Melee Omni-blade +10 (6d8+7 kinetic*) or
Melee Unarmed Attack +10 (1d4+7 kinetic plus Mechanical Martial Arts) Target takes -5 penalty to attack and damage rolls until start of my next turn. Ranged Geth Assault Rifle +9 (3d8+10 piercing energy plus suppression) Autofire or Targets in area take -2 penalty to attack rolls, even if not hit. Ranged Geth Assault Rifle +4/+4 (3d8+10 piercing energy plus suppression) Autofire with Double Attack
Ammo:40/100
Attack modifiers:
Base ranged attack: +12 = 5 (DEX) +7(BAB)
Rapid-fire weapon: At point-blank range, -2 to autofire or 0 if braced.
-2 at medium range or longer.
Bracing: -2 penalty to autofire (0 at point-blank, see above). Two swift actions.
Stability dampener: Autofire/burst fire/multi-attack penalty reduced by 2 (min -1)
Double attack: -5 on all attacks to shoot twice (full-round action)
Constant: Any opponent misses with melee attack, takes STR bonus (3) damage if in reach.
When fighting defensively: Reflex 28. Any adjacent creature that attacks provokes an attack of opportunity (6 per round): Unarmed attack +5 (1d4+7). If hit, target takes -5 attack and damage until start of next turn.
Armour Proficiency [light, medium] (Soldier 1)
When you wear armour you are proficient with, you take no armour check penalty on attack rolls or skill checks. Additionally, you may benefit from all of the armour's special equipment bonuses (if any).
Skill Focus [Use Computer] (level 1)
You gain a +5 competence bonus on skill checks made with one trained skill of your choice.
Martial Arts I (level 2 bonus)
Damage dealt by your unarmed attacks increases by one die step: 1d3 becomes 1d4, 1d4 becomes 1d6, and 1d6 becomes 1d8. In addition, you gain a +1 dodge bonus to your Reflex Defense.
Mechanical Martial Arts (level 3)
When you successfully damage an enemy with an unarmed attack, the enemy takes a -5 penalty to all melee attack rolls and damage rolls until the start of your next turn.
If you strike an organic enemy while using this feat during an attack of opportunity, the penalty lasts until the start of the enemy's next turn.
Weapon Proficiency [advanced melee] (level 4 bonus)
Choose one weapon group. You are proficient with all weapons of the selected group.
Combat Reflexes (level 6)
You may make a number of additional attacks of opportunity equal to your Dexterity modifier. You still only make one attack of opportunity on a single opponent. With this feat, you may also make attacks of opportunity while flat-footed.
Double Attack [rifles] (level 6 bonus)
Choose a single exotic weapon or weapon group. When you use the full attack action, you may make one additional attack when wielding such a weapon. However, you take a -5 penalty on all attack rolls until the start of your next turn because you're trading precision for speed.
Talents:
Soldier
Improved Suppression Fire (Soldier 1)
When you successfully suppress an enemy using the aid another action, that enemy takes a -5 penalty on its attack rolls until the start of your next turn. When targeting an area with an autofire weapon, each enemy in the attack area takes a -2 penalty on its attack rolls until the start of your next turn, regardless of whether your attack hits.
Retaliation Jab (Soldier 3)
If an enemy misses you with a melee attack, as a reaction you can automatically deal damage equal to your strength modifier (minimum 1 point of damage) to your attacker, if the attacker is within your reach.
Counterpunch (Soldier 5)
When you fight defensively, any adjacent creature that attacks you provokes an attack of opportunity from you.
Defensive Jab (Soldier 7)
When you are unarmed and take the fight defensively action, you can make a single unarmed attack as a free action against a single target.
Military Engineer
Dual Omni-Tool (Military Engineer 1)
You can use tech modules from two omni-tools at a time. You are still limited to a single [armor] and [ammo] module at a time, but you can have two different [persistent] or [familiar] modules active at a time.
Defense Matrix [armor]
Time: Standard action Target: You Recharge: 3 rounds
Effect: You gain a +15 tech bonus to Shield Rating a +5 tech bonus to Shield Strength.
Special: You can detonate an active Defense Matrix as a reaction to restore your shields to full strength without the bonus shields conferred by Defense Matrix. Doing so ends the effects of Defense Matrix. You can spend an Action point to increase the bonus Shield Strength by +5 for the duration of the encounter.
Marksman [persistent]
Time: Move action Target: You Recharge: 3 rounds
Effect: For 2 rounds, you gain a +3 tech bonus to attack rolls and reduce the penalty for the autofire, burst fire, double and triple attack actions by -2 (to a minimum of 0). When you activate Marksman you may reload your weapon as a free action.
Special: You can spend an Action point to increase your critical threat range with all ranged weapons by 1 for the duration of the effect. You may not have Adrenaline Rush and Marksman active at the same time.
Shadow Strike [persistent]
Time: Full-round action Target: You Recharge: 4 rounds
Make a Use Computer check. You gain total concealment until the end of your turn and move up to double your speed. If you stop adjacent to an enemy, you may make a melee attack against the enemy, and deal bonus damage based on your Use Computer result.
DC 20: +2d6 damage.
DC 25: +3d6 damage.
DC 30: +4d6 damage.
DC 35: +5d6 damage.
The attacked enemy makes an opposed Perception check against your Use Computer check. If the enemy wins, you do not gain the bonus damage.
After attacking, you may move up to half your speed.
Special: You can spend an Action point to move back to your original position after attacking, whether you hit or not.
Concussive Shot [detonator]
Time: Move action Target: One enemy in 8 squares Recharge: 2 rounds
Make a Use Computer check. Make one roll and compare the result to the target's Reflex defense. If the attack hits, the target takes 2d6 kinetic damage. If the result also exceeds the target's Fortitude defense, the target is pushed 1 square and knocked prone.
Special: Concussive shot ignores BS and SS. You can spend an Action point to push the target 2 additional squares and move it -1 step along the condition track.
Cryo Blast [primer: cryo]
Time: Standard action Target: One enemy in 12 squares Recharge: 2 rounds
Make a Use Computer check. Make one roll and compare the result to the target's Fortitude defense. If the attack hits, the target takes 4d4 cold damage and is limited to two actions per round and has its DR reduced by 10. If the result exceeds the target's Fortitude defense by 10, the target is limited to a single action per turn and has its DR reduced by 15.
The effect lasts for 2 rounds.
Special: You can spend an Action point to move the target -1 step along the condition track.
Incinerate [primer: fire] [detonator]
Time: Move action Target: One enemy in 12 squares Recharge: 3 rounds
Make a Use Computer check. Make one roll and compare the result to the target's Fortitude defense. If the attack hits, the target takes 6d6 fire damage. If the damage exceeds the target's Damage Threshold, it is set on fire.
Special: You can spend an Action point to increase the damage dealt by +2d6 and automatically succeed on setting the target on fire.
Synthetic Traits:
Ion Damage Vulnerability:
Take half damage. If knocked to 0 hp drop -5 on condition track and disabled. If damage before halving exceeds damage threshold, drop -2 on condition track.
Maintenance:
Do not eat, sleep, or breathe. Require 1 hour recharge (shut down) every 100 hours of operation. If not, Endurance check every hour DC 10 + hours or drop -1 on condition track.
Memory:
May reassign feats, talents, and skills with Use Computer vs Will Defense. Performing on self takes -5. -5 to check for talents and feats. Requires skill package (100 cr) or talent/feat package (1000 cr) if programmer does not have. Memory wipe removes class levels.
Nonliving:
Immune to poison, radiation, disease, non-corrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects, and anything that would only affect a living target. No bonus HP from CON score, apply STR to Fortitude Defense.
Disabled at 0 hp, destroyed if damage exceeds damage threshold.
Equipment:
Geth Assault Rifle: Current clip 80
Range 10 / 20 / 40 / 60. Clip: 100. Reload: 1 standard.
Rapid fire: Reduce autofire/burst fire penalties to -2 at point-blank range, 0 if braced. Add 1 damage per die when using autofire/burst fire. -2 to hit beyond medium range. Uses double ammo. Modifications (2): Stability Dampener (reduce autofire/burst fire/multi-attack penalties by 2, min -1), High-Velocity Barrel (+1 damage per die, Piercing quality added, extra weight->inaccurate)
Utility Belt
Medi-gel x1
Omnitool 1
Modifications(6+Omni-blade): +1 die to omni-blade damage, all tech module use (installed Shadow Strike, Marksman, Defense Matrix), +2 Use Computer for equipped tech powers, +2 Use Computer for non-tech power use, +1 Shield Strength
Omnitool 2
Modifications (6+Omni-blade): All tech module use (installed Concussive Shot, Cryo Blast, Incinerate), +2 Use Computer for equipped tech powers, +5 to Shield Rating x2, + 1 Shield Strength
Integrated:
Plasteel shell (+2 armour, +5 max dex)
Heuristic processor
Internal comlink
Locked access (Cannot be shut down by others unless disabled)
Vocabulator
Self-destruct system (2 sq. rad, 6d6)
Diagnostics package (+2 mechanics to diagnose problems on self)
Improved sensor package (+2 perception, low-light vision)
Darkvision