol +12 (2d10) (Range incr. 40ft)
Melee; Rapier +13 (1d6+8+2d6) (crit: 18-20/x2)
Base Atk +9; Grp +11
-----------------------------------------------------------------
Abilities: Str 14, Dex 17, Con 12, Int 14, Wis 10, Cha 10

Feats: S=Simple Weapons, O=Archaic Weapons, 1=Acrobatic, 1=Personal Firearms, 3=Weapon Finesse, Strong2=Weapon Focus Rapier, 6=Improved Init, Soldier3=Combat Reflexes, 9=Improved Disarm

Talents & Class features: Evasion, Melee Smash, Improved Melee Smash, Weapon Focus Plasma Rifle, Weapon Specialization Rapier, Insightfull Strike, Acrobatic Charge, Uncanny Dodge 1.

Skills:
Balance 13+3=16
Escape Artist 4+3=7
Gamble 3+0=3
Intimidate 6+0=6
Jump 13+2+2=17
Knowledge Streetwise 3+2=5
Knowledge Tactics 6+2=8
Knowledge History 6+2=8
Profession Military Officer 6+0=6
Read/Write Latin 1
Ride 4+3=7
Sleight of Hand 7+3=10
Speak English, Spanish, Italian 3
Swim 3+2=5
Tumble 13+3+2=18

cybernetics: Subcutaneous Body Armor (Light),

Possessions: Electrified (gadget from Future-tech) Rapier with insciption "Vive le Roi", Plasma pistol + 3 power packs, Feathered Hat, Fine Clothes & Uniform Cloak, Scented Handkerchief, Handfull of livres, Universal Communicator, Computer Card, Display Contacts.
-----------------------------------------------------------------[/sblock]
[sblock=Background]Dimension 3PX-98R as the Rangers had designated it, was differentiated from the Common Earths by the Battle of Waterloo. In this Earth Napoleon won and went on to conquer half the world. In the end the Imperial France spanned from Atlantic to Ural Mountains. Finally Napoleon settled to rule his empire in peace. The next centuries were filled with joy and and serenity. The World Wars of other Earths never took place. This had several effects on technology. Peace across world meant that new weapons technologies were not necessary and so inventors consentrated on improving general living. The splitting of atom was considered only after the scientist learned to fuse atoms and so nuclear power was from the beginning made with fusion rather than fission. The peace ensured that by the year 2007 humanity had already began colonising stars. And only when the War of First Contact with Yazirians broke, were the scientist forced to quickly adapt to building weapons. So fencing is still considered the true art of combat in dimension 3PX-98R although laser weapons have replaced firearms on the frontlines of space and the special forces are issued plasma weapons.

Jacques de Polignac was the youngest member of Gardes de la Manche, the closest bodyguards of Emperor of France. He was standing right next to the Emperor Napoleon XI when suddenly it seemed like the sun had swallowed up everything. The brightness and heat soon subsided and Jacques found himself standing in a very unfamiliar place.[/sblock]
 

Name: Pale Jaguar (Isabel Cervantes Torres)
Class: Dedicated 3 / Shaman 7
Occupation: Primitive
Gender: Female
Height: 5’3”
Weight: 97lb
Eyes: Blue-green
Hair: Long black.
Age: 18

Description:
Pale Jaguar is a slender petite woman with light olive skin, blue-green eyes and long flowing black hair. Like many who are considered members of the Mayan elite, Pale Jaguar often wears an exorbitant amount of beaded jade and jadeite jewelry as well as feathered head dress and a white, pink and indigo striped dress or skit and huipil.

[sblock="Pale Jaguar's Character Sheet"]
XP:
Allegiance: Mayan Empire, Nature, Cosmic Balance
Reputation: +5
Speed: 30 Run: 150
Action Points: 11

HP: 10d6 + 0 (42 hp)
Massive Damage Threshold: 10
Initiative +2
Defense 18, touch 18, flatfooted 16 (armor +0, dex +2, class +6)
BAB: +7, Melee +7, Range +9

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

Saves: Fort +7, Ref +5, Will +10

Attacks:
Composite Bow +9 (1d8 dam pierce, Crit 20)
Dagger +7 (1d4 pierce, 19-20)
Macuahuitl +7 (1d8 dam slash/bludgeon 19 – 20)

Skills:
Concentration +9 (0+8+1)
Craft (Chemical) +5 (1+4)
Craft (Visual) +3 (1+2)
Diplomacy +8 (2+6)
Handle Animal +10 (2+6+2)
Knowledge (Arcane Lore) + 5 (1+2+2)
Knowledge (Earth and Life Sciences) +8 (1+3+4)
Knowledge (Theology and Philosophy) +11 (1+10)
Listen 4 (3+1)
Perform: Dance +4 (2+2)
Profession +5 (3+2)
Read/Write Language (Latin, Latinized Yucatec, Yucatec)
Ride +4 (2+0+2)
Sense Motive +10 (3+7)
Speak Language (Latin, Spanish [native], Yucatec)
Spellcraft +11 (1+10)
Spot +4 (3+1)
Survival +12 (3+6+3)
Treat Injury +11 (3+3+5)

Occupation: Primitive (Concentration, Handle Animal, Survival, Tracking)

Talents (Dedicated Hero): Healing Knack, Skill Emphasis (Treat Injury)

Feats*: Archaic Weapon Proficiency [o], Track [o], Simple Weapon Proficiency [d1], Divine Heritage [1], Point Blank Shot [1], Education (Arcane Lore, Earth/Life sciences) [d2], Run [3], Dodge [s3], Mobility [6], Animal Affinity [s6], Shot on the Run [9]
* d = dedicated, o = occupation, s = shaman,

Class Features:
Animal Companion (ex): Pale Jaguar has a jaguar named Naiya as an animal companion. Naiya and Pale Jaguar have the link and share spells special qualities.

Animal Empathy: Pale Jaguar may make a Handle Animal check to improve the attitude of an animal in the same manor that a diplomacy check can be used on a person. This ability may only be used when within 30 feet of a creature. Pale Jaguar may seek to influence magical beasts at a -4 penalty.

Brew Potion: Pale Jaguar has the ability to brew potions, which carry spells within themselves.

Combat Casting: Pale Jaguar has a +4 bonus on concentration checks made to cast a spell while on the defensive.

Command or Rebuke Magical Beasts: Pale Jaguar can spend an action point to turn, command, or rebuke magical beasts.

Link (ex): Pale Jaguar can handle her Naiya as a free action. She also gains a +4 bonus on all wild empathy checks and Handle Animal checks made regarding Naiya.

Share Spells (ex): Any spell Pale Jaguar can use any spell she casts on herself also affects Naiya if Naiya is within 5ft. She may also cast "you" spells on Naiya.

Woodland Stride: Pale Jaguar can move through any sort of underbrush at her full movement speed.


Divine Heritage: Create Water (1/day), Cure Minor Wounds (1/day), Light (1/day);

Typical Shamanic Spells Prepared (6/6/5/4/2/-):
0- Create Water, Cure Minor Wounds, Know Direction, Light, Resistance
1- Cure Light Wounds, Entangle, Goodberry, Spiritual Club, Speak with Animals;
2- Barkskin, Enhance Ability, Fog Cloud, Lesser Restoration, Resist Energy
3- Call Lightning, Contagion, Cure Moderate Wounds, Neutralize Poison, Remove Disease
4- Cure Serious Wounds, Flaming Wrath, Ice Storm, Rusting Grasp

Possessions: Ceremonial Dagger, Composite Bow, Clothing (Animal Pelts, Ceremonial Headdress, Dress, Jade Jewelry, Intricately Woven Skirt, Sandals,), Gourd (filled with berries), Healer's kit (first aid kit), Macuahuitl, Pouch (filled with thorns, Lambs ear and Wild Garlic), Quiver (34 Arrows, 2 Arrowheads), Handgun, ?? Bullets.
Current Wealth: 10

[/sblock]

[sblock=Naiya (Animal companion)]

Naiya (Animal Companion)
Species: Jaguar (Medium Animal)
HD 7d8+16; hp 55;
Massive Damage Threshold 15
Imitative: +4
Speed 40ft, climb 20ft.

Defense 21, touch 21, flatfooted 17 (+4 dex, +7 natural)
BAB +5; Grab+9,
Att: +9 melee (1d3+5 claw),
Full: Atk +9 melee (1d6 +4 bite), +7 melee (1d3+2 2 claws)
FS 5ft by 5ft; Reach 5 ft;
SQ: Pounce, Improved Grab, rake, scent, low-light vision;, link, share spells, evasion, devotion, multiattack

Str 19 Dex 21 Con 15 Int 2 Wis 12 Cha 6
Fort +8 Ref +10 Will +3;

Skills: Balance +12, Climb +12, Hide +10, Jump +8, Listen +6, Move Silently +10, Spot +9
Feats: Weapon Finesse (bite, claw), Multiattack

Tricks: Attack, Come, Defend, Down, Fetch, Heel, Guard, Stay, Track

Evasion (ex): Naiya can avoid taking damage on attacks that allow a reflex save for half damage.

Devotion (Ex): +4 moral bonus to will vs enchantment spells and effects

Improved Grab (Ex): To use this ability, Naiya must hit with hers bite attack. If successful, she can rake.

Low-Light Vision (Ex): Naiya can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

Pounce (Ex): If Naiya leaps upon a foe during the first round of combat, she can make a full attack.

Rake (Ex): If a Naiya successfully grabs its prey (see Improved Grab, above), she can make two rake attacks (+10 melee) with her hind legs as part of a full attack. Each successful rake attack deals 1d3+1 points of damage.

Scent (Ex): This ability allows Naiya to detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skill Bonuses: Naiya gain a +8 species bonus on Balance checks and a +4 species bonus on Hide, Jump, and Move Silently checks (for running jumps, the Jump bonus is +8).

[/sblock]
 
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Name: Keane N. Sorutu
Class: Tough 4 / Cybersoldier 6
Occupation: Military/Heir
Gender: Male
Height: 6'7" Weight: 309
Hair: Black (Bleached white) Eyes: Brown
Languages: English, Inuit, German, French
Age: 31

Description:





Allegiances:
Reputation: +3
Speed: 30
AP: 11

Hit Points: 127
Massive Damage Threshold: 27
Initiative: +9
Defense: 33 (10 + 5 dex + 6 class + 8 natural + 4 equipment)
BAB: +9 Melee: +16 Ranged: +16

Abilities: Str 20, Dex 20, Con 22, Int 14, Wis 12, Cha 8

Saves: Fort +13 (+17 vs Massive Damage), Ref +8, Will +4

Skills: 35 + 30
Climb +16 (6 ranks +5 Str +5 Equipment)
Concentration +12 (6 ranks + 6 Con)
Craft [Visual Arts] +7 (5 ranks + 2 Int) [Occ. Class]
Jump +15 (0 ranks + 5 Str + 10 Equipment)
Knowledge [Tactics] +5 (3 ranks +2 Int)
Navigate +5 (3 ranks +2 Int) [Occ. Class]
Profession [Soldier] +13 (12 ranks +1 Wis)
Spot +14 (13 ranks +1 Wis)
Survival +15 (13 ranks +1 Wis +1 occupation) [Occ. Class +1]

Talents:
Damage Reduction 1/-
Remain Conscious
Stamina
Energy Resistance (Cold) 12

Class Abilities:
Bonus Cybernetic Attachment (x2)
Cybertaker (x3)
Advanced Rage Implant
Improved Cybernetics (
Improved Cybernetics (
Weapon Focus (TF-50)
Improved Critical (TF-50)
Bonus feat
Bonus feat

Feats:
1 Moonlighter (Heir)
1 Track
3 Cybertaker
6 Two Weapon Fighting
9 Improved Two Weapon Fighting
bOcc Pers. Firearms Proficiency
bTough1 Simple Weapon Proficiency
bTough2 Thoughness
bTough4 Energy Aligned (Cold)
bCybersoldier2 Light Armor Proficiency
bCybersoldier5 Tough Plus
bCyberware Endurance
bCyberware Combat Martial Arts
bCyberware Nerve Pinch
bCyberware Quick Reload

Attacks
PL 8 Mars TF-50 IS (Teleforce Antimaterial Rifle) - needs to be revised -

PL 8 Mars I-86 (Ion Pistol), +16/+11 to hit, 40 feet, Crit. 20, 2d10 dmg, fire/electricity, 50 (power pack), 3 lbs.
Extras:
Compact, Combined Energy, Loud Discharge

PL 6 Keko Commando Knife +16/+11, 10 feet, Crit. 18-20, 1d4+7(piercing) + 2d6(electrical)
Extras:
Increased Damage Potential, Electrified, Spring-Loaded

Armor
PL8 CAT Battle Armour [Light], +4 Defense, +5 Dex Bonus, 0 ACP, 33 lbs
Extras:
Storage Compartment (2 electrified knives), Storage Compartment (Empty), Environment Shield, Improved Defense +2, Trajectory Detector, Self-Repairing, Increased Weight, Reduced Range of Motion -2,
Integrated Equipment:
1. HUD (Extras: Sensor Link+Targeting+Vehicle Link+Ammunition Tracker+Biosensor) + Display Contacts + Blackout Goggles + Piercing Visor [Compact]
2. Unicom + GalPos Device + Holorecorder + Wristcomp (Holodisplay) + Sensor, Motion + Inertial Navigator(Cyberware)
3. 2x Grappling Tether;
4. Photon, Shield;
5. Climbing Claws (Cyberware)
6. Sonar ‘Surface’ (Cyberware)

Cybernetics (11 slots - 9 filled)
- Neural Network Jack, Wireless (Satellite Datalink, Satellite Imagery Receiver) ((Improper Installation, Cybersoldier Implant 1)
- Antistun-Implant + Rage Implant + Sensory Recorder (Improper Installation, Cybersoldier Implant 2)
- Bio-Function Regulator + Daredevil + Kata Computer, Offensive + Organ Remapping (Improper Installation, Integrated Cybernetic Device)
- Redundant Organs +6 + Reflex Wires 3 + Neural Computer (Improper Installation, Integrated Cybernetic Device)
- (2 slots) Artificial Muscle Fiber +6 and Artificial Twitch Fiber +6 + Fortified Skeleton (Improper Installation, Inobvious, Partial Rejection)
- Skeletal Seismograph + Feat Implant (Quick Reload) + Subcutaneous Body Armor (Heavy) (Improper Installation, Integrated Cybernetic Device, Inobvious)
- Feat Implant (Combat Martial Arts) + Feat Implant (Nerve Pinch) + Trauma Router + Body Repair Weave (Improper Installation, Integrated Cybernetic Device)
- Micro Aural Communicator + Jump Pistons + Anti-Flare Implants + Auditory Baffles + Anti-Shock Implant (Improper Installation, Integrated Cybernetic Device)
- (No slots) Nasal filter

Equipment
Portable Glow Lamp 0.5 lbs.
Duracable + Grappler Tag 4 lbs.
Microtorch 1 lbs.
Flash Seal (4) 4 lbs.
Chemical, Antitox (9)
Chemical, Neutrad (9)
Chemical, Sporekill (9)
Chemical, Revivall (7)
Chemical, Rejuve (5)
Chemical, Biocort (3)
Grenade, EMP (1) 2 lbs.
Grenade, Shrapnel (2) 2 lbs.
 
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Into the Woods

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