Shield Wolf Alpha Beard Karma: 49/2 1066 Posts
|
Chessicfayth
Name: Lini
Race: Moogle
Gender: Male
Age: 28
Class/Level: Lvl 1 Gunner
Deity:
Alignment: Chaotic Good
Experience: 0
Height: 3'2''
Weight: 44 lbs
Eyes: Black
Hair: White
Wings: Red
Stats:
Str 11 (0)
Dex 19 (4)
Con 14 (2)
Int 15 (2)
Wis 17 (3)
Cha 14 (2)
HP: 10
AC: 23 = 10 + 4 (Dex) + 3 (studded leather armor) + 5 (Awesome Pistol) +1 Size
Flat-footed: 19
Touch: 20
Initiative: 4
Speed: 30ft land speed. 15 ft. (poor) air speed.
Base Attack Bonus:
Melee: 0
Ranged: 0 + 4
Weapon: +1 Awesome Pistol of Sluggish Movement (49 charges)
To Hit: +5, Crit Range: 20, (x4)
Range Increment 20 feet
Damage: 2d4 +1
Saves:
Fortitude +2 = 0[base] +2[Con]
Reflex +6 = 2[base] +4[Dex]
Will +3 = 0[base] +3[Wis]
Skills:
Acrobatics 1 + 4 + 3
Bluff 0 + 2
Climb 0 + 0
Handle Animal 0 + 2
Heal 0 + 3
Intimidate 0 + 2
Knowledge (engineering) 0 + 2
Knowledge (local) 1 + 2 + 3
Perception 1 + 4 + 3
Profession(Gunfighter) 1 + 4 + 3
Repair 1 + 2 + 3
Ride 0 + 4
Sleight of Hand 0 + 4
Survival 1 + 4 + 3
Languages: Common, Moogle, Mithra, Al Bhed
Feats: Moogle Gunner
Racial Traits:
--Defensive Training: Moogles gain a +4 dodge bonus to AC against monsters of the giant subtype.
--Good Merchant: Moogles seem to have the innate ability to identify the value of items and sell them at a good margin. Moogles receive a +2 racial bonus on all Appraise checks. Furthermore, moogles gain a +2 racial bonus on all Diplomacy checks concerning any type of business transaction.
--Keen Senses: Moogles receive a +2 racial bonus on Perception checks.
--Construct Familiarity: Moogles get a +1 racial bonus on attack rolls against constructs and receive a +4 dodge bonus against them. In addition, constructs are susceptible to a moogle's critical hits, sneak attacks, stunning fists, and other similar attacks that only affect targets with discernible anatomy.
--Low-Light Vision: Moogles can see twice as far as humes in conditions of dim light.
--Hydrophobia: When drenched in water or some other liquid, a moogle receives a -2 penalty on attack rolls and concentration checks.
Class Features: Gunsmith, Grit, Deeds, Quick Draw, Limit Breaks
Limit Breaks
-----------------
Barrage (Su): This Limit Break allows the gunner to rapidly shoot at all enemies within range. Enemies within a 30-ft.-radius suffer 1d6 points of damage per gunner level, a Reflex save (DC 10 + half of gunner's level + Dexterity modifier) for half damage.
Power Shot (Su): This Limit Break allows the gunner to make a single powerful attack that extends out into a 60-ft.-cone. Enemies within the area of effect take 1d6 points of non-elemental damage per gunner level, a Reflex save (10 + half of gunner's level + Dexterity modifier) for half damage.
Favored Class: Gunner: The gunner reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).
Gear: Studded Leather Armor, Gunsmith's kit, 100 ammo.
Funds: 115
Appearance: White fur with a bright red pompom
Backstory: Lini wishes to make a name for himself and his awesome pistol, and has been seeking any group that will help him on his path.
Posted on 2016-02-29 at 02:53:56.
Edited on 2016-02-29 at 10:40:39 by Shield Wolf
|
Shield Wolf Alpha Beard Karma: 49/2 1066 Posts
|
Kamina
Name: Sikuni Memro
Race: Viera
Level: 1
Age: 20
Height: 6'4
Weight: 149lbs
Gender: F
HP: 10
BAB:
AC: 19
Fort: +1
Ref: +6
Will: +4
S.Chain +3
Wakizashi +2
Longbow +4
Shuriken +4
Stats
---------
Str: 14 +2
Dex: 19 +4
Con: 11 +1
Int: 12 +1
Wis: 19 +4
Cha: 15 +2
Skills
----------
Acrobatics +8
Bluff +6
Disable Device +8
Disguise +16
Escape Artist +8
Perception +8
Sense Motive +8
Sleight of Hand +8
Stealth +18
Traits
----------
Racial-
Vieran Immunities
Keen Senses
Hunter
Mist Sensitive
Weapon Familiarity
Low-Light Vision
Class-
Poison Use
AC Bonus +1
Sneak Attack +1D6
Immune to Poison
Disguise Self (At-Will)
Limit Breaks
-----------------
Missile Barrage (Su): This Limit Break creates hundreds of thrown weapons that the ninja throws a barrage of them in a 30-ft.-cone. Enemies within the area of effect take 1d6 points of shadow damage per ninja level, a Reflex save (DC 10 + half of ninja's level + Wisdom modifier) for half damage.
Vanish (Su): This Limit Break makes the ninja invisible for a duration of 1 round + 1 round per four ninja levels. While invisible, the ninja can make attacks as normal and remain invisible. The ninja also receives a +1d6 sneak attack bonus + an additional 1d6 per four ninja levels while under the this Limit Break. This limit break requires only a swift action.
Feats
----------
Exotic Weapon Prof (Spiked Chain)
Gear (16x10 160 Gil)
-------
Twilight's Lash (Spiked Chain)
Longbow
40 Arrows
Wakizashi
Shuriken (15)
Backpack- Bedroll, Flint&Steel, Belt Pouch,
Waterskin, Hemp Rope 50',
2Gil
Posted on 2016-02-29 at 10:24:11.
Edited on 2016-02-29 at 10:39:03 by Shield Wolf
|
Shield Wolf Alpha Beard Karma: 49/2 1066 Posts
|
Nomad D2
Gelion Gavroche Greyflood
1st level Archer
Hume
Neutral Good
Strength: 17 +3 modifier
Constitution: 15 +2 modifier
Intelligence: 14 +2 modifier
Wisdom: 13(14) +2 modifier (Bow of Renewal)
Dexterity: 19 +4 modifier
Charisma: 12 +1 modifier
Hit Points: 10
AC: 18 =10 +4[Dex] +4[chain shirt]
Initiative: +4
Languages: Common , Goblinoid
F: 2 = 0[base] +2[con]
R: 6 = 2[base] +4[dex]
W: 2 = 0[base] +2[wis]
BAB +0
Skills: 4 Archer + 2 intelligence modifier (+1 Hume)
The archer's class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Stealth (Dex), Survival (Wis), and Swim (Str).
Knowledge (Nature): 6 (+1 rank, +2 Int, +3 class)
Perception: 6 (+1 rank, +2 Wis, +3 class)
Ride: 7 (+1 rank, +4 Dex, +3 class)
Survival: 6 (+1 rank, +2 Wis, +3 class)
Swim: 7 (+1 rank, +3 str, +3 class)
Climb: 7 (+1 rank, +3 str, +3 class)
Stealth: (+1 rank, +4 dex, +3 class)
Feats: (1 each odd level, plus +1 Hume)
Point Blank shot - +1 attack and damage on targets within 30 feet
Rapid Shot - Make one extra ranged attack
Weapon and Armor Proficiency: Archers are proficient with all simple weapons, plus longbow, shortbow, composite longbow, composite shortbow, and greatbow. Archers are proficient with light armor, but not with any type of shields.
Limit Breaks (Su):
Hail of Arrows (Su): This Limit Break allows the archer to shoot a single arrow into the area within 60 feet. As the arrow descends, it splits into hundreds of arrows raining down upon his enemies. Enemies within a 20-ft.-radius of the indicated area the archer has chosen suffer 1d6 damage per archer level, a Reflex save (DC 10 + 1/2 archer level + Dexterity modifier) for half damage.
Trueshot Arrow (Su): This Limit Break allows the archer to fire an arrow at any opponent at three times the maximum range without any penalties for the round. The archer receives a +1 competence bonus on the Attack roll per archer level. If the attack hits, the damage is maximized.
Archery (Ex): At 1st level, the archer is treated as having the Precise Shot feat, even if he does not have the normal prerequisites for that feat. The benefits of this ability apply only when he wears light armor. He loses all benefits of this ability when wearing medium or heavy armor.
Aim (Ex): Starting at 1st level, as part of an attack action, the archer can wait a few seconds to aim and take a full measure of his bow to make every shot count. For every segment on the initiative the archer waits (up to the max of his Aim bonus), the archer receives a competence bonus equal to his Aim bonus for Attack and Damage rolls. If something interrupts the archer's Aim, the archer must make a Reflex save (DC 15 + the amount of Aim bonus) or lose the action. ( For example, an archer uses Aim +5, and he rolls a 16 for Initiative. His attack doesn't go off until 11, but during that time between 16 and 11, if something interrupts the archer, he has to make a Reflex save (DC 20) to not lose his attack.) Anything causing the archer to drop his bow disrupts his attack. Feats that grant extra attacks cannot be used in conjunction with the Aim ability. The aim ability does not change your initiative on subsequent rounds (unlike delayed/readied actions which change your initiative count).
Money
67 gil
Equipment
Explorers Outfit - with wide brimmed hat
Caltrops
Fishhook and line
Grappling hook
Rope 50' hemp
Flint and steel
Composite Longbow 1d8 range 110' Can be used mounted. +3 for strength, +1 Bow
Arrows (40)
1 Heavy mace
Daggers (2)
Chain Shirt
Special Items
Magic Items
Vibrant Composite Longbow of Resurrection: +1 Longbow grants +1 Wisdom and allows the user to resurrect a target 1/day
Favored Class: Archer: Add +1/4 to the archer's damage rolls with bows and crossbows.
Physical description: Gelion was the child of a woodsman and he looked the part. He was 5'10" tall, with hair that was somewhere between light brown and red. Reddish would be a good description as it was certainly not brightly red. His hair was slightly curly, not much more than wavy, and cut fairly short. It was a utilitarian cut, meant to keep his hair out of his eyes, not to look fancy. Although actually fairly strong, Gelion didn't look muscular. His was the wiry strength of the athletic and active. He was not the sort of man that would make every woman in the room stare, but the girls in his village had frequently called him "cute." His dimples might not make him a true ladies-man, but he could charm a lass when he wanted to do so.
His clothing was not ostentatious, but rather a fairly simple explorers outfit. He almost always had a broad brimmed hat upon his head to keep the sun out of his eyes and the rain off of his head. He was a fairly simple man, with no real dreams of glory, and his clothing showed it.
Posted on 2016-02-29 at 10:37:48.
Edited on 2016-02-29 at 18:11:43 by Shield Wolf
|