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- Sigdor
- Ogrun Rifleman/Ranger/Alchemist
- PHY 6/7 SPD 6/6 STR 6/8 AGL 4/5 PRW 4/5 POI 4/4 INT 5/5 ARC - PER 4/4
- MAT 5 RAT 6 DEF 14 ARM x CMD 5 INI 14 WIL 11 EXP 9/49 GLD 110
- 3 feat points/session
- =Military Skills=
- Hand Weapon (PRW) 1
- Rifle (POI) 2
- Thrown Weapon (PRW) 1
- =Occupational Skills=
- Survival (Per) 2
- Tracking (Per) 2
- Climbing (Str) 1
- Detection (Per) 3 (Cap +1)
- Sneak (Agl) 1
- Medicine (Int) 2
- Navigation (Per) 2
- Craft: Gunsmith (Int) 2
- Rope Use (Agi) 2 (Cap +1)
- Alchemy (Int) 2
- Negotiation (GM) 1
- Research (Int) 1
- =Connections, Languages=
- *Connections
- Alchemical Order 1
- *Languages
- Molgur-Og
- Rhulic
- Llaelese
- =Abilities, Archetype Benefits=
- *Archetype [Skilled]
- Virtuoso (Rifles): When making non-AOE attack with Rifle, gain +1 die for attack and damage rolls. Discard lowest die from each roll.
- Preternatural Awareness: Gain boosted init rolls, additionally enemies do not gain back strike bonuses
- *Abilities (Ranger)
- Camouflage: Additional +2 Defense when benefiting from Concealment or Cover
- Pathfinder: Can move over rough terrain without penalty
- Fast Reload: +1 quick action per turn to reload a ranged weapon
- Prowl: Gain stealth when in terrain that provides concealment or the AOE of a cloud effect
- *Abilities (Rifleman)
- Dual Shot: Can Forfeit movement to make an additional ranged attack in the turn
- Marksman: Can Use Quick Actions and Aim in the same round, must still forfeit movement.
- Crack Shot: Gain +2 on ranged attacks against targets with concealment, Cover, or Elevation
- *Abilities(Alchemist)
- Fast Cook: He can create alchemical items in half the normal time.
- Grenadier: Gain an additional quick action that can only be used to pull the pin on a grenade
- *Abilities(Houserules)
- Specialization (Rifles): Don't suffer attack roll penalties when using rifles
- Binding: When you tie up or use restraints on another, add 3 to the skill roll to escape
- =Equipment=
- *Melee Weapon:
- Hand Axe; 3 Power
- *Ranged Weapon:
- Heavy Rifle; 14 Range 12 Power (equipped with Scope for increased range)
- *Ammo:
- 30 Heavy Rifle rounds
- *Alchemical Grenades:
- Rust Bombs (2)
- *Armor:
- Chain Mail; -2 DEF, +7 ARM
- *Alchemical Ingredients:
- 4x Mineral Acid
- 4x Mineral Crystals
- 5x Alchemical Waste (Crystal)
- 5x Alchemical Waste (Liquid)
- *Misc:
- Ammo Bandolier: Draw and reload a round into a firearm in a single quick action
- Grenade Bandolier: Draw Grenades without a quick action
- Field Alchemy Kit
- Gunsmith's Kit
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