Sable Company Elite Marine

Lyst's page

159 posts. Alias of D-Kal.


Full Name

Adrian Lyst

Gender

Male

Age

37

Languages

English

Strength 12
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 20
Charisma 8

About Lyst

Adrian Lyst, monster hunter
Male human Inquisitor (preacher, champion inquisitor)
NG medium humanoid (human, shapechanger)
Template: Infected Polar Werebear
Init +4; Senses Perception +5
------------------------------------------
DEFENSE
------------------------------------------

AC 20, touch 15, flatfooted 16 (+4 Dex, +4+1 armor, +1 deflection)
HP 51 (6d8 + 6x2 con +6 FC)
Fort +8, Ref +7, Will +11 [5 class, 2 Con; 2 class, 4 Dex; 5 class, 5 Wis; +1 resistance]
------------------------------------------
OFFENSE
------------------------------------------

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

------------------------------------------
STATISTICS
------------------------------------------

Str 12, Dex 18, Con 14, Int 10, Wis 20, Cha 8
Base Attack +4; CMB +5; CMD 20
Feats
Traits Touched by the Twilight,
Drawbacks
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 German
Gear Masterwork Ballistic Weave Biker Leathers, Masterwork Pump Shotgun, 100 rounds shotgun, Back Holster
Money $??
------------------------------------------
SPECIAL ABILITIES
------------------------------------------

Heart of the Wilderness: +1/2 lvl to Survival, +5 to stabilize, +1/2 lvl neg HP before death
Hybrid Form: keep gear, gain size, stats (if higher), natural armor, senses, special attacks/qualities/abilities of animal form; +2 natural armor, DR 5/silver
Animal Form: Polymorph into polar bear; +2 natural armor, DR 5/silver
Change Shape (Su): Full-Round DC 15 Con check for hybrid/animal form, DC 20 for human form; visible full moon grants +5 to check for hybrid/animal form but -5 for human form; revert to human form at sunrise, after 8hrs rest, or when slain
Lycanthropic Empathy (Ex): in hybrid/animal form, can use Diplomacy to alter bear's attitude with +4 bonus

ALTERED FORM:
HP: 75 | AC 29/24, T 14, FF 25/20 | Fort +12, Ref +7, Will +11 | CMB +12/16 grab, CMD 23/27 trip
Str 25, Dex 18, Con 23, Int 10, Wis 20, Cha 10
Senses: low-light vision, scent
Speed: 40ft, swim 20ft
Defenses: natural armor 10, DR 5/silver
Natural Attacks: bite 1d8, 2 claws 1d6 +grab

Martial Tradition: Mechanic Firearm Proficiency, Expert Reloading, Trap Sphere, Sniper Sphere
Inquisition: persistence
Judgment (Su): 2/day swift action to activate or change, lasts until combat ends (suppressed if not participating due to condition)
Monster Lore (Ex): +Wis mod to Knowledge checks to identify abilities/weaknesses of creatures
Stern Gaze (Ex): +3 [1/2 lvl] to Intimidate & Sense Motive
Cunning Initiative (Ex): +Wis mod to init
Detect Alignment (Sp): cast detect chaos/evil/good/law at will
Track (Ex): +3 [1/2 lvl] to Survival to follow/identify tracks
Bane (Su): 6 rounds [lvl rounds] swift action to activate or change, add +2d6 damage vs one creature type (and subtype for humanoid/outsider)
Discern Lies (Sp): 6 rounds [lvl rounds] cast discern lies as immediate action

------------------------------------------
MIGHT SPHERES & TALENTS
------------------------------------------

(DC 15; BAB +4)
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)

------------------------------------------
POWER SPHERES & TALENTS
------------------------------------------

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)

-----Background-----

-----Personality-----

-----Appearance-----