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Shining Force Central Forums > General Chatter > Shining Force: The Chaos War Signup.

Posted by: TheUnknownMarine Sun May 20, 2007 12:57 am
It looms like a shadow over everything you've done. The end is near, for good or ill. All that remains is how you stand up to the challenge... Shining Force: The Chaos War. ??? Campaign: Desperate Measures. Coming soon.
-------
The last installment of the SFCW saga, SFCWIV will unite the players from the previously three games as well as two new factions against the overwhelming menance of the Strife Lords. Including new features as well as old favorites, the final episode of the Chaos Wars will change the face of Rune forevermore...
The Desperate Measures campaign features:
>An improved and more streamlined system for awarding RP experience.
>A campaign map with objectives and missions all depending on the commanders' decisions. As players, it will be not only your deeds but your decisions that will affects the outcome of the war. Defeat or triumph, heaven or hell... It's all up to you and whatever strategy you can devise.
>Honor Guard units. Scattered around the world are warriors willing to give their lives, or at least their sword arms for the cause. Find them and they will serve you honorably. Honor Guard units are NPC characters who, if found and recruited, will act as minions for you. They do not count towards experience division and gain no experience of their own, though occasionally they may gain levels if you keep them alive long enough.
Just a few examples of Honor Guard units to be found in the game:
-Rachel Orlus, Heroic Ranger: Resurrected by the paladin Cedric, this veteran scout from Iom stands prepared to bend her bow once more alongside you!
- Tech Knight Heavy Assault team: Wielding salvaged weapons of the ancients, if you can keep enemies from closing to melee with them, they can thank you by putting down withering fields of fire onto the foe!
- Pacalonian Paladin squad: Pacalonian soldiers renowned for their heroism and valor, these centaurs will charge bravely into battle alongside you.
- Mechanis Aeromarines: Deployed from the famous airship fleet of Mechanis, this veteran squad of Aeromarines stands ready for rapid airdrops into the midst of battle. Armed with tinker weapons and steel will, they will fight for the memory of Mechanis.
-Saraband Sniper: Trained in the floating city of Saraband in the art of firearms and infiltration, this deadly assassin's rifle will strike with stealth and deadly accuracy into the very hearts of your foes.
>The return of the Shining Force. Every last hero who still draws breath and can wield a weapon, be it mystical art or deadly blade will be drawn in the conflict. Parley wisely with them and find new allies willing to back your descent into hell to confront the greatest evils Rune has ever faced. Insult or abandon them, and find yourself without support in your hour of need. But beware! Just as good finally gathers its forces, so too does evil...
>The fate of the Gods revealed! Why do Mitula and Volcanon not take a hand in this war? Why are their powers sealed? Find out at last!
>The truth behind the Chaos War's outbreak and the endless cycle of conflict the world is locked into. The mysteries of the gods uncovered after millenia of silence! What is the Link and why was it sealed inside the Manarinan Mountains? Discover the secrets of Rune and learn for yourself.
>The mysterious character options which I've been hinting at for years... Up for use at last!
>The final confrontation with the Strife Lords! If you can defeat their many lieutenants and servants, best their monstrous hordes and ravenous undead, you will at last come face to face with the beings that started it all...
Shining Force: The Chaos War!
Only in the RPGG!
05/25/07

Posted by: DragonmasterDon1 Sun May 20, 2007 12:59 am
I signed up.

Posted by: B Sun May 20, 2007 1:02 am
*raises hand*

Posted by: Dark Maiden Sun May 20, 2007 1:09 am
Count me in as well.

Posted by: Punch Rockgroin Sun May 20, 2007 1:24 am
I'm in, obviously. Also, anyone who thinks they're going to play an elf, and would like to have a birdman either participate in the defeat of a monster of at least CR 10, recovering a valuable elven magic item, or risking death in order to save an elf's life.
All as part of their bio/backstory. Let me know so we can possibly work together, as depending on what the reasons TUM keeps telling us to not make a character, I'm probably going to take levels in Ruathar, which means I need to do one of those things previously mentioned.

Posted by: Alpha Sun May 20, 2007 1:45 am
Aye, I'll be playing too. And as an elf with a backstory with Ty at that. I've pretty much decided what to play, but I'm going to wait for those new classes that apparantly are going to make an appearance

Posted by: FreedomJu Sun May 20, 2007 2:10 am
Naturally I'm in. I know what I'm playing too. Just can't build it until the info is released.

Posted by: Aldur Sun May 20, 2007 3:06 am
You can't keep me away.

Posted by: VoxPVoxD Sun May 20, 2007 3:41 am
I hate these games and I hate you TUM i'm in

Posted by: Tarethen Sun May 20, 2007 3:48 am
Signing up.

Posted by: B Sun May 20, 2007 4:30 am

QUOTE (VoxPVoxD @ Sat May 19, 2007 10:41 pm)
I hate these games and I hate you TUM i'm in

awww I think somebody has a crush on someone.

Posted by: VoxPVoxD Sun May 20, 2007 4:32 am

QUOTE (Twitch @ Sat May 19, 2007 11:30 pm)
awww I think somebody has a crush on someone.

Someday... someday he'll see...

Posted by: Aldur Sun May 20, 2007 1:46 pm

QUOTE (VoxPVoxD @ Sun May 20, 2007 4:32 am)
Someday... someday he'll see...

You just need someone to love.
Won't anybody give Vox someone to love?

Posted by: Alpha Sun May 20, 2007 2:37 pm
*gives Rusty to Vox*

Posted by: Rick Sun May 20, 2007 2:57 pm
gots a question... how does it work... like, you know, is it basically dice version or whatnot? I was looking to sign up before, but I never really got round to it cause i didnt know how it works

Posted by: Aldur Sun May 20, 2007 3:05 pm
It's D&D, so yes Dice.

Posted by: Alpha Sun May 20, 2007 3:06 pm
It's a game set in the Shining Force world, but played using Dungeons and Dragons rules. www.d20srd.org has the basic info on it.

Posted by: VoxPVoxD Sun May 20, 2007 3:53 pm

QUOTE (Rick @ Sun May 20, 2007 9:57 am)
gots a question... how does it work... like, you know, is it basically dice version or whatnot? I was looking to sign up before, but I never really got round to it cause i didnt know how it works

Most of the people in the game don't know how it works

Posted by: Punch Rockgroin Sun May 20, 2007 4:18 pm
And by most people you mean Lance.

Posted by: Knight_019 Sun May 20, 2007 4:48 pm
Hey, you didn't either. However, DAGRON will tear through the skies like a mighty... thing!

Posted by: Alpha Sun May 20, 2007 5:01 pm
destroyer of worlds?

Posted by: Aldur Sun May 20, 2007 5:02 pm
A mysterious black orb?

Posted by: VoxPVoxD Sun May 20, 2007 5:03 pm
A golden turd with wings?

Posted by: Knight_019 Sun May 20, 2007 5:41 pm
Alpha: Yes, and the eater of all Aldur: He might find one. Vox: If you want him to drop one on your character, sure.

Posted by: Slake Fistcrunch Mon May 21, 2007 5:42 am
Signature.

Posted by: VoxPVoxD Mon May 21, 2007 5:52 am
over/under on the number of times my SFCW4 character dies - 6

Posted by: BLT Mon May 21, 2007 3:13 pm
I'm in.

Posted by: TheUnknownMarine Fri May 25, 2007 5:27 am
((Emergency pushback to Friday. Final paper being written.))

Posted by: Arcdragnbreth Fri May 25, 2007 5:30 am
Let's go with... I'm in. Once Marine has time to finish going over things with me, anyway...

Posted by: Rusty Sat May 26, 2007 7:28 am
It's Friday, right? *Checks watch.*

Posted by: TheUnknownMarine Sat May 26, 2007 7:56 am
((Signup activated.)) "This is it... The last book..." : "Thanks for reading with me all this time... I... I don't know why, but... I'm feeling a little apprehensive starting this last story... It's just a book, right? Can't hurt me... And... I've got to find out what happens. Thank you, though. Thanks for reading with me... Now let's discover the ending together!"
-------
Those who had hunted the Strife Lords for centuries arrived on Rune like the mailed fist of an angry god. Drawn from the innumerable worlds that had suffered from the arcane machinations of the self styled "Lords of Strife", an entire army assaulted the Chaos Cult. While the hunters of strife included any that would join the army on its grand crusade the slay the Strife Lords, the primary force was composed of the ship Shadowblade, and its mysterious crew.
The crew of the Shadowblade, though generous with its information and sometimes even arms to those who joined them, refused to reveal their allegiance or origin to all but the most trusted of their allies.
It is a testament to the leadership abilities of the ship's command staff as well as the dire nature of the threat faced that no one pushed the issue... But the long standing question would be answered soon enough.
Whether by fate or the design of some unknown party, even as the Strife Lord's hold on Western Rune consolidated, more and more heroes arose to face them. As their mysterious crystal towers rose into the sky, more and more distortions in the fabric of creation not only opened, but showed the way for their foes to arrive. As ragtag groups of resistance fighters, soldiers, and adventurers rallied to join the now global struggle against the forces of evil, a few such groups in particular stood out.
To oppose the fearsome powers arrayed against them, the Kingdom of Cypress sent their elite Expeditionary force to smash the Cult and its leaders. Veteran soldiers of a campaign to rescue the King, these warriors would strike at the very heart of Strife.
From the once mighty Runic Republic came Queen Anri's former Royal Guard, fighting to reclaim their lands for the glory of Guardiana. Led by the knight-paladine Ivellas, they journeyed far and wide to gain strength for their cause.
Hired by the mysterious merchant Derrik Swiftjoke, but now fighting to save their world, the mercenaries under command of the druid Sorel, the hero Max, and the paladin Gail prepared to defend their homes.
Composed of those driven from their homes by the Cult as well as a few wanderers and adventurers, a hero by the name of Alexander arose. Battling the Cult across Rune, he gathered heroes to him as he became a thorn in the paw of evil. Leading his small warband in successful strike after strike, his group came at last to a grand struggle at the foot of the Megiddo Mountains. It is there that his tale would truly begin... but there was one final group of heroes to arrive.
From the depths of space arrived the G.S.N. warpship Vagabond, there to investigate a series of mysterious distress signals picked up by scouts. The Guardians, a world-spanning army dedicate to its crusade against evil and suffering arrived just in time to see their own forces already deep in battle against the enemy. The special ops unit Radford's Rangers, under command of Field Commander Jim Radford landed on the planet with his soldiers to aid the ailing armies of Light. Seeing a world beset by demons, undead, and abominations, the warriors of the lightning crossed shield undertook a grand campaign to push these horrors back into the pits of hell.
The final battles had begun. Only time would reveal the victor...
But for true victory, the various warbands would have to unit, for that is the ideal of the Shining Force. A wide range of peoples from a wide range of places, all united in purpose. A multitude of warriors opposing Darkness no matter their origin or nature.
For the final campaign against Erebeus...
Unity would be the key to victory.
Desperate Measures.
Outsider Campaign.
Title Theme: http://gh.ffshrine.org/song/2906/63
------------
It's finally here, the capstone of SFCWIV.
For this campaign, there will be two subteams, the natives of Rune led by Rusty's character, and the various Outsiders and GDO forces, led by mine. If you are a Rune native (barring special circumstances) you'll be with Rusty's group. If you wish to play someone from offworld, you'll be part of Radford's Rangers.
Those who took part in Phantasy Star Apocalypse may used their old characters, the surviving Radford's Rangers of that incident.
For SFCWIV, you can use any character you like from almost any world. For Outsiders, if I give the OK for the concept, I will sit down and help you make/convert the character. All d20 products are acceptable barring the ones I already banned (PHB2, etc.) This means that the GDO and Outsiders can be made with d20 Modern or Future classes and equipment.
The starting level is 14, if you are playing a GDO or Outsider, I will determine equipment with you rather than give you starting gold.
Character Creation: A Call for Heroes http://www.shinola.radh.com/guest/Arcdragnbreth/psomx_image_ztp.mid

Posted by: Kaihaku Sat May 26, 2007 7:59 am
Name: Maria Race: Human Class: Psion Nomad lvl 14 Alignment: Neutral Good Age: 23
Exp: 91,000
Appearance:
15 STR + 2
16 DEX + 3
18 CON + 4 (16 +2)
21 INT + 5 [+35 PP]
14 WIS + 2
12 CHA + 1
HP: 120/120 [14d4 + 42 (14*4 CON) + 22 (11 x 2 Feats)]
AC: 10 + Armor + Shield + Dex + Size + Misc : 10 + 3 + 0 + 3 + 0 = 16
Initiative: 0
Speed: 30 ft
Base Attack: +7/+2
Melee: 7/2 + 2 - 2 = +7/+2
Ranged: 7/2 + 3 = +10/+5
Fort: 4 + 3 = 7
Reflex: 4 + 3 = 7
Will: 9 + 2 = 11
Weapons:
CORE pistol(+10/+5, 1d20, x3, Ignore all armor and DR)
Armor:
Carbonweave Suit, 0 AP, +3 AC
Gear:
Psionic Battery Bracer: Stores up to 20 Power Points : 20/20
Psionic Battery Bracer: Stores up to 20 Power Points : 20/20
G.D.O. Standard Issue Communicator
Force Field Belt: Ignore 40 points of damage, regenerates every three minutes
Psionic Amplifier: Empower Power 2/day and Maxmize Power 2/day
Amulet of Health +2
--Category IV Bag of Holding (1,500 lbs)
Universal Solvent (x2)
Everbright Lantern
Fox's Cunning (x2)
Money:
GP: 0
SP: 0
CP: 0
Skills: (3 + Int per level / Max Ranks 17)
Concentration CON: 17 + 4 = 21
Knowledge(Planes) INT: 17 + 5 = 22
Knowledge(Psionics) INT: 17 + 5 = 22
Knowledge(Technology) INT: 17 + 5 = 22
Knowledge(Theology and Philosphy) INT: 17 + 5 = 22
Knowledge(Behavioral Sciences) INT: 17 + 5 = 22
Psicraft INT: 17 + 5 = 22
Languages:
Common : The language of humanoids.
Italian : The language of Italy.
French : The language of France.
Celestial : The language of Good outsiders.
Klingon : The language of Klingons.
Special Abilities:
Psion:
Psionic Powers
Psionic Bonus Feats(1,5,10)
Human:
+ 4 Skill Points
+1 Feat
+1 Skill Point per lvl
Feats:
Psionic Body[ +2 HP per Psionic Feat] [+22 HP total]
Psionic Talent [+2 PP]
Psionic Talent [+3 PP]
Psionic Talent [+4 PP]
Psionic Talent [+5 PP]
Psionic Talent [+6 PP]
Psionic Talent [+7 PP]
Psionic Talent [+8 PP]
Psionic Talent [+9 PP]
Psionic Talent [+10 PP] [+54 PP total]
Psicrystal Affinity[Gain a Psicrystal]
Flaws:
Oath of Service(GDO)
Noncombatant(-2 Melee)
Psicrystal:
Observant +3 Spot
HP: 60 (1/2 Master's)
23 (16+7) AC / 13 (6+ 7) INT
Grants Alertness
Share Powers
Sighted
Telepathic Link
Deliver Touch Powers
Telepathic Speech
Flight
Power Resistance
Sight Link
Psionics:
Power Points: 298 = 170 [Psion] + 34 [INT] + 54 [Feats] + 20 [Bracer] + 20 [Bracer]
Powers Known [27 Total]
1: Detect Teleportation, Detect Psionics, Force Screen, Energy Ray, Mind Thrust
2: Dimension Swap, Levitate, Concussion Blast, Swarm of Crystals
3: Dispel Psionics, Energy Bolt, Energy Wall, Body Adjustment
4: Dimensional Anchor, Dimension Door, Correspond, Detect Remote Viewing
5: Baleful Teleport, Teleport, Teleport Trigger, True Seeing, Power Resistance
6: Disintegrate, Contingency, Retrieve, Aura Alteration
7: Decerebrate
...
Name: Doctor Alastor Coventry (Andromalius)
Race: Human
Height: 5'10"
Class: Mystic Lv. 5 / Combat Medic Lv. 5
Age: 20
Exp: 48,120
Appearance:
11 STR +0
20 DEX +5 (17+1 [+2])
12 CON +1
18 INT +4 (17+1)
18 WIS +4
10 CHA +0
HP: 5d8 + 5d6 + 20 - 10 = 71
AC: 10 + Armor + Shield + Dex + Size + Misc : 10 + 7 + 0 + 5 + 1 = 23
Initiative: 5
Speed: 50 ft
Base Attack: 5
Melee: 3 = 5 - 2 + 0
Ranged: 10 = 5 + 5
Fort: 6 + 1 - 1 = 6
Reflex: 6 + 5 = 11
Will: 6 + 6 + 1 = 13
Weapons:
Quarterstaff ( +0, 1d4 : x2)
Armor:
+3 Mithral Chain Shirt: +7 AC, Max Dex + 6, Armor Check 0, ASF 10%, Speed 30, 12.5 lbs
Gear:
Traveler's Outfit
Heavy Cloak
Gloves of Dexterity +2
Bracers of Natural Armor +1
Ring of Sustenance(No need for food or water, two hours of sleep.)
Ring of Counterspells(Can hold one spell 0-6th level to counter the same spell.) – Dispel Magic
Boots of Striding and Springing +10 ft Movement / +5 Jump
Tunic of Steady Spellcasting
Money:
GP: 0
SP: 0
CP: 0
Skills: (3 + Int per level / Max Ranks 13)
Concentration, Craft, Diplomacy, Heal, Knowledge(Arcana), Knowledge(Nature), Knowledge(Religion), Profession, Spellcraft
[INT +4]
Craft(Food): 7 + 4 = 11
Search: 0 + 4 = 4
Knowledge(Religion): 13 + 4 = 17
Spellcraft: 6 + 4 = 10
[WIS +4]
Heal: 13 + 4 = 17
Listen: 0 + 4 - 4 = 0
Spot: 0 + 4 - 4 = 0
Sense Motive: 0 + 4 = 4
[CHA +0]
*Bluff: 13 + 0 + 1 = 14
Diplomacy: 13 + 0 + 2 = 15
[STR +0]
Jump: 0 + 0 + 5 + 2 = 7
[CON +1]
Concentration: 13 + 1 + 5 (+ 4 + 5) = 19(28)
[DEX +5]
Balance: 0 + 5 + 2 = 7
*Tumble: 13 + 5 + 1 = 19
[Special]
Speak Language:
Languages:
Common: Humans, halflings, half-elves, half-orc (Common)
Aquan: Water-based Creatures (Elven)
Celestial: Good Outsiders (Celestial)
Draconic: Kobolds, troglodytes, lizardfolk, dragons (Draconic)
Elven: Elves (Elven)
Special Abilities:
Human:
+4 Skill Points
+1 Feat
+1 Skill Point per lvl
Mystic:
Spontaneous Divine Spell Casting
Domain - Healing(Cast Conjuration(healing) spells at +1 Caster Level.)
Combat Medic:
Healer Kicker(WIS mod times per day 4/4
o Sanctuary [15 + Class Level + WIS Mod]
o Class Level to Reflex Saves
o Maximized Aid [13 Temp HP, +1 morale bonus attack and saves against fear.]
Defensive Casting(Receives competence bonus equal to class level on concentration checks made to cast spells defensively.)
Field Healer(You can now make a Heal check to provide first aid as a move action (rather than standard) and can take 10 on such checks even when stress or distraction would normally prevent you from doing so.)
Bonus Feat: Mobility
Feats:
Expeditious Dodge (+2 Dodge AC when moving over 40 ft in a round.)
Flexible Mind (Choose two skills that you have ranks in. These skills are always in-class for you from now on. Both skills receive a +1 bonus. You gain a Chaotic Aura equal to your character level. It can discerned by Detect Chaos spell or ability.)
Combat Casting (+4 bonus on Concentration checks to cast a spell defensively, while grappled, or while pinned.)
Steady Concentration (You can always ‘Take 10’ on Concentration checks.)
Mobile Spellcasting (You can make a special Concentration check (DC 20 + spell level) to cast a spell and move as one Standard Action. You can’t use this ability to cast spells that normally take longer than a Standard Action to cast. If you fail the check, you lose the spell. You may combine the effect of this feat with casting on the defensive, by raising the DC by 5.)
Mobility(+4 Dodge bonus to AC vs. Attacks of Opportunity due to moving out of or within a threatened area. Any condition that could cause you to lose your Dexterity bonus to AC against an attack causes you to lose this bonus too.)
Improved Toughness(+1 HP per level)
Eschew Materials(You can cast any spell that has a material component costing 1 gp or less without needing the component.)
Flaws:
Noncombatant (You take a -2 penalty on all melee attack rolls.)
Inattentive(You take a -4 penalty on Listen and Spot checks.)
Traits:
Quick (Your base land speed increases by 10 feet. Subtract 1 from your hit points gained at each level, including 1st.)
Plucky(You gain a +1 bonus on Will saves. You take a -1 penalty on Fortitude saves.)
Spells Known:
- 0 - 7
Resistance(PH p272)
<Abj, VS/AM(cloth)/DF, 1StdAct, Touch, 1min>
Subject gains +1 Resistance bonus on all saves.
Create Water(PH p215)
<Conj(creat), VS, 1StdAct, Close-range, Instantaneous>
Creates 2 gallons/level of pure water.
Cure Minor Wounds(PH p216)
<Conj(heal), VS, 1StdAct, Touch>
Cures 1 point of damage with Positive Energy.
Detect Magic(PH p219)
<Div, VS/DF, 1StdAct, Concentration up to 1min/lvl, no save, no SR>
The caster can see the Magic Aura of a spell or item in a 60’ Cone-shaped Emanation. The information gained increases each round: 1 st round – presence of magic. 2 nd round – number of magic auras & the strength of the most powerful aura. If not in line-of-sight, the caster only knows the direction. 3 rd round – strength & location of each aura. If an aura is within line-of-sight, the caster can identify its school with a Spellcraft check vs. DC 15 + spell level. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead.
Detect Poison
<Div, VS/DF, 1StdAct, Close-range, Instantaneous, no save, no SR>
Determines if one creature, one object, or one 5’ cube is poisonous, has been poisoned, or contains poison. Identifying the type of poison requires a Wisdom check vs. DC 20. If the caster has ranks in Craft(alchemy), he/she may also make a check with that skill vs. DC 20. This spell is blocked by 3’ of wood or dirt, 1’ of stone, 1” of metal, & any amount of lead.
Light(PH p248)
<Evoc[light], VM(firefly)/DF, 1StdAct, 10min/lv(D)>
Object touched gives off bright light in a 20’ radius & dim light for another 20’. This spell Counters and Dispels spells with the [darkness] category of equal or lower level.
Mending(PH p253)
<Trans, VS, 1StdAct, 10’ range, Instantaneous>
Repairs one object of up to 1 pound.
- 1st - 5+d
Resurgence(CDiv p177)
<Abj, VS/DF, 1StdAct, Touch, Instantaneous>
The touched creature receives a new saving throw against one ongoing spell, spell-like ability, or supernatural ability affecting him/her. If the subject has more than one ongoing effect, the caster chooses which one the save applies to. Only effects which allow a save can be targeted by this spell.
Scholar’s Touch(RoD p167)
<Div, VSMF(thin crystal disk), 1StdAct, Personal, Concentration up to 1 rnd/lvl>
The caster can “read” one touched book per round. His/her understanding is the same as if time had been spent doing a single reading. If the caster does not know the language/code the book is written in, this spell does not translate it. The spell does not help with magic books and scrolls.
Remove Fear(PH p271)
<Abj, VS, 1StdAct, Close-range, 10min>
One subject + 1 per 4 levels within a 30’ area gains a +4 Morale bonus on saves vs. fear. This spell Counters & Dispels Cause Fear, and Suppresses all other fear effects.
Protection from Evil(PH p266)
<Abj[good], VSM(silver)/DF, Touch, 1min/lvl(D)>
Subject gains the following:
a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Evil creatures;
b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; &
c) Keeps non-Good Summoned creatures 1’ away unless they make a Spell Resistance check or the subject attacks.
Updraft (SC p228)
<Conj(Creation[Air]), VSM, Swift, Personal, Instantaneous>
Updraft conjures forth rushing air that propels you upward. You gain 10 feet per level of altitude, and then gently float back down to the ground. At any point during you descent, you can move up to 5 feet laterally.
- 2nd - 3+d
Close Wounds (SC p48)
<Conj(heal), V, Immediate, Close-range, Instantaneous>
This spell cures 1d4 points of damage +1 point per caster level (maximum +5).
If you cast this spell immediately after the subject takes damage, it effectively prevents the damage. It would keep alive someone who had just dropped to -10 hit points, for example, leaving the character at negative hit points but stable.
Elation(BoED p98)
<Ench[mind], VS, 1StdAct, 1rnd/lvl>
All allies within an 80’ radius Spread of the caster become full of energy & joy: a) +2 Morale bonus to Strength & Dexterity; b) +5’ movement.
Restoration, Lesser(PH p272)
<Conj(heal), VS, 3Rounds, Touch, Instantaneous>
Touched creature has penalties on one ability score removed -or- has 1d4 ability Damage cured from one ability score. Also, the subject has Fatigue removed or has Exhaustion upgraded to Fatigue. This spell cannot heal permanent ability Drain.
Stabilize (SC p204)
<Conj(Heal), V,S,DF, Swift, 50 ft Burst, Instantaneous>
A burst of positive energy spreads out from you, healing 1 point of damage to all living creatures in the affected area, whether allied or not. This spell deals 1 point of damage to undead creatures, which are allowed a Will saving throw to negate the effect.
- 3rd - 2+d
Vigor, Mass Lesser(CDiv p186)
<Conj(heal), VS, 1StdAct, 20’ range, 10rnd + 1rnd per level (max 25rnds total)>
One living creature per two Caster levels in a 30’ area gains Fast Healing 1.
Magic Circle against Evil(PH p249)
<Abj[good], VSM(silver)/DF, Touch, 10min/lvl>
All creatures within a 10’ radius Emanation around the touched subject gain the following a) +2 Deflection bonus to AC & +2 Resistance bonus to saves against the attacks & magic of Evil creatures; b) Any mind control (such as Magic Jar, Dominate Person, etc.) is Suppressed; & c) Keeps non-Good Summoned creatures 3’ away unless they make a Spell Resistance check or the subject attacks. -or-
<Abj[good], VSM(silver)/DF, 1day/lvl, SR applies>
The caster casts this spell while drawing a 3’ diameter circle with silver dust and then casts a Conj(call) spell to call a non-Good creature within 1 round. The target is trapped within the circle, though it is allowed one Spell Resistance check per day to break the spell. The trapped creature cannot cross the circle’s boundary or interfere with the circle itself, but it can attack with spells & ranged attacks, teleport away, etc., unless this spell is augmented with Dimensional Anchor.
Resist Energy, Mass(CArc p120)
<Abj, VS/DF, 1StdAct, Close-range, 10min/lvl>
The one subject (& his/her equipment) per level within a 30’ area are protected from one Energy Type. Each attack doing damage of that type has the hp of damage reduced by the amount listed below. 1-6: 10, 7-10: 20, 11+: 30
- 4th - 1+d
Holy Transformation, Lesser (SC 116)
<Trans(Good), VSDF, 1StdAct, Personal, 1rnd/lvl>
When you cast this spell, you assume many of the qualities of a protectar (Miniatures Handbook 66). While under the effect of the spell, your creature turns to outsider(good), your size changes to Medium. You have the space and reach of a protectar (5 feet/5 feet). You gain a +2 sacred bonus to Strength and Constitution. You gain a fly speed of 60 feet(good). You gain darkvision out to 60 feet. You gain a +2 sacred bonus on saving throws. You gain the ability to speak and understand Celestial.
Delay Death(RoD p165)
<Necro, VS/DF, 1StdAct, Touch, 1rnd/lvl>
The touched living creature cannot die from hit-point loss while this spell is active. If the subject has less than –9 hit-points when the spell ends, the subject die instantly. The subject can still enter a Dying state by being reduced to –1 or less hit-points. This spell does not protect against death from Ability Score Damage, Ability Score Drain, Level Drain, Death Effects, or death due to bodily destruction (such as Disintegrate or decapitation by a Vorpal weapon).
-5th- 1 + d
Revivify()
<Conj(Healing), VSM, 1StdAct, Touch, Instant>
Revivify miraculously restores life to a recently deceased creature. However, the spell must be cast within 1 round of the victim’s death. Before the soul of the deceased has completely left the body, this spell halts its journey while repairing somewhat the damage to the body. This spell functions like raise dead, except that the raised creature receives no level loss, no Constitution loss, and no loss of spells. The creature is only restored to –1 hit point (but is stable).
Material Component: Diamonds worth at least 1,000 GP.
Healing Domain Spells
Cure Light Wounds:
1d8 +1/(level+1) (max +5).
Cure Moderate Wounds:
2d8 +1/(level+1) (max +10).
Cure Serious Wounds:
3d8 +1/(level+1) (max +15).
Cure Critical Wounds:
4d8 +1/(level+1) (max +20)
Mass Cure Light Wounds:
1d8 +1/(level+1) (max +35) [1 creature per level, no more than 30 ft apart]

Posted by: B Sat May 26, 2007 8:14 am
<reserved to post my character later today>

Posted by: TheUnknownMarine Sat May 26, 2007 8:45 am
What follows is a listing of basic GDO troop choices. You don't have to use 'em if you want to be in the GDO force, but they're concept options mixed with a few PRCs. Hypertrooper: The mainstay soldier, HyperTroopers are trained for quick deployment through the GDO’s various teleportation methods. A good mix of veterans and rookies fill up this group. Skilled in most weapons with a fair grasp of tactics. ((This is where all the gunslingers and fighter types go for the most part.))
SiegeTrooper: Specialized with heavy weapons and artillery, SiegeTroopers take a while to set up their guns, but when they do, they can lay down a devastating swath of fire, or launch long range bombardments. ((An academic distinction, this just means you get assigned a heavy weapon that takes time to set up.))
Strike Officer: Lightly armed soldier that carry a bulky but ultra powerful comm array, Strike Officers can call in a wide variety of battlefield assistance, everything from reinforcements and a simple airstrike to the devastating Rifter Cannon strike.
((Nearly any character can be this. Limit of one. Choosing this role nets you the comm backpack.))
Templar: Soldiers who study the old ways of magic, Templar are skilled with both arcane and divine spells. They wield large two handed enchanted swords called "Purity Blades" with great skill as they crusade against evil.
((Paladins with swords go here, Templar is also a PRC.)
SkyKnight: SkyKnights wear any of the number of the flying power suits in the GDO’s armories with precision and skill. Known well for lightning fast raids.
((Tinkers and anyone with a pilot class might go here.))
Heavy Assault Trooper: The H.A.T.s are ground troops who specialize in combat with the GDO’s various types of power armor.
((Same as above, but your assigned armor will be heavier and not flying.))
Meditech: These men and women are dedicated to keeping everyone in their squad alive with their access to the GDO’s incredible medical technology. Lightly armed, but capable of bringing people back from the brink of death!
((Non magic based medics go here.))
Engineer: Armed with a huge array of technical knowledge as well as with a sidearm, these troops are capable of deploying and repairing a large number of technological devices to aid their comrades.
((Tinkers and such go here.))
Longshot Trooper: Trained to be the ultimate snipers, Longshot troopers are capable of whittling down the enemy from a very safe distance.
((Fancy way of saying snipers. Anyone with a sniper build gets this role.))
Fate Mage: These magic users are attuned to the way that history forms itself, and possess amazing divination, time, and support magics.
((Fatespinners and the like, pretty much.))
Soul Mage: These spell casters use the energy residing in the very souls of life forms to power their holy might.
((Mystics.))
GunCross Templar: Templar who refuse the traditional plate armor and enchanted Purity Blade in favor of firearms are known as the GunCrosses. Typically carries a heavy weapon with little or no armor, but boasts a good selection of spells as well.
((Paladins and clerics with guns.))
Psi-Op: The GDO’s psychic task force is well trained in all forms of psionic combat, and boasts specialized equipment to aid them in focusing their mental powers.
((If you have anything to do with psionics, this is where you'll be.))
Special Operations: The GDO’s secondary covert ops wing is where all the troops that don’t wish to become Agents, but still specialize in covert ops go. They handle most of the dirty work, such as sabotage and recon duty. Don’t let that fool you, though. The Spec. Ops are still some of the deadliest fighters the world has ever known.
((Rogues and such.))

Posted by: Alpha Sat May 26, 2007 1:50 pm
I'd like to check out the source books and take a look at the new options, but at the moment I'm thinking to be part of Rusty's Force, playing a Daggerspell Mage.

QUOTE (TUM)
Fate Mage: These magic users are attuned to the way that history forms itself, and possess amazing divination, time, and support magics. ((Fatespinners and the like, pretty much.))

I'd also like to check this out as a possibility for Tanis.

Posted by: Dark Maiden Sat May 26, 2007 2:21 pm
I want to be a native, so I'll be with Rusty's group, then. Since my sheet isn't done yet, here is what I'm building. Merla: Level 14 female halfling Wizard/Initiate of the Sevenfold Veil; School of Specialization: Abjuration; Prohibited Schools: Enchantment and Necromancy
Nothing wrong with that build, I hope...

Posted by: Aldur Sat May 26, 2007 2:40 pm
In the rangers because he's called Radford. Michael. Human. Level 14 Warlock/Enlighted Spirit. AKA: ANGEL LAD! And yeah. *wants 2 characters =(*

Posted by: Lord Oddeye Sat May 26, 2007 3:31 pm
Playing a native. Build in preparation. Bio nearly completed.

Posted by: Critical Mass Sat May 26, 2007 5:56 pm

QUOTE (VoxPVoxD @ Sun May 20, 2007 3:41 am)
I hate these games and I hate you TUM i'm in

Posted by: Punch Rockgroin Sat May 26, 2007 7:11 pm
Native. Birdgish. Awesome. Rusty. All.

Posted by: Slake Fistcrunch Sat May 26, 2007 8:56 pm
Outsider, underling serving Kai's underling. Possibly psionic. Will have to get back to you when I figure out exactly what I want.

Posted by: VoxPVoxD Sat May 26, 2007 8:57 pm
In, as a traditional wizard but with Radford's Rangers. Sheet forthcoming. I literally just decided this fifteen minutes ago. I hate you TUM

Posted by: BLT Sat May 26, 2007 9:17 pm
Half Elf Dervish with Rusty's party. Click the link for stat sheet. http://www.freewebtown.com/valh/top/Caius.txt

Posted by: DragonmasterDon1 Sat May 26, 2007 9:47 pm
Character 1 is with Marine, Character 2 is with Rusty.

CODE
Viki Alignment: Blissfully Ignorant Race: Human Level: Blinking Mage 14 Sex: Female
Age: Unknown
Gold: 9750 remaining
Traits:
Easygoing: +1 gather information, -1 Sense Motive, Intimidate
Absent-minded: +1 to Knowledge Checks, -1 Spot/Listen
Flaws:
Inattentive: -4 Listen/Spot
Noncombatant: -2 on all melee attack rolls
Abilities:
Ahhhh...: 30% chance a bath will cause the Toasty Status (regenerate 2 HP per hour for 24 hours)
STR 12 + 1
DEX 18 + 4
CON 14 + 2
INT 16 + 3
WIS 13 + 1
CHA 20 + 5
HP: 72
AC: 10 +4(Dex) +5(Bracers) +1(Set Bonus) = 20
Speed: 30
Base Attack: +7/+2 (+1,-2 Melee, +4 Range)
Fort: 4 +3(Con) + 5(Resistance)
Reflex: 4 +4(Dex) + 5(Resistance)
Will: 9 +1(Wis) +5(Resistance)
Weapons:
Wow Wow Wand - Functions as a normal level Rod of Metamagic Empower, however instead of functioning only on spells of level 6 or lower, functions on Rune Magic levels 1 and 2 only. Three charges per day; use of charge requires a full round action. Simulates a spell critical, cost 32500 gp.
Armor:
Guardian Circlet - Functions as a Circlet of Persuasion, +3 competence bonus on wearer's Charisma based checks. 4500 gp
Guardian Robe - Functions as a Cloak of Resistance +5 to accomodate her relatively high MDef score. 25000gp, +5 to all saving throws if I understand it correctly.
Guardian Bracelet - As Bracers of Armor +5, 25000gp
Guardian Sandals - As Boots of Teleportation. 49000 gp.
Set Bonus: +1 AC
Gear:
Mysterious Hand Mirror - Wonder what it's for...?
Roast Mushrooms x2 - Restores 1 to each level of her Rune MP. Value 2000(1000/per)
Tempura x 3 - (As Cure Serious or Cure Crit Wounds Potion, I haven't found the cure crit potion price. If CSW, total cost 2250)
==================================================
Skills:
Knowledge(Arcana) 15 +3 18
Spellcraft 15 +3,+2 20
Concentration 5 +2 7
Bluff 17 +5 22
Diplomacy 8.5 +5 13.5
Use Magic Device 8 +5 13
Spot 4 +1, -1,-4 0
Listen 3.5 +1,-1,-4 -0.5
==================================================
==================================================
Feats:
Magical Aptitude
Spell Rehearsal
Versatile Spellcaster
Spell Penetration
Greater Spell Penetration
Sudden Maximize
Special: Idiot Savant
====================================================
Magic (Dice results not determined yet)
14 - 9/5/3/1
Blinking Rune
Ready! - Fort save to forcefully dispose of an enemy through teleportation.
Set! - Selected targets within a 40ft radius are assailed by an assortment of random objects of no value besides their weight, all of which disappear after the cast.
GO! - Multiple targets are displaced instead of just one.
Water Rune
Kindness Drops - Drops of life restore HP to one target. 40'ft radius, healing ability increases every...two levels maybe.
Breath of Ice - A wintry blast of ice and snow. Good range, 20ft radius, discerns between targets.
Kindness Rain - Viki can select multiple targets to receive a healing, so long as the targets are within a 30ft radius. Effect not as efficient as Kindness Drops.
Silent Lake - A surprisingly large radius spell that silences all magic from all sources for three turns unless the effect is spawned by the usage of an item.
Fire Rune
Flaming Arrows - Two orbs of fire appear over the target, lashing out with two swirling flames. Ignores SR, average damage.
Dancing Flames - Medium range, 20ft radius. Swirls of fire dance about striking all targets within range; does NOT distinguish friend from foe.
Blazing Wall - A streak of flame erupts forth from a spot selected from within 30 feet of the caster. The flame travels in a straight line through all targets, friend or foe, for 40 feet.
Explosion - An intense eruption of flames. Radius 30ft, does not distinguish between friend and foe. High damage.
0 - Prestidigitation, Detect Magic
1 - Benign Transposition(SpellCom), Mage Armor
2 - Baleful Transposition(SpellCom), Blur
3 - Blink (PHB), Anticipate Teleportation (SpellCom)
4 - Translocation Trick(SpellCom), Dimension Door(PHB)
5 - Teleport, Greater Dimension Door (SpellCom)
6 - Tactical Teleportation (CMage), Contingency (PHB)

CODE
Eve Morslyn Alignment: Lawful Good Race: Pegasus Level: Centaur 6, Fighter 4, Paladine 3 (LA1) Sex: Female
Age: 24
Exp: Whatever it is, too lazy to look it up.
Gold: 1723
Background/Physical Description:
STR 26 (+8)
DEX 16 (+3)
CON 24 (+7)
INT 12 (+1)
WIS 14 (+2)
CHA 16 (+3)
HP: 163
AC: 32 (+3 Nat Arm bonus, Dex +3, +6 Shield, +2 Ring, +9 Armor, -1 Size)
Speed: 50
Base Attack: 11/6/1 (+8Str, +1Wpn Focus, +2HvyLance, +2Wpn, - 1Size)
Fort: 1 4 3 = 8 + 6 = 14 +2 = +16
Reflex: 4 1 1 = 6 + 3 = 9 +2 = +11
Will: 4 1 3 = 8 + 2 = 10 +2 = +12
Weapons:
Holy Defender Lance + 2 (50010) - 2d6, x3
Hooves 1d6 + 1/2Str
Armor:
Halfweight Fortified (Moderate) Full Plate +1 - (50500) (Full Plate as light armor, +9 AC total)
Darkwood Shield +4 (16257) (Heavy Wood Shield +2, +4)
Gear:
Amulet of Health (Con+2) - 4k
Gauntlets of Ogre Power (Str+2) - 4k
Cloak of Resistance (+2 all saves) - 4k
Ring of Protection +2 - 8k
Cure Serious Wounds x2, 1500 (3d8+5)
==================================================
Skills: [Current Setting: Paladine - 2+ Int/level]
Listen (WIS) 10 2 12
Spot (WIS) 10 2 12
Diplomacy(Cha) 5 3 8
Sense Motive(Wis) 5 2 7
Intimidate(Cha) 6 3 9
==================================================
Feats:
Power Attack
Weapon Focus (Heavy Lance) (Att roll +1)
Weapon Specialization (Heavy Lance) (Damage +2)
Improved Flight
Combat Intuition
Goad
Dodge
Defensive Strike (CWar)
Mobility
Combat Expertise
Powerful Charge
Other Race Traits:
Darkvision, 60ft
Class Bonuses:
Paladine Wpn +2 (Hvy Lance)
Paladine Wpn +1 (Javelin/Short Spear)
Balance Bonus +2
Javelin Charge
Guard

Posted by: Aldur Sun May 27, 2007 1:36 am
Confirmed. Angel Lad belongs to Radford. Michael Zorander. Born in an orphanage in Destonia, from an early age he was haunted by voices, and the ability to sometimes see things others couldn't and eventually was able to fire off an evil looking beam of energy at will. This led him to growing apart and antisocial, until eventually a girl arrived at the orphanage. She didn't seem to mind his talents and instead tried to teach him how to use them, but Michael by this point wasn't listening.
Eventually she got through to the boy and as his perceptions and views began to change for the better...so too did his powers, but the voices never went away, but what they said changed. They became informative, helping him to understand things and find his way. Eventually, they grew older and the girl, entered the services of the church, but Michael felt the urge to move around.
And so with a heartfelt goodbye, white feathered wings sprouted from his back and at the tender age of 15, through himself into the conflicts happening around Destonia, yet found himself instead often helping out villages and running messages. He didn't always recieve accolades everywhere he went though. Some towns wouldn't let him enter, finding his otherworldly ways and somewhat odd humour suspicious. So he aimlessly journeyed around, surviving and doing whatever...until one day the voices urged him to go west and south.
He began his exodus, leaving far behind the lands he knew and eventually arrived at the scene of a huge battle. He encountered a young woman in battle, and attempted to aid her, but to his chagrin found himself overwhelmed and had to be rescued by her. And so he finds himself a part of her group. Michael didn't really mind however, sometimes company can be a good thing. Well, that's somewhat of an odd choice of opinion in this group however...

CODE
Vital Statistics ================ Name: Michael Zorander. Age: 17 Height: 5'4"
Weight: 124 lbs
Race: Human
Size: Medium
Speed: 30'
Alignment: Chaotic Good
Class: Warlock 5/Enlightened Soul 9
Languages: Common, Celestial, Infernal, Abyssal.
Ability Scores
================
Strength: 10 [+0 10 rolled.]
Dexterity: 15 [+2 15 rolled.]
Constitution: 16 [+3 15 rolled+1 level.]
Intelligence: 16 [+3 16 rolled.]
Wisdom: 14 [+2 14 rolled.]
Charisma: 26 [+8 18 rolled+2 level+6 Cape.]
Skills
=============================
Skill Name Ranks Stat Other Total
---------- -------------------------
Bluff (Cha) 10 8 - 18
Concentration (Con) 15 3 - 18
Craft (Int) 0 3 - 0
Disguise (Cha) 0 8 - 7
Diplomacy (Cha) 4 8 - 13
Intimidate (Cha) 0 8 - 8
Jump (Str) 0 0 - 0
Knowledge: Arcana (Int) 0 3 - 0
Knowledge: Planes (Int) 17 3 - 20
Knowledge: Religion (Int) 17 3 - 20
Profession (Wis) 0 2 - 2
Sense Motive (Wis) 15 2 - 17
Spellcraft (Int) 0 3 - 3
Use Magic Device (Cha) 15 8 - 22
Statistics
==========
Experience: 91,000
To Next Level: 105,000
HP: 99
BAB: +10/+5
Attack Bonus: Melee: 10
Ranged: 12.
Base Saves: Fort +4/Ref +4/Will +10
Saves: Fort +7/Ref +6/Will +12
Armor Class: 10+2(Dex)+2(SA)+10(Breastplate)+5(Ring) = 29.
Inventory
=============
Gold: 0
Equipped: Cloak of Cha+6
Exalted Mithral Breastplate+5(Protection from Evil always on, Only +1d6 with Unholy weapons and negates Vile damage.)
Ring of Protection+5
Other Gear:
Other Abilities
=================
Feats: Spell Peneration, Greater Spell Peneration, Ability focus: Eldritch Blast(+2 on DC for side effect saves.),
Maximise Spell like ability: Eldritch Blast, Improved Critical: Eldritch Blast, Quicken Spell like ability: Eldritch Blast.
Racial Abilities: Extra Feat, Extra skill points. Humans are boring. Etc, etc...
Class Abilities: Eldritch blast 7d6, Detect Magic at will, DR 1/Cold Iron, Decieve Item,
Aura of Courage, Aura of Menace, Tongues, Energy Resistance 5: Cold and Electricity, Spirit Armour(+2 AC).
Invocations: See the Unseen, Otherwordly Whispers, Eldritch Spear, Spirit Blast, Celestial flight, Eldritch Cone, Holy Blast, Transform Magic.

Posted by: TheUnknownMarine Sun May 27, 2007 9:55 am
Just a note that we've got enough arcane casters now, and the Rangers has oen dedicated and one semihealer already from what's been coming to me. Or to quote a certain anime... WE NEED MORE TANKS!!!

Posted by: VoxPVoxD Sun May 27, 2007 9:57 am

QUOTE (TheUnknownMarine @ Sun May 27, 2007 4:55 am)
Or to quote a certain anime...

nerd

Posted by: TheUnknownMarine Sun May 27, 2007 9:58 am

QUOTE (VoxPVoxD @ Sun May 27, 2007 9:57 am)
nerd

Go back to playing Pokeymanz.

Posted by: Dark Maiden Sun May 27, 2007 8:37 pm
I have not finished Merla's biography. I bought some scrolls but I did not list them in my character sheet because I copied the spells to my spellbook. Here is a list of them and how much they cost. Scroll of Enlarge Person [25 gold] Scroll of Reduce Person [25 gold]
Scroll of Glitterdust [150 gold]
Scroll of Web [150 gold]
Scroll of Haste [375 gold]
Scroll of Sleet Storm [375 gold]
Scroll of Dimension Door [700 gold]
Scroll of Fire Shield [700 gold]
Scroll of Greater Invisibility [700 gold]
Scroll of Passwall [1,125 gold]
Scroll of Telekinesis [1,125 gold]
Scroll of Mass Bear's Endurance [1,650 gold]
Scroll of Mass Bull's Strength [1,650 gold]
Scroll of Mass Cat's Grace [1,650 gold]
Scroll of True Seeing [1,900 gold]

Posted by: TheUnknownMarine Sun May 27, 2007 8:48 pm
OK people, at last count we have 9 arcane spellcasters in the, 7 if you don't count the two warlocks. You realize you're going to die like flies, right?

Posted by: Alpha Sun May 27, 2007 9:17 pm
Ah. So we're screwed

Posted by: Slake Fistcrunch Sun May 27, 2007 10:14 pm
Good news, Kai and I have finally decided on a concept. Bad news, it's what everyone is doing.

Posted by: BLT Sun May 27, 2007 10:19 pm
There is a DAGRON coming. He ought to be slightly tankish... being a dragon and all.

Posted by: Lord Oddeye Sun May 27, 2007 10:26 pm

QUOTE (BLT @ Sun May 27, 2007 11:19 pm)
There is a DAGRON coming. He ought to be slightly tankish... being a dragon and all.

The DAGRON.

Posted by: Alpha Sun May 27, 2007 10:54 pm
edited sheet to come...

Posted by: Kaihaku Mon May 28, 2007 1:53 am

QUOTE (Sighrus @ Sun May 27, 2007 4:14 pm)
Good news, Kai and I have finally decided on a concept. Bad news, it's what everyone is doing.

I don't know... I think its pretty unlike anything anyone else is or has done.
But...I could be wrong.

Posted by: TheUnknownMarine Mon May 28, 2007 2:03 am
Hey Alpha, I hear that Parrying is a psionic weapon enchantment. If that's so, you can't have it on your weapon.

Posted by: Punch Rockgroin Mon May 28, 2007 3:10 am
I haven't completed birdgish yet, I just need to work on skills, spells, equipment and name.

CODE
Name: Thavon Race: Birdman Class: Wiz3/Fighter2(Sub1)/Spellsword1/Ruathar2/Abjurant Champion5/Knight Phantom1 Alignment: Chaotic Good Size: Medium
Age: 31
Gender: Male
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HP: 128
AC: 23 = 10(Base) + 4(DEX) + 6(Armor) + 3 (Deflection)
Init: + 04
FORT: + 15 [9(Base) + 3(CON) + 3(Vest)]
REF: + 15 [5(Base) + 3(AR=Good) + 4(DEX) + 3(Vest)]
WILL: + 17 [12(Base) + 2(WIS) + 3(Vest)]
Base Attack Bonus: + 11/6/1
HD: 7d10(10,7,8,6,6,6,9), 3d4(4,4,4), 2d8(7,5), 2d6(6,4)
Base Land Speed: 20 ft
Base Air Speed: 40 ft
=== Abilities ===
STR: 26 [+8]
DEX: 18 [+4]
CON: 16 [+3]
INT: 18 [+4]
WIS: 14 [+2]
CHA: 12 [+1]
=== Skills ===
(O) Climb 7 = 2(Racial) + 5(STR)
(O) Concentration 20 = 17(Ranks) + 3(CON)
(O) Jump 15 = 10(Racial) + 5(STR)
(O) Knowledge Arcana 21 = 17(Ranks) + 4(INT)
(O) Listen 20 = 16(Ranks) + 2(Elfwise) + 2(WIS)
(O) Ride 6 = 4(Ranks) + 2(DEX)
(O) Search 6 = 2(Elfwise) + 4(INT)
(O) Spellcraft 21 = 17(Ranks) + 4(INT)
(O) Spot 19 = 13(Ranks) + 2(Racial) + 2(Elfwise) + 2(WIS)
=== Feats ===
(O) Encumbered Flight
(O) Power Attack
(O) Heavy Armor Proficiency
(O) Combat Casting
(O) Scribe Scroll
(O) Still Spell
(O) Powerfull Charge
(O) Aerial Reflexes
(O) Battle Caster
(O) Improved Flight
=== Spells Known ===
Level 1: Shield, Protection from Evil, Mage Armor, True Strike, Magic Missile, Enlarge Person, Magic Weapon, Lesser Orb of Acid, Benign Transposition
Level 2: Blur, Invisibility, Bull's Strength, Bear's Endurance
Level 3: Phantom Steed, Displacement, Haste, Mass Mage Armor
Level 4: Stone Skin, Greater Invisibility, Mass Energy Resist, Orb of Acid
Level 5: Wall of Force, Indomitability, Mass Fire Shield, Draconic Might
Level 6: Mass Bull's Strength, Mass Bear's Endurance
=== Spells Prepared ===
(O) 0 - 5: Resistance, Resistance, Resistance, Resistance, Resistance
(O) 1 - 5: True Strike, True Strike, Enlarge Person, Shield, Magic Missile
(O) 2 - 5: Invisibility, Invisibility, Bull's Strength, Bull's Strength, Blur
(O) 3 - 5: Mass Mage Armor, Displacement, Displacement, Displacement, Haste
(O) 4 - 4: Stone Skin, Greater Invisibility, Greater Invisibility, Orb of Acid
(O) 5 - 2: Indomitability, Draconic Might
(O) 6 - 1: Mass Bear's Endurance
(O) 7 - 0:
(O) 8 - 0:
(O) 9 - 0:
=== Languages ===
Birdman, Common, Draconic, Elven, Goblin, Sylvan
=== Special ===
(O) Gliding
(O) Flight
(O) Pact with Wind Lords
(O) Unerring Direction
(O) Low-Light Vision
(O) Ignore Spell Failure 10%
(O) Word of Friendship
(O) Gift of the Elves (+1 Ranseur)
(O) Elfwise
(O) Abjurant Armor
(O) Extended Abjuration
(O) Swift Abjuration
(O) Arcane Boost
(O) Martial Arcanist
(O) Phantom Steed
(O) Somatic Prowess
=== Weapons ===
(O) +1 Valorous Ranseur of Wrathfull Healing
=== Armor ===
(O) +1 Breastplate of Moderate Fortification
=== Inventory ===
(O) Piercer Cloak
(O) Diamond Dust x 9
(O) Belt of Giant Strength + 6
(O) Gloves of Dexterity + 4
(O) Ring of Protection + 3
(O) Vest of Resistance + 3
== Current XP ==
91,000/105,000

Posted by: TheUnknownMarine Mon May 28, 2007 3:22 am
OK, after speaking with some of the players, it seems our tank issue has been resolved.

Posted by: Slake Fistcrunch Mon May 28, 2007 6:21 am

QUOTE (Kaihaku @ Sun May 27, 2007 8:53 pm)
I don't know... I think its pretty unlike anything anyone else is or has done. But...I could be wrong.

When I think of D&D concepts, I tend to put them into one of three main roles; attacker, rogue, and caster. What we were discussing, at least from my perspective, would be fitting squarely into the circle that is the caster class. Though, looking back on it, it's probably more than likely he'll be able to perform any of those roles, with no problem.
Well, except the obvious problem, but technically, that's not his problem...

Posted by: Alpha Mon May 28, 2007 11:50 am

QUOTE (TheUnknownMarine @ Mon May 28, 2007 1:03 am)
Hey Alpha, I hear that Parrying is a psionic weapon enchantment. If that's so, you can't have it on your weapon.

Ah yeah, that is the case.
*goes to rework equipment*

Posted by: VoxPVoxD Tue May 29, 2007 12:24 am
Yeah, so remember when I said I was playing a wizard? Not so much GDO Intelligent Munitions File #46681-RFS SUBJECT: "Varro" CURRENT ASSIGNMENT: Elite Unit RADFJA520 "Radford's Rangers" CURRENT DEPLOYMENT: GDO Habitable World B492-18D41-681E "Rune"
CURRENT STATUS: Combat Ready
DESCRIPTION: Approximate height 3 meters, approximate weight one-half imperial ton in standard gravity. Base chassis is electric blue titanium. Projections on shoulders and head aid in crowd dispersal, and suggest a crown of some sort. Projects a deep voice with heavy reverberation. Unknown if reverb. is intentional or caused by age/damage to vocal hardware. Possible original function: guard of high-level political/religious homeworld figure. Favors a huge two-handed sword in combat, which it terms the "Varroblade". This sword has been upgraded to GDO frontline specifications.
HISTORY: Varro was found in the ruins of a temple-like structure on a world destroyed by the Strife Lords. Upon reactivation in GDO labs, it began to ask questions about its origin and purpose, indicating a recent memory wipe. A core personality matrix seems hardwired into its neural net; while the salient details of its mission can be updated and altered, the directive must remain the same -- it must be sent to destroy "evil". The specific behavioral parameters of what constitutes evil by its definition are unknown, but they have been shown in every examination to match GDO guidelines.
These examinations also suggest a religious component to Varro's personality matrix; verbal-recognition response jumps 65% at keywords like "Paladin", "the light", and "smite". When assigned to combat units, Varro began to mimic the speech and behavioral patterns of the paladins in its detail, although it appears this is a role-model conditioning rather than a genuine systemic delusion -- it admires them, as much as it can be said to admire anything, but it does not believe its abilities are supernatural or divine in origin.
NOTES: An interesting sidenote to Varro's speech pattern development: he seems to assimilate only the first identification of a given individual, ignoring all other designations, even those given by the individual himself. One of the techs prepping Varro for his current deployment decided to play a joke on Commander Radford, identifying him to Varro as "Jolly Jim" Radford. Try as we might, we can't train it out of him, without risking deleting all the combat protocols we've installed.

CODE
Vital Statistics ================ Name: Varro Age: 11 Height: 8'11"
Weight: 948 lbs
Race: Robot
Size: Large
Speed: 30'
Alignment: Lawful Good
Class: Tough Hero 3/Strong Hero 2/Soldier 5/Dreadnought 4
Languages: All; see below
Ability Scores
================
Strength: 23 [+6]
Dexterity: 14 [+2]
Constitution: -- [--]
Intelligence: 15 [+2]
Wisdom: 13 [+1]
Charisma: 18 [+4]
Skills
=============================
Skill Name Ranks Stat Other Total
---------- -------------------------
Jump 17 6 -3 20
Intimidate 17 4 -- 14
Knowledge[Religion] 5 2 -- 7
Knowledge[Tactics] 17 2 -- 19
Spot 17 1 -- 18
Statistics
==========
Experience: 91,000
To Next Level: 14,000
HP: 191
BAB: +12/+7/+2
Attack Bonus: Melee: +20/+15/+10
Ranged: +13/+8/+3
Base Saves: Fort +11/Ref +2/Will +3
Saves: Fort +15/Ref +4/Will +4
Armor Class: 30 (10 Base + 12 Armor + 8 Dodge) Touch 18, Flat-Footed 22
Initiative: +1
Inventory
=============
Carry Capacity: Up to 400 lbs. Light Load
Gold: 0
Equipped: Varroblade (+1 Holy Kinetic Monomolecular-Bladed Greatsword
with Microthrusters, 4d6+13+2d6+1d6, 17-20/x3) [40]
Varroplate (Megatanium Plate, +12 AC, -3 ACP, full move) [100]
Other Gear: Language Unit (Speak/Understand all languages)
Infravision Unit (Darkvision 120', Thermal Vision)
Other Abilities
=================
Flaws: Poor Reflexes (-3 REF saves)
Feats: [L] Improved Toughness (+1 HP/level)
[F] Personal Firearms Proficiency
[B] Simple Weapons Proficiency
[B] Improved Overrun
[L] Exotic Melee Weapon Proficiency [Varroblade]
[B] Power Attack
[L] Greater Resiliency (DR +1)
[B] Weapon Focus [Varroblade] (+1 to hit with Varroblade)
[B] Weapon Spec. [Varroblade] (+2 damage with Varroblade)
[B] Armor Proficiency [Light]
[L] Improved Damage Threshold (MD Threshold is 60)
[B] Improved Critical (Double threat range w/ Varroblade)
[L] Armor Proficiency [Medium]
[L] Armor Proficiency [Heavy]
Racial Abilities: DR 5/Energy
Construct Traits (except immunity to crits/massive damage)
CHA replaces CON wherever applicable
Hardwired (Alignment cannot be changed,
requires a DC 30 Will Save to overcome personality
Only class skills are 1st class + 2 more)
Class Abilities: System Override (Functions normally from 0 to -10)
Fire Resistance (Equal to CHA mod)
Melee Smash +1 (+1 to melee damage rolls)
Tactical Aid (Advise ally as attack action, add INT to
attack or AC for 2 rounds)
Fearless (Immune to fear effects)
Stability (+4 to being moved)
Unhindered (ACP -2)
Ability Surge 1/Day (+8 STR, -2 AC for Ddn lvl rds/day, fatigued afterwards equal # of rounds)
Steamroller (Don't need to move to overrun, +2 on trip attacks
made on opposed overruns)
Master Defender (+2 AC when fighting defensively/total defense)

Posted by: Knight_019 Tue May 29, 2007 1:48 am
: RAWR!!!

Posted by: Aldur Wed May 30, 2007 2:39 am
Hehehe. "It's me. Viletta Li Britannia! Slender and attractive, with medium length pink hair, yes that's right. Is there something wrong with looking cute!? Anyway. I have violet eyes. I'm around oh...5'8 and I'm not telling you my weight! Cool, that rhymed...anyway.
I'm good with computers. And bombs. And blowing things up...and generally blowing stuff up, stopping things blowing up, stealing other peoples stuff and making it blow up...yeah, you get the gist of me. I've been assigned with Radford's rangers. I'm just your typical GDO goon! Wanna know more? Ask! here's my dossier! Well, I'm away to blow things up. Probably your house. Seeya's!"

CODE
Vital Statistics ================ Name: Viletta Li Britannia Age: 25 Height: 5'8
Weight: 121lbs
Race: Human
Size: Medium
Speed: 30ft
Alignment: Neutral Good
Class: Smart Hero 6/Fast Hero 4/Infilrator 4
Languages: GDO autotranslator.
Ability Scores
================
Strength: 12 +1
Dexterity: 14 [13 rolled+1 level] +2
Constitution: 16 [15 rolled+1 level] +3
Intelligence: 18 +4
Wisdom: 16 +3
Charisma: 14 [13 rolled+1 level] +1
Skills
=============================
Skill Name Ranks Stat Other Total
---------- -------------------------
Balance(Dex) - 2 - 2
Climb(Str) 5 1 - 6
Disguise(Cha) - 2 - 2
Computer Use(Int) 17 4 8 29
Craft: Electronic(Int) 10 4 - 14
Craft: Mechanical(Int) 10 4 - 14
Craft: Chemical(Int) 10 4 - 14
Decipher Script(Int) 5 4 - 9
Demolitions(Int) 17 4 8 29
Drive(Dex) 5 2 - 7
Disable Device(Int) 17 4 8 29
Escape Artist(Dex) 6 2 - 8
Hide(Dex) 10 2 - 12
Forgery(Int) - 4 - 4
Investigate(Int) - 4 - 4
Knowledge: Technology(Int) 10 4 - 14
Jump(Str) - 1 - 1
Listen(Wis) 10 3 - 13
Move silently(Dex) 10 2 - 12
Pilot(Dex) 5 2 - 5
Navigate(Int) 9 4 - 13
Profession(Wis) 9 3 - 12
Read/Write Language(-) - - - -
Repair(Int) 10 4 2 16
Research(Int) 9 4 - 13
Ride(Dex) - 2 - 2
Search(Int) 10 4 - 14
Sleight of Hand(Dex) - 2 - 2
Speak Lanuage(-) - - - -
Spot(Wis) 10 3 - 13
Tumble(Dex) - 2 - 2
Statistics
==========
Experience: 91,000
To Next Level: 105,000
HP: 119
BAB: +8/+3
Attack Bonus: Melee: +9
Ranged: +14
Base Saves: Fort +4/Ref +8/Will +5
Saves: Fort +7/Ref +10/Will +8
Armor Class: 22
Inventory
=============
Gold:
Equipped: Silenced Grenade Launcher(Don't ask)
Other Gear:
Silent Suit +1AC +8 Max dex.+10 to move silently checks. Improved Invisibility. hour duration.
5 EMP Grenades(6d6 to robots in a 20 radius)
3 Cyronic GrenadesWhen a cryonic grenade explodes,
it deals 8d6 points of cold damage to all creatures in a 10-foot burst radius.
A successful Reflex save (DC 15) halves the damage.
The freezing cold automatically stabilizes any creature reduced to negative hit points by the blast.
If the cryonic blast deals sufficient damage to reduce a target to –10 or fewer hit points,
the target instead drops to –9 hit points and stabilizes automatically (in other words, the target does not die).,
4 H.E. Grenades 8d6 damage, 20' radius. Fire damage. RefDC19 4 Plasma Grenades. 10d6 fire, Ref 24. Ignore fire resist 10.
3 Mass Grenades: 15d6 damage to 15' radius, Ref DC 24
4 Health infusers 50hp. Move action to use.
MP-12 Laser Pistol
2d8+5 fire damage, +5 to hit, AP 5. 20 shots in a powerpack
Extra Powerpack.
6 demolition charges.
Autotranslater and commlink
Sensor, Democomp:
The democomp sensor is a hand-held computer or computerized gauntlet designed to detect and locate explosives of all types.
It grants a +6 equipment bonus on Search checks when searching for explosives.
Additionally, the democomp sensor’s advanced data on explosives of all types makes it a valuable resource when planting them,
granting a +4 equipment bonus on all Demolitions and Disable Device checks made involving explosives.
It also grants a +4 bonus to Computer Use skills.
Other Abilities
=================
Feats: Simple Weapons Proficiency, Personal Firearms Proficiency, Armour Proficiency: Light, Gearhead,
Cautious, Combat Expertise, Advanced Firearms Proficiency, Vehicle Expert, Weapon Focus, Point Blank Shot,
Defensive Martial Arts, Stealthy, Exotic Weapon Prof: Grenade Launcher, Dodge, Elusive Target.
Talents: Savant: Computer Use. Savant: Demolitions. Savant: Disable Device. Evasion. Uncanny Dodge 1.
Racial Abilities: HUMAN. +4 skill points, an extra feat and +1 skill point per level.
Class Abilities: Sweep, Improved Evasion, Sabotage.

Posted by: Wandering Dezorian Wed May 30, 2007 6:17 am
Name: Johann Leafdancer Class: Druid-3/Diviner-3/Mystic Theurge-8 Stats: Str: 10 -> +0 Dex: 18 -> +4
Con: 13 -> +1
Int: 20 -> +5
Wil: 18 -> +4
Cha: 10 -> +0
Languages:
Gnome, Elven, Sylvan, Animal, Common, Draconic, Dwarven, Giant, Orc, Druidic.
Skills: ranks -> + ability bonus -> + synergy/racial bonus
Concentration +17 -> +18 -> +22
Craft(Alchemy) +11 -> +16 -> +18
Decipher script +11 -> +16
Handle Animal +5 -> +5
Heal +5 -> +9
Hide 0 -> +4 -> +12 (+16 in forest)
Listen +6 -> +10 -> +12
Spellcraft +17 -> +22 -> +24 -> +26 vs. divination
Spot +6 -> +10
Survival +6 -> +10 -> +12
Know(arcana) +14 -> +15
Know(religion) +14 -> +15
Kno(Nature) +5 -> +10 -> +12
Sense Motive +8 -> +12
Diplomacy 0 -> 0 -> +2
Ride 0 -> +4 -> +6
Appraise(alchemy) 0 -> +5 -> +7
Spells per day, beginning at 0th level
Druid: 6/6/5/5/4/2/1
6Mage: 4/6+1/5+1/5+1/4+1/3+1/1+1
Feats:
Combat Casting
Spell Penetration
Forge Ring
Craft Wondrous Item
Leadership
Racial abilities:
Size: +1 AC, +1 BAB, +4 Hide, -4 grapple, reduced carrying and speed.
Low-light vision
Weapon familiarity w/ gnome hooked hammers
+2 save vs. illusion
+1 DC for my illusions
+1 attack vs Kobolds, goblinoids, orcs, reptilians
+4 dodge vs giants subtype
+2 listen
+2 craft(alchemy)
+4 hide, +8 in forest.
Pass without trace as SU, free action.
Bonus Spells: Dancing lights, ghost sound, prestidigitation.
--------------------------------------------------------------------------
"The footsteps of the Strife Lords have rocked this world to its foundations, and shaken even the gnomes of the deep forests. We have felt ancient blades forged long ago in our hidden smithies sing once more as they drank deep of black blood. We have seen our woodland neighbors quake in fear, and even the newborn songbirds fall silent in the nest."
"Johann Leafdancer am I called, seer of my tribe. No more can we stand and hope for the war to pass us by. We come, smiths and scouts, forgers and spellweavers, to stand with you in the last battle."
[[ Maybe this time I'll actually stay active. If nothing else, with 66 spells per day, 53 not counting cantrips, I doubt even one of TUM's long drawn out battles can drain my spell list! ]]
[[ TUM, what are your rules for starting gold and equipment? Also, do you want stats for my little army of scouts? ]]

Posted by: VoxPVoxD Wed May 30, 2007 6:19 am
((starting gold is as 14th level standard, or 150k note: I am also making a healer for Rusty's force, since apparently he didn't have one yet))

Posted by: Lord Oddeye Wed May 30, 2007 7:19 am

CODE
Name: Enrick van Maerglecrow Race: Human Class: Swashbuckler 3/ Sorcerer 6/ Dashing Swordsman 5 ECL : 14 Age: 30
Height: 5'11"
Weight: 135lb
Alignment: Chaotic Fabulous
Experience: 91 000
Next level: 105 000
Size: Medium
STR: 11 (+0)
DEX: 18 (+4)
CON: 14 (+2)
INT: 16 (+3)
WIS: 11 (+0)
CHA: 27 (+8)
HP: 97/97
Speed: 30ft.
AC: 10 + Armour + Shield + Dex + Size + Misc
10 + 7 + 0 + 4 + 0 + 0 = 21
Initiative: +6
Spell Resistance: 0
Fort: 8 = 6 + 2(CON)
Reflex: 19 = 7 + 4(DEX) + 5 (Armor of GA) + 1 (Grace) + 2 (LR)
Will: 9 (17) = 7 + 0(WIS) or +8 CHA (Force of Personality) + 2 (Unbelievable Luck)
Base attack bonus: +11/+6/+1
Melee bonuses: +4 (DEX Weapon finesse) +2 (Weapon)
Ranged bonuses: +4 (DEX)
Weapon
+1 Rapier (2 320 gp)
Attack: +1, Damage: 1d6+1, Crit.: 18/20 x2
Other melee damage bonuses: +0 (STR) OR +8 CHA (Dashing Strike). +3 INT (Insightful Strike)
Other equipped items
+3 Twilight Mithral Chain Shirt of Greater Agility (29 600 gp)
Tabard of the Nimbral Herald (5 400 gp)
Circlet of Rapid Casting (15 000 gp)
+6 Cape of Charisma (36 000 gp)
Belt of Battle (12 000 gp)
DeathStrike Bracers (5 000 gp)
Vampire Torc (5 000 gp)
Possessions
+1 Holy Elven Lightblade [Least Crystal of Return] (18 650 gp)
Attack: +1, Damage: 1d6+1 +2d6 against evil, Crit.: 18/20 x2
40 Silver bolts (12 gp)
20 Adamantine bolts (122 gp)
30 Cold Iron bolts (6 gp)
Potion of CSW x3 (2 250 gp)
Potion of Displacement x1 (750 gp)
Bag of Holding I (2 500 gp)
___Blast Globes (8 000 gp)
___Cornucopia of the Needful (6 000 gp)
___Everfull Mug (200 gp)
___Magic Bedroll (500 gp)
___Everlasting Rations (350 gp)
Gold: 340
Skills: Total = Ranks + Ability Mod. + Other
Balance: 21 = 15 + 4 + 2 synergy
Bluff: 25 = 17 + 8
Gather Information: 15 = 5 + 8 + 2 synergy
Jump: 12 = 10 + 0 + 2 synergy
Knowledge (arcana): 8 = 5 + 3
Knowledge (local): 13 = 10 + 3
Listen: 5 = 5 + 0
Perform (Comedy): 18 = 10 + 8
Search: 5 = 2 + 3
Spellcraft: 10 = 5 + 3 + 2 synergy
Spot: 5 = 5 + 0
Tumble: 19 = 13 + 4 + 2 synergy
Skill Tricks
Group Fake-Out
Timely Misdirection
Extreme Leap
Learned Feats
Force of Personality
Lightning Reflexes
Dodge
Victor's Luck
Unbelievable Luck
Better Lucky than Good
Bonus Feats
Weapon Finesse (Level 1 Swash)
Combat Expertise (Level 1 DS)
Swashbuckler abilities
Insightful Strike
Grace +1
Dashing Swordsman abilities
Dashing Strike
Quips 8/day (CHA):
Ooh Burn!
Don't Let Your Guard Down!
Fast Like A Freak
Too Pretty To Die 8/day (CHA)
Languages
Common
Infernal
Elven
Celestial
Spells per day
0: 6/6
1: 8/8
2: 7/7
3: 5/5
Spells known
Level 0
Resistance
Dancing Lights
Ghost Sound
Disrupt Undead
Launch Bolt
Prestidigitation
Level 1
Shield
Orb of Sound, Lesser
Magic Missile
Enlarge Person
Level 2
Invisibility
Mirror Image
Level 3
Elation

Posted by: Dark Maiden Wed May 30, 2007 2:14 pm
A Mystic Theurge? Oh boy. That has got to be one of the most broken and overpowered Prestige Classes out there. I mean, gaining both Arcane and Divine spells at the same time?

Posted by: Aldur Wed May 30, 2007 2:37 pm
*snigger* No.

Posted by: Alpha Wed May 30, 2007 6:49 pm
http://www.fileden.com/files/2007/3/20/908166/Daggerspell%20Mage.txt I've worked out nearly all of his bio, but I still have to work out the stuff with Ty's birdgish.

Posted by: Wandering Dezorian Thu May 31, 2007 2:48 am

QUOTE (Dark Maiden @ Wed May 30, 2007 8:14 am)
A Mystic Theurge? Oh boy. That has got to be one of the most broken and overpowered Prestige Classes out there. I mean, gaining both Arcane and Divine spells at the same time?

Durn skippy.
Hey, the first game, I play-tested the robot, which at that point had no redeming qualities whatsoever. No class levels allowed, an AC below 20 and no way to improve it, no weapons, and the only special ability was damage resistance against spells (Which TUM neatly sidestepped...) and the ability to cast a 4d6 lightning bolt once or twice a day.
The second game, I tried a fighter. The third game, I tried a cleric. Neither of which are exactly broken builds. I figure it's about time to pull something unusual out of my sleeve.
Wait until you see the items I'm pulling out of my backside, too... One of the nice things about craft feats is that it sure makes it cheaper for you to buy magic items. A mystic theruge with a AC in the 30s, spell resistance, evasion, bonuses to saves, and no chance of spell failure? All before he starts buffing himself? And leading an army of munchkin rangers, too? We may be short, but the forest gnomes will strike a mighty blow in the kneecaps of evil!!!

Posted by: Aldur Thu May 31, 2007 3:01 am

QUOTE (Wandering Dezorian @ Thu May 31, 2007 2:48 am)
Wait until you see the items I'm pulling out of my backside, too... One of the nice things about craft feats is that it sure makes it cheaper for you to buy magic items. A mystic theruge with a AC in the 30s, spell resistance, evasion, bonuses to saves, and no chance of spell failure? All before he starts buffing himself? And leading an army of munchkin rangers, too? We may be short, but the forest gnomes will strike a mighty blow in the kneecaps of evil!!!

Don't be silly. It'll all fail before TUMCO enemy characters just like everyone else's broken characters.

Posted by: VoxPVoxD Thu May 31, 2007 8:20 am

QUOTE (Wandering Dezorian @ Wed May 30, 2007 9:48 pm)
Durn skippy. Hey, the first game, I play-tested the robot, which at that point had no redeming qualities whatsoever. No class levels allowed, an AC below 20 and no way to improve it, no weapons, and the only special ability was damage resistance against spells (Which TUM neatly sidestepped...) and the ability to cast a 4d6 lightning bolt once or twice a day.
The second game, I tried a fighter. The third game, I tried a cleric. Neither of which are exactly broken builds. I figure it's about time to pull something unusual out of my sleeve.
Wait until you see the items I'm pulling out of my backside, too... One of the nice things about craft feats is that it sure makes it cheaper for you to buy magic items. A mystic theruge with a AC in the 30s, spell resistance, evasion, bonuses to saves, and no chance of spell failure? All before he starts buffing himself? And leading an army of munchkin rangers, too? We may be short, but the forest gnomes will strike a mighty blow in the kneecaps of evil!!!

You know, there's actually a class that's like Mystic Theurge but only for Wizard/Druids and it advances casting at every level but also comes with lots of neat class features
Also, the most you can hope to be is the second coolest gnome in SFCW

Posted by: Critical Mass Thu May 31, 2007 9:31 am

QUOTE (Dark Maiden @ Wed May 30, 2007 2:14 pm)
A Mystic Theurge? Oh boy. That has got to be one of the most broken and overpowered Prestige Classes out there. I mean, gaining both Arcane and Divine spells at the same time?

lolz
MT is crap.

Posted by: Alpha Thu May 31, 2007 11:35 am
Aye, I'd go with Vox's suggestion, WD. It's Arcane Hierophant. It's basically a Mystic Theurge, but with a higher hit dice (d6 as opposed to d4), more skill points (4+int as opposed to 2+int), more choice of skills and better base attack bonus (moderate as opposed to poor). Then you get the class features Vox mentioned on top, whereas the Theurge gets none.
Don't bother with Mystic Theurge. Go with the Arcane Hierophant (it's in Races of the Wild).

Posted by: VoxPVoxD Thu May 31, 2007 12:14 pm
I wouldn't say don't bother with Mystic Theurge, since you can't take Arcane Heirophant forever, but a class build like Druid 3/Diviner 3/Arcane Heirophant 10/Mystic Theurge 4 is a steal at twice the price

Posted by: Kaihaku Sat Jun 02, 2007 3:08 am

QUOTE (TheUnknownMarine @ Sun May 27, 2007 2:48 pm)
OK people, at last count we have 9 arcane spellcasters in the, 7 if you don't count the two warlocks. You realize you're going to die like flies, right?

Maybe we'd kill like flies. Did you think of that?

Posted by: Critical Mass Sat Jun 02, 2007 8:13 am
Pfft, in SFCW even the flies have 30 HD and three templates.

Posted by: Wandering Dezorian Sat Jun 02, 2007 11:51 pm
Yeah, I think I'm convinced, and just spent the afternoon rebuilding my character from the ground up. It cost me 1 druid caster level, but such is life. I'll post stats soon. I need a ruling, though. The ignore arcane spell-failure ability: Does that only apply to druid armor, or can I use a wooden shield, too?

Posted by: TheUnknownMarine Sun Jun 03, 2007 1:15 am

QUOTE (Wandering Dezorian @ Sat Jun 02, 2007 11:51 pm)
Yeah, I think I'm convinced, and just spent the afternoon rebuilding my character from the ground up. It cost me 1 druid caster level, but such is life. I'll post stats soon. I need a ruling, though. The ignore arcane spell-failure ability: Does that only apply to druid armor, or can I use a wooden shield, too?

I'll let you have a wooden shield.

Posted by: B Sun Jun 03, 2007 1:29 am

QUOTE
Name: Liam Cullen Race: Human Class: Fighter 14 CLvl: 14 Age: 25
Height: 5'10"
Weight: 195 lb
Align: Chaotic Good
Exp: 91,000
Next: 105,000
Size: Medium
STR: 15(+2) 21 (+5) [in armor]
DEX: 20(+5)
CON: 16(+3)
INT: 14(+2)
WIS: 12(+1)
CHA: 10(0)
HP: 136/136
Speed: 30' base / 20' in armor
AC: 10 + Armour + Shield + Dex + Size + Misc
22 = (10 +10 ARM +0 +2 DEX)
Init: +6 (5 DEX +1 TacCom)
Resist: 0
Fort: +12 (9 base +3 CON)
Reflex: +10 (4 base +5 DEX +1 TacCom)
Will: +5 (4 base +1 WIS)
BAB: +14/+9/+4
Melee: 21/16/11 (14/9/4 +5 STR +1 TacCom +1 HUD)
Range: 21/16/11 (14/9/4 +5 DEX +1 TacCom +1 HUD)
Weapon
Plasma Minigun - 2H range 80'
5d10, ignores DR and Armor
Backpack mounted generator powers gun.
Armor
Rook Class Battle Armor +10 AC, DR 7
Armor Penalty -6
+2 max Dex, +6 STR
Allows use of guns 1 size larger due to bracing/supports
Environmentally sealed.
Energy Shield (contained in armor)
Grants 5 resistance to type of energy as designated by user at activation.
Types: Cold, Fire, Electricity, Sonic/Concussive.
Can switch type of resistance as move action.
Possessions
Tactical Computer (+1 to reflex/initiative/to hit rolls)
Battle Armor HUD (+1 to hit)
Battle Armor First Aid Kit (4x 50HP heal as Swift Action)
Battle Armor Commlink
Shoulder mounted light
Skills: Total = Ranks + Ability Mod. + Other
Class
Climb 14
Craft 5
Handle Animal 3
Intimidate 17
Jump 13
Ride 9
Swim 9
Feats (1 Human +5 Clvl +8 Fighter)
Imp. Toughness (1 HP/Clvl)
Mobility
Quick Draw
Personal Firearm Proficiency
Advanced Firearm Proficiency
Strafe
Burst Fire
Point Blank Shot
Precise Shot
Ranged Disarm
Ranged Pin
Ranged Sunder
Languages
Common

Posted by: TheUnknownMarine Sun Jun 03, 2007 4:38 am
For the Campaign Map in IV, I need the leaders of the CW 1, CW 2, CW 3, and Rusty's CW 4 group to choose coats of arms/crests for their teams. They will be used to represent your position on the map.

Posted by: Rusty Sun Jun 03, 2007 7:55 am

QUOTE
Name: Alexander Bernhart Class: Marshal 2/Fighter 2/Paladin 2/Hellreaver 4/Hero 4 Race: Human Alignment: Lawful Good Description: Alexander has short black hair and brown eyes. His armor is silver in color, a gold symbol of the Light embroidered at the sternum. His blue cape is outlined in gold and stretches down past the knees. Tall and muscular, it is clear he has worked hard to get where he is today.
Bio: Alexander was born and raised in the town of Balsamo. Leading a simple life and staying in his hometown, unlike his older brother, Alexander got married and had two adoring children, one a boy, one a girl. His peace was interrupted when devils and followers of the cult came into the village and killed Alexander's family amid the chaos of war. Though the town was spared, Alexander's wife and kids were not. Alexander eventually pulled himself together, thanks to the efforts of his brother, Harold, and vowed to take up arms against the evil responsible for all of the suffering he and others in the world have been caused. Eventually, he found himself employed by the ever-famous Derrik Swiftjoke, and he met others along the way that joined his cause as his life had gained a new, great purpose.
Age: 27 years old
Ht: 6'2
Wt: 200 lbs.
Gender: Male
18 STR (+4) (1 point at level 4)
16 CON (+3)
11 DEX (+0)
14 INT (+2)
13 WIS (+1)
26 CHA (+8) (1 point at level 8, and 1 at 12)
Languages: Common, Celestial, Draconic
91,000 EXP (Lv. 14) (91,000 + 0 RP)
505 Gold
HP: 160
AC: 25
BAB: 13/8/3
Melee: 13 BAB + 4 [STR] + 1 [focus] + 1 [magic] = 19/14/9
Ranged: 13 BAB + 0 [DEX] +1 [masterwork] - 2 [flaw] = 12/7/2
Feats:
Protection Devotion - Once per day as an immediate action, you and every ally within 30' gain +5 sacred bonus to AC for 1 minute. (You can gain one additional daily use of this feat for each three daily turn uses you spend.)
Heroic Surge - take another move or standard action (4x per day, but only once at a time)
Skill Focus (Diplomacy) - +3 bonus to Diplomacy checks
Combat Expertise - trade up to 5 BAB for up to +5 to AC
Heroic Destiny - add 1d6 to attack roll, ability check, skill check, saving throw, or caster level check
Weapon Focus (Longsword) - +1 to attack rolls with weapon
Sense Weakness - ignore up to 5 points of DR
Power Attack - trade BAB for damage (to all melee damage rolls - applies until next turn)
Leadership - obtain cohorts
Fearless Destiny - once per day, any effect that would reduce you to -10 HP or fewer instead reduces you to -9 and stable (doesn't apply to death effects or disintigrate)
Divine Might - as a free action, spend a turn attempt to add CHA mod to damage to all attacks for one full round
Skills:
Class skills: (Max 17 ranks)
5 Bluff [13]
17 Diplomacy [34]
17 Knowledge (Tactics) [20]
5 Knowledge (The Planes) [8]
5 Knowledge (Nobility and Royalty) [8]
15 Listen [16]
14 Sense Motive [15]
17 Spot [18]
Equipment:
Dwarven Plate +5 (+13 Armor, +1 Max DEX, -5 ACP, 20 ft., 50 lbs., DR 3/-)
Bastion of Righteous War (+3 Shield, -1 ACP, 15 lbs., spend turn attempt as an immediate action to negate critical threats. Threats from weapons with modifiers above x2 cost extra turn attempts.)
Ring of Evasion
Cape of Charisma +6 (+6 to CHA)
Heward's Handy Haversack
Holy Evil Outsider Bane Starmetal Longsword +1 (1d8+1, 19-20/x2, 2 lbs., Slashing, +2d6 to evil creatures, +1d6 to outsiders currently on the Material plane, +2d6 to evil outsiders)
Locked gauntlets
Masterwork Composite Longbow (+1 to hit, 20/x3, Piercing, 110 ft., 3 lbs.)
40 Arrows (1d8, 6 lbs.)
Helm of Heroes (convert Grant Move Action to grant another attack for all allies, but not myself, within 30' - it stacks with haste)
FORT: +14 + 3 [CON] + 8 [CHA] = 25
REF: +2 + 8 [CHA] = 10
WILL: +11 + 1 [WIS] + 8 [CHA] = 20
Racial traits:
Size: Medium
Base speed: 30'
1 extra feat at first level
4 extra skill points at 1st level, 1 extra for each additional level
Favored Class: Highest-level class
Spells: (CL 3)
Paladin Lv. 1: Rhino's Rush, Protection from Evil
Abilities:
Extraordinary:
Auras:
Minor aura (Force of Will [CHA bonus to WILL saves], Master of Tactics [CHA bonus on damage when flanking], Watchful Eye [CHA bonus to REF saves])
Major aura +1 (Motivate Ardor [+# to damage rolls], Motivate Urgency [+#x5' to base land speed)
Grant Move Action (1/day)
Aura of Good
Holy Fury (free action, melee attacks are good aligned, immunity to fear) - 12 holy fury points per encounter
Mettle
Divine Health
Spell-like:
Detect Evil (standard action)
Remove Disease (1/week)
Egress - 1/day (CL 14)
Bolt 1 - 2/day (CL 14)
Supernatural:
Smite Evil (2/day, CHA mod +8 to hit, +6 damage)
Divine Grace
Lay on Hands (Heal 48 HP, standard action)
Furious Strike (swift action, 1 holy fury point, +4/+2d6 to evil only)
Divine Succor (swift action, 1 holy fury point, Heal 10 HP, within 20')
Divine Resolve (immediate action, 1 holy fury point, +2 bonus to a save)
Divine Shield (immediate action, 1 holy fury point, +2 bonus to AC)
Aura of Courage - 60'
Turn Undead (As a level 3 cleric) (11 times a day)
Flaws:
Shaky (-2 penalty to ranged attacks)
Vulnerable (-1 penalty to AC)

Posted by: VoxPVoxD Sun Jun 03, 2007 7:57 am
Vital Statistics ================ Name: Friar Harold Bernhart Age: 33 Height: 5'9"
Weight: 245 lbs.
Race: Human
Size: Medium
Speed: 30'
Alignment: Lawful Good
Class: Priest of the Light 6/Radiant Servant of the Light 8
Languages: Celestial, Common, Gnomish, Infernal
Description: Harold (or Hal, as he prefers to be called) is a short, rotund man with a ruddy complexion. His head is shaved bald, and his eyes are a warm brown. He wears a billowing brown habit, fastened around his considerable waist with a piece of rope, and a wooden holy symbol hangs around his neck by a strip of leather. Hal's face is rarely without a smile, and he moves with surprising nimbleness for a man of his age and girth. He smells faintly of cinnamon.
History: Hal was born the oldest of two brothers to a deeply religious family in Eastern Parmecia. As a boy, he tagged along with the priests of the village, admiring them greatly. When he turned 16, he left home to join an abbey of the Light, where he became a friar as well as the abbey's head cook. Not long after the war with the Strife Lords began, Hal heard that a tragedy had befallen his younger brother, Alexander, whose wife and children had been killed by the cult. He also heard that Alexander had begun gathering people around him to resist the cult, and it was then Hal left the abbey to join his brother, and become his healer.

CODE
Ability Scores ================ Strength: 10 [+0] Dexterity: 14 [+2] (12 Rolled + 2 Gloves) Constitution: 16 [+3]
Intelligence: 16 [+3] (15 Rolled + 1 Level)
Wisdom: 26 [+8] (18 Rolled + 2 Level + 6 Periapt)
Charisma: 16 [+3]
Skills
=============================
Skill Name Ranks Stat Other Total
---------- -------------------------
Concentration 17 3 -- +20
Heal 17 8 -- +25
Knowledge[Religion] 17 3 -- +20
Knowledge[Planes] 17 3 -- +20
Profession[Cook] 17 8 -- +25
Spellcraft 17 3 -- +20
Statistics
==========
Experience: 91,000
To Next Level: 14,000
HP: 124
BAB: +10/+5
Attack Bonus: Melee: +10/+5
Ranged: +12/+7
Base Saves: Fort +11/Ref +4/Will +11
Saves: Fort +14/Ref +6/Will +19
Armor Class: 27 (10 Base + 10 Armor + 5 Deflection + 2 DEX) Touch 17, FF 25
Initiative: +2
Inventory
=============
Gold: 400
Equipped: +5 Glamered Mithril Breastplate (+10 AC, -1 ACP, looks like robe)
+5 Ring of Protection (+5 Deflection to AC)
+6 Periapt of Wisdom
+2 Gloves of Dexterity
Formless Vest (Half damage from crit or sneak 1/day)
Boots of the Mountain King (Ignore terrain penalties)
Other Gear: 2 Potions of Displacement (50% miss chance for 5 rounds)
4 Potions of Cure Critical Wounds (4d8+7 damage healed)
Healer's Kit
Spice Rack (Filled with rare and exotic herbs/spices)
Other Abilities
=================
Traits: Stout (-1 Escape Artist, +2 vs being moved)
Feats: Extra Turning (+4 turns/day)
Extra Turning (+4 turns/day)
Domain Focus[Healing] (+1 CL with healing domain spells)
Quicken Spell (Spell cast as swift action, +4 slot bump)
Divine Metamagic[Quicken] (Spend 4 turn attempts for free quicken)
Domain Spontaneity (Spend turn attempt to spon. cast domain spell)
Racial Abilities: Quick to Master (bonus feat, bonus skillpoints)
Class Abilities: Aura (Overwhelming Good and Law)
Spells (See below)
Domains (Healing and Sun; Below)
Spontaneous Casting (Cure Spells)
Turn Undead (14/day as 14th level cleric)
Extra Greater Turning (Sun domain power 3+CHA/day)
Radiance ([Light] spells double radius, count as 1 level higher)
Divine Health (Immune to all diseases)
Empower Healing (Spells cast from healing domain empowered for free)
Aura of Warding (Everyone within 10' gets +2 on will saves)
Bonus Domain (Travel; see below)
Maximize Healing (Spells cast from healing domain maximized for free)
Positive Energy Burst (8d6 damage to all undead within 100', REF half)
Domains: Healing (Healing Spells at +1 CL)
Sun (Turned undead are destroyed instead 6/day)
Travel (Freedom of Movement 6 rds/day)
Spells per Day: Orisons(6)
Level 1(7)+1
Level 2(7)+1
Level 3(6)+1
Level 4(6)+1
Level 5(4)+1
Level 6(4)+1
Level 7(3)+1

Posted by: Dark Maiden Sun Jun 03, 2007 6:44 pm
Name: Merla Faldeyna Race: Halfling Sex: Female Age: 23 Size: Small
Handedness: Left
Height: 3'2"
Weight: 33 lbs.
Alignment: Neutral Good
Description: Merla slender and has a thin and wiry frame. She has a fair complexion, and rounded, delicate features. Merla has mid-back length burgundy hair, and amethyst eyes. Merla wears a shimmering robe of the purest white, fastened around her waist by a simple leather belt, and a hooded lavender cloak.
Personality: Merla is a calm and focused woman that is devoted to perfecting her art. She uses her magic to help others, protect herself and her allies, and to fight evil. Her standards are high, but she is usually gracious even to those that fall short of them. Merla always seems to be sad for some reason, and she rarely smiles.
Biography: Merla was the second born of three children in a family from the port town of Hassan, in South Parmecia. Her older brother and younger sister were considered to be normal, but Merla was a different story. While other children went outside and played with their friends, Merla spent most of her spare time reading books. Magic had always fascinated her, and she left home at the age of thirteen in hopes of finding a more experienced Wizard. Merla was happy when she found a Wizard to teach her the art of magic, but she had to prove herself first. She did end up passing the trials that she was put through, and became the Wizard's apprentice. Merla's master was very strict and demanding, but she did anything he told her to do without question. She still found time to write to her family, and they would write back to her. After many, many years of hard work and study, Merla finally became a full-fledged Wizard. She left the home of her former master shortly after and decided to return home to Hassan. The town was deserted, and when she went to her house, it was abandoned as well. While searching the house, she found a hairclip that she had given her little sister before she left home all those years ago. Merla met up with a group passing through Hassan, led by a Holy Warrior named Alexander. After speaking with him and hearing their cause, she decided to join the group.

QUOTE
Class: Wizard 10/Initiate of the Sevenfold Veil 4 School of Specialization: Abjuration Prohibited Schools: Enchantment and Necromancy Effective Character Level: 14 Experience: 91,000/105,000
Attributes
Strength 11 [0]
Dexterity 16 [+3]
Constitution 16 [+3]
Intelligence 25 [+7]
Wisdom 16 [+3]
Charisma 10 [0]
Hit Points: 78
Speed: 20 ft.
Armor Class: 22 [10 base + 5 armor + 3 dexterity + 2 deflection + 2 natural]
Base Attack Bonus: +7/+2
Initiative: +3
Spell Resistance: 18
Saving Throws
Fortitude +12 [4 base + 3 constitution + 1 racial + 4 (robe)]
Reflex +12 [4 base + 3 dexterity + 1 racial + 4 (robe)]
Will +19 [11 base + 3 wisdom + 1 racial + 4 (robe)]
Attack Bonuses
Melee +6/+1 [7/2 base + 1 size – 2 (flaw)]
Ranged +11/+6 [7/2 base + 3 dexterity + 1 size]
Grapple +7 [7 base]
Attacks/Weapons
Dagger [+6/+1 attack bonus, 1d3 damage, 19-20/x2 critical, range 10 ft., piercing or slashing]
Staff [+6/+1 attack bonus, 1d4 damage, 20/x2 critical, bludgeoning]
Light Crossbow [+11/+6 attack bonus, 1d6 damage, 19-20/x2 critical, range 80 ft., piercing]
Skills
Concentration +20 [17 ranks + 3 constitution]
Decipher Script +24 [17 ranks + 7 intelligence]
Knowledge (Arcana) +24 [17 ranks + 7 intelligence]
Knowledge (Nature) +24 [17 ranks + 7 intelligence]
Knowledge (Religion) +14 [7 ranks + 7 intelligence]
Knowledge (The Planes) +24 [17 ranks + 7 intelligence]
Spellcraft +28 [17 ranks + 7 intelligence + 2 synergy + 2 feat]
Gear
Dagger [1/2 lb.]
Staff [2 lbs.]
Light Crossbow [2 lbs.]
Crossbow Bolts x10 [1 lb.]
Bedroll [5 lbs.]
Candle x10
Flint and Steel
Ink
Ink Pen
Mirror, small steel [1/2 lb.]
Pouch, belt
Ration x9 [1 lb.]
Sack
Soap [1 lb.]
Waterskin [1 lb.]
Tindertwig x10
Spell Component Pouch [2 lbs.]
Potion of Cure Light Wounds x5
Potion of Cure Moderate Wounds x4
Potion of Cure Serious Wounds x5
Ring of Protection +2
Rod of Metamagic, Extend
Amulet of Natural Armor +2
Blessed Book [190 pages used; 1 lb.]
Handy Haversack [5 lbs.]
Headband of Intellect +4
White Robe of the Archmagi [1 lb.]
Money
Copper Coins: 0
Silver Coins: 6
Gold Coins: 1,433
Platinum Coins: 0
Carrying Capacity
Light Load: 29 lbs. or less
Medium Load: 30-57 lbs.
Heavy Load: 58-86 lbs.
Lift Over Head: 86 lbs. or less
Lift Off Ground: 173 lbs. or less
Push or Drag: 431 lbs. or less
Magic Items Worn
Ring of Protection +2 [+2 deflection bonus to AC]
Amulet of Natural Armor +2 [+2 natural armor bonus to AC]
Headband of Intellect +4 [+4 enhancement bonus to Intelligence]
White Robe of the Archmagi [+5 armor bonus to AC, Spell resistance 18, +4 resistance bonus to all saving throws, +2 enhancement bonus on caster level checks made to overcome spell resistance]
Flaws
Antisocial [-2 penalty on Bluff, Diplomacy, and Sense Motive checks]
Noncombatant [-2 penalty on melee attack rolls]
Class Abilities
Summon Familiar
Scribe Scroll
Warding 2/day
Unimpeachable Abjuration
Red Veil
Unanswerable Strike +2
Orange Veil
Yellow Veil
Reactive Warding
Green Veil
Feats
Empower Spell
Maximize Spell
Greater Spell Focus (Abjuration)
Greater Spell Penetration
Skill Focus (Spellcraft)
Spell Focus (Abjuration)
Spell Penetration
Quicken Spell
Racial Traits
-2 Strength
+2 Dexterity
+1 size bonus to Armor Class
+1 size bonus to all attack rolls
+4 size bonus on Hide checks
+2 racial bonus on Climb, Jump and Move Silently checks
+1 racial bonus on all saving throws
+2 morale bonus on saving throws against fear
+1 racial bonus on attack rolls with thrown weapons and slings
+2 racial bonus on Listen checks
Languages
Common
Draconic
Dwarven
Elven
Gnome
Halfling
Spells per Day
Level 0: 4
Level 1: 6
Level 2: 6
Level 3: 6
Level 4: 5
Level 5: 4
Level 6: 4
Level 7: 3
Spell Save DC
Level 0: 17
Level 1: 18
Level 2: 19
Level 3: 20
Level 4: 21
Level 5: 22
Level 6: 23
Level 7: 24
Spell Book
Level 0: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance
Level 1: Alarm, Endure Elements, Enlarge Person, Identify, Lesser Fire Orb, Mage Armor, Magic Missile, Protection from Evil, Reduce Person, Shield
Level 2: Acid Arrow, Glitterdust, Mirror Image, Protection from Arrows, Resist Energy, Web
Level 3: Blaze 2, Dispel Magic, Displacement, Haste, Protection from Energy, Sleet Storm
Level 4: Blaze 3, Dimension Door, Dimensional Anchor, Fire Shield, Force Orb, Greater Invisibility, Stoneskin
Level 5: Blaze 4, Break Enchantment, Dismissal, Passwall, Telekinesis, Teleport
Level 6: Anti Magic Field, Bolt 2, Freeze 4, Greater Dispel Magic, Mass Bear’s Endurance, Mass Bull’s Strength, Mass Cat’s Grace, True Seeing
Level 7: Banishment, Greater Teleport, Prismatic Spray, Spell Turning
Familiar
Name: Atala
Type: Tiny Magical Beast [Cat]
Hit Points: 39
Initiative: +2
Speed: 30 ft.
Armor Class: 19 [10 base + 2 dexterity + 2 size + 5 natural; Flat-Footed 17, Touch 14]
Attacks/Weapons: Claw x2 [+4 melee, 1 damage, 20/x2 critical, Slashing] or Bite [-1 melee, 1 damage, 20/x2 critical, Piercing]
Special Qualities: Low-Light Vision, Scent
Saving Throws: Fortitude +4, Reflex +6, Will +11
Ability Scores: Strength 3, Dexterity 15, Constitution 10, Intelligence 10, Wisdom 12, Charisma 7
Skills: Balance +10, Climb +6, Hide +16 [+24 in tall grass or heavy undergrowth], Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: Stealthy, Weapon Finesse
Abilities: Natural Armor Adjustment, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak With Master, Speak With Felines

Posted by: Wandering Dezorian Mon Jun 04, 2007 2:50 am
Right. I've already sent my stats to TUM, so no need to bore you all here. I will say that I'll be playing a Arcane Hirophant, with a companion (A low level rogue) along for kicks. My Hirophant's name is Johann, my companion's name is Sha'aasta.

Posted by: Critical Mass Mon Jun 04, 2007 5:42 am
Alright, first draft of the character mechanics:

QUOTE
Bard 5 / Memory Smith 5 / Contemplative 1 / World Speaker 3 15 STR 20 CON 12 DEX 10 INT
9 WIS
20 CHA
Languages: Dwarven, Common, Terran, Auran, Ignan, Celestial, Infernal, Draconic
91,000 EXP (Lv. 14) (91,000 + 0 RP)
HP: 127
AC: 10+8+5+1+2+2= 28
BAB: +10/+5
Feats:
Power Attack
Battlecaster
Ancestral Relic (Soulminer)
Lyric Spell
Ironskin Chant
Inspire Spellpower
Skills:
Knowledge (Religion) +13
Craft (Weaponsmithing) +5
Concentration +17 (+22)
Decipher Script +8
Knowledge (History) +4
Knowledge (Nature) +4
Perform +17 (+22)
Speak Language +6 (Terran, Celestial, Infernal, Draconic, Ignan, Auran)
Use Magic Device +17 (+22)
Equipment:
Soulminer (+1 vampiric holy starmetal dire pick)
+5 mithril full plate w/ netcutter spikes
Ring of evasion
Ring of protection +2
Amulet of natural armor +2
Cloak of charisma +2
Vestment of Resistance +2
Winged boots
FORT: 8+5+2= 15
REF: 8+1+2= 11
WILL: 13-1+2= 14
Spells: (CL ) 3/5/4/4/3/1
0- Read Magic, Dancing Lights, Ghost Sound, Light, Mage Hand, Prestidigitation
1- Swift Expeditious Retreat, Distort Speach, Silent Image, Tasha's Hideous Laughter, Endure Elements, Magic Weapon, Divine Favor
2- Sonorous Hum, Glitterdust, Hold Person, Silence, Align Weapon, Make Whole, Spiritual Weapon
3- Mass Curse of Impending Blades, Haste, See Invisibility, Clairaudience/Clairvoiance, Keen Edge, Magic Vestment, Lesser Visage of the Diety
4- Ruin Delver's Fortune, Celebration, Greater Invisibility, Shadow Conjuration, Divine Power, Greater Magic Weapon, Weapon of the Diety
5- Greater Dispel Magic, Improvisation, Disrupting Weapon, Fabricate, Righteous Might
Abilities:
Bardic Knowledge +10 (+15 when dealing with weapons, armor, or anything crafted from metal)
Bardic Music as 13th level bard
Immunity to magical and non-magical diseases
Tongues 1/day
Speak with Animals at will
Speak with Plants 3/day
Mysticism domain
Proficiencies:
All simple weapons, all martial axes and hammers and picks.
All armors and shields.
Flaws:
Shaky (-2 penalty to ranged attacks)

Posted by: Kaihaku Mon Jun 04, 2007 8:53 am
Nice familar, Jess. Name: Sophie Alfort Race: Human Class: Cloistered Cleric lvl 13 Alignment: Neutral Good
Age: 17
Exp: 83,416
10 STR +0
14 DEX +2
18 CON +4 [16 + 2]
18 INT +4 [12 + 6]
24 WIS +7 [17 + 1 + 6]
24 CHA +7 [17 + 1 + 6]
HP: 111 = 13d6 + 52 (13 x 4)
AC: 10 + Armor + Shield + Dex + Size + Misc : 10 + 0 + 0 + 2 - 1 = 11
Defensive Note: 20% Miss Chance
Initiative: 2
Speed: 30 ft
Base Attack: +6/+1
Melee: 6/1 - 2 = +4/-1
Ranged: 6/1 + 2 = +8/+4
Fort: 8 + 3 + 5 + 1 + 5 = 22
Reflex: 4 + 2 + 5 + 1 + 5 = 17
Will: 8 + 7 + 5 + 1 + 5 = 26
Weapons:
Armor:
Gear:
Sophie's Necklace (+6 Enhancement WIS, +5 Competence Diplomacy, +1 Luck Bonus Saving Throws)
[21,000GP / 1680 - 25% = 1260 EXP]
Sophie's Priestess Robes (+5 Sacred Saving Throw Bonus, Fire Resistance 10, 20% Miss Chance)
[43,000 GP / 3440 - 25% = 2580 EXP] + [60 days : 3 x 3 x 10 = 60 x 80 = 5400gp]
Sophie's Ring of Sustenance
[1,250 GP / 100 - 25% = 75 EXP]
Sophie's Espadrilles (Air Walk 1/day)
[6,400 GP / 512 - 25% = 384 EXP]
Sophie's Tiara (+6 INT)
[18,000 GP / 1,440 - 25% = 1080 EXP]
Sophie's Shawl (+6 CHA, +5 Resistance Bonus to Saving Throws)
[36750 GP / 2940 - 25% = 2,205 EXP]
Holy Symbol 100gp
Pink Rhomboid Ioun Stone (+2 CON) 8000gp
-Bag of Holding Type I : 2,500gp
Scrying Shard 1100gp
Masterwork Artisan's Tools (Jewelry) : 55gp
Masterwork Artisan's Tools (Cobbler) : 55gp
Masterwork Artisan's Tools (Weaving) : 55gp
Hammer : .5 gp
Silk Rope: 10 gp
Soap : .5 gp
Tent : 10 gp
Map Case: 1 gp
Map of Rune: 5 gp
Monk's Outfit : 5gp
Cleric's Vestments : 5gp
Courtier's Outfit : 30 gp
Assorted Jewelry : 100 gp
Money:
GP: 6168 GP
SP: 0
CP: 0
Skills: (7 + Int per level / Max Ranks 16)
Concentration CON: 16 + 4 = 20
Craft(Jewelry) INT: 16 + 4 + 4 + 1 + 2 = 27
Craft(Cobbler) INT: 8 + 4 + 4 - 1 + 2 = 17
Craft(Weaving) INT: 8 + 4 + 4 - 1 + 2 = 17
Decipher Script INT: 8 + 4 = 12
Diplomacy CHA: 16 + 7 + 2 + 2 + 5 + 1 = 33
Knowledge(Religion) INT: 16 + 4 = 20
Knowledge(Arcana) INT: 8 + 4 = 12
Knowledge(Planes) INT: 8 + 4 = 12
Knowledge(Nobility and Royalty) INT: 8 + 4 = 12
Spellcraft INT: 16 + 4 + 2 = 22
Speak Language:
Languages:
Common : The language of humanoids.
Celestial : The language of Good outsiders.
Special Abilities:
Cloistered Cleric:
Divine Spells
Turn Undead: 10/10 (3 + Cha)
Knowledge Domain(All Knowledge Skills in class, +1 Divination)
Artifice Domain(+4 Craft, Conj(Creation) +1)
Community Domain(Calm Emotions 1/day and +2 Diplomacy)
Bardic Knowledge( INT + Cleric Level)
Human:
+4 Skill Points
+1 Feat
+1 Skill Point per lvl
Feats:
Quicken Spell
Divine Metamagic(Quicken Spell [5 Turnings])
Scribe Scroll
Legendary Artisan (-25% Experience Cost)
Exceptional Artisan (-25% Base Crafting Time)
Craft Wondrous Item
Forge Ring
Extra Rings
Flaws:
Vulnerable(-1 AC)
Noncombatant(-2 Melee)
Traits:
Specialized(+1 Craft(Jewelry), -1 All Other Crafts)
Polite(+1 Diplomacy, -1 Intimidate)
Prepared Divine Spells:
At Ease
0: 6 : Message x2, Create Water, Detect Magic x2, Purify Food and Drink
1: 7 : Unseen Servant x3, Identify x2, Resurgence x2 : D Bless
2: 7 : Divine Insight x3, Consecrate, Silence, Unseen Crafter x2 : D Wood Shape
3: 6 : Tongues x2, Illusory Script x2, Dispel Magic, Locate Object: D Stone Shape
4: 5 : Detect Scrying, Remove Fatigue, Air Walk, Sending x2 : D Divination
5: 4 : Plane Shift, Greater Command x2, True Seeing : D Fabricate
6: 3 : Analyze Dweomer, Greater Dispel Magic, Heal : D Heroes' Feast
7: 2 : Greater Scrying, Heal : D Legend Lore
Combat
0: 6 : Message x2, Resistance, Guidance, Cure Minor Wounds x2
1: 7 : Protection from Evil x3, Resurgence x4 : D Bless
2: 7 : Elation x2, Aid x2, Shatter x2, Spiritual Weapon : D Status
3: 6 : Tongues, Dispel Magic x2, Remove Curse x2, Mass Resist Energy : D Prayer
4: 5 : Dimensional Anchor, Legion's Shield of Faith, Mass Resurgence, Panacea x2 : D Greater Status
5: 4 : Break Enchantment, Divine Agility x2, Downdraft : D True Seeing
6: 3 : Analyze Dweomer, Greater Dispel Magic, Heal : D Heroes' Feast
7: 2 : Slime Wave, Holy Word : D Legend Lore
Diplomacy
0: 6 : Message x3, Detect Magic x2, Fleeting Fame
1: 7 : Unseen Servant x2, Identify x2, Detect Evil x2, Command : D Detect Secret Doors
2: 7 : Undetectable Alignment, Calm Emotions x2, Status, Divine Insight, Zone of Truth x2 : D Detect Thoughts
3: 6 : Tongues x2, Illusory Script x2, Secret Page x2 : D Clairvoyance
4: 5 : Detect Scrying, Discern Lies x2, Sending x2 : D Divination
5: 4 : Scrying, Commune, True Seeing x2 : D Rary's Telepathic Bond
6: 3 : Analyze Dweomer, Greater Dispel Magic, Heal : D Heroes' Feast
7: 2 : Holy Word x2 : D Legend Lore
Travel
0: 6 : Message x2, Create Water, Detect Magic x2, Detect Poison
1: 7 : Hide from Undead, Obscuring Mist x3, Detect Evil x3 : D Bless
2: 7 : Estanna's Stew x2, Status x2, Divine Insight x3 : D Wood Shape
3: 6 : Dispel Magic x2, Remove Curse x2, Tongues x2, : D Stone Shape
4: 5 : Control Water, Detect Scrying, Panacea x2, Remove Fatigue : D Greater Status
5: 4 : Plane Shift, Scrying, True Seeingx2 : D True Seeing
6: 3 : Analyze Dweomer, Greater Dispel Magic, Heal : D Find the Path
7: 2 : Holy Word x2 : D Legend Lore

Posted by: Dark Maiden Mon Jun 04, 2007 1:07 pm

QUOTE (Kaihaku @ Mon Jun 04, 2007 3:53 am)
Nice familar, Jess.

Isn't she so cute? ^_^

Posted by: VoxPVoxD Mon Jun 04, 2007 1:28 pm

QUOTE (Dark Maiden @ Mon Jun 04, 2007 8:07 am)
Isn't she so cute? ^_^

man it's gonna suck when one of the Strife Lords bites her head off

Posted by: Dark Maiden Mon Jun 04, 2007 2:17 pm
Well the one thing that seperates this feline from that rat is she hides when there is danger.

Posted by: Aldur Mon Jun 04, 2007 2:51 pm
Lich Amelios will happily kill her for you. >_> You'll need to take the item "FABULOUS comb" back to the Grans area and have the Fabulous! armour set. Then spin around three times saying. "There's no place like San Francisco!" Then you get to fight him. If you win you get a brave apple and his skull.

Posted by: Lord Oddeye Mon Jun 04, 2007 3:01 pm
: "Sounds like a quest for... um me!" *flashy smile*

Posted by: Critical Mass Mon Jun 04, 2007 4:24 pm
Gaaaaays.

Posted by: Aldur Tue Jun 05, 2007 1:04 am
Not just Gays...but FABULOUS Gays.

Posted by: VoxPVoxD Tue Jun 05, 2007 1:07 am

QUOTE (Aldur @ Mon Jun 04, 2007 8:04 pm)
Not just Gays...but FABULOUS Gays.

some of the gays aren't fabulous
1. Damas
2. Tanis
3. Kev

Posted by: TheUnknownMarine Tue Jun 05, 2007 1:33 am
This sign up is in dire need of character histories.

Posted by: Rusty Tue Jun 05, 2007 1:40 am
Marine is in dire need of patience

Posted by: VoxPVoxD Tue Jun 05, 2007 1:44 am
Rusty is in dire need of a man

Posted by: TheUnknownMarine Tue Jun 05, 2007 2:16 am
Blue fighter is in dire need of food.

Posted by: B Tue Jun 05, 2007 2:22 am
quiet you

Posted by: Wandering Dezorian Tue Jun 05, 2007 4:06 am
Fine, fine, gripe, gripe. Here's a backstory for you. --- In a world marked by death, by torture, and by nightmare, some races had been mercifully spared. The gnomes of the deep forest had not seen their fields burned, and their wells had not been poisoned. Their children were not orphans, struggling with the memories of the mutilated corpses of their murdered parents. Their leaders had not fallen to corruption, or been killed in their defense, only to be raised as undead minions locked in eternal servitude to those they had given their very lives to resist. The artifacts produced by their ancient anvils had not been raided and turned to purposes darker than darkest evil. Their women had not been forced to flee the homes that had sheltered their parents' parents' parents, to become unwelcome strangers in a strange land, only one more refugee among a sea of dulled eyes and dimmed dreams. Their men had not been forced to arm their bodies and steel their souls, to march without hope of victory into the maw of nightmare, striving only to buy their families one more day to flee the inevitable.
Perhaps because of their small size and smaller influence in the world, perhaps because of the magic of the deep forests and their own hands, or perhaps only because the Strife Lords had more pressing concerns, many of these ancient people were scarcely aware that a war was even now wracking their neighbors.
Johann had been one of the few forest gnomes ever to venture away from the anvils and dug-out hills of his homeland, some unknown need driving him out into the world at a young age. His time abroad was peaceful, and spent observing the larger peoples the world round. He rarely mingled with them, prefering to rely on his small stature and natural talents to remain as unobtrusive as possible, while he learned everything he could of their knowledge. In particular, he was fascinated by magic, and learned all he could of it whenever the opportunity presented itself. He trained himself daily in the mystical arts, and relied on them to survive on his long journeys between the cities of the big people. Perhaps because he had never been exposed to the classic divide between natural magic and arcane wizardry, he saw connections between them that few of the big people seemed to have made, and quickly advanced in both disciplines. He made many aquaintances over the course of his travels, but no close friends. Even more remarkable, he made no great enemies, being quite aware of when he had overstayed his welcome and always willing to move on.
When he returned to his people, he was still young, but far more experienced than many of his age group. His talents as a seer proved invaluable to the community, warning them of potential threats in plenty of time for the town to prepare illusions to divert any outsiders away. As time passed, he became more involved with the leaders of the town, eventually becoming one himself.
Many years passed, but time lies lightly on the forest gnomes. With Johann's stories and magic, the town was more aware of the outside world than they had been in many generations, but still felt little connection to them. The town found itself with a new member, a young girl named Sha'aasta, though they will speak nothing of her past or her story. Such things are not for outsiders. And eventually, Johann assumed the mantle of mayor within their land.
There is always the danger that a seer, no matter how untrained or weak, will attract the notice of other seers. Seers are not naturally agressive or territorial, as other arcane specialists tend to be, but knowledge is, in many ways, power. Within his home, Johann was staggered as he felt an ancient artifact shatter and die. By nightfall, he was still unsure of what had happened, only that it held tremendous importance for the world. Later, as he slept, a seer spoke to him in his dreams.
Again, the dreams of the village seer are not to be told to people outside the village. But his directions were clear as he assembled the town. "There are people we must meet in the ancient ruins of the mountains. They are carrying an artifact of great power, and we must repair it for them."
Being well aware of what the Strife Lords had done to undefended villages in the past, none were left behind. Their small size, woodland skills, and natural magic enabled the entire sixty-odd villagers to move virtually undetected through the lands, and Johann's abilities combined with the scouting of Sha'aasta and the town huntsmen allowed them to skirt the armies on the march.
And now they have met up with Alexander. The force knows Johann and Sha'aasta, but so far the townsfolk have been kept away from the big peoples. Johann keeps in constant contact and watches over his people through his magic, but he needs to be sure he can trust these outsiders before he reveals their presence to them. He wants his people to have the option to disappear for as long as he can.

Posted by: VoxPVoxD Tue Jun 05, 2007 4:09 am

QUOTE (Wandering Dezorian @ Mon Jun 04, 2007 11:06 pm)
Their children were not orphans, struggling with the memories of the mutilated corpses of their murdered parents.

sorry this is incompatible with SFCW backstory guidelines

Posted by: Wandering Dezorian Tue Jun 05, 2007 4:15 am
http://www.thenoobcomic.com/daily/strip248.html I tried to think of every backstory or TUM calamity I could think of. It came out to quite a list.

Posted by: Critical Mass Tue Jun 05, 2007 5:35 am
Mitsurugi was born the 4th son of a farmer in Bizen, Japan; but after many years of seeing his home ravaged by war, he decided to become a samurai. Taking advantage of his parents' death at his 14th year, he took a sword and the name of Mitsurugi, which most loosely means "calm but deadly man wielding a divine sword". He went to train under the powerful warlord of the Murakami clan.
Mitsurugi was a powerful force on the battlefield, and rumors of him spread like wildfire, heralding him as the warrior that could mow down foes like fields of wheat, and he was noted by Kenshin Uesugi and Nobunaga Oda as a great warrior. He received numerous military commendations and eventually reached the rank of officer in the Japanese armed forces. But all along, his only true desire was a worthy opponent.
After leaving the Murakami clan, Mitsurugi continued to fight in every war in Japan as a hired mercenary. It was during this time that he had learned of a new weapon that was said to be changing the way wars would be fought: the Rifle. He originally dismissed this weapon as a novelty, but he soon learned that it was capable of obliterating the Takeda cavalry. He sensed that the arrival of the rifle in common warfare would put him out of business. He decided that the only way to combat with this was to find a stronger weapon: the rumored Soul Edge.
Unfortunately, Mitsurugi was unable to find any trace of the legendary "Hero's Sword" on his quest and began taking tasks that were largely meaningless to him in order to pass the time. One of these involved guarding a nearby Japanese castle for the night; and another of which involved aiding the Spanish Marquis Andre's force in laying siege on Sir Stefan's Ostrheinsburg Castle. In his frustration of finding no signs of Soul Edge, he returned home and challenged a man wielding the rifle Tanegashima to a duel, trying to prove that he didn't need the Soul Edge to beat the rifle. But he suffered an embarrassing defeat in front of his lord, forcing him to depart in shame on a second quest to perfect his swordsmanship so that he might eventually defeat the rifle. It was during this quest that he learned of the Azure Knight, Nightmare, who terrorized Europe with a sword deemed invincible. Nightmare's trail eventually disappeared, but Mitsurugi was unwilling to give up.
Four years later, Mitsurugi stumbled upon the trail of Soul Edge while vising a castle in Xiwei (present-day Xi'an), where a mysterious dying man, after being saved by him from a gang of assassins, handed him a shard of the cursed blade. Although skeptical at first, Mitsurugi accepted the gift. Soon afterwards, an incident occurred in which a servant of the Emperor of Ming marched to the castle, demanding the "Hero's Sword," and was slain when he refused to leave without it; Mitsurugi sensed that war was coming, but Soul Edge meant nothing to him. He had crossed countless battlefields, defeating every conceivable enemy, even those with rifles. What had once been his greatest enemy was none of his concern, as it no longer proved to be a threat. His only concern was with finding an opponent stronger than himself.
It was at this time that he was suddenly attacked by unknown forces, but he fought off all of his attackers quite easily. They were after the fragment the man from Xiwei had given to him; and judging by their outfits, they appeared to be ninja, with a sword technique he found strangely familiar. They reminded him of Taki, who had interfered every time he had drawn close to the Soul Edge. His thoughts drifted, wondering what was happening in Japan at that time, and whether or not he could receive a final showdown with Taki. He decided to return to his homeland.
By this time, the Sengoku period had ended, and the powerful feudal lord, Oda Nobunaga, was dead. The leaders of the states were now faced with the decision of whether or not to align with his successor, Toyotomi Hideyoshi. The Murakami clan in particular, with whom Mitsurugi stayed upon his return, refused to join with mainland Japan, choosing instead to protect their existence as fierce pirates and rulers of the sea. But their resistance caught the attention of Toyotomi Hideyoshi, and a final stand was about to ensue.
Since Mitsurugi could find no trace of Taki, he decided to aid the Murakami in the battle. A nighttime raid commenced. The ships clustered together and rode the tide in to charge the enemy fleet - the traditional secret strategy of the Murakami. The battle began, and Mitsurugi stormed enemy ships like a hurricane. This combined with the Murakami's naval prowess allowed for swift victory, and Mitsurugi was decorated for his service, gaining an invitation to meet with the Murakami commander. The commander engaged him in long conversation, mentioning rumors of a warrior clad in azure armor appearing from the west and boasting the strength of a god. Mitsurugi looked up in surprise, realizing that this must be Nightmare, whom he had lost track of before.
Mitsurugi bade farewell to the Murakami and ran to a nearby port, giving all of his reward money to a boatman, demanding that he be taken west. He needed neither money nor fame, only the satisfaction of a fierce battle in which his very soul would clash against his opponent's; and that battle, he concluded, would be found in Nightmare.

Posted by: VoxPVoxD Tue Jun 05, 2007 5:39 am

QUOTE (Critical Mass @ Tue Jun 05, 2007 12:35 am)

This article does not cite any references or sources.
Please help improve this article by adding citations to reliable sources. (help, get involved!)
Any material not supported by sources may be challenged and removed at any time, although it may be a good idea to ask for specific sources first.
This article has been tagged since June 2007.

Posted by: Knight_019 Tue Jun 05, 2007 7:10 am
http://magic19.homestead.com/SFCW/SFCW4/DAGRONBio.mp3, and it is there that some of the most dangerous, most mysterious, and most alien life and formations exist. Here, in underwater volcanic hot spots gold dragons nest their eggs. Unfortunately for one such dragon, life as a gold dragon would not be so typical. Maybe the events to unfold were not so unfortunate after all.
Eruption.
Ultrahot magma ushers forth nearby, leaving the dragon nest relatively undisturbed. A single egg is perturbed, and it begins to roll, floating some before beginning to settle. The mother, simultaneously sleeping and nesting, is awakened to see the egg drifting out of reach. The mother tries anyway, but it is of no use. Stretching out a clawed arm toward the fleeting egg, the egg suddenly gushes upward on an erupting geyser. Torn, the mother is forced to let the single egg go to protect the nest. Predators draw near, and the area is becoming less stable. Hopefully, egg might still hatch, and the hatchling would grow strong.
It catches a series of upward currents once the geyser's force has dissipated. While separating the egg from its mother indefinitely, the geyser had most likely secured the egg's ability to hatch. Rocketed out of the deepest depths, the egg had become distanced from most predators willing to feast on a gold dragon egg. Slowly, the egg made its way to the surface, bobbing on the crests of wave before settling in the warm sands of Waral.
Egart and his toddler son Riff play with their dog on the beach. Riff throws a stick to the dog, and gleefully waddles after it, the dog chasing, then passing ahead. Egart follows, walking in no hurry to keep with them. The dog paws at the stick, but then picks it up with its mouth and begins digging frantically. Before long, not deep beneath the top layer of sand, an object as large as the child, shining like gold and catching light to look aflame is uncovered. Egart uncovers it a bit more and rolls it out of its hole. Egart was a fastidiously studious man, and after some thought, drew some conclusions. A large, golden, reptilian egg washed with flames when in the right light. A golden dragon egg. The egg was still warm, but they would have to hurry. Egart lifts the heavy egg and carries it a good distance back to his home.
The egg is kept in a roaring, open flame to finish incubation. Already through the majority of the incubation process, the egg takes little less than a month to hatch. Every day Riff eagerly awaited awaited his new play friend to emerge. When cracks appeared on the shell, Riff became excited, and ran to get his mother and father. Running ahead of his parents, Riff is first to see a beak emerge from a hole in the shell. Riff gasps with excitement. The hatchling breaks away more of the shell, then tumbles the egg over before tumbling out himself. Riff hops up and down, taking a few steps forward, then points repeatedly with, "Look, a dagron, mommy! Daddy, it's a dagron!"
Having never seen a newly born hatchling, the family, or the parents at least, are somewhat taken aback when the newly born dragon looks at them, blinks, and begins to speak.
"I... Dagron?" it asks.
"Looks like you named it, Riff," Egart adds, unsure of what else to say.
Riff, however, is more than eager to to continue speaking to the hatchling. "Yes! Dagron, Dagron!"
Dagron blinks more, eying the larger people. [b]"Parents?"[/b, inquiring more.
Egart looks to his wife, and she looks to him. They guessed they would be its parents now. They nod, and it smiles. It climbs back into the flame, then drifts off to sleep for an hour or so. Upon awakening, it is fully talkative, curious, and mannered. Its energy is unmatched even by Riff as they play out on the beach once more, Dagron reveling in the hot sand. Before long, Dagron starts hording shining, glowing objects, especially those that sparkle in light.
Dagron's family would not last long. His curiosity and realization that he was not human would set in over the next year, causing him to leave once he could fly. Tearfully, yet with understanding, the family parted with its newest family member. Once in the world, DAGRON realized the existence of terrible injustice. Violence against the weak. Thievery. The beginnings of a terrible evil affecting the land. At first, he helped stop small problems, aiding from the assumed guise of a small child before showing his true form. However, he took on larger problems, and eventually it became too much for him alone. Living among humans deprived Dagron of the patience often inherent in other dragons, especially the regal race of gold dragons. Hotheaded and brash, he often leaped into situations too much to handle, and coming out worse for wear. Through his crusading, and in a dire straight himself, he came upon Alexander and his forming force. Intrigued by working with humans as he once had, now with people sharing similar ideals and a hunger for duty, they joined.
Never would he know it had all been an accident.

CODE
Name: DAGRON Race: Gold Dragon Class: Gold Dragon 14 Alignment: Lawful Good STR: 32 (17 + 8 racial + 4 belt + 3 levels)
DEX: 16
CON: 28 (18 + 6 racial + 4 belt)
INT: 20 (16 + 4 racial)
WIS: 21 (15 + 6 racial)
CHA: 22 (16 + 6 racial)
HP: 171
Speed: 60 (land)
60 (Swim)
120 (Fly)
AC: 10 + 9 (nat armor) + 3 (DEX) + 3 (Amulet of Nat Armor)
+ 3 (Ring of Deflection) = 28.
Fort: +18 (6 base + 9 CON + 3 Cloak)
Reflex: +12 (6 base + 3 DEX + 3 Cloak)
Will: +14 (6 base + 5 WIS + 3 Cloak)
BAB: +9
Melee: 20
Range: 12
Weapon
Bite +22 (20 + 2 (bracer))
1d8 + 13 + 2d6 (holy)
2xClaw +17/+17 (20 - 5 + 2 bracer)
1d6 + 7 + 2d6 (holy)
2xWing +15/+15 (20 - 5)
1d4 + 5
Items
Belt of STR/CON +4
Cloak of Resistance +3
+2 Holy Gauntlets of Natural Attacks (Bite/Claws)
Amulet of Natural Armor +3
Ring of Protection +3
Ring of Cold Resist 10
Skill Ranks
Diplomacy 12
Intimidate 12
Knowledge (Ancients) 3
Knowledge (Planes) 17
Knowledge (Religion) 13
Listen 12
Search 10
Sense Motive 12
Spot 12
Use Magic Device 12
Feats
Flyby Attack
Suppress Weakness
Flyby Breath
Strafing Breath
Clinging Breath
Empower Breath
Flaws
Inattentive (-4 to Listen and Spot)
Impatient (Unable to take 10 or 20 on skill checks)

Posted by: TheUnknownMarine Wed Jun 06, 2007 6:13 am
((For all those who don't have a sprite, please acquire one very soon. If you're on Alex's team just send it to Rusty. Otherwise zoom it to me.))

Posted by: FreedomJu Wed Jun 06, 2007 7:28 pm
One of the first things Melissa noticed as her consciousness started to return to her was that there wasn't nearly as much pain as there should have been with her injuries. The second thing she noticed was that the noises of the nearby medical equipment was different than anything the UNSC used. When she opened her eyes, what she saw only confirmed that she was not in a UNSC facility or ship, nor was she in a Covenant ship. In fact, for the first time in her life she had no idea where she was. Her green eyes swiftly darted from side to side in attempt to see as much of her surroundings as she could without making too much motion.
"Ah, you're awake," a nurse with long, pointed ears says. "I'll inform Field Commander Radford."
Pointy ears? Even after all she had seen in the war against the Covenant, the sight of a person with ears such as what the nurse had made her pause, unsure of how to respond. But soon enough another thought appeared in her mind and she brushed aside concerns about the nurse's ears for something more important, the result of the Covenant attack on Earth. This strange place she found herself in didn't tell her if they had won or lost, and as such she could only hope she could get answers out of this 'Radford'.
The nurse walks over to a console and hits a few buttons, typing rapidly. After a few moments she walks back to Melissa. "How are you feeling?"
Melissa could care less about the state of her injuries compared to the fate of the UNSC, but she knew from experience that medical staff could be rather.... pushy when it came to their patients and that it was often better to go along with their requests in order to get back to the war as swiftly as possible. "There is less pain than there should be, but I do not feel the side effects of painkillers." Melissa fell silent as she noticed something unusual; her voice was much stronger than it was when she first woke up from her coma, and while she, like all Spartans, healed fast, she didn't think it possible for her vocal cords to heal THAT swiftly.
"Good, good," the nurse says, writing on a datapad. "Your vision normal? Not feeling queasy?"
"Yes and no," Melissa replied swiftly. While she figured that this nurse would be as tight lipped about events outside of the infirmary as the ones she was used too, she thought that perhaps at least the nurse would tell her were she was. "What is this place?"
"You're on the G.S.N. Vagabond," the nurse said, finishing up her notes. "We're in high orbit over Earth."
Melissa figured that since they were above Earth the Covenant must have been defeated, but she knew that she had no reason to believe that things were all good down on Earth, not with as bad as things were before she had been knocked out. Rather than distracting the nurse from her work with more questions, the Spartan opted to wait for Radford.
Eventually the door to the medical bay slides open, admitting a tall soldier in battle scarred blast armor and fatigues.
He nods to the nurse, who leaves the room. Bending down, he slides a chair next to Melissa's bed.
"All right, I suppose we start this with a round of introductions. What's your name?" he asked.
The Spartan's response is quick and to the point. "Petty Officer Melissa-127"
Jim raises an eyebrow. "127?"
Melissa pauses as she doesn't know how to explain the number. Dr. Halesly, the woman who had selected herself and dozens of other children for the SPARTAN-II program had never told them about the numbers that had replaced the surnames they had as civilians. "I don't know, sir. I was called that when I started my training."
Jim sighs. "Well, I'm Field Commander Jim Radford, G.D.O. Special Operations. We picked you up during a strike on a Covenant held position and brought you here for treatment."
Melissa nods, figuring something like that must have happened. While she didn't know anything about this 'GDO', she made a mental note to ask about it later. "Sir, how did the battle on the ground go?"
Jim frowns. "Earth... The damage estimates 80% to all sections. It's been decimated, and in government and military areas the damage is almost total."
Melissa visibly stiffened at this news. The UNSC had been there ever since she was recruited at the age of 6 to provide food, shelter, and direction. Without it she didn't know what she would do. "The UNSC is destroyed, sir? There is no one left in command?"
"Well that depends on how low the chain of command goes," Jim says with a frown. "There might be a scattering of bureaucrats or low level politician mixed in with the refugees, but the command structure is gone."
"What about the other Spartans?" Melissa asks softly.
"Oh, they're fine. Masterchief was having a barbecue as luck would have it in a bunker."
….. Jackal BBQ?
…. Moving along
"We're not sure. You're the first and only we've recovered so far," Jim says, softly.
The female Spartan took a deep breath and exhaled it slowly, saddened at the fact that the rest of her family could very well be dead, but also aware there was nothing that could be done about it. There was only one question Melissa had left at this point. "What is this G.D.O?"
"Guardians Defense Organization. We're a military organization that undertakes humanitarian interventions," Jim says, nodding.
"How were you able to defeat the Covenant if they were able to wipe out the entire UNSC fleet?" Melissa struggled to make sense of this, this GDO couldn't have been part of the UNSC, but yet she didn't see how they could be a private army owned by one of the colonies mostly because most of the colonies had been turned into glass.
"Our technology surpasses theirs," Jim says. "As do our numbers."
"Explain how that is possible," Melissa asks, her eyes never wandering from Jim's face.
"What precisely do you mean?" Jim asks, evenly.
"You are obviously not a part of the UNSC, but yet it is impossible for one of the few remaining colonies to have fielded a force capable of taking on the Covenant. Where exactly did you get the equipment and numbers you said you have?"
"We're from another dimension."
"How is that possible?"
Jim sighs. "The G.D.O. is an interdimensional agency. We've perfected a drive system that allows us to travel through warps in space-time. The soldiers and ships currently fighting the Covenant were drawn from a myriad of different worlds that had been untouched by this universe's fighting until now."
Melissa pauses to sort through this information. Normally she would have brushed it aside as some kind of prank, but the pointed ears the nurse had gave some truth to what Jim was saying. Because of this, she decided that she wanted to know more; perhaps this group could fill the void the death of the UNSC was leaving in her way of life. "And you are constantly going to other dimensions to help others?"
"Yes. It's our job," Jim says with a nod. "And our duty."
It was so similar to how the UNSC was having the Spartans operate during the war with the Covenant. Besides some skirmishes against rebels for supplies, the Spartans had been under standing orders to assist any fellow humans under attack by Covenant forces. While there would undoubtly be some differences in organization and protocol, Melissa had no experience with money and knew she would have an extremely difficult time making it on her own. It seemed to her that joining this GDO would be the best way for her to get back to what she did best, being a soldier and following orders. "How could I join?"
Name: Melissa-127
Age: 41
Race: Human
Eyes: Green
Hair: Shaved (would be red)
Class: Smart 1/Fighter 5/Soldier 5
Template: SPARTAN-II
Alignment: Lawful Neutral
EXP: 91,000
Level (LA +3): 11 (14)
HP: 131/131
Shield: 30/30
AC: 10 (13 with Soldier AC bonuses)
DR: 5/-
INIT: 7
Action Points: 14
FORT: 12
REF: 11
WILL: 5
Base Attack Bonus: +10/5
== Abilities ==
Base Template
STR: 14 (+2) (20 (+5))
DEX: 18 (+4) (26 (+8))
CON: 16 (+3) (20 (+5))
INT: 16 (+3) (18 (+4))
WIS: 13 (+1) (15 (+2))
CHA: 13 (+1) (13 (+1))
== Natural/Class/Template ==
Lowlight vision to 60'
Carbide Skeleton: +3 to massive damage saves, -1d6 damage to fall damage
+4 Spot
+4 Listen
Tactical Aid
Improved Critical (Gauss Assault Rifle, 19-20 threat range)
== Occupation ==
Military
Military covers any of the branches of the armed forces, including army, navy, air force, and marines, as well as the various elite training units such as Seals, Rangers, and Special Forces.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb, Demolitions, Drive, Hide, Knowledge (tactics), Move Silently, Navigate, Pilot, Survival, Swim.
Bonus Feat: Select one of the following: Brawl, Combat Martial Arts, Armor Proficiency (light), or Personal Firearms Proficiency.
(Kno: Tactics, Drive, and Personal Firearms Proficiency chosen)
== Skills ==
(( This isn't finalized yet, I need to check on some stuff and make sure there isn't anything else that needs changing)
Knowledge: Tactics (INT): 14 + 1 (Savant) + 1 (Occupation) =16
Knowledge: Technology: 14
Demolitions (INT): 10
Computer Use (INT): 5
Drive (DEX): 10 + 1 (Occupation) = 11
Spot: 14 + 4 (Template) = 18
Listen: 14 + 4 (Template) = 18
Move Silently: 7
Hide: 7
Treat Injury (WIS): 7
Pilot (DEX): 4
Jump: 10
Disable Device (INT): 4
Survival (WIS): 5
Tumble (DEX): 7
Bluff (CHA): -2
Diplomacy (CHA): -2
Sense Motive (CHA): 7 – 2 (Flaw) = 5
== Feats ==
Personal Firearms Proficiency: The character can fire any personal firearm without penalty.
Heroic Surge: The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
Character Level Times per Day
1st–4th 1
5th–8th 2
9th–12th 3
13th–16th 4
17th–20th 5
Able Learner: All skills are “in-class” and only cost 1 skill point.
Point Blank Shot: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
Precise Shot: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
Combat Expertise: When you take an Attack action or a Full Attack action, you may take –X to hit and get +X to your AC until your next action. X can be up to your base attack bonus, with a maximum of 5.
Improved Precise Shot: When you are making a ranged attack, the following apply: Ignore the AC bonus granted by Cover (but Total Cover still applies), ignore the miss chance generated by Concealment (but Total Concealment still applies), and when attacking an opponent that is being Grappled, you have no chance of hitting the wrong target.
Quick Reload: Reloading a firearm with an already filled box magazine or speed loader is a free action. Reloading a revolver without a speed loader, or reloading any firearm with an internal magazine, is a move action.
Dodge
Mobility
Armor Proficiency (powered)
Advanced Firearms Proficiency: The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an autofire setting).
Combat Martial Arts: With an unarmed strike, the character deals lethal or nonlethal damage (the character’s choice) equal to 1d4 + the character’s Strength modifier. The character’s unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks.
STARSHIP OPERATION (Dropships): When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship, and you also apply your full class bonus to Defense to the ship’s Defense.
ALIEN WEAPONS PROFICIENCY: You take no penalty on attack rolls when using any kind of alien weapon.
Weapon Focus (Gauss Assault Rifle)
Weapon Specialization (Gauss Assault Rifle)
== Talents==
Savant (Kno: Tactics)
== Flaws ==
Duty/Responsibility Character is sworn and legally bound into the service of a nation or group
[6 Pts.] Important/Challenging Duty: Your character’s duty is the
focus of his life, and he spends a bare handful of hours every week doing
anything not related to it. A staff officer in a sensitive military position
(nuclear missile silo duty, for example) would qualify for this level of
Duty/Responsibility
Special Handicap [Hazardous Duty, +2 Pts.]: Although danger is a
part of the life of any d20 adventure game character, your character doesn’t even have the option of choosing when and how he will face
many of the dangers in his life. He has volunteered for a position of
enhanced risk, and his superiors will frequently order him into risky situations–
perhaps even suicidal ones– regardless of his opinion on any
given mission.
GUILELESS: [2 Pts.] Socially Unpolished: Your character suffers an inherent -2
penalty to all Bluff, Diplomacy, and Sense Motive checks.
== Languages ==
Common
== Weapons ==
Gauss Assault Rifle (3d10+3 damage, 50/50 rounds, automatic, 90’ range, AP 7 = ignore 15 points of Hardness/DR)
Energy Flechette gun (7d6 fire, 5/5 shots, 20’ range, bypasses armor)
4 H.E. grenades (10d6 damage, 20' radius, Ref DC 19)
== Armor ==
MJOLNIR Mark VI Armor (Powered)
Max Dex bonus: +3
Defense: +7
Armor check penalty: -5
Speed: as wearer's natural land speed
DR: 5
Other properties: 90 minute air supply
Physical Optimizers: The MJOLNIR Mark VI armor possesses powerful physical optimizers, which completely empower the wearer’s physical capacity three-fold. When making a Str, Dex, or Con ability modified check (including skill checks), the wearer may multiply the ability for the needed check by x3. The ability’s modifier is upped to the appropriate modifier by the ability’s number.
30 points of energy shielding, regenerates every minute.
Motion Tracker: Blindsense out to 20’ in front of character. (Can detect presence and general location of things)
== Inventory ==
5 Gauss Assault Rifle clips
1 Energy Flechette gun powerpack
2 Demolition charges
4 Health Syringes (50 HP restored)
History: When she was a small child of six years of age, a woman named Dr. Halesly and the then Lt. Keyes kidnapped her to be part of a top-secret military project called SPARTAN-II along with dozens of other children. Since then she had been trained to be the perfectly soldier, and early one she as well as the other kids underwent surgery and genetic modifications to improve their abilities and brainpower. Those who survived the process were faster and stronger than any other soldier in the UNSC military even before they were given their power armor. Roughly the time their suits of MJOLNIR armor were completed, a religous collection of aliens known as the Covenant launched an genocidal attack upon the humans.
Melissa found herself fighting alongside her fellow Spartans against these aliens in over a hundred battles over the next decade and a half before suffering a head wound that left her in a coma. A few years passed before she awakened, but by this point the Spartans had all but been wiped out and the Covenant were launching a massive attack upon Earth itself. Despite having her body weakened during the long coma, Melissa swiftly donned an improved model of MJOLNIR to fight against the Covenant. Unfortunately the enemy was too numerous and she was soon overwhelmed and was almost killed before the GDO arrived and rescued her and what was left of her world.

Posted by: Critical Mass Thu Jun 07, 2007 8:49 am
Are you f*cking joking?

Posted by: Rusty Thu Jun 07, 2007 11:30 am

QUOTE (Critical Mass @ Thu Jun 07, 2007 3:49 am)
Are you f*cking joking?

LOL

Posted by: VoxPVoxD Thu Jun 07, 2007 11:36 am
lol

Posted by: Arcdragnbreth Sat Jun 09, 2007 10:18 pm
Name: Pantherath Race: Woren (Catfolk) Class: ECL 14 (LA +1 / Level 10 Favored Soul / Level 3 Templar) Alignment: Lawful Good Size: Medium
Age: Unknown
Gender: Male
Height: 6' 4"
Weight: 235 lbs
Eyes: Gold
Fur: White, with black stripes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HP: 93 + con/other stuff (26 con,)
AC: (+10 armor, +1 nat, +3 dex)
INIT: 1d20 +4
FORT: +10
REF: +8
WILL: +10
Base Attack Bonus: +10/+5
HD: 10d8 [FVSL] + 3d10 [TMPL]
Base Movement: 40 ft
=== Abilities ===
STR: 22 (+6) [16 base +2 level +4 item]
DEX: 16 (+3) [12 base +4 racial]
CON: 14 (+2) [14 base]
INT: 14 (+2) [14 base]
WIS: 18 (+4) [18 base]
CHA: 24 (+7) [17 base +2 racial +1 level +4 item]
=== Skills ===
(O) Concentration (Con): +10
(O) Heal (Wis): +10
(O) Intimidate (Cha): +6
(O) Knowledge [Arcana] (Int): +1
(O) Knowledge [Dungeoneering] (Int): +1
(O) Knowledge [Nature] (Int): +1
(O) Knowledge [Planes] (Int): +1
(O) Knowledge [Religion] (Int): +1
(O) Knowledge [Tech] (Int): +1
(O) Sense Motive (Wis): +10
(O) Spellcraft (Int): +10
(O) Tumble (Dex): +6
=== Traits / Flaws ===
(Fl) Poor Reflexes [-3 Ref]
(Fl) Substantial Duty (GDO)
(Tr) Reckless [-1 atk, +1 dmg]
=== Feats / Class Features ===
(Bo) Augment Healing
(Bo) Teamwork: Radford's Rangers
(Fe) Power Attack
(Fe) Dodge
(Fe) Versatile Spellcaster
(Fe) Sacred Boost
(Fe) Divine Might
(Fa) Deity's Weapon Focus (Purity Blade)
(Fa) Energy Resistance (Cold 10)
(Fa) Energy Resistance (Elec 10)
(Te) Turn Undead 8/day (3 +5 cha)
(Te) Aura of Good
(Te) Detect Evil
(Te) Smite Evil 1/day
(Te) Divine Grace
(Te) Lay on Hands 15 hp (5 cha * 3 paladin)
(Te) Aura of Courage
(Te) Divine Health
=== Languages ===
(O) Common
(O) Catfolk
(O) Celestial
=== Spells ?? CL ===
[} Divine [Light] {]
<} Domains {>
(O) Fire (Turn water / bolster fire creatures, 8/day [3 +5 Cha])
(O) Healing (Healing spells at +1 caster level)
<} Slots {>
(O) Lvl. 0: 6 [6 level]
(O) Lvl. 1: 8 [6 level +2 cha]
(O) Lvl. 2: 7 [6 level +1 cha]
(O) Lvl. 3: 7 [6 level +1 cha]
(O) Lvl. 4: 7 [6 level +1 cha]
(O) Lvl. 5: 7 [6 level +1 cha]
(O) Lvl. 6: 4 [4 level]
<} Spells {>
[] Level 0
<F> Cure Minor Wounds
<F> Detect Magic
<F> Detect Poison
<F> Guidance
<F> Light
<F> Purify Food and Drink
<F> Read Magic
<F> Resistance
<F> Virtue
[] Level 1
<F> Bless
<F> Lesser Vigor
<F> Resurgence
<F> Sanctuary
<F> Protection from Evil
<F> Remove Fear
<D> Burning Hands
<D> Cure Light Wounds
[] Level 2
<F> Close Wounds
<F> Elation
<F> Owl's Wisdom
<F> Eagle's Splendor
<F> Cat's Grace
<F> Fox's Cunning
<D> Produce Flame
<D> Cure Moderate Wounds
[] Level 3
<F> Resist Energy, Mass
<F> Prayer
<F> Magic Circle Against Evil
<F> Vigor, Mass Lesser
<F> Daylight
<F> Soul of Light [in Dragon Magic]
<D> Resist Energy (Fire or Cold)
<D> Cure Serious Wounds
[] Level 4
<F> Death Ward
<F> Panacea
<F> Restoration
<F> Recitation
<F> Assay Resistance
<D> Wall of Fire
<D> Cure Critical Wounds
[] Level 5
<F> Flame Strike
<F> Spell Resistance
<F> True Seeing
<F> Downdraft
<D> Fire Shield
<D> Cure Light Wounds, Mass
[] Level 6
<F> Dispel Magic, Greater
<F> Bull's Strength, Mass
<F> Bear's Endurance, Mass
<D> Fire Seeds
<D> Heal
=== Offensive Equipment ===
(O) Purity Blade (+3 Holy Evil Outsider Bane Greatsword)
{2d6+3 dmg, 19-20/x2, 8 lb, slsh.}
=== Defensive Equipment ===
(O) +2 Halfweight Templar Mithril Full Plate
{+10 ac, +3 maxdex, -1 chkpen, 0% ASF, 30 ft spd, 25 lbs}
=== Other ===
(O) Ring of Major Fire Resistance [fire resist 20]
(O) Medallion of Courage [+4 Str & Cha, +4 to saves vs. fear]
=== Inventory ( / lb [unencumbered]) ===
(O) 20,000 gold
(O) 4 Health Infusers [Heals 50 HP, standard action to use]
(O) 4 Mana Potions [1d6+1 spell levels restored]
(O) Breather Mask [Immune to gas attacks, underwater breathing]
(O) Heyward's Handy Haversack
(O) Autotranslater
(O) Comlink
=== Natural ===
(O) +1 NA
(O) Low-light vision
(O) +2 racial bonus on Listen and Move Silently
(O) +1 LA
== Current XP ==
??/?? ((whatever it is for a 14th level character))

Posted by: Dark Maiden Wed Jun 20, 2007 3:30 am
Name: Jessica Roderick Race: Palman Sex: Female Age: 20 Size: Medium
Handedness: Right
Height: 5'4"
Weight: 118 lbs.
Alignment: Neutral Good
Description: Jessica's features are a little bit sharper and more angular than most humans, and she has a fair complexion. She has waist length dark brown hair, which she usually wears in a ponytail with a ribbon, and violet eyes. Jessica wears a white and blue suit.
Personality: Jessica is caring and loyal, and she usually tries to help people, even if they do not want to be helped. She has a strong sense of justice and an iron will, but even her emotions get the best of her sometimes. Jessica does not have many friends, but the ones that she does have mean the world to her.

QUOTE
Class: Egoist Psion 14 Effective Character Level: 14 Experience: 91,000/105,000 Attributes Strength 12 [+1]
Dexterity 14 [+2]
Constitution 16 [+3]
Intelligence 21 [+5]
Wisdom 14 [+2]
Charisma 10 [0]
Hit Points: 109
Speed: 30 ft.
Armor Class: 18 [10 base + 6 armor + 2 dexterity]
Base Attack Bonus: +7/+2
Damage Reduction:
Initiative: +2
Saving Throws
Fortitude +7 [4 base + 3 constitution]
Reflex +6 [4 base + 2 dexterity]
Will +11 [9 base + 2 wisdom]
Attack Bonuses
Melee +6/+1 [7/2 base + 1 strength – 2 flaw]
Ranged +9/+4 [7/2 base + 2 dexterity]
Grapple +8 [7 base + 1 strength]
Weapons
Wilks and Gallos MP-12 Laser Pistol [+10 attack bonus, 2d8+5 fire damage, 20/x2 critical, range: 20 ft., armor piercing 5, ammo: 20]
Armor
Carbonweave Suit [+6 AC]
Skills
Autohypnosis +21 [17 ranks + 2 wisdom + 2 synergy]
Concentration +23 [17 ranks + 3 constitution + 3 psicrystal]
Heal +16 [14 ranks + 2 wisdom]
Knowledge (Geography) +22 [17 ranks + 5 intelligence]
Knowledge (Psionics) +24 [17 ranks + 5 intelligence + 2 synergy]
Psicraft +24 [17 ranks + 5 intelligence + 2 synergy]
Gear
Carbonweave Suit
GDO Meditech Kit
Health Infuser x10
Heward’s Haversack
Wilks and Gallos MP-12 Laser Pistol
Power Pack x2
Psionic Battery x2
Carrying Capacity
Light Load: 43 lbs. or less
Medium Load: 44-86 lbs.
Heavy Load: 87-130 lbs.
Lift Over Head: 130 lbs. or less
Lift Off Ground: 260 lbs. or less
Push or Drag: 650 lbs. or less
Flaws
Noncombatant [-2 penalty on all melee attack rolls]
Oath of Service [GDO]
Class Abilities
Weapon Proficiency [Psion]
Discipline [Psychometabolism]
Feats
Improved Toughness
Psicrystal Affinity
Psionic Body
Psionic Meditation
Psionic Talent [+2 PP]
Psionic Talent [+3 PP]
Psionic Talent [+4 PP]
Psionic Talent [+5 PP]
Psionic Talent [+6 PP]
Toughness
Racial Traits
1 extra feat at first level
4 extra power points at first level, and 1 extra power point for each level after
Languages
Common
Dezoran
Elven
French
Motavian
Power Points: 242
Powers Known: 27
Powers
Level 1: Catfall, Energy Ray, Force Screen, My Light, Res, Thicken Skin
Level 2: Animal Affinity, Concussion Blast, Swarm of Crystals
Level 3: Energy Bolt, Energy Wall, Gires, Telekinetic Force
Level 4: Deban, Psionic Dimension Door, Metamorphosis, Sar
Level 5: Adapt Body, Psionic True Seeing, Restore Extremity
Level 6: Gisar, Psionic Disintegrate, Psionic Overland Flight, Psionic Restoration
Level 7: Energy Conversion, Energy Wave, Nares
Psicrystal
Type: Diminutive Construct
Hit Points: 51
Initiative: +2
Speed: 30 ft., Climb 20 ft.*
Armor Class: 22 [10 base + 2 dexterity + 6 natural + 4 size; Flat-Footed 20; Touch 16]
Special Qualities: Construct traits, Hardness 8, Psicrystal granted abilities
Saving Throws: Fortitude +7, Reflex +6, Will +11
Ability Scores: Strength 1*, Dexterity 15*, Constitution -, Intelligence 12, Wisdom 10, Charisma 10
Skills: Autohypnosis +18, Climb +14*, Concentration +17, Heal +14, Knowledge [Geography] +18, Knowledge [Psionics] +18, Listen +4, Move Silently +6, Psicraft +18, Search +5, Spot +4
Abilities: Natural Armor Adjustment +6, Intelligence Adjustment +6, Alertness, Improved Evasion, Personality [Single-Minded], Self-Propulsion, Share Powers, Sighted, Telepathic Link, Deliver Touch Powers, Telepathic Speech, Flight, Power Resistance [19], Sight Link
Languages: Speaks Common, Understands Common, Dezoran, Elven, French, Motavian

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