Hehranna

Sherman Tank's page

101 posts. Alias of All DMs are evil.


About Sherman Tank

This is a character for the Appalachee Jihad.

Spoilers are there only to save space, feel free to go clicking.

RP personality key words:
+ Rasta
- Stoned

Male, Mutant, Tough Hero 3, Strong Hero 1,
Occupation: Law Enforcement
Chaotic Good
Medium, Speed - 30ft
5'4" 260 lb
Age: 13 (26 physically from Rapid Ageing mutation)

Ability Attributes

Spoiler:

Str. : 16 (+3)
Dex. : 16 (+3)
Con. : 16 (+3)
Int. : 12 (+1)
Wis. : 10 (0)
Cha. : 10 (+0)

Saves

Spoiler:

Fort: +2(Tough) +1(Strong) +3(con) = +6
Ref: +1(Tough +0(Strong) +3(dex) = +4
Will: +1(Tough) +0(Strong) +0(wis) = +1

Armour Class & Hit Points

Spoiler:

AC: 23 Touch: 17 FF, 20
(Dexterity +3, Tough Defence +3, Strong Defence +1, Natural Armour +3, Studded Leather Armour +3)

DR: 3/-
HD: 4d10+12+1d8+3
HP: 63
Current HP: 63

Combat

Spoiler:

Base Attack: +4 (+3 Tough, +1 Strong)
Grapple: +10 (+4 Base attack, +3 Strength, +4 from extra arms).
Initiative: +3

Single Melee Attack
Improved Brawl
+9 Attack / 1d8+3 Damage (nonlethal), Critical X2, Type B
Full Melee Attack
Improved Brawl
+7 Attack / 1d8+4 Damage (nonlethal), Critical X2, Type B
+7 Attack / 1d8+2 Damage (nonlethal), Critical X2, Type B
+7 Attack / 1d8+2 Damage (nonlethal), Critical X2, Type B
+7 Attack / 1d8+2 Damage (nonlethal), Critical X2, Type B

Single Ranged Attack
Beretta 92F
+7 Attack / 2d6 Damage, Critical X2, Type p
Full Ranged Attack
4 x Beretta 92F
+5 Attack / 2d6 Damage, Critical X2, Type p
+5 Attack / 2d6 Damage, Critical X2, Type p
+5 Attack / 2d6 Damage, Critical X2, Type p
+5 Attack / 2d6 Damage, Critical X2, Type p

Skills

Spoiler:

*Class Skill
Based on 32 Skill Points
Skill points per level: 4(+1 Int, +3 Class)

Balance: +2 (+3 Dex, -1 Studded Leather Armour)
Bluff: +0 (+0 Chr)
*Climb: +11 (+3 Str, +4 Four arms mutation, -1 Studded Leather Armour, +5 ranks)
Intimidate: +9 (+0 Chr, +8 Ranks, +1 Law Enforcement)
Jump: +2 (+3 Str, -1 Studded Leather Armour
*Knowledge (Tactics): +1 (+1 Int)
Listen: +0 (+0 Wis)
Move Silently: +2 (+3 Dex, -1 Studded Leather Armour)
*Ride: +8 (+3 Dex, +5 Ranks)
Search: +1 (+1 Int)
Sense Motive: +0 (+0 Wis)
*Spot: +7 (+0 Wis, +7 Ranks)
*Survival: +0 (+0 Wis)
Swim: +8 (+3 Str, +7 Ranks, -2 Double Check Penalty Studded Leather Armour) note: can breath under water.
Use Rope: +3 (+3 Dex)

Mutations, Occupation, Class, Talents and Feats

Spoiler:

Mutations
Extra Arms (6MP Cost), Benefit: As a creature with more than two arms, you gain a +4 mutation bonus on Climb checks and grapple checks. For the purposes of combat, both extra arms are treated as “off hands” (that is, you still have only one primary hand).
Exoskeleton (5MP Cost), Benefit: You gain a +3 natural armour bonus to Defence, or your existing natural armour bonus improves by 3.
Gills (2MP Cost), Benefit: You can breathe both air and water. You can operate underwater indefinitely, with no fear of drowning.
Rapid Ageing (2MP Value), Drawback: Double your actual age to get your effective age. Your effective age determines your ability score penalties. You do not gain any of the benefits of ageing (increased mental ability scores)
Heat/Cold Susceptibility (1MP Value), Drawback: You take double damage from prolonged exposure to extreme heat or cold.
Occupation
Law Enforcement
Class Skills: Knowledge (tactics)
Intimidate: +1 to skill
Bonus Feat: Armor Proficiency (light)
Class
Skill Points at 1st Level: (3 + Int modifier) x4.
Skill Points at Each Additional Level: 3 + Int modifier.
Talents
Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
Damage Reduction 1, 2 & 3/—: The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total)
Melee Smash: The Strong hero receives a +1 bonus on melee damage.
Feats
Class: Simple Weapons Proficiency
Occupation: Armor Proficiency (light)
1st Level: Multiweapon Fighting
1st Level: Personal Firearms Proficiency
2nd Bonus: Brawl
3rd Level: Tough Plus
4th Bonus: Improved Brawl

Equipment

Spoiler:

armour
Studded Leather Armour +3 AC, +5 Max Dex, -1 Armour Check

Weapons
4 x Beretta 92F (9mm autoloader) 2d6 damage, 20 Critical, Range increment 40 foot, Magazine 15.
Redemption, Exodus, Jamming and Buffalo Soldier
4 spare magazine clips
1 x Stun Grenade
2 x Grenades
224 x 9mm bullets (120 in magazines)

Adventuring gear
Sturdy Clothing – Rasta hat and boots
Belt clip holding magazine clips and grenades
Backpack
Rations 7x days
Cigarette(Zippo-style) lighter
Bottle of lighter fluid (good for 10 refills)
Canteen
Basic first aid kit
Bedroll
Winter Blanket
Sack
Pound of Soap
Pumice Stone
2 x HVCS Medical goo (heals 1d8+6 damage)

Wealth carried in pouch beneath robes.
GP: 0 (1oz coins)
NC: 0 (Noraton Credits)

Languages and Experience

Spoiler:

Languages
?

Experience
Current Experience ?
Needed For Next Level:/ ?

Description and Personality

Spoiler:

Sherman Tank is highly mutated, carrying a lot of genes in common with a blue crab. His whole body is covered in a chitinous shell and he has two sets of powerful arms on his squat frame.
Sherman is a Rastafarian,

To Be Completed

Back Ground

Spoiler:
Sherman was born and orphaned in Jamaica, where he was dragged up on the tough streets of Kingston Town. His genetic mutations cause him to age twice as fast as pure blood humans, so by the age of 9 he was physically fully grown, but mentally still a child. A local street gang took advantage of his naivety and before long he had fallen in with the wrong crowd. His gang eventually fell foul of a crime lord and Sherman escaped the carnage by diving into the water. Scared for his life he decided to head to the America's.