[D20 Modern] Paths of Legend: Shadowgate (OOC)

crazy_monkey1956

First Post
Um, wow...I didn't read the whole thing as there is way too much filtered there, and frankly, the words that got filtered aren't necessary. Keep in mind that we're going for PG 13 here (and EN World has a "Grandma friendly" policy...generally speaking, if you wouldn't let your Grandma read it, don't post it here). To be honest, all I really need is the summary.
 

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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Dire lemming, watch those cuss words...did you learn that foul language in collage, man!?

Evil crazy monkey ... you must be using your sith lord mind poswerson me...must ...make ...character...

any more openings?


Age:19

Occupation :MIlitary
Branch: US.Army, Special Forces-Black Branch, tactile operations specialist

Class: Tough Hero 1
Hit Die: 1d10
Action Points : 5
(5+ ½ lv.)

Skill Points at 1st Level: (3 + Int modifier) x4

[sblock=Skills]
Climb (Str)
Concentration (Con)
Craft (mechanical, structural) (Int)
Drive (Dex)
Intimidate (Cha)
Knowledge (current events, popular culture, streetwise) (Int)
Profession (Wis)
Read/Write Language (none)
Ride (Dex)
peak Language (none)
Spot (Wis)
Survival (Wis).

Occupation Bonus:
Move Silently
Swim
[/sblock]


[sblock=Feats]

simple weapon prof (occupational hazard)
Far Shot (practiced when hunting in his yout...refined in is military training)
Brawl (learned just being a guy growing up)
Combat Martial Arts (occupation bonus)
[sblock=feats taken]
Brawl
Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Normal: Unarmed attacks normally deal nonlethal damage equal to 1d3 + Strength modifier.

Combat Martial Arts
Prerequisite: Base attack bonus +1.
Benefit: 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.
Normal: Without this feat, a character deals only 1d3 points of nonlethal damage. Unarmed attacks normally provoke attacks of opportunity, and unarmed combatants cannot normally make attacks of opportunity.

Far Shot
Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.
[/sblock]

poss. feats:

Guide
Benefit: The character gets a +2 bonus on all Navigate checks and Survival checks

Improved Damage Threshold
Benefit: The character increases his or her massive damage threshold by 3 points.
Normal: A character without this feat has a massive damage threshold equal to his or her current Constitution score. With this feat, the character’s massive damage threshold is current Con +3.
Special: A character may gain this feat multiple times. Its effects stack.

[/sblock]


[sblock=Howie Blaise]
Howie Blaise, Spec 1st class, U.S.Army, Special Forces
Permanant duty base: 'Area 51'
Special TDY: Ft. Lost in the wood (Lenerwoood) -training

Being born in a midwest small town left him in a particular lifestyle expectancy ... hunting, farming, finish school, get married, have children and die.

he caught on to the hunting and farming thing, but he also picked up canoeing in the local river as well as kyaking, bluff climbing and snorkle/scuba in the river.

he was a good lad and went to the military to serve his country ... and stayed there. He didn't want to die a fat farmer with 20 kids running all over the place, no matter how beautiful the woman coulda been.

his skills of scuba, rock climbing and hunting put him in the sneaky b B-) B-) B-) B-) B-) B-) s group among his fellows in boot camp, he was a natural for special forces. This is what he found as his true love...serving his country while putting his life at risk.

1 year of actual duty in SF left him with a mission, only one. but that one was so dark and off the books that he had to undergo "special counseling" to make sure the information never saw the light of day, even in his mind...how they did he did not know and did not care. The lack of nightmares was worth it. (hypnotism or ... psi ops?)

he is finally on furlow. been so for a month and still had 3 more weeks of it ... hunting in the Ozarks during deer season, trout fishing and rock climbing in the current River area and scuba at bull shoals lake, near branson. Ah the good life .. like right now. he was suspended on a rope, teen feet below a rock outcropping 100 feet in the air, and 50 feet from the top...over looking the current river vally and the forested ridges all around him ... nothing but miles of ... nothing. Ah the good life.
[/sblock]

[sblock=msrd mil. occ]

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.
Wealth Bonus Increase: +1.

[/sblock]

[sblock=msrd class: tough hero]
THE TOUGH HERO
Ability: Constitution
Hit Die: 1d10
Action Points: Tough 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 Tough hero’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).
Also, the starting occupation the character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (3 + Int modifier) x4.
Skill Points at Each Additional Level: 3 + Int modifier.

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

Starting Feats
In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Simple Weapons Proficiency feat.
Class Features
All of the following are class features of the Tough hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Tough 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.
Damage Reduction Talent Tree
The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.
Damage Reduction 1/—: The Tough hero ignores 1 point of damage from melee and ranged weapons.
Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 2/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).
Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Damage Reduction 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).
Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.
Energy Resistance Talent Tree
The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.
Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier.
Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier.
Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier.
Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier.
Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.
Unbreakable Talent Tree
The Tough hero is particularly resilient thanks to the following talents.
Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains.
Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.
Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.
Prerequisite: Robust.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Tough hero gains a bonus feat. This feat must be selected from the following list, and the Tough hero must meet any prerequisites.
Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness, Vehicle Expert.

[/sblock]
 
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crazy_monkey1956

First Post
Hiya, Scott. :D

I'll probably shut down recruiting with the current crop of characters and concentrate on getting everyone statted up and ready to go.

Scott, looks good, though a little old for a beginning character (a special forces character with 15 years in is likely to be fairly high level, certainly not level 1). So, let's adjust the background down to been in for a couple of years and has one mission that was so "dark" that he doesn't remember for whatever reason.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
If you want, I can be a reserve player ... maybe the occasonal walK on part, with possible return casting?

I will tone down the history for the 1 year in S.F.

by the way, the places mentioned in the last poaragraph ar actual places. I graduated from a high school some 40 miles away from where i picture him at...eminence, mo., big spring input to current river.
 
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crazy_monkey1956

First Post
I'll be rereading everything more thoroughly later today.

Have a look at the links to the D20 Modern SRD provided above and the character creation guidelines in the first post.
 

Dire Lemming

First Post
Dire lemming, watch those cuss words...did you learn that foul language in collage, man!?

Evil crazy monkey ... you must be using your sith lord mind poswerson me...must ...make ...character...

any more openings?

I don't honestly know, elementary school? Probably the same place every high school student who says the F word in place of a coma did. I was just trying to write realistic dialogue for a typical high school idiot. I forgot about that grandma rule... Ugh... so annoying. Nevemind that it doesn't even make any sense. I don't decide what my grandma reads, she's an adult, she can decide for herself. I deffinitelly wouldn't show her any of this stuff because she wouldn't understand it and if she did she'd be offended by how violent it was. Really not a very well thought out rule.

So I guess I'll try to start figuring out when I gotta do for the crunch later today, though any help you can offer would be helpful.
 
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Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
I am having connectivity issues right now...might be slow in the making of a character...sorry.
 

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