Triune
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Post by Triune on Sept 11, 2005 4:48:41 GMT
Creator's Note: Some of you that do know the D20 system will see Barzai's stats and promptly have apoplexy. Keep this in mind A) Barzai was born on a planet with 4 times standard gravity B)Barzai was genetically altered by a race that are specialists in genetic manipulation. C) Is not a Force User (A rare breed indeed on this board ;D ) So take a breath, relax and accept that while he is a powerful being he can still die under the effects of a lightsaber or force lightning or drain life, etc... He is ultimately a Meat Shield. Barzai Danith (Half-Danthiri) 15th level Soldier/5th level Elite Trooper VP/WP: 348/24 Def: 30 (10+11(classes)+6(Dexterity)+3(Natural Armor) Str:24 (+8), Dex:22 (+6), Con: 24 (+8), Int: 16 (+3), Wis: 10 (+0), Cha: 10 (+0); Saves: Fortitude: (+21), Reflex: (+14), Will: (+8); Base Attack Bonus: +20/+15/+10/+5 (Melee: +28/+23/+18/+13; Ranged: +26/+21/+16/+11); Skills: Astrogate: 5 ranks (+8), Craft (weapons, Armor): 10 ranks each (+13), Intimidate: 15 ranks +(15), Knowledge (Military Strategy): 10 ranks (+13), Leadership: 23 ranks (+23) Pilot: 5 ranks (+11), Repair: 5 ranks (+8), Sense Motive: 10 ranks (+10), Spot: 10 ranks (+10), Jump: 5 ranks (+13), Tumble: 5 ranks (+11); Psi-Skills: Adrenal Control: 16 ranks (+24), Call Weaponry: 16 ranks (+16), Inertial Armor: 16 ranks (+24), Mind Bar: 16 ranks (+19), Vampiric Blade: 16 ranks (+24), Energize Weapon: 16 ranks (+24); Feats: Two Weapon Fighting, Ambidexterity, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Superior Two Weapon fighting, Greater Off Hand Fighting, Improved Critical (Double Pike), Combat Expertise, Improved Disarm, Starship Ops (Starfighter, Capital ships), Frightful Presence, Martial Arts, Improved Martial Arts, Signature Weapon (Double Pike), Weapon Focus (Double Pike), Improved Weapon Focus (Double Pike), Weapon Master (Double Pike), Weapon Expert (Double Pike), Master Duelist (Double Pike), Weapon Specialization (Double Pike), Flashing Steel, Psi-Cog, Armor Proficiency (Light, Medium, Heavy, Powered), Weapon Group Proficiency (Blaster Pistols, Blaster Rifles, Heavy Weapons, Simple Weapons, Primative Weapons, Vibro Weapons); Weapon fighting Styles: Slashing Tiger Style (Deflection Feat), Green Viper Style (+2 to Def when fighting more then one opponent); Weapon of Choice: Masterwork Double Dragon vibro Pike (+36/+31/+26/+21 (off hand side) +36/+31/+26; Damage: 3d8+19; Critical: 18-20); Armor of Choice: Blade-Breaker Armor (Masterwork Mandalorian Steel Organically Powered Armor: Damage Reduction: 15/- (20 vs blasters and lightsabers) "I am the Inevitability of Evolution."
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Sabre
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The White Wizard
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Post by Sabre on Sept 11, 2005 11:25:45 GMT
Yes i've also noticed there are alot of Force users. THats why i'm trying to bring the Republic in as its own faction, so people have a cool non-Force user option. Nice Stats.
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Post by ferragonda on Sept 11, 2005 11:55:44 GMT
Nice Work! ;D. But could you break it up please.
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Sabre
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Post by Sabre on Sept 11, 2005 12:03:53 GMT
Nice Work! ;D. But could you break it up please. Lmao, thats the way some people like it Saw. Personally i split it up laods but hey thats just me.
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Post by Rayken/Hk-62 on Sept 11, 2005 12:29:22 GMT
Yes i've also noticed there are alot of Force users. THats why i'm trying to bring the Republic in as its own faction, so people have a cool non-Force user option. Nice Stats. thats the ta dammit down with the Force users... wait im a force user
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Sabre
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Post by Sabre on Sept 11, 2005 12:46:34 GMT
Lmao.
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Halan
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Purple Haze
A good assassin needs neither the dark or the light....he needs skill (Was Mandalore)
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Post by Halan on Sept 11, 2005 12:48:10 GMT
I'm not a force user but I still kick ass
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Sabre
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Post by Sabre on Sept 11, 2005 13:24:53 GMT
Yeah, lol.
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Triune
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Post by Triune on Sept 12, 2005 3:38:34 GMT
Thank you all, Like I said Barzai is a very big and powerful Meat Shield. I did toss in his meager Psi-cog abilities though, a system similiar but not the same as the Force. No real outside power all coming from within.
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Halan
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Purple Haze
A good assassin needs neither the dark or the light....he needs skill (Was Mandalore)
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Post by Halan on Sept 12, 2005 15:59:37 GMT
Meat shield!? What a lovely term.
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Sabre
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Post by Sabre on Sept 12, 2005 16:09:24 GMT
Is there anywhere i can look up the meaning of those no-D20 skills and feats?
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Triune
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Post by Triune on Sept 12, 2005 20:46:01 GMT
Which? The Psi Skills? There apart of a variant of the Psionic system in D20, They're pretty straight forward though I can post what they do easily enough if you're interested. The Feats you'll have to tell me which ones, they all sorta come from different books. If it's these: Greater Two Weapon Fighting, Superior Two Weapon fighting, Greater Off Hand Fighting, Signature Weapon, Improved Weapon Focus, Weapon Master. Weapon Expert, Master Duelist, and Flashing Steel then I can point you to one book that if you don't have you should have, it's free and though it's not complete nor up to date it does have the above feats and SEVERAL more. It's findable HERE along with several other PDFs that are very useful for D20. Psi-Cog is really one that comes from the Variant system and isn't in said books.
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Post by Master Bondora on Sept 12, 2005 20:50:18 GMT
Woah hes tough! Though Baizar ought to be one of my favorite character on this site.
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Triune
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Post by Triune on Sept 12, 2005 22:38:32 GMT
Psi-Cog Skills Note: These skills are offered for reference purposes only and does not in any constitute a copyright infringment. Adrenal control (CON): Psi-Point Cost: 6 (3/round) DC: See Below Description: This ability allows the user to add 2 (or more See Below) points to any one of their physical stats (IE Strength, Dexterity, or Constitution). This ability can be maintained at a cost of 3 Psi Points per Round. DC 15 2 Points DC 20 4 Points DC 25 6 Points DC 35 8 Points Natural 20 activation Roll On a roll of a natural 20 the user can add the points to EACH of their physical stats and the maintainence cost is reduced to 1 point a round. Natural 1 activation Roll On a critical Failure the user loses 1d6 points from EACH stat for a period of 2d8 rounds. Call Weaponry (WIS): Psi-Point Cost: 4 DC: See Below Description: The User of this ability can summon to his or her hand a specific weapon previously marked with successful activation of this power with the weapon in hand. The distance the weapon is from the user determines the DC as follows: In 10 feet: DC 10 In 100 feet: DC 15 In 1000 Feet: DC 20 On the Same planet: DC 25 In the Same System: DC 35 Interstellar distances: DC 45 intergalactic Distances: DC 65 If the attempt fails the user must wait an hour before making another attempt to call the weapon. Natural 20 and Natural 1 No special effect. Inertial Armor (CON): Psi-Point Cost: 6 (3/round) DC: 15 Description: This ability allows the user to wrap themselves in a transluscent field of telekinetic energy that provides both deflective protection and some Damage Reduction. The Base use of this ability provides a +4 Psi-bonus to Defense and a Damage Reduction of 4. Inertial Armor cannot be used in combination with actual armor but its bonuses do stack with Dexterity, Natural Armor and other Non Armor based adjustments to Defense. By spending an additional 2 psi points per round the user can boost the Defense bonus by +1 and the Damage Reduction by +2. This effect is cumulative (IE you can spend an additional 4 points to get +2 and +6, an additional 6 to get +3 and +8, etc...) Natural 20 activation Roll Upon a natural 20 the user gets a Defense bonus of 5 (instead of 4) and a Damage Reduction of 6 (instead of 4). Natural 1 activation Roll Upon a Critical Failure the Defense of the User drops by 4 making it easier for people to hit them. Mind Bar (INT): Psi-Point Cost: 2 (1 per 10 minutes) DC: 10 Description: This ability allows the user to shield their mind from probes and grants a bonus to will saves as long as it is maintained. Any attempt to read the mind or emotions is blocked while the user gains a +2 to Will saves vs mental effects. Natural 20 and Natural 1 No special effect. Vampiric Blade (CON): Psi-Point Cost: 6 (3 per round) DC: 15 Description: This ability allows the user to charge his piercing or slashing melee weapon with psionic energy. This energy permits the user to gain vitality points equal the amount of damage done by the weapon. This absorption is for the weapon damage alone and does not include the damage bonuses for strength or skill. It DOES however include any damage bonus due to masterwork quality. This ability cannot be used with bashing weapons, any natural weapon or unarmed attack or ranged weapons of any kind. The User cannot have more then his maximum Vitality point total. Extra points are lost. Natural 20 and Natural 1 No special effect. Energize Weapon (CON): Psi-Point Cost: 4 (2 per round) DC: 15 Description: This ability allows the user to charge his or her melee weapon with energy. The type of energy ( Fire, Ice, Acid, Electrical, or Radiation) is chosen at the time of activation. Once activated the weapon does an addition 1d6 points of energy damage as per the type chosen. If a critical attack happens the energy field does an additional 1d10 points of energy damage. Natural 20 activation Roll On a natural 20 the weapon does an additional 1d6 (For a total of 2d6 energy damage) and a critical attack causes an additional 1d10 (For a total of 2d10 energy damage). Natural 1 activation Roll on a critical failure the user takes 2d10 points of energy damage of the type chosen. End Notes: To clarify some things Psi-Points are calculated at first level by doubling the Psi-cog's wisdom score and adding the modifiers for their Intelligence and Constitution (In Barzai's case that's a Psi-Point total at 1st level of 31) For the following levels the psi-cog gains 10 plus his wisdom modifier (In Barzai's case that's a total of 10 per level) So Barzai has 221 Psi Points. They return at a rate of 10 per round of rest. (IE no other non-stenuous activity other then sleeping, eating etc...) The Psi-Cog feat is alot like the Force Sensitive feat, it just allows the possessor to gain Psionic skills and feats. The only difference is it can only be taken at 1st level OR by GM permission. The Above skills are just a small selection of the nearly 20 pages of skills in the variant system HOWEVER as I can no longer find it on line and my own digital copy was corrupted in a system crash the only version I have is my print copy and as much as I like you all I'm not gonna type in ALL 55 pages of this variant system.
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Triune
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Post by Triune on Sept 13, 2005 5:28:22 GMT
Oh yes, while this isn't apart of the Variant Rules One cannot be both a Psi-Cog AND Force-sensitive. The two traits are mutually exclusive. The idea of a Force-sensitive Psi-Cog is just too scary to contemplate. ;D
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