![]()
About "Elray" Leo RainesSpoiler:
.......
Feral Accuser (Hybrid Form) Human werewolf ranger 4 CE Medium humanoid (human, shapechanger) Init +7 (+9 in forest); Senses low-light vision, darkvision 60', scent; Perception +8 (+10 in forest) DEFENSE
OFFENSE
TACTICS
During Combat The werewolves charge on the first round of combat, then
Morale With nowhere to run to, the Feral Accusers fight to the death. STATISTICS
SPECIAL ABILITIES
Change Shape (Su)
Smell Magic (Su)
Leo Raines
Str 13
Fort +2 Ref +5 Will +1; BAB +1
:--Combat--:
>Combat Knife +2(1d4+1/20x2) :--Skills--:
+4 Acrobatics 1(+3)
+7 Computer Use 1(+3/+3) +7 Demolitions 1(+3/+3) +4 Gun Combat 1(+3) +7 Drive 1(+3/+3) +7 Know(Electronics) 1(+3/+3) +7 Know(Mechanics) 1(+3/+3) +4 Know(Phys sciences) 1(+3) +7 Navigate 1(+3/+3) +7 Pilot 1(+3/+3) +7 Repair 1(+3/+3) +4 Research 1(+3) Languages: English, German, Japanese, Zentraedi :--Attributes--:
>Attack Combat Mastery 1 (3pts)
Each rank raises BAB by 1 >Item - Computer Scanner 2 (4pts) The Attribute Rank determines the maximum distance in which scanning can take place. (10 feet) >Item - Goggles and Ear Protection (1pt) listed in gear >Highly Skilled 1 (1pt) The character gains an additional 4 Skill Points/Rank >Mechanical Genius 2 (4pts) The character can build/repair machines at 5 times normal speed. >Personal Gear 1 (1pt) listed in gear :--Defects--:
>Activation Time (Computer Scanner)(1BP)
takes a few rounds to warm up >Unpredictable (Computer Scanner)(2BP) Must roll 12 or higher to use. Failure require 1-10 minutes before another attempt. >Concentration (Mechanical Genius)(1BP) requires slight concentration. The character can still perform other non-combat actions, but cannot engage in combat or use other Attributes that also require Concentration. >Special Requirement (Mechanical Genius)(1BP) needs his ego stroked before he is truly effective... and say it like you mean it! :--Class + Feats--:
Mecha Weapon Proficiency(Gunnery)
Personal Firearms Proficiency Mecha Operation (Valkyrie) Steady Hand Block Ranged Attack :--Gear--:
>Issued Gear
>Personal Gear (one major.. four minors)
>Other Items
23CP on stats + 14CP on attributes - 5PB defects = 32CP VF-2SS:
VF-2SS from Macross II Type: Transformable Fighter (Fighter -> Guardian -> Battloid)
Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Life Support, Laser Designator, Re-entry Shield
Guardian Mode Stats Type: Transformable Fighter (Fighter -> Guardian -> Battloid)
Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Life Support, Laser Designator, Re-entry Shield
Soldier/Battloid Mode Stats Type: Giant Robot
Special Abilities: Booster (+600 mph, 5,280’), Long Range Radio, Laser Com System, Ejector Seat, Hover, Life Support, Laser Designator, Re-entry Shield
2 x semi-fixed anti-aircraft laser cannons (mounted center ventral section in Fighter/GERWALK mode, becomes head turret in Battloid mode)
1 x medium-sized rail gun
Hand-to-Hand Combat: 1d6 damage/x2 Critical. This is without the point values. nature/behavior: (known actor fit to portray... Joaquin Phoenix)
Whether or not he is aware of it, Leo has always "attached" himself to those who are better with people. His self esteem and efficacy are dependent upon support and validation from others. Since that is difficult for him evoke from others (due to his ego and frustrated demeanor), he does everything he can for those few he (or fate) chooses to be his allies. His loyalty hardens while cozy in that dynamic. Leonard is reserved around those he does not know well, and he becomes more introverted the more people there are about. When flying he becomes intense and animated. During stressful combat training he has found that he sits pitched forward in the cockpit like he is leaning into the wind... absently making faces like he is trying to scare a baby. background: Leo was hired directly after graduating from a community college with a triple major. He worked in military jet research and development. He was assigned to a project on advancements in propulsion, but the work for which he had been hired dealt with piloting controls. It was not in his job description, but it also somehow became his duty to corral the incorrigible test pilots. Leo learned more than he realized in those hours spent in Barking Duck bar - listening to the stories of the washed-up pilot clientele while waiting for his charge to have a few "one last drink"s... six or eight hours before their morning test-flights.
After an inexplicable accident and resulting explosion, the project was scrapped and all but the most senior staff was terminated. The entire county was nothing but a flat empty land. It was perfect for jet R&D, but after the workforce of hundreds was reduced to a skeleton crew - who never set foot off the compound, it was just empty. Leo spent a few years doing freelance repair work, and spent many evenings at the Barking Duck. It wasn't until the existence of variable fighters was leaked, that Leo knew what direction to go in life. He tried to learn everything he could on the subject at night, and took flying lessons by day.
appearance:
Leo only trims his hair when his helmet no longer fits. He is average height with a fairly broad shouldered but lean frame. He has stubborn indentations under his expressive eyes caused by his welding goggles... which are always on hand if not on his head. He has stern features, his resting face is a sour expression, and he has a dry wit. ClatClewT1:
Barndoor Fey-touched Human Arcane Sorcerer 5/Carnivalist 2 Str12 AC15 tch13 ff12 Dex14 HP37 CMB+4 Con13 BAB+3 CMD 16 Int 10 Fort+3 Wis 9 Ref+7 DR1/cold iron Cha16 Will+5 Low-light vision Icicle dagger +6(1d4+2) [+1d6 sneak attack] Weapon Finesse, Dodge, Mobility, Sidestep CL5 conc +8
Ant Haul
Invisibility
Acrobatics +11, Appraise +8, Bluff +13, Climb +6, Disable D +11, Disguise +15, Intimidate +11, Kn(local)+8, Kn(nature)+6, Perception +8, Perform(drawing) +5, Sleight of Hand +11, Stealth +14, Swim +10, UMD +8
Mossberg
"Stroke his hungry ego or stoke his blind rage,
"On their own they are.. those outside the lair,
SkM:
CE Medium undead Init +1; Senses darkvision 60 ft.; Perception +5 DEFENSE AC 14, touch 11, flat-footed 14 (+1 Dex, +3 natural) hp 26 (3d8+6) Fort +3, Ref +3, Will +4 Defensive Abilities channel resistance +2; DR 2/bludgeoning and good; Immune undead traits OFFENSE Speed 30 ft. Melee +1 Profane Scourge +6 (1d6+3/19-20) or 2 claws +6 (1d4+2) STATISTICS Str 14, Dex 13, Con --, Int 10, Wis 14, Cha 14 Base Atk +2; CMB +4; CMD 15 Feats Weapon Focus (scourge) Languages: Aklo, Common His face completely breaks apart, and dissolves into the oily black underneath.
[dice=longsword]1d20+8+2[/dice]
Boabdil the Hornless Minotaur
-or (two weapon fighting)
-or (if foe is entangled)-
Skills + languages: +5 Climb 3(+3,+2)-3ACP +8 Heal 2(+3,+3) +8 Sense Motive 2(+3,+3) +8 Survival 2(+3,+3) +5 Swim 3(+3,+2)-3ACP Languages: Common. Feats + Traits: Unarmed Strike (bonus - deity favored weapon Gauntlet) Exotic Weapon Proficiency (net) Two Weapon Fighting Weapon Focus - gauntlet (bonus) Net Adept: You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and you can use one full-round action or two move actions to fold a net. Net and Trident (bonus): You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. When you use your light or one-handed melee weapon to attack an entangled opponent, you gain a +2 bonus on damage rolls and on attack rolls to confirm a critical hit. Rich Parents: +900gold at creation. Against the Technic League: +2 damage rolls vs foes related to Technic League.
Warpriest Abilities: Worn Gear (42 lbs.) +1 Griffon Mane Snag Net, Adamantine Gauntlet, Masterwork Breastplate
Prepared Spells (Spontaneous Cure Casting)
0-Create Water, Light, Mending, Stabilize 1-Bless, Deadeye's Lore, Divine Favor, Shield of Faith 2-Bull's Strength, Ironskin Fervor (5/day): 1d6
Blessings (5/day)
>Weather Blessing
Sacred Weapon (Gauntlet) 1d6 damage
Masterwork Backpack (21 lbs.) Bedroll, Silk Rope, Soap, Tinderbox, Waterskin, Mess Kit. Encumbrance 63/66 lbs. Wealth 100ish Net Rules (Typical + Snag Net):
Typical Net: When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so. Snag Net: A snag net works like a typical net exotic weapon, except it has the trip weapon special feature. If you entangle an opponent and hold the trailing rope, on your turn in place of a melee attack you may make a trip combat maneuver check against that opponent; if you succeed, you may trip the opponent or deal 1 point of piercing damage to the opponent. The concentration DC to cast while entangled in a snag net is 17 + the spell's level. The Escape Artist DC to escape a snag net is 22. [/spoiler] RTL:
Red Tuft Lizardfolk N Medium humanoid (reptilian) Init +1; Senses Perception +3 AC 16, touch 11, flat-footed 16 (+5 natural, +1 dex)
Speed 30 ft., swim 15 ft.
Str 13, Dex 13, Con 13, Int 10, Wis 12, Cha 10
SPECIAL ABILITIES
Sound Imitation (Ex)
Black Ring Lizardfolk
AC 16, touch 10, flat-footed 16 (+5 natural, +1 buckler)
Speed 30 ft., swim 15 ft.
Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
*Guarded Mobility(Ex) Black Ring Lizardfolk receive a +4 racial bonus on
Flaudeshrog
|