Calder Snowborne's page

36 posts. Organized Play character for Mjolbeard89.


Playtest Character 1

About Calder Snowborne

Name: Calder Snowborne (177216-1501)
Ancestry and Background: Half-elf (Sailor)
Level: 1 XP: 0
Alignment: CN
Age: 27 Gender: Male
Languages: Common/Taldane, Skald
Str 16, Dex 16, Con 12, Int 10, Wis 14, Cha 12
Perception: +4 (E)
Spell Pool: N/A
Speed: 30 Bulk Carried: 5, 0L
HP: 19
AC: 16 TAC: 14 (Hide Armor)
Fortitude: +3 Reflex: +5 Will: +4
Special: Main-Gauche (+1)

Defense Proficiencies::
AC: Trained
TAC: Trained
FORT: Expert
REF: Expert
WILL: Expert
Light Armor: Trained
Medium Armor: Trained

Melee: Hatchet +4 (1d8+3, Agile/Sweep/Thrown 10 ft.) or Main-Gauche +4 (1d4+3, Agile/Disarm/Finesse/Parry/Versatile P/S)
Ranged: Shortbow +4 (1d6, Range: 60') (Ammo: 10/10)

Offense Proficiencies::
Simple Weapons: Trained
Martial Weapons: Trained
Special Proficiencies:

Double Slice (2A)
Requirements: You are wielding two melee weapons, each in a different hand.
Make one Strike with each of the required weapons, both at your current multiple attack
penalty. The second Strike takes a –2 circumstance penalty if the weapon doesn’t have the
agile trait. If both attacks hit, combine the damage and add any applicable enhancements
from both weapons. For purposes of resistances and weaknesses, this is considered to be
a single Strike. This counts as two attacks when calculating your multiple attack penalty.
Main-Gauche - Parry (A)
This weapon can be used defensively to block attacks. While wielding this weapon, you can spend an action to position your weapon defensively, gaining a +1 circumstance bonus to AC until the start of your next turn.
Main-Gauche - Disarm (A)
You can use this weapon to Disarm with the Athletics skill
even if you don’t have a free hand. This uses the weapon’s reach
(if different from your own) and adds the weapon’s item bonus
to attack rolls (if any) as a bonus to the Athletics check. If you
critically fail a check to Disarm using the weapon, you can drop
the weapon to treat it as a normal failure. On a critical success,
you still need a free hand if you want to take the item.
Hunt Target (A)
Requirements You can see or hear the target.
You designate a single creature within 100 feet as your target and focus your attacks against that creature. While hunting that creature, you gain benefits for focusing your attacks. As long as all your attacks in a round are against target you’re hunting, the multiple attack penalty you take on the second attack is –4 (–3 with an agile weapon) instead of –5, and –8 (–6 with an agile weapon) instead of –10 on the third and any further attacks in the round. You also ignore the penalty for making ranged attacks against the target you’re hunting within your second range increment. You also gain a +2 circumstance bonus to Perception checks when you Seek your target and a +2 circumstance bonus to Survival checks when you Track your target.
You can have only one creature designated as the target of your hunt at a time. If you use Hunt Target against a creature when you already have a creature designated, the prior creature loses the designation and the new target gains the designation. In any case, this designation lasts until your next daily preparation (see page 332).
Skill: +Mod (Proficiency)
Acrobatics: +4 (T) Sig
Arcana: -1 ()
Athletics: +4 (T) Sig
Crafting: +1 (T) Sig
Deception: +0 ()
Diplomacy: +2 (T)
Intimidation: +0 ()
Lore: Sailing +1 (T)
Lore: ()
Medicine: +0 ()
Nature: +0 () Sig
Occultism: -1 ()
Performance: +0 ()
Religion: +0 ()
Society: -1 ()
Stealth: +4 (T) Sig
Survival: +3 (T) Sig
Thievery: +2 ()

Armor Penalty: -3
Ancestry: Half-elf
Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait. Select two of the following benefits: elven speed (increase your Speed by 5 feet), elven tongue (add Elven to your list of languages), gifted speaker (you are trained in Diplomacy), or low-light vision (you can see in dim light as well as you can in bright light). In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.
Background: Underwater Marauder
Prerequisites: Trained in Athletics
You’ve learned to fight underwater like an aquatic native. You are not flat-footed while you are in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.
Class: Double Slice

Hatchet (L) 4sp
Main-Gauche (L) 5sp
Shortbow (1) 30sp
Arrows 10 (L) 1sp
Hide Armor (2) 20sp
Backpack (L) 1sp
Belt Pouch x2 (-) 4cp

Backpack: (Bulk 1/4)
Hemp Rope 50' (1) 1sp
Grappling Hook (L) 1sp
Waterskin (L) 5cp
Belt Pouch (-)
Money (-)

Belt Pouch: (Bulk 4/4L)
Rations x4 (L) 5cp 66.3

Silver: 83
Copper: 7

Bulk capacity: 8