About Sybille
Sybille
Class: Bloodborne Hunter 6
Race: Human
Exp [fast]
Init +1; Senses: Perception +14, SM +10, Darkvision 30 ft.
Defense
AC: 19 =10 +5 armor, +1 dex, +3 int
Touch: 14 =10 +1 dex, +3 int
Flat-footed: 18 =10 +5 armor, +3 int
HP: 58 (6d10 +6*2 Con +6 FC)
CMD: 21 =10 +6(BAB) +1(Dex) +4(Str)
Fort: +5 =+2(class) +2(Con) +1(cloak)
Ref: +7 =+5(class) +1(Dex) +1(cloak)
Will: +7 =+5(class) +1(Wis) +1(cloak)
DR: 2/-
Offense
Speed: 30 ft.
CMB +10 =+6(BAB) +4(Str)
BAB: +6/+1
Melee:
+1 Furnace hammer (1d8, x3, B)
Standard form: +11/+6 atk, 1h:1d8+5 / 2h:1d8+7 dmg
Trick form: +11/+6 atk, 2h:2d6+7 dmg
Furnace trick - prime the weapon as a free action, next hit deals +1d6 fire damage to the target and all adjacent creatures. Not multiplied on a crit. 1/round.
Ignition trick - target an adjacent 5 ft. square with an attack (AC 10), on a hit everyone in it take 1d10 fire damage and must make DC 16 Ref save or catch fire. Crits on 20/x4. OR
Ignition trick - pull the trigger when making a melee attack, gain +2d4 fire damage to melee attack, multiplied on crit. 1/round.
PA - Trade -1 atk for +2 (+3 if 2h) dmg. Can trade up to -2 atk.
Ranged:
Hunter Blunderbuss (1d6, ×4, 15 ft. cone, Misfire 1–2 (5 ft.), Capacity 1, B and P, scatter)
Standard: +7 atk, 1d6 dmg
Other:
Blood Ministration (BM) 3d8 - after you take damage, successfully damage the enemy with melee attack and recover hit points up to the maximum equal to the damage you took. The window of opportunity is 1 round after taking damage.
Trick Weapon - move action to transform.
Visceral Attack +1d6 - standard action. Make attack rolls as if making a full-attack. If any attack hits the target, Visceral Attack is successful. Each additional hit increases damage by the weapon's base dice, +1d6 for every 4 hunter levels. Other damage sources added after and increased. If it crits, then confirm once using highest BAB-5. If it's confirmed, the entire attack is a crit and multiplied as normal. The target must be dazed, flat-footed, paralyzed, staggered, or stunned.
Hunter’s Grace (HG) - you may take an additional 5-ft. step. Also, 1/day as an immediate action when targeted by an attack you may add +4 dodge bonus to AC and take 5-ft. step after the triggering effect.
Uncanny Dodge - can't be caught flat-footed, don't lose AC if the attacker is invisible.
Sudden Swap - sheathe a one-handed or light weapon as a free action once per round. Provokes AoO.
Statistics
Str 18 (15, +2 race, +1 lvl)
Dex 12
Con 14
Int 16
Wis 13
Cha 8
Traits:
Armored Hunter - You become proficient in the armored coat in addition to your normal proficiencies, and you treat the armored coat as light armor rather than medium armor.
Seeker - +1 on Perception checks.
Feats:
1[character]: Power Attack
1[badge]: Throw Anything
1[human]: Expanded Trick
3[character]: Workshop Apprentice
5[character]: Extra Caryll Rune (Eye)
Skills:
8 per level =4(class) +3(int) +1(human)
+2 background per level
48+12 total
+10 Acrobatics 6 +1(dex) +3(class)
+3 Bluff 1 -1(cha) +3(class)
+11 Climb 4 +4(str) +3(class)
+5 Intimidate 3 -1(cha) +3(class)
+9 Kn. (Arcana) 3 +3(int) +3(class)
+10 Kn. (Dungeoneering) 4 +3(int) +3(class)
+11 Kn. (Local) 5 +3(int) +3(class)
+9 Kn. (Nature) 3 +3(int) +3(class)
+14 Perception 6 +1(wis) +3(class) +1(trait) +3(insight)
+10 Sense Motive 4 +1(wis) +3(class) +3(insight)
+8 Stealth 4 +1(dex) +3(class)
+7 Survival 3 +1(wis) +3(class)
Background:
+9 Craft (Weapons) 3 +3(int) +3(class)
+9 Profession (Hunter) 5 +1(wis) +3(class)
+10 Lore (Yharnam) 4 +3(int) +3(class)
*ACP -2
Languages: Yharnamite (Common?), +3 from int
Racial features:
+2 to any ability score
bonus feat
1 skill point per level
Class Features:
1[bloodborne hunter]: Blood Ministration, Cunning Blood, Trick Weapon
2[bloodborne hunter]: Hunter's Badge
3[bloodborne hunter]: Visceral Attack, Hunter’s Grace 1/day, Caryll Rune
4[bloodborne hunter]: Uncanny Dodge
5[bloodborne hunter]: Sudden Swap
6[bloodborne hunter]: Caryll Rune
Hunter's Badges:
Powder Keg Hunter Badge
Benefit: The hunter gains the Throw Anything feat as a bonus feat, even if she doesn’t meet the prerequisites. Additionally, she adds her intelligence modifier to damage done with splash weapons, including the splash damage, if any.
Furnace Trick: The hunter incorporates a miniature furnace into her trick weapons. While in its tricked form, the hunter can prime the weapon as a free action once per round. The next time the weapon hits, it deals an additional 1d6 points of damage to the target and all adjacent creatures. This additional damage is not multiplied on a critical hit. This trick can be applied to a weapon multiple times, each time increasing the extra damage from this trick by 1d6. Additionally, when the hunter applies this trick to a weapon she can choose to trade any number of the weapon’s damage dice for an equivalent number and size of energy damage dice. Energy damage gained from this trick is fire damage.
Caryll Runes:
Great Lake - Gain DR 1/-, +1 for every 4 hunter levels.
Eye - gain an insight bonus on Perception and Sense Motive equal to 1/2 your hunter level, and darkvision (30 feet).
Guidance - The size of the hunters rally modifier dice are increased by one step.
Gear/Possessions
+1 Furnace hammer (1d8, x3, B, 5 lbs.) - warhammer
Tricks: furnace trick, ignition trick, increased damage
+1 Armored Coat (AC+5, MDB+3, ACP-2, ASF 20%, 20 lbs.)
Hunter Blunderbuss (1d6, ×4, 15 (10) ft., Misfire 1–2 (5 ft.), Capacity 1, B and P, scatter, 3 lbs.) - dragon pistol
40 Quicksilver bullets (pellets)
Cloak of Resistance +1
A birthday gift from Ernhart. A strange cloak, adorned with various feathers. It calms Sybille and gives her confidence.
Hunter's Outfit (5 lbs.) - Traveler’s Outfit
Belt Pouch (0,5 lbs.)
Waterskin (4 lbs.)
Flask (1 lb.)
Bandolier with 8 Injection of CLW (8 lbs.)
Bandolier with 8 Molotov Cocktail (8 lbs.) - alchemist fire
Bullseye Lantern (3 lb.)
4 Lamp oil (1 lb.)
Dungeoneering Kit, Common (25 lbs.):
This bundle of essential supplies for exploring ruins and abandoned cities includes two candles, chalk, a hammer and four pitons, 50 feet of hemp rope, a hooded lantern with 5 flasks of oil, two sacks, two torches, and four tinder-twigs.
4 vermin repellents, a masterwork backpack, 2 bladeguards, rations for 7 days, a hip lantern, and two waterskins.
Carrying Capacity: Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 83,5 lb.
Money: 3355 GP
Description
As always, all kinds of thoughts appear in the head when one got nothing to do but to peer into the poorly-lit streets. Memories, for example. It’s been at least fifteen years since Ernhart picked her up. Sybille doesn’t remember much of what happened before that. Ernhart told her that a beast ripped her family in pieces, and doesn't go into details. Even now, after all this time. But she has some vague memories. One such memory is her father’s eyes - strange, blot-like pupils. Of course, after this much time with Ernhart, Sybille knows what the collapsed pupils mean. A sign of a Blood-Drunk Hunter.
A shout pulls her out from her thoughts. "Sybille, left!" Ernhart jerks his pistol to the beast jumping out of the shadows. Sybille follows the barrel only to meet with the claws of the creature. She cusses and jumps away from it, igniting her furnace hammer. She swings the weapon at the beast's head, smashing it and setting it on fire.
"That's the last one." The woman exhales and leans on the nearby wall. "Don't you think they appear too often? It was what, three or four a month? Now it's three or four a week. What's the Church saying?"
"You know what." Ernhart cleans his blade from the blood.
"Yeah, right."
Ernhart stuffs his pipe and starts walking. "Let's get back to the workshop. We need to report and check the weapons."
Sybille kicks the body and follows him.
Appearance
Sybille is a woman just a bit higher than most, with wavy chestnut hair cut to the shoulder-length. Her eyes are dark green and she has light freckles on her cheekbones and nose.
The artwork.