| Fallen_Mage |
| 1 person marked this as a favorite. |
So I've been thinking lately, 'I wonder if other players have come up the idea of creating characters inspired by rock/metal bands?'
I'll start, here's my first attempt, based off of several songs by Hammerfall:
Human warpriest (champion of the faith) 15/Champion 6
LN Medium humanoid (human)
Init +11; Senses tremorsense 20 ft.; Perception +9
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Defense
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AC 31, touch 13, flat-footed 28 (+14 armor, +1 Dex, +2 dodge, +4 shield)
hp 240 (15d8+120)
Fort +16, Ref +9, Will +18
Defensive Abilities fortification 25%, hard to kill, mythic saving throws, sacred armor (+3, 15 minutes/day); Immune disease, fear; Resist cold 20, electricity 30, fire 20; SR 17
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Offense
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Speed 30 ft. (20 ft. in armor), fly 60 ft. (average)
Melee heavy shield bash +14/+9/+4 (1d4+3) or
. . retribution +17/+12/+7 (2d6+5/×3 plus 2d6 vs. evil plus 1d6 electricity)
Special Attacks blessings 10/day, fervor 11/day (5d6), mythic power (15/day, surge +1d8), sacred weapon
Warpriest (Champion of the Faith) Spells Prepared (CL 15th; concentration +19)
. . 5th—breath of life[M] (DC 19), righteous might, summon monster V
. . 4th—cure critical wounds[M], mythic severance (2, DC 18), order's wrath (DC 18), restoration
. . 3rd—cure serious wounds[M] (2), daylight[M], invisibility purge, remove curse, remove disease
. . 2nd—bull's strength (2), cure moderate wounds[M] (3), lesser restoration
. . 1st—cure light wounds[M] (2), detect undead, remove fear (2), stunning barrier[ACG] (DC 15)
. . 0 (at will)—guidance, light, mending, stabilize, virtue
. . M mythic spell
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Statistics
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Str 16, Dex 13, Con 18, Int 13, Wis 18, Cha 16
Base Atk +11; CMB +14; CMD 27
Feats Additional Traits, Death From Above[M], Distance Thrower[UC], Divine Protection[ACG], Dodge[M], Eschew Materials[M], Improved Initiative, Improved Shield Bash, Iron Will, Leadership, Power Attack, Quick Draw, Toughness, Weapon Focus (warhammer)
Traits natural-born leader, oathbound
Skills Acrobatics -2 (-6 to jump), Fly +3, Heal +22, Intimidate +21, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (planes) +6, Knowledge (religion) +9, Perception +9, Spellcraft +9
Languages Common, Dwarven
SQ amazing initiative, blessings (glory: demoralizing glory, glorious presence, law: axiomatic strike, battle companion), detect alignment, force of will, recuperation, smite
Combat Gear helm of electric radiance; Other Gear iron hide, spellwall, retribution, periapt of health, ring of cold resistance (major), ring of fire resistance (major), tremor boots, wings of flying
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Blessings (10/day) (Su) Pool of power used to activate Blessing abilities.
Death from Above [Mythic] When charging from higher ground or flying, +2 to crit multiplier (max x6) and free trip on a hit.
Detect Alignment (Sp) As a move action, focus on target in 60 ft to learn if has opposed alignment.
Distance Thrower Reduce ranged penalties for thrown weapons by 2
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack.
Energy Resistance, Cold (20) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks.
Eschew Materials [Mythic] Ignore M components up to 10 gp/tier. Use 1 power for 50 gp/tier or 2 for 100 gp/tier.
Fervor (5d6, 11/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flight (60 feet, Average) You can fly!
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 25% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Helm of electric radiance Grants weapons shocking ability.
Immunity to Disease You are immune to diseases.
Immunity to Non-Mythic Fear (Ex) You are immune to fear from non-mythic sources.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Leadership (Base Score 19) You attract loyal companions and devoted followers.
Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Mythic Power (15/day, Surge +1d8) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Oathbound (1/day) Reroll a saving throw against a Charm or Compulsion effect.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sacred Armor +3 (15 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon (1/day) (Su) As a swift action, grant weapon axiomatic for 1 min.
Smite (3/day) (Su) As a swift action, gain +3 att, +15 dam, and +3 to AC vs. chaotic foe in sight.
Spell Resistance (17) You have Spell Resistance.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +6 bonus and bypass all DR.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Tremorsense (20 feet) Sense things and creatures without seeing them.
| Haladir |
| 1 person marked this as a favorite. |
Back in the '80s, I ran a fighter/thief named Sid Vicious.
I loosely based a flute-playing bard in AD&D 2nd ed on Ian Anderson of Jethro Tull.
I ran a druid once named "Moonshadow," from the Cat Stevens song.
Most recently, I ran a bard in a short-lived Way of the Wicked campaign based on the song "Back in Black" by AC/DC.
| Tensor |
| 1 person marked this as a favorite. |
This character, inspired by "Stairway to Heaven," encapsulates a blend of mysticism and technology in cyberpunk.
In a GURPS Cyberpunk campaign, Aeliana is the netrunner, blending high-tech skills with a quest for something beyond the ordinary. Her obsession with finding "Heaven" can drive the plot, leading the group into deep conspiracies and high-stakes adventures.
Name: Aeliana "Stairway" Blake
Motivations
Aeliana is driven by an obsession with discovering a mythical digital utopia, which she believes is the key to transcending the harsh realities of the world. Her quest is as much a spiritual journey as it is a technological one. She is haunted by phantom voices that she interprets as guidance from a higher plane, though they can sometimes lead her into danger. Despite the threats from corporate entities that seek to stop her, she remains resolute, using her skills and wits to stay one step ahead.
Description
Aeliana "Stairway" Blake is a tall, ethereal figure with an aura of mysticism. Her eyes, augmented to interface with both reality and cyberspace seamlessly. Often dresses in flowing, yet practical attire that allows for quick movement and concealment of her tools.
Background: Aeliana Blake, known on the streets as "Stairway," is a netrunner and mercenary. She is famous for her ethereal presence and her quest is driven by a desire to find a mythical digital utopia, often referred to as the "Heaven" of the cyber world.
Character Sheet
Attributes:
ST (Strength): 10
DX (Dexterity): 12
IQ (Intelligence): 14
HT (Health): 10
Secondary Characteristics:
HP (Hit Points): 10
Will: 14
Per (Perception): 13
FP (Fatigue Points): 10
Basic Speed: 5.5
Basic Move: 5
Advantages:
Cybernetic Implants (10 points): High-end neural interface with integrated deck for netrunning.
Intuitive Navigator (15 points): +3 to all netrunning and navigation rolls within cyberspace.
Charisma 2 (10 points): Natural charisma that makes her stand out in any crowd.
Luck (15 points): Extraordinary good fortune that aids her in critical moments.
Voice (10 points): A melodious voice that can influence and calm others.
Disadvantages:
Obsession (Finding the Digital Heaven) (-10 points): Aeliana is driven by an almost fanatical desire to find the mythical cyberspace utopia.
Enemy (Corporate Hit Squads) (-20 points): Powerful corporations are aware of her quest and have deemed her a significant threat.
Phantom Voices (-10 points): Aeliana occasionally hears voices guiding her towards her goal, but they sometimes lead her astray.
Skills:
Computer Hacking (IQ+2) [16]: 14 points
Electronics Operation (Security) (IQ+1) [15]: 8 points
Electronic Repair (Computers) (IQ+1) [15]: 8 points
Fast-Talk (IQ+1) [15]: 4 points
Guns (Pistol) (DX+1) [13]: 4 points
Stealth (DX+2) [14]: 8 points
Urban Survival (Per+1) [14]: 4 points
Cybernetic Enhancements:
Neural Interface with Deck (20 points): Allows for direct connection to cyberspace, significantly enhancing hacking abilities.
Augmented Reality Vision (10 points): Integrated AR display that overlays cyberspace information onto the real world.
Equipment:
Custom Cyberdeck: High-end, custom-built cyberdeck with enhanced processing power and encryption-breaking software.
Light Body Armor: Provides basic protection without hindering movement.
Heavy Pistol: Standard sidearm for self-defense.
Portable Hacking Tools: Various devices for on-the-go cyber intrusions.