Player: Rogue-Angel
Character Name: Katya Petrovich Meichenko
Image
General
Gender: Female
Race: Human
Classes/Levels: Ranger 3/Soldier 2/Rifleman* 2
Alignment: Neutral
Experience Points: 21 000
*: Detailed in a later post
Age: 27
Height: 5'8"
Weight: 195 lb
Size: Medium
Eye Color: Blue
Hair Color: Brown
Complexion: Pale
Ability Scores
Strength: 14 (+2)
Dexterity: 18 (+4) 17 base, +1 lvl 4)
Constitution: 13 (+1)
Intelligence: 16 (+3)
Wisdom: 15 (+2)
Charisma: 12 (+1)
Saving Throws
Fortitude: +9 = 8 (base) +1 (Con)
Reflex: +10 = 6 (base) +4 (Dex)
Will: +3 = 1 (base) +2 (Wis)
Combat
Initiative: +4
Speed: 30 ft.
Hit Points: 51/51 (5d8+2d10+7)
Armor: none
Armor Class: 14 = 10 +0 (armor) +0 (Shield) +4 (Dex) +0 (size)
Base Attack Bonus: +7/+2
Base Melee Modifier: +9/+4
Base Ranged Modifier: +11/+6
[table][tr][td]Weapon:[/td] [td]Attack bonus:[/td] [td]Damage:[/td] [td]Crit:[/td] [td]Range:[/td] [td]Type:[/td][/tr]
[tr][td][/td] [td][/td] [td][/td] [td][/td] [td][/td][td][/td][/tr]
[tr][td][/td] [td][/td] [td][/td] [td][/td] [td][/td][td][/td][/tr][/table]
Ammo:
Skills
[table=][tr=][td=] [/td][td=]Total; [/td][td=]Ability Mod; [/td][td=]Ranks; [/td][td=]Misc; [/td][/tr]
[tr=][td=]Hide[/td][td=][/td][td=]4 (dex)[/td][td=]6[/td][td=]2[/td][/tr]
[tr=][td=]Listen[/td][td=][/td][td=]2 (wis)[/td][td=]6[/td][td=]2[/td][/tr]
[tr=][td=]Spot[/td][td=][/td][td=]2 (wis)[/td][td=]6[/td][td=]2[/td][/tr]
[tr=][td=]Survival[/td][td=][/td][td=]2 (wis)[/td][td=]6[/td][td=]-[/td][/tr]
[tr=][td=]Knowledge (mechanical)[/td][td=][/td][td=]3 (int)[/td][td=]4[/td][td=]-[/td][/tr]
[tr=][td=]Craft (firearms)[/td][td=][/td][td=]3 (int)[/td][td=]6[/td][td=]-[/td][/tr]
[tr=][td=]Drive[/td][td=][/td][td=]4 (dex)[/td][td=]6[/td][td=]-[/td][/tr]
[tr=][td=]Climb[/td][td=][/td][td=]2 (str)[/td][td=]6[/td][td=]-[/td][/tr]
[tr=][td=]Jump[/td][td=][/td][td=]2 (str)[/td][td=]6[/td][td=]-[/td][/tr]
[tr=][td=]Move Silently[/td][td=][/td][td=]4 (dex)[/td][td=]6[/td][td=]2[/td][/tr]
[tr=][td=]Tumble[/td][td=][/td][td=]4 (dex)[/td][td=]2[/td][td=]-[/td][/tr]
[tr=][td=]Knowledge (nature)[/td][td=][/td][td=]3 (int)[/td][td=]-[/td][td=]2[/td][/tr][/table]
Languages Known:
General Feats
Human lvl 1: Stealthy
lvl 1: Weapon Focus: Rifle
lvl 3: Alertness
lvl 6: Precise shot
Ftr lvl 1: Point Blank Shot
Ftr lvl 2: Weapon Specialisation: Rifle
Racial Feats/Abilities
+1 feat at lvl 1
+4 skill points at lv 1
+1 skill point at each additional lvl
Class Feats/Abilities
Soldier:
-Bonus feats
Ranger:
-Track
-Wild Empathy
-Favored Enemy: Humans
-Combat Style: Archery (rapid shot)
-endurance
Rifleman:
-Far shot
-Rifle Mastery
-Sniping Shot (x2 critical)
Equipment
[table=][tr=][td=]Item (Qty)[/td][td=]Location[/td][td=]Value (Each)[/td][td=]Weight (each)[/td][td=]Notes[/td][/tr]
[tr=][td=][/td][td=][/td][td=][/td][td=][/td][td=][/td][/tr]
[tr=][td=][/td][td=][/td][td=][/td][td=][/td][td=][/td][/tr]
[tr=][td=][/td][td=][/td][td=][/td][td=][/td][td=][/td][/tr]
[tr=][td=][/td][td=][/td][td=][/td][td=][/td][td=][/td][/tr]
[tr=][td=][/td][td=][/td][td=][/td][td=][/td][td=][/td][/tr]
[tr=][td=][/td][td=][/td][td=][/td][td=][/td][td=][/td][/tr]
[tr=][td=][/td][td=][/td][td=][/td][td=][/td][td=][/td][/tr]
[tr=][td=][/td][td=][/td][td=][/td][td=][/td][td=][/td][/tr]
[tr=][td=][/td][td=][/td][td=][/td][td=][/td][td=][/td][/tr]
[tr=][td=][/td][td=][/td][td=][/td][td=][/td][td=][/td][/tr][/table]
Load Carried:
Light Load:
Medium Load:
Heavy Load:
Lift Over Head/Max Load:
Lift Off Ground:
Push or Drag:
Money:
pp:
gp:
sp:
cp:
Appearance
Background
Personality
[FMA d20] Rogue-Angel - Katya Petrovich Meichenko
[FMA d20] Rogue-Angel - Katya Petrovich Meichenko
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
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
Re: [FMA d20] Rogue-Angel - Katya Petrovich Meichenko
Ability scores:
EDIT: Since forum dice-roller didn't work, I rolled my own. I rolled (and I kid you not) 12, 13, 14, 15, 16 and 17. (not in that order, but those were the results).
Rifleman Prestige class, not yed modified, found Here.
Modified;
Rifleman
Hit Die: d8
Requirements
To qualify as a rifleman, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Knowledge (Mechanical) 4, Craft (Firearm) 8, Spot 4
Feats: weapon proficiency (personal firearms), Weapon Focus (rifle), Point Blank Shot
Special: Ownership of at least 1 rifle. The potential rifleman must also find a willing mentor, as the skills of this class are trained, not developed innately.
Class Skills
The rifleman class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Blacksmith)(Int), Craft (Carpentry)(Int), Craft (Firearms)(Int), Drive (Dex), Hide (Dex), Jump (Str), Knowledge (Mechanical)(Int), Move Silently (Dex), Ride (Dex), Spot (Wis).
Skills at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: Riflemen are proficient in all simple and non-ranged martial weapons. Riflemen are proficient in all light and medium armor, but do not use shields. Riflemen who rely on stealth avoid wearing anything heavier than leather due to armor check penalties.
Far Shot: As a benefit of their special focus and training, riflemen get the Far Shot feat (PHB 84) automatically at 1st level. Those who already have this feat when becoming riflemen can pick from the feats listed below (under Bonus Feats).
Rifle Mastery: Due to focused training, at 2nd level Riflemen are considered masters in the use of long guns (any firearm 2 feet or longer), gaining a +1 bonus to attack roll and damage. The +1 to attack roll stacks with the bonus from weapon focus, and the damage stacks with specialization (if any). The bonus damage is only applied within the initial range increment for the rifle. For example, a rifleman using a military rifle could add +1 damage within 200 feet.
Sniping Shot (Ex): Starting at 2nd level, a rifleman gains the signature ability to do a sniping shot. This full-round action can only be done with a long gun, and requires the rifleman to be outside point-blank range (over 30 feet away). Most importantly, a sniping shot can only be made if the target has no idea of the sniper's location. Most snipers use the Hide skill and concealment to gain a first shot against an unsuspecting target. An initial sniping shot allows time to aim, providing a +2 to hit bonus. A successful hit with a Sniping Shot is automatically treated as a critical hit threat (as if the sniper had rolled 19 or 20) and if the critical check succeeds the hit does critical damage per the sniper's level-based multiplier. (This supersedes the weapon's regular critical multiplier for purpose of this ability. If the attack roll actually was a 19-20, the weapon multiplier can be used if it is higher than the level based multiplier.)
If the sniper is firing from a location with concealment and manages to remain hidden, he may try subsequent sniping shots. The target and any other allies are given a chance to Spot the sniper in an opposed roll at a +3 bonus against the sniper's Hide skill. If the sniper remains hidden and the target is still unaware of his location, another sniping shot can be executed. Each shot forces another opposed Spot check with a cumulative +3 bonus to Spot. The sniper can attempt to Move Silently and Hide at a different location to negate the cumulative bonus, providing they have not yet been spotted. Given reload time, trying to do several sniping shots in a row is not practical unless the rifleman has more than one loaded rifle at the ready. A team of snipers working in tandem and alternating loading, hiding and firing can take a heavy toll when ambushing an opposing force. Once the target knows the location of a sniper, this ability cannot be used although the rifleman can continue to fire regularly at the target.
Bonus Feats: Starting at 3rd level and every third level thereafter, the rifleman can choose a bonus feat from the following list: Alertness, Combat Reflexes, Exotic Weapon Proficiency (Cannon), Expertise, Improved Critical, Lightning Reflexes, Mounted Archery (in this case applying to firearms), Mounted Combat, Precise Shot, Quick Draw, Rapid Shot*, Shot on the Run, two-weapon fighting, and Weapon Finesse. Many of these feats have prerequisites and these prerequisites must be met.
Rifle Melee (Ex): Starting at 3rd level, a rifleman can swing the stock of his rifle using both hands to do 1d6 bludgeoning damage. He is trained to do this without risk of harming the firearm (unless striking at something as hard as stone—hardness 8). Further, the rifleman can decide whether this damage is regular or subdual without the usual penalties, so long as it is declared ahead of time. In addition, if a clamp device is affixed to the barrel of the rifle, he can attach a dagger and use the rifle as a bayonet—this is equivalent to a halfspear, doing 1d6 piercing damage but requiring both hands. If the rifle is loaded during a successful bayonet strike, the rifleman can fire the rifle into the target as a free action and hit automatically. Both attack forms are considered awkward but enable the rifleman to melee without switching weapons. Riflemen do not get weapon focus or rifle mastery attack bonuses when using either melee attack. The rifleman is considered to be proficient with these forms of attack.
Salvage Ammunition: Although all ammunition charges are designed for specific firearms, an experienced rifleman can salvage charges intended for one gun and adapt them to work on his own. The Salvage Ammunition feat is given free at 4th level (although the Rifleman must still meet the feat’s prerequisites.)
Hairtrigger (Ex): Starting at 5th level, a rifleman holding a rifle at the ready with a chambered round receives a +4 bonus to initiative as if he had the Improved Initiative feat. This bonus does not stack with Improved Initiative, however.
Quick Load (Ex): Through long practice and training, the 7th level rifleman learns to reload firearms faster than most. This only applies to his own firearms, or those with which he has had a great deal of practice and familiarity. The rifleman gains the benefits of the Quick Reload feat while handling a rifle.
Gunsmith Expertise: By 10th level most riflemen have such intimate familiarity with firearms that they excel as Gunsmiths. All riflemen with this ability get a +2 bonus to any skill checks involving Craft (firearms) and Knowledge (mechanical) involving rifles, and can reduce the costs of materials involved in crafting firearms by 20%. Some veteran riflemen will work with dedicated professional gunsmiths to hone and personalize their weapons. Examples of modifications include: 1) Adding a simple double-lens device for magnified targeting, which grants +1 to attack rolls on aimed shots. 2) Customized stock giving perfect fit for a specific rifle wielder, granting another +1 bonus to attack rolls on aimed shots. 3) Customized harness straps allowing rifle to be brought to readiness quickly, giving +1 initiative. All of these modifications require a week to complete, paying a cost of 1/5 the total weapon price, a check at a DC of 25 and only provide their benefits for the person for which they were designed. A botched check on modifying a weapon means the firearm is damaged and is no longer functional until repaired.
[table][tr][td]Lvl;[/td][td]Bab;[/td][td]Fort;[/td][td]Ref;[/td][td]Will;[/td][td]Special[/td][/tr]
[tr][td]1[/td][td]+1[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]Far Shot[/td][/tr]
[tr][td]2[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]+0[/td][td]Rifle Mastery, Sniping Shot (x2 critical)[/td][/tr]
[tr][td]3[/td][td]+3[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]Bonus Feat, Rifle Melee[/td][/tr]
[tr][td]4[/td][td]+4[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Salvage Ammunition, Sniping Shot (x3 critical)[/td][/tr]
[tr][td]5[/td][td]+5[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Hair-trigger[/td][/tr]
[tr][td]6[/td][td]+6[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Bonus Feat, Sniping Shot (x4 critical)[/td][/tr]
[tr][td]7[/td][td]+7[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Quick Load[/td][/tr]
[tr][td]8[/td][td]+8[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]Sniping Shot (x5 critical)[/td][/tr]
[tr][td]9[/td][td]+9[/td][td]+6[/td][td]+6[/td][td]+3[/td][td]Bonus Feat[/td][/tr]
[tr][td]10[/td][td]+10[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]Gunsmith Expertise, Sniping Shot (x6 critical–max critical)[/td][/tr][/table]
EDIT: Since forum dice-roller didn't work, I rolled my own. I rolled (and I kid you not) 12, 13, 14, 15, 16 and 17. (not in that order, but those were the results).
Rifleman Prestige class, not yed modified, found Here.
Modified;
Rifleman
Hit Die: d8
Requirements
To qualify as a rifleman, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Knowledge (Mechanical) 4, Craft (Firearm) 8, Spot 4
Feats: weapon proficiency (personal firearms), Weapon Focus (rifle), Point Blank Shot
Special: Ownership of at least 1 rifle. The potential rifleman must also find a willing mentor, as the skills of this class are trained, not developed innately.
Class Skills
The rifleman class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Blacksmith)(Int), Craft (Carpentry)(Int), Craft (Firearms)(Int), Drive (Dex), Hide (Dex), Jump (Str), Knowledge (Mechanical)(Int), Move Silently (Dex), Ride (Dex), Spot (Wis).
Skills at Each Level: 4 + Int modifier.
Class Features
Weapon and Armor Proficiency: Riflemen are proficient in all simple and non-ranged martial weapons. Riflemen are proficient in all light and medium armor, but do not use shields. Riflemen who rely on stealth avoid wearing anything heavier than leather due to armor check penalties.
Far Shot: As a benefit of their special focus and training, riflemen get the Far Shot feat (PHB 84) automatically at 1st level. Those who already have this feat when becoming riflemen can pick from the feats listed below (under Bonus Feats).
Rifle Mastery: Due to focused training, at 2nd level Riflemen are considered masters in the use of long guns (any firearm 2 feet or longer), gaining a +1 bonus to attack roll and damage. The +1 to attack roll stacks with the bonus from weapon focus, and the damage stacks with specialization (if any). The bonus damage is only applied within the initial range increment for the rifle. For example, a rifleman using a military rifle could add +1 damage within 200 feet.
Sniping Shot (Ex): Starting at 2nd level, a rifleman gains the signature ability to do a sniping shot. This full-round action can only be done with a long gun, and requires the rifleman to be outside point-blank range (over 30 feet away). Most importantly, a sniping shot can only be made if the target has no idea of the sniper's location. Most snipers use the Hide skill and concealment to gain a first shot against an unsuspecting target. An initial sniping shot allows time to aim, providing a +2 to hit bonus. A successful hit with a Sniping Shot is automatically treated as a critical hit threat (as if the sniper had rolled 19 or 20) and if the critical check succeeds the hit does critical damage per the sniper's level-based multiplier. (This supersedes the weapon's regular critical multiplier for purpose of this ability. If the attack roll actually was a 19-20, the weapon multiplier can be used if it is higher than the level based multiplier.)
If the sniper is firing from a location with concealment and manages to remain hidden, he may try subsequent sniping shots. The target and any other allies are given a chance to Spot the sniper in an opposed roll at a +3 bonus against the sniper's Hide skill. If the sniper remains hidden and the target is still unaware of his location, another sniping shot can be executed. Each shot forces another opposed Spot check with a cumulative +3 bonus to Spot. The sniper can attempt to Move Silently and Hide at a different location to negate the cumulative bonus, providing they have not yet been spotted. Given reload time, trying to do several sniping shots in a row is not practical unless the rifleman has more than one loaded rifle at the ready. A team of snipers working in tandem and alternating loading, hiding and firing can take a heavy toll when ambushing an opposing force. Once the target knows the location of a sniper, this ability cannot be used although the rifleman can continue to fire regularly at the target.
Bonus Feats: Starting at 3rd level and every third level thereafter, the rifleman can choose a bonus feat from the following list: Alertness, Combat Reflexes, Exotic Weapon Proficiency (Cannon), Expertise, Improved Critical, Lightning Reflexes, Mounted Archery (in this case applying to firearms), Mounted Combat, Precise Shot, Quick Draw, Rapid Shot*, Shot on the Run, two-weapon fighting, and Weapon Finesse. Many of these feats have prerequisites and these prerequisites must be met.
Rifle Melee (Ex): Starting at 3rd level, a rifleman can swing the stock of his rifle using both hands to do 1d6 bludgeoning damage. He is trained to do this without risk of harming the firearm (unless striking at something as hard as stone—hardness 8). Further, the rifleman can decide whether this damage is regular or subdual without the usual penalties, so long as it is declared ahead of time. In addition, if a clamp device is affixed to the barrel of the rifle, he can attach a dagger and use the rifle as a bayonet—this is equivalent to a halfspear, doing 1d6 piercing damage but requiring both hands. If the rifle is loaded during a successful bayonet strike, the rifleman can fire the rifle into the target as a free action and hit automatically. Both attack forms are considered awkward but enable the rifleman to melee without switching weapons. Riflemen do not get weapon focus or rifle mastery attack bonuses when using either melee attack. The rifleman is considered to be proficient with these forms of attack.
Salvage Ammunition: Although all ammunition charges are designed for specific firearms, an experienced rifleman can salvage charges intended for one gun and adapt them to work on his own. The Salvage Ammunition feat is given free at 4th level (although the Rifleman must still meet the feat’s prerequisites.)
Hairtrigger (Ex): Starting at 5th level, a rifleman holding a rifle at the ready with a chambered round receives a +4 bonus to initiative as if he had the Improved Initiative feat. This bonus does not stack with Improved Initiative, however.
Quick Load (Ex): Through long practice and training, the 7th level rifleman learns to reload firearms faster than most. This only applies to his own firearms, or those with which he has had a great deal of practice and familiarity. The rifleman gains the benefits of the Quick Reload feat while handling a rifle.
Gunsmith Expertise: By 10th level most riflemen have such intimate familiarity with firearms that they excel as Gunsmiths. All riflemen with this ability get a +2 bonus to any skill checks involving Craft (firearms) and Knowledge (mechanical) involving rifles, and can reduce the costs of materials involved in crafting firearms by 20%. Some veteran riflemen will work with dedicated professional gunsmiths to hone and personalize their weapons. Examples of modifications include: 1) Adding a simple double-lens device for magnified targeting, which grants +1 to attack rolls on aimed shots. 2) Customized stock giving perfect fit for a specific rifle wielder, granting another +1 bonus to attack rolls on aimed shots. 3) Customized harness straps allowing rifle to be brought to readiness quickly, giving +1 initiative. All of these modifications require a week to complete, paying a cost of 1/5 the total weapon price, a check at a DC of 25 and only provide their benefits for the person for which they were designed. A botched check on modifying a weapon means the firearm is damaged and is no longer functional until repaired.
[table][tr][td]Lvl;[/td][td]Bab;[/td][td]Fort;[/td][td]Ref;[/td][td]Will;[/td][td]Special[/td][/tr]
[tr][td]1[/td][td]+1[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]Far Shot[/td][/tr]
[tr][td]2[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]+0[/td][td]Rifle Mastery, Sniping Shot (x2 critical)[/td][/tr]
[tr][td]3[/td][td]+3[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]Bonus Feat, Rifle Melee[/td][/tr]
[tr][td]4[/td][td]+4[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Salvage Ammunition, Sniping Shot (x3 critical)[/td][/tr]
[tr][td]5[/td][td]+5[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]Hair-trigger[/td][/tr]
[tr][td]6[/td][td]+6[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Bonus Feat, Sniping Shot (x4 critical)[/td][/tr]
[tr][td]7[/td][td]+7[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]Quick Load[/td][/tr]
[tr][td]8[/td][td]+8[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]Sniping Shot (x5 critical)[/td][/tr]
[tr][td]9[/td][td]+9[/td][td]+6[/td][td]+6[/td][td]+3[/td][td]Bonus Feat[/td][/tr]
[tr][td]10[/td][td]+10[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]Gunsmith Expertise, Sniping Shot (x6 critical–max critical)[/td][/tr][/table]
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
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
Re: [FMA d20] Rogue-Angel - Katya Petrovich Meichenko
I know this is coming a bit late, mostly because of the way FMA d20 is progressing. However, I've only just reviewed your character for the first time. Just a few issues and concerns:
- There is no Ranger or equivalent class in FMA d20 at present. Primarily, 'Rogue' and 'Soldier' are the intended entry classes into Sniper (although Combat Alchemist and others will work too).
- HP has traditionally been done at 75% of max rounded down, so (5*6)+(2*7.5)+7 = 52 (one more point); although this will likely change depending on your replacement of Ranger levels.
- Knowledge and Craft skills are quite different in FMA d20. More on that once I get those rules up, so you can see.
- We've been able to recover the old Sniper PrC, found in the FMA d20 subforum, here. The proposed Rifleman PrC isn't completely written off yet, and may provide inspiration for some modifications to the existing Sniper PrC over the next while.
- Starting funds are in Sens. Take standard starting gold for your level, convert it entirely into cp (x100), and that is how much starting sens your character will have.
Equipment is still currently pending, however, if you keep an eye on the Ouroboros subforum over the next while, I'll be adding back some material. Currently, vehicles are already up (though they may prove expensive even for a level 7, and probably not worthwhile).
- There is no Ranger or equivalent class in FMA d20 at present. Primarily, 'Rogue' and 'Soldier' are the intended entry classes into Sniper (although Combat Alchemist and others will work too).
- HP has traditionally been done at 75% of max rounded down, so (5*6)+(2*7.5)+7 = 52 (one more point); although this will likely change depending on your replacement of Ranger levels.
- Knowledge and Craft skills are quite different in FMA d20. More on that once I get those rules up, so you can see.
- We've been able to recover the old Sniper PrC, found in the FMA d20 subforum, here. The proposed Rifleman PrC isn't completely written off yet, and may provide inspiration for some modifications to the existing Sniper PrC over the next while.
- Starting funds are in Sens. Take standard starting gold for your level, convert it entirely into cp (x100), and that is how much starting sens your character will have.
Equipment is still currently pending, however, if you keep an eye on the Ouroboros subforum over the next while, I'll be adding back some material. Currently, vehicles are already up (though they may prove expensive even for a level 7, and probably not worthwhile).
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
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
Re: [FMA d20] Rogue-Angel - Katya Petrovich Meichenko
I'll probably go full soldier then, seeing as rogue doesn't sufficiently provide the BaB required for the rifleman.
HP will be adjusted accordingly, when I alter the char.
I'll check back here to see if there are any updates every once in a while. I'll start making adjustments to Katya once you have the final word on rifleman/sniper prestige classes and skill rules. Drop me a PM when you have the stuff sorted - I tend to overlook this character since it is not in an area I frequently visit
HP will be adjusted accordingly, when I alter the char.
I'll check back here to see if there are any updates every once in a while. I'll start making adjustments to Katya once you have the final word on rifleman/sniper prestige classes and skill rules. Drop me a PM when you have the stuff sorted - I tend to overlook this character since it is not in an area I frequently visit
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
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

