
( KoL Stats )
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.
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.
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.
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.
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.
You get a +2 bonus on all Bluff checks and Intimidate checks.
Iron Will
You get a +2 bonus on all Will saving throws.
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.
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.
You make attack rolls with simple weapons normally.
Personal Firearms Proficiency
The character can fire any personal firearm without penalty.
The character can fire any personal firearm without penalty.
Dhampir Alertness [Race]
You get a +4 bonus on all Listen checks and Spot checks.
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
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
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:
Ability | Modifier | Modifier | Modifier | ||
Balance | Dex* | 6 = | +1 | ||
Bluff | Cha | 11 = | +5 | +1 [On_the_Run] +2 [Persuasive] | |
Climb | Str* | 6 = | +1 | ||
Computer Use | Int | -1 = | |||
Concentration | Con | 6 = | +1 | ||
Craft (Structural) | Int | -1 = | |||
Craft (Visual Art) | Int | -1 = | |||
Craft (Writing) | Int | -1 = | |||
Diplomacy | Cha | 3 = | |||
Disguise | Cha | 4 = | +1 | ||
Drive | Dex* | 5 = | |||
Escape Artist | Dex* | 8 = | +2 | +1 [On_the_Run] | |
Forgery | Int | -1 = | |||
Gamble | Wis | 4 = | +2 [Confident] | ||
Gather Information | Cha | 5 = | +1 | +1 [On_the_Run] | |
Hide | Dex* | 9 = | +4 [Race] | ||
Intimidate | Cha | 16 = | +9 | +2 [Persuasive] +2 [Confident] | |
Jump | Str* | 5 = | |||
Knowledge (streetwise) | Int | 0 = | +1 | ||
Knowledge (tactics) | Int | 0 = | +1 | ||
Listen | Wis | 6 = | +4 [Race] | ||
Move Silently | Dex* | 9 = | +4 [Race] | ||
Navigate | Int | -1 = | |||
Perform (Act) | Cha | 3 = | |||
Perform (Dance) | Cha | 3 = | |||
Perform (Keyboards) | Cha | 3 = | |||
Perform (Percussion) | Cha | 3 = | |||
Perform (Sing) | Cha | 3 = | |||
Perform (Standup) | Cha | 3 = | |||
Perform (String Inst.) | Cha | 3 = | |||
Perform (Wind Inst.) | Cha | 3 = | |||
Research | Int | -1 = | |||
Ride | Dex | 5 = | |||
Search | Int | -1 = | |||
Sense Motive | Wis | 3 = | +1 | ||
Spot | Wis | 10 = | +4 | +4 [Race] | |
Survival | Wis | 3 = | +1 | ||
Swim | Str** | 6 = | |||
Treat Injury | Wis | 2 = | |||
Tumble | Dex* | 5 = |
* = check penalty for wearing armor