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Yamazaki

Yamazaki

Overview

 

image.jpeg.88a641f3b4973e4fbf131273c667c89a.jpegYukito Nanaya

 

Primary Role: Melee skirmisher/striker, Single-target Crowd Control

Secondary Roles: General Crowd Control, back-up healer

 

 

Current State of Stats: incomplete

 

 

 

 

Weapon of Choice: Dueling Blade

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat.   Buffs include: Ablating, Armored Magic (armor + shield), Ray Deflection, Friendship, foresight, blindsense, sense presence, detect scrying

  • All Day AC: 69, 57 touch, 51 FF  (+4 active defense with AoO)
    • Miss Chance:  50% (ablating, -5% per use); 40% vs Rays (Ray Deflection, reflects)
  • All Day Fort, Ref, and Will saves: +20 / +33 / +29
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Main Melee/Vacuum Cut  +35, 1d8+16 +3 bleed
      • +8d6 Chi Gong
      • +8d6 Destructive Blast
      • +8d6 sneak attack/fencing
  • All Day Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 30
    • Magic Talents DC 32
  • Hit Points: 210
  • Spell Points: 90  (80 after daily buffs)


Nova Stats: What your character can achieve with optimal preparation.  Situational Buffs include: Sage Enhance (+10 DEX, +2 STR), Temporal/Improved Haste (+2 to AC/Attack, +3 to reflex), Bloodied Shark (+3 moral to attack/damage), Study Target (+4 to attack/damage/choice skills), Scout (target AC lowed by -4)

  • Nova AC: 77  (+5 Active Defense with AoO)
    • Miss Chance:  50% (ablating, -5% per use); 40% vs Rays (Ray Deflection, reflects)
  • Nova Fort, Ref, and Will saves: +20 / +41 / +29
  • Nova Attack Bonus and Damage Dice, both melee and ranged:
    • Main Melee/Vacuum Cut  +50, 1d8+26 +6 bleed
      • +84 damage average from Chi Gong, Destructive Blast, and Sneak Attack
  • Nova Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 32
    • Magic Talents DC 32
  • Significant Temporary/Long Term HP Boosts: +18 temp HP/round (berserking)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: TBD
  • Optional Boosts: 
  • Constant or Daily Boosts: Focusing Momentum


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
    • petrification/polymorph
    • Death Effects
  • Energy Resistance/Immunity:
  • Damage Reduction: DR 7/- when Enhanced
  • Special Defenses:
    • +4 bonus vs magical effects
    • +4 bonus vs mind-effects
    • Stalwart


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Low-Light vision, Blindsense 60', Detect Hazard 60', Detect Presence (choice) 60', True Sight, Scent
  • Temporary Senses:
  • Stealth Effects:

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 47
  • All Day Fort, Ref, and Will saves: +20/+29/+29
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • +27 dueling blade 1d8+9 (melee or vacuum cut)
      • Sneak Attack & Deadly Strike: +8d6
  • All Day Save DC/Damage for Special Abilities: Combat spheres DC 30
  • Hit Points: 210


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 47 (can spend AoOs to improve AC by +4)
  • Nova Fort, Ref, and Will saves: +20/+29/+29
  • Nova Attack Bonus and Damage Dice, both melee and ranged:
    • +34 dueling blade 1d8+16 (melee or vacuum cut)
      • Sneak Attack & Deadly Strike: +8d6
  • Nova Save DC/Damage for Special Abilities: no changes
  • Significant Temporary/Long Term HP Boosts: +22 temp HP (berserking)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: 
    • petrification/polymorph
    • Death Effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Low-light vision, True Sight, Scent
  • Temporary Senses:
  • Stealth Effects:

Math to show my work

Standard AC:

69= 10 base + 7 armor +5 shield + 15 DEX + 18 sage AC (15 from WIS, 3 from lvl) + 3 dodge (foreshadow) 4 Natural + 3 Deflection +4 Precog

Nova AC:
77 = 10 base + 7 armor +5 shield + 20 DEX (+10 dex score from sage enhance) + 18 sage AC (15 from WIS, 3 from lvl) + 6 dodge (foreshadow + haste) 4 Natural + 3 Deflection +4 Precog

 

More coming soon as needed

 

Yamazaki

Yamazaki

Overview

 

image.jpeg.88a641f3b4973e4fbf131273c667c89a.jpegYukito Nanaya

 

Primary Role: Melee skirmisher/striker, Single-target Crowd Control

Secondary Roles: General Crowd Control, back-up healer

 

 

Current State of Stats: incomplete

 

 

 

 

Weapon of Choice: Dueling Blade

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat.   Buffs include: Ablating, Armored Magic (armor + shield), Ray Deflection, Friendship, foresight, blindsense, sense presence, detect scrying

  • All Day AC: 66, 46 touch, 31 FF  (+2 vs Ranged)  (+4 active defense with AoO)
    • Miss Chance:  45% (ablating, -5% per use); 35% vs Rays (Ray Deflection, reflects)
  • All Day Fort, Ref, and Will saves: +20 / +29 / +29
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Main Melee/Vacuum Cut  +35, 1d8+16 +3 bleed
      • +8d6 Chi Gong
      • +8d6 Destructive Blast
      • +8d6 sneak attack/fencing
  • All Day Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 30
    • Magic Talents DC 32
  • Hit Points: 210
  • Spell Points: 


Nova Stats: What your character can achieve with optimal preparation.  Situational Buffs include: Sage Enhance (+10 DEX, +2 STR), Temporal/Improved Haste (+2 to AC/Attack, +3 to reflex), Bloodied Shark (+3 moral to attack/damage), Study Target (+4 to attack/damage/choice skills), Scout (target AC lowed by -4)

  • Nova AC: 71  (+2 vs ranged)  (+5 Active Defense with AoO)
    • Miss Chance:  45% (ablating, -5% per use); 35% vs Rays (Ray Deflection, reflects)
  • Nova Fort, Ref, and Will saves: +20 / +37 / +29
  • Nova Attack Bonus and Damage Dice, both melee and ranged:
    • Main Melee/Vacuum Cut  +49, 1d8+26 +6 bleed
      • +84 damage average from Chi Gong, Destructive Blast, and Sneak Attack
  • Nova Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 32
    • Magic Talents DC 32
  • Significant Temporary/Long Term HP Boosts: +18 temp HP/round (berserking)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: TBD
  • Optional Boosts: Temporal/Improved Haste,
  • Constant or Daily Boosts: Focusing Momentum


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
    • petrification/polymorph
    • Death Effects
  • Energy Resistance/Immunity:
  • Damage Reduction: DR 7/- when Enhanced
  • Special Defenses:
    • +4 bonus vs magical effects
    • +4 bonus vs mind-effects
    • Stalwart


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Low-Light vision, Blindsense 60', Detect Hazard 60', Detect Presence (choice) 60', True Sight, Scent
  • Temporary Senses:
  • Stealth Effects:

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 47
  • All Day Fort, Ref, and Will saves: +20/+29/+29
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • +27 dueling blade 1d8+9 (melee or vacuum cut)
      • Sneak Attack & Deadly Strike: +8d6
  • All Day Save DC/Damage for Special Abilities: Combat spheres DC 30
  • Hit Points: 210


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 47 (can spend AoOs to improve AC by +4)
  • Nova Fort, Ref, and Will saves: +20/+29/+29
  • Nova Attack Bonus and Damage Dice, both melee and ranged:
    • +34 dueling blade 1d8+16 (melee or vacuum cut)
      • Sneak Attack & Deadly Strike: +8d6
  • Nova Save DC/Damage for Special Abilities: no changes
  • Significant Temporary/Long Term HP Boosts: +22 temp HP (berserking)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: 
    • petrification/polymorph
    • Death Effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Low-light vision, True Sight, Scent
  • Temporary Senses:
  • Stealth Effects:


Figured a good pretty picture header would help folks know who's who LOL

Yamazaki

Yamazaki

Overview

 

image.jpeg.88a641f3b4973e4fbf131273c667c89a.jpegYukito Nanaya

 

Primary Role: Melee skirmisher/striker, Single-target Crowd Control

Secondary Roles: General Crowd Control, back-up healer

 

 

Current State of Stats: incomplete

 

 

 

 

Weapon of Choice: Dueling Blade

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat.   Buffs include: Ablating, Armored Magic (armor + shield), Ray Deflection, Friendship, foresight, blindsense, sense presence, detect scrying

  • All Day AC: 66, 46 touch, 31 FF  (+2 vs Ranged)  (+4 active defense with AoO)
    • Miss Chance:  45% (ablating, -5% per use); 35% vs Rays (Ray Deflection, reflects)
  • All Day Fort, Ref, and Will saves: +20 / +29 / +29
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Main Melee/Vacuum Cut  +35, 1d8+16 +3 bleed
      • +8d6 Chi Gong
      • +8d6 Destructive Blast OR +22 brutal strike
      • +8d6 sneak attack/fencing
  • All Day Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 30
    • Magic Talents DC 32
  • Hit Points: 210
  • Spell Points: 


Nova Stats: What your character can achieve with optimal preparation.  Situational Buffs include: Sage Enhance (+10 DEX, +2 STR), Temporal/Improved Haste (+2 to AC/Attack, +3 to reflex), Bloodied Shark (+3 moral to attack/damage), Study Target (+4 to attack/damage/choice skills), Scout (target AC lowed by -4)

  • Nova AC: 71  (+2 vs ranged)  (+5 Active Defense with AoO)
    • Miss Chance:  45% (ablating, -5% per use); 35% vs Rays (Ray Deflection, reflects)
  • Nova Fort, Ref, and Will saves: +20 / +37 / +29
  • Nova Attack Bonus and Damage Dice, both melee and ranged:
    • Main Melee/Vacuum Cut  +49, 1d8+26 +6 bleed
      • +84 damage average from Chi Gong, Destructive Blast, and Sneak Attack
  • Nova Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 32
    • Magic Talents DC 32
  • Significant Temporary/Long Term HP Boosts: +18 temp HP/round (berserking)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: TBD
  • Optional Boosts: Temporal/Improved Haste
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
    • petrification/polymorph
    • Death Effects
  • Energy Resistance/Immunity:
  • Damage Reduction: DR 7/- when Enhanced
  • Special Defenses:
    • +4 bonus vs magical effects
    • +4 bonus vs mind-effects
    • Stalwart


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Low-Light vision, Blindsense 60', Detect Scrying 60', Detect Presence (choice) 60', True Sight
  • Temporary Senses:
  • Stealth Effects:

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: 
    • petrification/polymorph
    • Death Effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Low-light vision
  • Temporary Senses:
  • Stealth Effects:


Figured a good pretty picture header would help folks know who's who LOL

Yamazaki

Yamazaki

Overview

 

image.jpeg.88a641f3b4973e4fbf131273c667c89a.jpegYukito Nanaya

 

Primary Role: Melee skirmisher/striker, Single-target Crowd Control

Secondary Roles: General Crowd Control, back-up healer

 

 

Current State of Stats: incomplete

 

 

 

 

Weapon of Choice: Dueling Blade

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 66, 46 touch, 31 FF  (+2 vs Ranged)
  • All Day Fort, Ref, and Will saves: +18 / +29 / +29
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Main Melee/Vacuum Cut  +35, 1d8+18 +3 bleed
      • +8d6 Chi Gong
      • +8d6 Destructive Blast OR +22 brutal strike
      • +8d6 sneak attack/fencing
  • All Day Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 30
    • Magic Talents DC 32
  • Hit Points: 180


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 71  (+2 vs ranged)
  • Nova Fort, Ref, and Will saves: +18 / +37 / +29
  • Nova Attack Bonus and Damage Dice, both melee and ranged:
    • Main Melee/Vacuum Cut  +45, 1d8+19 +6 bleed
      • +84 damage average from Chi Gong, Destructive Blast, and Sneak Attack
  • Nova Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 32
    • Magic Talents DC 32
  • Significant Temporary/Long Term HP Boosts: +18 temp HP/round (berserking)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: TBD
  • Optional Boosts: Temporal/Improved Haste
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
    • petrification/polymorph
    • Death Effects
  • Energy Resistance/Immunity:
  • Damage Reduction: DR 7/- when Enhanced
  • Special Defenses:
    • +4 bonus vs magical effects
    • +4 bonus vs mind-effects
    • Stalwart


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Low-Light vision, Blindsense 60', Detect Scrying 60', Detect Presence (choice) 60', True Sight
  • Temporary Senses:
  • Stealth Effects:

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities: 
    • petrification/polymorph
    • Death Effects
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Low-light vision
  • Temporary Senses:
  • Stealth Effects:


Figured a good pretty picture header would help folks know who's who LOL

Yamazaki

Yamazaki

Overview

 

image.jpeg.88a641f3b4973e4fbf131273c667c89a.jpegYukito Nanaya

 

Primary Role: Melee skirmisher/striker, Single-target Crowd Control

Secondary Roles: General Crowd Control, back-up healer

 

 

Current State of Stats: incomplete

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC: 66, 46 touch, 31 FF  (+2 vs Ranged)
  • All Day Fort, Ref, and Will saves: +18 / +29 / +29
  • All Day Attack Bonus and Damage Dice, both melee and ranged: 
    • Main Melee/Vacuum Cut  +35, 1d8+18 +3 bleed
      • +8d6 Chi Gong
      • +8d6 Destructive Blast OR +22 brutal strike
      • +8d6 sneak attack/fencing
  • All Day Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 30
    • Magic Talents DC 32
  • Hit Points: 180


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC: 71  (+2 vs ranged)
  • Nova Fort, Ref, and Will saves: +18 / +37 / +29
  • Nova Attack Bonus and Damage Dice, both melee and ranged:
    • Main Melee/Vacuum Cut  +45, 1d8+19 +6 bleed
      • +84 damage average from Chi Gong, Destructive Blast, and Sneak Attack
  • Nova Save DC/Damage for Special Abilities:
    • Nature Sphere DC 35
    • Combat Talents DC 32
    • Magic Talents DC 32
  • Significant Temporary/Long Term HP Boosts: +18 temp HP/round (berserking)


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects: TBD
  • Optional Boosts: Temporal/Improved Haste
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
    • petrification/polymorph
    • Death Effects
  • Energy Resistance/Immunity:
  • Damage Reduction: DR 7/- when Enhanced
  • Special Defenses:
    • +4 bonus vs magical effects
    • +4 bonus vs mind-effects
    • Stalwart


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses: Low-Light vision, Blindsense 60', Detect Scrying 60', Detect Presence (choice) 60', True Sight
  • Temporary Senses:
  • Stealth Effects:

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses:
  • Temporary Senses:
  • Stealth Effects:


Figured a good pretty picture header would help folks know who's who LOL

Yamazaki

Yamazaki

Overview

 

image.jpeg.88a641f3b4973e4fbf131273c667c89a.jpegYukito Nanaya

 

Primary Role: Melee skirmisher/striker, Single-target Crowd Control

Secondary Roles: General Crowd Control, back-up healer

 

 

Current State of Stats: incomplete

Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses:
  • Temporary Senses:
  • Stealth Effects:

Non-Magical Statistics

All Day Stats: What your character is going to be walking around with, without needing to take special preparation before or during a combat. So this includes any buff with a duration of 2 hours or more (which, even if you're only half CL, anything 10min/CL, plus an Implement, should be pushing 2 hours), but not anything shorter.

  • All Day AC:
  • All Day Fort, Ref, and Will saves:
  • All Day Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • All Day Save DC/Damage for Special Abilities:
  • Hit Points:


Nova Stats: What your character can achieve with optimal preparation. Assume the best possible scenario for boosting yourself—every buff you can cast has already been cast and you're in the perfect position to unload on your target. Also, consider these situations separately; your nova AC may require the same resources as your nova attack, but I want you to give me these as if they're not related. Additionally, please calculate the average amount of damage your attacks will generate and include it in parenthesis with the damage dice.

  • Nova AC:
  • Nova Fort, Ref, and Will saves:
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)
  • Nova Save DC/Damage for Special Abilities:
  • Significant Temporary/Long Term HP Boosts:


Group Contributions: What boosts can your character can give to the rest of the team? Include effect that are dependent on position (auras, Totems, etc); Always On boosts (permanent auras, etc); or boosts that you can give, but that costs resources. Also, please indicate how long temporary/positional boosts last.

  • Position-Dependent Effects:
  • Optional Boosts:
  • Constant or Daily Boosts:


Resistances and Immunities: What defenses does your character have? Do they have any Resistance/Immunities, or other special defenses (Evasion, Uncanny Dodge, etc)? This section is especially important as sometimes, during the course of character creation, people sometimes inadvertently end up with 'Puzzle Defenses' that are nearly impossible to get through without ridiculous and nigh impossible combinations of attacks/talents/powers.

  • Condition Immunities:
  • Energy Resistance/Immunity:
  • Damage Reduction:
  • Special Defenses:


Senses and Stealth: Tell me what sense your character always has (or has most of the day; 1hr/CL type things); what temporary senses then can call up (anything with a duration of only a couple hours or minutes), and what (if any) stealth effects you have like Lurker or Hide in Plain Sight or anything that will foil special senses.

  • Constant Senses:
  • Temporary Senses:
  • Stealth Effects:


Figured a good pretty picture header would help folks know who's who LOL

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