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  1. #1

    GM thing

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    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

  2. #2
    [SIZE=+ 2]Agatha[/size]
    Female Human Ranger
    Level 2
    Good
    Representing Russ

    Strength17(+3)Constitution14(+2)Dexterity19(+4)Intelligence13(+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

    Magic 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:


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

    [SIZE=+ 2]Uncle Jim[/SIZE]
    Male Halfling Rogue
    Level 2
    Good (Chaotic)
    Representing Russ

    Strength16(+3)Constitution13(+1)Dexterity19(+4)Intelligence11(+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 lb
      Weapons / 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

    Magic 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:


    Error reports to scalpel_blade@yahoo.com Thanks!
    Last edited by russdm; Saturday 12-05-2009 at 03:04 PM. Reason: Automerged Double Post

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