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Sunday, January 24, 2021

Wayne (Wei) Sha - Mechwarrior D20

 Wayne (Wei) Sha 

Str: 12
Con: 12
Dex: 15
Int: 14
Wis: 11
Cha: 11

Skills

Bluff:CHA: 1
Gunnery (‘Mech):DEX: 3
Knowledge (Unit Colors):INT: 2
Melee Combat:STR/DEX: 2
Piloting (‘Mech):DEX: 2
Search:INT: 1
Small Arms:DEX: 2
Spot:WIS: 1
Survival:WIS: 2

 Advantages

Owner (3)
Sixth Sense

 Gear

Pump Shotgun (40)
80 Rnds (20)
Personal Communicator (50)
Personal Armor Vest (50)
Basic Field Kit (10)
Filter Mask (2)
28 Creds

 

Base Damage Point (base dp) number is 6.

The torso has 4 * (base dp) = 24.

Each leg has 3 * (base dp) = 18.

Each arm has 2 * (base dp) = 12.

The head has 2 * (base dp) = 12.

 

Saves

Fortitude
Reflex +1
Will +1

Saturday, January 23, 2021

Athriel Glimmergaunt, half-elf alchemist for Pathfinder

Athriel Glimmergaunt
Male half-elf alchemist (chirurgeon) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18)
CG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7

Defense

AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +1; +2 vs. enchantments, +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Immune sleep; Resist fortified drinker

Offense

Speed 30 ft.
Ranged bomb +3 (1d6+3 fire)
Special Attacks bomb 6/day (1d6+3 fire, DC 13)
Alchemist (Chirurgeon) Extracts Prepared (CL 1st; concentration +4)
   1st—cure light wounds, firebelly (DC 14)

Statistics

Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Brew Potion, Extra BombsAPG, Skill Focus (Knowledge [engineering]), Throw Anything
Traits alchemical adept, fortified drinker, teacher's pet
Skills Appraise +7, Craft (alchemy) +7 (+8 to create alchemical items, +9 to craft alchemical items), Diplomacy +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Disable Device +4, Knowledge (engineering) +12, Perception +7, Sense Motive +1 (-1 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Sleight of Hand +6, Spellcraft +7; Racial Modifiers +2 Perception
Languages Ancient Osiriani, Common, Elven, Grippli, Undercommon
SQ alchemy (alchemy crafting +1), elf blood, mutagen (+4/-2, +2 natural armor, 10 minutes), pride
Other Gear alchemist starting formula book, 150 gp

Special Abilities

Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+3 (6/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen (DC 13) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 10 minutes.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Friday, January 22, 2021

Watts Tarambore, human thief for Crypts & Things

 

Watts Tarambore


Male Khoran Thief 1
Medium humanoid, neutral 


Armor Class 3
Hit Points 9 (1d8+2)
Speed 30 ft.

STR 14 (+1), INT  14 (+0), WIS 12 (+0), DEX 16 (+2), CON 16 (+2), CHA 6 (+0)

Languages Common, Susrahnian

Special Powers 
As a Khoran, add +1 to either Strength or Dexterity.

Life Event - Survivor of a disastrous raid into Khazabad, you spent your early years as a slave there until you managed to escape. Add +1  Constitution

Learning Your Trade - You spent the early part of your career slumming it with the Beggars of Zul-Bazzir. +2 to Skill Tests involving begging or pick pocketing.

Artful Dodging - Thieves receive a -2 [+2] bonus to their armour class.

Languages - A Thief is assumed to have seen a fair bit of the world and therefore gains a +25 bonus to understanding other languages.

Two Weapon Fighting - Thieves gain a +2 to hit (instead of the standard +1) when using two weapons.

Thief Skills

Thieves benefit from a +3 bonus to any roll involving the following categories of tasks (using the Skills system described in "Testing Skill" on page 71).
Climbing
This skill covers attempts by characters to scale sheer surfaces, including walls and cliffs. If a rope and grappling hook are available, the character normally need not make a roll in order to climb, unless the situation is very stressful. For example if the character is being pursued by assassins, then the Crypt Keeper may judge that a roll is necessary.
Legerdemain
This category covers tasks involving the skilful use of the character’s hands when performing tricks (e.g., hiding a dagger from a guard), as well as attempts to pick the pockets of others without attracting notice.
Opening Locks
This category covers attempts to pick locks. If the thief lacks a proper set of lock picks, they suffer a penalty of -2 or more (as the Crypt Keeper judges) to the attempt. Especially well crafted lock picks may give the thief a bonus to their rolls. Legends speak of magical lock picks that enable Thieves to overcome even the most difficult of locks.
Perception
This category covers attempts by characters to notice hidden or concealed objects (e.g. secret doors or traps) or creatures (e.g. brigands waiting in ambush).
Stealth
This category covers attempts by characters to remain unnoticed, including hiding and moving silently. Dark shadows or dense foliage may give characters a bonus to their Skill Test while bright lights or clear ground may give them a penalty (or even make an attempt at stealth impossible). Wearing armour heavier than leather will normally prohibit a character from moving silently. Carrying a torch or other light source prohibits a character from hiding.
Traps
This category covers attempts by characters to disable or set traps.

Actions

Long Sword. Melee Weapon Attack: +1 to hit, Hit: 1d8+1/1d8+1.

Equipment Backpack, Belt pouch (small), General clothing (yellow hues), Torches (x3), Flint and steel, Bed roll, Wine-skin, 7 Days of dry rations, Holy Symbol of Pelor, Studded Leather armor, Shield (medium), Staff Sling, Sling Bullet (x10), Chalk, Scroll Case, Silk Rope (50 feet), Small Metal Mirror, Light-proof pouch containing a Copper coin w/ Continual Light, 61 gp, 1 sp, 8cp

Magic Items potion of healing, Lion's Shield

Thursday, January 21, 2021

Grim 'Brown-Helm' Kordsson, Dwarf thief for OSRIC


Description: Grim would be typified as slim for a dwarf. He has a full head of black hair and a black beard shaved close to his chin (punishment for his last crime.) He has cold brown eyes that seem to constantly measure everything, judging it for its difficulty to take and its overall value. 

Background: Grim was born Grim Yorrifind to his parents Kord and Torri Yorrifind. His parents were the typical dwarves, pragmatic and hard working. Grim was neither. Many felt there was a touch of human blood flowing through his veins. Grim was lazy and difficult to motivate. He wanted the best in light but didn't want to work for it, he wanted it handed to him. As Grim grew up, his father tried to teach him the family trade, wood carving. His father was responsible for carving the wood that would be used to make the handles on the axes and hammers his kinfolk took to battle. He was also talented at enscribing tales and histories into those handles. Grim wanted nothing to do with carving. He would spend his days learning wood-working from his father but his attempts were always done sloppily and far too quickly. When his father's back was turned, Grim (who had trouble making an honest wage due to his horrible handiwork) would steal his needs from vendors in his town. It turns out that Grim was good at picking other's pockets or unlocking someone's locks. And he didn't have to go out of his way to earn the money he needed to buy things, he simply took it. As Grim grew older, his heists grew bolder. Finally, he grew too bold and was caught stealing from jeweler. He was brought before the King. The King was uncertain what he should do with Grim. The King was familiar with his father Kord and respected the man for the work he accomplished. As such, the King ordered Grim's beard be cut down to his chin and he be thrown into a cell till the King could devise a suitable punishment for him. Then, as luck would have it, the 'war' with the druid escalated and Grim was given a chance to redeem himself. Kill the druid or don't come back again.

Grim 'Brown-Helm' Kordsson

Male Dwarf Thief 6
Medium humanoid, neutral

Armor Class 2
Hit Points 40 (6d6+12)
Speed 90 ft.

STR 15 (+0), INT  12 (+0), WIS 9 (+0), DEX 18 (+3), CON 16 (+2), CHA 7 (+0)

Saving Throws Death - 12, Petrification - 11, Rod - 12, Breath - 15, Spell - 13
Languages Dwarfish, gnomish, goblin, kobold, orcish, common, Neutral

Special Powers

-4 penalty to any attacks made against the dwarf by giants, ogres, ogre mages, titans and trolls.
+1 to hit against goblins, half-orcs, hobgoblins, and orcs
+4 save vs. Magic & Poison
Infravision 60'

Thief Skills
Climb Walls: 80
Find Traps: 70
Hear Noise: 25
Hide in Shadows: 55
Move Quietly: 50
Open Locks: 80
Pick Pockets: 60
Read Languages: 20

Actions

Shortsword (masterwork). Melee Weapon Attack: +1 to hit, Hit: 1d6/1d8.

Sling Bullet. Ranged Weapon Attack: +0 to hit, Hit: 1d4+1/1d6+1, Range: 20/100/200

Equipment Backpack, 2 belt pouches (small), 2 belt pouches (large), General clothing (brown hues), Bed roll, Wine-skin, 7 Days of dry rations, Staff Sling, Sling Bullet (x20), Chalk, Scroll Case, Silk Rope (50 feet), Small Metal Mirror, Thieves Tools

Magic Items Studded Leather Armor +1

Tuesday, January 19, 2021

Finnegan McClain, laborer/pugilist for Call of Cthulhu 3rd Edition

 Name: Finnegan McClain

Age: 25 (as of September 1925)
Sex: Male
Occupation: Laborer / Pugilist

Characteristics
STR 15
CON 9
SIZ 12
DEX 12
APP 7
INT 10, Idea 50
POW 11, Luck/SAN 55 (currently 43)
EDU 11, Know 55

Sanity: 55
current Sanity: 43

Hit Points: 11
current Hit Points: 11
Magic Points: 11
current Magic Points: 11
Damage Bonus:

Education, Degrees: N/A
Birthplace: Dundalk, Ireland
Residence: Boston, Mass.
Income: $500/yr
Savings: $100

Appearance & Personality:
Background:
Religion: Catholic
Political Leanings:
Professional Associations and Connections:
A Secret:
Languages Spoken: English and Gaelic

Skills
Accounting (10%):
Aircraft Maintenance (05%):
Anthropology (01%):
Archaeology (01%):
Art (05%):
Astronomy (01%):
Bargain (05%):
Biology (01%):
Botany (00%):
Chemistry (01%):
Climb (40%):
Conceal (15%):
Cooking (15%):
Craft (05%):
Credit Rating (15%):
Cthulhu Mythos (00%):
Dance (15%):
Diagnose Disease (05%):
Disguise (01%):
Dodge (24): +36%
Drive Auto (20%):
Drive Dog Sled (20%):
Electr. Repair (10%):
Explosives (01%):
Fast Talk (05%):
First Aid (30%):
Forensics (00%)
Geology (01%):
Hide (10%):
History (20%):
Jump (25%):
Law (05%):
Library Use (25%):
Linguist (00%):
Listen (25%):
Locksmith (01%):
.Mech. Repair (20%): +30%
Medicine (05%):
Meterology (05%):
Natural History (10%):
Navigate (10%):
Occult (05%):
Opr. Hvy. Mch. (01%):
.Other Language (01%): Gaelic +14%
Outdoorsmanship (05%):
Own Language (55%):
Persuade (15%):
Pharmacy (01%):
Photography (10%):
Pick Pocket (05%):
Pilot (01%):
Polar Survival (01%):
Psychoanalysis (01%):
Psychology (05%):
Radio Operator (01%):
Ride (05%):
Roping (00%)
Sing (05%):
Sneak (10%):
Spot Hidden (25%):
Swim (25%):
Throw (25%):
Track (10%):
Treat Poison (05%):
Zoology (00%):
Other (Custom Choice) (00%):

Hand-to-Hand:
Block (24%): +26%
Fist/Punch (50%): +25%
Head Butt (10%): +20%
Kick (25%): +25%
Grapple (25%): +33%


Firearms:
Handgun (20%):
Machine Gun (15%):
Rifle (15%):
.Shotgun (30%): +15%


Equipment:

Property:
Will: Beneficiaries (family or institutional)
Picture: