Character Creation - Squadfather44

Apr 3, 2021 9:06 pm
Okay, so we got two options here. I can help you build, or you can just submit your sheet when you're done and let me know here. I suspect by your posts in the interest thread that you want help, but if you'd rather have the books and run by yourself, shoot me a PM.
Apr 3, 2021 9:14 pm
I'll gladly accept the help. I read over the character classes that you posted. I'd like to roll up a Soldier class.
Apr 5, 2021 3:34 pm
Okay, so first things first, let's roll your stats. 4d6, drop 1. Arrange them in any order you like. Standard d&d attributes, STR/DEX/CON/INT/WIS/CHA.
Apr 5, 2021 6:47 pm
OOC:
Here we go...fingers crossed

Rolls

Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (5114) = 11

4d6 : (6651) = 18

4d6 : (3224) = 11

4d6 : (2164) = 13

4d6 : (5151) = 12

4d6 : (6231) = 12

Apr 5, 2021 6:50 pm
Do final scores of...
10, 17, 9, 12, 11, 11

What are the requirements for the Soldier class?
Apr 6, 2021 1:26 am
No requirements, but:

The physical abilities — Strength, Constitution, and Dexterity — are the most important for the soldier. Your vitality is 1d12 plus Con modifier per level (max at 1st level).

You'll be able to adjust your scores a little bit more after you assign your scores (your dept is your race analogue, but we'll get to that).
Apr 6, 2021 1:54 am
Is it possible to go with weapon finesse? With that you could use weapons, hand to hand, and then fire arms.
Apr 6, 2021 2:52 pm
Yes, Weapon Finesse is a feat option.
Apr 6, 2021 4:23 pm
Nice! So I'll arrange my stats like this.

Str 11
Dex 17
Con 12
Int 11
Wis 10
Cha 9
Apr 6, 2021 8:55 pm
Okay, so now we need to pick your Department. Departments are basically the race-analogue in d&d terms. Here's the basics. I'll give more info on specific ones if you want it.

D-0: The Home Office
Any covert or chase feat

D-1: The Power Brokerage
+2 Charisma, –2 Strength
Any style feat

D-2: Military Operations
+2 to your choice, –2 to your choice
Any basic combat feat

D-3: Computer Espionage
+2 Intelligence, –2 Wisdom
Any gear feat

D-4: Urban Assault
+2 Dexterity, –2 Intelligence
Any ranged combat feat

D-5: Black Ops
+2 Constitution, –2 Dexterity
Any melee combat feat

D-6: Wetworks
+2 Strength, –2 Constitution
Any unarmed combat feat

"The Basement"
+2 Wisdom, –2 Charisma
Any basic skill feat
Apr 6, 2021 9:12 pm
What's the difference between Urban Assault, Black Ops, and Wetworks?
Apr 7, 2021 10:06 pm
D–4: Urban Assault
Agents of Department 4 are efficient, disciplined military operatives who focus on urban and close-quarters combat. Department 4 is called in when military operations take place in crowded areas, and when maximum stealth combined with precision combat is required.
• +2 Dexterity, –2 Intelligence.
• +1 department bonus to Spot and Hide checks. Urban Assault agents get an additional +1 department bonus to these checks at 4th level, and every four levels thereafter.
+1 to attack rolls when attacking during a Ready action (see Ready, page 162). This bonus increases by +1 at 4th level, and every four levels thereafter.
• Bonus Feat: Any ranged combat feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

D–5: Black Ops
Black Ops agents are tough and grizzled — they have to be, in order to survive the increasingly corrupt underbelly of the intelligence community where they work. Many lament their surroundings and are working hard to clean them up, while others bury themselves in their tasks and try to ignore the dirty deals going on around them.
• +2 Constitution, –2 Dexterity.
• 4 extra vitality points at 1st level and 1 extra vitality point at each additional level.
• 1 extra wound point at 1st level. Black Ops agents also receive 1 extra wound point at 4th level, and every four levels thereafter.
• Bonus Feat: Any melee combat feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

D–6: Wetworks
Department 6 agents focus in the use of unarmed combat training to eliminate targets. Their assignments are often extremely long-term, requiring them to slip into a target’s home or organization and lie in wait for weeks or months before fulfilling their deadly objective. The intense training of this department ensures that its agents can go without much of the extraordinary gear that operatives of other departments rely upon, but it also makes them ill-suited for the chaos of open firefights, where luck and brash courage are often as important as skill.
• +2 Strength, –2 Constitution.
• +1 department bonus to Initiative checks. Wetworks agents receive an additional +1 department bonus to Initiative at 4th level, and every four levels thereafter.
• +1 department bonus to Reflex saving throws. Wetworks agents receive an additional +1 department bonus to Reflex saving throws at 4th level, and every four levels thereafter.
• Bonus Feat: Any unarmed combat feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.
Apr 7, 2021 10:32 pm
Let's go with D-4 Urban Assault
Apr 8, 2021 6:30 am
Final Stats:
Str 11
Dex 19
Con 12
Int 9
Wis 10
Cha 9

Dept. Bonuses:
-- +1 department bonus to Spot and Hide checks, and an additional +1 department bonus at 4th level, and every four levels thereafter.
-- +1 to attack rolls when attacking during a Ready action, and an additional +1 department bonus at 4th level, and every four levels thereafter.
-- Any ranged combat feat. You must still meet all prerequisites for the feat, including ability score and base attack bonus minimums.

Proficiencies:
-- Armor Proficiency (Light)
-- Armor Proficiency (Medium)
-- Armor Proficiency (Heavy)
-- Weapon Group Proficiency (Hurled)
-- Weapon Group Proficiency (Melee)
-- Weapon Group Proficiency (Handgun)
-- Weapon Group Proficiency (Rifle)
-- Weapon Group Proficiency (Tactical)

1st Level Class Abilities:
-- Accurate: Whenever the soldier spends an action die to add to an attack roll, or a Strength- or Constitution based skill check, two dice are added instead of one (e.g. a 1st-level soldier’s bonus of 1d4 becomes 2d4).
-- Bonus Feat: At 1st level, the soldier receives a bonus feat from any combat tree (basic, melee, ranged, or unarmed). He must still meet all prerequisites for the feat, including ability score and base attack bonus minimums. For every 2 levels after 1st level, the soldier receives an additional bonus combat feat. These feats are in addition to the feats that agents normally receive every 3 levels.

Skills:
You have 4 + Int mod skill points per level, but 4 times that number at 1st level, so you have (4-1)*4 or 12 to spend. Standard 3.5 skill buys, so class skills are 1 point per rank with a max of level+3 (4), cross-class are 1 point per half-rank with half the max of class skills (2).

Class and cross-class skills are shown below.
https://i.snipboard.io/nfk0IN.jpg
Apr 8, 2021 1:40 pm
Here are my skill picks...

Climb (Str) (CS, 1 rank)
Cultures (Wis) (CC 1 rank)
Escape Artist (Dex) (CS, 1 rank)
First Aid (Wis) (CS, 1 rank)
Hide (Dex) (CC, 1 rank)
Languages (Wis) (CC, 1 rank)
Spot (Wis) (CS, 1 rank)
Survival (Wis) (CS, 1 rank)
Apr 8, 2021 2:43 pm
You've got one point left.
Apr 8, 2021 4:11 pm
Here's my updated list. I added my last point into Balance.

Balance (Dex) (CS, 1 rank)
Climb (Str) (CS, 1 rank)
Cultures (Wis) (CC 1 rank)
Escape Artist (Dex) (CS, 1 rank)
First Aid (Wis) (CS, 1 rank)
Hide (Dex) (CC, 1 rank)
Languages (Wis) (CC, 1 rank)
Spot (Wis) (CS, 1 rank)
Survival (Wis) (CS, 1 rank)
Last edited April 8, 2021 4:11 pm
Apr 9, 2021 4:16 pm
And now, since you're done with skills, I'm going to completely change it, I'm very very sorry. Fortunately, the house rule should make it simpler to keep track of things as we level.

I made a new thread about it, but it is essentially this: You have 4 + Int mod skill points per level, so you'll get 4 trained skills that get a bonus equal to 3+level. All other skills get a bonus of 1/2 your level rounded up. All in all, it makes you a bit more skilled - you won't lose any skill ranks at all, and will get a boost to four skills - and cuts out a LOT of the math.
Apr 9, 2021 4:24 pm
After that we need feats, and this is where things get to the choice paralysis level.

Soldier gives you one combat feat for free. Let's use that for Weapon Finesse since you already know you want that one. The official version of Weapon finesse applies to just one weapon, but it's dumb to do that, so we'll go with one more in line with the original.

Weapon Finesse
With a light weapon, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.

You also get a feat at level 1, but there's a lot, so I can either link you to the book, or if you just want to give me an idea of what you'd like to improve, I can list some for you.

Also, Dr. B managed to find the introductory rules which reminded me that they exist! So here's a link to that at least. https://www.modus-operandi.co.uk/wp-content/uploads/2012/10/Spycraft-Lite.pdf
Apr 9, 2021 11:38 pm
So I pick 4 skills at +4 starting out. The rest get +1..right? Do I also add my attribute bonus?

For Weapon Finesse do I get to use my bonus for dmg as well?

I'd like a feat that helps with possible firearms or maybe stealth.
Apr 10, 2021 4:17 pm
Yeah, your attribute adds in there too. The sheet should do that automatically
Apr 12, 2021 4:44 pm
Weapon finesse only covers attack, not damage, but then firearms are the main thing here, and those don't add a modifier anyway.
Apr 12, 2021 4:54 pm
Firearms and Stealth Feats
Quick Draw: You may draw and ready a weapon that you have equipped as a free action rather than a half action.
Two Weapon Fighting: Benefit: Your penalties for fighting with two weapons are reduced by 2 (for each weapon). This is normally -6/-10, so you'd have -4/-8. Additional feats reduce this even more.
Weapon Focus: Choose one weapon. You gain a +1 bonus to all attack rolls when using the selected weapon. (Think Bond and his Walther PPK.)
Far Shot: When you use a ranged weapon, its range increment rises by one-half (multiply by 1.5). When you use a hurled weapon, its range increment is doubled (multiply by 2).
Point Blank Shot: +1 bonus on attack and damage rolls with ranged weapons against opponents within one range increment.
Stealthy: +2 to all Hide and Move Silently skill checks. In addition, your threat range with these skills increases to 19-20.
Training: You gain an additional Trained skill. This feat may be taken multiple times.
Unlocked Potential: Choose one of your class skills. You gain a +3 to that skill. You may take this feat multiple times, and you may apply it to the same skill more than once.

Perfect Stance: You may brace (gain extra +2 attack bonus) a weapon as a free action any time you take the aim action (half action to get +1 attack). This means you can get an extra +3 attack by using your whole action for one shot. You may also brace non-tactical ranged weapons even when a solid surface isn’t available.
Apr 15, 2021 12:15 pm
Okay, here are my new skill picks.

Hide (Dex) lvl+3
First Aid (Wis) lvl+3
Spot (Wis) lvl+3
Survival (Wis) lvl+3

My chosen feat is...

Point Blank Shot
Apr 15, 2021 6:58 pm
So now you need your personal gear. You've got 37 points, and your basic options are in THIS PDF on pages 17 and 18. If you want something that's not there, just let me know and we'll price it.

You also can have a background. I posted a list in Discord. A background is basically an RP hook that gets you extra experience when it comes up.
Apr 15, 2021 7:13 pm
Oh...once I saw the background list, the choice was obvious. I'll take HUNTED .

Can you take another background?

I'll work on my gear and post it here as well.
Apr 20, 2021 4:20 pm
You can take another one. It'll cost you a -2 to one of your trained skills. (You can also HAVE another background without TAKING it. Talk about another one all you like and when the first one clears, the second one and be set up.)
Apr 20, 2021 4:28 pm
Got it, I'll stick with Hunted for now.

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