Editing Pirates of the Baltic Sea:Booth

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''Male German, 41 years old''<Br/>
 
''Male German, 41 years old''<Br/>
 
===ABILITY SCORES===
 
===ABILITY SCORES===
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[[File:CP2185_Juile.jpg | right | 250px]]
 
Strength 9 (-1)  <Br/>
 
Strength 9 (-1)  <Br/>
 
Dexterity 11 (+0) <Br/>
 
Dexterity 11 (+0) <Br/>
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'''Saving Throws''': Fort +0, Reflex +4, Mind +3 <Br/>
 
'''Saving Throws''': Fort +0, Reflex +4, Mind +3 <Br/>
  
'''Skills''':  
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'''Skills''': Mechanics +6, Engineering +6, Perception +6, Hacking +4.  +6. Medicine +8, Perception +4, Sense Motives +1 <Br/>
Athletics -1
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'''Tool Proficiencies''': Disarming Kit +4, First Aid Kit +6 <Br/>
Intimidation -1
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'''Armor & Weapon Proficiencies''': Light Armor, Medium Armor, Helmets; Melee Weapons, Pistols, Submachine Guns, Shotguns <Br/>
Acrobatics +0
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'''Language''': English, Swedish, Latvian, Russian, German <Br/>
Sleight of Hand +2
 
Stealth +2
 
Vehicles (Land) +0
 
History +3
 
Investigation +5
 
Gambling +3
 
Religion +3
 
Navigation +3
 
Tracking +3
 
Perception +5
 
Engineering +5
 
Streetwise +3
 
Computing +2
 
Medicine +2
 
Robotics +2
 
Hacking +4
 
Vehicles (Aircraft) +4
 
Mechanics +4
 
Bureaucracy +5
 
Deception +7
 
Performance +3
 
Persuasion +3
 
Presence +7
 
Sense Motive +3 <Br/>
 
'''Tool Proficiencies''': Disguise Kit, Hacker's Device, Repair Tools  <Br/>
 
'''Armor & Weapon Proficisencies''': Light Armor, Medium Armor; Melee Weapons, Pistols, Shotguns <Br/>
 
'''Language''': English, Swedish, Russian, German <Br/>
 
  
 
'''Vice''': I am wanted by the German Authorities <Br/>
 
'''Vice''': I am wanted by the German Authorities <Br/>
  
 
'''ATTACK ACTIONS''' </Br>
 
'''ATTACK ACTIONS''' </Br>
'''''Knife''''': melee attack +2 to hit; damage: 1d4-1 slashing damage<Br/>
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'''''Phase Shift Knife''''': melee attack +4 to hit; damage: 1d6+2 slashing damage<Br/>
'''''21st Century Pistol: Silenced''''': ranged attack +2 to hit, range 20/60; damage: 2d6 ballistic damage <Br/>
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'''''Heavy Pistol''''': ranged attack +4 to hit, range 50/150; damage: 2d6 +2 ballistic damage <Br/>
  
===Origin's Traits (Korporate Kid)===
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===Origin's Traits (Regular Joe)===
+2 to Intelligence, +1 to Technology; High Flyer (Augmented)- Visser Night Vision Visor  <Br/>
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+2 to Technology, +1 to Intelligence and Constitution; 2 skills of choice (Engineering, History), and 1 tool proficiency of choice (Disarming Kit) <Br/>
  
===Class Traits (Investigator/Private Eye)===
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===Class Traits (Doc/Cybernetic Expert)===
 
'''Dice''': d8 <Br>
 
'''Dice''': d8 <Br>
* ''Nose for Trouble'': You may use your bonus action to determine a creature’s weaknesses and blind spots and broadcast this information to your allies. Choose a creature that you can see within 60ft. of you. The next time an ally makes an attack against that creature, they have advantage on the attack roll. <Br/>
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'''Starting Proficiencies''', '''Saving Throw''' (Mind) and '''Skills''' (Mechanics, Medicine, Sense Motives)<Br>
* ''Watchful Eye'': You have honed your sense over countless investigations. Starting at 1st level you cannot gain disadvantage on investigating, perception or tracking checks that rely on sight unless blinded. <Br/>
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'''Medicial Implant'''<Br>
'''Expertise''': Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Presence, Deception <Br>
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* ''Basic Healing'': as an Action you touch a willing creature and heal them 2d8+ Tech mod. (+4). Useable 2 times before requiring a short or long rest. <Br/>
 
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* ''Quick Heal'': as a Bonus Action you touch a willing creaturenand heal them 1d4 per level of Doc (3d4). Useable 2 + your Tech mod. (+4) before requiring a short or long rest. <Br/>
''Specialty-- Private Eye'' <Br>
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'''Cybernetics Expert''': You can use a bonus action and expend one ‘part’ worth 100₩ to repair a single break or tear in an object that you are touching, such as a broken display, a severed cybernetic finger, or a smashed light. The break or tear may be no larger than 1 foot in any dimension for the repair to work. <Br>
 
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'''Patch 'Em Up''': you can aid your allies when they take a short rest. At the end of a short rest, each creature that you have shared the rest with may gain an additional 2d4 hit points. <Br>
'''Bonus Proficiency ''': The street has taught you a trick or two and you play fast and loose with your hands. You gain proficiency with Investigation and Sleight of Hand. If you already have Proficiency in either of these skills then your proficiency bonus is doubled with that skill. <Br>
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'''Expertise''' in two skills you are proficient with (History, Medicine) <Br>
'''Preferred Mark: Corporate''' You gain advantage on Intelligence (Tracking) to follow your chosen target and Intelligence (Investigation) checks to tell information about your marks activities. You gain an additional preferred mark at 9th level. Additionally if you successfully hit a creature which is one of your marks you may accurately follow that creature within a 1 mile radius. Only one creature may be subject to this effect at a time, it ends when the target gets outside of the 1 mile radius, the target becomes incapacitated, or you take a long rest. <Br>
 
  
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''Specialty-- Cybersurgeon'' <Br>
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'''Boosted Healing''' (basic healing 2d8 +tech mod, see above) <Br>
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'''Bedside Manor''': bonus Langage (Russian) and two additional skill proficiencies (Investigation, Perception) <Br>
 +
'''Touch of Respite''': as an Action you are able to touch a willing creature and either cure them of one disease, or give them five temporary hit points. The temporary hit points last for 1 hour, or until they are depleted. You may use this ability a number of times equal to your Tec modifier. You regain all uses after a Long rest. <Br>
  
 
===Background:===
 
===Background:===

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