Sniktch's PC Gallery - CotSQ and more

[M&M] Red & Gold

The Swordmaster aka Min yu Foi

Attributs
Str 20 +5
Dex 20 +5
Con 14 +2
Int 13 +1
Wis 12 +1
Cha 10 0

Saves
Dam: +2 (+10)
Fort: +7
Refl: +10
Will: +6

Attack
BAB: 10
Melee: +15 Dam:+10(+10Stun)
Range: +15
Defence
BDB: 5
Defence: 25
Flat-Footed: 20

Skills
Acrobatics: 9+5+2 = 16
Balance: 9+5+2 = 16
Spot: 3+1=4

Feats
Power attack
Instand stand
Takedown attack
Rapid strike
Rapid takedown
Evasion
Expertise
Improved disarm

Powers (source training)
Super speed: 5 (extra: deflection, leaping, Power stunts: wall run, water run, 8/lvl+4)
Weapon mastery: 5 (Flaw: Device, Power Stunts: Dual Damage, Improvised 1/lvl+4)
Amazing save: 5 (fort, extra: will, 2/lvl)
Combat sense: 5 (1/lvl)

Weakness
Quirk: Must never turn down a challenge
 

log in or register to remove this ad

[M&M] Red & Gold

Faith aka Fallen Angel aka Charles Newman

Attributs
Str 20 +5
Dex 18 +4
Con 20 +5
Int 10 0
Wis 20 +5
Cha 13 +1

Saves
Dam: +6 (Protection: 5)
Fort: +6
Refl: +4
Will: +12

Attack
BAB: 7
Melee: +12 Dam:+11(+6Stun)
Range: +11
Defence
BDB: 5
Defence: 19
Flat-Footed: 15

Skills
Balance +8 (Rank: 4 + Dex: 4)
Intimidate +11 (Rank: 10 + Cha: 1)
Knowledge(religion) +7 (Rank:7)

Feats
Darkvision
Extra Limb
Immunity: Aging, Disease, Poison
Indomitable Will
Intimidating Presence
Iron Will
Startle

Powers
Healing: 10 (Extra: Regrowth - Flaw: Empathic Healing, Other Only) [Source: Mystic (Faith)]
Amazing Save(Will): 5 [Source: Faith]
Regeneration: 10 (Extra: Regrowth) [Source: Mutation]
Claw: 5 [Source: Mutation]
Protection: 4 [Source: Mutation]
Flight: 4 (Flaw: Gliding, Wings) [Source: Mutation]
Super-Strength: 1 (Extra: Super-Constitution, Protection) [Source: Mutation]

Weakness
Disturbing
Berserk

Story
In every schools, there is at least a nerds, a sport superguy, a sexy princess girl and big bad guy. The little school of the farmland village of Glen, there was no exception. Charles' parents would have liked to have any of the three first, but their son was the bad guy. He was against any authority and so he didn't respect his teachers, his parents, and even gods. He was causing trouble every sunday at the church, but his parents was thinking someday he would calm himself.

The first day in secondary school, he had been spotted by the tough of the school, a secondary 4 guy who was resepected even by the bad of secondary 5. The tough guy has spotted him as potential goon to make his law in the new students, but first, he needed to give him something he would remember all his life, so he would follow without questions. The school hadn't start for a week that he was beaten by the tough guy. That guy was the first to pu his hand on him, and he would not accpet it. He had received more blow than a young boy could endure, but he stand up and give a punch straight on the nose of his opponent. He fell the nose broking under his fist. The tough guy decdide to use the big tools against that smart little boy, and he cut him in the arm with a jackknife. Happy with the result, he was surprised to see the wound closing itself and leavig a black scar. It was the last thing he saw that day, because Charles knock his opponent. Since that day, no one was searching trouble with him, and his scar was giving him a meaner look.

He terrorized many student for over 2 years, and nothing done by his parents or by the school administration was usefull. One night, he played with fuel in his garage. He was trying to make a molotov cocktail. He burn a little amount of fuel to see how long it would burn, but he tripped over the fuel can and the garage was ablaze in a few seconds. Only a few minutes before the house was burning. His parents, who was sleeping, was killed in the accident. He should have burned himself too, but somehow, he survived. He was running throught his farm, his skin burning with the fuel, the pain running throught all his body, but still, he was able to run. He dive in the river to extinguish the fire. He stayed on the shore for some time, but he saw his burned skin. It was all black. But with a closer look, it wasn't burned anymore, so small scales was covering his skin. His fingertips was harder than it should, and he was feeling three humps on his back. He was scarred of what was happenning to him, scared to be seen, so he flee and start to run in a forest near the rocky mountains.

From there he hides for two days without eating anything, fealing his body transforming. The pain ends on the second night. He got out of his hideout. He walk to a river to drink. He was thirsty and drank a lot. But he suddenly stop to drink when he saw his reflection in the river. He tought he would have seen a burned boy in the water, but he saw a devil. Red eyes was looking back at him, two large wings was springing in his back. Claws had appeared in his ends. All his skin was covered by black scales. His idea of a devil was so close of what he was seeing, the only thing missing was two small horns on his head. He could hardly look at that reflection. For the first time of his life, he prayed to be living a nigthmare, to wake up soon, to be normal again. But when the daylight came he saw nothing had change, or should he said, all had changed. He needed to hide, he needed to find someone to help him, and so, waiting for the night, he entered the church to go praying and see the priest. Without being seens, he hide in the confessionnal. When in the morning the priest came, he told him all his sins, and ask to be forgiven.

The priest answer that god had given a purpose for everyone, and he should find his own. He gave him some help and he hides it in a monastery. He lived ten year hidden from all sight, praying and reading the bible. But it had to come to an end, and th monstery start to burn. Bad memory arised. He tried to flee the blazing monastery, but he heard someone shouting for help. He ran to his help. He heard wood and rock falling. When he arrived, the leg of the monk was almoast cut at the level of the knee by a big stone. He took the unconsious monk and start to dun. He find the only way open was the to the tower, and so he travel up. When he finally reach a window, he was on the third floor. Having no choice, he jump. His wings, surpinsingly, was slowing down his fall and made a safe landing. All the monks saw this apparition and they were scared by the deamon. Charles looks at the monk, he was dying. At that moment, when he instinctively pray for help, he sensed some energy in his hands. He layed them on the wounds, and he saw the wounds closed, but at the same time, his legs broke and become useless and pain traveled in his body, and falled unconsious.

News travelled about a deamon who had burned the monastery, or of a fallen angel who had saved a life in an accidental burning of the monastery. The name fallen angel had stayed in the newspapers, as this name could mean good or evil and no one was sure what was the intetion of the creature. The only thing sure, the monk had seen a man in black taking the uncousious creature away.
 

[M&M] Red & Gold

Zest

Attributes
STR 12
DEX 20
CON 14
INT 12
WIS 10
CHR 20
(cost: 28 )

Base Attack / Defence
Base Attack +5, Base Defence +9
(cost: 33 )

Skills
Acrobatics +6 (1 rank)
Disguise +11 (4 ranks, SuperCharisma)*
Drive +6 (1 rank)
Know (Trivia) +5 (4 ranks)
Diplomacy +11 (4 ranks, SuperCharisma)**
Bluff +11 (4 ranks, SuperCharisma)**
(cost: 6 )
* may be affected by Fame (generally -3 penalty, I'd expect)
** may be affected by Attractive (+3 bonus) and Fame (generally a +3 bonus)

Feats
Attack Finesse
Attractive
Connected
Dodge
Evasion
Fame
Move-By Attack
Identity Change
Radio Hearing
Penetrative Vision (blocked by rubber)
Ultra-Hearing
Iron Will
(cost: 22 )

Powers
Energy Control: Sonic 8 ranks
Stunt: Energy Blast
Extras: Disintegration, Flight
Energy Control: Light 4 ranks
SuperCharisma 2 ranks
SuperSenses 2 ranks
Sensory Protection 2 ranks
Force Field 4 ranks
{cost: 61 )

Saves
Damage: +6 (Con, Force Field)
Fort: +2 (Con)
Ref: +5 (Dex)
Will: +2 (Iron Will)

Attacks
Punch 1S +10 (base, finesse)
Energy Blast 8S +10 (base, finesse)
Disintegration (-8 hardness, only vs inanimate objects)

Defence
Alert: 25 (dodge, dex, base defence)
Surprised: 20 (loses dex)
 

[M&M] Red & Gold

Ben Doyle, aka Tank

Attributes
STR 20
DEX 14
CON 20
INT 10
WIS 12
CHR 12
(cost: 28 pp)

Base Attack / Defence
Base Attack +6, Base Defence +6
(Cost: 30 pp)

Skills
Intimidate +7 (6 ranks), Listen +5 (4 ranks), Profession (Military) +4 (4 ranks), Spot +5 (4 ranks)
(cost: 6 pp)

Feats
Durability, Immunity (Cold, Exhaustion, Heat, Pressure)
(cost: 10 pp)

Powers

Super Strength +10 (Extras: Leaping, Protection, Shockwave; cost 7pp/rank) - 70 pp
Kinetic Energy Blast +6 (Extras: Explosive blast; Flaw: Full Power; Cost 2pp/rank) - 12 pp
Blending +4 (cost: 1 pp/rank)

Saves
Damage: +5/ +15 protection
Fort: +5
Ref: +2
Will: +1

Attacks

Unarmed Strike +11 (+15S damage)

Defence
Alert: 18 (dex, base defence)
Surprised: 16 (loses dex)
 

[Necropolis] My character

Yep, I've taken a hiatus from DMing - all the games I have currently are online. In the interim, two of my friends are taking turns at the DM chores. We started playing the first one's game this Saturday - we'll be going through Necropolis.

Here's a fun and flighty character I made to explore the dungeon with (mix of 3.0 and 3.5):

Shippo the Seelie[/i]

Male faen (quickling/sprite (3)) Rogue 3/fighter 4
Str 7 Dex 24(28) Con 14 Int 15 Wis 12 Cha 14
HD: 4d10 + 6d6 + 20 HP: 70 Init: +9 AC: (+2 size, +1 feat, +9 Dex, +4 armor, +2 shield) 28
Saves: Fort +11 Ref +19 Will +7

Skills: Bluff +7, Disable Device +14, Escape Artist +28, Hide +27, Listen +5, Move Silently +14, Open Lock +16, Search +12 (+17), Tumble +14, Use Magic Device +12

Feats: Defensive, Combat Expertise, Weapon Finesse, wp focus (dagger), wp specialization (dagger), Flyby Attack, Arterial Strike

Class: sneak attack +2d6, traps, evasion

Racial: tiny size, fly 30 (perfect), low-light vision, spell-like abilities: at will) detect magic; 1/day) ghost sound, light, invisibility (self only), dispel magic, suggestion, non-detection, charm monster, teleport without error

Gear: glassteel dagger, glassteel buckler, mw sprytebow, 20 glassteel arrows, ring of mage armor, Gloves of Dexterity +4, vest of escape, cloak of resistance +3, brooch of shielding, goggles of minute seeing, 10 doses sombal poison (DC 12 – dmg: sleep/none), wand of cure light wounds, everburning pebble, quall’s feather tokens: fan, tree x 2, backpack, beltpuch, waterskin, 2 potions of cure light wounds

Attacks: glassteel dagger +20/+15 dmg 1d4+1 (19-20/x2)
Mw sprytebow(glassteel arrow) +20/+15 dmg 1d4-1 (20/x3) range 50’
 

[M&M] Gen Kids

Edward Chang A.K.A. Eddy

Sex: Male Age: 16 Height: 5'5" Hair: Brown Eyes: Brown
Race: Asian\Caucasian Caregory: Altered Human

Str: 18 Dex: 14 Con: 18 Int: 10 Wis: 10 Cha: 12

Saves__________ BAB: +5________ Init: +6
Damage: 6\11___ Melee: 9\16_____ Defence 16\14
Fort: 4_________ Ranged: 7
Ref: 2__________ HP: 7
Will: 0_________ Speed: 30


Skills: Acrobatics (5), Balance (5), Jump (5), Listen (2), Spot (2), Swim (6)
Taunt (4)

Feats: Dodge, Kip Up, Power Attack, Take Down, Toughness, Durabilty,
Hero's Luck (3) , Heroic Surge, Improved Grapple, Choke Hold, Comic Book looks


Powers:
Absorption: Ranks: 7 Cost: 7

Solid form: Super Str, Protection
Semi solid form: Stretch, Protection, Strike
Liquid form: Stretch, Swimming, Amazing Saves
In all forms Imune: pressure, suffication

Extras: Healing (self only), Incorporeal (flaw touch)
 

[Necropolis] My backup character

The GM warned us that it was a mean dungeon and it may be wise to have a back up character just in case. I went a completely different direction than my sprite with mine:

K'kychat'i'Vex - Thri-Kreen Psychic warrior 7

Str: 19 Dex: 18 Con: 14 Int: 13 Wis: 16 Cha: 8
HD: 9d8+18 HP: 76 AC: (+4 Dex, +5 nat, +4 armor) 23 Move: 90*
Init: +4 BAB: + 7 Saves: Fort +10 Ref +12 Will +11

Skills: Concentration +8, Stabilize Self +8, Tumble +11, Balance +11, Jump +41, Climb +9, Spot +8, Hide +4 (+8*)

Feats: Dodge, Mobility, Inertial Armor, Speed of Thought, Psionic Charge, Up the Walls, Weapon Focus (claw), Weapon Specialization (claw), Deflect Arrows*

Race: darkvision 60', natural attacks, immune to sleep, weapon familiarity

Psionics: (PP/day: 25), combat modes: ego whip, psychic crush, empty mind, mental barrier. 9 free talents/day
Powers Discovered: 0) Burst, Detect Psionics, Float, Talons; 1) Biofeedback, Combat Precognition, Vigor; 2) Animal Affinity, Claws of the Bear; 3) Displacement

Gear: 2 pairs of Beast Claws, Harness of resistance +3, Amulet of natural armor +2, Boots of Striding and Springing, Torc of Psionic Might, 6 chatchka, 4 potions of cure light wounds, blackmetal dagger, 2 thunderstones, backpack, waterskin, 10 days rations, whetstone, 21 gp

Attacks: 4 claws +14 dmg 1d12+1d6+8 & 1 bite +6 dmg 1d4+2+poison (DC 11, paralysis 2d6 min/paralysis 2d6 min)
Chatchka +11 ranged dmg 2d4+4
 

[CotSQ[

Higreld Pel's Summoning list

Summon Monster I
Dire Rat
Hawk
Goblin

Summon Monster II
Shark
Wolf
Medium Viper

Summon Monster III
Dire Bat
Giant Lizard
Ogre

Summon Monster IV
Dire Ape
Hippogriff
Giant Praying Mantis

Summon Monster V
Morkoth
Rhinoceras
Manticore

Summon Monster VI
Troll
Whale
Basilisk
 

[CotSQ]

HP's list - Summon Monster I

Pseudonatural Dire Rat

Str 10 Dex 17 Con 14 Int 3 Wis 12 Cha 4
HP: 7 Init +3 AC: (+1 size, +3 Dex, +1 nat, +2 deflect) 17
Saves: Fort +4 Ref +5 Will +3

Skills: Climb +11, Hide +11, Move Silently +6
Feats: Weapon Finesse

Special Attacks: Disease (filth fever, DC 12), True Strike 1/day
Special Qualities: Scent, Acid & Electric resist 5, SR 2

Attacks: Bite +5, Dmg 1d4+1

Pseudonatural Hawk

Str 6 Dex 17 Con 12 Int 3 Wis 14 Cha 6
HP: 6 Init +3 AC: (+2 size, +3 Dex, +2 nat, +2 deflect) 19
Saves: Fort +3 Ref +5 Will +2

Skills: Listen +6, Spot +6 (+14 in daylight)
Feats: Weapon Finesse

Special attacks: True strike 1/day
Special Qualities: Acid & Electric resist 5, SR 2

Attacks: Claws +6, dmg 1d4-1

Pseudonatural Goblin

Str 8 Dex 13 Con 13 Int 10 Wis 11 Cha 8
HP: 6 Init +1 AC: (+1 size, +1 Dex, +3 armor, +2 deflect) 17
Saves: Fort +3 Ref +1 Will +0

Skills: Hide +6, Listen +3, Move Silently +4, Spot +3
Feats: Alertness

Special Attacks: True strike 1/day
Special Qualities: Acid & Electric resist 5, SR 2

Attacks: Morningstar +2, dmg 1d8
Javelin +4, dmg 1d6
 

[CotSQ]

Summon Monster II

Pseudonatural Shark

Str 13 Dex 15 Con 15 Int 3 Wis 12 Cha 2
HD: 3 HP: 22 Init +1 AC: (+2 Dex, +3 nat, +2 deflect) 17
Saves: Fort +5 Ref +5 Will +2

Skills: Listen +7, Spot +7
Feats: Weapon Finesse

Special Attacks: True strike 1/day
Special Qualities: Keen scent, Acid & Electric resist 5, SR 6

Attacks: Bite +5, dmg 1d6+2

Pseudonatural Wolf

Str 13 Dex 15 Con 17 Int 3 Wis 12 Cha 6
HD: 2 HP: 17 Init +2 AC: (+2 Dex, +2 nat, +2 deflect) 16
Saves: Fort +6 Ref +5 Will +1

Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Survival +1
Feats: Weapon Finesse

Special Attacks: True strike 1/day
Special Qualities: Scent, Acid & Electric resist 5, SR 4

Attacks: Bite +4, dmg 1d6+2

Pseudonatural Viper, medium

Str 8 Dex 17 Con 13 Int 13 Wis 12 Cha 2
HD: 2 HP: 13 Init +3 AC:(+3 Dex, +3 Nat, +2 deflect) 18
Saves: Fort +4 Ref +6 Will +1

Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Feats: Weapon Finesse

Special Attacks: Poisonous bite (DC 11/16, 1d6 Con/1d6 Con), True strike 1/day
Special Qualities: Scent, Acid & Electric resist 5, SR 4

Attacks: Bite +5, dmg 1d4+Poison
 
Last edited:

Remove ads

Top