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russdm
09-17-2009, 01:21 PM
This is just something for the GM

Vord
Clone Human Soldier 3
Force 5 Darkside 0
Init + Senses Perception +0
Languages Basic, Mando'a
Defenses Ref 16, Fortitude 15, Will 13
HP 40 Threshold 15
Speed 6 Squares
Melee +5 (Unarmed attack 1d6)
Ranged +5
Base Atk +3 Grp

Abilities Str 15, Dex 15, Con 10, Int 12, Wis 10, Cha 8
Talents Demolitionist, Armored Defense
Feats Armor Proficiency (Light, Medium), Weapon Proficiency (Pistols, Rifles, Simple Weapons), Point Blank Shot, Skill Focus (Mechanics), Martial Arts 1
Skills Initiative +8, Knowledge (Tactics) +7, Mechanics +12, Pilot +7, Use Computer +7
Possessions Tool Kit, Comlink-Short Range, Sporting Blaster Pistol, 75 credits, clothes

russdm
12-05-2009, 02:53 PM
Agatha
Female Human Ranger
Level 2
Good
Representing Russ

Strength17(+3)Constitution14(+2)Dexterity19(+4)Int elligence13(+1)Wisdom14(+2)Charisma15(+2)Height:5' 9"Weight:165 lbSkin:LightEyes:BlueHair:Dark Brown; Wavy



Maximum Hit Points: 36 [includes toughness]

Bloodied: 18
Surge Value: 9
Surges / Day: 8 [includes constitution modifier]
Size: Medium

Speed: 6 squares
Vision: Normal

Initiative:1d20 +7= + 1 [half level] + 4 [dexterity] + 2 [quick draw] Base Strength Attack:1d20 +4= + 1 [half level] + 3 [strength]Base Dexterity Attack:1d20 +5= + 1 [half level] + 4 [dexterity]Base Constitution Attack:1d20 +3= + 1 [half level] + 2 [constitution]Base Intelligence Attack:1d20 +2= + 1 [half level] + 1 [intelligence]Base Wisdom Attack:1d20 +3= + 1 [half level] + 2 [wisdom]Base Charisma Attack:1d20 +3= + 1 [half level] + 2 [charisma]
Armor Class:18= 10 + 1 [half level] + 4 [dexterity] + 3 [hide] Fortitude Defense:16= 10 + 1 [half level] + 1 [Human] + 1 [ranger] + 3 [strength]Reflex Defense:17= 10 + 1 [half level] + 1 [Human] + 1 [ranger] + 4 [dexterity]Will Defense:14= 10 + 1 [half level] + 1 [Human] + 2 [charisma]
Armor: Hide (25 lb)

Shield: None



Attacks:

Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus]
Dagger: +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d4+3 [strength bonus] 1 lb (Light blade); usable off-hand; light throwable
Thrown: +8 vs AC [+5 dexterity attack] [+3 proficient, damage 1d4+4 [dexterity bonus]
Longswordv: +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d8+3 [strength bonus] 4 lb (Heavy blade) versatile
Short sword: +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d6+3 [strength bonus] 2 lb (Light blade) Usable Off-hand
Hand crossbow: +7 vs AC [+5 dexterity attack] [+2 proficiency]; damage 1[W]=1d6+4 [dexterity bonus] range 10/20 2 lb (Crossbow) Load free
Shortbow: +7 vs AC [+5 dexterity attack] [+2 proficiency]; damage 1[W]=1d8+4 [dexterity bonus] range 15/20 2 lb (Bow) Load free, small
Careful Attack +4w [base strength attack] vs AC
Careful Attack +5w [base dexterity attack] vs AC
Nimble Strike +5w [base dexterity attack] vs AC
Twin Strike +4w [base strength attack] vs AC
Twin Strike +5w [base dexterity attack] vs AC
Two Fanged Strike (melee) +4w [base strength attack] vs AC
Two Fanged Strike (ranged) +5w [base dexterity attack] vs AC
Jaws of the Wolf +4w [base strength attack] vs AC
v Versatile weapon. Add +1 to damage if using two-handed.
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10
Encumberance 4e Normal Load:
Heavy Load:
Maximum Drag Load
170 lb.
340 lb.
850 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
86 lb. or less
87-173 lb.
174-260 lb.
260 lb.
520 lb.
1300 lb.



Languages:Common; Dwarven;


Rituals Known: Skills:

Acrobatics:+9= 4 [dexterity] + 1 [half level] + 5 [class training]-1 [armor]Arcana:+2= 1 [intelligence] + 1 [half level]Athletics:+8= 3 [strength] + 1 [half level] + 5 [class training]-1 [armor]Bluff:+3= 2 [charisma] + 1 [half level]Diplomacy:+3= 2 [charisma] + 1 [half level]Dungeoneering:+8= 2 [wisdom] + 1 [half level] + 5 [class training]Endurance:+7= 2 [constitution] + 1 [half level] + 5 [class training]-1 [armor]Heal:+3= 2 [wisdom] + 1 [half level]History:+2= 1 [intelligence] + 1 [half level]Insight:+3= 2 [wisdom] + 1 [half level]Intimidate:+3= 2 [charisma] + 1 [half level]Nature:+8= 2 [wisdom] + 1 [half level] + 5 [class training]Perception:+3= 2 [wisdom] + 1 [half level]Religion:+2= 1 [intelligence] + 1 [half level]Stealth:+9= 4 [dexterity] + 1 [half level] + 5 [class training]-1 [armor]Streetwise:+3= 2 [charisma] + 1 [half level]Thievery:+4= 4 [dexterity] + 1 [half level]-1 [armor]
Feats:

Fast RunnerQuickdrawTwo Weapon Fighting
At-Will:

Basic Melee Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity bonus] [standard action]
Bull Rush: +4 [base strength attack] vs fortitude [standard action]
Grab: +4 [base strength attack] vs reflex [standard action]
Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
Escape: +9 [acrobatics] vs reflex / +8 [athletics] vs fortitude [move action]
Hunter's Quarry [Ranger][minor action]
Careful Attack [Level 1]
Nimble Strike [Level 1]
Twin Strike [Level 1]
Other Standard Actions:Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions:Crawl; Run [speed 10]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions:Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action:Readied action
Other Opportunity Action:Opportunity attack
Other Free Actions:Drop held items; End a grab; Talk
Other Non-Actions:Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest:Healing surges as available
Five minutes:Normal escape from restraints (Acrobatics)
One hour:Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Two Fanged Strike [Level 1]
Unbalancing Parry [Level 2 Utility][immediate reaction]
Daily Powers:

Jaws of the Wolf [Level 1]
Human

One extra at-will power from your class (already included)
One bonus feat at 1st level (already included)
One bonus skill from the skill class list (already included)
+1 to fortitude, reflex, and will defenses
Ranger


This ranger chose the two-blade style. This gives the equivalent of the toughness feat [not listed above].
Hunter's Quarry -- bonus damage 1d6 [minor action]
Prime Shot


Agatha's Equipment:


36 lb
3 lb
2 lb
2 lb
5 lb
1 lb
1 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
1 lb
_____
89 lbWeapons / Armor / Shield (from above)
Arrows (quiver of 30) x1
Crossbow bolts (quiver of 20) x1
Backpack
Bedroll
Case (for map or scroll)
Everburning torch
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x2
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Whetstone

Total


http://www.pathguy.com/spellbar.gifMagic items:


Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:
Resistances:

Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:


More about Agatha:

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Error reports to scalpel_blade@yahoo.com Thanks!
--- Merged from Double Post ---

Uncle Jim
Male Halfling Rogue
Level 2
Good (Chaotic)
Representing Russ

Strength16(+3)Constitution13(+1)Dexterity19(+4)Int elligence11(+0)Wisdom15(+2)Charisma17(+3)Height:4' 2"Weight:85 lbSkin:LightEyes:Light BrownHair:Black; Straight; Beardless [may grow sideburns]

Maximum Hit Points: 35 [includes toughness]
Bloodied: 17
Surge Value: 8
Surges / Day: 7 [includes constitution modifier]
Size: Small
Speed: 6 squares
Vision: Normal


Initiative:1d20 +5= + 1 [half level] + 4 [dexterity]Base Strength Attack:1d20 +4= + 1 [half level] + 3 [strength]Base Dexterity Attack:1d20 +5= + 1 [half level] + 4 [dexterity]Base Constitution Attack:1d20 +2= + 1 [half level] + 1 [constitution]Base Intelligence Attack:1d20 +1= + 1 [half level] + 0 [intelligence]Base Wisdom Attack:1d20 +3= + 1 [half level] + 2 [wisdom]Base Charisma Attack:1d20 +4= + 1 [half level] + 3 [charisma]
Armor Class:17= 10 + 1 [half level] + 4 [dexterity] + 2 [leather] Fortitude Defense:14= 10 + 1 [half level] + 3 [strength]Reflex Defense:17= 10 + 1 [half level] + 2 [rogue] + 4 [dexterity]Will Defense:14= 10 + 1 [half level] + 3 [charisma]
Armor: Leather (15 lb)

Shield: None

Attacks:
Unarmed Melee: +4 [base strength attack] vs AC; damage 1[W]=1d4+3 [strength bonus]
Dagger: +8 vs AC [+4 strength attack] [+3 proficiency][+1 rogue]; damage 1[W]=1d4+3 [strength bonus] 1 lb (Light blade); usable off-hand; light throwable
Thrown: range 5/10 +9 vs AC [+5 dexterity attack] [+3 proficient, +1 rogue]; damage 1d4+4 [dexterity bonus];
Short sword: +7 vs AC [+4 strength attack] [+3 proficiency]; damage 1[W]=1d6+3 [strength bonus] 2 lb (Light blade) Usable Off-hand
Hand crossbow: +7 vs AC [+5 dexterity attack] [+2 proficiency]; damage 1[W]=1d6+4 [dexterity bonus] range 10/20 2 lb (Crossbow) Load free
Riposte Strike +5w [base dexterity attack] vs AC
Sly Flourish +5w [base dexterity attack] vs AC
Torturous Strike +5w [base dexterity attack] vs AC
Easy Target +5w [base dexterity attack] vs AC
w Weapon-based power. Apply adjustments for proficiency, situation, feats, magic, etc.

Base Saving Throw: d20 vs 10



Encumberance 4e Normal Load:
Heavy Load:
Maximum Drag Load
160 lb.
320 lb.
800 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
57 or less
58-115 lb.
116-173 lb.
173 lb.
345 lb.
863 lb.



Languages:Common; Elven;
Rituals Known:


Skills:
Acrobatics:+12= 4 [dexterity] + 1 [half level] + 2 [Halfling] + 5 [class training]Arcana:+1= 0 [intelligence] + 1 [half level]Athletics:+9= 3 [strength] + 1 [half level] + 5 [class training]Bluff:+4= 3 [charisma] + 1 [half level]Diplomacy:+4= 3 [charisma] + 1 [half level]Dungeoneering:+3= 2 [wisdom] + 1 [half level]Endurance:+2= 1 [constitution] + 1 [half level]Heal:+3= 2 [wisdom] + 1 [half level]History:+1= 0 [intelligence] + 1 [half level]Insight:+3= 2 [wisdom] + 1 [half level]Intimidate:+4= 3 [charisma] + 1 [half level]Nature:+3= 2 [wisdom] + 1 [half level]Perception:+8= 2 [wisdom] + 1 [half level] + 5 [class training]Religion:+1= 0 [intelligence] + 1 [half level]Stealth:+10= 4 [dexterity] + 1 [half level] + 5 [class training]Streetwise:+9= 3 [charisma] + 1 [half level] + 5 [class training]Thievery:+12= 4 [dexterity] + 1 [half level] + 2 [Halfling] + 5 [class training]

Feats:
BackstabberToughness

At-Will:
Basic Melee Attack: By weapon, damage 1[W]+3 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+4 [dexterity bonus] [standard action]
Bull Rush: +4 [base strength attack] vs fortitude [standard action]
Grab: +4 [base strength attack] vs reflex [standard action]
Move grabbed target: +4 [base strength attack] vs fortitude [standard action]
Escape: +12 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]
Riposte Strike [Level 1]
Sly Flourish [Level 1]
Fleeting Ghost [Level 2 Utility][move action]
Other Standard Actions:Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
Other Move Actions:Crawl; Run [speed 8]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
Other Minor Actions:Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight)
Other Immediate Action:Readied action
Other Opportunity Action:Opportunity attack
Other Free Actions:Drop held items; End a grab; Talk
Other Non-Actions:Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
Short rest:Healing surges as available
Five minutes:Normal escape from restraints (Acrobatics)
One hour:Forage; Streetwise check


Encounter Powers:
Second Wind
Spend an Action Point [free action, not in surprise round]
Second Chance [Halfling][immediate interrupt]
Torturous Strike [Level 1]

Daily Powers:
Easy Target [Level 1]

Halfling

+2 Dexterity, +2 Charisma (already included)
+2 Acrobatics, +2 Thievery
Bold: +5 on saves vs fear
Nimble Reaction: +2 on AC vs opportunity attacks
Second Chance (once per encounter, if hit, force opponent to re-roll attack)
Rogue


First Strike
Rogue Weapon Talent
This rogue chose the brutal scoundrel style. Remember to add your strength modifier to sneak attack damage.
Sneak Attack [+2d8 at level 2] [once per round with combat advantage]


Uncle Jim's Equipment:

20 lb
2 lb
2 lb
5 lb

4 lb
2 lb
5 lb
1 lb
10 lb
10 lb
2 lb
4 lb
1 lb
1 lb
_____
69 lbWeapons / Armor / Shield (from above)
Crossbow bolts (quiver of 20) x1
Backpack
Bedroll
Flint and steel
Grappling hook
Hammer
Pitons x10
Pouch (belt) x2
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Whetstone
Thieves' tools

Total


http://www.pathguy.com/spellbar.gifMagic items:

Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:








Resistances:

Action Point Tally:
Daily Item Powers Per Day: Heroic Tier Milestones: / / /
Death Saving Throw Failures:
More about Uncle Jim:
http://www.pathguy.com/spellbar.gif
http://www.pathguy.com/spellbar.gif
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Error reports to scalpel_blade@yahoo.com Thanks!