D20:Modern. Dark City Explorers Company. [OOC/Full]


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hm, since i never made a d20 modern char before and only one D&D can anyone tell me which stats are important for a scout?
 

Radient: You'll want a decent Dexterity for Hide & Move Silently as well as ranged attack bonus & defense and respectable scores in both Wisdom & Intelligence for Search, Spot, and Listen....

Everyone: for this game the massive damage threshold will be 2x current Constitution, and you can ignore all the licensing and restrictions on weapon ownership as such laws would not be in place. Also, please start thinking about short and long term goals for your characters - you don't need to post anything, just have the topic on the back burner & your characters can bring it up in game when appropriate.
 

Name: Father William Mallory (Orochi)
Class: Charismatic Hero 1/Tough Hero 1
Character Level: 2
Starting Occupation: Religious
Age: 31
Gender: Male
Height: 6’3”
Eyes: Grey
Hair: Red
Skin: Tan
Initiative: +2
Base Attack Bonus: (melee +0, ranged +2)
Speed: 30ft.
HP: 21
Defense: 13
Flat Footed Defense: 11
Reputation: +2
Action Points: 10
Wealth: +?
SV: Fort +5, Ref +2, Will +1

Str 11, Dex 14, Con 16, Int 10, Wis 13, Cha 16

Weapons:
* Weapon Name: Glock 20; Attacks at +3 (includes ranged attack bonus); Damage: 2d6; Critical x2 on 20; Range: 40; Weight: 3lbs.; Type: ballistic; Size: S; Ammunition: 15; type: 10mm rounds.
* Weapon Name: Combat Knife; Attacks at +0; Damage: 1d4; Critical x2 on 19-20; Range: XXX; Weight: 1 lbs.; Type: slashing; Size: S

Armor/Protective Item:
* Name: Leather Jacket (duster style) Type: Impromptu; Equipment Bonus: +1; Proficient: N; Armor Penalty: -0; Weight: 4lbs.; Speed: 30ft.; Size: M; Max Dex: +8

Skills:
Concentration +3/1 rank
Intimidate +3/4 ranks
Knowledge (theology) +1/4 ranks
Knowledge (streetwise) +0/1 rank
Profession (preacher) +1/4 ranks
Profession (bounty hunter) +1/2 ranks
Spot +1/1 rank
Bluff +3/2 ranks
Diplomacy +3/1 rank
Gather Information +3/3 ranks
Perform (stand up/preach) +3/4 ranks
Listen +1/3 ranks
Sense Motive +1/3 ranks

Feats: Archaic Weapon Proficiency, Simple Weapon Proficiency, Personal Firearms Proficiency, Point Blank Shot, Renown, Frightful Presence

Talents/Special Qualities: Remain Conscious, Fast Talk

Languages: English (R/W/S)

Allegiances: God, Heolstor City

FX Abilities: none

Gear: Steel Handcuffs (x2), backpack, tent (2 person dome), sleeping bag, 50’ rope, 3 weeks trail rations, hip holster, chemical light sticks (5), binoculars, Bible.

Appearance/Personality: Father William is a huge man. He looks like a lumbering bear, dressed an old leather duster over a plain black shirt with a white collar, black slacks, a silver patent leather boots. He has a full red beard and his hair is long, falling out of the back of his old style black preacher's hat (looks kinda like a cowboy's stetson, for those not familiar with that kind of hat, only the brim does not fold upwards anywhere). Between the coat and the clothes are his weapon belts, crisscrossing his barrel chest and putting his pistol on his left side and a large combat knife on his left. In spite of his bulk, he's a lightning fast draw and a pretty good shot, from extensive practice.

You can't talk about Father William's personality without discussing his religion, because the one formed the other as much as the other formed the one. His religion is pretty easy, since it's pretty much standard Old Testament-style Christianity. He talks a lot of hellfire and brimstone, and is a boisterous, outgoing individual for the most part. Under all the bluster and preaching about sinners and the need to get rid of them is a decidedly pragmatic bent. Father William will use criminals as needed to get at more important criminals, primarily murderers. Father William will only fight to the death if attacked or in bringing in those wanted for murder. He prefers to leave the punishment of lesser crimes to lesser servants of the Lord. He has a penchant for bringing back scalps, even when such things are not necessary, since he considers it important to leave an object lesson for those who look to sin. He has rejected all sins except for gluttony, since he feels he burns plenty of calories doing the Lord's work.

Background/History: Father William knew he was destined for great things from an early age. He grew up in a religious community, a group of Menonites that had survived the Apocalypse by being far removed from everything and everyone. His early life was peaceful, a community that worked together and helped one another. All of that came to a crashing end when a band of marauders found New Zion (the community in question) and rampaged through it, looting, killing, and rapeing as they pleased. William was one of the only survivors. He was about 18 at the time, and new nothing about the outside world. He hid among the ruins for days, scavaging what he could and reading the Bible, looking for an answer as to why this happened. Then, on the seventh day, he had an epiphany. New Zion, for all its fair, was too insular. They had sinned in pride, thinking themselves better than the world, and they had sinned in sloth, ignoring the plight of their fellow man. And so William set out to right those wrongs. He took up what weapons he could find, donned his father's minister's hat and collar, and set out into the wastes to bring enlightenment in one hand and purification in the other. He traveled from town to town, preachingto those who would listen and killing those whose burden of sin was too great for them to be used. Over time, he has learned to use lesser sinners to bring down larger ones, but he has not yet learned to refuse an offer of a good meal. He has only recently arrived at Heolstor City, but is eager to be a part of the good work.

That's most everything. Gota couple of skill points left to spend, because I didn't know how much languages cost.
 
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Orochi - it cost 1 skill point to gain a spoken language and 1 skill point to gain literacy in a language. If you want to you can know how to speak something without being able to read or write it, you can also choose to be able to read a language but not know how to speak it.

Everything else looks good; you may post Father William Mallory in the Rogue's Gallery once you've allocated those last few skill points.

If you're not happy with Perform (Stand Up) for Mallory's preaching ability, you don't need to be restricted by the list in the book. Oratory, Speachmaking, or Storytelling could be substituted. Also, once he's got 5 ranks in Prof (Preacher) and Know (Theology) I'll allow a synergy bonus to Perform checks involoving preaching or religious instruction.
 

Just a re-cap of characters... you all live in or near Heolstor City and at the very least have heard of the other characters.

Gen (Radiant) a scout and scavanger who lives on the outskirts of civilization.

Finneas Greybull (Mordane76) the mystic scientist from a very respectable family.

Andrew Hunter (Jarval) is one of the famed Heolstor Riders.

Father William Mallory (Orochi) the bounty hunting preacher.

(Tokiwong) will be putting together a soldier/survivalist - but is currently on vacation.

(Urial_fire_of_Heaven) will be putting together a gnomish outrider.
 

Ack! My D20 Modern book seems to have been 'borrowed' by a friend.
I am currently looking on the web for the basics for a LVL 1 Fast Hero.

If you (Tanstaafl) could just post the saves.skills etc, even a scan, I could makehim up from that...

Sorry,
-Uriel
 


@ Uriel...:

From the Modern D20 SRD (link in my post on page 1 of this thread):

THE FAST HERO

Ability: Dexterity

Hit Die: 1d8

Action Points: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills: The Fast hero’s class skills (and the key ability for each skill) are: Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), and Tumble (Dex).
Also, the starting occupation the character selects can provide additional class skills to choose from.

Skill Points at 1st Level: (5 + Int modifier) x4.
Skill Points at Each Additional Level: 5 + Int modifier.

Table: The Fast Hero
Base
Class Attack Fort Ref Will Class Defense Reputation
Level Bonus Save Save Save Features Bonus Bonus
1st +0 +0 +1 +0 Talent +3 +0
2nd +1 +0 +2 +0 Bonus feat +4 +0
3rd +2 +1 +2 +1 Talent +4 +1
4th +3 +1 +2 +1 Bonus feat +5 +1
5th +3 +1 +3 +1 Talent +5 +1
6th +4 +2 +3 +2 Bonus feat +6 +2
7th +5 +2 +4 +2 Talent +6 +2
8th +6/+1 +2 +4 +2 Bonus feat +7 +2
9th +6/+1 +3 +4 +3 Talent +7 +3
10th +7/+2 +3 +5 +3 Bonus feat +8 +3

Starting Feats
In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat.

Class Features
All of the following are class features of the Fast hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Defensive Talent Tree
The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels.
Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)
Prerequisite: Evasion.
Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker.
Prerequisites: Evasion, uncanny dodge 1.
Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage.
A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll—if the hero is immobilized, he or she can’t use this talent.
Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero’s evasion talent doesn’t apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.
Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero’s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can’t use this talent more than once per round.
Prerequisite: Evasion.

Increased Speed Talent Tree
The Fast hero can increase his or her natural base speed.
Increased Speed: The Fast hero’s base speed increases by 5 feet.
Improved Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total).
Prerequisite: Increased speed.
Advanced Increased Speed: The Fast hero’s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total).
Prerequisites: Increased speed, improved increased speed.

Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites.
Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse.
 

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