• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D20Modern/DragonStar -[Full]

Not sure, but you appear to have given yourself extra languages for having a high Intelligence. D20 Modern doesn't do that.
Then again, I could be missing something.
 

log in or register to remove this ad

Gramcrackered said:
Not sure, but you appear to have given yourself extra languages for having a high Intelligence. D20 Modern doesn't do that.
Then again, I could be missing something.

Thanks, guess I missed that (too much spycraft and 3.5 d20).

All better now . . . as far as I know

Keia
 


Would blue collar be an acceptable occupation for the civilian type? The way I'm mentally picturing the character he's more of the intuitive intellectually (incredibly smart) but may not have overly excessive academic training.
 

Karl Green said:
Knight Otu – looks good. As for your basic weapon I thinking an Adamantine sword (either a Bastard Sword or Long Sword; your choice). The sword might have something extra different about it… I am still debating, but it would ‘change’ over time.
Would that be 3.0 adamantine, with natural enhancement bonus, or 3.5 adamantine, ignoring some hardness? Anyway, I think I'd take the longsword.
 

Keia - doomed Law Enforcement is ok I guess. I was thinking more along Academic or Technician would be better for the 'science' type BUT I am happy with what you got so far.

For the Egoist Advanced Class, I think we should use the Base Power Points, Powers, know, BAB, Saves, Defense, and Special Abilities as the Telepath from the D20Modern book. From what you said we should change the key ability to Intelligence instead of Charisma (for bonus power points), and we should make the fastest past to it from the Smart Class. I am thinking then the only changes from the Advanced Telepath should be…
Requires
Skills: Decipher Script 6, Investigate 6, Research 6
Feat: Will Talent (but if you take the race from Eberron, their mind link power would count).
Class Skills: Autohypnosis (wis), Balance (dex), Concentration (con), Decipher Script (int), Investigate (int), Knowledge (behavior science, current events, popular culture and theology), Profession (wis), Psicraft (int), Read/Write Language (none), Sense Motive (wis), Speak Language (none)

We will have to work out the psi-powers that are available to the class also, sort of like the Telepath. Any ideas what you are thinking???

Ferrix - for a civilian characters I might prefer as I said that you come from either Academic or Technician. You would gain one additional skill point AND would gain a bonus feat from the following picks: Builder, Educated, Gearhead, Meticulous or Studious.

Now then I do sort of like the idea of a Blue Collar smart guy, so if you want to come up with something like that, you can still get the extra skill and bonus feat (of the choices above). Up to you…

Knight Out - well, D20Modern is a bit of a mix of both, as you still use the old 3.0 system for magical DR, so looking it over and around, I am going to say it gives a +1 non-magical bonus to hit and damage. It also can be used against those with DR special resistances. It actually does have a magical aura, but you have not yet figured out what it does yet.

OK so finally home and I will start reading soon… but I am a bit tired (14 hours on a plane will do that to you, been up over 24 hours now), but I will get to them.
 

A couple of quick comments and stuff for people as I look over your characters…

DanMcS - Left Shield looks good. I am not 100% what I want to do about shields and firearms. There is a reason there are not used much these days. BUT for now will leave it as is. The chances to Feats etc for his Occupation and Bodyguard look ok and reasonable. There are 'firearm' cannon like weapons in the Dragonstar worlds, and they are common.

Mithran - if you would rather carry a Glock 17, it is probably one you purchased yourself, and carry which is fine. Grenades will be issued to you per requests. They don't think you need carry lots around, but 2-3 Frag and Smoke are easily available.

ferretguy - instead of the M60 I think I am going to use the M249 SAW light machine gun. It will use most of the stats of the M60 light machine gun, except that it is Large (instead of Huge). It still uses linked ammo, to get away without having a "feeder" there are the 50-round belt-feed "boxes" or the drum-magazines (but I am not sure how many those hold, but I would guess 50 also). Anyway a picture of it can be found here…

http://www.olive-drab.com/od_other_firearms_mg_m249saw.php3


Captain Tagon - I am not sure they will issue you a Barrett Light Fifty, only because you are going to be traveling light and it weighs 36 pounds by its lone some. The HK PSG1 7.76mm sniper rifle might be a bit easier as it is only 16lbs and is a large weapon (you don't need to tri-pond out to use it). Just a thought, if your heart is set on the Barrett it will be issued to you.

To All - some basic equipment that will be issued to all…

Combat Fatigues, Snow-Camo pattern (+2 to Hide in snow environments) 3lbs
Thermal Jacket, light weight and snow-camo pattern 2lbs
Mesh Vest (adds +2 to strength for encumbrance) 7 lbs
Military grade Walkie-Talkie with throat mic 1 lb
Flash Goggles 2 lbs
MRE (meals-ready-to-eat) three days 3 lbs

Weapons that are generally issued…

Berretta 92F Pistol 3lbs; with shoulder holster
HK MP5 SMG, with custom internal sound/flash suppressor 7 lbs; with shoulder strap
Illuminator and/or Laser Sights are optional add-ons (+1/2 lb each for each weapon)
masterwork Combat Knife 1lb
Frag Grenades 1lb
Smoke Grenades 2lbs

Some other equipment that they "suggest" at least some of you carry…

Night Vision Goggles 3lbs
Detonators for specifically requested explosives (like C/4)
First Aid Kit (only a -2 to use to Stabilize dying character) 3lbs
Medical and/or Surgery Kit (each 5 lbs)


Others equipment is available, depending on what your character wants, like I said above, the M249 SAW light machine gun and the HK PSG1 7.76mm sniper rifle are available for those specially trained for them.

Basically the military will provide you with a lot of stuff…

BTW - you are all part of SGC -1. There is a SGC -2 that will also be coming on the mission. They will be setting up a base camp not far from the gate, where they will have some extra supplies, ammo, food, etc so that you are not expected to carry everything. They will mostly try and stay hidden, but will serve as a fall back place not far from the gate if things go bad…
 

Well Karl, Do like the idea of the m249 light machine gun. Guess I'll go with the drum magazine...hell if the thompson smg could have a 50 round drum this should be able to with no prob.
Definitly looking forward to this, looks like it has good possibilities.
 

Karl,

Here was my copy of the stranger I already had together. Unfortunately it was a Psion (egoist 6). What I did was add an Occupation (adventurer - Eberron says they're adventurers, so, ya know), Speak and Read Write as class skills (though I didn't take any ranks in languages). I used the defense bonus for Smart class and only d4 hit points per level. Equipment was sparse, background and description are at work - I'll post them when I get in.

In brief, He's an empathic Healer and Scholar, barely an archer. His Con and Str have suffered in captivity or whatever, but he still can shoot a bow adequately. In personality he swings to extremes, at times being philisophical and logical and other times aggressive and needs revenge.

Let me know what you think before I scrap it and start on the Smart 3/Psion 3

Kassitash
Male Kalashtar Psion (egoist) 6 [Type: Humanoid]

Occupation: Adventurer [Bluff, Spot, Archaic Weapons feat]

Experience: 15,000 [15,000 starting]
Alignment: n/a
Height: 6' 0''
Weight: 159lbs
Hair: Auburn to shoulders
Eyes: Blue
Age: 56 yrs old

Str: 08 (-1) [0 points]
Dex: 14 (+2) [6 points]
Con: 12 (+1) [4 points]
Int: 17 (+3) [10 points, +1 level]
Wis: 14 (+2) [6 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities:
+2 racial bonus on saves vs. mind-affecting spells and abilities, and possession, +2 racial bonus on Bluff, Diplomacy, and Intimidate checks, +2 racial bonus to Disguise checks, Naturally Psionic (+1 power point per level), Mindlink 1/day (as 3rd level wilder)

Hit Dice: 4 + 5d4 + 6
Hit Points: 25
AC: 14 (10 Base +2 Dex +2 class)
Damage Reduction: n/a
Init: +2 (+2 Dex)
Speed: 30ft

Saves:
Fortitude +3 [+2 base, +1 Con]
Reflex +4 [+2 base, +2 Dex]
Willpower +7 [+5 base, +2 Wis]

Save Conditionals: +2 vs. mind-affecting effects and abilities, psionics, and possession.

BAB: +3
Morningstar: +2 (1d8 –1 (20 x2)
MW Composite longbow: +6 (1d8 + 0(20 x3).

Attack Conditionals: +1 hit and damage within 30’, +2d6 damage vs. w/psionic shot, two shots at -2 (rapid shot).

Skills:
Bluff +10 [6 ranks +2 Cha +2 Racial]
Concentration +8 [7 ranks +1 Con]
Diplomacy +6 [0 ranks, +2 Cha, +2 Racial, +2 Synergy]
Disguise +6 [0 ranks, +2 Cha, +2 Racial, +2 Synergy]
Intimidate +6 [0 ranks, +2 Cha, +2 Racial, +2 Synergy]
Knowledge
- Arcane lore (psionics) +6 [3 ranks, +3 Int]
- Current events +6 [3 ranks, +3 Int]
- History +6 [3 ranks, +3 Int]
- Streetwise +6 [3 ranks, +3 Int]
- Theology and Philosophy +6 [3 ranks, +3 Int]
Psicraft +11 [8 ranks, +3 Int]
Spot +11 [9 ranks, +2 Wis]

Feats:
Point blank shot (1st level)
Psionic shot (1st Psion Bonus feat)
Rapid Shot (3rd level)
Psionic Meditation (5th Psion bonus feat)
Empower spell (6th level)

Languages: Common, Quor,

Powers Known
Save DC +3
1st - Bolt, Defensive Precognition, Energy Ray, Inertial armor, Thicken skin
2nd - Animal Affinity, Identify, Psionic Tongues, Empathic Transfer
3rd - Body Adjustment, Hustle, Time hop, Touchsight
4th - .
5th - .

Power Points [Uses] Available
Total Power Points: 50 per day [35 psion level, +9 Int, +6 Kalashtar]

Equipment:
Wearing or carrying
MW Composite shortbow, (375gps, wt. 2)
Morningstar, (8gp, wt. 6)
Explorer’s outfit, (0gp, wt 0)
Heavy winter cloak, (0gps, wt 0)
Belt pouch 1gp
-Waterskin 1gp
Quiver with 60 arrows, (3 gps, wt 9)

Backpack (2gp)
-Bedroll 5sp
-Healer’s kit (x2) 100gp
-Acid (5 flasks) 50gp
-Alchemist's fire (3 flasks) 60gp
-Wine (3 bottles) 30gp
-50 ft. silk rope 10gp
-Paper (10 sheets) 4gp
-Ink (two vials) 16gp
-Ink pen 1gp
-Trail rations (4 days worth) 2gp
-Cold weather outfit 8gp
Total Spent thus far: 669.5 gps

Money
???? gp, ??? sp

Permanent Effects: none.

Appearance: .

Personality and Background: .
 

Christopher Wolfe, Smart Hero 6

Christopher Wolfe
Male Human Smart Hero 6
Blue Collar Occupation
Reputation +2

Str 12 +1 (4 pts)
Dex 12 +1 (4 pts)
Con 14 +2 (6 pts)
Int 17 +3 (10 pts, +1 lvl)
Wis 12 +1 (4 pts)
Cha 12 +1 (4 pts)

Hit Points ?? (6d6+12)
Defense 13 [10, + equip, +2 class, +1 dex], Touch ??, Flat ??
Init +1
BAB +3, Grap +4
Speed 30 (base 30, load 0/33, armorcategory)
Fort +4 [+2 base, +2 Con]
Refl +3 [+2 base, +1 Dex]
Will +4 [+3 base, +1 Wis]

weapon +? melee (XdX+X, 20/x2, p/s/b)
weapon +? ranged (XdX+X, 20/x2, x ft., p/s/b)

Medium humanoid, 5'7" tall, 112 wt, 25 yrs old
Black hair, dark brown eyes, fair skin

Speaks English
Reads and writes English, Ancient Greek, Latin, Sanskrit, Akkadian and Coptic

Skills (108 skill points)
+10 Computer Use [5 ranks, +3 Int, +2 feat]
+8 Craft (chemical) [5 ranks, +3 Int]
+18 Craft (mechanical) [9 ranks, +3 Int, +2 feat, +3 savant, +1 occupation]
+15 Craft (electrical) [9 ranks, +3 Int, +2 feat, +1 occupation]
+9 Craft (structural) [6 ranks, +3 Int]
+8 Decipher Script [5 ranks, +3 Int]
+8 Demolitions [5 ranks, +3 Int]
+12 Disable Device [9 ranks, +3 Int]
+11 Drive [8 ranks, +1 Dex, +2 feat]
+7 Knowledge (art) [2 ranks, +3 Int, +2 feat]
+7 Knowledge (history) [2 ranks, +3 Int, +2 feat]
+11 Knowledge (physical sciences) [6 ranks, +3 Int, +2 feat]
+11 Knowledge (technology) [6 ranks, +3 Int, +2 feat]
+6 Knowledge (theology and philosophy) [3 ranks, +3 Int]
+4 Perform (act) [1cc ranks, +1 Cha, +2 feat]
+4 Perform (stand-up) [1cc ranks, +1 Cha, +2 feat]
+15 Repair [9 ranks, +3 Int, +2 feat, +1 occupation]
+8 Research [5 ranks, +3 Int]
+8 Search [5 ranks, +3 Int]
Read/Write Language (ancient greek, latin, sanskrit, akkadian, coptic)

Feats
-Creative (acting & comedy) (level 1)
-Educated (art & history) (human)
-Builder (mechanical & electrical) (occupation)
-Vehicle Expert (smart hero 2)
-Personal Firearms Proficiency (level 3)
-Educated (technology & physical sciences) (smart hero 4)
-Surface Vehicle Operation (level 6)
-Gearhead (smart hero 6)

Occupation Abilities
-Skills: Craft: mechanical & electrical, Drive, Repair
-Feat: Builder (mechanical & electrical)

Smart Hero Abilities
-Savant Talent (Craft: mechanical)
-Exploit Weakness Talent
-Plan Talent

Personality

Appearance

Background
 

Into the Woods

Remove ads

Top