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About Crow of The VillageCrow of the Village
STR: 18
Vitality: 33-14-4-5=10
Melee: +7=+3bab,+4str
Ranged: +4=+3bab,+1str
Unarmed: +7=+3bab,+4str
Fort: +3=2+1
Defense: 13, FF 12=10+2(class)+1(dex)
Initiative: +3=2(class)+1(dex)
Origin abilities: Class abilities:
Skills: total=ranks+attribute+misc
Focuses: Stonecrafting ACP -0 Interests: Feats:
Stances:
Advanced tricks: Lifestyle:
Coin in hand:
Gear: Crow:
Male Strong Human Vanguard Soldier/3 Init:+3, Blend: +1(untrained), Notice: +4, Resolve: +7 ---------------------- DEFENSE ---------------------- Defense: 13 (+2class, +1dex) Damage Reduction: 4/6 +4 Damage Resistance; fire:3; subdual:4 Vitality: 33 Wounds: 13 Fort:+3, Ref:+2, Will:+4 ---------------------- OFFENSE ---------------------- Spd: 30'? (40'under cheat, not quite sure why) Base Atk: Unarmed +7, Melee +7, Ranged +4 Proficiencies: Blunt(f), Edged, Hurled(f), Bows Melee: Ghostbreaker +10 (2d6+4 Force/17-20), dagger(x2) +7 (1d6+4L/17-20), bleed, hurl:+5 (1d6+8)
Skills:
Skills: Acrobatics +4, Athletics +7, Blend(u) +1, Bluff(u) +1, Drafting +2, Disguise(u) +1, Haggle(u) +1, Impress +7, Intimidate +6, Investigate(u) +1, Medicine(u) +1, Notice +4, Prestidigitation(u) +1, Resolve +7, Ride(u) +1, Search +4, Sense Motive(u) +1, Sneak(u) +1, Survival +4, Tactics +4 Knowledge Check: +4 Interests: Languages: Trade Tongue, Dwarven Studies: Mining, Yatil Mountains, Ancient Literature Abilities:
----------------------- Special Abilities ----------------------- Accurate Each time you spend an action die to boost an attack check, you roll and add 2 dice. Armor Basics(basic cbt feat) Defense penalty -1, ACP -1, Speed penalty -5 ft. Basic Combat Expert You're considered to have 2 additional Basic Cbt Feats, for abilities based on the # of Basic Cbt feats you have. Bone Crusher(hammer atk trick) Target must make Fort DC (10 + Strmod + # of melee cbt feats) or take 1 pt. Con impairment. Not below 6. Charming 1/session, improve Disposition of 1 non-adversary NPC by 5. Damned if you do(trick) When attacking an opponent who has hit you in this combat, increase your Error Range by 1 to gain +2 to damage. You may use this ability a # of times per combat equal to the number of Basic Cbt feats you have. Double Boost(Str) You may spend and roll 2 action dice to boost Str based skill checks. Fortunes of War I gain DR 2; during Dramatic scenes this increases to 4. Hammer Basics(melee cbt feat) hammers gain AP 2; Gain a stance (Turn the millstone) Hammer Mastery(melee cbt feat) You inflict double damage vs. objects or scenery with a hammer. Gain a trick (Bone crusher) Hurled Basics(ranged cbt feat) Double Str modifier for Thrown weapon damage. Gain a stance (Zen Shot) Improved Stability You’re considerd to be Large for carrying cap, resisting Bull Rush/Trip Misdirection Basics Your threat range with attacks vs. Special chars is +1. You count as 3 extra chars for numerical advantage. Paired Skills(Resolve/Impress) Each time you gain ranks in Resolve, you gain equal ranks in Impress. Impress may not exceed maximum ranks. Shove(trick) When you hit a M or smaller opponent, push back target 5 ft. You may move with. Stand Together You gain a +2 morale bonus to Defense and Saves when adjacent to 2 or more humans. Turn the Millstone(stance) Each time you hit an adjacent opponent with a 2 handed weapon, you may move them into any empty square adjacent to you.) Zen Shot(stance) targets' cover worsens by 2 grades. you may not move while in this stance, but may take Bonus 5 ft. steps as normal) Gear:
------------------------ GEAR ------------------------ Studded Leather w/ light fittings (DR2,fire3,DP-1,ACP-1,disguise-4,10lbs) Ghostbreaker, magic maul (massive, exotic damage(force);+2 to hit, 11 reputation, 12 lbs dagger(2) bleed, hurl, range:10'x3, 2 lbs throwing knives(10) poisonous, range:15'x3, 5 lbs balm(heal vitality at 2x rate for 1 day; 3 uses); 1 lb
bedroll(cold 4); 3 lbs
Notes:
sp: 70-1 |
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