Full Name |
Captain Cho |
Strength |
20 |
Dexterity |
13 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
20 |
About Crix Zelbourne
Captain Cho
Male half-elf Antipaladin 4 (iron tyrant, blood-soaked demon, warrior of blind faith) Monk 2 (unchained, drifting lotus) Conscript 2
LE medium humanoid (human, elf)
Template: Vampire
Init +1; Senses Perception +2 <low-light vision, darkvision 60ft>
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DEFENSE
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AC 23, touch 16, flatfooted 18 (+5 Dex, +6+1 armor, +1 deflection)
HP 51 (6d8 + 6x2 con +6 FC)
Fort +5, Ref +11, Will +4 [2 class, 2 Con; 5 class, 5 Dex; 2 class, 1 Wis; +1 resistance]
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OFFENSE
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Speed 30 ft.
Melee
- [dice=Unarmed]1d20+9[/dice], [dice=Damage]1d4+5[/dice]
- [+1] [dice=Gun Kata Unarmed]1d20+9+1[/dice],
[dice=Damage]1d4+5+1[/dice]
- [dice=Dagger]1d20+9[/dice], [dice=Damage]1d4+2+2[/dice]
Ranged +1 PBS, +[dice=sneak]3d6[/dice]
- [dice=+1 Light Pistol]1d20+9+1+1+1[/dice], [dice=Damage]2d4+1+1[/dice] 30ft
- [dice=MW Light Pistol]1d20+9+1+1+1[/dice], [dice=Damage]2d4+1[/dice] 30ft
- [dice=MW Assault Rifle]1d20+9+1+1[/dice], [dice=Damage]2d8+1[/dice] 70ft,
autofire 60ft cone -4, burst
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STATISTICS
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Str 20, Dex 13, Con -, Int 12, Wis 14, Cha 20
Base Attack +8; CMB +13; CMD 24
Feats Drow Nobility, Improved Drow Nobility, Greater Drow Nobility, Dragon Tattoos; Muscular Reflexes
Traits Vampiric Survivor, Bred for War, Gift for Magic (enhancement)
Drawbacks Unnerving
Skills Acrobatics +12 (4), Appraise +7 (1), Bluff +6 (3), Climb +6 (1), Craft:firearms +8 (2), Diplomacy +4 (1), Disable Device +15/+18 (5), Disguise +4 (1), Drive +6 (1), Escape Artist +12 (4), Handle Animal +1 (1), Heal +5 (1), Intimidate +4 (1), Knowledge:arcana +7 (1), Knowledge:computers +6 (3), Knowledge:dungeoneering +5 (2), Knowledge:engineering +4 (1), Knowledge:geography +6 (3), Knowledge:history +5 (2), Knowledge:local +10 (4), Knowledge:nature +4 (1), Knowledge:nobility +5 (2), Knowledge:planes +4 (1), Knowledge:religion +5 (2), Linguistics +8 (2), Perception +10/+13 (6), Perform:gun tricks +4 (4), Profession: mercenary +6 (2), Sense Motive +8 (4), Sleight of Hand +16 (6), Spellcraft +9 (3), Stealth +16 (6), Survival +5/+9 (4), Swim +6 (1), Use Magic Device +5 (2)
Languages English, Spanish, Arabic, sign language, lip-reading
Gear
Weapon +2 8000
Armor +3 10650 x
Cloak +2 4000
Ring +2 8000
Amulet +1 2000
Headband +2 4000
Belt +2 4000
Darkleaf Tactical Vest, Dagger x2, Masterwork Assault Rifle, Masterwork Light Pistol x2, Suppressor x2, 100 rounds pistol, 60 rounds rifle, Masterwork Lockpicks, Endless Bandolier, Hip Holster x2, Concealed Holster x2, Night Vision Goggles, First Aid Kit (10), Potion CLW x2, Alchemist's Fire
Money $600
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SPECIAL ABILITIES
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Elf Blood: count as both Elf and Human
Drow Heritage: count as Drow
Drow Magic: cast Dancing Lights, Darkness, Faerie Fire 1/day each
Elven Immunities: immune to magical sleep, +2 vs enchantments
Sure Step: no movement penalties from being blinded or in darkness
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MIGHT SPHERES & TALENTS
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(DC 19; BAB +8)
(Duelist) Blooded Strike, Scar Tissue
(Open Hand, Savage) Tear Flesh*
(Berserker) Strike, Bone Breaker
(Dual Wielding) Dual Attack
(Brute) Shove*, Greater Shove*, Focusing Shove
(Boxing, Defensive Pugilist) Tight Guard
(Shield) Active Defense, Redirecting Shield
(Equipment) Unarmed Combatant*, Armor Training*
crushing juggernaut
[shield gauntlet style]
Life (slow, inhuman) - base, regeneration*, esoteric*, cure x4
Enhancement (natural, personal) - base, natural*, deep*, greater
Divination (hidden magic) - blindfolded oracle
Warp - ??
Time (no haste or slow) - after image, delay pain
Barrage +1 to ranged attacks within 30ft (PBS)
..barrage (special attack action, make ranged attack & 1 extra attack at -2 to all; at 6 BAB & every 5 after, may add extra attack for additional -2 to all)
..close combat specialist (MF : do not provoke AoOs with ranged attacks; may flank with ranged weapons)
..vigilant sharpshooter x2 (MF : threaten 10ft & don't provoke from ranged AoOs)
Dual Wielding
..dual attack (attack action with light/one-handed weapon, make off-hand attack for -2 to both; cannot be made with same weapon; 1/2 Str bonus to off-hand attack; additional -2 to each if off-hand weapon not light)
....impossible reload (can reload without free hand; treat one-handed ranged weapons as light for dual attack purpose)
....perfect set-up (MF : use attack action vs touch AC, dealing only weapon damage dice; next off-hand attack before end of next turn is vs flat-footed AC, ignores cover/concealment, and gains +2 dmg +2/4 BAB)
Equipment
..finesse weapon (Use Dex vs Str for light/finesse weapon attack rolls; add +1/2 BAB to damage rolls when adding Str to finesse attack dmg)
..firearm proficiency (proficient with all firearms, gain gunsmithing feat)
....fast draw (draw weapon as part of action to attack with it; draw hidden weapon as move action)
....gun kata (can make unarmed strike with hand holding gun, gaining gun's enhancement bonus; doesn't provoke; on hit, swift action to make ranged attack at -2 vs same target; doesn't provoke)
Open Hand unarmed @ 1d4
..sweep (move action to trip @ -2; doesn't provoke; can't use manufactured weapon to perform)
Scoundrel +5 ranks Sleight of Hand
..swift hands (use Dex vs Str & sleight of hand ranks vs BAB for Dirty Trick & Steal; add any unarmed strike enhancement bonus)
..marked target (swift, touch attack to batter opponent & -1 to percep 1 round, -1/4 ranks sleight of hand)
Scout +5 ranks Stealth
..scout (swift action, Kno or Percep -5 vs 10 + CR to identify target's weaknesses & resistances; valid 24 hrs)
Sniper no -4 penalty for shooting into melee
..snipe (special attack, single shot, may spend Martial Focus to add +1d10/+1d6 v touch)
..focusing reload (when reloading as move action, regain Martial Focus; may slow down reload to do so)
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POWER SPHERES & TALENTS
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Drawbacks
SP 9 (DC 14; CL 3rd/+2 Light; Concentration +9)
Illusion disappearance
..trick (1min/CL or dismiss)
..illusion (1 SP & concentrate, up to 1min/CL)
....invisibility (trick : +1/2 CL bonus to Sleight of Hand for palming small objects or concealing light weapons; illusion : hide object or creature vs Perception; DC = 10 + object size mod + CL, or Stealth + CL; can use stealth observed/without cover; +2 to attacks vs sighted targets & vs flat-footed AC; attacks against have 50% miss chance; hides aura from detect X spells or equivalent spheres)
....lingering illusion (illusions remain for 2 rnds after end concentration; 1 SP for 1min/CL w/o concentration)
Light lens focus
..lens (concentration or 1 SP & 1hr/CL)
....aiming scope (+1 to ranged attacks, & count all targets as 1 range increment closer, +1 more at CL 10)
....chameleon (+Int mod to Stealth, may use while being observed; must move at half speed or less; can hide object with DC = 10 + object size mod + Int mod)
....obscure (1/rnd, when attacked but before roll, may cause attacker to roll twice & take worse; +1/rnd/10 CL)
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