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Title: Sam's personal stat repository


Samuel La Croix - November 23, 2009 03:46 AM (GMT)
This is here just for the sake of my own convenience, so I can post shit up for relevant RPGs and not have to send fucking files everywhere

Current Game:
Escaea
(Run in: Fantasycraft)

Samuel La Croix - April 16, 2010 01:20 AM (GMT)
Venge's Character

Windheart the Great, Rootwalker Mystic
Sage/2 Panache: 0 Prudence: 3
STR 15 +2 DEX 11 +0 CON 13 +1 INT 12 +1 WIS 14 +2 CHA 13 +1
Wounds: 19 Vitality: 20 Action dice: 3d4 Legend: 2 Reputation: 10
BAB: +1 FORT: +3 REF: +0 WILL: +4 DEF: +1 INIT: +1
Armor:
Weapon:
Abilities:
Achilles Heel (Fire): Take double damage from fire
Light Sleeper: Sleeping is never a Terminal Situation for you
Lumbering: You suffer a –2 penalty with all Reflex saves and become flanked any time two opponents are adjacent to you.
Natural Camouflage: Choose forest/jungle or swamp. You gain a +5 gear bonus with Blend checks while in that terrain.
Thick Hide 2: You’re considered to be wearing partial armor that provides Damage Reduction 2. This DR does not stack with other armor (only the best protection applies). If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit (e.g. thick hide 4, thick hide 3, and thick hide 1 offer DR 6).
Inquisitive Mind: You gain 2 additional Interests.
Paired Skills: Each time you gain 1 or more ranks in the Investigate skill, you gain equal ranks in the Medicine skill. This may not increase your Medicine skill beyond its
maximum rank.
Sharp Mind: You gain 1 additional skill point per level.

Skills:
Blend (Cha) 4
Impress (Cha) 4
Investigate (Wis) 5
Medicine (Int) 5
Notice (Wis) 5
Resolve (Con) 4
Sense Motive 5
Survival (Wis) 4
Tactics (Int) 4

Feats:
Iron Will: Your base Will save bonus increases by +3. Also, once per scene as a free action, you may shrug of 1 fatigued or shaken grade.
New Leaf: Evergreen (Cold Resistance 5, +2 Bonus to knowledge checks)
The Gift: You know and may cast a number of Level 0 spells equal to your Intelligence modifier (minimum 2) with a Casting Level of 1. You may automatically cast these spells a total number of times per scene equal to your starting action dice.

Proficiencies:
Blunt
Unarmed

Interests:
Alignment (Earth)
Language (Elven)
Language (Human)
Study (Elven Forest)
Study (Civics)

Spells:
Endure Elements [0]
Water Walk [0]

Gear:
31 Silver
Superior Giant's Great Club
Hardened Leather Vest
The Cloak of Thorns
Doctor's Bag [Medicine Kit, Soft 1, 2 lbs.]
Silver Pouch [Diminutive, Soft 1, Weighs 1 lb. Per 25 silver]

Samuel La Croix - April 16, 2010 01:22 AM (GMT)
Mike's Character

Alistair Morgren, Grizzled Human Lord
Captain/2 Panache: 2 Prudence: 2
STR 15 +2 DEX 8 -1 CON 16 +3 INT 11 +0 WIS 10 +0 CHA 14 +2
Wounds: 18 Vitality: 24 Action dice: 3d4 Legend: 2 Reputation: 5
BAB: +1 FORT: +4 REF: -1 WILL: +3 DEF: +2 INIT: 0
Armor: Studded Leather Vest, DR 2
Weapon: Dwarven Broadsword, +4, 1d10 Damage / Metal Shield, +3, 1d4 Subdual
Abilities:
Agile Defense: Your base Defense increases by 1.
Last Chance: You may spend and roll 2 action dice to boost any save.
Rock Solid: You gain 1 additional wound per level.
Noble Blood: You may purchase Noble Renown for 40 Reputation per rank (see page 187).
Practiced Tactics: If you spend an action die to boost a Tactics check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
Stand Together: You gain a +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your Species.
Cadre: Your leadership inspires your team to excellence. Once per scene as a free action, you may temporarily grant your teammates 1 of your Basic Combat feats until the end of the scene.

Skills:
Intimidate (Cha) 2
Notice (Wis) 2
Tactics (Int) 8

Feats:
Charging Basics: Your Speed increases by 5 ft. and you gain a trick.
Followers: You may summon your followers once per adventure during a non-Dramatic scene. There are a number of them equal to your Charisma modifier + 3. They act as a group and share the same statistics, each of them having an XP value no greater than 20 + 5 × the number of permanent Gear feats you have. You may choose your followers from the Rogues Gallery (see page 244) or build an original NPC with GM approval. Followers may not possess temporary feats. Your followers are standard characters with a Treat Level equal to your Career Level minus 4 (minimum 1). Tey gain no action dice but you may spend your action dice on their behalf. Your followers may not control additional characters.If any of your followers die or are dismissed, you lose 1 Reputation per individual lost (they’re replaced in the following adventure).
Horde Basics: You and each teammate gain 1/4 personal cover when you have a 2-to-1 advantage, and 1/2 personal cover when you have a 3-to-1 or greater advantage.
Personal Lieutenant: You control a non-animal NPC with an XP value no greater than 50 + 5 × the permanent Style feats you have. You may choose your lieutenant from the Rogues Gallery or Bestiary (see pages 244 and 253) or build an original NPC with GM approval. Your lieutenant may not possess temporary feats. Your lieutenant is a special character with a Treat Level equal to your Career Level minus 4 (minimum 1). He gains no action dice but you may spend your action dice on his behalf. Your lieutenant may not control additional characters. If your lieutenant dies or is dismissed, you lose Reputation equal to your Career Level (he’s replaced in the following adventure).

Proficiencies:
Edged (Forte)
Blunt

Tricks:
Charge (Run Trick): You may make 1 free attack at any point during your movement (ignoring adjacency for that attack only). You may use this ability a number of times per combat equal to your starting action dice.
Shield Block, Initiative Action: The character uses his shield to absorb what might otherwise be a solid hit. Once per round when the character has a readied shield and isn’t fat-footed, after he’s hit by an unarmed or melee attack but before damage is rolled, he may make a Fortitude save (DC equal to the attack check result). With success, the attack’s damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min.1).

Interests:
Language (Dwarven)
Language (Elven)
Language (Human)
Study (Human Kingdom)
Study (Human History)

Gear:
48 Silver
Dwarven Broadsword [1d10 Lethal, 20 threat, Massive, +5 to Damage Saves, S/1h, Hard 4, 8 lbs.]
Metal Shield [1d4 Subdual, 20 threat, Guard +2, S/1h, Hard 3, 8 lbs.]
Studded Leather Vest [DR 2, DP -1, Soft 2, 12 lbs.]
Silver Pouch [Diminutive, Soft 1, Weighs 1 lb. Per 25 silver]

Holdings:
Morgren Farm
(Medicine Assistant +1) Helen, Alistair's Wife
(Tradesman +2) Aedan, Alistair's Son
(Tradesman +0) Rose, Alistair's Daughter

Samuel La Croix - April 16, 2010 01:23 AM (GMT)
Amanda's Character

Silia, Saurian Nomad
Scout/2 Panache: 0 Prudence: 0 Speed: 30 ft.
STR 12 +1 DEX 16 +3 CON 12 +1 INT 16 +3 WIS 10 +0 CHA 14 +2
Wounds: 12 Vitality: 20 Action dice: 3d4 Legend: 2 Reputation: 20
BAB: +1 FORT: +3 REF: +6 WILL: +0 DEF: +7 INIT: +5
Armor:
Weapon:
Abilities:
Agile Defense: Your base Defense increases by 1.
Cold-Blooded: You require only 1 common meal per day but sufer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down). If you suffer continuous cold damage — such as from the environment — you are sickened until you
escape the source of the damage. Low-Light Vision: You ignore the effects of dim and faint light.
Natural Attack: You gain the Bite II and Tail Slap II natural attack (see page 235).
Animal Empathy: The Dispositions of non-adversary animals increase by 5.
Linguist: You gain 2 additional Languages (see page 61).
Practiced Haggle: If you spend an action die to boost a Haggle check and it still fails, you gain the die back after the action is resolved. Against multiple targets you only regain the die if the check fails against all of them.
Trackless Step: The DCs of Tracking checks to follow your trail increase by 10.

Skills:
Acrobatics (Dex) 1
Athletics (Str) 2
Blend (Cha) 1
Disguise (Cha) 1
Investigate (Int) 1
Resolve (Con) 2
Sneak (Dex) 5
Survival (Wis) 4
Tactics (Int) 1

Feats:
Basic Skill Mastery (Horseman): +2, and threat range becomes 19-20 to Ride and Survival
Ferocity Basics: +1 damage per die when sneak attacking

Proficiencies:
Blunt
Edged
Unarmed (Forte)

Interests:
Alignment (Deva Luna)
Language (Drake tongue)
Language (Elven)
Language (Human)
Study (Cuisine)
Study (Exotic fighting styles)
Study (The Great Sands)

Gear:
18 Silver
Longsword [1d12 Lethal, 20 threat, Finesse, S/1h, Hard 2, 6 lbs.]
Machete [1d8 Lethal, 20 threat, Hook, Poisonous, T/1h, Hard 1, 4 lbs.]
Studded Leather Vest [DR 2, Soft 1, 12 lbs.]
Silver Pouch [Diminutive, Soft 1, Weighs 1 lb. Per 25 silver]

Samuel La Croix - April 16, 2010 01:26 AM (GMT)
Linken's Character

Biornolfr Godsmite, Frost Giant Sorceror
Priest/2 Panache: 1 Prudence: 2 Speed: 50 ft.
STR 14 +2 DEX 14 +2 CON 10 +0 INT 13 +1 WIS 13 +1 CHA 13 +1
Wounds: 15 Vitality: 18 Action dice: 3d4 Legend: 2 Reputation: 20
BAB: +1 FORT: +2 REF: +2 WILL: +3 DEF: +5 INIT: +2
Armor:
Weapon: Keeper's Pike 1d8+2/20
Abilities:
Cold Resistance 10
Elemental Type
Achilles Heel (Fire)
Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying, or riding.
Natural Attack: You gain the Trample I natural attack.
Sterner Stuff: The keen quality of each attack made against you decreases by 4.
Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
Paired Skills: Each time you gain 1 or more ranks in the Spellcasting skill, you gain equal ranks in the Intimidate skill. This may not increase your Intimidate skill beyond its maximum rank.
Terrifying Look: The Will save DCs of stress damage you inflict increase by 4.
Signs & Portents I: You may contact higher powers for guidance in times of need. At Level 2, as a 1-minute action, you may request a hint from the GM. If he refuses, you gain 1 bonus action die. You may use this ability a number of times per adventure equal to your starting action dice.

Paths:
Magic I

Skills:
Investigate (Wis) 1
Notice (Wis) 1
Resolve (Con) 2
Sense Motive (Wis) 5
Spellcasting (Int) 5

Feats:
Elemental Heritage (Ice): You gain Cold Resistance 5 and may convert your unarmed damage to cold damage without suffering the normal –4 attack penalty. However, you also gain Achilles heel (fire).
Elemental Legacy (Ice): All numerical benefits of your Elemental Heritage feat (positive and negative) are doubled

Proficiencies:
Edged (Forte)
Hurled

Tricks:
Called Shot (Attack Trick): The character attempts to find a chink in a target’s armor. He suffers a –3 attack check penalty if the target is wearing partial armor, a –6 penalty if the target is wearing moderate armor, or a –9 penalty if the target is wearing full armor. With a hit, the attack ignores any Damage Reduction provided by the target’s armor.
Salt the Wound (Attack Trick [Forte]): The character uses an opponent’s injuries against him. When he attacks an opponent who has the bleeding condition, he inficts an additional 1d6 damage.

Interests:
Alignment (The Keeper)
Language (Giant)
Language (Human)
Study (Giant's Steppe)

Spells:
Feather Fall [0]
Flare [0]
Glow I [0]
Magic Vestment [0]
Polar Ray I [0]
Read Magic [0]

Gear:
43 Silver
Harpoon [1d10 Lethal, 18-20 threat, 20 ft. x3 range, Bleed, Cord, L/1h, Hard 2, 12 lbs.]
Keeper's Pike [1d10 Lethal, 20 threat, Lightweight, Reach +2, L/2h, Hard 2, 24 lbs.]
Chain [50 ft. long, S/2h, Hard 4, 50 lbs.]
Compass [Tells direction, +2 bonus to navigate, F/1h, Brittle 1, 1 lb.]
Mage's Pouch [Spellcasting Kit, Hard 1, 4 lbs.]
Map [+1 MPH, +2 to navigate in the mapped area, Brittle 1, ˝ lb.]
Standard [+2 Bonus to Impress (Ally)/Intimidate(Enemy), L/2h, Soft 2, 24 lbs.]
Silver Pouch [Diminutive, Soft 1, Weighs 1 lb. Per 25 silver]




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