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[d20 Future] 22nd Century: Solar Odyssey to Hell [PCs and NPCs]
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<blockquote data-quote="Christopher Lambert" data-source="post: 1817533" data-attributes="member: 25412"><p><strong>Christopher Lambert</strong></p><p></p><p>Christopher Lambert</p><p>Smart 3/ Xenophile 5; Sources: d20 Modern & d20 Future</p><p></p><p>A big but nerdy-looking scientist, Lambert's dream has been to explore planets for signs of life with nothing more than a science kit, a jeep, and some oxygen. Making first contact with an intelligent being is the best thing that could happen to him.</p><p></p><p>Starting occupation: Adventurer (Survival, Treat Injury and Personal Firearms Proficiency) Reputation: +3</p><p></p><p>Christopher Lambert: human Smart 3rd-lvl./ Xenophile 5th-lvl.</p><p>Combat: HD: 3d6+5d8+8; Hit-points: to be rolled; Mas 13; Initiative: +2; Speed: 30 ft.; Defense 15 (touch 15, flat-footed 13) [+2 Dex, +3 class]; BAB +4; Grap +5; 10 AP; Atk +6 ranged (2d10, hunting rifle) or +6 ranged (2d10, plasma pistol); FS 5 ft by 5 ft; Reach 5 ft; AL science; Saves: Fort +5, Ref +4, Will +8.</p><p>Abilities: Str 12 (+1), Dex 14 (+2), Con 13 (+1), Int 17 (+3), Wis 14 (+2), Cha 10 (+0).</p><p>Racial Traits: none</p><p>Skills: Climb +3/2, Computer Use +8/5, Concentration +4/3, Craft (chemical) +8/5, Craft (electronics) +4/1, Craft (pharmaceuticals) +10/7, Drive +3/1, Handle Animal +3/3, Hide +4/2, Knowledge (behavioral sciences) +16/11, Knowledge (current events) +5/2, Knowledge (earth and life sciences) +19/11, Knowledge (history) +5/2, Knowledge (physical sciences) +4/1, Knowledge (technology) +11/8, Listen +4/2, Move Silently +4/2, Navigate +5/2, Pilot +6/4, Research +6/3, Sense Motive +5/3, Spot +4/2, Survival +5/3, Treat Injury +7/5</p><p>Feats: Educated (Knowledge (behavioral sciences) and Knowledge (earth and life sciences)), Far Shot, Personal Firearm Proficiency, Starship Operation (ultralight), Surgery, Track, Xenomedic.</p><p>Talents: Savant (Knowledge (earth and life sciences)), Exploit Weakness, Xenodefense (+1), Xenolore, Xenoresistance (+2), Xenotype (animal, construct)</p><p>Equipment: Yet to be determined but includes a flight suit, hunting rifle, travelling case, eight chloral hydrate darts and a "cat e-suit" (basically a cat carrier with an environmental seal that has as much oxygen as a human space suit) and, obviously, a cat.</p><p></p><p>Still need to choose 3 languages.</p><p></p><p>No I didn't boost my Sense Motive any higher than it was before. Not that it would have made a difference <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Formerly PsiSeveredHead</p></blockquote><p></p>
[QUOTE="Christopher Lambert, post: 1817533, member: 25412"] [b]Christopher Lambert[/b] Christopher Lambert Smart 3/ Xenophile 5; Sources: d20 Modern & d20 Future A big but nerdy-looking scientist, Lambert's dream has been to explore planets for signs of life with nothing more than a science kit, a jeep, and some oxygen. Making first contact with an intelligent being is the best thing that could happen to him. Starting occupation: Adventurer (Survival, Treat Injury and Personal Firearms Proficiency) Reputation: +3 Christopher Lambert: human Smart 3rd-lvl./ Xenophile 5th-lvl. Combat: HD: 3d6+5d8+8; Hit-points: to be rolled; Mas 13; Initiative: +2; Speed: 30 ft.; Defense 15 (touch 15, flat-footed 13) [+2 Dex, +3 class]; BAB +4; Grap +5; 10 AP; Atk +6 ranged (2d10, hunting rifle) or +6 ranged (2d10, plasma pistol); FS 5 ft by 5 ft; Reach 5 ft; AL science; Saves: Fort +5, Ref +4, Will +8. Abilities: Str 12 (+1), Dex 14 (+2), Con 13 (+1), Int 17 (+3), Wis 14 (+2), Cha 10 (+0). Racial Traits: none Skills: Climb +3/2, Computer Use +8/5, Concentration +4/3, Craft (chemical) +8/5, Craft (electronics) +4/1, Craft (pharmaceuticals) +10/7, Drive +3/1, Handle Animal +3/3, Hide +4/2, Knowledge (behavioral sciences) +16/11, Knowledge (current events) +5/2, Knowledge (earth and life sciences) +19/11, Knowledge (history) +5/2, Knowledge (physical sciences) +4/1, Knowledge (technology) +11/8, Listen +4/2, Move Silently +4/2, Navigate +5/2, Pilot +6/4, Research +6/3, Sense Motive +5/3, Spot +4/2, Survival +5/3, Treat Injury +7/5 Feats: Educated (Knowledge (behavioral sciences) and Knowledge (earth and life sciences)), Far Shot, Personal Firearm Proficiency, Starship Operation (ultralight), Surgery, Track, Xenomedic. Talents: Savant (Knowledge (earth and life sciences)), Exploit Weakness, Xenodefense (+1), Xenolore, Xenoresistance (+2), Xenotype (animal, construct) Equipment: Yet to be determined but includes a flight suit, hunting rifle, travelling case, eight chloral hydrate darts and a "cat e-suit" (basically a cat carrier with an environmental seal that has as much oxygen as a human space suit) and, obviously, a cat. Still need to choose 3 languages. No I didn't boost my Sense Motive any higher than it was before. Not that it would have made a difference :) Formerly PsiSeveredHead [/QUOTE]
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[d20 Future] 22nd Century: Solar Odyssey to Hell [PCs and NPCs]
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