Name:Ramza Stromblade
Race: Sith
Class:Sith
LVL 3
Hit Points:
lvl 1: 11
lvl 2: 19
lvl 3: 27
lvl 4: 32
Armor Class: 13
Current Hp: 32/32
Strength:14 + 1(Racial) = 15
Dexterity:14
Constitution:18
Intelligence: 9)
Wisdom:14 + 2(Racial) = 16
Charisma: 9
Fortitude Save: 6
Reflex Save: +5
Will Save: +8
Base Attack Bonus= 4
Attack Roll: 4+3=7
Attack Roll while useing 2 weapons 4/4
Feats:
Character Level 1: Two-Weapon Fighting
Force-User Character Level 1: Lightsaber Deflection: When this character is fired upon with a ranged weapon, he may use his lightsaber to deflect the attacks. 40% cover/deflection rate.
Force-User Character Level 1: Shii-Cho Form: Character gains +2 AC and +2 BaB. When in this form, the character gains an additional +20% to deflect range attacks (This stacks with the force-user Lightsaber Deflection ability). The character gains +2 on attempts to disarm an opponent and +1 to called-shot (for melee) attempts.
Force User Level 1: Weapon Bond (Double-Lightsaber): When using this weapon (has to be the exact same weapon throughout, not just the same type), the character gains +1d4 to Damage and +1 BAB. This feat will gain more power as the character uses the weapon and becomes more experienced.
Sith Feat 2nd level Mecha Operation
Sith Feat 3rd level Improved 2 weapon Fighting
character Feat 4th level Salvage
Racial Abilites:
Sith Racial Ability: Darkvision (40 feet)
Sith Racial Feat: Force Sensitive
Skills:
Knowledge (Force) - 6 ranks (int)
Knowledge (Magic) - 4 ranks (int)
Knowledge (Religion) - 1 (int)
Knowledge (Nobility) - 1 (int)
Hide - 4 ranks (dex)
Move Silently - 3 ranks (dex)
Knowledge (Tactics) - 2 ranks (int)
Knowledge (Psychology) - 2 ranks (int)
Powers (Force, Psion, Magic):
Sith Level 1: Shocking Grasp (DEX): Through physical contact, a Sith may summon forth Force lighting from their hands and into their victim (2d4).
Sith Level 1: Force Choke 1 (STR/round): Through the Force a Sith may constrict a victim's throat, choking them (1d4/round)
Sith Level 1: Invoke Fear 1 (WIS/round): A form of mind-trick, a Sith may magnify a target's fears and cause them to panic. (Will Check vs Fear, DC 14)
Telekinesis 1 (WIS/round): Through the power of the Force, a user may lift and move objects up to 150lbs. For an additional spent point, the object can be thrown at a target with great force (damage variable upon object). This ability can also be used to help the user make long jumps or stop from falling.
Force User Level 1: Telepathy 1: A Force-User may send mental message through the Force to a target within visual range of the user. The target may not respond.
Force User Level 2: Force Suggestion 1: The user makes a one word suggestion (sleep, leave, look etc) to an organic target. Unless that target succeeds in its save (Will save DC 15), the target must obey.
ex: once you are back on your planet you will attempt to kill your president
Sith Level 2: Force Domination 1 (3 WIS): The user can use the Force to command the actions of another (Will Save - DC 14). The Force Domination lasts 8 hours and the target is allowed another Will Save every time he/she is forced to do something they typically or morally wouldn't do (Attack friends, kill themselves, steal etc). For each person the Sith tries to dominate, the Will Save DC decreases by 3 for all targets (DC 14 for 1 person, DC 11 for 2 people, DC 8 for 3 people etc etc).
Sith levle 2; Force Lighting con 2: 2d6 touch attack
Sith lvl 3 Force sense: (you can now sense with the force
Sith lvl 3 Force sight: (you can now see with the force
Lvl 4 Sith: Improved force lighting: 2d6 ranged
Inventory:
Double-Sided Lightsaber <Silver> (2d10)
Sith Master Robe (+3 AC)
Melta Gun
Damage: 4d8
Damage Type: Fire
Range: 40
Size: Medium
Price: 700
4300
About Your Character: the last true sith ramza has nothing left to do now in the world but to rebuild his home planet and to rebuild his race, Though most believe that Sith are evil this is not so they just take the opposite side of jedi in arguments, they would rather train and meditate then anything else, so our hero takes up his light saber and his robes and heads off to find a new world.......
Ships:
----------------------------------
modified TIE Fighter
Size: Small, 6 Meters (Length)
Maximum Crew Size: 1
Mounts: Chaingun (S), Quad-Cannon (S), Kinetic Lance (S)
Defense: Deflector Shield
Transportation: Hyperdrive
-----------------------------------
Specifications: Gundam Deathscythe Hell
Model #: XXXG-01D2
Head height: 16.3 m.
Base weight: 7.4 tons
Armor Materials: Gundamium Alloy
Standard Armament:
Vulcans x2
Buster sheild x1
Hyper jammers x2
Twin beam scythe x1
Ability Levels:
Fighting ability: 150
Weapons ability: 120
Speed ability: 170
Power ability: 120
Armored ability: 140
-----------------------------------
Jem'Hadar Attack-Class
Size: Medium, 90 Meters (L)
Maximum Crew Size: 42
Mounts: 2 heavy laser cannons, 2 EMP missiles, 4 tractor beams
Defense: Deflector
Transportation: Warp
Shuttle/Fighter Capacity: 2
Type: Battleship
------------------------------------
Outrider-Class, Javalin, Size: Medium, 30 Meters(L), 20 Meters(W), 60 Meters(H)
Maximum Crew Size: 20
Mounts: CHE missiles (2), Heavy Nutron Gun
Defense: Cloak, Deflector Shield
Transportation: Hyperspace
Shuttle/Fighter Capacity: 1
Type: Explorer
------------------------------------
Outrider-Class, Strider,
Size: Medium, 30 Meters(L), 20 Meters(W), 60 Meters(H)
Maximum Crew Size: 20
Mounts: CHE missiles (2)
Defense: Cloak, Deflector Shield
Transportation: Hyperspace
Shuttle/Fighter Capacity: 1
Type: Explorer
Able Crew:
16 Humans:
4 Engineers
8 pilots/soldiers
3 medics
1 captain
Force Sensitive Hunter
Grunt
Prisoner:
Female Human, Jedi
Death Scythe Hell
Specifications: Gundam Deathscythe Hell
Model #: XXXG-01D2
Head height: 16.3 m.
Base weight: 7.4 tons
Armor Materials: Gundamium Alloy
Standard Armament:
Vulcans x2
Buster sheild x1
Hyper jammers x2
Twin beam scythe x1
Ability Levels:
Fighting ability: 150
Weapons ability: 120
Speed ability: 170
Power ability: 120
Armored ability: 140
a place for emportant members of your crew
Squeky: A grunt who you picked up on High Charity, he is a sharp shoot but like most grunts lacks physical strength, and sticks to the stronget unit, being Ramza
Feats:
Far Shot
Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.
Terth: A Force-sensitive Hunter who though is small for his size, makes up for in intelect. He wishes to become your padawan and will follow you in your goals in recreating the Sith.
Feats:
BRAWL
Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Capt. Johnson, Creg: The Captain of the Odin, and was forced into your services and bitterly follows your commands. He is a seasoned officer, and is skilled in inter-steller combat.
Feats:
STARSHIP OPERATION
You are proficient at operating starships of a certain size.
Prerequisite: Pilot 2 ranks.
Benefit: When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship, and you also apply your full class bonus to Defense to the ship's Defense.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different starship size.
STARSHIP GUNNERY
You are proficient with starship weapon systems.
Benefit: You do not take a penalty on attack rolls when firing a starship weapon
STARSHIP EXTRA SHOT
You are skilled at operating multiple weapons aboard a starship.
Prerequisite: Starship Gunnery
Benefit: During an attack round, you may fire one extra mounted weapon than you would normally be able to. This feat can be taken multiple times.
Thompsan, Creg: A skilled pilot, and crewman of the Odin, specializes in fighter combat, pilots Strife Mark IV when you don't.
Feats:
STARSHIP GUNNERY
You are proficient with starship weapon systems.
Benefit: You do not take a penalty on attack rolls when firing a starship weapon.
STARSHIP STRAFE
You can use a starship's ranged weapon set on automatic fire to affect a wider area than normal.
Prerequisite: Starship Gunnery.
Benefit: When using a starship's ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide (that is, any four 500-foot squares in a straight line).
Normal: A starship weapon on autofire normally affects a 1,000-foot-by-1,000-foot area.
Other Crewman:
Four Engineers
Have skills in ship repair, ship weaponry, and computer systems, can use light weaponry nothing more advance than a pistol.
Three Medics
Can heal most wounds but have limited surgical skills, not arms trained
Nine Pilots/Soldiers
Know how to run the bridge of small to medium ships, can operate most firearms, and weaponry
Weapon & Armor
10 laser rifles
10 laser pistols
50 Laser power cells (25 shots each)
10 Combat Knives
12 Plasma batteries (100 shots each)
2 Needlers
12 Needler magazines (30 needles each)
14 Plasma Grenades
8 Leather Battle-Armor
16 Flak Jackets
Weapons in Odins Cargo
5 more EMP missiles
15 CHE missiles
12 Chaingun magazines
Large Equipment
Bacta tank
Containment Cell
Satellite Datalink
Chemicals
Antitox (5 doses)
Sporekill (5 doses)
Bacta (5 tanks)
Gadgets
Hologram Player
Hologram Recorder
Satellite Datalink
Duracable (100 ft)
this is my old character just transfering him over
Race: Sith
Class:Sith
LVL 3
Hit Points:
lvl 1: 11
lvl 2: 19
lvl 3: 27
lvl 4: 32
Armor Class: 13
Current Hp: 32/32
Strength:14 + 1(Racial) = 15
Dexterity:14
Constitution:18
Intelligence: 9)
Wisdom:14 + 2(Racial) = 16
Charisma: 9
Fortitude Save: 6
Reflex Save: +5
Will Save: +8
Base Attack Bonus= 4
Attack Roll: 4+3=7
Attack Roll while useing 2 weapons 4/4
Feats:
Character Level 1: Two-Weapon Fighting
Force-User Character Level 1: Lightsaber Deflection: When this character is fired upon with a ranged weapon, he may use his lightsaber to deflect the attacks. 40% cover/deflection rate.
Force-User Character Level 1: Shii-Cho Form: Character gains +2 AC and +2 BaB. When in this form, the character gains an additional +20% to deflect range attacks (This stacks with the force-user Lightsaber Deflection ability). The character gains +2 on attempts to disarm an opponent and +1 to called-shot (for melee) attempts.
Force User Level 1: Weapon Bond (Double-Lightsaber): When using this weapon (has to be the exact same weapon throughout, not just the same type), the character gains +1d4 to Damage and +1 BAB. This feat will gain more power as the character uses the weapon and becomes more experienced.
Sith Feat 2nd level Mecha Operation
Sith Feat 3rd level Improved 2 weapon Fighting
character Feat 4th level Salvage
Racial Abilites:
Sith Racial Ability: Darkvision (40 feet)
Sith Racial Feat: Force Sensitive
Skills:
Knowledge (Force) - 6 ranks (int)
Knowledge (Magic) - 4 ranks (int)
Knowledge (Religion) - 1 (int)
Knowledge (Nobility) - 1 (int)
Hide - 4 ranks (dex)
Move Silently - 3 ranks (dex)
Knowledge (Tactics) - 2 ranks (int)
Knowledge (Psychology) - 2 ranks (int)
Powers (Force, Psion, Magic):
Sith Level 1: Shocking Grasp (DEX): Through physical contact, a Sith may summon forth Force lighting from their hands and into their victim (2d4).
Sith Level 1: Force Choke 1 (STR/round): Through the Force a Sith may constrict a victim's throat, choking them (1d4/round)
Sith Level 1: Invoke Fear 1 (WIS/round): A form of mind-trick, a Sith may magnify a target's fears and cause them to panic. (Will Check vs Fear, DC 14)
Telekinesis 1 (WIS/round): Through the power of the Force, a user may lift and move objects up to 150lbs. For an additional spent point, the object can be thrown at a target with great force (damage variable upon object). This ability can also be used to help the user make long jumps or stop from falling.
Force User Level 1: Telepathy 1: A Force-User may send mental message through the Force to a target within visual range of the user. The target may not respond.
Force User Level 2: Force Suggestion 1: The user makes a one word suggestion (sleep, leave, look etc) to an organic target. Unless that target succeeds in its save (Will save DC 15), the target must obey.
ex: once you are back on your planet you will attempt to kill your president
Sith Level 2: Force Domination 1 (3 WIS): The user can use the Force to command the actions of another (Will Save - DC 14). The Force Domination lasts 8 hours and the target is allowed another Will Save every time he/she is forced to do something they typically or morally wouldn't do (Attack friends, kill themselves, steal etc). For each person the Sith tries to dominate, the Will Save DC decreases by 3 for all targets (DC 14 for 1 person, DC 11 for 2 people, DC 8 for 3 people etc etc).
Sith levle 2; Force Lighting con 2: 2d6 touch attack
Sith lvl 3 Force sense: (you can now sense with the force
Sith lvl 3 Force sight: (you can now see with the force
Lvl 4 Sith: Improved force lighting: 2d6 ranged
Inventory:
Double-Sided Lightsaber <Silver> (2d10)
Sith Master Robe (+3 AC)
Melta Gun
Damage: 4d8
Damage Type: Fire
Range: 40
Size: Medium
Price: 700
4300
About Your Character: the last true sith ramza has nothing left to do now in the world but to rebuild his home planet and to rebuild his race, Though most believe that Sith are evil this is not so they just take the opposite side of jedi in arguments, they would rather train and meditate then anything else, so our hero takes up his light saber and his robes and heads off to find a new world.......
Ships:
----------------------------------
modified TIE Fighter
Size: Small, 6 Meters (Length)
Maximum Crew Size: 1
Mounts: Chaingun (S), Quad-Cannon (S), Kinetic Lance (S)
Defense: Deflector Shield
Transportation: Hyperdrive
-----------------------------------
Specifications: Gundam Deathscythe Hell
Model #: XXXG-01D2
Head height: 16.3 m.
Base weight: 7.4 tons
Armor Materials: Gundamium Alloy
Standard Armament:
Vulcans x2
Buster sheild x1
Hyper jammers x2
Twin beam scythe x1
Ability Levels:
Fighting ability: 150
Weapons ability: 120
Speed ability: 170
Power ability: 120
Armored ability: 140
-----------------------------------
Jem'Hadar Attack-Class
Size: Medium, 90 Meters (L)
Maximum Crew Size: 42
Mounts: 2 heavy laser cannons, 2 EMP missiles, 4 tractor beams
Defense: Deflector
Transportation: Warp
Shuttle/Fighter Capacity: 2
Type: Battleship
------------------------------------
Outrider-Class, Javalin, Size: Medium, 30 Meters(L), 20 Meters(W), 60 Meters(H)
Maximum Crew Size: 20
Mounts: CHE missiles (2), Heavy Nutron Gun
Defense: Cloak, Deflector Shield
Transportation: Hyperspace
Shuttle/Fighter Capacity: 1
Type: Explorer
------------------------------------
Outrider-Class, Strider,
Size: Medium, 30 Meters(L), 20 Meters(W), 60 Meters(H)
Maximum Crew Size: 20
Mounts: CHE missiles (2)
Defense: Cloak, Deflector Shield
Transportation: Hyperspace
Shuttle/Fighter Capacity: 1
Type: Explorer
Able Crew:
16 Humans:
4 Engineers
8 pilots/soldiers
3 medics
1 captain
Force Sensitive Hunter
Grunt
Prisoner:
Female Human, Jedi
Death Scythe Hell
Specifications: Gundam Deathscythe Hell
Model #: XXXG-01D2
Head height: 16.3 m.
Base weight: 7.4 tons
Armor Materials: Gundamium Alloy
Standard Armament:
Vulcans x2
Buster sheild x1
Hyper jammers x2
Twin beam scythe x1
Ability Levels:
Fighting ability: 150
Weapons ability: 120
Speed ability: 170
Power ability: 120
Armored ability: 140
a place for emportant members of your crew
Squeky: A grunt who you picked up on High Charity, he is a sharp shoot but like most grunts lacks physical strength, and sticks to the stronget unit, being Ramza
Feats:
Far Shot
Benefit: When the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). When the character throws a weapon, its range increment is doubled.
Terth: A Force-sensitive Hunter who though is small for his size, makes up for in intelect. He wishes to become your padawan and will follow you in your goals in recreating the Sith.
Feats:
BRAWL
Benefit: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Capt. Johnson, Creg: The Captain of the Odin, and was forced into your services and bitterly follows your commands. He is a seasoned officer, and is skilled in inter-steller combat.
Feats:
STARSHIP OPERATION
You are proficient at operating starships of a certain size.
Prerequisite: Pilot 2 ranks.
Benefit: When operating a starship of the selected type, you take no penalty on Pilot checks made when operating the starship, and you also apply your full class bonus to Defense to the ship's Defense.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a different starship size.
STARSHIP GUNNERY
You are proficient with starship weapon systems.
Benefit: You do not take a penalty on attack rolls when firing a starship weapon
STARSHIP EXTRA SHOT
You are skilled at operating multiple weapons aboard a starship.
Prerequisite: Starship Gunnery
Benefit: During an attack round, you may fire one extra mounted weapon than you would normally be able to. This feat can be taken multiple times.
Thompsan, Creg: A skilled pilot, and crewman of the Odin, specializes in fighter combat, pilots Strife Mark IV when you don't.
Feats:
STARSHIP GUNNERY
You are proficient with starship weapon systems.
Benefit: You do not take a penalty on attack rolls when firing a starship weapon.
STARSHIP STRAFE
You can use a starship's ranged weapon set on automatic fire to affect a wider area than normal.
Prerequisite: Starship Gunnery.
Benefit: When using a starship's ranged weapon on autofire, you can affect an area four 500-foot squares long and one 500-foot square wide (that is, any four 500-foot squares in a straight line).
Normal: A starship weapon on autofire normally affects a 1,000-foot-by-1,000-foot area.
Other Crewman:
Four Engineers
Have skills in ship repair, ship weaponry, and computer systems, can use light weaponry nothing more advance than a pistol.
Three Medics
Can heal most wounds but have limited surgical skills, not arms trained
Nine Pilots/Soldiers
Know how to run the bridge of small to medium ships, can operate most firearms, and weaponry
Weapon & Armor
10 laser rifles
10 laser pistols
50 Laser power cells (25 shots each)
10 Combat Knives
12 Plasma batteries (100 shots each)
2 Needlers
12 Needler magazines (30 needles each)
14 Plasma Grenades
8 Leather Battle-Armor
16 Flak Jackets
Weapons in Odins Cargo
5 more EMP missiles
15 CHE missiles
12 Chaingun magazines
Large Equipment
Bacta tank
Containment Cell
Satellite Datalink
Chemicals
Antitox (5 doses)
Sporekill (5 doses)
Bacta (5 tanks)
Gadgets
Hologram Player
Hologram Recorder
Satellite Datalink
Duracable (100 ft)
this is my old character just transfering him over
