Talk:Bong Ha
Character Generation
Attributes
27-point buy
Str 10 (2 points)
Dex 14 (7 points)
Con 14 (7 points)
Int 14 (7 points) +2 (Human) = 16
Wis 10 (2 points)
Cha 10 (2 points)
Proficiencies
Skills
Acrobatics
Animal Handling
Athletics
Culture
Deception
Engineering (Class)
Insight
Intimidation
Investigation (Human)
Medicine
Nature
Perception (Class)
Performance
Persuasion
Pilot (Class)
Science (Human)
Sleight of Hand
Stealth
Survival
Tools
Tools: Engineering Kit, Explosives, Fabrication Kit
1/2 Proficiency bonus to all other tools
Armor & Weapons
Armor: Light
Weapons: Common weapons, Sidearms, Longarms, Martial Arts
Combat Stats
HP: 20
AC: 18 (assumes tactical vest)
Speed: 6m
Saves: Int, Dex
RECOVERY When you recover HP due to a short rest, you regain an additional +TD HP.
Determination Points: +2
Initiative: +2
Moxie +3
Determination Points: PB+2 (4)
Race
Human
+10 HP
+2 to Int or Cha
+2 skill proficiencies
RECOVERY When you recover HP due to a short rest, you regain an additional +TD HP.
Origins
WRIGHT (Background) From the first wheelmaker to expert repair technicians, the wright fills a vital role in any civilization. Regardless of your people’s level of technological advancement, you’ve learned to approach problems in a pragmatic matter and are quick to learn new mechanical concepts. Bonus Proficiency: Engineering Measure Twice: You gain half your Proficiency bonus on ability checks with tools you are not proficient in.
TAU’RI MILITARY (Racial) As an operation of the USAF, the Phoenix Site is technically part of the human military. In recent years, General Loyer recruited from other branches of the military. The majority of personnel assigned to the Phoenix Site are from this background. Required Race: Human (must be from Earth) Basic Training: You are proficient in martial arts, longarms, or heavy armor (pick one).
Class
ENGINEER
HIT & DETERMINATION POINTS
- Hit Points at 1st level: 8
- Hit Points at Higher Levels: 4 per level Hit Die: d8
- Determination Points: +2
PROFICIENCIES Armor: Light
- Weapons: Common weapons, Sidearms, Longarms
- Tools: Engineering Kit, Explosives, Fabrication Kit
- Saving Throws: Dexterity and Intelligence
- Skills: Engineering, Pilot, Perception
EQUIPMENT KIT You add an Engineering kit to your base kit (see page 58).
JURY RIG You are an expert at field repairs, even when you have to get creative. When you use an engineering kit to repair a machine you heal 2d8 points of damage instead of 2d6. In addition, you may repair an adjacent machine as an action rather than only during a short rest.
MODIFICATIONS You don’t just fix and maintain your equipment – you’ve also made some special modifications that enhance the effectiveness of you and your team’s gear. Choose one modification feat (see page 99) at 1st level and another modification feat at 3rd and 5th level.
Feats
LONGARM CALIBRATIONS MP Cost: 5 Requirement: Jury Rig ability During a long rest you may choose one character’s Longarm. It gains a +1d4 to attack rolls against targets at long range until your next long rest. You may choose this modification multiple times; each time you do you may apply the bonus to an additional weapon.
Post-Level 5
- Mission Points Spent: 5
Feat Wishlist
General Combat
- Ability Score Increase (p.84) 7 MP - Ability increase +1 to maximum of 20
- Dodge (p.90) 5 MP - Add +1 AC when wearing no or light armor
- Evasion (p.91) 9 MP - When making Dex saves to avoid damage, take no damage on success, half damage on fail
- Hardy (p.86) 5 MP - Your base HD improves by one step, from d8 to d10, or from d10 to d12. You may select this feat multiple times, each time increasing your HD an additional step, to a maximum of d12. If you already have a HD of d12 you may not purchase this feat. Note: This will immediately increase your HP, as the HP already gained from previous levels will increase by 1 per level when the hit die increases a step.
- Hold Together (p.91) 9 MP - When benefiting from cover, gain resistance to the damage of attacks hindered by that cover
- Reinforce Cover (p.91) 5 MP - As an action, extend Hold Together benefit to all friendly characters within 1m
- Weapon Specialization (p.92) 4 MP - Choose weapon type (Common, sidearm, longarm), gain +1 to hit and damage
Melee Combat
- Blind-Fighter (p. 93) 3 MP - No disadvantage when making melee attacks against targets you can't see
- Precision Strikes (p.94) 3 MP - Martial Arts attacks have Finesse quality
- Martial Training (p.94) 5 MP - Minimum Melee Weapon and Martial Arts damage die is 1d8
- Martial Mastery (p.94) 7 MP - Increase weapon die for Melee Weapon and Martial Arts damage by 1 step to a maximum of 1d12
- MANEUVERING ARTS MASTER (p.93) 5 MP - You have trained in one or more Martial Arts that focus on grappling with an opponent or otherwise controlling their position such as certain forms of Aikido, Judo, or MMA. Choose either Disarm, Grapple or Trip/Shove. You gain a +2 bonus on contests during combat to perform or resist the noted action. You may choose this feat up to three times, selecting a different option each time.
- PRECISION MANEUVERS (p.94) 5 MP - When you attempt to Disarm or Trip a target, you may use Dexterity instead of Strength when making the Athletics check.
Ranged Combat
- Ballistics Expert (p.94) 7 MP - Use Int instead of Dex making ranged attack rolls; still use Dex bonus for damage
- Hip Fire (p.94) 5 MP - When making attacks against enemies within 1 m, do not suffer disadvantage
Precise Shots (p.94) 5 MP - Targets to no gain benefits of cover granted by creatures
Downtime
- Artist (p.96) 3 MP - choose one facility and increase its effective facility bonus by +1 (maximum of +5) during this mission
- Tread Head (p.97) 9 MP - Gain access to additional Modification feat of my choice for the duration of the mission; may be changed each mission
Modification
- Sidearm Modification (p.99) 5 MP - During long rest, choose one sidearm to add +1d4 to attack rolls against targets at short range until next long rest