[Re-Recruiting] Invasion. Gathering of Heroes (d20 Modern)

airwalkrr:
Neat background, the war veteran idea is great.
I didn't stated before, but use full hp each lvl. So you'll have 66 hp. Also you noted level 1 and it's 6. Other that that the character is clean ready.

Frozen Messiah: You can't follow tracks of DC higher than 10 without the Track feat. You can follow tracks with survival checks up to DC 10, or find individual footprints with search. You can use track outdoor and indoor.
 
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Here is a concept I was playing with.
I have never created a mutliclass so bear with me.

Cha 3/Negotiator 3

Billy is a member of IHRR (Int'l Hostage Rescue and Recovery). Senior member of the worldwide rapid response team. Responsible for many lives against terrorism, Criminals and evil.
 

Okay I fixed his hp and level. I also adjusted his skills a bit since I realized he didn't have a Profession (which is actually an important skill in d20 Modern). That brought up and important question: how do you want us to calculate our starting Wealth and starting equipment?

[sblock]
Code:
[B]Name:[/B] Waller Ackermann
[B]Class:[/B] Strong Hero 3/Soldier 3
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Occupation:[/B] Military
[B]Wealth:[/B] XXXX

[B]Str:[/B] 14 +2 (06p.)     [B]Level:[/B] 6        [B]XP:[/B] 15,000
[B]Dex:[/B] 16 +3 (08p.) +1  [B]BAB:[/B] +5         [B]HP:[/B] 66 (3d8+3d10+12)
[B]Con:[/B] 14 +2 (06p.)     [B]Grapple:[/B] +7     [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 14 +2 (06p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +0
[B]Cha:[/B] 08 -1 (00p.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] 0%

                   [B]Base  Equip Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Defense:[/B]            10    +0    +0    +3    +0    +0    +4    17
[B]Touch:[/B] 13              [B]Flatfooted:[/B] 14

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      4    +2          +6
[B]Ref:[/B]                       3    +3          +6
[B]Will:[/B]                      2    +0          +2

[B]Weapon                  Attack   Damage     Critical   Range    Rate     Mag[/B]
unarmed                   +7     1d4+2      20x2
Luger P08 Pistol          +8     2d6        20x2       30 ft.   S        8 box
Mauser Karabiner 98K      +9     2d10+2     20x2       80 ft.   S        5 box
Knife                     +7     1d4+2      19-20x2

[B]Languages:[/B] German, English, French, Russian

[B]Talents:[/B] Extreme Effort, Improved Extreme Effort

[B]Feats:[/B] Advanced Firearms Proficiency, Armor Proficiency (light), Blind-Fight, Combat Martial Arts, Defensive Martial Arts, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Focus (Mauser Karabiner 98K), Weapon Specialization (Mauser Karabiner 98K)

[B]Skill Points:[/B] 51       [B]Max Ranks:[/B] 9/4.5
[B]Permanent Skills:[/B] Climb, Knowledge (tactics)
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      6    +2     +1   +9
Jump                       6    +2          +8
Knowledge (tactics)        3    +2     +1   +6
Listen                     9    +0          +9
Profession (farmer)        3    +0          +3
Profession (soldier)       9    +0          +9
Read/Write English
Read/Write French
Read/Write Russian
Speak English
Speak French
Speak Russian
Spot                       9    +0          +9
Swim                       6    +2          +8

[B]Equipment:               Cost  Weight[/B]
XXXX                     XXcp   XXlb
XXXX                     XXsp   XXlb
XXXX                     XXgp   XXlb
XXXX                     XXgp   XXlb
[B]Total Weight:[/B]XXlb      [B]Money:[/B] XXgp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               58    116   175   350   875

[B]Age:[/B] 32
[B]Height:[/B] 5'11"
[B]Weight:[/B] 209 lbs.
[B]Eyes:[/B] blue
[B]Hair:[/B] black
[B]Skin:[/B] fair
Appearance: Waller is a handsome soldier with a neat crew cut and dour demeanor. His only blemish is a slight hairlip that he tries to cover up by constantly sucking in his lips. He is always completely clean-shaven and tidy no matter what he wears, but he is most at home in his officer's uniform or army fatigues.

Background: Waller grew up on a family farm in the Ruhr. He never did well with parochial life and at the age of 12 he was enrolled in military school in Frankfurt. He was a lad of 16 when the Great War began, and like many other patriotic sons, he lied about his age to enlist in the German army. During the course of the war he saw heavy battle as a rifleman and light infantryman on the Russian front, eventually being given command of his own platoon and recognized for valor with the Iron Cross. In early 1917 his company was shifted to the Western Front where he participated in numerous campaigns against French, English, and American troops. However, his platoon was not accustomed to trench warfare and suffered heavy casualties. Waller himself was shot in the arm although he would later recover and go on to win another medal for merit before the war ended with the Armistice Treaty and later Treaty of Versailles.

Waller returned to his home a war hero, but the German economy was ruined by the war and the unfavorable terms of the Versailles Treaty. His family had to sell the farm and move to Heidelburg to find work in the factories. Waller's younger sister Brigita died during this time of influenza brought on by the family's poor living conditions in a multi-family apartment. Waller never took a wife because the pursuit was beyond his family's means. Waller frequently cursed the Allied countries for the burdensome reparations demanded in the Treaty of Versailles and began to get politically active. An avid anti-communist nationalist, Waller began to support German leaders who promised to end the unfair Versailles Treaty. He has never supported Hitler's anti-semitism however for there were a number of Jews on Waller's mother's side of the family.[/sblock]
 

My character's not complete yet but here's a second draft.


[SBLOCK]
Code:
[B]Name:[/B] George Wilkinson
[B]Class:[/B] Smart/Scientist 3/3
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Occupation:[/B] Technicial (+1 Craft Electronic, +1 Knowledge Technology, +1 Research, +3 Wealth)

Player Suusan
Speaks in: [COLOR=Blue]BLUE[/COLOR]
Thinks in: [COLOR=Red]RED[/COLOR]
Rolls As/At: [URL=http://invisiblecastle.com/roller/] GeorgeWilkinson [/URL] / invisiblecastle.com


[B]Str:[/B] 11    ( 3p.)            [B]Level:[/B] 3/3      [B]XP:[/B] 21000
[B]Dex:[/B] 10    ( 2p.)            [B]BAB:[/B] +2         [B]HP:[/B] 36 (3d6+3d6)
[B]Con:[/B] 10    ( 2p.)            [B]Grapple:[/B] +2     [B]Dmg Red:[/B] 0/-
[B]Int:[/B] 18 +4 (13p.)[+1 Lvl 4]  [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 14 +2 ( 6p.)            [B]Init:[/B] +0        [B]Spell Save:[/B] +0
[B]Cha:[/B] 10    ( 2p.)            [B]ActionPts:[/B] xx   [B]Spell Fail:[/B] 0%

                   [B]Base  Class  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Defence:[/B]            10     +2    +0    +X    +X    +X    +X   (+4)   12(16 with Solidified Light Armor)
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +0          +3
[B]Ref:[/B]                       2    +0          +2
[B]Will:[/B]                      5    +2          +7

[B]Weapon                  Attack   Damage     Critical[/B]
S&W M29, .44 Mag revolver, +2       2d8,       20


[B]Languages:[/B] English, American Accent.

[B]Talents:[/B] 
Smart Talents
-Savant Craft (Electronic) +3[Class Level]
-Savant Craft (Mechanical) +3[Class Level]

Scientist Talents
-Scientific Improvication

[B]Discoveries Made:[/B] 
Lvl  0  1  2  3  4  5
 3   6  3  1

lvl-0: 6
  Create Water
  Cure Minor Wounds:
  Daze: Light in the certain frequencies and patterns can daze people and animals.
  Mage Hand
  Message
  Prestidigitation

lvl-1: 3
  Comprehend Languages
  Mage Armor
  Power Device

lvl-2: 1
  Invisibility



[B]Feats:[/B] 
[B]Lvl How   Feat Name[/B]
0   Free -Simple Weapon Proficiency
1st 1st  -Windfall
1st 2nd  -Educated: +2 Know. (Current Events), +2 Know. (History)
2nd Bonus-Builder: +2 Craft (Electronic), +2 Craft (Mechanical)
3rd 3rd  -Personal Firearms Proficiency
6th Bonus-Miniature Invention
6th 4th  -Improvised Invention




[B]Skill Points:[/B] (4x12+2x12+3x11=105)       [B]Max Ranks:[/B] 9/4
[B]Skill Name          Key   Skill Ability Ranks   Misc[/B]
[B]                  Ability  Mod    Mod           Mod.[/B]
Balance             Dex*    0 =   +0        
Bluff               Cha     0 =   +0        
Climb               Str*    0 =   +0        
Computer Use        Int     4 =   +4    ?
Concentration       Con     0 =   +0        
Craft (Chemical)    Int     8 =   +4    +4
Craft (Electronic)  Int    19 =   +4    +9   +3[savant]+2[Builder]+1[Technician]
Craft (Mechanical)  Int    18 =   +4    +9   +3[savant]+2[Builder]  
Craft (Structural)  Int     4 =   +4    +0 
Craft (Visual Art)  Int     4 =   +4        
Craft (Writing)     Int     4 =   +4        
Decipher Script     Int    10 =   +4    +6
Demolitions         Int     7 =   +4    +3
Diplomacy           Cha     0 =   +0        
Disable Device      Int    10 =   +4    +6
Disguise            Cha     0 =   +0        
Drive               Dex*    0 =   +0    +0
Escape Artist       Dex*    0 =   +0        
Forgery             Int     4 =   +4        
Gamble              Wis     2 =   +2       
Gather Information  Cha     0 =   +0        
Hide                Dex*    0 =   +0        
Intimidate          Cha     0 =   +0        
Jump                Str*    0 =   +0        
Know. (ArcaneLore)  Int    12 =   +4    +6
Know.Current Events Int     7 =   +4    +1   +2[Educated]
Know. (History)     Int     7 =   +4    +1   +2[Educated]
Know. (physical)    Int    13 =   +4    +9   
Know. (technology)  Int    14 =   +4    +9   +1[Technician]
Listen              Wis     2 =   +2        
Move Silently       Dex*    0 =   +0        
Navigate            Int     9 =   +4    +5
Perform (Act)       Cha     0 =   +0        
Perform (Dance)     Cha     0 =   +0        
Perform (Keyboards) Cha     0 =   +0        
Perform (Percussion)Cha     0 =   +0        
Perform (Sing)      Cha     0 =   +0        
Perform (Standup)   Cha     0 =   +0        
Perform (String     Cha     0 =   +0        
         Inst )
Perform (Wind       Cha     0 =   +0        
         Inst )
Pilot               Dex*    5 =   +0    +5
Profession          Wis    12 =   +2    +9   +1[Windfall]
Repair              Int    11 =   +4    +7   
Research            Int    14 =   +4    +9   +1[Technician]
Ride                Dex     0 =   +0        
Search              Int    11 =   +4    +7
Sense Motive        Wis     2 =   +2        
Spot                Wis     2 =   +2       
Survival            Wis     2 =   +2       
Swim                Str**   0 =   +0        
Treat Injury        Wis     2 =   +2    +0

* = check penalty for wearing armor


[B]Wealth rolls and spending[/B] (2d4 +)
(15+Occupation bonus+windfall feat +1 per 4 ranks in profession)
(15      +3              +3        +2(for 9 ranks))          = 23


[B]Equipment:               Cost  Weight[/B]
S&W M29, (.44 Mag revolver), damage 2d8, crit. 20, Ballistic, Range Inc 30 ft., Single Shot, 6-cyl, Size Med., 3 lb., purchase 15(cost 1), Lic (+1)
15 rounds left

Ammo, .44 (50 rounds) (purchase DC 5) 1 lb.

Backpack, 3 lb DC 10
Sleeping Bag, 4 lb DC 9
Compass, 0.5 lb
Flashlight (with batteries) 1 lb.
Canteen, Water, 1 qt., 2 lb  
Multipurpose Tool, .5 lb. purchase 9
Tent, Pup, 4 lb.

Trail Rations, 5 days, 5 lb.     24

[b]Wearing:[/b]
Leather jacket, Impromptu, Equip. Bonus +1, NonProf. Bonus +1, Max. Dex. Bonus +8, Armor Penalty –0, Speed 30, 4 lb., purchase DC 10(cost 1), No Restrictions
Holster, Hip, 1 lb
Driver's License
Shirt
Jeans
Socks
Boots, hiking, 2 lb.      31

Toolkit, Electrical, 12 lb.  (May or may not be taken on any given trip.)
Toolkit, Mechanical, 22 lb.  (May or may not be taken on any given trip.)

[B]lvl-0 Inventions:[/B]
  [B]Wilkinson's Moister Condensing Beam: [Charges Remaining: 50][/B](Held, both hands) 5 lb.  Up to 6 gallons are condensed at the beam's terminous, up to 40 feet range.
  [B]Wilkinson's Dermal Regenerating Ray: [Charges Remaining: 50][/B](Worn on hand and upper arm) 5 lb.  Looses effectiveness with distance(touch); Heals minor wounds(1 HP per attack action)
  [B]Wilkinson's Trackor Beam: [Charges Remaining: 50][/B](Worn on hand and upper arm) 5 lb.  Once the force manipulation field is established(1 attack action) around an unattended object(up to 5 lb.), it can be used to move the object up to 15 feet per move action in any direction.  The range is limited to 40 feet.
  [B]Wilkinson's Auditory Canal Tuner Cap: [Charges Remaining: 50][/B](Worn on head and ears) 5 lb.  The tuner can be tuned to the auditory canals of up to 3 other people withing a 130 foot radius.  Once tuned, the private communication can be maintained for up to 30 minutes before the resetting and retuning is required.
  [B]Wilkinson's Electromagnetical Molecular Stimulator: [Charges Remaining: 50][/B](Worn on hand and upper arm) 5 lb.  Once the capacitors are charged, the unit will run for up to 1 hour and has a stimulation range of 10 feet.  The unit can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. They can chill, warm, or flavor 1 pound of nonliving material. The effects cannot deal damage or affect the concentration of spellcasters. The unit can create small objects, but they look crude and artificial. The materials created by the unit are extremely fragile, and they cannot be used as tools, weapons, or crafting components. The items last only 1 hour.  Some effects, like color, chill, warm, flavor, etc., last one hour.  Others are permanent till effected again, like something cleaned can remain clear till it is made dirty again.

[B]lvl-1 Inventions:[/B]
  [B]Wilkinson's Solidified Light Armor: [Charges Remaining: 50][/B](Held, both hands) 10 lb.  This unit applies a web of invisible, solidified light around the target creature and it's possessions.  The web last for 3 hours and gives the creature and anything it carries a +4 equipment bonus to defense.
  [B]Wilkinson's Language Comprehension Stimulator: [Charges Remaining: 50][/B](Worn like goggles) 10 lb.  This unit stimulates the language comprehention centers of the brain.  The person stimulated must touch the speaker or the text to shift the stimulation phases so the speaker or the text can be understood.  Once phase shifted, the person can understand the spoken or written language as it is spoken by the speaker or read by the stimulated person.  The initial tuning is so complex that the inventor can only tune it to him/her self. (A simplified unit would be self tuning and usable by anyone.)

[B]lvl-2 Inventions:[/B]
  None.

[B]Total Weight:[/B] 76 lb ( 110 lb. if toolkits are included.)

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                38    76   115   230   575

[B]Age:[/B] 26
[B]Height:[/B] 5' 8"
[B]Weight:[/B] 156 lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Black
[B]Skin:[/B] White

Appearance: George is of average appearance and medium build.


Background:
George Wilkinson is the son of a businessman who had a lower-middle class income. He was allowed to 'tinker' in the garage in his youth. His father's parents were also of middle class income. His mother's parents were well to-do but would not share their wealth because they were still mad at their daughter for 'marrying below her class'. Even so, the George got to spend time with both sets of his grandparents. His father's parents tended to coddle him while his mother's would often state that he was spoiled. The coddling grandparents had middle class income and tended to buy him toys and books and encouraged his imagination. The other grandparents gave him little in the way of toys or money. They did, however, aid him in his higher education by footing the bill for his university years.

Early in his adventures in science, George discovered a fasination for light and its abilities and uses. As a result, many of his discoveries and inventions are based in part or whole on the manipulation of light.

[/SBLOCK]
 
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Calculate your wealth as: 5+Occupation bonus+windfall feat (if you have it)+1 for each 4 ranks in profession (if you have 1 rank, you have a +1, but until you have an 8, you add +1).
Mainly choose whatever you feel your character would have to possess as a matter of fact: For example, your character will have his weapons, regardless of their price and his Wealth. But if he wants more weapons or more ammo, he'll have to afford them.
 

ThWatcher: I loved the inventions names and descriptions, really great inventions.
Minor Notes: AC: Misc AC bonus should be +0
You should list discoveries at class features.
Why did you spend two feats in windfall? Not that it's wrong or something, just wondering... you could have taken something better.
 

airwalkrr:
Frozen Messiah: You can't follow tracks of DC higher than 10 without the Track feat. You can follow tracks with survival checks up to DC 10, or find individual footprints with search. You can use track outdoor and indoor.

Thanks, this now means that track becomes a lot less attractive to the character build but all that means is that he will have to take a little bit more time in deep thought with a glass of sheri and his pipe. I'm making the assumption that there will be a greater focus on intruigue rather than combat, am I right to assume such?
 
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ThWatcher: I loved the inventions names and descriptions, really great inventions.
Thanks.

Minor Notes: AC: Misc AC bonus should be +0
Sorry. In an early version of the character, he had 'Smart Defense'. I'll fix that.

You should list discoveries at class features.
OK, I will fix it. Also moved the inventions down to equipment.

Why did you spend two feats in windfall? Not that it's wrong or something, just wondering... you could have taken something better.
I've played a D20 Modern Mage before. The cost to make Scrolls, Tattoos, and Magic Items kept him broke most of the time. My logic was to have as much starting wealth as possible to cover the cost for a while.
Now, since it appears that the Scientist's entire ability to do FXs is through his inventions, he has to maintain a stock of inventions on hand to maximize his effectiveness. Now even though each has 50 charges, each also cost 1 wealth point, possibly more if my wealth level falls below 30. And I only gain a little over 2 wealth points per level.

But, all that isn't allowing for wealth increases from treasure, equipment, money, and/or backing obtained while adventuring.

So, I'll just ask, 'am I worrying too much over wealth levels?'
 


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