Gearsman

HK-50-ThetaZero's page

10 posts. Alias of YoricksRequiem.


Classes/Levels

Droid Slayer 1 [HP 12 | WP 28] [AC: 16 | T: 13 | FF: 13] [ Fort +4 | Refl +5 | Will +0 ] [ Init +3 | Perception +4 (Low-Light / Darkvision) ]

About HK-50-ThetaZero

.

.

.

HK-50-ThetaZero ("Theta Zero")
HK-50 Model Assassin Droid (Image)
Slayer (Guild Assassin) 1

___________________

    Stats
___________________

Size / Type: Medium Droid
Speed: 30ft
Initiative: +3
Senses: Perception +4, Darkvision, Low-Light Vision
Languages: Basic, Binary, Huttese, Old Corellian, Shyriiwook, Zabrak

Attributes
STR 13 (+1)
DEX 16 (+3)
CON 14 (+2
INT 16 (+3)
WIS 10 (+0)
CHA 10 (+0)

___________________

    Offense
___________________

BAB: +1

Blaster Rifle
Attack: 1d20 + 5 (1 BAB +3 Dex +1 Focus)
Damage: 1d10 Energy
Crit: 20 x2
Range: 120'

___________________

    Defense
___________________

HP: 12 (1d10 + 2 Con/Level)
WP: 28 (Constitution x2)

AC: 16 (10 Base + 3 Dex + 3 Armour)

Refl 4 (2 Base + 2 Con)
Fort 5 (2 Base + 3 Dex)
Will 0 (0 Base + 0 Wis)

___________________

    Skills
___________________

Skills: 10 (6 Base + 3 Int + 1 Favoured)

  • Astrogation +7 (+1 Rank +3 Class +3 Int)
    Athletics +5 (+1 Rank +3 Class +1 Str)
    Computers +7 (+1 Rank +3 Class +3 Int)
    Disguise +4 (+1 Rank +3 Class +0 Cha)
    Intimidate +4 (+1 Rank +3 Class +0 Cha)
    Kn Local +7 (+1 Rank +3 Class +3 Int)
    Linguistics +7 (+1 Rank +3 Class +3 Int)
    Mechanics +7 (+1 Rank +3 Class +3 Int)
    Perception +4 (+1 Rank +3 Class +0 Wis)
    Sense Motive +4 (+1 Rank +3 Class +0 Wis)
    Stealth +4 (+1 Scout Sphere +3 Class +3 Dex)

Notes:
Kn Local applies to a specific system for each rank. In this case, Ord Mantell (Bright Jewel System.

___________________

    Feats
___________________

Feat Tax Rules - Weapon Finesse applies to light weapons, Combat Expertise / Power Attack / Deadly Aim are free, Point Blank Shot is gone. (Houserule Bonus Feats)
Precise Shot - You don't take a -4 penalty when firing into melee. (Sniper Sphere Bonus Feat)
Gunsmithing - You can create ammo and repair/modify guns (Equipment Sphere Bonus Feat)
Weapon Focus (Rifle) You gain +1 to attacks when using a Blaster Rifle. (Level 1 Feat)

___________________

    Special Abilities
___________________

Proficiencies - Simple weapons, light armour, bucklers, firearms, bola, garrote, grappling hook, harpoon, kyoketsu shogi, lasso, mancatcher, net, net launcher, sap, and whip.[/b]

Martial Tradition (Bounty Hunter)
- Equipment (Bounty Hunter’s Tools)
- Equipment (Firearm Proficiency)
- Sniper Sphere
- Scout Sphere

Combat Training - You gain sphere talents as an Adept (+3/4th) and use Intelligence as your practitioner modifier.

Assassin’s Eye - You gain the Scout sphere as a bonus sphere. If you already have the Scout sphere you can take one talent from it.

___________________

    Spheres and Talents
___________________

Equipment
- Bounty Hunter’s Tools - You gain proficiency with the bola, garrote, grappling hook, harpoon, kyoketsu shogi, lasso, mancatcher, net, net launcher, sap, and whip. You may deal nonlethal damage with any of these weapons at no penalty and treat them all as having the grapple special feature.
- Firearm Proficiency - You gain proficiency with all firearms (except siege weapons) and the Gunsmithing feat.

Scout
- Scout - As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a Scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
- Find Gap - Whenever you successfully use the Scout ability against a creature, you treat their AC as 1 lower than it actually is for a number of rounds equal to 1/2 your ranks in Perception (minimum 1). For every 4 ranks you possess, treat their AC as an additional 1 point lower.

Sniper
- Deadly Shot - As a special attack action you may make an attack with a ranged weapon, adding one (snipe) talent you know to this attack. You may also choose to expend your martial focus to increase the damage done by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. The extra damage dice are not multiplied on a critical hit. For every 4 points of BAB you possess, the damage increases by one die (2d10/2d6, 3d10/3d6, etc).

___________________

    Gear
___________________

Credits: 375

Blaster Rifle
2H Martial, Ranged Weapon (Not Upgradeable)
Damage: 1d10 Energy
Critical: 20 x2
Range Increment: 120'
2500cr

Reinforced Vest
Light Armour
Armour: +3
Max Dex: +5
Check Penalty: -1
20 lbs, 375cr

Other stuff I'd like: - Garrote, Grapping Hook, Net Launcher, Whip, Grenades, Medkit

___________________

    Racial Abilities
___________________

Type: Class IV Droid. Robotic. (14 RP)
- Droids have Darkvision to 60 feet and Low-Light Vision.
- Droids are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
- Droids cannot heal damage by heal skills or healing magic, only via the repair equivalents.
- Droids are immune to any effect that requires a Fortitude save (except as described below)
- Droids do not eat, breathe, or sleep, but must enter a stasis mode to run diagnostics on their systems for 2 hours each day. A droid reduced to 0 hit points enters this stasis mode.

Attribute Modifiers: Assassin Droids are quick and knowledgeable, but not personable. +2 Dex, +2 Int, -2 Cha (0 RP)

Languages: Droids begin knowing Binary, Common, and additional languages equal to their Intelligence modifier. They can choose any language except secret languages. (0 RP)

Size: Droids are Medium Size and get no bonuses or penalties for size. (0 RP)

Speed: Droids have a land speed of 30 Ft. (0 RP)

Nonliving: Droids cannot ever use the Force and do not have any sort of Force Pools. (-2 RP)

Vulnerable to Electricity: Droids are vulnerable to Electricity damage (-2 RP)

Vulnerable to Critical Hits: Whenever a Droid takes extra damage from a Critical Hit, it must make a DC 15 Fort save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. (-2 RP)

Memory Banks: Droids have the ability to augment their skill checks and abilities through their rapid reactions and stored data. Droids have an Inspiration Pool equal to ½ their level (min 1), which refreshes each day. As a free action the Droid can spend 1 use of its Inspiration Pool to add 1d6 (his inspiration die) to any skill or ability check. This choice is made after the check is rolled and before the result is revealed. Inspiration can only be used once per roll/check. It can also be used on Saving Throws and Attack Rolls at a cost of 2 inspiration. This counts as the Inspiration class feature from the Investigator and stacks for determining uses per day and other level-related functions. (2 RP)