View Full Version : Specialist Mike Smith
Mouser
01-26-2009, 12:25 PM
At 5'8" and weighing 150 pounds, Mike Smith may be the most average person you've ever seen. Utterly forgettable, he fades into the background and attracts no attention.
An online search would turn up no previous addresses.
He holds no bank accounts.
He has no credit record.
He does not exist.
Yet here he stands before you, taking up space and breathing air.
Or he was a moment ago...
What was that sound? It sounded like a...
<fade to black>
Archaelos
01-27-2009, 05:14 PM
Under combat load-out...
"Box of condoms"
That's prepared!
Mouser
01-27-2009, 05:15 PM
Can never have enough condoms...
Origen
01-27-2009, 05:30 PM
Would formatting it like the others already here be too much to ask?
Mouser
01-27-2009, 09:01 PM
MIKE SMITH CR 6
Human; tough hero 3 / tracer 3
Medium humanoid
Init +2; Senses Listen +1, Spot +10,
Languages English
AC 22, touch 16, flat-footed 20;
hp 52 (6 HD) DR 1/-
Fort +5, Ref +6, Will +3
Speed 20 ft. (4 squares)
Ranged glock 18c (9mm machine pistol) +8 (2d6 )
Ranged hk g3-sg1 (7.62mm sniper autoloader) +8 (2d10 )
Melee knife (mastercraft +1) +8 (1d4+2 /19-20 )
Ranged knife (mastercraft +1/thrown) +8 (1d4+2 /19-20 )
Damage: Glock 18c (9mm Machine Pistol) 2d6; 3d6, 2d6-2, *HK G3-SG1 (7.62mm Sniper Autoloader) 2d10; 3d10, 3d10-2, Knife (Mastercraft +1) 1d4+2;
Knife (Mastercraft +1/Thrown) 1d4; ;
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +5; Grp +7
Abilities Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Special Abilities: Damage Reduction 1/-, Reputation 1, Robust, Swift Strike +1d6, Target Species, Wealth Bonus 12 (Current) 12 (Starting), Whenever you are working with someone with the Teamwork feat for the same group, you gain +2 to attack and skill checks. Anointed of the Accord. Gain a +2 Bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Gather Information when dealing with Signatories of the Accord or their agents.
Feats: Advanced Firearms Proficiency, Anointed of the Accord, Armor Proficiency (Light), Armor Proficiency (Medium), Burst Fire, Personal Firearms Proficiency, Simple Weapons Proficiency, Teamwork, Track, Urban Tracking
Skills: Athletics +7, Craft (Mechanical) +6, Craft (Structural) +4, Demolitions +3, Gather Information +2, Investigate +8, Knowledge (Arcane Lore) +6, Knowledge (Streetwise) +8, Navigate +5, Perception +10, Search +11, Stealth +11, Survival +10,
Possessions: Backpack, Binoculars, Electro-Optical, Binoculars, Rangefinding, Bullet (9mm/50/High Explosive), Bullet (7.62mm/40/High Explosive), 7.62mm AP Bullets, 20 pack, Caltrops (25), Camera, Digital, Climbing Gear, Duct Tape, Fatigues, Flash Goggles, Penlight, Fragmentation Grenades (6), Ghillie Suit, Glock 18c (9mm Autoloader), GPS Receiver, Handcuffs, Zip-Tie (25), HK G3-SG1 (7.62mm Sniper Autoloader), Holster, Hip, IR Chemical Light Sticks (5), Knife (Mastercraft +1), Map, Tactical Map, Medical Kit, Medkit, fast use, Mesh Vest, Mine, shrapnel, Multipurpose Tool, Night Vision Goggles, Road Flare (3), Rope (150 ft.), Search-and-Rescue Kit, Sleeping Bag, Tactical Vest, Windbreaker ; Suppressor (rifle), Suppressor (pistol), Bullet (7.62mm/20/Subsonic), Bullet (9mm/50/Subsonic), Magazines (HK G3-SG1) (4), Magazines (Glock 18c) (4), IR Laser sight (pistol), IR Laser sight (rifle), Electro-optical scope (rifle), Box of Condoms
Three versions of Mike’s Equipment exist, one tactical, including the backpack. (Medium Encumbrance), one without the backpack (Light Encumbrance), and one for maximum stealth, using light armor, and including some additional equipment.
See the PDF’s for more details.
Mouser
01-30-2009, 12:54 PM
Made some improvements based on some advice.
Mouser
02-01-2009, 05:05 PM
Armor and automatic weapons make Mouser happy.
Mouser
02-21-2009, 10:13 PM
Updated to 6th level.
Now with a +5 BaB!!
Mouser
04-04-2009, 11:46 PM
MIKE SMITH CR 7
Human; tough hero 3 / tracer 3
Medium humanoid
Init +2
Senses: Perception +11,
Languages: English
AC 18, touch 16, flat-footed 16;
hp 59 (7 HD) DR 1/-
Fort +5, Ref +7, Will +3
Speed 30 ft. (6 squares)
Glock 18c (9mm machine pistol) +11/+6 (2d6 )
Ranged hk g3-sg1 (7.62mm sniper autoloader) +11/+6 (2d10 )
M203 (Grenade Launcher) +6/+2 (3d6)
Melee knife (mastercraft +1) +11/+6 (1d4+2 /19-20 )
Ranged knife (mastercraft +1/thrown) +11/+6 (1d4+2 /19-20 )
Damage:
Glock 18c (9mm Machine Pistol) 2d6; 3d6, 2d6-2
*HK G3-SG1 (7.62mm Sniper Autoloader) 2d10; 3d10, 3d10-2
M203 (3d6)
Knife (Mastercraft +1) 1d4+2
Knife (Mastercraft +1/Thrown) 1d4
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +6/+1; Grp +8/+3
Abilities Str 14, Dex 14, Con 14, Int 14, Wis 12, Cha 8
Special Abilities: Damage Reduction 1/-, Reputation 1, Robust, Swift Strike +1d6, Target Species, Uncanny Stealth (full speed): no longer suffers the –5 penalty on Hide and Move Silently checks while moving at full speed., Wealth Bonus 12 (Current) 12 (Starting), Teamwork:Whenever you are working with someone with the Teamwork feat for the same group, you gain +2 to attack and skill checks. Anointed of the Accord: Gain a +2 Bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Gather Information when dealing with Signatories of the Accord or their agents.
Sniper Augment
Against any target that is considered flat-footed, on a successful ranged attack, maximize all damage dice. Also, you may choose to expend 1 AP to treat all ranged targets this round as virtually flat-footed for this character only (that is, they are denied their Dex bonus to AC, but only for this character, and the target acts as normal).
The Eye of the Hawk Tattoo
The next ranged attack you make automatically converts to a critical, if it hits. If it misses, then this use of the tattoo is wasted.
Amulet of the Journey. While wearing this amulet, you gain strength in resisting the effects of the natural environment and the hazards it presents. A) Immunity to normal environmental heat and cold. B) +4 Sacred Bonus to Con and Fort checks vs. drowning, suffocation, starvation, thirst, fatigue from forced march, etc.
Feats: Advanced Firearms Proficiency, Anointed of the Accord, Armor Proficiency (Light), Armor Proficiency (Medium), Burst Fire, Personal Firearms Proficiency, Simple Weapons Proficiency, Teamwork, Track, Urban Tracking
Skills: Athletics +7, Craft (Mechanical) +6, Craft (Structural) +4, Demolitions +3, Gather Information +2, Investigate +8, Knowledge (Arcane Lore) +7, Knowledge (Streetwise) +8, Knowledge (Tactics) 3, Navigate +6, Perception +11, Search +12, Stealth +12, Survival +11, Tumble/Jump +4
Possessions: Backpack, Binoculars, Electro-Optical, Binoculars, Rangefinding, Bullet (9mm/50/High Explosive), Bullet (7.62mm/40/High Explosive), 7.62mm AP Bullets, 20 pack, Caltrops (25), Camera, Digital, Climbing Gear, Duct Tape, Fatigues, Flash Goggles, Penlight, Fragmentation Grenades (6), Ghillie Suit, Glock 18c (9mm Autoloader), GPS Receiver, Handcuffs, Zip-Tie (25), HK G3-SG1 (7.62mm Sniper Autoloader), Holster, Hip, IR Chemical Light Sticks (5), Knife (Mastercraft +1), Map, Tactical Map, Medical Kit, Medkit, fast use, Mesh Vest, Mine, shrapnel, Multipurpose Tool, Night Vision Goggles, Road Flare (3), Rope (150 ft.), Search-and-Rescue Kit, Sleeping Bag, Tactical Vest, Windbreaker ; Suppressor (rifle), Suppressor (pistol), Bullet (7.62mm/20/Subsonic), Bullet (9mm/50/Subsonic), Magazines (HK G3-SG1) (4), Magazines (Glock 18c) (4), IR Laser sight (pistol), IR Laser sight (rifle), Electro-optical scope (rifle), Box of Condoms
Three versions of Mike’s Equipment exist, one tactical, including the backpack. (Medium Encumbrance), one without the backpack (Light Encumbrance), and one for maximum stealth, using light armor, and including some additional equipment.
Mouser
06-01-2009, 03:03 PM
MIKE SMITH CR 8
Human; tough hero 3 / tracer 4 / Knight of the Accords 1
Medium humanoid
Init +2
Senses: Perception +12,
Languages: English
AC 19, touch 17, flat-footed 17;
hp 66 (8 HD) DR 1/-
Fort +6, Ref +8, Will +4
Speed 40 ft. (8 squares)
JX-781 (4.2mm pistol) +13/+8 (3d6+3 : 19-20 : 50' Range : 16 rnd box : S : Small : 2 lbs)
JX-781A (4.2mm machine pistol) +13/+8 (3d6+3 : 20 : 30' Range : 20 rnd box : A : Small : 2 lbs)
JX-25 Sabot (Assault Rifle) +13/+8 (3d10 : 19-20/x5 : 140' : 60 Box : 10 lbs : Large)
JX-552M (Sniper Rifle) +13/+8 (4d12 : 20/x4 : 120' range : 10 Box : S : 20 lbs: Large*This round can critical targets normally immune to critical hits.)
JX-552P (Sniper Rifle) +13/+8 (4d6+8 : 17-20/x3 : 200' range : 20 Box : S/B : 18 lbs : Large.)
JX-552X (Sniper Rifle) +13/+8 (4d8+4 : 19-20/x3 : 150' range : 40 Drum : S/A : 18 lbs : Large.)
JX-222 (Underslung Grenade Launcher) +8/+4 (varies)
JX-97 Directional Deployment Micro-DIME Cluster Munition (8d8+16 : 40' Cone : DC 22 Reflex Half : 5 lbs*5' radius around initial blast takes 2d6 damage)
Melee knife (mastercraft +1) +12/+7 (1d4+2 /19-20 )
Ranged knife (mastercraft +1/thrown) +12/+7 (1d4+2 /19-20)
Katana +5/+0 (2d6 : 19-20 : Large : 6 lbs)
Wakizashi +5/+0 (1d6 : 19-20 : Large : 6 lbs)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +7/+2; Grp +9/+4
Abilities Str 14, Dex 14, Con 14, Int 14, Wis 13, Cha 8
Special Abilities: Damage Reduction 1/-, Reputation 1, Robust, Swift Strike +1d6, Target Species, Uncanny Stealth (full speed): no longer suffers the –5 penalty on Hide and Move Silently checks while moving at full speed., Wealth Bonus 12 (Current) 12 (Starting), Teamwork:Whenever you are working with someone with the Teamwork feat for the same group, you gain +2 to attack and skill checks. Anointed of the Accord: Gain a +2 Bonus to Diplomacy, Bluff, Intimidate, Sense Motive, and Gather Information when dealing with Signatories of the Accord or their agents. With all Haste - +10’ movement speed
Sniper Augment
Against any target that is considered flat-footed, on a successful ranged attack, maximize all damage dice. Also, you may choose to expend 1 AP to treat all ranged targets this round as virtually flat-footed for this character only (that is, they are denied their Dex bonus to AC, but only for this character, and the target acts as normal).
The Eye of the Hawk Tattoo
The next ranged attack you make automatically converts to a critical, if it hits. If it misses, then this use of the tattoo is wasted.
Amulet of the Journey. While wearing this amulet, you gain strength in resisting the effects of the natural environment and the hazards it presents. A) Immunity to normal environmental heat and cold. B) +4 Sacred Bonus to Con and Fort checks vs. drowning, suffocation, starvation, thirst, fatigue from forced march, etc.
Feats: Advanced Firearms Proficiency, Anointed of the Accord, Armor Proficiency (Light), Armor Proficiency (Medium), Burst Fire, Personal Firearms Proficiency, Simple Weapons Proficiency, Teamwork, Track, Urban Tracking
Skills: Athletics +7, Craft (Mechanical) +6, Craft (Structural) +5, Demolitions +3, Gather Information +2, Investigate +8, Knowledge (Arcane Lore) +7, Knowledge (Streetwise) +8, Knowledge (Tactics) 4, Navigate +7, Perception +12, Search +13, Stealth +13, Survival +12, Tumble/Jump +5
Possessions: Backpack, Binoculars, Electro-Optical, Binoculars, Rangefinding, Bullet (9mm/50/High Explosive), Bullet (7.62mm/40/High Explosive), 7.62mm AP Bullets, 20 pack, Caltrops (25), Camera, Digital, Climbing Gear, Duct Tape, Fatigues, Flash Goggles, Penlight, Fragmentation Grenades (6), Ghillie Suit, Glock 18c (9mm Autoloader), GPS Receiver, Handcuffs, Zip-Tie (25), HK G3-SG1 (7.62mm Sniper Autoloader), Holster, Hip, IR Chemical Light Sticks (5), Knife (Mastercraft +1), Map, Tactical Map, Medical Kit, Medkit, fast use, Mesh Vest, Mine, shrapnel, Multipurpose Tool, Night Vision Goggles, Road Flare (3), Rope (150 ft.), Search-and-Rescue Kit, Sleeping Bag, Tactical Vest, Windbreaker ; Suppressor (rifle), Suppressor (pistol), Bullet (7.62mm/20/Subsonic), Bullet (9mm/50/Subsonic), Magazines (HK G3-SG1) (4), Magazines (Glock 18c) (4), IR Laser sight (pistol), IR Laser sight (rifle), Electro-optical scope (rifle), Box of Condoms
Three versions of Mike’s Equipment exist, one tactical, including the backpack. (Medium Encumbrance), one without the backpack (Light Encumbrance), and one for maximum stealth, using light armor, and including some additional equipment.
Virtual Feat:
JTFPR Weapons Proficiency
Benefit: Use any JX-Series weapon with which you are normally proficient, without penalty.
Normal: JX-Series weapons impose a -4 to hit penalty that stacks with the normal non-proficiency penalty.
Origen
06-11-2009, 06:04 PM
From the Sisterhood, Smith took 3 Con damage from a sip of water.
Con = 14 - 3 = 11
Hit points = 66 - (8 x 2) = 66 - 16 = 50
Fort save = +4
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