Difference between revisions of "Military Ranged Unit (3.5e NPC)"
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==Details== | ==Details== | ||
− | ''Battle Fortitude {{Ex}}:'' A 2nd scout gains a +1 competence bonus on Fortitude saves and initiative checks. | + | '''Battle Fortitude {{Ex}}:''' A 2nd scout gains a +1 competence bonus on Fortitude saves and initiative checks. |
'''{{Anchor|Endure Elements}} {{Ex}}:''' The Kevlarium armor grants the military ranged unit ''[[SRD:Endure Elements|endure elements]]'' constantly. | '''{{Anchor|Endure Elements}} {{Ex}}:''' The Kevlarium armor grants the military ranged unit ''[[SRD:Endure Elements|endure elements]]'' constantly. | ||
− | '''{{Anchor|Evasion}} {{Ex}}: | + | '''{{Anchor|Evasion}} {{Ex}}:'' A scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion. |
− | ''Flawless Stride {{Ex}}:'' A 6th level scout can move through any terrain that slows movement at normal speed and without taking damage or other impairments. It doesn't work on things that require a Climb or Swim check, or through magically manipulated terrain. Lost when wearing medium or heavy armor or medium or heavy loads. | + | '''Flawless Stride {{Ex}}:''' A 6th level scout can move through any terrain that slows movement at normal speed and without taking damage or other impairments. It doesn't work on things that require a Climb or Swim check, or through magically manipulated terrain. Lost when wearing medium or heavy armor or medium or heavy loads. |
− | ''Trackless Step {{Ex}}:'' The military ranged unit leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. | + | '''Trackless Step {{Ex}}:''' The military ranged unit leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. |
− | ''Trapfinding {{Ex}}:'' As the [[rogue]] class ability. | + | '''Trapfinding {{Ex}}:''' As the [[rogue]] class ability. |
− | ''Houserules:'' He gains an extra 1st level feat, 52 point buy, and maximum hp per HD. Mundane ammo is not tracked unless it costs more than 1 gp a piece. | + | '''Houserules:''' He gains an extra 1st level feat, 52 point buy, and maximum hp per HD. Mundane ammo is not tracked unless it costs more than 1 gp a piece. |
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Revision as of 00:35, 12 October 2012
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M Human Scout 6 | |
LN Medium Humanoid (Human) | |
Init/Senses | +5/Listen +12, Spot +12 |
Languages | Common |
AC | 20 (+5 armor, +4 dex, +1 shield), touch 14, flat-footed 15 (Skirmish, Uncanny Dodge) |
hp | 66 (6d8+18 HD); DR 1/bludgeoning (DR 2/bludgeoning vs ranged) |
Fort/Ref/Will | +6/+9/+5 |
Speed | 40 ft. |
Melee | Mwk Battle Rifle Bash +7 melee (1d6+2, 19-20/x2) or |
Melee | Combat Spade +6 melee (1d6+2, 20/x3) |
Ranged | Mwk Battle Rifle +9 ranged (1d10+4, 20/x3) or |
Ranged | Colt Python +8 ranged (3d6+4, 20/x3) |
Space/Reach | 5 ft./5 ft. |
Base Atk/Grp | +4/+6 |
Atk Options | Burst Fire (battle rifle), Gun Stand (battle rifle), Point Blank Shot, Rapid Shot |
Special Actions | Skirmish (+2d6/+1 AC) |
Combat Gear | +1 Distance Bullet x5, +1 Keen Bullet x5, +1 Lucky Bullet x5, +1 Siege Bullet x5, Frag Grenade x2, Smokestick, Sunrod x2, Tanglefoot Bag |
Abilities | Str 15, Dex 18, Con 16, Int 14, Wis 16, Cha 12 |
SQ | Battle Fortitude +1, Endure Elements, Evasion, Flawless Stride, Houserules, Uncanny Dodge, Trackless Step, Trapfinding |
Feats | E, Complete Exotic Proficiency, Point Blank Shot, Rapid Shot, Far Shot, Precise Shot |
Skills | (ACP -1) Climb +6, Balance +13, Disable Device +11, Hide +13, Jump +15, Knowledge Geography +3, Listen +12, Move Silently +13, Search +11, Spot +12, Survival +12, Swim +6, Tumble +13 |
Possessions | combat gear plus Battle Rifle with Gnome Crossbow SightA&EG and Least Sureshot Crystal, Colt Python, Combat Spade, Kevlarium Chain Shirt with DastanaOE, Shield Bands, Backpack, Flint & Steel, Silk Rope with Grapple, Waterskin |
The military ranged unit is a elite common ranged soldier used in certain armies. Fighting at a distance with various weapons, they only engage in close combat when needed. With the gnome crossbow sight and far shot, they have a range increment of 225 feet, and do not start taking penalties until 450 feet.
Details
Battle Fortitude (Ex): A 2nd scout gains a +1 competence bonus on Fortitude saves and initiative checks.
Endure Elements (Ex): The Kevlarium armor grants the military ranged unit endure elements constantly.
'Evasion (Ex): A scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the scout is wearing light armor or no armor. A helpless scout does not gain the benefit of evasion.
Flawless Stride (Ex): A 6th level scout can move through any terrain that slows movement at normal speed and without taking damage or other impairments. It doesn't work on things that require a Climb or Swim check, or through magically manipulated terrain. Lost when wearing medium or heavy armor or medium or heavy loads.
Trackless Step (Ex): The military ranged unit leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Trapfinding (Ex): As the rogue class ability.
Houserules: He gains an extra 1st level feat, 52 point buy, and maximum hp per HD. Mundane ammo is not tracked unless it costs more than 1 gp a piece.
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