littledhampir: ♫ You wanna get there, you gotta go straight down. (I am just so much better than you.)
яσѕє нαтнαωαу ([personal profile] littledhampir) wrote2013-02-26 03:30 am
Entry tags:

Kol Stats


Dhampir Female Strong Hero 2 / Fast Hero 2 / Charismatic Hero 1 / Bodyguard 1

Strength20(+5)
Dexterity20(+5)
Constitution20(+5)
Intelligence9(-1)
Wisdom14(+2)
Charisma17(+3)
Size:Medium
Height:5' 7"
Weight:135 lb
Eyes:Dark Brown
Hair:Dark Brown
Skin:Tan

Talents:

    Melee Smash
    Receives a +1 bonus on melee damage.

    Evasion
    If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.

    Harm's Way
     Once per round, if the Bodyguard is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect), the Bodyguard can subject him or herself to the attack in the ally’s stead. If the attack hits the Bodyguard, he or her takes damage normally. If it misses, it also misses the ally.
     
    The Bodyguard must declare his or her intention to place him or herself in harm’s way before the attack roll is made. The Bodyguard selects his or her ally either prior to combat or immediately after the Bodyguard makes his or her initiative check. The Bodyguard can’t change his or her ally for the duration of the combat.
     
    Charm (males)
    The Charismatic hero gets a competence bonus on all Charisma-based skill checks made to influence members of their chosen gender. The bonus is equal to the character’s Charismatic level.

    Total Hit Points: 70

    Speed: 30 feet

    Armor Class: 26 = 18 [class] +5 [dexterity] +3 [race]

      Touch AC: 26
      Flat-footed: 21

    Initiative modifier:+13= +5 [dexterity] +8 [Superior Init]
    Fortitude save:+9= 4 [base] +5 [constitution]
    Reflex save:+10= 3 [base] +5 [dexterity] +2 [lightening reflexes]
    Will save:+4= 0 [base] +2 [wisdom] +2 [iron will]
    Attack (handheld):+8= 3 [base] +5 [strength]
    Attack (missile):+8= 3 [base] +5 [dexterity]
    Grapple check:+8= 3 [base] +5 [strength]
    Reputation:+2= 2 [base]

    Action points: 41 (lifetime)

    Light load:
    Medium load:
    Heavy load:
    Lift over head:
    Lift off ground:
    Push or drag:
    76 lb. or less
    77-153 lb.
    154-230 lb.
    230 lb.
    460 lb.
    1150 lb.

    On_the_Run (starting occupation)

      Bluff
      Escapeartist
      Gather information

    Feats:


    4/10 Purchased. 1/1 Birthday.

    Endurance
    The character gains a +4 bonus on the following checks and saves:
    - Hourly Swim checks to avoid becoming fatigued,
    Constitution checks to continue running and to hold your breath,
    Constitution checks to avoid damage from starvation or thirst,
    Fortitude saves to avoid damage from extreme environments, and
    Saves to resist suffocation or drowning.
    Also, the character may sleep in medium or light armor without becoming fatigued.
    Brawl
    You gain a +2 proficiency bonus when using unarmed strikes. In addition, you can make an unarmed attack as a minor action.
    Improved Brawl
    When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
    Confident
    The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.
    Persuasive
    You get a +2 bonus on all Bluff checks and Intimidate checks.
    Iron Will
    You get a +2 bonus on all Will saving throws.
    Power Attack
    You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
     
    When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
    Street Fighter
    Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.
    Weapon Focus [Silver Stake] 
    +1 bonus on all attack rolls he or she makes using the selected weapon.
    Simple Weapon Proficiency [Free]
    You make attack rolls with simple weapons normally.
    Personal Firearms Proficiency 
    The character can fire any personal firearm without penalty.
    Dhampir Alertness [Race]
    You get a +4 bonus on all Listen checks and Spot checks.
    Improved Init [Race]
    You get a +4 bonus on initiative checks.
    Superior Initiative 

    You get a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative
    Dhampir Reflexes [Race]
    You get a +4 bonus on all Reflex saving throws.

    Weapons:

    Silver Stake 
    +1 to atk/dmg, does 1d6, penetration, crit 19-20 x2

    Mutations:

    Skill Name
    Key
    Ability
    Skill
    Modifier
    Ability
    Modifier
    Ranks
    Misc.
    Modifier
    BalanceDex*6 =
    +5
    +1 
    BluffCha11 =
    +3
    +5+1 [On_the_Run]
    +2 [Persuasive]
    ClimbStr*6 =
    +5
    +1 
    Computer UseInt-1 =
    -1
      
    ConcentrationCon=
    +5
     +1 
    Craft (Structural)Int-1 =
    -1
      
    Craft (Visual Art)Int-1 =
    -1
      
    Craft (Writing)Int-1 =
    -1
      
    DiplomacyCha3 =
    +3
      
    DisguiseCha4 =
    +3
    +1 
    DriveDex*5 =
    +5
      
    Escape ArtistDex*8 =
    +5
    +2+1 [On_the_Run]
    ForgeryInt-1 =
    -1
      
    GambleWis4 =
    +2
     +2 [Confident]
    Gather InformationCha5 =
    +3
    +1+1 [On_the_Run]
    HideDex*9 =
    +5
     +4 [Race]
    IntimidateCha16 =
    +3
    +9+2 [Persuasive]
    +2 [Confident]
    JumpStr*5 =
    +5
      
    Knowledge (streetwise)Int0 =
    -1
    +1 
    Knowledge (tactics)Int0 =
    -1
    +1 
    ListenWis6 =
    +2
     +4 [Race]
    Move SilentlyDex*9 =
    +5
     +4 [Race]
    NavigateInt-1 =
    -1
      
    Perform (Act)Cha3 =
    +3
      
    Perform (Dance)Cha3 =
    +3
      
    Perform (Keyboards)Cha3 =
    +3
      
    Perform (Percussion)Cha3 =
    +3
      
    Perform (Sing)Cha3 =
    +3
      
    Perform (Standup)Cha3 =
    +3
      
    Perform (String Inst.)Cha3 =
    +3
      
    Perform (Wind Inst.)Cha3 =
    +3
      
    ResearchInt-1 =
    -1
      
    RideDex5 =
    +5
      
    SearchInt-1 =
    -1
      
    Sense MotiveWis3 =
    +2
    +1 
    SpotWis10 =
    +2
    +4+4 [Race]
    SurvivalWis3 =
    +2
    +1 
    SwimStr**6 =
    +5
      
    Treat InjuryWis2 =
    +2
      
    TumbleDex*=
    +5
      

    * = check penalty for wearing armor