Cross Hair
Don G. Fardie aka Cross Hair
SN: 774-95-CD82
Primary MOS: 11B Infantry
Secondary MOS: Marksmanship Instructor
Grade: E-4
Birthplace: Brockton, Massachusetts
DOB: 01/21/1979
Height: 5’9”
Weight: 165 lbs.
Hair: Brown-Blonde
Eyes: Grey
Class:
Soldier 5
Sniper 3
Department: Infantry
(+2 Con/-2 Int, +3 Fort Saves increases +1/ 4 lvls, +3 Defense when benefiting from cover or concealment bonuses increases +1/ 4 lvls, Point Blank Shot)
STR: 11
DEX: 18
(original 16 +2 lvl bonuses)
CON: 12
(original 10 +2 dept bonus)
INT: 15
(original 17 -2 dept penalty)
WIS: 14
CHA: 10
Action Dice: 4
(d6)
Education: 10
(2 Int + 8 level)
Inspiration: 10
(2 Wis + 8 level)
Speed: 30
Initiative: 11
(7 class 4 dex)
BAB: 8
-Unarmed: 8
-Melee: 8
-Ranged: 12 (4 dex)
Defense: 18
(10 base +4 class +4 dex)(+3 additional when benefiting from cover & concealment bonuses to defense, and +1 dodge bonus when fighting defensively +2 total defense).
Vitality: 98
Wounds: 12
FORT: 9
(5 base 1 con 3 dept)
REF: 10
(6 base 4 dex)
WILL: 4
(2 base 2 will)
CLASS ABLITIES:
Accurate: when making an attk roll, or Str/Con based skill check, use 2 action dice instead of one.
(soldier)
Precise: when adding an action dice to firearms damage roll use 2 instead of 1
(sniper)
Damage Reduction: -1 from damage each time he is dealt damage to a min of 1 pt damage
(soldier)
Reposition: gains Run feat
(sniper)
Armor Use: when wearing armor, defense bonus increased +1 & armor check reduced -1 to a min of 1 on armor check
(soldier)
Magic Touch: +1 to BAB when using firearms
(sniper)
FEATS:
Armor Proficiency
(light, medium, heavy) (soldier starting)
Weapon Group Proficiency
(hurled, melee, handgun, rifle, tactical) (soldier starting)
Point Blank Shot
(dept bonus)
Precise Shot
(1st level)
Far Shot
(1st soldier bonus)
Sharp-shooting
(3rd level)
Marksman
(3rd soldier bonus)
Extreme Range
(5th soldier bonus)
Increased Precision
(6th level)
Run
(1st sniper)
Sniper
(1st sniper bonus)
SKILLS:
(total bonus/# ranks)(synergy’s are figured in where it’s a blanket +, conditionals follow ranks):
Appraise: +2
Balance: +11 / 5 ranks
Bluff: +0
Boating: +4
Bureaucracy: +0
Climb: +5
Computers: +2
Concentration: +2
Craft Gunsmithing: +5 / 3 ranks
Demolitions: +4 / 2 ranks
Diplomacy: +0
Disguise: +0
Driver: +6 / 2 ranks
Escape Artist: +4
First Aid: +5 / 3 ranks
Forgery: +2
Gather Information: +0
Hide: +14 / 10 ranks
(+2 bypassing video security equip/+2 bypass fixed security sensors/+5 if you know schematics or guards timetable)
Hobby: +2
Innuendo: +2
Intimidate: +0
Jump: +7 / 5 ranks
Languages: +2
Listen: +2
Move Silently: +10 / 6 ranks
(+2 when Balance is a factor/+2 when scaling/climbing wall)
Open Lock: +4
Perform: +0
Profession: +2
Search: +4 / 2 ranks
Sense Motive: +2
Sleight of Hand: +4
Sport Skeet Shooting: +5 / 1 rank
Spot: +13 / 11 ranks
Surveillance: +7 / 5 ranks
Survival: +5 / 3 ranks
Swim: +2 / 2 ranks
Tumble: +11 / 5 ranks
(see Defense for conditional modifiers)
Use Rope: +6 / 2 ranks
Native Languages:
English, Russian, Arabic, Spanish
WEAPONS
"Vera" M82A1 ‘Light Fifty’ Sniper Rifle (Free Item) (I spent 35 bps and 12 gps on modifications)
Attack Bonus: +16
Damage: 2d12+2
Error: 1-2
Threat: 16-20
Range: 750 ft.
Recoil: 17
Conditional bonuses to hit:
+1 Attack within 1500 feet from Point Blank Shot/Increased Precision
+3 Attack when aiming from Marksman and Double Triggers
+2 Attack when bracing from Marksman
+2 Attack against a target who is benefiting from at least Partial Cover from Sharp-shooting.
Conditional bonuses to damage:
+1 Damage within 1500 feet.
Has the following modifications:
Armor Piercing – ignores the first 3 pts of DR/Hardness. AP ammo stacks w/ this mod and increases by 2 more points.
Takedown – targets of this weapon must make a Fort Save DC 10 + damage dealt, after DR/Hardness are applied or be knocked prone.
Match grade weapon – attack rolls +1
Weapon accurizing – attack rolls +1 stacks with match grade
Improved Safety – error check 1x day in Condition 0, no error check in Condition 1
Double Trigger – when spend full round aim bonus is increased by +1
Bipod, leg notch adjustable – allows bracing as a free action, reduces recoil by 1
Suppressor, removable – Spot/Listen checks to notice are penalized by -4, attaching is a full action.
16x Telescopic Sight – ignore range increments 4, 6, 8, and 10
Floating Barrel - +1 masterwork bonus to attacks
Assault Sling – free action to draw weapon with Dex check DC 10, not subject to drop results and grants +2 gear bonus to oppose disarm attempts.
Ammuntion:
40 rounds FMJ
(full metal jacket)
H&K SOCOM .45 ACP (Joe Bundle)
Attack Bonus: +13
Damage: 1d12
Error: 1
Threat: 18-20
Range: 50 ft.
Recoil: 19
Conditional bonuses to hit:
+1 Attack within 50 feet from Point Blank Shot/Increased Precision
+2 Attack within 50 feet from laser sight
+2 Attack when aiming from Marksman.
+2 Attack when bracing from Marksman
+2 Attack against a target who is benefiting from at least Partial Cover from Sharp-shooting.
Conditional bonuses to damage:
+1 Damage within 50 feet.
Has the following modifications:
Integral Laser Sight – Attacks within 50 feet are at +2
Takedown – targets of this weapon must make a Fort Save DC 10 + damage dealt, after DR/Hardness are applied or be knocked prone.
Whisper-lock – can be turned on/off with a half action. When active w/ attached and functional silencer it inflicts -8 gear penalty to Spot/Listen checks to hear weapon in single shot mode. Must use half action after each attack to ready the weapon to fire again.
Silencer, removable – opponents have -4 penalty to Listen checks to locate shooter.
Ammuntion:
49 rounds FMJ
Survival Knife (Joe Bundle)
Attack Bonus: +8
(melee) +12
(ranged)
Damage: 1d6
Error: 1
Threat: 20
Range: 10 ft.
GEAR
Budget Points: 0
(53 spent) [10 soldier 3 sniper + 40 (0 x CH mod)]
Gadget Points: 4 [2 soldier 2 sniper]
Flashlight*
Boonie Hat
Magnetic, Compass
Gun Cleaning Kit
Binoculars -
(+2 Spot checks)
Tactical (Encrypted) Radio* - range 1 mile.
Ghillie Suit -
(Spot/Surveillance checks are at a -4 penalty to spot him, as long as he doesn’t move)
Combat Boots -
(+1 circumstance Survival to maintain overland speed and Climb checks for which good traction can help)
BDUs, camouflaged-
(+2 circumstance Hide in natural surroundings or darkness, assuming color scheme is appropriate to environment.)
Load Bearing Equipment -
(It consists of a belt pouch (capable of holding binoculars, a handgun, etc.), load-bearing vest (capable of holding up to 8 magazines of ammunition and either 2 grenades or 20 shotgun shells, with webbing loops on the side for 6 more grenades), and a rucksack (with two shoulder straps that distribute weight equally across the shoulders and waist, and can hold up to 100 pounds of miscellaneous gear). When wearing load bearing equipment, the agent’s Strength is considered 1 higher for the purposes of encumbrance.)
Not used
Kevlar BDUs* (any pattern)
Military Helmet*
Backpack*
Web Belt *
(looted the ammo pouches and holster for the LBE)
* Joe bundle items
MISSION GEAR
44 Budget Points Spent 36
20 rounds Talon ammuntion for sniper rifle (3) (MAG pg 87)
1 Liquid Skin Patch (5) (SEH pg 126)
1 Stimulant Shot (3) (SEH pg 126)
2 Smoke Grenades (1 red for marking LZ) (12)
1 Gas Mask (5) (SEH pg 123)
1 NBC Suit (8) (SEH pg 123)
8 Gadget Points Spent 5
Glasses w/ following modifications (1) (SEH pg 138)
Thermographic Lenses (2) (SEH pg 140)
X-ray Lenses (2) (SEH pg 140)
I've attached an image of Cross Hair in all his glory
