![]() About KalabashKalabash the Red Ringed Harvester
Ancestry human (dex, cha)
Speed 30
Saves fortitude T, reflex E, will E
Skills
Class feature sneak attack, surprise attack
Equipment:
Wealth 0.3gp (spent 14.7) * rapier (2gp) * dagger x5 (0.2gp x5 = 1gp) * adventurer's pack (0.7gp) * climbing kit (0.5gp) * thieves' tools (3gp) * fine clothing (2gp) * disguise kit (2gp) * hooded lantern (0.7gp) * religious symbol (calistria) (2gp) * tent (0.8gp) Progression:
class feat nimble dodge, minor magic (divine lance, shield), magical trickster, twist the knife, blind fight, precide debilitations, sneak savant, sense the unseen, cognitive loophole, implausible infiltration, hidden paragon skill feat intimidating glare, quiet allies, subtle theft, read lips, steady balance, quick squeeze, foil senses, swift sneak, battle cry, additional lore, terrified retreat, multilingual, unmistakable lore, additional lore, legendary sneak, legendary thief, additional lore, additional lore, legendary negotiation, scare to death skill increase stealth E, diplomacy E, acrobatics E, thievery E, intimidate E, stealth M, thievery M, intimidate M, diplomacy M, deception E, deception M, acrobatics M, athletics E, stealth L, thievery L, deception L, acrobatics L, diplomacy L, intimidate L general versatile heritage (fleet), toughness, fast recovery, incredible investiture, incredible initiative, additional lore ancestry natural amibition (trapfinder), haughty obstinacy, cooperative nature, clever improvisor, general (multilingual), - - - - - - - - - - - - - - - - - - - - - - Ignatius Birdstop
Ancestry human (dex, cha)
Speed 25/20
Saves fortitude E, reflex E, will E
Skills
Class feature flurry of blows, powerful fist
Equipment:
Wealth 12.3gp * adventurer's pack (0.7gp) * climbing kit (0.5gp) * hooded lantern (0.7gp) * tent (0.8gp) Progression:
archetype living monolith, page 59, lost omens (world guide) Reminder:
Fast Recovery: Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1. Creation rolls
- - - - - - - - - - - - - Lobgesang
Ancestry human (str, con)
Speed 30
Saves fortitude E, reflex T, will E
Skills
Class feature
Equipment:
Wealth 1gp (spent 14.0) * large halberd (4gp) * breastplate (8gp) * adventurer's pack (0.7gp) * climbing kit (0.5gp) * tent (0.8gp) - -- - - - - - - - - - - - - Wrath & Glory Gilbert Druf 1.0:
Gilbert Druf
Attributes Str 3, Tou 5(2), Agi 4, Ini 5, Wil 3, Int 2, Fel 5
Attack mono knife 9d6, 3 dmg, ED 2, AP -1 (rending[1])
Wargear
Augmetic
Desired but not owned
[spoiler=XP Summary]
Progression
Reminder
Surprise Attack (rule text)
Silent (talent)
Gilbert Druf
Attributes Str 3, Tou 4[3], Agi 3, Ini 4, Wil 3, Int 2, Fel 6
Attack storm bolter 7d6, 10 dmg, ED 1, range 12/24/36, salvo 4, brutal, heavy [3], rapid fire [2]
Wargear:
Wealth 1 Light power armor (AR 4, powered[1]) (archetype) Storm bolter (archetype) Augmetic
XP Summary:
Tier 2 archetype 36 attributes 109 skills 54 wealth 1 Tier 3 ascension 30 talents 20 skill 50 Campaign 10xp earned 0xp spent (10xp available) Ascension: stay the course Progression:
Reminder:
Dirty Fighter - You’re proficient in the art of foul play. Whenever you make an Interaction Attack (p.190) and you shift 2 Exalted Icons, you can inflict your target with an additional Condition. Choose the most narratively appropriate Condition from the following options: Blinded (p.199), Prone (p.200), Restrained (p.200), Staggered (p.200) - - - - - - - - - - - - - - - - - - - - - - - - - - Ichi-Go
Ancestry human (dex, str)
Speed 55
Saves fortitude M, reflex M, will E
Skills
Class feature DC 31
Equipment:
Wealth * bracers of armor +1 (level 8) * +2 striking handwraps (level 10) + ghost touch (level 4) * boots of bounding (level 7) * ring of sustenance (level 7) * rings of energy resistance (5x level 6, count as 2x level 9) * everburning torch (level 1) * potion of lesser healing (level 3, 2d8+5, 2x) * potion of moderate healing (?) * adventurer's pack (0.7gp) * climbing kit (0.5gp) * thieves' tools (3gp) * fine clothing (2gp) * disguise kit (2gp) * hooded lantern (0.7gp) * tent (0.8gp) Progression:
Hints:
Crane Stance - You gain a +1 circumstance bonus to AC, but the only Strikes you can make are crane wing attacks. These deal 1d6 bludgeoning damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. While in Crane Stance, reduce the DC for High Jump and Long Jump by 5, and when you Leap, you can move an additional 5 feet horizontally or 2 feet vertically Dancing Leaf - When you Leap or succeed at a High Jump or Long Jump, increase the distance you jump by 5 feet. When calculating the damage you take from falling, don’t count any distance fallen while you are adjacent to a wall Stand Still - (reaction) Trigger A creature within your reach uses a move action or leaves a square during a move action it’s using.
Water Step - You can Stride across liquid and surfaces that don’t support your weight. This benefit lasts only during your movement. If you end your movement on a surface that can’t support you, you fall in or it collapses as normal. Wall Run - 1 Action Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall Winding Flow - 1 Action, once per round Any journey consists of more than simply reaching your destination. You use two of the following actions in any order: Stand, Step, and Stride. You can’t use the same action twice. Note on jumping: crane stance, dancing leaf, and powerful leap ensure that horizontal jump is +15 more than normal. The vertical leap is 12ft. Disrupt Ki - 2 Actions Make an unarmed Strike. If it deals damage to a living creature, you block that creature’s inner life force. The creature takes 2d6 persistent negative damage and is enfeebled 1 until the persistent damage ends. If you’re 18th level or higher, this deals 3d6 persistent negative damage instead. Melvis of Litauen
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Equipment:
Wealth 10gp (990gp spent)
Special:
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