
| Classes/Levels |
Droid Scout 2 / Soldier 1 |
About SCT-L3
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SCT-L3 ("Scuttle")
"Male" Droid Scout (2) / Soldier (1)
Description: This is a small and nimble droid, designed for going in with a squad of soldiers and providing support in the forms of covering fire, treating injuries, supplying ammo, and so on. I’m imagining it looking like a miniature version of the crab droid which Wookieepedia suggests had smaller versions for scouting and espionage.
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Size / Type: Small Droid (4th-Degree)
Speed: 4 Squares (Walking)
Languages: Basic, Binary, Bothese, High Galactic
Initiative: +10
Senses: Perception +9 (Low-Light Vision, Darkvision)
Destiny: Rescue
Destiny Points: 3
Attributes
STR 12 (+1)
DEX 18 (+4)
CON - (-)
INT 14 (+2)
WIS 12 (+1)
CHA 10 (+0)
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BAB: +2 (+1 Scout +1 Soldier)
Multispectrum Searchlight
Attack: 1d20 + 6 (+2 BAB +4 Dex)
Effect: Effect: Blind attack made against Fort Defense. If attack is successful, target takes -5 to Attack Rolls, Perception Checks, Pilot Checks, and other skill checks until the Droid’s next turn. If the attack fails, the target takes -2 instead.
Blaster Pistol
Attack: 1d20 + 6 (+2 BAB + 4 Dex)
Damage: 3d6 (or 2d6 Stun)
Notes: +1 Attack/Damage within close range.
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HP: 24 + 1d8 + 1d10 (24 + 1d8 Scout + 1d10 Soldier)
Refl +20 (10 + 3 Level + 4 Dex + 2 Scout + 1 Size)
Fort +16 (10 + 3 Level + 1 Str + 2 Soldier)
Will +14 (10 + 3 Level + 1 Wis + 0 Scout)
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Skills: 7 (5 Base + 2 Int)
Class Skills: Climb, Endurance, Initiative, Jump, Knowledge (All), Mechanics, Perception, Pilot, Ride, Stealth, Survival, Swim, Treat Injury, Use Computer
- Acrobatics +5(+1 Level +4 Dex)
- Climb +2(+1 Level +1 Str)
- Deception +5(+1 Level +0 Cha)
- Endurance +2(+1 Level +1 Str)
- Gather Info +1(+1 Level +0 Cha)
- Initiative +10(+1 Level +4 Dex +5 Trained)
- Jump +2(+1 Level +1 Str)
- Kn (Life Sciences) +8(+1 Level +2 Int +5 Trained)
- Kn (Tactics) +8(+1 Level +2 Int +5 Trained)
- Mechanics +8(+1 Level +2 Int +5 Trained)
- Perception +9(+1 Level +1 Wis +5 Trained + 2 Sensors)
- Pilot +5(+1 Level +4 Dex)
- Ride +5(+1 Level +4 Dex)
- Stealth +15(+1 Level +4 Dex +5 Trained +5 Size)
- Survival +7(+1 Level +1 Wis +5 Trained)
- Swim +2(+1 Level +1 Str)
- Treat Injury +10(+1 Level +1 Wis +5 Trained +3 Feat)
- Use Computer +3(+1 Level +2 Int)
Notes
+2 Perception when using the Multispectrum Flashlight
Add Int modifier to Perception when searching target for Weapons.
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Battlefield Remedy (Veteran Tree): You have learned a variety of different ways to treat combat injuries in the field. When you succeed on a Treat Injury check to administer First Aid, the tended creature also moves +1 step on the condition track. (Soldier 1 Talent)
Spotter (Surveillance Tree): As a move action, you can make a Perception check with a DC equal to 10 + the CL of a single target enemy in your line of sight. If you succeed on the check, you and all your allies that can hear and understand you gain a +1 insight bonus on attack rolls against the target until the end of your next turn. (Scout 1 Talent)
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Weapon Proficiency: You do not take a -5 penalty when using Simple Weapons, Pistols, or Rifles. (Scout 1 Bonus Feat)
Point Blank Shot: You gain +1 attack/damage with ranged weapons when close (Level 1 Feat)
Skill Training: You become trained in Treat Injury (Soldier 1 Bonus Feat)
Precise Shot: You do not take a -5 penalty for shooting into melee (Scout 2 Bonus Feat)
Skill Focus: You gain a +3 to Treat Injury checks. (Level 3 Feat)
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Overconfident: The droid believes it (or possibly its master) is thoroughly capable of succeeding at any task it is trained or proficient in.
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Credits: 10
Carrying Capacity: 88.1kg / 108kg
Locomotion Systems
Walking: The droid has 6 legs. Its speed is 4 squares, carrying capacity is 50% higher than normal, and the droid gains a +5 stability bonus on checks to resist attempts to knock it prone.
Climbing Claws: Climbing speed is 2 squares, may reroll a failed Climb check (keeping the better result) and can take 10 on Climb checks even when rushed or threatened.
Internal Grapple Gun: The gun fires a magnetic grapple hook with an ultra-thin cord. The internal compartment holds 15 meters (10 squares) of cord, and an external magazine can hold up to 100 meters of cord. Firing the gun is a standard action, the cord can be detached as a free action.
Appendages
2 Tools: Useful for particular tools, including weapon mounts.
2 Hands: A hand, as good as that of any humanoid.
Processors
Heuristic Processor: The droid can learn by doing, it can reason and formulate the best approach. As a 4th Degree droid, it does not have behavioural inhibitors against harming sentient beings.
Remote Starship Starter: A droid with this radio transmitter can signal the ship to begin the preflight processes; the ship transmits preflight diagnostics back to the droid as a free action. Although the droid is not able to operate the ship remotely, having it prepared for departure can save the crew vital minutes during an escape.
Sensors
mproved Sensor Package: The droid gains a +2 equipment bonus on Perception checks and gains low-light vision.
Darkvision: The droid ignores concealment (including total concealment) from darkness.
Communication
Vocabulator: The droid is equipped with a speaker to emulate speech rather than spout machine code.
Comlink: The droid is equipped with an integrated comlink system.
Antitheft Comlink Locator: The droid can broadcast a distress signal to its master’s comlink with no apparent activity by the droid. It broadcasts no information, but can be tracked. It continues to broadcast if the droid is deactivated, but stops if the droid is destroyed.
Security
Locked Access: The droid’s shutdown switch is secured or located internally, preventing it from being shut off by an opponent. The droid must be disabled or otherwise rendered helpless before it can be shut down.
Internal Defenses: Anyone opening the droid’s maintenance or access panels without the droids permission receives an electric shock as a 1d20 + 5 attack against the creature’s Fortitude Defense. If the attack succeeds, the attacker takes damage equal to 1d8 + half the droid’s heroic level. The droid is unharmed. Disabling the system requires a Mechanics DC 25 check and an hour of work. The system is depleted after 10 attacks.
Weapon Detector: Using a high-frequency receiver to detect the hum of a deactivated vibro weapon, and a chemical analysis system to detect gas residue from blasters, the droid can add its Intelligence modifier to Perception checks made to Search for weapons.
Accessories
Blaster Recharge Interface: This enables a droid to recharge a standard blaster pack for its master. As a swift action, the droid can transfer energy to the power pack. This depletes the energy from the droid - for each recharge, the droid loses hit points equal to the damage-dice size of the weapon. Eg a heavy blaster pistol does 3d8 damage so the droid takes 8 damage.
Mesh Tape Dispenser: The mesh tape dispenser enables a droid to apply mesh tape to anything within reach. With a successful melee attack, this can be used to entangle an opponent’s arms or legs. If the arms are hindered, it takes a -2 to all attacks and Dexterity-based skill checks. If its legs are hindered, its speed is reduced by 2 squares and it cannot run.
Multispectrum Searchlight: This powerful spotlight shines visible, infared, or ultraviolet light. Droids able to see the projected light gain a +2 equipment bonus to Perception checks to search and notice targets. This light can also be used to blind targets in a 6-square cone. All targets in the cone receive a -10 penalty to stealth checks. As a standard action, the droid makes a ranged attack against each target’s Fortitude Defense. If successful, the target takes a -5 penalty to attack rolls, Perception checks, Pilot checks, and other skill checks until the droid’s next turn. If the attack does not exceed the target’s Fortitude Defense, the target takes a -2 penalty instead.
Medical Kit: Includes almost everything a first-responder needs to save a life: diagnostic scanners, anti-venom, medicine to counteract contaminated water or radiation poisoning, burn treatments, etc etc etc. A medical kit can be used to revive a dying character, and treat disease, poison, or radiation.
Internal Storage
Concealed Item: Blaster pistol in internal storage looks like a standard tool or appendage. The droid gains a +5 bonus to Stealth checks to conceal the weapon, and a +10 bonus to Deception checks to create Deceptive Appearances with regards to concealing the item. Deploying it is a swift action, and it subject to the same penalties as drawing a weapon.
Courier Compartments: There is a secret compartment in the droid’s torso that can hold a Fine-sized item. Detecting this compartment requires a successful Perception check with a DC equal to the Droid’s Will Defense +5.
Internal Storage: The droid can carry up to 5kg of material or equipment inside of its compartments. Currently contains 3 Medpacs, 10 Powerpacks, and 1 Blaster Pistol.
Medpac x3: Bandages, bacta, synthetic flesh, coagulants, stimulants, and other medicines to help an injured patient. Any given creature can benefit from the use of a medpac once in a 24 hour period.
Power Pack x10: A compact, rectangular battery that fits into the grip or barrel of an energy weapon such as a blaster. Power packs are good for 100 shots on a blaster pistol.
Blaster Pistol
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Inspired by M1-4X from the Star Wars: The Old Republic MMO: A droid that is deliriously patriotic and in favour of any violence that involves weakening the empire.
Some quotes from the game to give a sense of what I'm thinking...
“Sir, it is a tremendous pleasure to be here aboard your ship. And what a ship it is. A BT-7 if I’m not mistaken. One of the Pollad designs - a very fine vessel, appropriate for the Republic’s best. We will ride this durasteel eagle into the heart of the Empire and bring our fight for freedom to the door of the Emperor himself!”
“I have loaded all pertinent data. Let us proceed with our noble duty!”
“Sir, allow me to reiterate my pleasure at serving in your command. Since my verbobrain was first activated, I have longed to engage the enemies of freedom directly. Under your noble leadership, I can finally fulfill the mission the Republic’s peerless scientists designed me for!”
“It is an amazing thing to know that you are exceptional, sir. I’m sure you know the feeling, given your incredible service record. My programming, my weaponry, my armor - all state of the art. And my power core, a travel marvel! Other droids may look like me, or have some of my capabilities, but none of them have my power core. I’m very proud to be so unique.”
“I’d like to coordinate with Command and the SIS to find extra targets - Imperial personnel no one else could challenge, and neutralize them. My calculations suggest the Republic forces’ morale would increase more than 18% for each “impossible” target I neutralize. Such incredible victories would demoralize the putrid citizens of the Empire as much as they would encourage our heroic comrades.”
“For the Republic!”
“Sir! I am pleased to report that the mission was a complete success! Though the ambassador had 15 armed guards in his casino suite, I managed to storm through them all, grab the lying fool, and leap out through the window! The enemy never had a chance. Having timed my assault perfectly, the Ambassador and I landed on a passing Ugnaught salvage scow after a mere hundred and thirty meter fall. Once I had made my apologies to the proprietors of the scow, I turned my prisoner over to the SIS, and the toll of liberty rang out across the galaxy! Now that the Ambassador’s influence won’t be spewing across the galaxy, I suspect we’ll see a marked improvement in Republic morale. The only problem now will be selecting an even more impressive target!”
“Don’t worry, sir. He’ll learn to fear the justice of the Republic soon enough!
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