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RPG Superstar 7 Season Star Voter. Organized Play Member. 4 posts. 1 review. No lists. 1 wishlist.



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Mostly satisfied

4/5

The map of Varisia is really awesome! Nice textures and an appropriate level of detail. Really something the PCs would have access to and I'm sure my players are gonna love it.
texture
The map of Magnimar is still nice, although it seems that not much effort has been put in adjusting the map to the size of the print: While the vector graphics scale nicely I would have expected some additional textures compared to the map available in the Magnimar Campaign Setting or the adventure path itself. The map also gives away at least one location the PCs may know nothing about (the Shrine of Sarenrae from Dawn of the Scarlet Sun).

The map of Kaer Maga was somewhat a disappointment: reading the foreword of James Sutter in The Asylum Stone as well as the City of Strangers Campaign Setting my expectations were quiet high. But the map is really just a big print of Kaer Maga as given in The Asylum Stone. I would have considered the map from City of Strangers to be much more appropriate on one side, on the other side I expect some additional textures on such a print.


Classes/Levels

Scout 4 / Scoundrel 3 [ HP: 95 / 95 | FP: 6 | Fort +23 / Refl +21 / Will +21 | Init +12 | Percept +11 ]

About Anakin.Skywalker

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Anakin Skywalker
Human Scout 4 / Scoundrel 3
Detailed Build

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    Stats
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Age: 15
Force Points: 6
Initative: +12
Languages: Basic, Binary, Jawa Trade Language
Size / Type: Medium Human
Senses Perception +11
Speed: 6 Squares

Attributes
STR 14 (+2)
DEX 18 (+4)
CON 16 (+3)
INT 14 (+2)
WIS 16 (+3)
CHA 17 (+3)

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    Offense
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BAB: +6 (+2 Scoundrel +4 Scout)

Blaster Pistol
Attack: 1d20 + 9 (5 BAB + 4 Dex)
Damage: 3d6
Notes: +1 Attack/Damage within 30 ft.

Quarterstaff
Attack: 1d20 + 9 (5 BAB + 4 Dex)
Damage: 1d6+2 (+2 Str)

Unarmed
Attack: 1d20 + 9 [smaller](5 BAB +4 Dex)

Damage: 1d4+2 (2 Str)

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    Defense
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HP: 95

Fort 23 (10 + 7 Level + 1 Scout + 3 Con +2 Armour)
Refl 21 (10 + 5 Armour + 2 Scoundrel + 4 Dex)
Will 21 (10 + 7 Level + 1 Scoundrel +3 Wis)

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    Skills
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Skills: 8 (5 Base + 2 Int + 1 Human)
Class Skills: Acrobatics, Climb, Deception, Endurance, Gather Information, Initiative, Kn (All), Mechanics, Perception, Persuasion, Pilot, Ride, Stealth, Survival, Use Computer, Use The Force

  • Deception +11 (+1/2 Level +3 Cha +5 Trained)
  • Endurance +11 (+1/2 Level +3 Con +5 Trained)
  • Initiative +12 (+1/2 Level +4 Dex +5 Trained)
  • Kn (Galactic Lore) +10 (+1/2 Level +2 Int +5 Trained)
  • Kn (Technology) +10 (+1/2 Level +2 Int +5 Trained)
  • Mechanics +10 (+1/2 Level +2 Int +5 Trained)
  • Perception +11 (+1/2 Level +3 Wis +5 Trained)
  • Pilot +12 (+1/2 Level +4 Dex +5 Trained)
  • Stealth +12 (+1/2 Level +4 Dex +5 Trained)
  • Use the Force +6 (+1/2 Level +3 Wis)

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    Destiny
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Corruption: Anakin’s Destiny is to fall to the Dark Side of the Force and become Dark Vader. Spoiler Alert.

Destiny Bonus: For 24 hours, you and all allies within 10 squares gain a +1 destiny bonus on skill checks and ability checks.

Destiny Penalty: You take a -2 penalty on all skill checks and ability checks for 24 hours.

Destiny Fulfilled: You gain +1 to 2 ability scores and your Dark Side score increases to equal your Wisdom score.

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    Feats
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Force Sensitivity - You can make Use The Force checks and Use The Force is considered a Class Skill.

Skill Training - Deception becomes a Trained skill

Shake it Off - You can move +1 step along the condition track for 2 swift actions instead of 3.

Armour Proficiencies - No penalty for wearing light armour

Weapon Proficiencies - No penalty when using Simple Weapons, Pistols, or Rifles

Weapon Finesse - You can use Dexterity to attack with Finesseable Melee Weapons

Tech Specialist - You can modify your equipment.

Point Blank Shot - +1 Attack/Damage on ranged attacks within 30 Ft.

Precise Shot - No -4 penalty for firing into Melee.

Vehicular Combat - 1//Round as a Reaction when you are piloting a vehicle/starship you can make a Pilot check to negate a weapon hit (DC is the result of the attack roll to negate)

Starship Tactics - You know 1+Wis starship maneuvers

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    Talents
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Acute Senses: You may choose to reroll any Perception check but must accept the result of the reroll even if it is worse.

Defensive Protection: You can spend a Force Point as a reaction and add the results of the Force Point roll to any one of your defenses, or to the defenses of an adjacent ally. This bonus lasts until the beginning of your next turn.

Evasion: If you are hit by an area attack, you take half damage if the attack hits you. If the attack misses you, you take no damage.

Jury-Rigger: You may reroll any Mechanics check made to accomplish a jury-rigged repair. You must accept the results of the reroll.

Traceless Tampering: When using Mechanics to disable a device, you automatically leave no trace when tampering (with no DC increase) and you must fail by 10 or more (instead of 5 or more) before something goes wrong.

Art of Concealment: When making a Stealth check to conecal an item, you can take 10 even under pressure. In addition, you can conceal an item as a swift action.

Dastardly Strke: Whenever you make a successful attack against an opponent that is denied its Dexterity bonus to Reflex Defense, the target moves -1 step along the condition track.

Fool’s Luck: As a standard action you can spend a Force Point to gain one of the following benefits for the rest of the encounter: +1 luck bonus on attack rolls, +5 luck bonus on skill checks, or a +1 luck bonus on all your defenses.

Retribution: When a target moves one of your allies in your line of sight down the condition track by any means, you gain a +2 insight bonus to your attack rolls against that target until the end of your next turn.

Spacehound: You take no penalty on attack rolls in low-gravity or zero-gravity environments, and you ignore the debilitating effects of space sickness. In addition, you are considered proficient with any starship weapon.

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    Starship Maneuvers
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Ackbar Slash: When you are the target of an attack made by an adjacent opponent that misses, you may activate this maneuver as a reaction to attempt to make their shot hit a different adjacenent opponent. The result of the Pilot check determines the effectiveness of this maneuver.

Corellian Slip: When you active this maneuver, you spend a full-round action to move up to twice your vehicle’s speed in a straight line through your opponent’s square. If something halts your movement, this fails to activate. When you enter your opponent’s square, make an attack roll as a swift action against the target. The result of the Pilot check determines the effectiveness of the maneuver.

Intercept: If an enemy starfighter moves into a square up to 2 squares away from you, you may as a reaction activate this maneuver to attempt to initiate a dogfight. The result of your Pilot check determines the outcome.

Skywalker Loop: If you are engaged in a dogfight and an opponent fails his opposed Pilot check to make an attack against you, you may make a DC20 Pilot check as a reaction to initiate this maneuver. If successful, you may make an attack against that opponent.

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    Gear
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Credits: 34,602
+70,000 from Race Winnings!

Encumbrance: 20 / 49 kg

Weapons
Knife (Concealed Sheath)
Quarterstaff
Blaster Pistol (Concealed Holster)

Armour
Armoured Flight Suit

Bandolier
Frag Grenade (x2)
Power Pack (x7)
Glow Rod (x2)
Electrobinoculars

Utility Belt
Food Capsule (x3 days)
Medpack
Toolkit
Power Pack
Energy Cell
Glow Rod
Comlink
Liquid Cable Dispenser w/ Grappling Hook

Vehicles
Flare-S Swoop Bike