Yttermayn
First Post
Billy Saturn 200xp
Phil 0xp
Jorge 225xp
Joseph 150xp
[sblock=Billy Saturn]
Billy ("William" when talking to himself) Saturn Ability Scores?
Class: Aging Rocker
Level: Presumably 3?
Skills: Disc Jockey
Feats: Snag Young Pu***
Equipment:
Pick-up Truck
Liquor Assortment
[/sblock]
[sblock=Phil]
Philip
Human Male Tough Hero 2 / Dedicated Hero 1
Strength12(+1)Dexterity13(+1)Constitution14(+2)Intelligence12(+1)Wisdom14(+2)Charisma8(-1)
Size:MediumHeight:5' 10"Weight:180 lbEyes:Dark BrownHair:NoneSkin:Light
Talents:
Total Hit Points: 29
Speed: 30 feet
Armor Class: 15 = 10 +1 [leather jacket] + 3 [class] +1 [dexterity]
Flat-footed: 14Initiative modifier:+1= +1 [dexterity]Fortitude save:+7= 3 [base] +2 [constitution] +2 [great fortitude]Reflex save:+1= 0 [base] +1 [dexterity]Will save:+3= 1 [base] +2 [wisdom]Attack (handheld):+2= 1 [base] +1 [strength] Weapon Finesse:+2= 1 [base] +1 [dexterity]Attack (missile):+2= 1 [base] +1 [dexterity]Grapple check:+2= 1 [base] +1 [strength]Reputation:+1= 1 [base]
Action points: 17 (lifetime)Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Club [1d6, crit 20, range inc 10 ft., 3 lb, one-handed, bludgeoning]
Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]
Sap [1d6 special, crit 20, 3 lb, one-handed, bludgeoning]
Leather jacket [light; +1 AC; max dex +8; check penalty 0; 4 lb.]
Blue Collar (starting occupation)
Feats:
Mutations:Skill NameKey
AbilitySkill
ModifierAbility
ModifierRanksMisc.
ModifierBalanceDex*1 =+1
BluffCha-1 =-1
ClimbStr*6 =+1+4+1 [Blue Collar]Computer UseInt1 =+1
ConcentrationCon2 =+2
Craft (Structural)Int8 =+1+6+1 [Blue Collar]Craft (Visual Art)Int1 =+1
Craft (Writing)Int1 =+1
DiplomacyCha-1 =-1
DisguiseCha-1 =-1
DriveDex*1 =+1
Escape ArtistDex*1 =+1
ForgeryInt1 =+1
GambleWis2 =+2
Gather InformationCha-1 =-1
HideDex*1 =+1
IntimidateCha-1 =-1
JumpStr*1 =+1
ListenWis2 =+2
Move SilentlyDex*1 =+1
NavigateInt1 =+1
Perform (Act)Cha-1 =-1
Perform (Dance)Cha-1 =-1
Perform (Keyboards)Cha-1 =-1
Perform (Percussion)Cha-1 =-1
Perform (Sing)Cha-1 =-1
Perform (Standup)Cha-1 =-1
Perform (String Inst.)Cha-1 =-1
Perform (Wind Inst.)Cha-1 =-1
ProfessionWis8 =+2+6
RepairInt7 =+1+6
ResearchInt1 =+1
RideDex1 =+1
SearchInt1 =+1
Sense MotiveWis2 =+2
SpotWis2 =+2
SurvivalWis7 =+2+5
SwimStr**1 =+1
Treat InjuryWis9 =+2+5+2 [healing knack]
* = check penalty for wearing armor
Human
[/sblock]
[sblock=Jorge]
level 3, 25 points
str 10
dex 12 4
con 14 6
int 13 5
wis 14 6
cha 12 4
3 levels of dedicted hero and the possibility of field medic as advance class later.
THE DEDICATED HERO
Spoiler:
Ability: Wisdom
Hit Die: 1d6
Action Points: Dedicated 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 Dedicated hero’s class skills (and the key ability for each skill) are: Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).
Also, the starting occupation the hero 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.
starting occupation
Spoiler:
Religious
Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.
Prerequisite: Age 23+.
Skills: Choose three 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.
Decipher Script
Knowledge (arcane lore, art, behavioral sciences, history, streetwise, or theology and philosophy),
Listen
Sense Motive
Wealth Bonus Increase: +2.
advanced class idea
Spoiler:
FIELD MEDIC
Requirements
To qualify to become a Field Medic, a character must fulfill the following ¬criteria.
Base Attack Bonus: +2.
Skills: Treat Injury 6 ranks, Spot 6 ranks.
Feat: Surgery.
Class Information
The following information pertains to the Field Medic advanced class.
Hit Die: 1d8
Last known whereabouts: Village of Colina, Columbia
[/sblock]
[sblock=Joseph]
Joseph Brandon Beltran is the son of an Irish mother and a Spanish father. Most of his forebears are either cops or firemen. He joined the Navy out of high school and trained as a medic, and for his two years of service was assigned to a USMC unit. He soon found the service was not for him, and became a fire fighter in NYC. But the tragedy on 9/11/01 changed him from idealistic to driven. Every life he saves is to him but the least he should do, every one he can't save he takes personally. He is well trained in search and rescue, first aid, and rescue vehicle operation. He also has dabbled in aikido, the only skill he considers useful from his military days.
Joseph Brandon Beltran
Human Male Tough Hero 1 / Dedicated Hero 2
Representing Helfdan
Strength 13 (+1)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 8 (-1)
Size: Medium
Height: 6' 0"
Weight: 195 lb
Eyes: Blue
Hair: Dark Brown
Skin: Light
Talents:
Robust
Healing Knack
Total Hit Points: 22
Speed: 30 feet
Armor Class: 15 = 10 + 3 [class] +2 [dexterity]
Touch AC: 15
Flat-footed: 13
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +5 = 3 [base] +2 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +6 = 2 [base] +2 [wisdom] +2 [iron will]
Attack (handheld): +2 = 1 [base] +1 [strength]
Attack (missile): +3 = 1 [base] +2 [dexterity]
Grapple check: +2 = 1 [base] +1 [strength]
Reputation: +1 = 1 [base]
Action points: 17 (lifetime)
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.
Emergency Services (starting occupation)
Search
Swim
Feats:
Blind-fight
Endurance
Iron Will
Defensive Martial Arts
Simple Weapon Proficiency [free]
Mutations:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Balance Dex* 2 =
+2
Bluff Cha -1 =
-1
Climb Str* 1 =
+1
Computer Use Int 0 =
+0
Concentration Con 2 =
+2
Craft (Structural) Int 0 =
+0
Craft (Visual Art) Int 0 =
+0
Craft (Writing) Int 0 =
+0
Diplomacy Cha -1 =
-1
Disguise Cha -1 =
-1
Drive Dex* 6 =
+2
+4
Escape Artist Dex* 2 =
+2
Forgery Int 0 =
+0
Gamble Wis 2 =
+2
Gather Information Cha -1 =
-1
Hide Dex* 2 =
+2
Intimidate Cha -1 =
-1
Jump Str* 1 =
+1
Listen Wis 2 =
+2
Move Silently Dex* 2 =
+2
Navigate Int 0 =
+0
Perform (Act) Cha -1 =
-1
Perform (Dance) Cha -1 =
-1
Perform (Keyboards) Cha -1 =
-1
Perform (Percussion) Cha -1 =
-1
Perform (Sing) Cha -1 =
-1
Perform (Standup) Cha -1 =
-1
Perform (String Inst.) Cha -1 =
-1
Perform (Wind Inst.) Cha -1 =
-1
Research Int 0 =
+0
Ride Dex 2 =
+2
Search Int 6 =
+0
+6
Sense Motive Wis 2 =
+2
Spot Wis 2 =
+2
Survival Wis 5 =
+2
+3
Swim Str** 4 =
+1
+3
Treat Injury Wis 10 =
+2
+6 +2 [healing knack]
[/sblock]
I will update this first entry as I did in Saga as I get more info.
Phil 0xp
Jorge 225xp
Joseph 150xp
[sblock=Billy Saturn]
Billy ("William" when talking to himself) Saturn Ability Scores?
Class: Aging Rocker
Level: Presumably 3?
Skills: Disc Jockey
Feats: Snag Young Pu***
Equipment:
Pick-up Truck
Liquor Assortment
[/sblock]
[sblock=Phil]
Philip
Human Male Tough Hero 2 / Dedicated Hero 1
Strength12(+1)Dexterity13(+1)Constitution14(+2)Intelligence12(+1)Wisdom14(+2)Charisma8(-1)
Size:MediumHeight:5' 10"Weight:180 lbEyes:Dark BrownHair:NoneSkin:Light
Talents:
- Damage resistance 1/-
- Healing Knack
Total Hit Points: 29
Speed: 30 feet
Armor Class: 15 = 10 +1 [leather jacket] + 3 [class] +1 [dexterity]
- Touch AC: 14
Flat-footed: 14Initiative modifier:+1= +1 [dexterity]Fortitude save:+7= 3 [base] +2 [constitution] +2 [great fortitude]Reflex save:+1= 0 [base] +1 [dexterity]Will save:+3= 1 [base] +2 [wisdom]Attack (handheld):+2= 1 [base] +1 [strength] Weapon Finesse:+2= 1 [base] +1 [dexterity]Attack (missile):+2= 1 [base] +1 [dexterity]Grapple check:+2= 1 [base] +1 [strength]Reputation:+1= 1 [base]
Action points: 17 (lifetime)Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:43 lb. or less
44-86 lb.
87-130 lb.
130 lb.
260 lb.
650 lb.
Club [1d6, crit 20, range inc 10 ft., 3 lb, one-handed, bludgeoning]
Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]
Sap [1d6 special, crit 20, 3 lb, one-handed, bludgeoning]
Leather jacket [light; +1 AC; max dex +8; check penalty 0; 4 lb.]
Blue Collar (starting occupation)
- Craft (structural)
- Climb
- Repair
Feats:
- Armor Proficiency (light)
Mutations:Skill NameKey
AbilitySkill
ModifierAbility
ModifierRanksMisc.
ModifierBalanceDex*1 =+1
BluffCha-1 =-1
ClimbStr*6 =+1+4+1 [Blue Collar]Computer UseInt1 =+1
ConcentrationCon2 =+2
Craft (Structural)Int8 =+1+6+1 [Blue Collar]Craft (Visual Art)Int1 =+1
Craft (Writing)Int1 =+1
DiplomacyCha-1 =-1
DisguiseCha-1 =-1
DriveDex*1 =+1
Escape ArtistDex*1 =+1
ForgeryInt1 =+1
GambleWis2 =+2
Gather InformationCha-1 =-1
HideDex*1 =+1
IntimidateCha-1 =-1
JumpStr*1 =+1
ListenWis2 =+2
Move SilentlyDex*1 =+1
NavigateInt1 =+1
Perform (Act)Cha-1 =-1
Perform (Dance)Cha-1 =-1
Perform (Keyboards)Cha-1 =-1
Perform (Percussion)Cha-1 =-1
Perform (Sing)Cha-1 =-1
Perform (Standup)Cha-1 =-1
Perform (String Inst.)Cha-1 =-1
Perform (Wind Inst.)Cha-1 =-1
ProfessionWis8 =+2+6
RepairInt7 =+1+6
ResearchInt1 =+1
RideDex1 =+1
SearchInt1 =+1
Sense MotiveWis2 =+2
SpotWis2 =+2
SurvivalWis7 =+2+5
SwimStr**1 =+1
Treat InjuryWis9 =+2+5+2 [healing knack]
* = check penalty for wearing armor
Human
- Extra feat at first level (already included)
- Four extra skill points at first level (already included)
- One extra skill point at each additional level (already included)
ClassHP rolled
Level 1:Dedicated Hero6
Level 2:Tough Hero9
Level 3:Tough Hero8
[/sblock]
[sblock=Jorge]
level 3, 25 points
str 10
dex 12 4
con 14 6
int 13 5
wis 14 6
cha 12 4
3 levels of dedicted hero and the possibility of field medic as advance class later.
THE DEDICATED HERO
Spoiler:
Ability: Wisdom
Hit Die: 1d6
Action Points: Dedicated 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 Dedicated hero’s class skills (and the key ability for each skill) are: Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).
Also, the starting occupation the hero 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.
starting occupation
Spoiler:
Religious
Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.
Prerequisite: Age 23+.
Skills: Choose three 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.
Decipher Script
Knowledge (arcane lore, art, behavioral sciences, history, streetwise, or theology and philosophy),
Listen
Sense Motive
Wealth Bonus Increase: +2.
advanced class idea
Spoiler:
FIELD MEDIC
Requirements
To qualify to become a Field Medic, a character must fulfill the following ¬criteria.
Base Attack Bonus: +2.
Skills: Treat Injury 6 ranks, Spot 6 ranks.
Feat: Surgery.
Class Information
The following information pertains to the Field Medic advanced class.
Hit Die: 1d8
Last known whereabouts: Village of Colina, Columbia
[/sblock]
[sblock=Joseph]
Joseph Brandon Beltran is the son of an Irish mother and a Spanish father. Most of his forebears are either cops or firemen. He joined the Navy out of high school and trained as a medic, and for his two years of service was assigned to a USMC unit. He soon found the service was not for him, and became a fire fighter in NYC. But the tragedy on 9/11/01 changed him from idealistic to driven. Every life he saves is to him but the least he should do, every one he can't save he takes personally. He is well trained in search and rescue, first aid, and rescue vehicle operation. He also has dabbled in aikido, the only skill he considers useful from his military days.
Joseph Brandon Beltran
Human Male Tough Hero 1 / Dedicated Hero 2
Representing Helfdan
Strength 13 (+1)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 8 (-1)
Size: Medium
Height: 6' 0"
Weight: 195 lb
Eyes: Blue
Hair: Dark Brown
Skin: Light
Talents:
Robust
Healing Knack
Total Hit Points: 22
Speed: 30 feet
Armor Class: 15 = 10 + 3 [class] +2 [dexterity]
Touch AC: 15
Flat-footed: 13
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +5 = 3 [base] +2 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +6 = 2 [base] +2 [wisdom] +2 [iron will]
Attack (handheld): +2 = 1 [base] +1 [strength]
Attack (missile): +3 = 1 [base] +2 [dexterity]
Grapple check: +2 = 1 [base] +1 [strength]
Reputation: +1 = 1 [base]
Action points: 17 (lifetime)
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
50 lb. or less
51-100 lb.
101-150 lb.
150 lb.
300 lb.
750 lb.
Emergency Services (starting occupation)
Search
Swim
Feats:
Blind-fight
Endurance
Iron Will
Defensive Martial Arts
Simple Weapon Proficiency [free]
Mutations:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Balance Dex* 2 =
+2
Bluff Cha -1 =
-1
Climb Str* 1 =
+1
Computer Use Int 0 =
+0
Concentration Con 2 =
+2
Craft (Structural) Int 0 =
+0
Craft (Visual Art) Int 0 =
+0
Craft (Writing) Int 0 =
+0
Diplomacy Cha -1 =
-1
Disguise Cha -1 =
-1
Drive Dex* 6 =
+2
+4
Escape Artist Dex* 2 =
+2
Forgery Int 0 =
+0
Gamble Wis 2 =
+2
Gather Information Cha -1 =
-1
Hide Dex* 2 =
+2
Intimidate Cha -1 =
-1
Jump Str* 1 =
+1
Listen Wis 2 =
+2
Move Silently Dex* 2 =
+2
Navigate Int 0 =
+0
Perform (Act) Cha -1 =
-1
Perform (Dance) Cha -1 =
-1
Perform (Keyboards) Cha -1 =
-1
Perform (Percussion) Cha -1 =
-1
Perform (Sing) Cha -1 =
-1
Perform (Standup) Cha -1 =
-1
Perform (String Inst.) Cha -1 =
-1
Perform (Wind Inst.) Cha -1 =
-1
Research Int 0 =
+0
Ride Dex 2 =
+2
Search Int 6 =
+0
+6
Sense Motive Wis 2 =
+2
Spot Wis 2 =
+2
Survival Wis 5 =
+2
+3
Swim Str** 4 =
+1
+3
Treat Injury Wis 10 =
+2
+6 +2 [healing knack]
[/sblock]
I will update this first entry as I did in Saga as I get more info.
Last edited: