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[d20 Future] Alien Legion - Jugger, Sarigar
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<blockquote data-quote="ragboy" data-source="post: 2080904" data-attributes="member: 4151"><p><strong>Jugger Grimrod</strong></p><p></p><p>I haven't figured the armor yet... </p><p> </p><p>Jugger Grimrod</p><p>Tough 3/Strong 2/Dreadnought 2/Soldier 3/ Helix Warrior 4 CR 14; Medium-size humanoid; HD 3d10+3 plus 2d8+3, 2d12+4, 3d10+6, 4d10+8 plus 6; HP 116; Mas 16; Init +2; Spd 30 ft; Defense 21, touch 21, flatfooted 19 (+0 size, +2 Dex, +9 class); BAB +11; Grap +14; Atk +14/+9/+4 melee (1d4+3, wrist blade), or +14/+9/+4 ranged (2d6+2, laser rifle w/ weapon focus); FS 5 ft by 5 ft; Reach 5 ft; SQ mutation; AL himself, Nomad, Legion; SV Fort +13, Ref +6, Will +7; AP X; Rep +2; Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8.</p><p>Occupation: Criminal (Gamble, Sleight of Hand)</p><p>Skills (57): Intimidate +5 (-1 CHR, +6 Ranks), Gamble (+1 Wis, +1 Rank), Jump +6 (+2 STR, +4 Rank), Knowledge (Streetwise) +1 (+1 Rank), Knowledge (Tactics) +6 (+6 Rank), Listen +9 (+6 Rank, +1 WIS, +2 Alertness), Sleight of Hand +3 (+2 DEX, +1 Rank), Spot +8 (+1 WIS, +5 Rank, +2 Alertness), Survival +9 (+1 WIS, +8 Rank), Demolitions +6 (+6 rank), Drive +3 (+2 Dex, +1 Rank), Hide +8 (Dex +2, +6 Ranks), Navigate +4 (+4 Ranks), Move Silently +8 (Dex +2, +6 Ranks)</p><p>Feats: Alertness, Track, Personal Firearms Proficiency, Toughness, Improved Damage Threshold (Mas +3), Combat Martial Arts (1d4+2 damage), Advanced Firearms Proficiency, Armor Proficiency (light), Endurance, Ultra Immune System, Armor Proficiency (medium)</p><p> </p><p>Tough</p><p>Talents: Robust (+3 hp), Stamina</p><p> </p><p>Strong</p><p>Talents: Melee Smash +1 (melee damage)</p><p> </p><p>Class Features: </p><p>Fearless (immune to fear - except Claustrophobia)</p><p>Stability (+4 stability bonus tripped, overrun, knocked prone or bullrushed)</p><p>Unhindered (armor penalty +2)</p><p>Ability Surge (+8 STR, -2 DEF, 2 rounds, then fatigued for 2 rounds)</p><p>Steamroller No movement before making overrun vs. opponent. +2 trip attack vs. blockers</p><p>-=-=-=-=-</p><p>Weapon Focus (+1 to attack - laser rifle)</p><p>Weapon Specialization (+2 damage - laser rifle)</p><p>-=-=-=-=-</p><p>Haul - STR +4 for carrying capacity</p><p>Light Sleeper - Listen check while sleeping</p><p>Survivor - additional 1d6 Action dice for saving throw</p><p>Darkvision - 60ft</p><p>Strong as an Ox - carrying capacity as a Large creature</p><p> </p><p>Note: Jugger has the minor scent mutation: </p><p> </p><p>SCENT [MINOR]</p><p>You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights.</p><p>MP Cost: 2.</p><p>Benefit: You gain the scent special ability.</p><p> </p><p>...and a new drawback: </p><p> </p><p>PHOBIA [MINOR] - Claustrophobia</p><p>You are unnaturally afraid of a single situation, creature, or object. </p><p>MP Value: 2</p><p> </p><p>Drawback: </p><p>If the source of your fear is within sight, you are panicked until the source of your fear is no longer a threat, to the point of injuring yourself (Int check DC 15 to prevent serious injury - success indicates you are cowering) (jumping off of a cliff, fleeing into the path of traffic, or bashing yourself against an obstruction until unconscious). Note: The 'Fearless' class feature does not apply to a Phobia.</p></blockquote><p></p>
[QUOTE="ragboy, post: 2080904, member: 4151"] [b]Jugger Grimrod[/b] I haven't figured the armor yet... Jugger Grimrod Tough 3/Strong 2/Dreadnought 2/Soldier 3/ Helix Warrior 4 CR 14; Medium-size humanoid; HD 3d10+3 plus 2d8+3, 2d12+4, 3d10+6, 4d10+8 plus 6; HP 116; Mas 16; Init +2; Spd 30 ft; Defense 21, touch 21, flatfooted 19 (+0 size, +2 Dex, +9 class); BAB +11; Grap +14; Atk +14/+9/+4 melee (1d4+3, wrist blade), or +14/+9/+4 ranged (2d6+2, laser rifle w/ weapon focus); FS 5 ft by 5 ft; Reach 5 ft; SQ mutation; AL himself, Nomad, Legion; SV Fort +13, Ref +6, Will +7; AP X; Rep +2; Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8. Occupation: Criminal (Gamble, Sleight of Hand) Skills (57): Intimidate +5 (-1 CHR, +6 Ranks), Gamble (+1 Wis, +1 Rank), Jump +6 (+2 STR, +4 Rank), Knowledge (Streetwise) +1 (+1 Rank), Knowledge (Tactics) +6 (+6 Rank), Listen +9 (+6 Rank, +1 WIS, +2 Alertness), Sleight of Hand +3 (+2 DEX, +1 Rank), Spot +8 (+1 WIS, +5 Rank, +2 Alertness), Survival +9 (+1 WIS, +8 Rank), Demolitions +6 (+6 rank), Drive +3 (+2 Dex, +1 Rank), Hide +8 (Dex +2, +6 Ranks), Navigate +4 (+4 Ranks), Move Silently +8 (Dex +2, +6 Ranks) Feats: Alertness, Track, Personal Firearms Proficiency, Toughness, Improved Damage Threshold (Mas +3), Combat Martial Arts (1d4+2 damage), Advanced Firearms Proficiency, Armor Proficiency (light), Endurance, Ultra Immune System, Armor Proficiency (medium) Tough Talents: Robust (+3 hp), Stamina Strong Talents: Melee Smash +1 (melee damage) Class Features: Fearless (immune to fear - except Claustrophobia) Stability (+4 stability bonus tripped, overrun, knocked prone or bullrushed) Unhindered (armor penalty +2) Ability Surge (+8 STR, -2 DEF, 2 rounds, then fatigued for 2 rounds) Steamroller No movement before making overrun vs. opponent. +2 trip attack vs. blockers -=-=-=-=- Weapon Focus (+1 to attack - laser rifle) Weapon Specialization (+2 damage - laser rifle) -=-=-=-=- Haul - STR +4 for carrying capacity Light Sleeper - Listen check while sleeping Survivor - additional 1d6 Action dice for saving throw Darkvision - 60ft Strong as an Ox - carrying capacity as a Large creature Note: Jugger has the minor scent mutation: SCENT [MINOR] You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can also identify familiar odors the way humans do familiar sights. MP Cost: 2. Benefit: You gain the scent special ability. ...and a new drawback: PHOBIA [MINOR] - Claustrophobia You are unnaturally afraid of a single situation, creature, or object. MP Value: 2 Drawback: If the source of your fear is within sight, you are panicked until the source of your fear is no longer a threat, to the point of injuring yourself (Int check DC 15 to prevent serious injury - success indicates you are cowering) (jumping off of a cliff, fleeing into the path of traffic, or bashing yourself against an obstruction until unconscious). Note: The 'Fearless' class feature does not apply to a Phobia. [/QUOTE]
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