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    The Blue Avenger

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    navyik

    Posts : 2751
    Join date : 2012-03-22

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    The Blue Avenger

    Post  navyik on Fri Mar 29, 2013 3:58 pm

    The Blue Avenger
    Mgbld/wiz3
    Goblin
    Chaotic/good
    attribute score modifier
    str 16 3
    Con 10 0
    Dex 15. 2
    Int 18 4
    Wis 8 -1
    cha 11. 0

    save total ½ lev Attr. Other
    Fort 15 2 3
    Ref 20/25 2 4 2/2/5
    Wil 17 2 1 2/2
    Wound: 6
    Vitality: 15
    DR: 4/6 (chain shirt/or with magic shield)
    Intitiative: 2 Speed 30
    wpn att dmg rang Spec.
    Bowie knife+3 14/9 2d4+9 -- 18-20 crit
    Magic missle auto 2d4+2 90’ force
    Daggers 11/6 2d4+6 10’ 19-20 crit




    Treasure:
    10 gems worth $50 ea.
    30 golden eagles
    15 silver dollars






    SKILLS:
    skill total Abil mod Other
    acrobatics 6 2 2/2
    Appraise 4 4
    Arcane 9 4 2/3
    Athletics 7 3 2/2
    Bluff 1
    Craft 4 4
    Diplomacy 1
    Disguise 1
    Dungeoneer 4 4
    Endurance 0
    Hand anim. -1
    Heal -1
    History 4 4
    Insight -1
    Intimidate 3 3
    Literacy 7 4 3
    Mechanics 9 2 5/2
    Music 1
    Nature 4 4
    Nobility 1
    Perception 4 -1 5
    Pilot 2 2
    Religion -1
    Stealth 13 2 2/2/2/5
    Streetwise 1 1
    Survival -1
    Trick 4 2 2
    warcraft 8 4 2/2


    Equipment:
    Blue superhero outfit
    (Mask, cape, gauntlets, bracers, tunic, tights&boots).
    Backpack 2 gp 2 lb
    Bedroll 1 sp 5 lb
    Bell 1 gp —
    Flask (empty) 3 cp 1½ lb
    2 Smoke bomb 70 gp 1 lb
    2 Antitoxin (vial) 50 gp —
    Gas mask 150gp
    Rope, silk (50 ft) 10 gp 5 lb
    Thieves toolsmwk 100 gp 2 lb
    10 Rations, trail (per day) 5 sp 1 lb
    3 potions of healing 2d4 wound
    2 potions of defense +2 saves and dr 5min.
    Acid (flask) 10 gp 1 lb
    10 dynamite 8gp ea.


    Pouch, belt 1 gp ½ lb
    Mirror, small steel 10 gp ½ lb
    2 Chalk, 1 piece 1 cp —
    Flint and steel 1 gp —
    Tindertwig 1 gp —

    Mr.Nibbles (a ragged stuffed rabbit)







    Abilities:
    Racial:
    Cruelty: Once daily, you may inflict 1 wound damage in addition to any other damage dealt. Also, the struck foe bleeds, losing 1 wound point the next round unless targeted with magical healing or a successful DC 15 Heal check.
    Darkvision: You see in conditions of total darkness as easily as full daylight. Darkvision is black and white only, but it is otherwise like normal sight.
    Goblinoid Skills: Apply a +2 bonus on Acrobatics, Athletics, Stealth, Trick, and Warcraft checks.
    Gut Slicer: You enjoy innate proficiency
    with knives and a +1 bonus on attack and damage
    rolls when using light blades against foes
    larger than you.
    Pesky: When attacking an adjacent foe
    with a melee weapon, you may forego the
    attack roll. Instead, you automatically hit and
    inflict a mere 1 point of damage. Also, the struck
    foe must resist using Will or become angry and
    make an attack roll against you on its next
    turn using its melee weapon or its fists over
    magic even if doing so is suboptimal.
    Blade Finesse: Apply a +1 bonus on attack rolls and +1d4 bonus on damage rolls when using a light blade.
    Iron Will: You are mentally resilient. Boost your Will by +2.

    Theme
    Multiclassing: Select a class different from your own and add it to your list of multiclass options. You must meet qualifications such as alignment to pursue the class, as usual. See page 39.
    Cross-Training: Select a class other than your own. You
    learn 1 basic ability for which you qualify from that class. You must meet all the ability’s prerequisites. Use the class’s prime attribute to resolve that ability. You may take this award more than once. Each time, select a basic ability from a different class.
    Gearhead: Apply a +5 bonus on Mechanics
    checks, or +10 when using steamgear.

    Core Abilities
    Mageblades start with the following abilities at 1st level.
    Arcane StrikeM: Any weapon that you wield counts as
    magical and grants you a +1 bonus on attack rolls and +2 damage. If the weapon uses ammunition, then the ammunition is so improved.
    Mageblade Skills: Apply a +2 bonus on Acrobatics,
    Arcana, Athletics, Stealth, and Warcraft checks.
    ShieldM: As a swift action, you conjure a shimmering shield of force that provides you +2 DR. The shield lasts 2 minutes and also provides total immunity to the Magic Missile ability. Costs 1 vitality.
    Arcane Training: Apply a +3 bonus on Arcana and Literacy checks. You can read magic scrolls. Also, you speak Draconic.
    Magic MissileM: You project 1 bolt per 2 levels (max 5
    bolts). Each bolt unerringly hits a target within 90 ft for 1d4+1 force
    damage.
    Spellbook: You use a spellbook that provides daily flexibility. Each day, after you study your spellbook and incant for 10 minutes, you can use for 24 hours 1 extra wizard magic ability of any tier that you can access except paragon tier. This grants access to abilities you haven’t mastered. Requires Arcane Training.

    Basic Tier
    Dodge: As an immediate action, you declare that you ignore 1 melee weapon attack before you know whether it hits you. Requires Dexterity 15+ and works only in Light or no armor. Costs 2 vitality.
    Weapon Finesse: When using a Light weapon, apply a +2 bonus on attack rolls.
    Combat Reflexes: As a swift action during combat, modify your attack rolls by -5 and your Reflex by +5 for 1 round.
    Infiltrator: You move quietly and keenly in shadows.
    Apply a +5 bonus on Perception and Stealth checks.
    Detect MagicM: You learn whether magic is present or
    absent within a 15-ft cone. Each time that you scan the same area, you learn the exact location (within 5 ft) and name of 1 magic ability present. This ability cannot locate invisible creatures or detect illusions.


    WISHLIST:
    racial: soft spot/lightning reflexes/wicked fun
    minor:skill versatile attribute/diversity/variable attack roll/lucky break
    (opt martialist- favored weapon)
    major:adv. cross train/pop hero/revitalizing fun/sudden genius/dabbler
    (opt martialist-action surge/reinvigorate/knights move



    Last edited by navyik on Tue Apr 09, 2013 4:05 am; edited 1 time in total
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    Robyo

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    Re: The Blue Avenger

    Post  Robyo on Sun Mar 31, 2013 6:44 pm

    Multiple characters?
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    navyik

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    Re: The Blue Avenger

    Post  navyik on Sun Mar 31, 2013 8:18 pm

    If u want. Just fulfilling ideas i have that r good for this game. Basketball
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    navyik

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    Re: The Blue Avenger

    Post  navyik on Sun Mar 31, 2013 11:23 pm

    U might consider letting olistaff start with at least limited knowledge of electrotech if u want to introduce him. Mostly i made more characters in case jp dies. None of them are "normal." (My characters seldom are). Steve bunyan is next. Blue avenger will be very effective in the wild west. I also have a zorro/puss-in-boots ripoff idea. Swashbuckling rakasha named "el gato." lol!
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    Robyo

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    Re: The Blue Avenger

    Post  Robyo on Mon Apr 01, 2013 5:24 pm

    electrotech? maybe. Possibly, he could have the technics skill, but with minimal or no tech in his current possession...

    And he could appear very soon, if you want. A good character for the Weird West should be getting in the picture...

    Like, what if he comes strolling up the road and happens upon the current coyote encounter?
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    navyik

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    Re: The Blue Avenger

    Post  navyik on Thu Apr 04, 2013 7:59 am

    Take your pick and u will finalize... bounce
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    Robyo

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    Re: The Blue Avenger

    Post  Robyo on Thu Apr 04, 2013 4:11 pm

    You sir, have wizards in the wing, you should pick Smile
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    navyik

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    Re: The Blue Avenger

    Post  navyik on Thu Apr 04, 2013 7:54 pm

    Olistaff is a wizard. The blue avenger is more of a superhero. Took wizard class just for flying and magic missles. Probably gotta go with olistaff although it seems silly to play two packrats with big wagons. The BA travels light... maybe put jps balloon on oli's house? Idea

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