Vin Bolso: Difference between revisions

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'''AC''': 20<br>
'''AC''': 20<br>
'''DT''': 25 (recovery +5; beginning of the round)<br>
'''DT''': 25 (recovery +5; beginning of the round)<br>
'''ACTIONS'''</br>
'''''Baster Carbine''''' (pc 50). Ranged weapon attack +4 to hit' Hit: 3d8+3 energy damage. Range 200/1,200ft (50/200ft with stock folded). Auto-fire ranged weapon attack -1 to hit (+1 if braced); Hit: one target 5d8+3 energy damage or AOE 10x10ft, 3d8+2 energy damage DEX save DC12 for 1/2 damage.</br>
'''''Vibroblade''''' (pc). Melee weapon attack +6 to hit, one target, reach 5ft; Hit: 2d6+5 piercing or slashing damage.</br>


'''Traits:''' Outgoing
'''Traits:''' Outgoing
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'''Feats''': Shake it Off, Hot Wire, Armor Proficiency (medium), Do Science on it!!, Improved Crit, Full Throttle, Durable
'''Feats''': Shake it Off, Hot Wire, Armor Proficiency (medium), Do Science on it!!, Improved Crit, Full Throttle, Durable


'''Proficiencies''': Light Armour, Pistols, Rifles, Simple weapons, Martial weapons,  
'''Proficiencies''': Light Armour, Pistols, Rifles, Simple weapons, Martial weapons
 
'''ACTIONS'''</br>
'''''Baster Carbine''''' (pc 50). Ranged weapon attack +4 to hit' Hit: 3d8+3 energy damage. Range 200/1,200ft (50/200ft with stock folded). Auto-fire ranged weapon attack -1 to hit (+1 if braced); Hit: one target 5d8+3 energy damage or AOE 10x10ft, 3d8+2 energy damage DEX save DC12 for 1/2 damage.</br>
'''''Vibroblade''''' (pc). Melee weapon attack +6 to hit, one target, reach 5ft; Hit: 2d6+5 piercing or slashing damage.</br>


'''Equipment''': Repair Kit (+1 Mechanic), Datapad, Travelling clothes, $400, Blaster Carbine with 2 cells, Vibroblade w. extra cell, Survival knife, Ion Pistol (+1 to hit), Utility Belt, Battle Armour (stealth penalty 4, environmental resistance 4)
'''Equipment''': Repair Kit (+1 Mechanic), Datapad, Travelling clothes, $400, Blaster Carbine with 2 cells, Vibroblade w. extra cell, Survival knife, Ion Pistol (+1 to hit), Utility Belt, Battle Armour (stealth penalty 4, environmental resistance 4)

Revision as of 01:00, 11 January 2022

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Race: Human
Background: Guild Artisan
Class: Scout 5
Proficiency: +3

ATTRIBUTES SCORE MOD SAVES
Strength 16 +3 +3
Dexterity 12 +1 +1
Constitution 14 +2 +5*
Intelligence 14 +2 +2
Wisdom 12 +1 +4*
Charisma 10 +0 +0

Destiny Points: 8/8

HP: 54
AC: 20
DT: 25 (recovery +5; beginning of the round)

Traits: Outgoing

Skills: Insight +5, Mechanic +6, Persuasion +4, Pilot +5, Drive +5, Survival +5, Initiative +5

Talents: Jury-Rigger, Fringe Savant, Pure Engineer, Grenade Expert

Feats: Shake it Off, Hot Wire, Armor Proficiency (medium), Do Science on it!!, Improved Crit, Full Throttle, Durable

Proficiencies: Light Armour, Pistols, Rifles, Simple weapons, Martial weapons

ACTIONS
Baster Carbine (pc 50). Ranged weapon attack +4 to hit' Hit: 3d8+3 energy damage. Range 200/1,200ft (50/200ft with stock folded). Auto-fire ranged weapon attack -1 to hit (+1 if braced); Hit: one target 5d8+3 energy damage or AOE 10x10ft, 3d8+2 energy damage DEX save DC12 for 1/2 damage.
Vibroblade (pc). Melee weapon attack +6 to hit, one target, reach 5ft; Hit: 2d6+5 piercing or slashing damage.

Equipment: Repair Kit (+1 Mechanic), Datapad, Travelling clothes, $400, Blaster Carbine with 2 cells, Vibroblade w. extra cell, Survival knife, Ion Pistol (+1 to hit), Utility Belt, Battle Armour (stealth penalty 4, environmental resistance 4)