[OOC] Project Black Dagger, OOC Thread

mastermind said:
could you tell me where your feats are from?

Attentive is from D20 Modern SRD, if that's what you mean.

Question: So are all the firearms simple weapons as you said on the other thread, or do I need to take the Medium Weapon Profiency to get Heavy Revolver?
 
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Ok, changed feats so that I'll get the Heavy Revolver (I want it! It's mine! Muahahahaha!).

Now I just have to think the name... agh...
 



Sorry for not posting, but I was waiting to see what others had chosen before selecting my background. My three ideas are a human fatespinner4/stargazer1, a mountainfolk demolitions expert (rogue/fighter), and an human rifleman (sort of a quigley down under deal).

But as I can't decide, I thought I'd wait to see what others posted to narrow my choices. If no one answers by late evening, I'll make my choice and go.

Keia
 


Okay, Mountain folk Demolitions Expert it is.

Keldor the Lucky
Mountain-folk Male
Rogue 3 / Cleric (Stargazer) 1 / Fighter 1

Age: 125
Weight: 178 Lbs
Height: 4' 9"
Hair: Long curly brown
Eyes: Royal Blue

Alignment: Neutral
Xps: 10,000 xps
Languages: Mountain-Folk, Common, (plus two others)

Attributes
Str 14 (+2) [6 cost]
Dex 15 (+2) [6 cost + 1 level]
Con 16 (+3) [6 cost + 2 race]
Int 14 (+2) [6 cost]
Wis 12 (+1) [4 cost]
Cha 8 (-1) [2 cost - 2 race]

Initiative: +2 (+2 Dex)
Move: 20'
Hit Points: 36
AC: 17 (+2 Dex, +5 MW Plated Trench Coat)
BAB: +3 (+5 to hit melee, +5 ranged)

Saves:
+8 Fort (+5 Base, +3 CON)
+5 Ref (+3 Base, +2 DEX)
+4 Will (+3 Base, +1 WIS)

+2 Racial save vs. poison.
+2 Racial save on spells and spell-like effects.


Special Abilities:
Darkvision 60'
Stone-cunning (+2 racial bonus on stonework checks)
+1 to hit vs. orcs and goblinoids
+4 dodge bonus against giants
+2 racial bonus on Appraise checks on stone or metal items
+2 racial bonus on craft checks related to stone or metal

One Re-roll - 1/day [Luck Domain]
All Knowledge skills are class skills [Knowledge Domain]

Feats:
Demolitions Expert [+2 to Alchemy and Demolitions]
--as medical expert from D20 Modern
Point Blank Shot
Precise Shot

Skills:

Alchemy +10 [6 ranks, +2 Int, +2 Feat]
Balance +4 [0 ranks +2 Dex, +2 Synergy-Tumble]
Bluff +4 [5 ranks, -1 Cha]
Concentration +4 [1 rank, +3 Con]
Demolitions +12 [8 ranks, +2 Int, +2 Feat]
Decipher Script +4 [2 ranks, +2 Int]
Disable Device +10 [8 ranks, +2 Int]
Diplomacy +1 [0 ranks, -1 Cha, +2 Synergy-Bluff]
Disguise +1 [0 ranks, -1 Cha, +2 Synergy-Bluff]
Hide +5 [3 ranks, +2 Dex]
Innuendo +4 [1 rank, +1 Wis, +2 Synergy-Bluff]
Intimidate +1 [0 ranks, -1 Cha, +2 Synergy-Bluff]
Jump +4 [0 ranks, +2 Dex, +2 Synergy-Tumble]
Knowledge Religion +3 [1 Rank, +2 Int]
Listen +4 [3 ranks, +1 Wis]
Move Silently +5 [3 ranks, +2 Dex]
Search +9 [7 ranks, +2 Int]
Spellcraft +9 [5 ranks, +2 Int, +2 Synergy-Use Magical Device]
Spot +8 [7 ranks, +1 Wis]
Tumble +7 [5 ranks, +2 Dex]
Use Magical Device +6 [5 ranks, -1 Cha, +2 Synergy-Spellcraft]

Spells:
Domains (Knowledge, Luck)
0 Level - Create Water, Guidance, Light
1st lvl - Detect Secret Doors [Domain], Endure Elements, Sanctuary

Equipment:
Masterwork Plated Trench Coat [AC +5, Dex +3, Skills -3]
MW Heavy Revolvers (2)
Grenades - on belt (2)
Smoke Grenades - on belt (2)
Two Clips
Demolitions Kit
Theives Tools [Security kit]
Vest Flask of Premium Alcohol

Heavy insulated and lined storage kit holding
--(3) Cocktails
--(4) Grenades
--(2) Smike Grenades
--(36) Thundersticks
--(4) Detonators
--(6 ft) Fuse
--(2) Vials of Acid
--(2) Thunderstones
--(1) Bottle of Premium Alcohol [Just to calm the nerves ;)]


Background:
You’ve often heard people say they think they were born in the wrong time. Keldor Starisson was borne in the right time. His mother was a servant of Father, a Star-gazer, who made certain Keldor was born at the right time – according to the signs. Keldor was raised in a strict family and clan, and as most youth, he rebelled and ran with the wrong crowds. While with those crowds, he learned that he was good at blowing things up, but that got him into trouble – frequently. He came to his senses for a while and followed his mother’s guidance in adherence to the Father as a Star-gazer, until she was cut down in a surprise strike by a group of wild orcs.

The mountain folk pursued the guilty wild orcs and Keldor was at their side. The orcs fled into a narrow passage that was incredibly defensible. Many mountainfolk lost their lives trying to get at them. Keldor thought for a while and developed a plan. The passage was unused by the mountainfolk so he blew it up – the entire passage – burying the orcs within. His good deed (it was just revenge for him) did not go unnoticed and Keldor was trained in the military for a time so they could take advantage of his talents. Keldor mustered out and went freelance.

For years, if something needed blown up, you called Keldor. Eventually, it got to the point where a situation got all out of control, people would call it a Keldor, like – “that went Keldor in no time.” Keldor would blow things up for good pay, then for years you wouldn’t hear of him. Keldor would wander back in town and his services were up for hire. He became known as Keldor the lucky, for any demolitions expert to have lived so long by his trade, he would have to be lucky.

Keldor is easily lost a crowd and no one is ever exactly sure of what he looks like under the grim and grit of his trade. Wide protection goggles, a heavy trench coat and the every present demo kit are all that are necessary to mark the mountainfolk as who he his. His crass attitude and high fees ensure that you only called on Keldor when you really needed him.


Quotes:
"Don't rush me, son. This is delicate work."
 
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