The D20 Guy Losobal



Why a d20 version?
I like defining my characters in D&D (d20) terms, and thought I would put the "character sheet" up here for others to peruse.

So what is d20?
Well the d20 system is the term for the rules used by the latest incarnations of D&D and the Star Wars role playing game.

What good does it do me? I don't have the books, and I'm not going to run out an buy them just to understand what this stuff means.
Can't say I blame you the books are a bit expensive to buy just for that. But on the bright side, the core d20 rules can be found here. Also you don't really need to understan this stuff, as this stuff is all for OOC use anyway.


So without further ado:

Guy Losobal, male Plane Touched (Aasimar) Anthropomorphic Horse Fighter4/Exotic Weapon Master3/Kensai2: CR 13; Size M; HD 2d8+2+9d10+9; hp 63; Init +3 (+3 Dex); Spd 40 ft.; AC 22 (+5 Masterwork Breastplate, +3 Dex, +4 Natural), Touch 13, Flat-footed 19; Attacks Masterwork Gyrspike +16/+11 (+10 Base, +4 Str, +1 Enhancement, +1 Weapon Focus) (1d8+7(+4 Str, +2 Weapon Specialization, +1 Signature Weapon*)/1d8+7(+4 Str, +2 Weapon Specialization, +1 Signature Weapon*), bludgeoning/slashing), Masterwork Whip +15/+10 (+10 Base, +4 Str, +1 Enhancement) (1d3+4 (+4 Str), nonlethal slashing), Masterwork Spiked Gauntlet +15/+10 (+10 Base, +4 Str, +1 Enhancement) (1d4+4 (+4 Str), piercing), Masterwork Dagger +15/+10 (+10 Base, +4 Str, +1 Enhancement) (1d4+4 (+4 Str), piercing or slashing), Hoof/Kick +14/+9 (+10 Base, +4 Str) (1d4+4), Bite +14/+9 (+10 Base, +4 Str) (1d3+2) melee, or Masterwork Light Crossbow +14/+9 (+10 Base, +3 Dex, +1 Enhancement) (1d8, piercing) ranged; SA Flurry of Strikes; SQ Darkvision 60ft., Double Weapon Defense, Light(1day as 9th level caster.), Low-light Vision, Power Surge, Resistance: acid 5, cold 5, electricity 5, Show Off, Signature Weapon; SV Fort +11 (+10 Base, +1 Con), Ref +8 (+5 Base, +3 Dex), Will +11 (+8 Base, +3 Wis); AL LN; Str 18 (+4), Dex 16 (+3), Con 13 (+1), Int 15 (+2), Wis 16 (+3), Cha 11 (+0). Height 6 ft., 10 in., Weight 392lbs.

Languages Spoken: Common, Sukawaka

     Skills and Feats: Balance +5 (+2 Rank, +3 Dex), Bluff +5 (+5 Rank, +0 Cha), Climb +6 (+2 Rank, +4 Str), Concentration +8 (+7 Rank, +1 Con), Craft (Weaponsmithing) +7 (+5 Rank, +2 Int), Diplomacy +7 (+7 Rank, +0 Cha), Hide +8 (+5 Rank, +3 Dex), Intimidate +9 (+9 Rank, +0 Cha), Jump +8 (+4 Rank, +4 Str), Listen +10 (+5 Rank, +3 Wis, +2 Racial), Move Silently +8 (+5 Rank, +3 Dex), Perform (Weapon Drill) +10 (+5 Rank, +0 Cha, +5 Special**), Ride +8 (+5 Rank, +3 Dex), Sense Motive +5 (+2 Rank, +3 Wis), Spot +10 (+5 Rank, +3 Wis, +2 Racial); Blind Fight, Combat Expertise, Exotic Weapon Proficiency (Gyrspike), Exotic Weapon Proficiency (Whip), [Run], Two-Weapon Fighting, Weapon Focus (Gyrspike), Weapon Specialization (Gyrspike)

     Special Attacks: Flurry of Strikes (Ex): When wielding his gyrspike with both hands, Guy make take a full round action, and get one extra attack at his full base attack bonus, but this attack, and all others take a -2 penalty until his next turn. He may make this extra attack with either end of his gyrspike.
     Special Qualities: Darkvision (Ex): Guy can see out to a distance of 60ft. in complete darkness. However this vision is black and white only.
            Double Weapon Defense (Ex): When wielding his gyrspike with both hands, Guy gains a +1 shield bonus to his AC.
            Light (Sp): Once per day, Guy can cause an object to glow like a torch, shedding bright light in a 20-foot radius (and a dim light for an additional 20 feet) from the point he touches. The light itself is immobile once generated, but can be cast on a mobile object. The object continues to glow for 110 minutes, or until Guy chooses to end it.
            Low-light Vision (Ex): Guy can see twice as far in dim light as a normal individual. This vision is color.
            Power Surge (Ex): By taking a move action, and making a DC 15 Concentration check, Guy can focus his energy and spirit to gain a +8 to his Strength for 1 round. He may do this an unlimited number of time each day, but each time after the first successful use of this ability in a 24-hour period the check DC increases by 5.
            Resistance: Acid 5, Cold 5, Electricity 5 (Ex): Guy takes 5 less points of damage from any attack based on acid cold or electricity. In some cases this may completely nullify any damage taken.
            Show Off (Ex): As a standard action, Guy can display his mastery of the gyrspike and confound his opponent. Guy can make an Intimidate check against a single opponent within 30 feet that can see him, adding his base attack bonus to the result. If the result exceeds the opponent’s modified level check (1d20 + opponent’s level or Hit Dice + opponents Wisdom bonus [if any] + opponent’s modifiers on saves against fear) the opponent becomes shaken (-2 penalty on attack rolls, ability checks, and saving throws) for three rounds.
            Signature Weapon (Su): Guy has established a link with his gyrspike focusing part of his life energy on it. In his hands, and his hands only, his gyrspike is a +1 weapon with the keen special ability (critical threat range 17-20) on the sword end, and the impact special ability (critical threat range 17-20) on the flail end.

     Possessions: Masterwork Gyrspike, Masterwork Whip, Masterwork Spiked Gauntlets, Masterwork Light Crossbow & 20 Bolts, Four Daggers (Two in boot sheaths), Masterwork Breastplate, Tesseract*, Flint & Steel, Clay Tankard, Framed Pack, Iron Pot, Belt Pouch, 50ft. Hemp Rope, Spyglass, Two Water Skins, Whetstone, Two Vials of Antitoxin, Four changes of clothing (including one set for wilderness travel, and one set for desert travel), Hammock, Insect Netting ,Mess Kit, Money Belt, One Person Tent, 507 GP, 4 CP

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