Name: Sage Harvey
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 16 (+3)
Size: Medium
Height: 5 foot 2 inches
Weight: 110lbs
Eyes: Green
Hair: Red
Skin: Pale
Talents:
(pick five Talents from posted talent tree list )
Total Hit Points: 45
Speed: 30 feet
Armor Class: 19 = 10 +4 [dexterity] + 2 [class] Undercover Vest +3 AC
Touch AC: 16
Flat-footed: 15
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +5 = 2 [base] +3 [constitution]
Reflex save: +6 = 2 [base] +4 [dexterity]
Will save: +5 = 2 [base] +3 [Wisdom]
Attack (handheld): +6 = 2 [base] +4 [strength]
Attack (missile): +6 = 2 [base] +4 [dexterity]
Grapple check: +6 = 2 [base] +4 [strength]
Reputation: +1 = 1 [base]
Action points: 17 (lifetime)
Light load: 100 lb
Medium load: 200 lb
Heavy load: 300 lb
Lift over head: 300 lb
Lift off ground: 600 lb
Push or drag: 1500 lb
WEAPONS>
Desert Eagle autoloader [2d8, crit 20, range incr 40 ft., 4 lb, ballistic, semi-automatic] +1 clip
ARMOUR>
Undercover Vest [light; +3 AC; max dex +5; check penalty -2; 3 lb.]
(starting occupation)
medical Military
FEATS>
Archaic Weapons Proficiency
Athletic
Combat Expertise
Improved Disarm
Combat Reflexes
Dodge
Endurance
Exotic Melee Weapon Proficiency Weapon:
Improved Initiative
Brawl
Improved Brawl
Run
Stealthy
Personal Firearms Proficiency
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency (heavy)
Lightning Reflexes
Simple Weapon Proficiency [free]
MUTATIONS> None
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Balance Dex* 5 = +1 +4
Bluff Cha 7= +3 +4
Concentration Con 5 = +2 +3
Craft (Mechanical) Int 6 = +2 +4
Craft (Structural) Int 8 = +4 +4
Diplomacy Cha 7= +4 +3
Escape Artist Dex 8 = +4 +4
Gamble Wis 6= +3 +3
Gather Information Cha 7 = +4 +3
Hide Dex 7= +3 +4
Intimidate Cha 5= +2 +3
Knowledge (tactics) Int 8= +4 +4
Knowledge (technology) Int 6= +2 +4
Listen Wis 6 = +3 +3
Move Silently Dex 6= +2 +4
Read/Write Language
Search Int 6 = +2 +4
Sense Motive Wis 7= +3 +4
Spot Wis 4 = +1 +3
Survival Wis 7 = +4 +3
Treat Injury Wis 6 =+3 +3
Human
Class HP rolled
Level 1: 8
Level 2: 6
Level 3: 8
Level 4: 7 (+1 Main stats let me know which)
Equipment:
full set of combat clothes
a red pendant Necklace.
a small chip of red tile.
Languages: English and Italien
Allegiance( ):
More about this character:
GM notes:
used No point bonus
Memory's
It was very hot the boat was full of steam from the old engine so most of the others were hug out over the side you were reassembling a weapon. a splash of water and a loud BOOM.
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19 replies to this topic
#16
Posted 20 January 2009 - 04:52 PM
#17
Posted 08 June 2009 - 01:22 PM
Name:Sage Harvey: = commander
secondary: = medical
Name: Sage Harvey
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 16 (+3)
Size: Medium
Height: 5 foot 2 inches
Weight: 110lbs
Eyes: Green
Hair: Red
Skin: Pale
Talents:
(pick five Talents from posted talent tree list )
Total Hit Points: 38
Speed: 30 feet
Armor Class: 20 = 10 +4 [dexterity] + 2 [class] +[4 AC]
Touch AC: 16
Flat-footed: 12
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +5 = 2 [base] +3 [constitution]
Reflex save: +6 = 2 [base] +4 [dexterity]
Will save: +5 = 2 [base] +3 [Wisdom]
Attack (handheld): +6 = 2 [base] +4 [strength]
Attack (missile): +6 = 2 [base] +4 [dexterity]
Grapple check: +6 = 2 [base] +4 [strength]
Reputation: +1 = 1 [base]
Action points: 17 (lifetime)
Light load: 100 lb
Medium load: 200 lb
Heavy load: 300 lb
Lift over head: 300 lb
Lift off ground: 600 lb
Push or drag: 1500 lb
WEAPONS>
Desert Eagle autoloader [2d8, crit 20, range incr 40 ft., 4 lb, ballistic, semi-automatic] + 2 clips
AKM/AK-47 assault rifle [2d8, crit 20, range incr 70 ft., 10 lb, ballistic, semi-automatic/automatic] +2 clips
Uzi submachine gun [2d6, crit 20, range incr 40 ft., 8 lb, ballistic, semi-automatic/automatic] +2 clips
Uzi submachine gun [2d6, crit 20, range incr 40 ft., 8 lb, ballistic, semi-automatic/automatic] +2 clips
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Thermite grenade [6d6, crit --, burst radius 5 ft., range incr 10 ft., 2 lb, fire]
Taser [1d4 special, crit --, range incr 5 ft., 3 lb, electricity]
Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]
ARMOUR>
Concealable Vest [medium; +4 AC; max dex +4; 4 lb.]
(starting occupation)
medical Military
FEATS>
Advanced Firearms Proficiency
Archaic Weapons Proficiency
Athletic
Combat Expertise
Improved Disarm
Combat Reflexes
Dodge
Endurance
Exotic Melee Weapon Proficiency Weapon:
Improved Initiative
Brawl
Improved Brawl
Run
Stealthy
Personal Firearms Proficiency
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency (heavy)
Lightning Reflexes
Simple Weapon Proficiency [free]
MUTATIONS>
PHEROMONE REPULSION [DRAWBACK]
You release pheromones that other creatures find repulsive.
Drawbacks: You take a –4 penalty on all Diplomacy and Handle Animal checks made against creatures within 30 feet of you.
NEUTRAD DEPENDENCY [DRAWBACK]
You rely on a medical compound called neutrad to survive.
Drawback: If you go 24 hours without taking a dose of neutrad you must make a successful Fortitude save (DC 15) or take 1 point of Strength damage and 1 point of Constitution damage. Taking a dose of neutrad cures the ability damage caused by neutrad deprivation in 1d6 rounds. Ability damage caused by neutrad deprivation cannot be restored through natural healing.
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Autohypnosis Wis 4 = +1 +3
Balance Dex 5 = +1 +4
Bluff Cha 7= +3 +4
Climb Str 5 = +1 +4
Computer Use Int 5 = +1 +4
Concentration Con 5 = +2 +3
Craft (Chemical) Int 5 = +1 +4
Craft (Pharmaceutical) Int 5 = +1 +4
Craft (Electronic) Int 5 = +1 +4
Craft (Mechanical) Int 6 = +2 +4
Craft (Structural) Int 8 = +4 +4
Craft (Visual Art) Int 5 = +1 +4
Craft (Writing) Int 5 = +1 +4
Decipher script Int 5 = +1 +4
Demolitions Int 5 = +1 +4
Diplomacy Cha 7= +4 +3
Disable Device Int 5 = +1 +4
Disguise Cha 4 = +1 +3
Drive Dex 5 = +1 +4
Escape Artist Dex 8 = +4 +4
Forgery Int 5 = +1 +4
Gamble Wis 6= +3 +3
Gather Information Cha 7 = +4 +3
Handle animal Cha 4 = +1 +3
Hide Dex 7= +3 +4
Intimidate Cha 5= +2 +3
Investigate Int 5 = +1 +4
Jump Str 2 = +2
Knowledge (arcane lore) Int 5 = +1 +4
Knowledge (art) Int 5 = +1 +4
Knowledge (behavioral sciences) Int 5 = +1 +4
Knowledge (business) Int 5 = +1 +4
Knowledge (civics) Int 5 = +1 +4
Knowledge (current events) Int 5 = +1 +4
Knowledge (earth & life sciences) Int 5 = +1 +4
Knowledge (history) Int 5 = +1 +4
Knowledge (physical sciences) Int 5 = +1 +4
Knowledge (popular culture) Int 5 = +1 +4
Knowledge (streetwise) Int 5 = +1 +4
Knowledge (tactics) Int 8= +4 +4
Knowledge (technology) Int 6= +2 +4
Knowledge (theology & religion) Int 5 = +1 +4
Listen Wis 6 = +3 +3
Move Silently Dex 6= +2 +4
Navigate Int 5 = +1 +4
Perform (Act) Cha 4 = +1 +3
Perform (Dance) Cha 4 = +1 +3
Perform (Keyboards) Cha 4 = +1 +3
Perform (Percussion) Cha 4 = +1 +3
Perform (Sing) Cha 4 = +1 +3
Perform (Stand up) Cha 4 = +1 +3
Perform (String Inst.) Cha 4 = +1 +3
Perform (Wind Inst.) Cha 4 = +1 +3
Pilot Dex 5 = +1 +4
Profession Wis 4 = +1 +3
Read/Write Language ---
Repair Int 5 = +1 +4
Research Int 5 = +1 +4
Ride Dex 5 = +1 +4
Search Int 6 = +2 +4
Sense Motive Wis 7= +3 +4
Sleight of Hand Dex 5 = +1 +4
Spot Wis 4 = +1 +3
Survival Wis 7 = +4 +3
Swim Str 5 = +1 +4
Treat Injury Wis 6 =+3 +3
Tumble Dex 5 = +1 +4
Human
Class HP rolled
Level 1: 8
Level 2: 6
Level 3: 8
Level 4: 7
Equipment:
Languages: English and Italien
Allegiance(Global-Tech Manufacturing):
More about this character:
Memory's
everyone in the team and doing other missions but not much home life all vague
********************************************************************************
****
GM notes:
+7 points skills to use please state.
(pick five Talents from posted talent tree list )
secondary: = medical
Name: Sage Harvey
Strength: 18 (+4)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 16 (+3)
Size: Medium
Height: 5 foot 2 inches
Weight: 110lbs
Eyes: Green
Hair: Red
Skin: Pale
Talents:
(pick five Talents from posted talent tree list )
Total Hit Points: 38
Speed: 30 feet
Armor Class: 20 = 10 +4 [dexterity] + 2 [class] +[4 AC]
Touch AC: 16
Flat-footed: 12
Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +5 = 2 [base] +3 [constitution]
Reflex save: +6 = 2 [base] +4 [dexterity]
Will save: +5 = 2 [base] +3 [Wisdom]
Attack (handheld): +6 = 2 [base] +4 [strength]
Attack (missile): +6 = 2 [base] +4 [dexterity]
Grapple check: +6 = 2 [base] +4 [strength]
Reputation: +1 = 1 [base]
Action points: 17 (lifetime)
Light load: 100 lb
Medium load: 200 lb
Heavy load: 300 lb
Lift over head: 300 lb
Lift off ground: 600 lb
Push or drag: 1500 lb
WEAPONS>
Desert Eagle autoloader [2d8, crit 20, range incr 40 ft., 4 lb, ballistic, semi-automatic] + 2 clips
AKM/AK-47 assault rifle [2d8, crit 20, range incr 70 ft., 10 lb, ballistic, semi-automatic/automatic] +2 clips
Uzi submachine gun [2d6, crit 20, range incr 40 ft., 8 lb, ballistic, semi-automatic/automatic] +2 clips
Uzi submachine gun [2d6, crit 20, range incr 40 ft., 8 lb, ballistic, semi-automatic/automatic] +2 clips
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Fragmentation grenade [4d6, crit --, burst radius 20 ft., range incr 10 ft., 1 lb, slashing]
Thermite grenade [6d6, crit --, burst radius 5 ft., range incr 10 ft., 2 lb, fire]
Taser [1d4 special, crit --, range incr 5 ft., 3 lb, electricity]
Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]
ARMOUR>
Concealable Vest [medium; +4 AC; max dex +4; 4 lb.]
(starting occupation)
medical Military
FEATS>
Advanced Firearms Proficiency
Archaic Weapons Proficiency
Athletic
Combat Expertise
Improved Disarm
Combat Reflexes
Dodge
Endurance
Exotic Melee Weapon Proficiency Weapon:
Improved Initiative
Brawl
Improved Brawl
Run
Stealthy
Personal Firearms Proficiency
Armor Proficiency (light)
Armor Proficiency (medium)
Armor Proficiency (heavy)
Lightning Reflexes
Simple Weapon Proficiency [free]
MUTATIONS>
PHEROMONE REPULSION [DRAWBACK]
You release pheromones that other creatures find repulsive.
Drawbacks: You take a –4 penalty on all Diplomacy and Handle Animal checks made against creatures within 30 feet of you.
NEUTRAD DEPENDENCY [DRAWBACK]
You rely on a medical compound called neutrad to survive.
Drawback: If you go 24 hours without taking a dose of neutrad you must make a successful Fortitude save (DC 15) or take 1 point of Strength damage and 1 point of Constitution damage. Taking a dose of neutrad cures the ability damage caused by neutrad deprivation in 1d6 rounds. Ability damage caused by neutrad deprivation cannot be restored through natural healing.
Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Autohypnosis Wis 4 = +1 +3
Balance Dex 5 = +1 +4
Bluff Cha 7= +3 +4
Climb Str 5 = +1 +4
Computer Use Int 5 = +1 +4
Concentration Con 5 = +2 +3
Craft (Chemical) Int 5 = +1 +4
Craft (Pharmaceutical) Int 5 = +1 +4
Craft (Electronic) Int 5 = +1 +4
Craft (Mechanical) Int 6 = +2 +4
Craft (Structural) Int 8 = +4 +4
Craft (Visual Art) Int 5 = +1 +4
Craft (Writing) Int 5 = +1 +4
Decipher script Int 5 = +1 +4
Demolitions Int 5 = +1 +4
Diplomacy Cha 7= +4 +3
Disable Device Int 5 = +1 +4
Disguise Cha 4 = +1 +3
Drive Dex 5 = +1 +4
Escape Artist Dex 8 = +4 +4
Forgery Int 5 = +1 +4
Gamble Wis 6= +3 +3
Gather Information Cha 7 = +4 +3
Handle animal Cha 4 = +1 +3
Hide Dex 7= +3 +4
Intimidate Cha 5= +2 +3
Investigate Int 5 = +1 +4
Jump Str 2 = +2
Knowledge (arcane lore) Int 5 = +1 +4
Knowledge (art) Int 5 = +1 +4
Knowledge (behavioral sciences) Int 5 = +1 +4
Knowledge (business) Int 5 = +1 +4
Knowledge (civics) Int 5 = +1 +4
Knowledge (current events) Int 5 = +1 +4
Knowledge (earth & life sciences) Int 5 = +1 +4
Knowledge (history) Int 5 = +1 +4
Knowledge (physical sciences) Int 5 = +1 +4
Knowledge (popular culture) Int 5 = +1 +4
Knowledge (streetwise) Int 5 = +1 +4
Knowledge (tactics) Int 8= +4 +4
Knowledge (technology) Int 6= +2 +4
Knowledge (theology & religion) Int 5 = +1 +4
Listen Wis 6 = +3 +3
Move Silently Dex 6= +2 +4
Navigate Int 5 = +1 +4
Perform (Act) Cha 4 = +1 +3
Perform (Dance) Cha 4 = +1 +3
Perform (Keyboards) Cha 4 = +1 +3
Perform (Percussion) Cha 4 = +1 +3
Perform (Sing) Cha 4 = +1 +3
Perform (Stand up) Cha 4 = +1 +3
Perform (String Inst.) Cha 4 = +1 +3
Perform (Wind Inst.) Cha 4 = +1 +3
Pilot Dex 5 = +1 +4
Profession Wis 4 = +1 +3
Read/Write Language ---
Repair Int 5 = +1 +4
Research Int 5 = +1 +4
Ride Dex 5 = +1 +4
Search Int 6 = +2 +4
Sense Motive Wis 7= +3 +4
Sleight of Hand Dex 5 = +1 +4
Spot Wis 4 = +1 +3
Survival Wis 7 = +4 +3
Swim Str 5 = +1 +4
Treat Injury Wis 6 =+3 +3
Tumble Dex 5 = +1 +4
Human
Class HP rolled
Level 1: 8
Level 2: 6
Level 3: 8
Level 4: 7
Equipment:
Languages: English and Italien
Allegiance(Global-Tech Manufacturing):
More about this character:
Memory's
everyone in the team and doing other missions but not much home life all vague
********************************************************************************
****
GM notes:
+7 points skills to use please state.
(pick five Talents from posted talent tree list )
#18
Posted 20 June 2009 - 06:03 PM
Eek I kept forgetting to do this, it was only seing Curry do it that spurred me into action, anyhoo can I have the following
Computer Use- +1
Spot- +2
Treat Injury- +2
Knowledge (earth and life sciences)- +1
Disable Device- +1
Computer Use- +1
Spot- +2
Treat Injury- +2
Knowledge (earth and life sciences)- +1
Disable Device- +1
#19
Posted 21 June 2009 - 12:04 PM
hehe dont worry as you still need to pick 5 talents.there is a list posted here you will get bonuses on skills from these.
#20
Posted 21 June 2009 - 02:17 PM
Oooo choices choices...
Right then I think I'll have to have charm. opportunist, fire resistence would be a plus methinks, uncanny dodge 1 and finally fast talk...I've probably made a right pig's ear of all that...change away if you have to hun
Right then I think I'll have to have charm. opportunist, fire resistence would be a plus methinks, uncanny dodge 1 and finally fast talk...I've probably made a right pig's ear of all that...change away if you have to hun
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