Character building help

l33tpenguin

Mongoose
I lack access to books right now and am building a character for an online game. I was wondering if I could get a little bit of help.

What is the Exotic Weapon Proficiency the sniper class gets used for?

I've heard there is an Earth Force pulse/laser sniper rifle, what are the stats for it? Does it require an exotic WP?

What skill is used for making/using/detonating explosives as a demolitionist?
 
Are you playing 1st Ed or second edition?

In second Ed, there is no exotic weapon proficiency. It was used for handling special alien weapons - eg a Narn Ka'toc by non-Narns.

I'd think demolitions was covered by Technical (probably mechanical).

Throwing knife is covered by close combat proficiency.
 
Its Second Ed.

The Character Generator I'm using must be outdated some, then :/

Hrm... I have a human Agent1/Sniper1/Demolitionist1 with the following feats:

1x Racial feat
2x Level feats (lvl 1 and lvl 3)

Agent:
Weapon proficiency: Pistol
Weapon proficiency: Close Combat
Weapon Proficiency: Grenade
Master of the Craft:

Demolitionist:
Demolitionist
Concentration

Sniper:
Exotic Weapon Proficiency
Gun Readiness

Is this wrong (well, obviously, since I have the EWP in there...) what *should* I have?

Hate not having books :( Can't wait to get back stateside.

And, what of the EF sniper rifle stats? I assume it is covered under 'WP:rifles' ?
 
Class skills:
The Demolitionist‘s class skills (and ability for each skill are) Acrobatics (Dex), Bluff (Cha), Athletics (Str), Computer Use (Int), Concentration (Con), Drive (Dex), Intrigue (Cha), Knowledge: Engineering (Int), Investigate (Int), Technical: Mechanics (Int).

Skill points per level: 4+ Int modifier


Class Features:

All of the following are Class Features of the Demolitionist prestige class.

Hit points per Level: 3




Concentration: By far the most important skill for the Demolitionist is Concentration. A single distraction at the wrong moment could spell disaster, mass destruction and a crater where he was attempting to defuse the bomb. Therefore, he receives a permanent +1 to all Concentration checks for each level the Demolitionist achieves.

Specialist: Demolitionists are Specialists in the construction of explosive devices, and this Knowledge automatically translates to other types of mechanical equipment for instance microwaves. At first level, they automatically receive Specialist (technical/mechanical construction) feat.

Explosion Evasion: At second Level, the Demolitionist’s constant exposure to explosive devises and bombs has given him an uncanny sixth sense to duck and avoid the effects of the blast. If exposed to any explosion that allows a Reflex save for half damage, and he takes no damage on a successful save. Evasion can only be used if the character is wearing light or no armour, and functions only if the individual is alert and aware of his surroundings. This evasion ability does not work against none explosive effects such as automatic gunfire and the like.

Fine Details: At third Level and every three levels thereafter, a Demolitionist’s ability to spot fine details earns him a cumulative +2 bonus to Notice.

Level-headed: At 4th level, the Demolitionist is so use to working carefully on bombs and other nerve racking devices that he automatically receives the ’Level-headed’ feat, if he does not already have it. At 8th level, the effect of this feat is doubled, so the appropriate Will saves and Concentration receive +4 bonuses, not +2.

Explosive Supplier: At 10th level, the Demolitionist has established connections- either legitimate or otherwise- that permits him to precise or otherwise acquire explosives pretty much at will. Despite any import laws, smuggling restrictions, or mandatory searches, the Demolitionist finds away to get his hands on what he needs. Explosives are not available in unlimited quantities, of course, and are not free, but if he needs a few pounds of C-15 for a special mission, he will have no trouble buying them. Additionally a Demolitionist of this level can make crude explosives out of common chemicals and other materials if he has access to them. A technical (mechanical) check (DC 25) is required, the DC modified by the Games Master based on the readiness of the materials.
 
Thanks SQ, anyone have the info for the sniper? Which feats *should* I have? what about the 'sniper rifle'? Sorry, I hate to have others do my work for me, but I really have no way to look things up. I don't have my books and this is the first time I've played 2nd Ed
 
Back
Top