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<blockquote data-quote="Armistice" data-source="post: 2860828" data-attributes="member: 34673"><p>Sarge 2.0</p><p>[SBLOCK]Name: Sarge</p><p>Class Levels: Soldier 4 </p><p>Origin: Veteran Serviceman (1/session free request check, 7 extra skill points; bonus Officer feat, handgun and rifle proficiencies, +1 w/ attack checks using Suppressive Fire).</p><p></p><p>Notes: I wanted to see how close I could get with a straight 'soldier build'. I think this works in spirit. He's a team leader by example, while still allowing room for an officer to polish off the rough-edges. Sarge is an astute judge of character and can work the green machine like few others, to get what his squad needs. Getting the job done while under fire is par for the course. He never quits, and he'll, 'leave 'em standing in a puddle of their own piss' if anyone in his squad looks like they aren't giving their all.</p><p></p><p>Attributes: </p><p>STR DEX CON INT WIS CHA SPEED INIT</p><p>+1 +1 +1 +1 +1 +1 30 +6 (+5 class, +1 dex)</p><p>12 12 13 12 12 13 X X</p><p></p><p>FORT REFL WILL ATTACK DEFENSE</p><p>+3 +2 +5 +4 13 (+2 class, +1 dex, melee/fireams DR 5/7)</p><p></p><p>Vitality/Wounds : 35/13</p><p>Stress Threshold: 12 </p><p>Subdual Threshold: 13</p><p></p><p>Action Dice: 3d4</p><p>Reputation: 2</p><p>Request Check : +5, Knowledge Check : +5, Gear Check: +5</p><p>Focuses & Fortes: Profession (Military - forte), Science(Engineering - forte).</p><p>Proficiencies: (7) blunt, handgun(forte), hurled, rifle(forte), unarmed (forte), tactical.</p><p>Contacts : Various Military Contacts.</p><p>Interests : Medicine, Gambling, Golf.</p><p></p><p>Class Abilities (page 49)</p><p> Accurate (Core): Each time you spend an action die to boost an attack check, you roll and add the results of 2 dice.</p><p> Fight On x2: Choose 2 bonus 'Combat' feats.(Armor Basics, Battle Hardened)</p><p> Fortunes of War I: DR 1/- can be doubled for up to 3 rounds per session.</p><p> Armor Use I: You're at home in armor. +1Def when wearing armor and your ACP decreases by 1. Gain one free Caliber 1 armor pick. </p><p></p><p>Skills (42 Ranks)</p><p>Athletics 1, Drive 2, Intimidate 7, xMedicine 2, Networking 7, Notice 4, Profession 4, Resolve 4, Search 3, Sense Motive 7, Survival 3, Tactics 3.</p><p></p><p>Feats </p><p> Guts: +4 bonus with variety of exertion checks. Unaffected by fatigued condition penalties. Resistant to critical injuries (roll d10 instead of d20 on Table of Ouch).</p><p> Officer (Origin): +2 insight bonus all skill and Knowledge checks with Intimidate and Tactics, base threat range with these skills is 19-20.</p><p> Armor Basics(Partial): DR vs. melee weapons increase by 1, ACP decrease by 1, defense penalty decrease by 2.</p><p> Talented(Diplomat): Networking and Sense Motive are class skills. Further, purchasing 1 skill rank with one also gains you 1 skill rank with the other.</p><p> Battle Hardened: Gain 2 points of damage resistance vs. Stress damage. You only suffer -1 penalty when targeted by Cover fire or Suppressive fire.</p><p></p><p>Wealth 2 </p><p>Lifestyle 2, </p><p>Possessions 2, </p><p>Spending Cash 1</p><p></p><p>Personal Gear: Personal Vehicle. Housing. Standard equipment for a soldier. Of note Tactical Vest 3/6 (all penalties negated by class&feats). Choose 12 items personal kit. </p><p></p><p>Mission Gear: (1W, 1S)</p><p></p><p>Attacks Atk Dam Err/Thr Rng Recoil Modes Hand Ammo</p><p>Unarmed +6 1d6+1 1/20 -- -- -- -- -- </p><p>Colt M1911 +6 1d12 1/19 25 ft 11 1h 7M7</p><p>M16A2 +6 4d4 1-3/19 125 ft. 10 S 1h 30M5[/SBLOCK]</p><p></p><p>Sorry about the delay, but others know I'm home and I had to run 'urgent' errands <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p>I am so glad I can use the npc rules to do this instead. There's just no need to stat out a full character unless I'm pre-generating for PC's. I could have gone several ways with this and all without multi-classing. The Scout, Wheelman and Explorer could have worked equally well. Heck, I've made a legitimate combat officer based on the Scientist class. </p><p></p><p>I didn't see the need to take him past 4th level, 'cause at 6th he looks more like SGT. Slaughter! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Any questions about Sarge 2.0?</p><p></p><p>P.S: Anyone know how I put this in a dropdown field?</p><p></p><p>ETA: Some number crunching corrections and explanation.</p></blockquote><p></p>
[QUOTE="Armistice, post: 2860828, member: 34673"] Sarge 2.0 [SBLOCK]Name: Sarge Class Levels: Soldier 4 Origin: Veteran Serviceman (1/session free request check, 7 extra skill points; bonus Officer feat, handgun and rifle proficiencies, +1 w/ attack checks using Suppressive Fire). Notes: I wanted to see how close I could get with a straight 'soldier build'. I think this works in spirit. He's a team leader by example, while still allowing room for an officer to polish off the rough-edges. Sarge is an astute judge of character and can work the green machine like few others, to get what his squad needs. Getting the job done while under fire is par for the course. He never quits, and he'll, 'leave 'em standing in a puddle of their own piss' if anyone in his squad looks like they aren't giving their all. Attributes: STR DEX CON INT WIS CHA SPEED INIT +1 +1 +1 +1 +1 +1 30 +6 (+5 class, +1 dex) 12 12 13 12 12 13 X X FORT REFL WILL ATTACK DEFENSE +3 +2 +5 +4 13 (+2 class, +1 dex, melee/fireams DR 5/7) Vitality/Wounds : 35/13 Stress Threshold: 12 Subdual Threshold: 13 Action Dice: 3d4 Reputation: 2 Request Check : +5, Knowledge Check : +5, Gear Check: +5 Focuses & Fortes: Profession (Military - forte), Science(Engineering - forte). Proficiencies: (7) blunt, handgun(forte), hurled, rifle(forte), unarmed (forte), tactical. Contacts : Various Military Contacts. Interests : Medicine, Gambling, Golf. Class Abilities (page 49) Accurate (Core): Each time you spend an action die to boost an attack check, you roll and add the results of 2 dice. Fight On x2: Choose 2 bonus 'Combat' feats.(Armor Basics, Battle Hardened) Fortunes of War I: DR 1/- can be doubled for up to 3 rounds per session. Armor Use I: You're at home in armor. +1Def when wearing armor and your ACP decreases by 1. Gain one free Caliber 1 armor pick. Skills (42 Ranks) Athletics 1, Drive 2, Intimidate 7, xMedicine 2, Networking 7, Notice 4, Profession 4, Resolve 4, Search 3, Sense Motive 7, Survival 3, Tactics 3. Feats Guts: +4 bonus with variety of exertion checks. Unaffected by fatigued condition penalties. Resistant to critical injuries (roll d10 instead of d20 on Table of Ouch). Officer (Origin): +2 insight bonus all skill and Knowledge checks with Intimidate and Tactics, base threat range with these skills is 19-20. Armor Basics(Partial): DR vs. melee weapons increase by 1, ACP decrease by 1, defense penalty decrease by 2. Talented(Diplomat): Networking and Sense Motive are class skills. Further, purchasing 1 skill rank with one also gains you 1 skill rank with the other. Battle Hardened: Gain 2 points of damage resistance vs. Stress damage. You only suffer -1 penalty when targeted by Cover fire or Suppressive fire. Wealth 2 Lifestyle 2, Possessions 2, Spending Cash 1 Personal Gear: Personal Vehicle. Housing. Standard equipment for a soldier. Of note Tactical Vest 3/6 (all penalties negated by class&feats). Choose 12 items personal kit. Mission Gear: (1W, 1S) Attacks Atk Dam Err/Thr Rng Recoil Modes Hand Ammo Unarmed +6 1d6+1 1/20 -- -- -- -- -- Colt M1911 +6 1d12 1/19 25 ft 11 1h 7M7 M16A2 +6 4d4 1-3/19 125 ft. 10 S 1h 30M5[/SBLOCK] Sorry about the delay, but others know I'm home and I had to run 'urgent' errands :). I am so glad I can use the npc rules to do this instead. There's just no need to stat out a full character unless I'm pre-generating for PC's. I could have gone several ways with this and all without multi-classing. The Scout, Wheelman and Explorer could have worked equally well. Heck, I've made a legitimate combat officer based on the Scientist class. I didn't see the need to take him past 4th level, 'cause at 6th he looks more like SGT. Slaughter! :D Any questions about Sarge 2.0? P.S: Anyone know how I put this in a dropdown field? ETA: Some number crunching corrections and explanation. [/QUOTE]
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