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Slayer4399

Slayer4399

 

Overview

Blaidd Glyndŵr 

 

 

Primary Role: Front-line striker, flanking and combat maneuvers

Secondary Roles: Support caster

Google sheet

 

 

Current State of Stats: incomplete

 

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:47Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 5 (Foreshadow - +2, Brawler's vest +1, Dodge +2)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 47 touchUncanny Dodge - Scout sphere
  • All Day Fort, Ref, and Will saves: 18, 28, 27
  • All Day Attack Bonus and Damage Dice, both melee and ranged:

          Melee: Full attack (Pounce) - Average damage total - 252; Excluding Rend - Average damage total - 207

  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Natural weapon (bite) (Colossal) - +26 to hit - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (gore) (Colossal) - +26 to hite - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 183 damage

  • Natural weapon (claw) (Colossal) - + 31 to hit - 6d8 + 25 + 8 + 8 (Average damage - 68)
  • Destructive strike - 24d8 (Average damage - 108)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 8d8 (Average damage - 36)

 

  • All Day Save DC/Damage for Special Abilities:
    • Destruction sphere - DC28
    • Death sphere - DC27
  • Hit Points: 195


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: 59Base - 10
    Dex - 11 (10 - 2 for size change + 3 enhancement bonus)
    Amour - 8 (Unarmoured Training)
    Dodge - 14 (Foreshadow - +2, Brawler's vest +1, Dodge +2, Inheritan rhythm (scout) +4, Haste +2, Shoulder roll +3)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 59 touchUncanny Dodge - Scout sphere
  • Nova Fort, Ref, and Will saves: 18, 33, 30
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)

Melee: Full attack - Average damage total - 332

  • Natural weapon (claw) (Colossal) - + 33 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Improved Rending Fury - 2d8 + 30 + 1d6 + 8 (Average damage - 50)
  • Natural weapon (bite) (Colossal) - +29 to hit - 4d6 + 30 + 8 + 3 (Average damage - 55)
  • Natural weapon (gore) (Colossal) - +29 to hite - 4d6 + 30 + 8 + 3 (Average damage - 55)
  • Natural weapon (claw) (Colossal) (Haste) - + 33 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 282 damage

  • Natural weapon (claw) (Colossal) - + 33 to hit - 6d8 + 30 + 8 + 8 (Average damage - 73)
  • Destructive strike - 45d8 (Average damage - 202)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 15d8 (Average damage - 67)
  • Nova Save DC/Damage for Special Abilities:
  • Destruction sphere - DC31
  • Death sphere - DC30
  • Significant Temporary/Long Term HP Boosts: 26 Temp HP11 Berskering
    15 Invigorate


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: Polymorph, petrification, death
  • Energy Resistance/Immunity: Fire 20, Negative Energy 20, Cold 20
  • Damage Reduction: SR 21
  • Special Defenses: Evasion, Uncanny Dodge


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: See in Darkness (120'), Blindsense 20', Mistsight (120')
  • Temporary Senses:
  • Stealth Effects:
Slayer4399

Slayer4399

 

Overview

Blaidd Glyndŵr 

 

 

Primary Role: Front-line striker, flanking and combat maneuvers

Secondary Roles: Support caster

Google sheet

 

 

Current State of Stats: incomplete

 

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:47Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 5 (Foreshadow - +2, Brawler's vest +1, Dodge +2)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 47 touchUncanny Dodge - Scout sphere
  • All Day Fort, Ref, and Will saves: 18, 28, 27
  • All Day Attack Bonus and Damage Dice, both melee and ranged:

          Melee: Full attack (Pounce) - Average damage total - 252; Excluding Rend - Average damage total - 207

  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Natural weapon (bite) (Colossal) - +26 to hit - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (gore) (Colossal) - +26 to hite - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 183 damage

  • Natural weapon (claw) (Colossal) - + 31 to hit - 6d8 + 25 + 8 + 8 (Average damage - 68)
  • Destructive strike - 24d8 (Average damage - 108)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 8d8 (Average damage - 36)

 

  • All Day Save DC/Damage for Special Abilities:
    • Destruction sphere - DC28
    • Death sphere - DC27
  • Hit Points: 195


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: 59Base - 10
    Dex - 11 (10 - 2 for size change + 3 enhancement bonus)
    Amour - 8 (Unarmoured Training)
    Dodge - 14 (Foreshadow - +2, Brawler's vest +1, Dodge +2, Inheritan rhythm (scout) +4, Haste +2, Shoulder roll +3)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 59 touchUncanny Dodge - Scout sphere
  • Nova Fort, Ref, and Will saves: 18, 33, 30
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)

Melee: Full attack - Average damage total - 332

  • Natural weapon (claw) (Colossal) - + 33 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Improved Rending Fury - 2d8 + 30 + 1d6 + 8 (Average damage - 50)
  • Natural weapon (bite) (Colossal) - +29 to hit - 4d6 + 30 + 8 + 3 (Average damage - 55)
  • Natural weapon (gore) (Colossal) - +29 to hite - 4d6 + 30 + 8 + 3 (Average damage - 55)
  • Natural weapon (claw) (Colossal) (Haste) - + 33 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 282 damage

  • Natural weapon (claw) (Colossal) - + 33 to hit - 6d8 + 30 + 8 + 8 (Average damage - 73)
  • Destructive strike - 45d8 (Average damage - 202)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 15d8 (Average damage - 67)
  • Nova Save DC/Damage for Special Abilities:
  • Destruction sphere - DC31
  • Death sphere - DC30
  • Significant Temporary/Long Term HP Boosts: 26 Temp HP11 Berskering
    15 Invigorate


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: Polymorph, petrification, death
  • Energy Resistance/Immunity: Fire 20, Negative Energy 20, Cold 20
  • Damage Reduction: SR 21
  • Special Defenses: Evasion, Uncanny Dodge


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: See in Darkness (120'), Blindsense 20', Mistsight (120')
  • Temporary Senses:
  • Stealth Effects:
Slayer4399

Slayer4399

 

Overview

Blaidd Glyndŵr 

 

 

Primary Role: Front-line striker, flanking and combat maneuvers

Secondary Roles: Support caster

Google sheet

 

 

Current State of Stats: incomplete

 

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:47Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 5 (Foreshadow - +2, Brawler's vest +1, Dodge +2)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 47 touchUncanny Dodge - Scout sphere
  • All Day Fort, Ref, and Will saves: 18, 28, 27
  • All Day Attack Bonus and Damage Dice, both melee and ranged:

          Melee: Full attack (Pounce) - Average damage total - 252; Excluding Rend - Average damage total - 207

  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Natural weapon (bite) (Colossal) - +26 to hit - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (gore) (Colossal) - +26 to hite - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 183 damage

  • Natural weapon (claw) (Colossal) - + 31 to hit - 6d8 + 25 + 8 + 8 (Average damage - 68)
  • Destructive strike - 24d8 (Average damage - 108)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 8d8 (Average damage - 36)

 

  • All Day Save DC/Damage for Special Abilities:
    • Destruction sphere - DC28
    • Death sphere - DC27
  • Hit Points: 195


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: 59Base - 10
    Dex - 11 (10 - 2 for size change + 3 enhancement bonus)
    Amour - 8 (Unarmoured Training)
    Dodge - 14 (Foreshadow - +2, Brawler's vest +1, Dodge +2, Inheritan rhythm (scout) +4, Haste +2, Shoulder roll +3)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 59 touchUncanny Dodge - Scout sphere
  • Nova Fort, Ref, and Will saves: 18, 33, 30
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)

Melee: Full attack - Average damage total - 332

  • Natural weapon (claw) (Colossal) - + 33 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Improved Rending Fury - 2d8 + 30 + 1d6 + 8 (Average damage - 50)
  • Natural weapon (bite) (Colossal) - +29 to hit - 4d6 + 30 + 8 + 3 (Average damage - 55)
  • Natural weapon (gore) (Colossal) - +29 to hite - 4d6 + 30 + 8 + 3 (Average damage - 55)
  • Natural weapon (claw) (Colossal) (Haste) - + 33 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 282 damage

  • Natural weapon (claw) (Colossal) - + 33 to hit - 6d8 + 30 + 8 + 8 (Average damage - 73)
  • Destructive strike - 45d8 (Average damage - 202)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 15d8 (Average damage - 67)
  • Nova Save DC/Damage for Special Abilities:
  • Destruction sphere - DC31
  • Death sphere - DC30
  • 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: Polymorph, petrification, death
  • 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:
Slayer4399

Slayer4399

 

Overview

Blaidd Glyndŵr

 

Primary Role: Front-line striker, flanking and combat maneuvers

Secondary Roles: Support caster

 

 

Current State of Stats: incomplete

 

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:47Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 5 (Foreshadow - +2, Brawler's vest +1, Dodge +2)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 47 touchUncanny Dodge - Scout sphere
  • All Day Fort, Ref, and Will saves: 18, 30, 27
  • All Day Attack Bonus and Damage Dice, both melee and ranged:

          Melee: Full attack (Pounce) - Average damage total - 252; Excluding Rend - Average damage total - 207

  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Natural weapon (bite) (Colossal) - +26 to hit - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (gore) (Colossal) - +26 to hite - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 183 damage

  • Natural weapon (claw) (Colossal) - + 31 to hit - 6d8 + 25 + 8 + 8 (Average damage - 68)
  • Destructive strike - 24d8 (Average damage - 108)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 8d8 (Average damage - 36)

 

  • All Day Save DC/Damage for Special Abilities:
    • Destruction sphere - DC28
    • Death sphere - DC27
  • Hit Points: 195


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: 56Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 14 (Foreshadow - +2, Brawler's vest +1, Dodge +2, Inheritan rhythm (scout) +4, Haste +2, Shoulder roll +3)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 56 touchUncanny Dodge - Scout sphere
  • Nova Fort, Ref, and Will saves: 18, 32, 27
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)

Melee: Full attack - Average damage total - 332

  • Natural weapon (claw) (Colossal) - + 33 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Improved Rending Fury - 2d8 + 30 + 1d6 + 8 (Average damage - 50)
  • Natural weapon (bite) (Colossal) - +29 to hit - 4d6 + 30 + 8 + 3 (Average damage - 55)
  • Natural weapon (gore) (Colossal) - +29 to hite - 4d6 + 30 + 8 + 3 (Average damage - 55)
  • Natural weapon (claw) (Colossal) (Haste) - + 33 to hit - 2d8 + 30 + 8 + 8 (Average damage - 55)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 282 damage

  • Natural weapon (claw) (Colossal) - + 33 to hit - 6d8 + 30 + 8 + 8 (Average damage - 73)
  • Destructive strike - 45d8 (Average damage - 202)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 15d8 (Average damage - 67)
  • 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:
Slayer4399

Slayer4399

 

Overview

Blaidd Glyndŵr

 

Primary Role: Front-line striker, flanking and combat maneuvers

Secondary Roles: Support caster

 

 

Current State of Stats: incomplete

 

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:47Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 5 (Foreshadow - +2, Brawler's vest +1, Dodge +2)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 47 touchUncanny Dodge - Scout sphere
  • All Day Fort, Ref, and Will saves: 18, 30, 27
  • All Day Attack Bonus and Damage Dice, both melee and ranged:

          Melee: Full attack (Pounce) - Average damage total - 252; Excluding Rend - Average damage total - 207

  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Natural weapon (bite) (Colossal) - +26 to hit - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (gore) (Colossal) - +26 to hite - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 138 damage

  • Natural weapon (claw) (Colossal) - + 31 to hit - 4d8 + 25 + 8 + 8 (Average damage - 59)
  • Destructive strike - 16d8 (Average damage - 72)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 8d8 (Average damage - 36)

 

  • All Day Save DC/Damage for Special Abilities:
    • Destruction sphere - DC28
    • Death sphere - DC27
  • Hit Points: 195


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: 56Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 14 (Foreshadow - +2, Brawler's vest +1, Dodge +2, Inheritan rhythm (scout) +4, Haste +2, Shoulder roll +3)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 56 touchUncanny Dodge - Scout sphere
  • Nova Fort, Ref, and Will saves: 18, 32, 27
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)

Melee: Full attack - Average damage total - 302

  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Natural weapon (bite) (Colossal) - +26 to hit - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (gore) (Colossal) - +26 to hite - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (claw) (Colossal) (Haste) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 183 damage

  • Natural weapon (claw) (Colossal) - + 31 to hit - 4d8 + 25 + 8 + 8 (Average damage - 59)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Destructive strike - 16d8 (Average damage - 72)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 8d8 (Average damage - 36)
  • 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:
Slayer4399

Slayer4399

42 TouchUncanny Dodge - Scout

Overview

Blaidd Glyndŵr

 

Primary Role: Front-line striker, flanking and combat maneuvers

Secondary Roles: Support caster

 

 

Current State of Stats: incomplete

 

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:47Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 5 (Foreshadow - +2, Brawler's vest +1, Dodge +2)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 47 touchUncanny Dodge - Scout sphere
  • All Day Fort, Ref, and Will saves: 18, 30, 27
  • All Day Attack Bonus and Damage Dice, both melee and ranged:

          Melee: Full attack (Pounce) - Average damage total - 252 (Excluding Rend) - Average damage total - 207

  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Natural weapon (bite) (Colossal) - +26 to hit - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (gore) (Colossal) - +26 to hite - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 138 damage

  • Natural weapon (claw) (Colossal) - + 31 to hit - 4d8 + 25 + 8 + 8 (Average damage - 59)
  • Destructive strike - 16d8 (Average damage - 72)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 8d8 (Average damage - 36)

 

  • All Day Save DC/Damage for Special Abilities:
    • Destruction sphere - DC28
    • Death sphere - DC27
  • Hit Points: 195


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: 53Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 11 (Foreshadow - +2, Brawler's vest +1, Dodge +2, Inheritan rhythm (scout) +4, haste +2)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 53 touchUncanny Dodge - Scout sphere
  • Nova Fort, Ref, and Will saves: 18, 32, 27
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)

Melee: Full attack - Average damage total - 302

  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Natural weapon (bite) (Colossal) - +26 to hit - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (gore) (Colossal) - +26 to hite - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (claw) (Colossal) (Haste) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 183 damage

  • Natural weapon (claw) (Colossal) - + 31 to hit - 4d8 + 25 + 8 + 8 (Average damage - 59)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Destructive strike - 16d8 (Average damage - 72)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 8d8 (Average damage - 36)
  • 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:
Slayer4399

Slayer4399

42 TouchUncanny Dodge - Scout

Overview

Blaidd Glyndŵr

 

Primary Role: Front-line striker, flanking and combat maneuvers

Secondary Roles: Support caster

 

 

Current State of Stats: incomplete

 

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:47Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 5 (Foreshadow - +2, Brawler's vest +1, Dodge +2)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 47 touchUncanny Dodge - Scout sphere
  • All Day Fort, Ref, and Will saves: 18, 30, 27
  • All Day Attack Bonus and Damage Dice, both melee and ranged:

          Melee: Full attack - Average damage total - 252

  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Natural weapon (bite) (Colossal) - +26 to hit - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (gore) (Colossal) - +26 to hite - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 183 damage

  • Natural weapon (claw) (Colossal) - + 31 to hit - 4d8 + 25 + 8 + 8 (Average damage - 59)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Destructive strike - 16d8 (Average damage - 72)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 8d8 (Average damage - 36)

 

  • All Day Save DC/Damage for Special Abilities:
    • Destruction sphere - DC28
    • Death sphere - DC27
  • Hit Points: 195


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: 53Base - 10
    Dex - 8 (10 - 2 for size change)
    Amour - 8 (Unarmoured Training)
    Dodge - 11 (Foreshadow - +2, Brawler's vest +1, Dodge +2, Inheritan rhythm (scout) +4, haste +2)
    Deflection - 4 (Shielded Form (Su))
    Insight - 3 (Precogniscent Resistance (Combat))
    Natural Armour - 4 (Inhuman Resilience)
    Shield - 5 (Armoured Aegis)
    , 53 touchUncanny Dodge - Scout sphere
  • Nova Fort, Ref, and Will saves: 18, 32, 27
  • Nova Attack Bonus and Damage Dice, both melee and ranged: (Please include average damage for your various attacks)

Melee: Full attack - Average damage total - 302

  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Natural weapon (claw) (Colossal) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Natural weapon (bite) (Colossal) - +26 to hit - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (gore) (Colossal) - +26 to hite - 4d6 + 25 + 8 + 3 (Average damage - 50)
  • Natural weapon (claw) (Colossal) (Haste) - + 31 to hit - 2d8 + 25 + 8 + 8 (Average damage - 50)
  • Bane (Aberration) - 2d6 (Average damage - 7)

     Improved vital spell strike - Average damage total - 183 damage

  • Natural weapon (claw) (Colossal) - + 31 to hit - 4d8 + 25 + 8 + 8 (Average damage - 59)
  • Improved Rending Fury - 2d8 + 25 + 1d6 + 8 (Average damage - 45)
  • Destructive strike - 16d8 (Average damage - 72)
  • Bane (Aberration) - 2d6 (Average damage - 7)

          Range: Full attack - Average damage total - 

  • Destructive blast - 8d8 (Average damage - 36)
  • 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:
Slayer4399

Slayer4399

 

Overview

Blaidd Glyndŵr

 

Primary Role: Front-line striker, flanking and combat maneuvers

Secondary Roles: Support caster

 

 

Current State of Stats: incomplete

 

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: 53, 53 touch
  • All Day Fort, Ref, and Will saves: 18, 30, 27
  • All Day Attack Bonus and Damage Dice, both melee and ranged:

          Melee: Full attack: Natural weapon (claw) (Colossal) - 2d8 + 

 

  • 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:
Slayer4399

Slayer4399

 

Overview

Blaidd Glyndŵr

 

Primary Role: Front-line striker, flanking and combat maneuvers

Secondary Roles: Support caster

 

 

Current State of Stats: incomplete

 

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:
Slayer4399

Slayer4399

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:
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