Flashback Soldiers
Tog Dranosa CL 4
Medium Human scout 3 / soldier 1
Force 7; Dark Side 0
Init +10; Senses Low-light vision, Perception +8
Languages Basic, High Galactic, Mando'a
Defenses Ref 19 (flat-footed 16), Fort 18, Will 15
hp 46; Threshold 18
Speed 6 squares
Melee unarmed +4 (1d4+3) or
Melee bayonet +4 (1d8+3) or
Melee bayonet +4 (1d8+4) with both hands
Ranged commando special rifle +7 (3d10+2) or
Ranged commando special rifle +8 (3d10+2) with Careful Shot or
Ranged frag grenade +6 (4d6+2, 2 square burst) or
Ranged frag grenade +7 (4d6+2) with Careful Sho, 2 square burst) or
Ranged blaster pistol +6 (3d6+2) or
Ranged blaster pistol +7 (3d6+2) with Careful Shot
Base Atk +3; Grp +6
Atk Options Careful Shot, Devastating Attack (rifle), Point Blank Shot
Abilities Str 12, Dex 16, Con 12, Int 14, Wis 12, Cha 8
Talents Improved Stealth, Hidden Movement, Devastating Attack (rifles)
Feats Armor Proficiency (Light, Medium), Careful Shot, Point Blank Shot, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)
Skills Climb +8, Endurance +8, Initiative +10, Knowledge (Tactics) +9, Perception +8, Stealth +10 (may reroll but must keep the result of the reroll even if worse), Survival +8, Swim +8
Possessions commando special rifle, bayonet, frag grenade, blaster pistol, republic light armor (+4 armor), all-temperature cloak, targeting scope, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), ration pack (x3)
Medium Human scout 3 / soldier 1
Force 7; Dark Side 0
Init +10; Senses Low-light vision, Perception +8
Languages Basic, High Galactic, Mando'a
Defenses Ref 19 (flat-footed 16), Fort 18, Will 15
hp 46; Threshold 18
Speed 6 squares
Melee unarmed +4 (1d4+3) or
Melee bayonet +4 (1d8+3) or
Melee bayonet +4 (1d8+4) with both hands
Ranged commando special rifle +7 (3d10+2) or
Ranged commando special rifle +8 (3d10+2) with Careful Shot or
Ranged frag grenade +6 (4d6+2, 2 square burst) or
Ranged frag grenade +7 (4d6+2) with Careful Sho, 2 square burst) or
Ranged blaster pistol +6 (3d6+2) or
Ranged blaster pistol +7 (3d6+2) with Careful Shot
Base Atk +3; Grp +6
Atk Options Careful Shot, Devastating Attack (rifle), Point Blank Shot
Abilities Str 12, Dex 16, Con 12, Int 14, Wis 12, Cha 8
Talents Improved Stealth, Hidden Movement, Devastating Attack (rifles)
Feats Armor Proficiency (Light, Medium), Careful Shot, Point Blank Shot, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)
Skills Climb +8, Endurance +8, Initiative +10, Knowledge (Tactics) +9, Perception +8, Stealth +10 (may reroll but must keep the result of the reroll even if worse), Survival +8, Swim +8
Possessions commando special rifle, bayonet, frag grenade, blaster pistol, republic light armor (+4 armor), all-temperature cloak, targeting scope, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), ration pack (x3)
Last edited by setanta14 on Mon Jan 26, 2009 6:25 pm, edited 1 time in total.
- Hardcorhobbs
- Posts: 5423
- Joined: Mon Aug 01, 2005 7:38 am
- Location: Fort Wadsworth
The reason for going with equipment packages is because we're already going to have new abilities to deal with, I didn't want to add in all kinds of new equipment on top of it. But, I agree it is important to know what the options are. So here's what I came up with for the equipment packages:
Basic Package (for all characters):
Blaster rifle with bayonet, blaster pistol, 2 frag grenades, Republic Army light armor, comlink (encrypted), utility belt with medpac
Package upgrades (each character pick one):
Republic Combat Armor (replaces light armor)
Commando Special Rifle (replaces Blaster rifle)
Blaster rifle, light repeating (replaces Blaster rifle)
Missile launcher, no extra ammo (replaces Blaster rifle)
Grenade launcher +4 grenades of your choosing (replaces Blaster rifle)
Sensor Pack
Medical kit +4 medpacs
Electrobinoculars
Security Kit
Datapad
If there's anything you think is missing, just ask.
Basic Package (for all characters):
Blaster rifle with bayonet, blaster pistol, 2 frag grenades, Republic Army light armor, comlink (encrypted), utility belt with medpac
Package upgrades (each character pick one):
Republic Combat Armor (replaces light armor)
Commando Special Rifle (replaces Blaster rifle)
Blaster rifle, light repeating (replaces Blaster rifle)
Missile launcher, no extra ammo (replaces Blaster rifle)
Grenade launcher +4 grenades of your choosing (replaces Blaster rifle)
Sensor Pack
Medical kit +4 medpacs
Electrobinoculars
Security Kit
Datapad
If there's anything you think is missing, just ask.
- EvilGenius
- Posts: 6716
- Joined: Fri Nov 17, 2006 1:09 pm
- Location: Allentown, PA
Okay, I tweaked my character a bit to better optimize him.
'Durasteel' Davrosh CL 4
Medium Human Scout 1 / Soldier 3
Force 7; Dark Side 0
Init +10; Perception +8
Languages Basic, Binary, High Galactic
Defenses:
Ref 22, Fort 20, Will 16
hp 43; Threshold 20
Speed 4 squares
Attacks: BAB +3, Dex Mod +3
Blaster Rifle + 6 (3d8+2) or
Blaster Rifle + 8 (3d8+3) with Careful Shot and Point Blank Shot
Atack Options: Careful Shot, Point Blank Shot
Abilities Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 8
Talents: Evasion, Armored Defense, Imp Armored Defense
Feats:
Armor Proficiency (Light, Medium),
Weapon Proficiency (pistols, rifles, simple)
Improved Defenses
Point Blank Shot
Careful Shot
Skills:
Endurance +8
Initiative +10
Knowledge (Tactics) +9
Knowledge (Galactic Lore) +9
Mechanics +9
Perception +8
Stealth +10
Survival +8
Equipment:
Republic Combat Armor (Medium Armor)
'Durasteel' Davrosh CL 4
Medium Human Scout 1 / Soldier 3
Force 7; Dark Side 0
Init +10; Perception +8
Languages Basic, Binary, High Galactic
Defenses:
Ref 22, Fort 20, Will 16
hp 43; Threshold 20
Speed 4 squares
Attacks: BAB +3, Dex Mod +3
Blaster Rifle + 6 (3d8+2) or
Blaster Rifle + 8 (3d8+3) with Careful Shot and Point Blank Shot
Atack Options: Careful Shot, Point Blank Shot
Abilities Str 10, Dex 16, Con 13, Int 14, Wis 12, Cha 8
Talents: Evasion, Armored Defense, Imp Armored Defense
Feats:
Armor Proficiency (Light, Medium),
Weapon Proficiency (pistols, rifles, simple)
Improved Defenses
Point Blank Shot
Careful Shot
Skills:
Endurance +8
Initiative +10
Knowledge (Tactics) +9
Knowledge (Galactic Lore) +9
Mechanics +9
Perception +8
Stealth +10
Survival +8
Equipment:
Republic Combat Armor (Medium Armor)
Last edited by EvilGenius on Sun Jan 25, 2009 11:09 pm, edited 2 times in total.
- EvilGenius
- Posts: 6716
- Joined: Fri Nov 17, 2006 1:09 pm
- Location: Allentown, PA
I was also thinking of this for a 'lucky' character.
Lucky Bastard CL 4
Medium Human Scoundrel 3 / Soldier 1
Force 7; Dark Side 0
Init +10; Perception +8
Languages Basic, Binary
Defenses:
Ref 20, Fort 19, Will 18
hp 33; Threshold 19
Speed 6 squares
Attacks: BAB +3, Dex Mod +3
Republic Special Commando Rifle + 6 (3d10+2) or
Republic Special Commando Rifle + 8 (3d10+3) with Careful Shot and Point Blank Shot
Attack Options: Careful Shot, Point Blank Shot
Abilities Str 10, Dex 16, Con 13, Int 12, Wis 12, Cha 10
Talents: Knack (reroll skill check 1/day, keep best result), Lucky Shot (reroll attack roll 1/day, keep best result), Indomitable (1/day +5 up the condition track)
Feats:
Armor Proficiency (Light)
Weapon Proficiency (pistols, rifles, simple)
Improved Defenses
Point Blank Shot (+1 Attack & Damage within 30 squares)
Careful Shot (+1 Attack when Aiming)
Strong in the Force (roll d8s)
Skills:
Gather Info +7
Initiative +10
Knowledge (Tactics) +8
Knowledge (Galactic Lore) +8
Perception +8
Stealth +10
Equipment :
Republic Light Armor
Republic Special Commando Rifle
Lucky Bastard CL 4
Medium Human Scoundrel 3 / Soldier 1
Force 7; Dark Side 0
Init +10; Perception +8
Languages Basic, Binary
Defenses:
Ref 20, Fort 19, Will 18
hp 33; Threshold 19
Speed 6 squares
Attacks: BAB +3, Dex Mod +3
Republic Special Commando Rifle + 6 (3d10+2) or
Republic Special Commando Rifle + 8 (3d10+3) with Careful Shot and Point Blank Shot
Attack Options: Careful Shot, Point Blank Shot
Abilities Str 10, Dex 16, Con 13, Int 12, Wis 12, Cha 10
Talents: Knack (reroll skill check 1/day, keep best result), Lucky Shot (reroll attack roll 1/day, keep best result), Indomitable (1/day +5 up the condition track)
Feats:
Armor Proficiency (Light)
Weapon Proficiency (pistols, rifles, simple)
Improved Defenses
Point Blank Shot (+1 Attack & Damage within 30 squares)
Careful Shot (+1 Attack when Aiming)
Strong in the Force (roll d8s)
Skills:
Gather Info +7
Initiative +10
Knowledge (Tactics) +8
Knowledge (Galactic Lore) +8
Perception +8
Stealth +10
Equipment :
Republic Light Armor
Republic Special Commando Rifle
Targeting Scope, Standard?
Hardcorhobbs wrote:The reason for going with equipment packages is because we're already going to have new abilities to deal with, I didn't want to add in all kinds of new equipment on top of it. But, I agree it is important to know what the options are. So here's what I came up with for the equipment packages:
Basic Package (for all characters):
Blaster rifle with bayonet, blaster pistol, 2 frag grenades, Republic Army light armor, comlink (encrypted), utility belt with medpac
Package upgrades (each character pick one):
Republic Combat Armor (replaces light armor)
Commando Special Rifle (replaces Blaster rifle)
Blaster rifle, light repeating (replaces Blaster rifle)
Missile launcher, no extra ammo (replaces Blaster rifle)
Grenade launcher +4 grenades of your choosing (replaces Blaster rifle)
Sensor Pack
Medical kit +4 medpacs
Electrobinoculars
Security Kit
Datapad
If there's anything you think is missing, just ask.
- Hardcorhobbs
- Posts: 5423
- Joined: Mon Aug 01, 2005 7:38 am
- Location: Fort Wadsworth
Hey Cory,
My character is not proficient with rifles, and the basic package includes a blaster rifle. Any chance I can swap that out for something else?
I planned on taking the basic package and adding the Medical Kit and 4 Medpacs. Maybe I can swap the blaster rifle out for a Surgery Kit? This would allow me to make use of all the options under the Treat Injury skill.
My character is not proficient with rifles, and the basic package includes a blaster rifle. Any chance I can swap that out for something else?
I planned on taking the basic package and adding the Medical Kit and 4 Medpacs. Maybe I can swap the blaster rifle out for a Surgery Kit? This would allow me to make use of all the options under the Treat Injury skill.
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
- Lars Porsenna
- Posts: 4779
- Joined: Wed Jun 29, 2005 5:34 pm
- Location: Manta, Ecuador
I think that would be appropriate. It wasn't really until recently (and WWII in the pacific) that medics were armed. Having Jon arm-less (heh) would make sense...
Damon.
Damon.
"Qui desiderat pacem, praeparet bellum"
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
My Book Blog: http://bookslikedust.blogspot.com/
My Minis Blog: http://minislikedust.blogspot.com/
Modeling the Ecuadorian Military: https://ecuadorianmilitary.blogspot.com/
My Book Blog: http://bookslikedust.blogspot.com/
My Minis Blog: http://minislikedust.blogspot.com/
- Hardcorhobbs
- Posts: 5423
- Joined: Mon Aug 01, 2005 7:38 am
- Location: Fort Wadsworth
Absolutely! I think thats entirely appropriate.Jonkga wrote:Hey Cory,
My character is not proficient with rifles, and the basic package includes a blaster rifle. Any chance I can swap that out for something else?
I planned on taking the basic package and adding the Medical Kit and 4 Medpacs. Maybe I can swap the blaster rifle out for a Surgery Kit? This would allow me to make use of all the options under the Treat Injury skill.
Although as a side note, a rifle with a retractable stock counts as a pistol when the stock is retracted. However, I think when it's retracted you can't use autofire.
He's not armless, he just has a pistol which is only does a die less damage than the rifle and can't autofire. Plus it's not good to pick on the medic IMHOLars Porsenna wrote:I think that would be appropriate. It wasn't really until recently (and WWII in the pacific) that medics were armed. Having Jon arm-less (heh) would make sense...
Damon.
Another important side note: If like Jon you have a skill/ability your focusing on MAKE SURE YOU LET ME KNOW ASAP. I want to make sure I work them into the game so we can try them out!
So here's my Early Bird:
Tachash
Selkath Scoundrel 2/Soldier 2
Force Points: 7, Destiny Points: 0
Speed: 6, Swim Speed: 4
Languages: Selkath, Basic, Bocce
Racial Abilities: Breathe Underwater, Expert Swimmer (can re-roll failed checks, must keep second; can also take 10 anytime), Able Healer (grants +5 hp to any healing given, 1/encounter can grant 10+level bonus hp as a swift action)
Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 14
hp 42, Dam Thresh 18
Fort 18, Ref 19 (16 flat-footed), Will 15
Melee Bayonet +3 1d8+2
Ranged Blaster Pistol +7(+8 at point blank range) 3d6+4
Talents: Knack (re-roll skill, take best result), Weapon Specialization (pistols) (+2 damage)
Feats: Weapon Proficiency (pistols, simple weapons), Point Blank Shot (+1 attack at point blank range), Armor Proficiency (light), Weapon Focus (pistols) (+1 attack), Skill Training (Treat Injury), Precise Shot (shoot into melee with no penalty), Skill Focus (Treat Injury)
Trained Skills: Endurance +8, Knowledge (life sciences) +9, Perception +7, Stealth +10, Survival +7, Swim +7, Treat Injury +12
Gear: blaster pistol with standard targeting scope, bayonet, 2 frag grenades, Republic Army light armor, encrypted comlink, utility belt with medpac, medical kit with 4 medpacs, surgery kit
Tachash
Selkath Scoundrel 2/Soldier 2
Force Points: 7, Destiny Points: 0
Speed: 6, Swim Speed: 4
Languages: Selkath, Basic, Bocce
Racial Abilities: Breathe Underwater, Expert Swimmer (can re-roll failed checks, must keep second; can also take 10 anytime), Able Healer (grants +5 hp to any healing given, 1/encounter can grant 10+level bonus hp as a swift action)
Str 10, Dex 16, Con 12, Int 14, Wis 10, Cha 14
hp 42, Dam Thresh 18
Fort 18, Ref 19 (16 flat-footed), Will 15
Melee Bayonet +3 1d8+2
Ranged Blaster Pistol +7(+8 at point blank range) 3d6+4
Talents: Knack (re-roll skill, take best result), Weapon Specialization (pistols) (+2 damage)
Feats: Weapon Proficiency (pistols, simple weapons), Point Blank Shot (+1 attack at point blank range), Armor Proficiency (light), Weapon Focus (pistols) (+1 attack), Skill Training (Treat Injury), Precise Shot (shoot into melee with no penalty), Skill Focus (Treat Injury)
Trained Skills: Endurance +8, Knowledge (life sciences) +9, Perception +7, Stealth +10, Survival +7, Swim +7, Treat Injury +12
Gear: blaster pistol with standard targeting scope, bayonet, 2 frag grenades, Republic Army light armor, encrypted comlink, utility belt with medpac, medical kit with 4 medpacs, surgery kit
"Here are your waters and your watering place.
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
Drink and be whole again beyond confusion."
-- "Directive" by Robert Frost
- EvilGenius
- Posts: 6716
- Joined: Fri Nov 17, 2006 1:09 pm
- Location: Allentown, PA
- EvilGenius
- Posts: 6716
- Joined: Fri Nov 17, 2006 1:09 pm
- Location: Allentown, PA
- EvilGenius
- Posts: 6716
- Joined: Fri Nov 17, 2006 1:09 pm
- Location: Allentown, PA