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Corporate Defiance (OOC Thread) -- CLOSED
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<blockquote data-quote="Azaar" data-source="post: 3127705" data-attributes="member: 1988"><p>Heh, for something like that? Yeah, you're gonna need some good Sleight of Hand and Intimidate if you plan on carrying it around on the street. At least the team has heavy fire support covered. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Saves -- Base saves are Fort +3, Ref +4, Will +1; including your stats, you'll have Fort +6, Ref +6, Will +1.</p><p></p><p>Skills: The Scoundrel has pretty much everything the D&D rogue has, if that helps you any. The Soldier is much the same as the fighter, too. There are some modifications, but not many.</p><p></p><p>Feats -- You'll have BAB +4 between your classes; with Dex and Weapon Focus (light repeater), that'll mean ranged +7 for one attack, +5/+5 for two attacks (multifire), or +3/+3/+3 for three attacks (autofire). And actually, you'll have 5 feats: I forgot the bonus soldier feat at Soldier 3 -- so, you'll have two feats for levels, three feats for soldier, plus Weapon Group Proficiency (blaster rifles) from the Soldier list for switching over to soldier and getting one of their starting feats (so that you can have all sort of fun goodness with that Merr-Sonn rotary light repeater). So you still have one more feat to nab. If you're gonna keep those vibroknives, then I suggest Weapon Group Proficiency (vibro weapons) so that you don't take the -4 nonproficiency penalty on attacks -- Weapon Finesse might be something to consider down the road (and I'll check to see if Weapon Finesse has been errata'ed to be more in line with the D&D 3.5 version or not -- if it hasn't, I may Rule 0 that so that it is in line with the D&D 3.5 version).</p><p></p><p>Class Defense -- +4, for total defense of 16 (10 base + 2 Dex + 4 class).</p><p></p><p>Anything else?</p></blockquote><p></p>
[QUOTE="Azaar, post: 3127705, member: 1988"] Heh, for something like that? Yeah, you're gonna need some good Sleight of Hand and Intimidate if you plan on carrying it around on the street. At least the team has heavy fire support covered. ;) Saves -- Base saves are Fort +3, Ref +4, Will +1; including your stats, you'll have Fort +6, Ref +6, Will +1. Skills: The Scoundrel has pretty much everything the D&D rogue has, if that helps you any. The Soldier is much the same as the fighter, too. There are some modifications, but not many. Feats -- You'll have BAB +4 between your classes; with Dex and Weapon Focus (light repeater), that'll mean ranged +7 for one attack, +5/+5 for two attacks (multifire), or +3/+3/+3 for three attacks (autofire). And actually, you'll have 5 feats: I forgot the bonus soldier feat at Soldier 3 -- so, you'll have two feats for levels, three feats for soldier, plus Weapon Group Proficiency (blaster rifles) from the Soldier list for switching over to soldier and getting one of their starting feats (so that you can have all sort of fun goodness with that Merr-Sonn rotary light repeater). So you still have one more feat to nab. If you're gonna keep those vibroknives, then I suggest Weapon Group Proficiency (vibro weapons) so that you don't take the -4 nonproficiency penalty on attacks -- Weapon Finesse might be something to consider down the road (and I'll check to see if Weapon Finesse has been errata'ed to be more in line with the D&D 3.5 version or not -- if it hasn't, I may Rule 0 that so that it is in line with the D&D 3.5 version). Class Defense -- +4, for total defense of 16 (10 base + 2 Dex + 4 class). Anything else? [/QUOTE]
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