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Author: | MtMagus [ Wed Nov 11, 2009 7:52 pm ] |
Post subject: | MtMagus's RPG. Char sheets only |
Please post the most updated version of your char sheet here. |
Author: | StriderRe80 [ Wed Nov 11, 2009 8:06 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
Tiggers CL 6 ---- HAS LEFT THE ORGANIZATION, MAY NEED TO BE HUNTED Medium Cathar scout 5/soldier 1 Force 7; Dark Side 1 Init +13; Senses Perception +9 Languages Basic, Catharese, Huttese Defenses Ref 23 (flat-footed 19), Fort 19, Will 17 hp 64; Threshold 19 Speed 10 squares Melee claws +5 (1d6+4) or Melee lightsaber +0 (2d8+4) or Melee lightsaber +0 (2d8+5) with both hands Ranged commando special rifle +9 (3d10+3) or Ranged commando special rifle +4 (3d10+3) with autofire or Ranged sniper rifle +9 (3d8+3) Fighting Space 1 square; Reach 1 square Base Atk +4; Grp +9 Atk Options autofire (commando special rifle), Deadeye, Keen Shot, Point Blank Shot, Precise Shot, reactive claw Special Actions Tough as Nails Abilities Str 12, Dex 20, Con 12, Int 12, Wis 12, Cha 12 Talents Acute Senses, Keen Shot, Long Stride, Tough as Nails Feats Armor Proficiency (light), Deadeye, Point Blank Shot, Precise Shot, Toughness, Weapon Proficiency (pistols, rifles, simple) Skills Endurance +9, Initiative +13, Mechanics +9, Perception +9 (may reroll but must keep the result of the reroll even if worse), Stealth +13, Survival +9 Possessions bandolier, combat jumpsuit (+4 armor), commando special rifle with 11 spare power packs, lightsaber, sniper rifle |
Author: | Ruhk [ Wed Nov 11, 2009 8:42 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
Bru'hathor CL 12 XP: 56,610 XP Kills: 28 Org Score: 33 Medium Feeorin (old) Scoundrel 4/Soldier 7/Gladiator 1 Force 11; Dark Side 2 Init +13; Senses low-light vision; Perception +4 Languages; Basic, Feeorin Defenses Ref 28(flat-footed 26), Fort 34, Will 19 hp 187; SR 20; Threshold 39 Inborn Resilience - May use Second Wind even when unconscious and move +3 steps on the condition track Speed 6 squares Melee vibro-ax +21/22 (2d10+15/17[19-20]) or Melee vibro-ax +21/22 (2d10+22/24[19-20]) with both hands or Melee vibro-ax +19/20 (3d10+20/22[19-20]) with Rapid Strike or Melee vibro-ax +25/26 (2d10+24/26[19-20]) with Powerful Charge Melee vibro-ax +23/24 (3d10+24/26[19-20]) with Powerful Charge and Rapid Strike +Sith Poison Treated - 1D20 +12 vs Fortitude Def, on success 4D6 damage & -1 on condition track Ranged blaster pistol +13 (3d6+6) Fighting Space 1 square; Reach 1 square Base Atk +11; Grp +18 Atk Options Brutal - Once per encounter, may treat an opponent's damage threshold as if it were 5 points lower when determining the result of a melee attack Brutal Attack - When dealing damage, if your total damage beats the target's Damage Threshold, add 1 die of damage. Cleave Point Blank Shot Power Attack Powerful Charge Rapid Strike Special Actions Advantageous Opening Thrive on Chaos Abilities : Str 24, Dex 14, Con 22, Int 13, Wis 6, Cha 6 Talents Advantageous Opening - Whenever an enemy or ally rolls a natural 1 in your LOS, make a melee or ranged attack vs any target in range Armored Defense Brutal Attack Melee Smash - +1 point of damage with melee attacks. Stunning Strike - If Damage breaks target's DT, target goes down an additional +1 on the Condition Track Thrive on Chaos - Whenever an enemy or ally is reduced to 0 Hp, gain bonus hp = to 5 + 1/2 level. dmg is subtracted from bonus hp first, lost after encounter ends. Weapon Specialization - +2 to damage with selected weapon [Vibro-Axe] Feats Armor Proficiency (light, medium) - No penalties on attacks and no armor check penalties while wearing light or med armor. Cleave - Extra Attack once per round when defeated an enemy. Fleché - Once per encounter, on a charge, turn a roll of 17 or higher into a critical attack. Improved Damage Threshold - +5 to DT Point Blank Shot - +1 bonus to attack and damage vs enemies in point blank range (20 squares) Power Attack - Trade attack bonus for damage on melee attacks (up to base attack bonus) Powerful Charge - +2 att bonus when charging. If hits, deal bonus damage equal to 1/2 level (when charging take -2 to reflex defense, until start of next turn) Stand Tall - once per encounter when you take damage, all allies within 6 and LOS may make an attack against the target that damaged you Weapon Focus (advanced melee) - +1 bonus on attacks with Vibro-Ax Weapon Proficiency (advanced melee, pistols, rifles, simple) Skills Climb +13, Endurance +17, Initiative +13, Jump +13, Mechanics +12, Swim +13, Treat Injury +9 Possessions credit chip - 7737 credits blaster pistol with spare power pack electrobinoculars Protective Battle Armor with Jet Pack and Powered Exoskeleton 10 ration packs utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser) Accurate vibro-ax with spare energy cell with Neutronium reinforcement cardio implant {+1 hp/level; -2 to Will Def and down +1 level on condition when fort def broken} medium energy shields (SR 20) |
Author: | jew3 [ Wed Nov 11, 2009 10:12 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
Field Marshall Orco Lonestar / Darth Tromedlov age 16 Duros Jedi (7) Sith Apprentice (5) HT: 1.8m Wt: 65 KG STR 10 DEX 20 Con 10 INT 14 Wis 15 CHA 17 Fort Def: 24 Ref Def: 29/ 30 with LS ignited Will Def: 28/30 with LS ignited HP=104 Threshold: 24 Speed: 6 Init: 15 Precpt: 8 Base Attk: 12 Force Points: 12 Destiny Points: 9 Dark Side Score: 14 Equipment: Utility Belt Power Pack 3 days of food rations tool Kit Med Pack Energy Cell Glow Rod Com Link Liquid Cable Disp W/ hook 3 extra pouches 10 extra ration packs in 2 of the pouches Binder Cuffs ( end of belt) Credit chip w/ 14,350 1 Red Lightsaber 1 Blue lightsaber Self Built with Kasha Crystal Xelos Light Saber and Spirit Crystal Sith Assassin Uniform Stealth Sheild Generator Feats: Force Sensitivity, Force Trainingx3, WP Simple, WP LS, Acrobatic Strike, Weapon Finesse, SF: UTF, Running attack Trained skills Acrbatics, Init., Pilot, USF, Known force powers: Gripx3, Rebuke, Phase, Force Lightingx2, Force Sheild, Move Objectx2, Mind Trick, Dark Transfer Acrobatic strike and Weapon Finesse, Running attack, Skill focus UTF, Force training x2 Talents: Mobile Combantant, LS Defense, LS Throw, Power of the Dark Side, Sith Alchemy, Incite Rage, Cause Mutation Force Technique Improved Move Object Extended Force Grip Skills: Acrobatics: 15 Climb: 6 Decpt: 7 Endur: 6 GI: 8 Init: 15 Jump: 6 Know: 8 Mech: 8 Precp: 8 Persus: 8 Pilot: 15 Ride: 10 Stealth: 10 Survival: 8 TI: 8 Swim: 8 Use Comp: 8 UTF: 18 Duros Ability: Reroll Pilot taking 2nd roll. Languages: Durese, Huttese, Basic, Shyriiwook |
Author: | jonnyb815 [ Wed Nov 11, 2009 11:53 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
Name: The Gungun Level 20 Class: Soldier 9,Scoundrel 3,Saboteur 5,Gunslinger 1,Elite Trooper 1,Officer1 Age: 35 Male 2.0 63 lbs Languages: Basic, Gunganese,Huttese,Binary, Hit Points: 203,Initiative: 21 Perception: 9 Force Pts:11 Speed: 6 Destiny Pts: Dmg Threshold: 35 Abilities: Str: 12 +1,Dex: 24 +7,Con: 14 +2,Int: 16 +3,Wis: 8 -1,Cha: 12 +1 Defenses: Fort: 35,Reflex: 44,Will Defense: 34 Skills:Initiative - 21,Use Computer - 21,Persuasion - 20,Mechanics-21,Deception - 16,Knowledge Tactics 19 Attack: Base Attack:18 Attack Melee atk:Electropole:13 atk 2d8 +12(2 handed,Improved damage) can be used as a thrown weapon. Thrown Weapons: 18 Atk Point Blank (6 squares), Commando Special Rifle with Improved Accuracy (+1 Attack) Normal:4d10+8 27 Atk Explosives: Detonite(13d6)1 square Burst,Cone 3,line 2 Antipersonnel(14d6)Cone 6, Explosive charge(18d6)1 square Burst,Cone 3,line 2 Talents: Command Presence Draw Fire Fools Luck Advantageous Opening Demolitionistx4-(+8 die with Explosives) Skill Demonlitionist- set detonator as swif & does not go off if fail roll by 10 or more Shaped Explosion-blast in line or cone, length 2x radius, length of cone 3x radius of blast, originates from explosives' sq Extreme Explosion Trigger Work no penalty to atk when using rapid shot Multi Attack Rifles PC Abilities Saboteur-Unexpected Results Feats: Armored Pro {light,Med}, Weapons Pro:{pistol,Rifles,Simple}, Weapon Focus(Rifles): 1+ Atk Rifles, Return Fire(x7 per in encounter) Quick Draw Combat Reflexes Rapid Shot: +1 die -2 attack, Point Blank Range +1 Attack and +1 point of damage, Skill Focus Persuasion GearHeadx2 Precise Shot Sniper Sniper Shot MA1 Double Attack Species Traits Expert Swimmer,Hold Breath,Low-light Vison,Weapon Familiarity Equipment Utility Belt(Tool kit,Security kit,Rope,Frag Grenadex2,Flechette Canister) Shoulder Belt:Detonitex12 with Manual triggers,Explosive chargex4 with manual triggers,Antipersonnel Minesx2,Thermal Detonatorx2 (10d6) Electropole Computer interface Visor Mechanical interface visor, Commando Special Rifle w/Improved Accuracy, 35.2KG/36KG On the Ship Stealth Generator,Detonitex20,Explosive Chargex4,Antipersonnel minesx10 Snare Rifle Cartridgex2,Flechette Canisterx3,Cesta,Power Packx3 Blaster Rifle Heavy with hair trigger,Blaster Carbine,Electropolex2, 46 points 1/20 kills,Credits: 24,656 (83,064 xp) |
Author: | dnemiller [ Thu Nov 12, 2009 5:37 am ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
here is my character updated 04/21/2010 Name: Jainx Davral Specie: Human (Mando) Class: Soldier Level 7, Elite Trooper Level 3, Officer Lvl - 3 - Total Level 13 Age: 27 Male 6'03" 240 lbs Credits: 31016 Experience Points: 78600/91000 next Lvl 14 Str: 14 modifier +2 Dex: 18 mod +4 Con: 16 mod +3 Int: 15 mod +2 Wis: 13 mod +1 Cha: 10 mod +0 Hit Points: 168 Initiative: 15 Base Attack: 19 Perception: 12 Force Pts: 12 Speed: 6 Destiny Pts: 3 Dmg Threshold: 34 Fort Defense: 34 Organization Score: 49 Organization Kills: 2/20 Defenses: Fort: 34 Reflex: 36 Will Defense: 29 Damage Redeuction - 1 Delay Damage Command Cover +1 Share Talent - AMbush Shield Rating 5 Weapons: Blaster Cannon 3 d12 DC17 Blaster Carbine 3 d 8 (normal setting), DC17 Sniper Setting 3 d10, DC17 ANTI Armor setting 4d6 fires 2 square area burst ---- takes a standard action to switch between modes of the DC17 Flamethrower 3 d 6 (built into armor) Mando Battle Armor - with Cortosis Weave enlaid on it will shut down any light saber when attack by one. Shield Generator 5 built into armor. Skills: (trained) Initiative - 15, Tactics - 13 Mechanics - 13 Perception - 12 Treat Injury - 12 Use Computer - 13 Languages: Basic, Mando, Huttese, Shriwook, Ithorese, Durese, Bothese Talents: Armored Defense, Battle Analysis, Jet Pack Training, Tough as Nails, Improved Armor Defense, Deployment Tactics, Ambush, Grand Leader Feats: Armored Pro (lght), Armored Pro (med), Weapons Pro (pistol), Weapons Pro (Rifle), Weapons Pro (Simple), Exotic Pro (Flamethrower), Charging Fire, Advangeous Attack, Mando Training, Improved Defense, Linguist, Point Blank Shot, Precise Shot, Martial Arts, Rapid Shot, Tech specialist Equipment: Security Kit Utility Belt Power Packs - 40 Anti Armor Rounds Credit Chip Datapad Breathmask Code Cylinder Bandolier Jedi Medallion Jedi Lightsaber x 2 - trophies of the dead Sith Lightsaber Sith Holo projector 2 Wookies owe Jainx a Life Debt - Kalbacca and Rawrrr (phillips character - so much for his character hating Kalbacca for taking on a life debt..... funny how almost getting killed will do that to you!!!!) T3 Droid with Falmethrower and stun Ray fully Upgraded to Pilot the ship and activate the defenses for the ship T-1 Bulk Loader Droid Jainx has no love for the Jedi or the Sith. When he was old enough to accompany his father in battle as his Mandolorian Heritage he witnessed a Jedi Master kill his father. Jainx later as an adult killed the same Jedi who was now a Sith. He carries the Jedi's Medallion (coined for becoming a master) as a reminder to never trust either of the two. Jainx follows the somewhat strange Mandolorian honor code and wishes for a time when the Mandolorians are returned to their proper place in the galaxy. Until then Jainx seeks beings worthy of honor and trust. This trust can only be gained the true Mandolorian way through combat. Jainx is not a man to be trifled with. When he speaks he means what he says and if you cross him he will attack. As all Mandolorians there can be no greater glory than to die in battle. Jainx dreams of a day when the Mandalorians are returned to their proper place in the galaxy as a power. |
Author: | Sith_Asassyn [ Fri Nov 13, 2009 7:24 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
Bane Human Mandalorian Male 27 1.8m 75kg CL 9 Soldier 5/ Scoundrel 2/Elite Trooper 2 (need to level 9) Experience: 40,225/36,000 HP: 92 (+1 Per Level) (Cardio Implant) Threshold: 26 Fortitude Def: 26 Init: 18 (Skill Focus Initiative +5) ATK: 12/ 14 (Point Blank Shot/Careful Shot) Force: 5/10 Dark Side: 2 Destiny: 0 Speed: 6 Organization Score: 25 Kills: 7/50 Bonus Points: 4 Point Loss: 1 (shot the gungan) Mission Completion Bonus: 5 Languages: Basic, Sith, Mando, Jawa Trade Language, Huttese Damage Reduction 1 Delay Damage Shadowsworn Praetorian (+1 die of damage, once per encounter) Defenses: Fortitude: 26 Reflex: 26 Will: 20 Weapon: DC17 (Standard Action Switches Modes) -Normal 3d8 +1d8 (Deadeye) +5 -Sniper 3d10 +1d10 (Deadeye) +5 -Anti Armor 4d6 +1d6 (Deadeye) (2 square area) +5 Equipment: Bandolier (12 power packs) Code Cylinder Data Pad Data Card(s) (Blank) Credit Chip Security Kit 139 Core Field Kit 138 Core Med Pack (3) Com Link *Long Range Utility Belt (From Sith Uniform) 140 Core (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), credit chip, fire extinguisher, spy bug) Computer Energy Shield (SR 20) Grenade x10 Adhesive Grenade x10 Cryoban Grenade x10 Cardio Implant (+1 HP LVL) Dire Sword (Cortosis Weave) (Sith Poison) 1d10 40x Anti Armor Rounds 3,150 Credits Armor: Mandalorian Belskar Armor (+8 to Reflex Defense, +2 to Fortitude Defense) -SR 5 Energy Shield (Built in) -Computer Interface Visor ( +2 Use Computer, Built into Helmet's Visor) -Jet Pack (Built into Armor) Sith Trooper Armor (kept from his days in the military, could come in handy to have... Helmet has a distinctive blaster bolt hole in it just above the left ear) Stats: STR 14 +2 DEX 19 +4 CON 13 +1 INT 16 +3 WIS 12 +1 CHA 10 +0 Skills: Acrobatics 8 Climb 6 Deception 4 Endurance 5 Gather Info 4 Iniative 18 (13+5) Jump 6 Knowledge (tactics) 11 Mechanics 12 Perception 10 Persuasion 4 Pilot 13 Ride 7 Stealth 8 Survival 5 Swim 6 Treat Injury 10 Use Computer 17 Use The Force 4 Feats: Martial Arts I Point Blank Shot (Core 87) Skill Focus: Use Computer Pistols Rifles Simple Weapons Light Armor Medium Armor Precise Shot (Core 87) Sniper Shot (Core 88) Deadeye (Core 84) Careful Shot (Core 82) Skill Focus Iniative Talents: Electronic Sabotage (27 Force Unleashed) Security Slicer (28 Force Unleashed) Tough As Nails (53 Core) Jet Pack Training Ambush (40 Clone Wars) +2 Dice of Damage on unactivated characters |
Author: | billiv15 [ Sun Nov 29, 2009 11:11 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
Organization Sheet Name - The Shadowsworn Story - The Shadowsworn are a semi-secret crime syndicate in it's very beginnings. The the current time, they operate mostly in secret. If you have been a victim of one of their activities, you are mostly likely dead. Very few have lived to tell of any known interaction with this organization. They are relatively small in size, consisting of a select few highly trained and skilled fighters, assassins, demolitionists and thugs who work together to earn credits to grow their burgeoning crime empire. What little is known of this organization is that they operate off of a little known abandoned planet called Pboz, from it's only city known as Umbra Conjuratus. This small enclave of criminal activity is the perfect shadowport for those who really don't want to be found. There are no surviving "ex-members" as the organization ends any affiliations with only death. The members can only be identified by a select few who know what to look for, as they are marked with a tatoo made from Sith Crystals that can only be seen by other organization members, and by those to whom The Shadowsworn choose to identify themselves to. Of course doing so, is usually the last thing a person sees as death almost always follows such a revelation. The Shadowsworn are dedicated, creative, deviant and ruthless. They look for any weakness they can exploit and strike with speed, fearlessness and powerful aggression that is seldom if ever matched by their foes in battle. Type - Crime Syndicate Enemies and Allies - The Shadowsworn have no known allies at this time. They will join with others who support their momentary cause, and end said alliance the moment it proves unreliable or suspect. They are enemies with the killers of Durga the Hutt, a close personal friend of their leader. At this time they believe that to be other Hutts. They have also been known to fight the Sith, the Republic, the Jedi, the Hutts, and anyone else who dares to challenge their authority. Scale - 9 Planetary (although they intend to change this soon enough). Organization Score Criteria - Members must prove themselves in battle and illicit activities. Cowards are not accepted and are usually killed at the end of their tryouts. Accepted members are given rank and tatooed with the Sith Crystal Identifier that links them to The Shadowsworn for the rest of their life - literally. Positive Criteria - Character Level +1/2 Character Level Ruthless +1/2 Dark Side Score Trained in Deception or Persuasion +1 (3 if both) Charisma of 13 or higher +1 Base Attack of 10 or higher +1 Completes a Mission with the Organization +1 (cumulative) Brings the Organization Valuable Intel or Recruits a New Member of Org Level +10 or higher +1 (cumulative) Skill Focus Feat in Deception or Persuasion +1 (3 if both) Defeats an Enemy Boss of the Organization (CL equal to or greater) +1/4 Opponent's CL Is Force Sensitive +1 Defeats 50 Grunts in Combat (non-combative civilians do not count) +1 (cumulative) Has a Level in a Leadership Prestige Class +1 for each level Completes a Battle in which the Organization is Victorious (awarded, not automatic) +1 (cumulative) Assassinates an organization enemy leader +1 (cumulative) Does something important for the cause (discretion of the Maximus) +1 (cumulative) Negative Criteria - Fails to Follow Orders Properly -1 (cumulative) Shows Cowardice in Battle -2 (cumulative) Steals, hides, or otherwise hurts the Organization's Credit Balance -1 (cumulative) Attacks a member of the Organization without Orders - All Does something negative for the cause (discretion of the Maximus) -X (Maximus decision) Titles, Benefits and Duties - The Shadowsworn are not overly concerned with rank or title, but consider them honors earned on the battlefields and in other illicit activities that are well deserved and once granted are owned for life. Scores 0-3 - None - These are not members of The Shadowsworn. 4-12 - Shadowsworn Recruit - These are the basic levels of The Shadowsworn. They are given menial jobs and tasks until such time as they have proven their worth. Only the chosen are given this rank who have the potencial for greatness. Many recruits are not even aware of the exact nature and make up of the Organization for which they work. There are no overt benefits to this rank other than access to the basic supplies needed for their tasks. 13-21 - Shadowsworn Praetorian - The main level of dedicated, life time, Sith Tatooed members of The Shadowsworn. Once chosen, a Recruit is tattooed and can never lose his/her rank. All Assassin's are given access to the resources of a member of this rank, as well as the ability to be taken on even the most secretive missions of The Shadowsworn. SS Praetorians can add one die of damage to one attack per encounter. This ability must be chosen before the die are rolled for the attack roll. It can also be used on force powers and other direct damage abilities. 22-32 - Shadowsworn Rex Regis (King in Latin) - The Shadowsworn Elite. These guys are the leaders of the various outfits of The Shadowsworn activity in the Universe. They lead missions, are entrusted with most Organization secrets and more importantly, get to vote with the Orbis Penitus on matters of leadership and major decision making, however they cannot be voted into leadership. Once per encounter, a Shadowsworn Rex Regis can take 20 on a persuasion check to intimidate a target as a full round action. 33+ - Shadowsworn Orbis Penitus (Inner Circle) - This is the true power of The Shadowsworn. They operate with the complete trust of the Maximus, and their decisions are always supported and unquestioned. The Orbis Penitus must not only reach the required score, but also must be approved by the Orbis Penitus Maximus and the existing Orbis Pentitus unanimously. The Orbis Penitus are masters of their crafts, although they often have divergent skills. They are the guild leaders and representatives of their respective crafts on the council of the Maximus. The best of the best are used by the Maximus on the most important missions and often accompany the Maximus him/herself on missions for the good of the organization and will protect their Maximus with absolute courage and vengence. Once per level, Orbis Penitus can use one standard action twice in one turn as a full turn action without penalties, and can break any restrictions that would otherwise disallow such use. Special - Shadowsworn Orbis Penitus Maximus - The Supreme Leader of The Shadowsworn. The Maximus is ruthless, terrible, persuasive and cunning. He/she kills mercilessly, and leads The Shadowsworn with courage and strength proven in battle. The Maximus shares power willingly with his/her Orbis Penitus and Rex Regis, but make no mistake, that is out of recognizing and utilizing strengths, not out of weakness. Orders are strictly followed from the Maximus by all sublevel ranks, although as mentioned, voting will occur for certain types of decisions. There can only be one Maximus, and he/she is in power for life, or until retirement. At which time the Maximus simply becomes Maximus Recedo (retire). A Orbis Penitus Maximus has the ultimate alligence and respect of his/her dedicated Orbis Penitus. |
Author: | Joruus Cbaoth [ Wed Dec 02, 2009 5:10 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
Rrraaawwrrrr, CL 10 Medium Wookiee scout 1/soldier 8/gladiator 1 Force 9; Dark Side 4 Init +11; Senses Perception +7 Languages Basic (understand only), Feeorin, Huttese, Shyriiwook Defenses Ref 25 (flat-footed 24), Fort 26, Will 22 hp 130; SR 20; Threshold 31 Speed 8 squares Melee power hammer +16 (2d12+19) or Melee power hammer +16 (2d12+25) with both hands or Melee power hammer +20 (2d12+30) with Powerful Charge Ranged by weapon +10 Fighting Space 1 square; Reach 1 square Base Atk +9; Grp +15 Atk Options Bantha Rush, Improved Bantha Rush, Powerful Charge, Stunning Strike Special Actions dreadful rage 1/day, Tough as Nails Abilities Str 22, Dex 12, Con 18, Int 14, Wis 14, Cha 8 Special Qualities expert climber, intimidating Talents Brutal Attack, Long Stride, Melee Smash, Stunning Strike, Tough as Nails, Weapon Specialization Feats Armor Proficiency (light, medium), Bantha Rush, Dreadful Rage, Improved Bantha Rush, Improved Damage Threshold, Powerful Charge, Recurring Success [Stand Tall], Stand Tall, Weapon Focus (advanced melee), Weapon Proficiency (advanced melee, pistols, rifles, simple) Skills Climb +16 (may take 10 even when distracted or threatened), Initiative +11, Jump +11 (may take 10 even when distracted or threatened), Knowledge (tactics) +12, Mechanics +12, Persuasion +4 (may reroll to intimidate others but must keep the result of the reroll even if worse), Pilot +11 Possessions audiorecorder, bowcaster, datapad, personal holoprojector, power hammer, ryyk blade, security kit, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), credit chip, fire extinguisher, medium energy shields (SR 20), spy bug 57,925 exp Organization Score: 33 Kills: 20/20 -- 2/20 |
Author: | dnemiller [ Wed Jan 27, 2010 3:53 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
updated Jainx to Lvl 10 |
Author: | StriderRe80 [ Wed Jan 27, 2010 7:01 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
Cain Prudii CL 9 Medium Human scout 3/soldier 4/bounty hunter 1/elite trooper 1 Force 10 Init +12; Senses Perception +17 Languages Basic, Huttese, Jawa Defenses Ref 30 (flat-footed 26), Fort 29, Will 23 hp 110; second wind +27/55; Threshold 29 Speed 6 squares Melee by weapon +8 Ranged heavy blaster rifle +12 (3d12+4) or Ranged heavy blaster rifle +7 (3d12+4) with autofire Base Atk +8; Grp +11 Atk Options autofire (heavy blaster rifle), Deadeye, Hunter's Mark, Keen Shot, Point Blank Shot, Precise Shot, Riflemaster, Trench Warrior Special Actions Mandalorian Advance, Shake it Off Abilities Str 10, Dex 17, Con 16, Int 15, Wis 16, Cha 14 Special Qualities delay damage Talents Acute Senses, Armored Defense, Hunter's Mark, Improved Armor Defense, Keen Shot, Mandalorian Advance Feats Armor Proficiency (light, medium), Deadeye, Improved Defenses, Martial Arts I, Point Blank Shot, Precise Shot, Riflemaster, Shake it Off, Trench Warrior, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple) Primary Skills Endurance +12, Initiative +12, Mechanics +11, Perception +17 (may reroll but must keep the result of the reroll even if worse), Survival +12, Use Computer +11 Secondary Skills Acrobatics +7, Climb +4, Deception +6, Gather Information +6, Jump +4, Knowledge (bureaucracy) +6, Knowledge (galactic lore) +6, Knowledge (life sciences) +6, Knowledge (physical sciences) +6, Knowledge (social sciences) +6, Knowledge (tactics) +6, Knowledge (technology) +6, Persuasion +6, Pilot +7, Ride +7, Stealth +7, Swim +4, Treat Injury +7 Possessions heavy blaster rifle, jet pack, light beskar'gam (+5 armor, +2 equipment; tech specialist mod: +5 Perception) with environmental sealing |
Author: | dnemiller [ Wed Feb 24, 2010 1:52 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
Matt I have updated my character sheet to reflect changes to Level 11 notable changes were I leveled in Elite Trooper - gained the talent ambush Hit Points moved to 147 Attack moved to +16 Defenses all moved up 1 point |
Author: | StriderRe80 [ Wed Mar 10, 2010 7:32 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
updated cain |
Author: | dnemiller [ Thu Mar 11, 2010 3:05 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
updated my level 12 character. Added Tech Specialist Feat. Added Officer Level - Command Cover +1 Share Talent - Ambush |
Author: | Ruhk [ Thu Mar 25, 2010 12:33 am ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
Bump for Bru +12 hp +1 to all Def level of soldier: +1 attack, Fleché taken as feat. |
Author: | billiv15 [ Wed Apr 07, 2010 11:12 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
Name: Bodemaw Ridley Hunter IV Lvl 13 Species: Ithorian Class: Noble 5 Jedi 2 Crime Lord 5 Age: 31 Male 5'10" 220 lbs Str: 11 modifier +0 Dex: 12 mod +1 Con: 14 mod +2 Int: 16 mod +3 Wis: 19 mod +4 Cha: 20 mod +5 Hit Points: 100 Initiative: 12 Base Attack: 9 Perception: 11 Force Pts: 12/12 Speed: 6 Destiny Pts: 3 Dmg Threshold: 23 Dark Side Pts: 18 Defenses: Fort: 25 Reflex: 25/26-27CC Will Defense: 34 Weapons: BP Heavy 11 (3d8+4) Cesta BP Hold out (concealed) 11 (3d4+5) Lightsaber X2 (concealed) 10 (2d8+5) Skills: Deception 16 Gather Information 21 Initiative 12 Knowledge Life Science 19 Knowledge Bureaucracy 14 Perception 15 Persuasion 16 Survival 10 (Reroll) Treat Injury 15 UTF 21 Force Powers: Mind Trick X2 Grip X2 Slam Surge Move Object X2 Rebuke X2 Fear (pg 50 Kotor) Mind Shard (pg 28 JA) Force Shield X2 (TFU 86) Corruption (TFU 85) Languages: Basic, Ithorese, Huttese, Bothese, Gunganese, High Galactic, Mon Calamarian, Jawa Trade Language, Zabrak Talents: Wealth, Born Leader, Telekinetic Savant, Reactionary Attack (pg 26 Kotor), Attract Minion 1, Wealth of Allies (SV 27), Command Cover, Impel Ally 1, IA2, BG1 Planned Generation - Inspire Wrath(S&V27), Tactical Superiority(S&V27), Shelter(S&V27), BG2(S&V27), BG3(S&V27) Feats - Force Training Regimen Mastery?? (JA 23) Fight Through Pain (GAW), Recurring Success Feats: Linguist, WP - Pistol/Simple Weapons, Cybernetic Surgery, Skill Focus Know LS, Force Sensitivity, Force Training X3, Skill Focus Gather Info, Natural Leader (TFU 34) Equipment: Med Kit (In Ship) Surgery Kit (In Ship) Security Kit (In ship) All Temp Cloak (In Ship) Utility Belt Holoprojector X3 (Carrying 1) Lightsaber X2 BP Hold out (Concealed) Heavy BP 2 Grenades Sith Holocron (In Droid) Sith Medalians (In Ship) Stealth Field Generator (In Ship) Infrared Goggles Jet Pack Neural Band (pg 74 Kotor - +2 Will, -2 DT) Jawa Utinni Lightsaber (Concealed) Sith Tailsman (+1d6 to force powers) (JA 69) Sith Amulet (JA 69) 4 Concealed Holsters 4,334,218 Credits 85029/91000 OP 62 Kills 14/20 Name: Eliana the Handmaiden (Bodemaw's Minion) Lvl 12 Species: Echani Class: Minion 1/Soldier 7/Gladiator 3 Age: 24 Female 5'4" 125 lbs Str 19 +4 Con 14 +2 Dex 17 +3 Int 12 +1 Wis 10 +0 Cha 10 +0 HP 98 Initiative: 12 Base Attack: 10 Perception: 4 Force Pts: 7/11 Speed: 6 Destiny Pts: 0 Dmg Threshold: 27 DS - 1 Defenses: Fort: 25 Reflex: 29 Will Defense: 21 Unflinching (Kotor 45) +2 to either Fort (and DS) or Will Defense Once per encounter Talent - Melee Smash (+1 dmg), Stunning Strike (add -1 on condition track), Unrelenting Assault (CWs 26) (2X Str Bonus for damage on miss), Lockdown Strike (Kotor 44), Brutal Attack (Kotor 44) Feats - WP Advanced Melee, WP Pistol, WP Exotic, WF Exotic, Mighty Swing, Martial Arts 1, Dual Weapon Mastery 1, Echani Training (Kotor 33), Powerful Charge, DWM 2, Rapid Strike, Improved Damage Threshold, Trained Skills Initiative +12 Acrobatics +12 Pilot +167 Unarmed - +14/18 1d6+13/19 (Echani Training) Equipment - Echani Handmaiden's Staff - Shockstaff Pg 65 Kotor +13/13 (2d6+14/2d6+14) +15 3d6+14/20 (Mighty Swing) (Once per encounter crit on 19/20) Sith Poison (when hit 1d20+12 on Fort 4d6dmg and -1 on condition) Echani Neuronic Whip - Pg 200 TFU - +15/19 2d8+14/20 + 1d4 slashing (+1 range) (crit on 19/20) Tremor Cell (Kotor 76) Full Stun Damage, Sith Poison (1d20+12 on Fort 4d6dmg and -1 on condition) Blaster Pistol x2 +12 (3d6+5) or +10 DW (3d6+5) Handmaiden Robes Holoprojector Utility Belt XP 71125/78000 OP 23 Kills 0/20 |
Author: | dnemiller [ Wed Apr 21, 2010 4:52 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
updated Jainx to lvl 13 |
Author: | jonnyb815 [ Wed Apr 21, 2010 6:01 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
updated The Gungan to level 13 I can do explosions in one turn and as a cone or in a line. So maybe now that I can do them in a line,2 square burst and a cone 6 maybe ill be able to not hit my allies so i can do explosions for once as an attack and not vs a door. |
Author: | Ruhk [ Wed Apr 21, 2010 11:29 pm ] |
Post subject: | Re: MtMagus's RPG. Char sheets only |
leveled to 12. leveled in soldier, 7th Talent: Armored Def +1 to att bru got +17 hp (woo, maxed!) +1 to all def +1 to all skills (level 12) +1 str, +1 dex (increases def by 1, increases att by 1, damage by 2) Feat: Stand Tall |
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