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Rear Admiral Darkleaf

PostPosted: Mon May 19, 2008 9:20 am


I'm going to start at 5th level, magic is allowed, advanced classes from the campain settings in the core rulebook are allowed, stuff from Urban Arcana is allowed. I'll post the backstory once I know at least 1 or 2 people will join. Post your character, no need to PM me if you want to join. You need only this to play

This is a military campain, you are all soldiers. I do not use the wealth system. Feel free to deck yourself out with body armor, explosives, and fully automatic weapons. You ARE soldiers, after all.
PostPosted: Mon May 19, 2008 9:41 pm


D20 modern huh? I never played. good thing I have the books on my flash. although the wealth sytem is confusing

Eye of Grummsh


Eye of Grummsh

PostPosted: Tue May 20, 2008 7:50 pm


um just to make it interesting, can we select to be the base 7 races from D&D's PHB instead of just human or atleast use the mutation system from D20 future? just asking

also what are we rolling for stats?
PostPosted: Tue May 20, 2008 8:46 pm


warblade_monk
um just to make it interesting, can we select to be the base 7 races from D&D's PHB instead of just human or atleast use the mutation system from D20 future? just asking

also what are we rolling for stats?

Stats: 4d6
races: Yes, although you should modify them so they fit in a modern setting
mutations: I have D20 Future, so yes

Rear Admiral Darkleaf


Eye of Grummsh

PostPosted: Tue May 20, 2008 8:56 pm


kool
modify them like how?
PostPosted: Tue May 20, 2008 8:57 pm


4d6 6 times or 7 times dropping the lowest?

Eye of Grummsh


Rear Admiral Darkleaf

PostPosted: Tue May 20, 2008 9:28 pm


warblade_monk
4d6 6 times or 7 times dropping the lowest?
7 drop the lowest. Mods for races source
Each Shadowkind entry consists of a description of the species, including appearance and general disposition. It also provides insight into how the species generally interacts with the mundane world. Following the descriptive text is a summary of general traits and special qualities.

Size: The species’ size. Shadowkind that are exceptionally large or small receive modifiers to their Defense, attack rolls, grapple checks, and Hide skill checks.

Ability Modifiers: These modifiers adjust the ability scores of every member of the species.

Base Speed: The distance an average member of the species can move (in feet) during a move action. In general, Medium and Large characters have a base speed of 30 feet, while Small characters have a base speed of 20 feet. Dwarves, though Medium, are slower due to their stockiness.

Special Qualities: Special qualities include species bonuses to skill checks and saving throws, bonus feats, and natural armor bonuses to Defense (if any). This section also describes any special abilities of the species, including special combat bonuses, the ability so see in low light or utter darkness, and the ability to resist magic.

Free Language Skills: Shadowkind species receive a certain number of Read/Write Language and Speak Language skills for free, without spending any skill points. These free language skills are listed here.

Other Languages: Other Shadow languages commonly known to members of the species. Shadowkind may learn additional languages, following the rules presented under the Speak Language and Read/Write Language skill descriptions.

SMALL CHARACTERS
Small characters (such as gnomes, goblins, and halflings) gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 penalty on grapple checks.

Small characters’ lifting and carrying limits are three-quarters of those of Medium characters.

Small characters generally move about two-thirds as fast as Medium characters (goblins are exceptions).

Small characters must use smaller weapons than Medium characters. They must use two hands to wield a weapon of Medium, and a weapon must be of Tiny size or smaller for them to consider it as a light weapon.

Armor for Small characters can be chopped down from extant protective outfits. It costs the same as Medium armor and weighs half as much. A Medium or larger creature cannot wear armor sized for a Small character.


DWARF
Size: Medium. Dwarves have no special bonuses or penalties due to their size.

Ability Modifiers: +2 Constitution, –2 Charisma.

Base Speed: 20 feet. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium and heavy load (unlike other creatures, whose speed is reduced in such situations).

Special Combat Bonuses: Dwarves gain a +1 species bonus on attack rolls against bugbears, goblins, orcs, and other goblinoids. Dwarves also gain a +4 dodge bonus to Defense against creatures of giants (including giants, trolls, and ogres). If a dwarf loses his positive Dexterity bonus to Defense (such as when flat-footed), this dodge bonus is lost.

Stability: Dwarves gain a +4 species bonus on ability checks to resist bull rush and trip attempts when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function with no light at all.

Saving Throw Bonuses: Dwarves are highly resistant to toxins and innately resistant to magic. They gain a +2 species bonus on saving throws against poisons, spells, and spell-like abilities.

Skill Bonuses: Dwarves gain a +2 species bonus on Search checks to notice unusual stonework, new construction, unsafe surfaces, ceilings, and the like. A dwarf who merely passes within 10 feet of such exceptional construction can, as a free action, make a Search check (DC 15) as though he were actively searching for such.

Dwarves are naturally skilled mechanics and engineers. They gain a +2 species bonus on Craft (mechanical), Craft (structural), and Repair checks.

Bonus Feat: Dwarves gain the bonus feat Archaic Weapons Proficiency. Dwarves may treat dwarven urgroshes and dwarven waraxes as archaic weapons instead of exotic weapons.

Free Language Skills: Read/Write Common (or local language), Read/Write Dwarven, Speak Common (or local language), Speak Dwarven.

Other Languages: Giant, Gnome, Goblin, Orc, Terran.

ELF
Size: Medium. Elves have no special bonuses or penalties due to their size.

Ability Modifiers: +2 Dexterity, –2 Constitution.

Base Speed: 30 feet.

Low-Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Spell Immunities: Elves are immune to sleep spells and effects, and they gain a +2 species bonus on saves against Enchantment spells or effects.

Skill Bonuses: Elves gain a +2 species bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.

Bonus Feat: Elves gain the bonus feat Archaic Weapons Proficiency.

Free Language Skills: Read/Write Common (or local language), Read/Write Elven, Speak Common (or local language), Speak Elven.

Other Languages: Draconic, Gnoll, Gnome, Goblin, Halfling, Orc, Sylvan.

GNOME
Size: Small. Gnomes gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 size penalty on grapple checks. Gnomes must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.

Ability Modifiers: –2 Strength, +2 Constitution.

Base Speed: 20 feet.

Special Combat Bonuses: Gnomes gain a +1 species bonus on attack rolls against bugbears, goblins (and other goblinoids), and kobolds. Gnomes also gain a +4 dodge bonus to their Defense against giant creatures (such as ogres and trolls); this bonus represents special training that gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Note that any time a gnome loses his positive Dexterity bonus to Defense, such as when he’s caught flat-footed, he loses this dodge bonus, too.

Illusion Mastery: Add +1 to the Difficulty Class for all saving throws against Illusion spells cast by gnomes.

Speak with Animals: Once per day, a gnome can use speak with animals to speak with a burrowing mammal (a mole, gopher, ground hog, and so forth). It has a duration of 1 minute, and the gnome is considered a 1st-level caster when he uses this spell-like ability, regardless of his actual level.

Low-Light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Saving Throw Bonus: Gnomes gain a +2 species bonus on saving throws against illusions.

Skill Bonuses: Gnomes gain a +2 species bonus on Listen checks. Gnomes who have one or more ranks in the Craft (pharmaceutical) skill also gain a +2 species bonus on Craft (pharmaceutical) checks.

Bonus Feat: Gnomes gain the bonus feat Archaic Weapons Proficiency. They may treat gnome hooked hammers (see Chapter Two: Equipment) as archaic weapons instead of exotic weapons.

Gnomes with Charisma scores of 10 or higher gain the bonus feat Magical Heritage.

Free Language Skills: Read/Write Common (or local language), Read/Write Gnome, Speak Common (or local language), Speak Gnome.

Other Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.

GOBLIN
Size: Small. Goblins gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 size penalty on grapple checks. Goblins must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character. See the Small Characters sidebar for more information.

Ability Modifiers: –2 Strength, +2 Dexterity, –2 Charisma.

Base Speed: 30 feet.

Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function with no light at all.

Skill Bonuses: Goblins gain a +4 species bonus on Move Silently checks.

Bonus Feat: Goblins are keenly aware of their surroundings and gain the bonus feat Alertness.

Free Language Skills: Read/Write Goblin, Speak Goblin.

Other Languages: Common (or local language), Giant.

HALF-ELF
Size: Medium. Half-elves have no special bonuses or penalties due to their size.

Ability Modifiers: None.

Base Speed: 30 feet.

Elven Blood: For all effects related to species, a half-elf is considered an elf. Half-elves, for example, are just as susceptible to special effects that affect elves as their elven ancestors are, and they can use magic items that are only usable by elves.

Spell Immunities: Half-elves are immune to sleep spells and effects, and they gain a +2 species bonus on saves against Enchantment spells or effects.


Low-Light Vision: Half-elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Skill Bonuses: Half-elves gain a +1 species bonus on Listen, Search, and Spot checks. They gain a +2 species bonus on Diplomacy and Gather Information checks.

Bonus Feat: Half-elves gain the bonus feat Archaic Weapons Proficiency.

Free Language Skills: Read/Write Common (or local language), Read/Write Elven, Speak Common (or local language), Speak Elven.

Other Languages: Draconic, Dwarven, Gnome, Halfling, Sylvan.

HALF-ORC
Size: Medium. Half-orcs have no special bonuses or penalties due to their size.

Ability Modifiers: +2 Strength, –2 Intelligence, –2 Charisma.

Base Speed: 30 feet.

Orc Blood: For all special abilities and effects, a half-orc is considered as an orc. Half-orcs, for example, are just as susceptible to special effects that affect orcs as their orcish ancestors are, and they can use magic items that are only usable by orcs.

Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and drow can function with no light at all.

Bonus Feat: Half-orcs gain the bonus feat Archaic Weapons Proficiency.

Free Language Skills: Read/Write Common (or local language), Read/Write Orc, Speak Common (or local language), Speak Orc.

Other Languages: Abyssal, Draconic, Giant, Gnoll, Goblin.

HALFLING
Size: Small. Halflings gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 size penalty on grapple checks. Halflings must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.

Ability Modifiers: –2 Strength, +2 Dexterity.

Base Speed: 20 feet.

Special Combat Bonuses: Halflings gain a +1 species bonus on attacks with thrown weapons and slings.

Saving Throw Bonuses: Halflings gain a +1 species bonus on all saving throws. In addition, they gain an additional +2 morale bonus on saving throws against fear.



Skill Bonuses: Halflings gain a +2 species bonus on Climb, Jump, Listen, and Move Silently checks.

Bonus Feat: Halflings gain the bonus feat Archaic Weapons Proficiency.

Free Language Skills: Read/Write Common (or local language), Read/Write Halfling, Read/Write Language (any one), Speak Common (or local language), Speak Halfling, Speak Language (any one).

Other Languages: Dwarven, Elven, Gnome, Goblin, Orc.

ORC
Size: Medium. Orcs have no special bonuses or penalties due to their size.

Ability Modifiers: +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.

Base Speed: 30 feet.

Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function with no light at all.

Light Sensitivity: Orcs suffer a –1 penalty to attack rolls in bright sunlight or within the radius of effects or spells that duplicate bright sunlight (such as daylight).

Bonus Feat: Orcs receive the bonus feats Archaic Weapons Proficiency, Armor Proficiency (light), and Armor Proficiency (medium). They may treat orc double axes as archaic weapons instead of exotic weapons.

Free Language Skills: Read/Write Orc, Speak Orc.

Other Languages: Common (or local language), Goblin, Giant.

SHADOWKIND HUMAN
Size: Medium. Shadowkind humans have no special bonuses or penalties due to their size.

Ability Modifiers: None.

Base Speed: 30 feet.

Saving Throw Bonuses: Shadowkind humans gain a +1 species bonus on all saving throws.

Bonus Feat: Shadowkind humans receive a bonus feat at 1st level. Unlike normal humans, this extra feat must be chosen from the following list:
Acrobatic, Alertness, Archaic Weapons Proficiency, Athletic, Attentive, Builder, Cautious, Confident, Creative, Deceptive, Divine Heritage, Educated, Exotic Weapon Proficiency (any one), Focused, Gearhead, Guide, Magical Heritage, Medical Expert, Meticulous, Nimble, Stealthy, Studious, Trustworthy.

Free Language Skills: Read/Write Common (or local language), Speak Common (or local language).

Other Languages: Draconic, Dwarven, Elven, Giant, Gnome, Halfling.
Eye of Grummsh rolled 4 6-sided dice: 6, 4, 1, 1 Total: 12 (4-24)
PostPosted: Wed May 21, 2008 6:31 am


roll 1

Eye of Grummsh


Eye of Grummsh

PostPosted: Wed May 21, 2008 6:38 am


do we get to reroll anything?
PostPosted: Wed May 21, 2008 9:18 am


Woah, you don't have to roll in the thread. You can roll here . If you don't cheat I'll be VERY dissapointed. xp

Rear Admiral Darkleaf


Eye of Grummsh

PostPosted: Wed May 21, 2008 10:45 am


oh okay disregard that first roll then
PostPosted: Wed May 21, 2008 12:11 pm


Ashley Windgate
Half-Elf Female Fast Hero 4 / Gunslinger 1
Chaotic Good
Representing Gary Eastman


Strength 18 (+4)
Dexterity 19 (+4)
Constitution 18 (+4)
Intelligence 18 (+4)
Wisdom 17 (+3)
Charisma 18 (+4)
Size: Medium
Height: 5' 3"
Weight: 195 lb
Eyes: light Blue (glowing, changes color with mood)
Hair: slate blue
Skin: Light

Talents:


Evasion
Uncanny Dodge 1


Total Hit Points: 44

Speed: 30 feet

Armor Class: 23 = 10 +3 [undercover vest] + 6 [class] +4 [dexterity]

Touch AC: 20
Flat-footed: 23 [uncanny dodge]
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +5 = 1 [base] +4 [constitution]
Reflex save: +7 = 3 [base] +4 [dexterity]
Will save: +3 = 2 [base] +3 [wisdom] -2 [mindslave]
Attack (handheld): +7 = 3 [base] +4 [strength]
Attack (missile): +7 = 3 [base] +4 [dexterity]
Grapple check: +7 = 3 [base] +4 [strength]
Reputation: +1 = 1 [base]



Action points: 32 (lifetime)


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
100 lb. or less
101-200 lb.
201-300 lb.
300 lb.
600 lb.
1500 lb.



Rapier [1d6, crit 18-20, 3 lb, one-handed, piercing]

Desert Eagle autoloader [2d8, crit 20, range incr 40 ft., 4 lb, ballistic, semi-automatic]

Winchester 94 hunting rifle [2d10, crit 20, range incr 90 ft., 7 lb, ballistic, semi-automatic]

Undercover Vest +2[light; +3 AC; max dex +5; check penalty 0; 3 lb.]


Adventurer (starting occupation)


Disable Device
Jump


Feats:
Archaic Weapons Proficiency
Armor Proficiency (light)
Quick Reload
Quick Draw
Simple Weapon Proficiency [free]
Stealthy
Personal Firearms Proficiency

Mutations:


Blood Hunger
Light Sensitivity
Mindslave
Thin Skin
Claws (1d6)
Fangs (1d6)
Leaper
Scent
Tail (1d6)
Wall Crawler
Thin Fur Coat
Unnatural Eyes
Unnatural Hair

Mutation points still available: 1

Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Balance Dex* 14 = +4 +6 +2 [tumble] +2 [tail]
Bluff Cha 4 = +4
Climb Str* 4 = +4
Computer Use Int 4 = +4
Concentration Con 4 = +4
Craft (Mechanical) Int 12 = +4 +6 +2[deluxe mech tool kit]
Craft (Structural) Int 4 = +4
Craft (Visual Art) Int 4 = +4
Craft (Writing) Int 4 = +4
Demolitions Int 12 = +4 +8
Diplomacy Cha 6 = +4 +2 [half-elf]
Disable Device Int 12 = +4 +8
Disguise Cha 4 = +4
Drive Dex* 12 = +4 +8
Escape Artist Dex* 12 = +4 +8
Forgery Int 4 = +4
Gamble Wis 3 = +3
Gather Information Cha 6 = +4 +2 [half-elf]
Hide Dex* 7 = +4 +1 +2 [stealthy]
Intimidate Cha 4 = +4
Jump Str* 17 = +4 +1 +2 [tumble] +10 [leaper]
Listen Wis 4 = +3 +1 [half-elf]
Move Silently Dex* 12 = +4 +6 +2 [stealthy]
Navigate Int 4 = +4
Perform (Act) Cha 4 = +4
Perform (Dance) Cha 4 = +4
Perform (Keyboards) Cha 4 = +4
Perform (Percussion) Cha 4 = +4
Perform (Sing) Cha 4 = +4
Perform (Standup) Cha 4 = +4
Perform (String Inst.) Cha 4 = +4
Perform (Wind Inst.) Cha 4 = +4
Research Int 4 = +4
Ride Dex 4 = +4
Search Int 5 = +4 +1 [half-elf]
Sense Motive Wis 3 = +3
Sleight of Hand Dex* 10 = +4 +6
Spot Wis 4 = +3 +1 [half-elf]
Survival Wis 3 = +3
Swim Str** 4 = +4
Treat Injury Wis 3 = +3
Tumble Dex* 10 = +4 +6


* = check penalty for wearing armor



Half-Elf


Immune to sleep
+2 on saves vs. enchantment
Elven blood
Low-light vision
+1 on listen, search, and spot
+2 on diplomacy and gather information
Gunslinger


Close Combat Shot (level 1)
Weapon focus (level 2, not listed as a feat)

Weapon:


Defensive Position (level 4)
Lightning Shot (level 5)
Sharp-Shooting (level 7)
Greater Weapon Focus (level cool
Bullseye (level 10)


Class HP rolled
Level 1: Fast Hero 8
Level 2: Fast Hero 2
Level 3: Fast Hero 4
Level 4: Fast Hero 1 +1 to dexterity
Level 5: Gunslinger 9



Ashley Windgate's Equipment:
Fatigues 3lbs ,casual clothes 2lbs, digital camera .5lbs, cell phone, notebook computer 5lbs, broadband modem 1lbs,Demolitions Kit 5lbs, lockpick set 1lbs,backpack 3lbs,compass .5lbs,flash gogles 2lbs,standard flashlight 1lbs, sleeping bag 4lbs,2 person tent 4lbs, trail rations(12) 1lbs,box magazinesx6 3lbs,electro-optical scope 3lbs, deluxe mechanical tool kit 45(not carried),GPS 1lbs,hip holster 1 lbs, 100 bullets (.444)3lbs, 100 bullets(.50AE) 2lbs, rifle surpressor 4lbs, radio control detonator .5lbs,
C4x5 10lbs,frag grenadesx5 5lbs

82.5 lbs total weight



Ashley Windgate's Languages:
Common
Elven
Sylvan
Dwarven
Halfling
Draconic

Ashley Windgate's Allegiance(s):

Eye of Grummsh


Rear Admiral Darkleaf

PostPosted: Wed May 21, 2008 4:00 pm


No wealth system, your character is fine, exept you do not need licenses to carry guns (military). Also, consider yourself the squad sniper, seeing as you have a hunting rifle, not an assault rifle.
PostPosted: Wed May 21, 2008 10:11 pm


Sarian
Elf Male Strong Hero 5

Representing Blksun


Strength 15 (+2)
Dexterity 21 (+5)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 12 (+1)
Charisma 10 (+0)
Size: Medium
Height: 5' 6"
Weight: 135 lb
Eyes: Green
Hair: Red
Skin: Light

Talents:


Extreme Effort
Improved Extreme Effort
Advanced Extreme Effort


Total Hit Points: 34

Speed: 30 feet

Armor Class: 18 = 10 + 3 [class] +5 [dexterity]

Touch AC: 18
Flat-footed: 13
Initiative modifier: +5 = +5 [dexterity]
Fortitude save: +5 = 3 [base] +2 [constitution]
Reflex save: +6 = 1 [base] +5 [dexterity]
Will save: +2 = 1 [base] +1 [wisdom]
Attack (handheld): +7 = 5 [base] +2 [strength]
Attack (missile): +10 = 5 [base] +5 [dexterity]
Grapple check: +7 = 5 [base] +2 [strength]
Reputation: +1 = 1 [base]



Action points: 31 (lifetime)


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
66 lb. or less
67-133 lb.
134-200 lb.
200 lb.
400 lb.
1000 lb.



Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]

Hatchet [1d6, crit 20, range inc 10 ft., 4 lb, one-handed, slashing]

Beretta 93R machine pistol [2d6, crit 20, range incr 30 ft., 3 lb, ballistic, semi-automatic/automatic]

HK G3 assault rifle [2d10, crit 20, range incr 90 ft., 11 lb, ballistic, semi-automatic/automatic]

Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]


Military (starting occupation)


Demolitions
Navigate


Feats:
Archaic Weapons Proficiency
Combat Martial Arts
Simple Weapon Proficiency [free]
Personal Firearms Proficiency
Advanced Firearms Proficiency
Burst Fire
Strafe

Mutations:


Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Balance Dex* 5 = +5
Bluff Cha 0 = +0
Climb Str* 2 = +2
Computer Use Int 1 = +1
Concentration Con 2 = +2
Craft (Structural) Int 1 = +1
Craft (Visual Art) Int 1 = +1
Craft (Writing) Int 1 = +1
Demolitions Int 9 = +1 +8
Diplomacy Cha 0 = +0
Disguise Cha 0 = +0
Drive Dex* 5 = +5
Escape Artist Dex* 5 = +5
Forgery Int 1 = +1
Gamble Wis 1 = +1
Gather Information Cha 0 = +0
Hide Dex* 5 = +5
Intimidate Cha 0 = +0
Jump Str* 2 = +2
Knowledge (tactics) Int 9 = +1 +8
Listen Wis 3 = +1 +2 [elf]
Move Silently Dex* 5 = +5
Navigate Int 9 = +1 +8
Perform (Act) Cha 0 = +0
Perform (Dance) Cha 0 = +0
Perform (Keyboards) Cha 0 = +0
Perform (Percussion) Cha 0 = +0
Perform (Sing) Cha 0 = +0
Perform (Standup) Cha 0 = +0
Perform (String Inst.) Cha 0 = +0
Perform (Wind Inst.) Cha 0 = +0
Research Int 1 = +1
Ride Dex 5 = +5
Search Int 3 = +1 +2 [elf]
Sense Motive Wis 1 = +1
Spot Wis 3 = +1 +2 [elf]
Survival Wis 1 = +1
Swim Str** 2 = +2
Treat Injury Wis 1 = +1


* = check penalty for wearing armor



Elf


Low Light Vision
Immune to sleep
+2 on saves vs. charms
+2 on listen, search, & spot checks


Class HP rolled
Level 1: Strong Hero 8
Level 2: Strong Hero 2
Level 3: Strong Hero 5
Level 4: Strong Hero 5 +1 to dexterity
Level 5: Strong Hero 4



Sarian's Equipment:




Sarian's Languages:



Sarian's Allegiance(s):




If you are using the wealth system from the core rulebook, roll 2d4 and add +1 (Military).

More about Sarian:

Rear Admiral Darkleaf


Frozen In Flames
Crew

PostPosted: Sat May 24, 2008 2:30 pm


Mike Bensema
Human Male Tough Hero 5

Strength 18 (+4)
Dexterity 19 (+4)
Constitution 18 (+4)
Intelligence 16 (+3)
Wisdom 15 (+2)
Charisma 16 (+3)

Size: Medium

Age: 20
Height: 6' 2"
Weight: 260 lb
Eyes: Green
Hair: Black
Skin: Tan

Talents:
Sonic/Concussion Resistance
Remain Conscious
Second Wind


Total Hit Points: 55

Speed: 30 feet

Armor Class: 21 = 10 +6 [tactical vest] + 3 [class] +2 [dexterity in armor]

Touch AC: 15
Flat-footed: 19
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +7 = 3 [base] +4 [constitution]
Reflex save: +5 = 1 [base] +4 [dexterity]
Will save: +3 = 1 [base] +2 [wisdom]
Attack (handheld): +7 = 3 [base] +4 [strength]
Attack (missile): +7 = 3 [base] +4 [dexterity]
Grapple check: +7 = 3 [base] +4 [strength]
Reputation: +1 = 1 [base]

Action points: 31 (lifetime)

Light load:100 lb. or less
Medium load:101-200 lb.
Heavy load:201-300 lb.
Lift over head:300 lb.
Lift off ground:600 lb.
Push or drag:1500 lb.

Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]

Colt Double Eagle autoloader [2d6, crit 20, range incr 30 ft., 3 lb, ballistic, semi-automatic]

HK PSG1 sniper rifle [2d10, crit 20, range incr 90 ft., 16 lb, ballistic, semi-automatic]

M4 Carbine assault rifle [2d8, crit 20, range incr 60 ft., 7 lb, ballistic, semi-automatic/automatic]

Tactical Vest [medium; +6 AC; max dex +2; check penalty -5; 10 lb.]

Military (starting occupation)
Knowledge (tactics)
Pilot

Feats:
Armor Proficiency (light)
Armor Proficiency (medium)
Endurance
Simple Weapon Proficiency [free]
Personal Firearms Proficiency
Advanced Firearms Proficiency
Vehicle Expert

Skills:
Balance Dex* 4 = +4
Bluff Cha 3 = +3
Climb Str* 6 = +4 +2
Computer Use Int 4 = +3 +1
Concentration Con 10 = +4 +6
Craft (Structural) Int 3 = +3
Craft (Visual Art) Int 3 = +3
Craft (Writing) Int 3 = +3
Demolitions Int 4 = +3 +1
Diplomacy Cha 3 = +3
Disguise Cha 3 = +3
Drive Dex* 14 = +4 +8 +2 [vehicle expert]
Escape Artist Dex* 4 = +4
Forgery Int 3 = +3
Gamble Wis 2 = +2
Gather Information Cha 3 = +3
Hide Dex* 4 = +4
Intimidate Cha 3 = +3
Jump Str* 4 = +4
Knowledge (tactics) Int 11 = +3 +8
Listen Wis 2 = +2
Move Silently Dex* 4 = +4
Navigate Int 7 = +3 +4
Perform (Act) Cha 3 = +3
Perform (Dance) Cha 3 = +3
Perform (Keyboards) Cha 3 = +3
Perform (Percussion) Cha 3 = +3
Perform (Sing) Cha 3 = +3
Perform (Standup) Cha 3 = +3
Perform (String Inst.) Cha 3 = +3
Perform (Wind Inst.) Cha 3 = +3
Pilot Dex* 14 = +4 +8 +2 [vehicle expert]
Repair Int 5 = +3 +2
Research Int 3 = +3
Ride Dex 4 = +4
Search Int 3 = +3
Sense Motive Wis 2 = +2
Spot Wis 2 = +2
Survival Wis 2 = +2
Swim Str** 4 = +4
Treat Injury Wis 2 = +2

* = check penalty for wearing armor
Equipment:Cell Phone (head set), Portable Satalite phone, Night Vision Goggles, bolt cutter, Search and rescue kit, Rangefinding Binocs, Backpack, Gas mask, GPS Reciever, Mesh vest, Hip Holster, Laser Sight, Electro Optical Scope, UH-60 Black Hawk, M2A2 Bradley
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