Honest and true...
Tono Makoto
Level 1 Wanderer/23 Shadow Temple/6 Warrior (character level 30, challenge level 40)
Male half human half Sarnaga god
Medium-sized humanoid alien creatures
Number of dices: 1d6+23d8+6d10+150?hp:275?Quick medical 5
First attack power: absolutely first attack, +15 agility
Speed: 1200 jump on the ground or in the air, perfect maneuver
300 feet dark vision, 10 feet mental sensing, 240 feet shock
Defense level: 93=+10 natural birth + 40 premonition insight + 15 agility correction + 8 career perception correction + 10a.t force field? Touch 83; no hysteresis?
Reduction: 8/+5(3/-)
Attack: 6 times of melee main hand + 95? 1d8+8+4+4+1d6 flame + 2d10 dissociation damage to normal objects or 1d8+6+4+4+1d6 flame + 1d10 dissociation damage to spirit objects / + 8 lightsaber [13-20]? And the deputy + 76 (1d10+10+2d10 negative energy, hit 1d4 level absorption, dc36 strength saving throw, + 10 long sword Cong Yunya)
However, at present, the deputy can only conduct a +84 ranged contact attack
Special abilities: Sarnaga God-civilian characteristics, human characteristics, time distortion, feeling of death, heterogeneous existence
Spell resistance: 23
Faction: Chaos neutral (facing evil)
Check: Strong +24, Reflection +54, Will +40
Attributes: Strength 17, Agility 40, Physical 20, Intelligence 22, Wisdom 26, Charm 16
Height: 176cm
Weight: 59 kg
Ordinary expertise: skilled weapons, specialized in weapons (lightsaber), specialized in weapons (lightsaber), proficient in heavy attack (lightsaber), dodging, flexible movement, jumping attack, fierce force, smooth chop, big smooth chop, and defense in attack.
7 legendary specialties: legendary precision, taking the opportunity to raid, flexible and tough, legendary weapon specialization (lightsaber), enhanced assassination, legendary dodge, self-hidden 10% (35% in total)
Unique expertise:
Quick judgment: After turning on this mode, Tono will enter a complete premonition combat state, perform two additional strikes with the maximum attack bonus per round, and all weapons will hit multiple +1
Perfect blind fighting: the hidden ability to ignore the target.
Perfect martial arts: The character can use all active combat skills that meet the conditions. For example, as long as the intelligence meets the requirements and has the ability to defend and attack, you can automatically use virtual moves. If the power is greater than 13, you can use knockdown, and you can use cloaks to strike... The combat skills obtained by this ability can also be used as a prerequisite for advanced abilities and ignore the requirements of profession. However, when using the abilities of other professions, you cannot use the moves with daily use times (you can use the show-off action of a fighter, but it is impossible to perform evil-breaking and shocking attacks).
The attack will not necessarily fail because of throwing 1, and when attacked, it will not necessarily win because of throwing 20. When choosing a combat skill that can fight against strength, you can choose to use agility or intelligence instead.
Unstoppable: The target can charge with its own running, and can directly attack the full round after charging.
When the user enters the threat range of the target in charge mode, the target must make a reflection check to combat the user's attack value, otherwise it will be caught off guard, lose all agility bonus, and bear an additional attack. If this strike is successfully hit, knockdown and unarmed identification must be performed first (difficulty + 5). As long as one of them is successful, a false test is required (difficulty + 10). If it is successful by the opponent again, the target needs to make a roll identification again to avoid the user's fatal blow. If it fails in this identification, the target will be killed immediately (as effective as ordinary immunity, as immortal, constructed, and elements).
Even if the target succeeds in the last identification, it will lose its ability to move for 1 round, and in this round, all attacks by the user on the target will be regarded as a heavy blow (it takes effect on ordinary immunity, like immortality, construction, and elements).
characteristic:
10d6 Deadly Attack
3 points of saint power bonus for all saving throws
Lightsaber's boosted heavy strike multiplier, advanced weapon specialization, Qi &:#8226: heavy strike
25% hidden
Any instant accurate and error-free teleportation (15m)
Immune spell detection, mystery lock, and aura.
Ac enhancement with the lowest level of Shadow Temple class or perception bonus, and spell resistance equivalent to the class level
Immunity negative energy, level absorption, attribute absorption, immunity time stop, sneak attack, opportunity attack, maze technique, imprisonment technique, mental impact
Laws and spells require will identification.
There are the number of opportunities attacks equivalent to the number of agility correction value plus the perceptual correction value in one round.
Attacks and ac bonuses at 10+ characters
Absolutely attack first (no need to make a first attack check, you must take the first move.)
Most checks have two chances (including attack and dodge).
Each attack in each round will not be punished by -5 per strike (left and right hands, each)
Perfect combat control: It will not necessarily fail because of the attack, and it will not necessarily win because of the opponent's 20 when attacked.
Death Feeling: When using slashing and piercing melee weapons, the enchantment level of the weapon will be 5 levels higher than the original one (no increased attack and damage as a result).
A successful hit will add 20 damage, and there will be a strength check of dc (damage caused + perception bonus + Shadow Jedi Temple level, lightsaber is generally around 65) to cause decapitation, cutting off the body, cutting off hands and feet, cutting off weapons, cutting off armor, etc. (based on the hit position, it can destroy items or force fields)
A natural dual weapon expert can automatically obtain the corresponding dual weapon attack skills (or multi-weapon attack) as long as he is agile.
Perfect Mastery Dodge: High Mastery Dodge can be used for all saving throws
Instant invisibles that equal to the Shadow Temple level every day
The attached dodge is to take advantage of the situation to attack...
--point--
Toono Real
Level 1 Wanderer/21 Shadow Temple/5 Warrior (character level 27, challenge level 35)
Female Half Human Half Sarnaga Gods
Medium-sized humanoid alien creatures
Number of dices: 1d6+21d8+5d10+162?hp:274?
First attack power: absolutely first attack, +15 agility
Speed: 1100 jump on the ground or in the air?, perfect maneuver
300 feet dark vision, 10 feet mental sensing, 190 feet shock
Defense level: 88=+10 natural birth + 37 premonition insight + 14 agility correction + 7 career perception correction + 10a.t force field? Touch 78; no hysteresis?
Reduction: 6/+3(3/-)
Attack: 6 times of melee main player + 88, 6 times of secondary player + 86? 1d8+8+4+4+1d6 flame + 2d10 dissociation damage to normal objects or 1d8+6+4+4+1d6 flame + 1d10 dissociation damage to spirit bodies / +8 lightsaber [13-20]?
Special abilities: Sarnaga God-civilian characteristics, human characteristics, time distortion, feeling of death, heterogeneous existence
Spell resistance: 21
Faction: Chaos neutral (facing evil)
Check: Strong +25, Reflection +50, Will +41
Attributes: Strength 20, Agility 38, Physical 20, Intelligence 22, Wisdom 25, Charm 19
Height: 173cm
Weight: 48 kg
The expertise and characteristics are the same as Tono Makoto. In addition to not having the "sharp and unstoppable" ability, it has...
Silent dance:
When you actually enter this mode, the movement speed will be reduced to half of the original, and you will get additional perception bonus on ac and attacks (can be superimposed at will) to enjoy all the effects of quick judgment.
When a target enters the real threat range, the real can use its agility to fight the opponent's rolling ability to perform an additional attack. A successful hit will knock down the opponent.
Chapter completed!