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[d20 Future] 22nd Century: Solar Odyssey to Hell [PCs and NPCs]
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<blockquote data-quote="John Tobermory" data-source="post: 1818920" data-attributes="member: 25258"><p><strong>Major John Tobermory</strong></p><p></p><p><span style="color: Orange"><strong>Maj. John Tobermory</strong></span></p><p><strong>Charismatic 3/Dedicated 2/Field Officer 3</strong>; D20 Modern/D20 Modern/D20 Future</p><p></p><p>Maj. Tobermory is a tall. middle-aged human of AmerIndian geneline. He has a calm demeanor but a powerful presence. </p><p></p><p><u>Starting occupation</u>: Military (Pilot, Knowledge (Tactics), Personal Weapons Prof.). <u>Allegiance</u>: Military. <u>Reputation:</u> +4</p><p></p><p><strong>Combat:</strong> HD: 8; Hit-points: 42; MAS 12; Initiative: +2; Speed: 30; Defense 18 (touch 18, flat-footed 15); BAB +5; Grap +5; Atk +5 melee (1d4, unarmed strike), or +8 ranged (2d8, firearm); AP 10.</p><p><strong>Saves:</strong> Fort +6, Ref +6, Will +8.</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 16 (+3).</p><p><strong>Racial Traits:</strong> Gene-Fixed Human: as human w/ Gene mod for Zero-G (purchased as Feat)</p><p><strong>Skills:</strong> Bluff +9, Computer Use +7, Diplomacy +13, Gather Information +9, Intimidate +10, Knowledge (Current Events) +7, Knowledge (Tactics) +9, Navigate +3, Pilot +13, Sense Motive +10, Spot +8</p><p><strong>Feats and Talents:</strong> Armor Prof. (Light), Personal Firearms Prof., Advanced Firearms Prof., Point Blank Shot, Quick Draw, Simple Weapons Prof., Starship Operation (Heavy??? and Ultralight???), Zero-G Training; Coordinate, Inspiration, Empathy, Leadership, Uncanny Survival</p><p><strong>Equipment:</strong> Soulink, Prophecy and Chatter nano augmentation (pending approval), all else as assigned</p><p><strong>Note:</strong> </p><p></p><p><strong>Coordinate:</strong> The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.</p><p>The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).</p><p></p><p><strong>Inspiration:</strong> The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.</p><p>An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.</p><p>A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).</p><p></p><p><strong>Empathy:</strong> The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.</p><p></p><p><strong>Leadership:</strong> By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him.</p><p>A Field Officer cannot use this ability on himself.</p><p></p><p><strong>Uncanny Survival:</strong> Beginning at 2nd level, a Field Officer can add one-half his class level to his Defense for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed Defense, as well.) He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions.</p></blockquote><p></p>
[QUOTE="John Tobermory, post: 1818920, member: 25258"] [b]Major John Tobermory[/b] [COLOR=Orange][B]Maj. John Tobermory[/B][/COLOR] [B]Charismatic 3/Dedicated 2/Field Officer 3[/B]; D20 Modern/D20 Modern/D20 Future Maj. Tobermory is a tall. middle-aged human of AmerIndian geneline. He has a calm demeanor but a powerful presence. [U]Starting occupation[/U]: Military (Pilot, Knowledge (Tactics), Personal Weapons Prof.). [U]Allegiance[/U]: Military. [U]Reputation:[/U] +4 [B]Combat:[/B] HD: 8; Hit-points: 42; MAS 12; Initiative: +2; Speed: 30; Defense 18 (touch 18, flat-footed 15); BAB +5; Grap +5; Atk +5 melee (1d4, unarmed strike), or +8 ranged (2d8, firearm); AP 10. [B]Saves:[/B] Fort +6, Ref +6, Will +8. [B]Abilities:[/B] Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 14 (+2), Cha 16 (+3). [B]Racial Traits:[/B] Gene-Fixed Human: as human w/ Gene mod for Zero-G (purchased as Feat) [B]Skills:[/B] Bluff +9, Computer Use +7, Diplomacy +13, Gather Information +9, Intimidate +10, Knowledge (Current Events) +7, Knowledge (Tactics) +9, Navigate +3, Pilot +13, Sense Motive +10, Spot +8 [B]Feats and Talents:[/B] Armor Prof. (Light), Personal Firearms Prof., Advanced Firearms Prof., Point Blank Shot, Quick Draw, Simple Weapons Prof., Starship Operation (Heavy??? and Ultralight???), Zero-G Training; Coordinate, Inspiration, Empathy, Leadership, Uncanny Survival [B]Equipment:[/B] Soulink, Prophecy and Chatter nano augmentation (pending approval), all else as assigned [B]Note:[/B] [B]Coordinate:[/B] The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally). [B]Inspiration:[/B] The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier. An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally). [B]Empathy:[/B] The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level. [B]Leadership:[/B] By providing supervision and guidance, a Field Officer can improve an ally’s chances of succeeding at a skill check. Instead of making a skill check to aid another, the Field Officer makes a Diplomacy check (DC 10). He cannot take 10 or take 20 on the check. Success grants a competence bonus on the ally’s skill check equal to the Field Officer’s Charisma bonus or Reputation bonus, whichever is greater. The ally must be within sight and hearing distance of the Field Officer and must be able to understand him. A Field Officer cannot use this ability on himself. [B]Uncanny Survival:[/B] Beginning at 2nd level, a Field Officer can add one-half his class level to his Defense for 1 round, once per day. (The bonus applies to the Field Officer’s touch and flat-footed Defense, as well.) He must declare he is doing this at the beginning of his turn, and the Defense bonus lasts until his next round of actions. [/QUOTE]
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[d20 Future] 22nd Century: Solar Odyssey to Hell [PCs and NPCs]
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