[FMA d20] Grynd'l - Kyle Johannssen

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Ricochet
Level 5
Posts: 116
Joined: Sat May 16, 2020 9:57 am

[FMA d20] Grynd'l - Kyle Johannssen

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Player: Grynd’l
Character Name: Kyle Johannssen

General
Gender: male
Race: human (Stoneblood Homunculus)
Classes/Levels: Soldier 1 / Rogue 1 / Freelance Alchemist 1
Alignment: Neutral
Experience Points: 3000
Next Level: 6000

Age: 21 years
Height: 5'7"
Weight: 150 pounds
Size: medium
Eye Color: Blue
Hair Color: Blonde
Complexion: Pale
Religion:


Ability Scores
18 16 13 13 17 16
Strength: 15/+2 (13 +2 Homonculus)
Dexterity: 19/+4 (17 +2 Homonculus)
Constitution: 20/+5 (16 +4 Homonculus)
Intelligence: 18/+4
Wisdom: 16/+3
Charisma: 13/+1


Saving Throws
+7 Fortitude: +2 (soldier) +0 (rogue) +0 (FA) +5 (Con)
+6 Reflex: +0 (soldier) +2 (rogue) +0 (FA) +4 (Dex)
+5 Will: +0 (soldier) +0 (rogue) +2 (FA) +3 (Wis)


Combat
Initiative: +4
Speed: 30
Hit Points: 45
Sin Regeneration (10 x Con Score): 200

Armor: +1 Light Undercover Shirt
Armor Class: 18 = 10 +3 (armor) +4 (Dex) +1 (FA)

+1 Base Attack Bonus: +1 (soldier) +0 (rogue) +0 (FA)
Base Melee Modifier: +3
Base Ranged Modifier: +5


Weapons
Shotgun +5, 2d8, x2, 45' (x5 max), ballistic, semiauto (6 load) UPDATE HERE ([broken link])
(2) Luger (suppressor) +5, 2d6, x2, 45' (x10 max), ballistic, semiauto (8 load)
Sogekihei (suppressor) +5, 2d12, x4, 180'[270' scope std action] (x10 max), ballistic, single (4 load)
(+1 attack & damage w/in 30')

Rapier +5, d6+2, 18-20/x2, piercing
Shortsword +5, d6+2, 19-20/x2, piercing
Slam Attack +5, 1d6+2

Use both pistols OR both swords OR 1 & slam @ -2 each
Sneak Attack +1d6 (w/in 30')
Minor Hate +2 Attack, +2d6 damage - any weapon used (change creature type = std action)


Skills
Soldier (2 +4 Int +1 Hum)x4 = 28
Rogue (8 + 4 Int +1 Hum)x1 = 13
Freelance Alchemist (8 + 4 Int +1 Hum)x1 = 13

+4/6 Alchemic Analysis [+4 (Int) +2 (Syn - mechanical/chemical)]
+4 Appraise [+4 (Int)]
+4 Balance [+4 (Dex)]
+1 Bluff [+1 (Cha)]
+2 Climb [+2 (Str)]
+5 Concentration [+5 (Con)]
+9 Craft (mechanical) [4 +1 +4 (Int)]
+9 Craft (chemical) [4 +1 +4 (Int)]
+6 Craft (living) [2 +4 (Int)]
+4 Decipher Script [+4 (Int)]
+1 Diplomacy [+1 (Cha)]
+4 Disable Device [+4 (Int)]
+1 Disguise [+1 (Cha)]
+4 Drive [+4 (Dex)]
+4 Escape Artist [+4 (Dex)]
+4 Explosives Use [+4 (Int)]
+4 Forgery [+4 (Int)]
+1 Gather Information [+1 (Cha)]
+1 Handle Animal [+1 (Cha)]
+3 Heal [+3 (Wis)]
+9 Hide [5 +4 (Dex)]
+2 Intimidate [+2 (Str)]
+2 Jump [+2 (Str)]
+5 Knowledge (alchemy) [1(2) +4 (Int)]
+5 Knowledge (architecture & engineering) [1(2) +4 (Int)]
+5 Knowledge (equipment & arms) [1(2) +4 (Int)]
+5 Knowledge (geography) [1(2) +4 (Int)]
+5 Knowledge (history) [1(2) +4 (Int)]
+8 Knowledge (tactics) [4 +4 (Int)]
+3 Listen [+3 (Wis)]
+9 Move Silently [5 +4 (Dex)]
+4 Open Lock [+4 (Dex)]
+1 Perform [+1 (Cha)]
+3 Profession [+3 (Wis)]
+4 Research [+4 (Int)]
+6 Ride [2 +4 (Dex)]
+6 Search [1(2) +1 +4 (Int)]
+3 Sense Motive [+3 (Wis)]
+4 Sleight of Hand [+4 (Dex)]
+3 Spot [+3 (Wis)]
+3 Survival [+3 (Wis)]
+2 Swim [+2 (Str)]
+10 Transmute (Solid) [6 +4 (Int)]
+5 Transmute (Liquid) [1 +4 (Int)]
+10 Transmute (Gas) [6 +4 (Int)]
+4 Tumble [+4 (Dex)]
+4 Use Circled Object [+4 (Int)]
+1 Use Alchemical Device [+1 (Cha)]
+4 Use Rope [+4 (Dex)]

Languages Known: Amestrian, Drachman


Feats
Human Bonus: Weapon Finesse
Level 1: Two Weapon Fighting
Soldier Bonus Lvl 1: Point Blank Shot (+1 attack & damage w/in 30')
Level 3: Precise Shot
FA Bonus Lvl 1: Far Shot (+50% ranged, x2 thrown)


Weapon and Armor Proficiency
A Soldier is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). Optionally, the martial weapon proficiency could be traded for Personal Firearms Proficiency.

A freelance alchemist is proficient with all simple weapons, and light armor.

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, and pistols. Rogues are proficient with light armor, but not with shields.


Rogue
Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonalchemical trap has a DC of at least 20, or higher if it is well hidden. Finding an alchemic trap has a DC of 25 + the level of the spell used to create it.

Rogues (and only rogues) can use the Disable Device skill to disarm alchemic traps. A alchemic trap generally has a DC of 25 + the period of the trick used to create it.

A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.


Freelance Alchemist
Alchemy Threshold DC: 20 (Above = knowledge check)
+1 Defense

TRICKS:
Lvl 1: Enhance Weapon (+1, duration 1 min/rank [solid] above 3)


Stoneblood Homunculus
Hit Dice
Increase all current and future Hit Dice to d12's.

Attack
A Stoneblood Homunculus retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the Stoneblood Homunculus retains this ability. A creature with natural weapons retains those natural weapons. A Stoneblood Homunculus fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A Stoneblood Homunculus armed with a weapon uses its slam or a weapon, as it desires.

Full Attack
A Stoneblood Homunculus fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage 1d6 (medium creature)

Stoneblood Regeneration (Su)
Stoneblood Homunculi have a special form of regeneration that differs from the usual definition of 'Regeneration', and so will be described in-depth here. Stoneblood Regeneration is the same as ordinary Regeneration in all respects, except as noted below.

No attack form deals lethal damage to a Stoneblood Homunculus, even fire or acid. Damage that is normally nonlethal damage do not affect Stoneblood Homunculi at all. A Stoneblood Homunculus that has been rendered unconscious cannot be killed with a coup de grace, as all attack types are converted to nonlethal damage. However, damage can be dealt to an unconscious Stoneblood Homunculus, dropping them further into the negatives. No attacks that can cause instant death can threaten the creature aside from the nonlethal damage it deals, if any.

Stoneblood Homunculi regenerate this nonlethal damage at a rate of their Con score per turn. However, there is a special limit; Stoneblood Homunculi can only ever convert a total amount of damage equal to ten times their constitution score. After this point, all further damage dealt to the homunculus, regardless of how long after it is depleted, is lethal damage. The homunculus still regenerates all previous nonlethal damage as normal.

The only way to replenish this Regeneration Limit is for the Stoneblood Homunculus to expose itself to a source of raw Amestrian Alchemical energy, such as a red stone, or the Philosopher's Stone. Such replenishing methods should be taken with caution, as consuming this energy beyond the Regeneration Limit will have very hazardous effects for the individual.

Inhuman Ability (Su) Hate
Nearly all Stonebloods have some particular Inhuman Ability. This can be anything from shapeshifting, impenetrable armour, mimicry, or anything that the GM decides is fitting for the Homunculus. This ability is left up to the imagination of the GM, to be balanced as necessary. However, the Stoneblood Homunculus does not gain the third ability of the ability set.

Minor Hate (Su) Prerequisites: Wisdom 13+
The Homunculus can't help but have a hatred for a specific type of individual bubble up from within the confines of their chest. As long as this ability is active, any weapon the Homunculi uses is considered to have the Bane enhancement (+2 enhancement modifier to attack rolls, +2d6 damage) toward any creature type the Homunculi wishes. These modifiers remain active until the homunculus chooses to release it. Activating this ability is a standard action. Releasing it is also a standard action, but a Homunculi need not release it before reactivating it.

Redstone Enhancement (Su)
A Homunculi may amplify any Alchemic effect that they perform (meta-alchemy), just as if using a piece of red stone. Any Trick, Transmute check, or other Alchemic ability enhanced in this way deals 1 lethal (converted to nonlethal due to Sin Regeneration, above) damage per period of the Trick, or per 10 DC for each Transmute DC in the case of a Transmute check. Alchemic abilities deal 1 lethal damage per period-equivalent, determined appropriately using the level required (for class skills), or other parameters.

Abilities
Increase from the base creature as follows: Str +2, Dex +2, Con +4


Equipment
+1 Light Undercover Shirt ((115,800s)) 2
Plain clothes (dark kahki trousers, long sleeve grey cotton shirt, brown leather boots)
Rapier ((2000)) 2
Shortsword ((1000)) 2
Shotgun Winchester Model 1897 (12-gauge) ((11,210s)) 7
Watch, fancy & chain ((2900))

(2) Concealed Holster ((690)) 0.5 ea
(2) Luger Pistol ((13,210s)) 2 ea
(2) spare magazine ((240s)) 0.5 ea
(2) Suppressor - pistol ((4200s)) 1 ea

Military Overcoat ((original issue)) [Transmuted to dark dusty grey color, higher collar that folds down at neckline, more pockets - including access to concealed pistol holsters] 2
(10) Alchemist Chalk ((60s))
(12) shotgun shells ((410s)) 1
(2) Fragmentation Grenade
(2) Dynamite

Backpack ((200)) 2
(18) [6 loaded] Shotgun shells ((410s for 10)) 1 ea 10
(50) [32 loaded] 9mm Ammo ((630s)) 3
(4) Fragmentation Grenade ((1200s)) 1
Collection kit ((10,000)) 4
(50') hemp rope ((100)) 10
Binoculars ((5020)) 2

In car:
Sogekihei (12.7mm) rifle ((55,210s)) 37
Special: This weapon comes with a bipod, and a standard scope. Its scope mount cannot be used with any other scope besides the one it came with, however. The scope can be removed, but can only be used on other Sogekiheis, or weapons with a similar mount, as noted in the weapons description.
Suppressor (Longarm) on rifle ((7310s)) 4
(20) [4 loaded] 12.7mm Ammo ((1051s)) 4
Lantern, bullseye ((1200s)) 3
(5) Oil ((10s)) 1
(10) Dynamite ((5120s)) 1

Left behind:
Bedroll ((10s)) 5
Waterskin ((100s) 4
(10) Trail Rations ((50s)) 1

Money: 270,000s -259,121s
1s - 4
5s - 1
10s - 2
50s - 1
100s - 3
500s - 1
1,000s - 5
5,000s - 1
10,000s -
Total: 10,879

Load Carried: 24 (+ 24 pack) = 48 pounds
Light Load: 66
Medium Load: 67-133
Heavy Load: 134-200
Lift Over Head/Max Load: 200
Lift Off Ground: 400
Push or Drag: 1000


Appearance
TBD


Background
Once in the military, he went through basic soldier training and was assigned to a border town. There he dabbled in alchemy, learning a bit from the commander, but much more on his own in the library. He found his duties boring and the pay irregular and insufficient, though he was issued some nice equipment. One day a surprising skirmish with some Chimera killed his superior, wounded him, and scattered his fellow troops. So instead of going back to his unit command post or looking for others in his unit, he decided to take what equipment he had and strike out on his own.

He spent a hard year or two on his own, trying to live by whatever means he could think of. Alchemy certainly helped, and it was all he could do to not sell his weapons to buy food at one point. His grumbling belly and selfish possessiveness of his belongings led him to desperate measures, and he hatched a plan to rob some people waiting for a train. A fairly successful job he did of it too, other than the one who pulled a rapier and shortsword that he had killed, and the timing of the train arriving. He was amid collecting the booty when the train whistle blew and the telltale smoke could be seen around the bend. Knowing there would be trouble once the victims he just robbed told those on the train, he ran off.


Personality
Selfishly possessive about his belongings, he’s come to realize that he has no real problem killing for what he wants, though he still prefers not to take life unless needed.
G1 - Gnutmyx
AC: 22 // Atk: +1 shld, +11, 1d4+1
41 / 45
D: MFang / EGift / Knck
0: DetM / CMiW / Mnd / Lght / PFD -- 1: CLW / Sign / DetG / CFear
2: CMW / InfWd / Sts / DPois -- 3: BestCur / Trmr / CSW
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