Driftbourne wrote: The problem with mechs is there hard to use if the adventure is not built around them. Ecnounter balnce would be an issue to, it would have to be adjusted for having only one PC with a Mech. These are all things your GM would have to address, if they allow you to make one just for your PC. He has said that if I can find some alternative rules for a single player to accumulate mech points. He would find a way to adjust for me to build a manageable mech to play. I mean it’s like when a person wants to own a star fighter to accompany the main starship.
A question, I have an operative that has specialized in explorer. What I need to figure out is what are my total bonuses when I roll in an attempt to perform a trip attack. Example: I have a +11 survival. So do I apply the “Associated Skills: Culture and Survival. You can attempt a Survival check with a +4 bonus to make a trick attack by using your surroundings” from explore and would that equal a total bonus ( +11 “survival” + (+4 bonus) which would equal to a +15 when I make my roll?
About LamanderHP: 23 Bloodied: 11
Skills:
Features:
Feats:
At-Will:
Spoiler:
Minor, change appearance(clothing stays the same.) +5 to Bluff checks for someone trying to see through your disguise. Astral Seal Spoiler:
+6 vs Reflex, target takes -2 to all defenses and next ally to hit target heals 5 HP. Lance of Faith Spoiler:
+4 vs Reflex, 1d8+4 Radiant damage and one ally gets +2 on his next attack against that enemy. Encounter:
Spoiler:
Minor action, make a Bluff check opposed by opponent's passive Insight. If it passes, gain CA until the end of my next turn. Healing Word Spoiler:
Minor action, Range 5, target spends a HS and heals 1d6+4 extra. Channel Divinity: Divine Fortune Spoiler:
Free action, +1 to next attack roll or saving throw before the end of my next turn. Channel Divinity: Healer's Mercy Spoiler:
Standard action, close burst 5, each bloodied ally in burst can spend a healing surge and I am weakened until EOMNT. Bane Spoiler:
Range 10, +4 vs Will, target takes -4 to all defenses. Daily:
Spoiler:
Range 5, target spends a HS+7HP and I can slide target 1 square. Moment of Glory Spoiler:
Close Blast 5, +4 vs Will, push target 3 squares. Effect: Each ally in blast has Resist 5 until the EOMNT, sustain as a minor action. Equipment:
Appearance: Like most things about him, Lam's personality varies. He typically appears as a half-elf with long hair and a pointy nose, but the specifics tend to vary. Sometimes his hair is black, sometimes it's red. Sometimes his eyes are green, sometimes they're the plain gray orbs of his native form. Of course, there's no guarantee that he's not going to be in a completely different form just to confuse people. He currently has a suit of chain mail a few sizes too large. Personality: Lam acts however you want him to. You want a good follower of the Path of Light? He'll do that. You want a buddy to drink with? He'll go along. You need a shoulder to cry on? He's right here. Still, there's no way of knowing how much is genuine and how much is just an act to get close and show you why his gifts should never be trusted. Background: Lam was left on the orphanage's doorstep when he was only a babe. His mother probably wasn't expecting a changeling, but that's irrelevant. He probably spent more time wandering the streets looking for trouble than he did inside in his youth, and that tended to get him into trouble. However, one day a year ago, he met a priestess of The Traveler in his wanderings. He became enraptured by the religion (among other things) and was soon sworn as a priest. Meanwhile, he was also making a greater-than-usual show to Mevitari of following the Path of Light. Quirks:
Other:
Secrets:
-The fact that he's a priest of The Traveler is a secret, but really only hidden from Mevitari. What is secret from everyone is who taught him. Lam saw the woman's face on a wanted poster, and who knows if/when she'll come around to call in a favor. Goals:
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