Halo_Jonnes's page

115 posts. Alias of Capitan_Wombat.

Full Name

Halo Jonnes


Image of Halo


Smart Hero L6 / Mecha-Jockey L10 / Machinesmith L--








Galactic common

Strength 10
Dexterity 28
Constitution 12
Intelligence 30
Wisdom 14
Charisma 18

About Halo_Jonnes

Halo in Mecha Jocky outfit and her Gauss Pistol

Image Halo driving

Image of Halo and her Familiar Toby the Mecha wolf


Halo looks like a normal human, there seems to be nothing magic or powerful about her at all. She stands 5'10" bob hair, blue eyes, slim and healthy looking.
She got a happy demeanour and seems interested in most things around her.

Talking to her you get the idea she's travelled a lot and done and seen things other would find hard to believe, she says she unlucky as she always seems to be in the middle of things good or bad. Halo is Smart, very smart but its computer added smart, she can remember things and compute the complex calculations needed to pilot a Mecha. But she not very wise, knowing things is not the same as knowing how to use that knowledge, in a nutshell she's young.

NOTE: Halo has a mecha as familia, But it's not from the Avalon Universe, her Mecha is not the same as an Avalon Mech. Its linked to her and her alone. She is a Mecha-Jockey not a Mech Pilot. Halos weopons of chose is teh Gauss Gun, but its to powerful to have active in the school. [Game play]. Her guns as deactivated and stowed away in Toby.



Halo left the back water planet she was born on as soon as she could, at 15 years of age. She got work waiting and cleaning on star-ships, skipping from system to system, working her way up to hostess in the ships Casinos by the age of 18. It was there she meet a card counter and all round con-man, he swepped her off her feet. Smiles and fine things will do that. He was older, wiser an he was using her. She was young and foolish and did not care. Halo leaned a few cricks and they had a good great time so she just went with the flow. But all good things come to and end. Her older lover was working on a big score, taking down a number of marks in a privet Card game. For his con to work he needed her help. Of course she agreed, he was going to take her to a batter life. Paying for her to have cybernetic implants normally meant for Mecha Jockys he added in high end card counting apps. Apps that let her rig the game for him to win, a simple cheat. It worked and they cleaned up. How ever unknown to then both one of the marks was the sun of a Cartel Captain. It did not take long for things to go south and in more ways than she know.

He did not meet her at the exit port, because he was never going to, he was always going to cheat her as well. Now with the Mob after them he was more than willing to let her take the fall.

Luck saved her, they got to him 1st, She found him in there safe condo. Well what they had done to him was horrific, he did not live long but he told her two things. Where the Gem stash was and his escape plane.
In the stash was a name and addresses and a token, She only just got to the address alive. They where close, at the location was a Drift-Ship, a ship that skipped across the multiplanes. Just as the huds showed up she skipped. 12 skips later she hit the planes of the Dragon empire. On root she had picked up better cybernetic implants and a Mecha to Jocky [Toby] Over the next year she did what she always did. Cheat, con, rob, trick, pamper, shop and enjoy her way around. Her last trips Captain thought he owned her as well, so soon as it dusted down she jumped ship and headed for the 1st place that looked interesting. The place Avalon School, seems like a nice place to stay.


Movement 40' round

HP 98/98 6+(3x4) + 10+(9x6) +16
AC 21 [10 +9Dex +1 Joccky Siut +1feat]
Touch 20[10+9+1]
FF 11 10+1+0 [can not be flat footed wile in Toby]
CMD = 11 (+1 +0 +8 +1)
CMD = 40 (10 + 8 + 9 + 4 + 7 + 1 +1)
BAB +12/+7/+2
RABA +19/+16/+11

Adamantine Combat Knife: In her boot TH +19/+16/+11 DMG 1d6+0
Handed to Hand: TH +19/+16/+11 DMG 1d4+0

Gauss Pistol. TH +22/+18/+13 Auto Burst. [Must be same target] DMG 16d4 pacing. Range 200' fires 3 high velocity 2mm shots at a Target. Adamation Rounds Ignores hardness 20. 30 Round Clip with power supply.
Kept in Toby Pilot seat. [NOTE: Deactivated by School Wards]

Toby Gauss [rail] Gun HT RTA 10+10+3+2+1+2 [+3] [+30/+33] ROF 1 shot every 2 mins. [NOTE: Deactivated by School Wards]
Halo + Tobys Gauss gun (not fitted at the moment)

Skills and Profs:

Skill Points = 86+ 5x(9+10) + 10x(5+10) + 14 +(15x14) +16 [86+95+150+14+210 +16] = [565] Not all used of course.

**Feats mean that Halo gets +4 to ALL no trained skills [All skills are class skills]

Some Class Skills Halo dos not know yet shown as +-- <

+35 Acrobatics(+8dex, 16rank +2 feat +4 Feat)<
+29 Appraise(+10int, 16rank)<
+24 Bluff (+4Cha 16Rank +1trait)<
+16 Climb(+0str, 16rank)<
+30 Craft(Tech)(+10int, 16rank +1class)<
+15 Craft(ALL)(+10int, 0rank +4 +1Class)<
+34 Disable Device (+10int, +16rank +8class)*
+24 Diplomacy (+4Cha +16Rank +1trait)
+20 Disguise(+4cha, 16rank)
+28 Escape Artist(+9dex, 16rank)<
+28 Fly (+9dex, 16rank)<
+21 Heal (2wis 16rank) <
+-- Handle Animal (+4Cha +0Rank +4)
+24 Intimidate (+4Cha +16Rank +1trait)<

+-- Knowledge (Dungeoneering) (+10int, 0rank +4)<
+40 Knowledge (Mechanical Engineering/Repear) (+10int, 16rank +4feats +6 feats +1 Trait)<*
+29 Knowledge (Science Geography) (+10int, 16rank)<
+26 Knowledge (History - Earth Plane) (+10int, 16rank)
+14 Knowledge (History - Dragon empire) (+10int, 0rank +4)
+29 Knowledge (Local Earth Other plane) (+10int, 16rank)<
+-- Knowledge (Local) (+10int, 0rank +4
+29 Knowledge (Natural science) (+10int, +16rank)<
+14 Knowledge (Nobility) (+10int, 0rank +4)
+14 Knowledge (Planes) (+10int, 0rank +4feats)
+-- Knowledge (Psionics/Arcana) (+10int, 0rank +4feats)<
+14 Knowledge (Religion) (+10int, 0rank +4)
+45 Knowledge (Science Computers/AIs) (Int) (+10int, 16rank +2+2feat +6 talet +6 feats)<*
+29 Knowledge (Demolitions) (Int),(+10int, 16rank)<*
+29 Knowledge (Business) (+10int, +16rank)<*
+29 Knowledge (Science Physics), (+10int, +16rank)<*
+29 Knowledge (Science and Technology) (+10int, 16rank)<*
+29 Knowledge (Navigate) (Int), (+10int, 16rank)<*

+33 Knowledge (Repair) (Int), (+10int, 16rank +4feat)<*
+29 Linguistics(+10int 16rank)<
+21 Perception(+2wis, 16rank)<
+13 Ride (ALL) (Int +9 +0ranks +4feats)<
+36 Drive (Mecha) (Dex +9 +16ranks Feats +2 +6)<
+32 Pilot (Space Craft)(Dex +9, 16rank +2feat +2feat)<
+8 Perform (ALL) (+4Cha 0Rank +4)
+6 Profession (Mecha jockey ) (+2Wis +16 Rank +4)<
+6 Profession (All ) (+2Wis +0 Rank +4)<
+22 Sense Motive(+2wis, 16rank +1trait)<
+24 Sleight of Hand(+9dex, 16 rank)
+-- Spell/Psionic craft(+10int, +0rank +4)<
+24 Stealth(+8dex, 16rank)
+18 Survival(+2Wis 16rank)
+19 Swim (+0 Str 16rank)<
+-- Use Magic/Psionic Device(+4cha +0Rank +4)<

* = Can take 10 in stress full times and 20 in Relaxing.

Mecha Jocky
Vacc suit
Gauss guns
Light weapons
light armor

Feats and Traits:

Human x1
1: Human Adaptation

Levels x8
1: Acrobatic +4
2: Improvisation
3: Improved Improvisation
4: systematic mind 11 skills
5: Fast Learner
6: Weapon Finesse
7: Smart Plus
8: Leadership [AIs, Mecha, Constructs]

Smart hero L6 x3
1: Vehicle Expert [+2 drive, Pilot]
2: Skill Focus - (Science Computers/AIs) +6Gearhead [+2 bonus on all Kno Computer and Repair]

Mecha Jocky x4a

BAB +7
Saves +3/ +7/ +5

You know how to operate a mecha.
Benefit: You do not suffer the restrictions on movement and penalties on skill checks for being unfamiliar with mecha controls. You can move normally in a mecha and generally perform any action as if you weren't inside a mecha, subject to the obvious limitations of size. You threaten areas within your reach even if unarmed.
Normal: Characters without this feat take a -4 penalty on Balance, Climb, Drive, Escape Artist, Hide, Move Silently, Pilot, and Tumble checks when operating a mecha. Furthermore, they cannot run or charge.

1:Feat Plexus (PL 8) [Her Item 1 unit]
This unit, implanted in the recipient's brain, allows multiple feat implants to function as a single cybernetic attachment (see Feat Implant, above).
Benefit: The recipient may have up to four feat implants attached to the feat plexus, and together they are treated as a single cybernetic attachment. However, if the feat plexus is destroyed, all of the attached feat implants are destroyed as well.

FP1: Cybernetic Microcomputer

FP2: Mecha Weapon Proficiency:
A character without this feat takes a -4 penalty on attack rolls made while operating a mecha. Furthermore, the character cannot apply the various firearm feats (such as Advanced Firearms Proficiency, Dead Aim, Double Tap, Shot on the Run, and Strafe) to a mecha's ranged weapons.

FP3: Advanced Mecha Operation

FP4: Mecha Jocky Identity Chip (PL 6)
Identity chips provide identification without requiring visual recognition- high-tech ID cards that function even when the wearer is unrecognizable.
Benefit: An identity chip functions as both legal ID and a credit card. The recipient can make Wealth checks even when separated from his funds.

2: Deadly Aim (Gauss Gun) +2 TH (1 round setup)
3: Advanced Firearms Proficiency (Gauss Gun)+1TH
4: Weapon Focus +1TH [gauss guns] [Class]

The recipient has a small transceiver installed underneath the skin of her throat. The transceiver is connected to a tiny speaker located in the recipient's ear.
Benefit: The recipient may carry on conversations using the subcutaneous Communicator without raising her voice above a whisper; Listen checks made to hear the recipient suffer a -4 penalty. The tiny speaker implanted in the recipient's ear enables her to hear the other side of the conversation, but others cannot. [Linked to Toby]

Class:Gun Smith [Class]
Class:Weapon Prof [gauss guns] [Class]
Class:Craft Tech Wondrous
Class:Craft Magic Tech Arms and Armor.
Class:Craft Tech Construct

Combat feat:
2: Dodge +1AC
3: acrobatic dodge

Traits: x3

Galactic Traveler (Human):
You has taken the love of travel to an extreme, roaming the galaxy extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the galaxy has to offer.

Benefits: Select one of the following skills: Diplomacy or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Rice Runner
You grew up as a slave harvesting rice shopping in the Mega Malls of Earth, you know how to move agilely across sodden and unsteady ground.
Benefit: You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you.

Your childhood was brightened by the new places you constantly saw as you traveled with your parents, who were merchants. Still excited by travel, you gain great energy when traveling overland.

Benefit(s): Treat your base land speed as 10 feet higher when determining your overland speed.

Smart Hero L6:

smart hero class

Ability: Intelligence
Hit Die: 1d6

Skill Points at 1st Level: (9 + Int modifier) x4.
Skill Points at Each Additional Level: 9 + Int modifier.

Class Skills:
The Smart hero’s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), and Speak Language (none).

Weapon and Armor Proficiency:
Proficient with simple weapons.
Proficient with One weapon Type (Gauss Guns).
Not proficient with any type of armor or shield.

Also, the starting occupation the hero selects can provide additional class skills to choose from.

Talent x3
Bonus feat x3

BAB +3
Saves +2/+2/+3

Research Talent Tree
The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order.

Select one of the skills listed in the following paragraph. The hero must have ranks in the skill if it is Trained Only. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill.
Knowledge (Science Computers/AIs)

Strategy Talent Tree
The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree.

Exploit Weakness:
After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
Prerequisite: One talent from the Research Talent Tree.

3 Plan:
Prior to an encounter the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can’t use this talent when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute. After creating the plan the Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can’t take 10 or 20 when making this check.

Check Result Bonus
9 or lower +0 (check failed)
10–14 +1
15–24 +2
25 or higher +3

This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds after making the plan. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
Prerequisite: One talent from the Research Talent Tree.

From Feat - Smart_Plus.

With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique. With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language. Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages.

The Smart hero has the ability to temporarily confuse a target through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Will saving throw (DC 10 + Smart hero’s class level + Smart hero’s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. This is a mind-affecting ability.Prerequisite: One talent from the Research Talent Tree.

Bonus Feats;
At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites.
Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus.

Mecha Jockey L10:

Mecha Jockey class

Bonus feat x3
Luv my mecha (+3)
Mecha Weapon Proficiency
Mecha feint
Evasive action
Improved evasive action

BAB +7
AC +4
Fort Save +3
Ref Save +3
Will Save +5

Class Features

The following features pertain to the Mecha Jockey advanced class.

Mecha Weapon Proficiency
At 1st level, the Mecha Jockey gains the bonus feat Mecha Weapon Proficiency.

Luv My Mecha
Starting at 2nd level, a Mecha Jockey gains a bonus on Drive, Pilot, and Repair checks when applied to a mecha he designates as familiar. The same bonus is applied to the Mecha Jockey’s attack rolls with the mecha’s ranged weapons. This bonus is +1 at 2nd level and increases by 1 every three levels thereafter (+2 at 5th level, +3 at 8th level).
To designate a mecha as familiar, the Mecha Jockey must have operated it for at least one month. Minor changes and upgrades to the mecha don’t affect familiarity, but if the Mecha Jockey switches to a mecha with a different size, different superstructure, different flight system, or more than one new weapon, he must operate it for at least one month before he is familiar with it. A Mecha Jockey can be familiar with only one mecha at a time.

Bonus Feats
At 3rd, 6th, and 9th level, the Mecha Jockey gains a bonus feat. The bonus feat must be selected from the following list, and the Mecha Jockey must meet all the prerequisites of the feat to select it. Advanced Firearms Proficiency, Advanced Mecha Operation, Burst Fire, Cleave, Combat Expertise, Dead Aim, Dodge, Double Tap, Far Shot, Force Stop, Gearhead, Great Cleave, Hair Trigger, Improved Bull Rush, Improved Disarm, Improved Sunder, Improved Trip, Mecha Crush, Mecha Fling, Mecha Operation, Mecha Sweep, Mecha Trample, Mecha Weapon Boost, Mobility, Personal Firearms Proficiency, Point Blank Shot, Power Attack, Precise Shot, Shot on the Run, Skip Shot, Spring Attack, Strafe, Stun Mecha, Thruster Blast, Weapon Focus (mecha weapon only), Whirlwind Attack.

Mecha Feint
At 4th level, a Mecha Jockey operating a mecha can make a Bluff check in combat as a move action (instead of an attack action). He receives a +2 bonus on the Bluff check made to feint in melee combat.
If the Mecha Jockey has the Improved Feint feat, his bonus on Bluff checks made to feint increases to +4 while operating a mecha.

Evasive Action
At 7th level, the Mecha Jockey can make a Drive, Pilot, or Acrobatics check (as appropriate) to lessen the damage dealt by a successful attack against his mecha. If the check result exceeds the attack roll, the damage is reduced by half (round fractions down, minimum of 1 point of damage). The Mecha Jockey can make an evasive action check once per round.

Improved Evasive Action
At 10th level, the Mecha Jockey’s evasive action ability improves. A successful Drive, Pilot, or Acrobatics check negates all damage dealt by the attack.

Machinesmith L--:

From Machinesmith

This is what Halo will train to be but as she has no idea what magic is right now, most of her class built is blocked until she dos.
Halos great work, is/will be Toby, A one of a kind Mecha Great work.

BAB +12/+7/+2
Saves +10/+10/+5

HD 1d8

The machinesmith's class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).

Skill Ranks per Level: 4 + Int modifier.

Crafter (Ex)
A machinesmith adds half his class level (minimum 1) to all Craft skill checks.

Repair (Su) Nanits 8d6 13/day [Toby can use as well]
A machinesmith can fix broken items with a mere touch. This acts the same as the spell mending, with a few exceptions. The machinesmith repairs 1d6 points of damage plus 1d6 points of damage for every other machinesmith level beyond first (2d6 at 3rd, 3d6 at 5th, and so on). The machinesmith can repair a number of times per day equal to 3 + his Intelligence modifier. Unlike mending, this ability can heal constructs.

Trapfinding (Ex)
A machinesmith adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A machinesmith can use Disable Device to disarm magic traps.

Crafting Expertise (Su)
At 3rd level, the machinesmith gains Craft Wondrous Tech Item as a bonus feat. At 8th level he gains Craft Magic Tech Arms and Armor. At 15th level he gains the Craft Tech Construct feat. He uses his machinesmith levels in place of caster level when making such items. In order to add a special ability to an item, he must have access to the prerequisite spells, either through use of a magical item or cast by another spellcaster.

Axiom (Su)
Beginning at 7th level, the machinesmith develops an innate ability to ground magic with science. The machinesmith can “lose” any prepared prototype of 3rd level or higher in order to have it function as a dispel magic spell of a caster level equal to their machinesmith level.

Machinesmith trick x8

Used on Toby
1:Anti-Grav units Ornithopter (Ex):
2:Overdrive (Ex):
3:Self Healing Automaton (Sp):

Halo Tricks

4:Firearms Expertise (Ex): Gauss [rail] Guns
The machinesmith gains proficiency in a single firearm of his choice. In addition he gains the Gunsmithing feat as a bonus feat.

5:Repair Flesh (Sp): Medic Nanites
The machinesmith learns to use his repair ability on living creatures to recover their hit points. However using this ability only heals half the normal damage.

6: combat Feat
7: combat Feat
8: combat Feat

Prototypes Builder Nanites
See list -> machinesmith Prototypes

Halo has Not leaned any yet

per Day
1st 8/day
2ed 8/day
3ed 7/day
4th 6/day
5th 5/day
6th 3/day

Greatworks (Su)
Mecha - See Toby

All upgrades lost into Toby Mecha.


1: Mecha jockey Cybernetic implant node
Halo has a number of cybernetic Mecha jockey implant node, which she uses to improve her mental capacitys and let's her control and pilot Mecha's like Toby. They lock Toby to her, she is the only one who can operate him and his systems, the nodes link there senses as well as greatly aid her thinking process to keep up with him, making her thinking faster and her memory better
1: Feat Plexus
2: Int Multiplyer (x2 Int)
3: Dex Multiplyer (x2 Dex)
4: Memory Unit
5: Subcutaneous Communicator (Range 100 miles)
6: Gauss gun activation lock and targeting system, [off line]

Halos High INT and DEX come from her Implants.

2: Mecha Toby Robot "Dog" vehicle

Toby PC sheet

Toby on his own


LQ - 84if Sniper Wolf

The Sniper Wolf LQ-84if is a quadrupedal robot with a learning neuro-AI and a verbal interface package.
A high-speed, medium size walker drone, the Sniper Wolf is very fast and agile, and one of the most capable walkers of its size with high powered sensors, and an all-terrain animal walker form. It is designed to accompany, convey and protect Marine Scout/Snipers.

The Sniper Wolf's main ranged weapon is a remote turret mount on its back most commonly fitted with a Gauss-gun, capable of long range and anti-aircraft fire. The remote turret is a pop-up mount and retractable for reduced sensor cross-section - though if carrying a Scout-Sniper inside its cockpit, the pop-up mount cannot retract.

This Robot vehicle [Size large] / Robot Dog, os a sophisticated Adamantine robot, biult to carry one human Pilot. Made to be robust and fast over land. It has a gun mount [But Gun Not attached] and claws.