About Taylor MacConnelTaylor MacConnel, CG Human Werewolf
Defense:
======================================================================== Defense: 22, Flat-Footed: 12 (+10 Base, +6 Dex, +1 Armor, +1 Shield, +2 Dodge, +1 Dodge(Nimble), +1 Deflection) Damage Reduction: Human: DR 5/Magic: 5/Armor Hybrid: DR 10/Adamantine: 5/Magic, 3/Silver, 2/armor Animal Form: DR 5/Adamantine: 3/Silver, 2/armor Critical Defense:+12 (5 DR + 6 Dex + 1 Deflection) VP: 42/42 (4d8)+(10 Mythic) WP: 28/28 (2x(14 Con)) Resources:
Saves:
CMD: 19 (10 base +3 BAB +0 Str +6 Dex +0 Size) Special: Uncanny Dodge Armor:
Offense:
======================================================================== CMB: +3 (3 BAB +0 Str. 0 Size [+6 Dex with an finesse weapon while attempting: Trip, Disarm, Sunder])
Weapons:
Ranged, Single Attack: +11, (1d10+4+1) 18-20/x2, 400 ft. Range
Ranged, Full Attack: +11/+6/+1, (1d10+4+1) 18-20/x2, 400 ft. Range
Ranged, Full Attack; Risky Strike: +11/+6/+1, (1d10+4+1+3) 18-20/x2, 400 ft. Range
Masterwork Revolver "Shina"
Ranged, Single Attack: +10, (1d10+4+1+2) 19-20/x2, 100 ft. Range
Ranged, Full Attack: +10/+5/+0, (1d8+4+1+2) 18-20/x2, 100 ft. Range
Ranged, Full Attack; Risky Strike: +9/+4/-1, (1d8+4+1+2+3) 19-20/x2, 100 ft. Range
Masterwork Silver Kukri
Melee, Single Attack: +9 (1d4+6) 18-20/x2
Melee, Full Attack: +9/+4/-1 (1d4+6) 18-20/x2
======================================================================== Battle Modifiers
Skills:
======================================================================== (8 + 3 Int)/level, 11x4= 44 SP Adventuring Acrobatics(Dex)*
Background: 2/level, 8 BP Appraise(Int)*
^: Trained Skill Only
Traits and Abilities:
======================================================================== Racial Traits Human Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Bonus Feat: Humans select one extra feat at 1st level. Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet. Werewolf
Armor Class: In hybrid or animal form the werewolf has a +2 bonus to its natural armor. Speed: In its wolf form, a werewolf has a base land speed of 50 feet. Otherwise, it uses its own base speed. Abilities: +2 Wisdom and +2 to one of Strength, Dexterity, or Constitution. Special Attacks: A werewolf retains all the special attacks of the base creature, and gains the following abilities: Change Shape (Su): All werewolves have three forms—a humanoid form, a wolf form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A werewolf can shift to any of its three alternate forms as a move action. A slain werewolf reverts to its humanoid form, although it remains dead. A werewolf gains a bite attack when it is in its wolf form. This is a primary attack that deal 1d6 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). In addition, when a werewolf is in its wolf form, it also gains the trip special attack with its bite, allowing it to make a trip attempt against a target as a free action without provoking an attack of opportunity if it hits them with its bite attack. If the attempt fails, the werewolf is not tripped in return. Weapons of the Beast (Su): When the werewolf template is first acquired, the werewolf gains one of the following benefits. Once chosen, this choice cannot be changed, even if the character loses and later reacquires the werewolf template. Savage Claws: The werewolf gains two claw attacks when it is in its hybrid form. These are primary attacks that deal 1d4 points of damage plus the werewolf’s Strength modifier (for a Medium-sized werewolf). At 6th level, it gains the rend special ability with its claw attacks that deals damage equal to its base claw damage plus 1-1/2 times its Strength bonus (if any). At 11th level, whenever the werewolf charges, it can make a full attack with its natural weapons in place of the normal attack at the end of its charge. At 16th level, it gains a rake attack that deals damage equal to its claw attacks. Special Qualities: A werewolf retains the special qualities of the base creature, and gains the following abilities: Damage Reduction (Ex): Werewolves possess DR 3/silver while in hybrid or wolf form. Low-Light Vision (Ex):Werewolves can see twice as far as humans in conditions of dim light. If the base creature already had low-light vision, they can see three times as far instead of twice as far. Lycanthropic Empathy (Su): Werewolves can communicate and empathize with canines, including both dogs and wolves, allowing them to make Diplomacy checks to alter such an animal’s attitude. A werewolf gains a +4 racial bonus on these checks. This bonus also applies to Wild Empathy checks made to influence canines. Scent (Ex): A werewolf can detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice these ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When the werewolf detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The werewolf can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. In addition, the werewolf can track by sense of smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. While tracking in this manner, the werewolf ignores the effects of surface conditions and poor visibility.
Traits
Class Abilities
- Gunsmith
- Gun Training (Ex)
- Grit (Ex)
- Deeds
- Eagle Eyes (Ex)
- Slinger's Quirk (Ex)
- Gun Mastery (Ex)
- Uncanny Dodge (Ex)
- Combat Grit (Ex)
- Nimble (Ex)
Unchained Rogue (Guerrilla)
- Opportunities Aplenty (Ex)
For the purposes of this ability, a detrimental condition is any condition other than: energy drained, incorporeal, and invisible. This ability replaces sneak attack. Abilities that trigger off of sneak attack instead activate off of this ability. For abilities that use the number of dice of a sneak attack to determine effects, the effective number of dice is equal to the bonus damage from this ability, divided by 2. For example, if a 5th level vicious opportunist has the Bleeding Attack rogue talent, whenever she attacks a creature with a detrimental condition, she gains a +6 circumstance to damage rolls. In addition, she does three points of bleed damage from the Bleeding Attack talent. - Skilled Liar (Ex)
This ability replaces trapfinding. - Finesse Training (Ex)
- Cover of Night (Ex)
This ability replaces evasion. - Rogue Talents
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made. A rogue cannot choose a ninja trick with the same name as a rogue talent. See 'Rogue Talents' List - Secret Messenger (Ex)
This ability replaces trap sense. - Debilitating Injury (Ex)
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty. - Guerrilla Sniping (Su)
This ability replaces uncanny dodge.
Mythic Hero
- Mythic Power (Su)
- Surge (Su)
- Amazing Initiative (Ex)
Champion
- Champion's Strike: Distant Barrage
-1st: Impossible Speed
-2nd: Limitless Range
Trickster
- 1st: Supreme Stealth: Scent
- 2nd: Redirect Attention
Feats, Discoveries, Gun Mastery, Deeds:
======================================================================== Feats: - 1st: Precise Shot - 1st: Rapid Shot - 1st: Extra Talent: Ki Pool - 1st: Blind Fight - 1st: Skill Focus: Stealth - 1st Class: Gunsmithing - 1st Class: Deft Maneuvers - 1st Racial: Dodge - 2nd: Weapon Focus: Firearms
- 3rd: Moonlight Stalker - 4th: Expert Sniper
Talents:
- 2th: Ninja Trick: Vanishing Trick (Su)
- 4th: Talent: Fast Stealth
======================================================================== Gun Masteries
Deeds
-- Gunslinger Reflexes:
-- Quick Clear
- 3rd:
-- Speedloader
-- Utility Shot
--- Blast Lock
--- Scoot Unattended Item
--- Trap Springer
Mythic Feats
- 1st: Dodge
- 2nd: Weapon Focus: Firearms
- 2nd: Deadly Aim
Items:
======================================================================== Weapon(s): Masterwork Rifle Weapon Modifications (3 max): - Silencer - Scope - Concentrated Shot Masterwork Revolver
Masterwork Revolver
Masterwork Silver Kukri
========================================================================
Ammo & Misc:
Bedroll
========================================================================
Appearance and Backstory:
======================================================================== Taylor MacConnel is a fairly young woman, barely 19 years of age. Her shoulder-length, red hair is usually tied back with a green kerchief when she's about and frames a pretty, round face with slightly Asian features. Bright blue eyes twinkle with youthful cheer while an easy smile puts most at ease. She is somewhat tall for her age with wiry strength from spending youth exploring the Virginian foothills. Her demeanor is bright and gregarious and easily makes a good first impression with most people she meets, however she becomes unsettlingly quiet when her temper starts to flare. At times it appears like the shadows swirl around her, but its probably just a trick of the light. ======================================================================== Marcus MacConnel served as soldier in the British Army, serving with great distinction and valor overseas in various oversea expeditions. He retired from the army and returned to Britain with his new fiance, Shina Asumi, a villager from one of the few Japanese settlements on the Chinese mainland. They soon moved to the United States and settled down in Richmond, Virginia for unknown reasons. Not long after, Shina becomes pregnant. It is a happy time for the couple, but complications soon develop and Shina tragicaly dies soon after childbirth, but not before being able to hold and name their only daughter, Taylor. Though devesated by the loss of his wife, in her last hours he vows to raise their daughter to the best of his ablilities, quiting drinking and putting as much effort into making sure that Talor is provided for. Growing up in a small town north of Richmond, Taylor was often bullied by some of the more bigoted children for her odd looks. It was during this time that she discovered her affinity for the shadows and her skill at hiding. She never lost a round of hide and seek ever and eventually made friends with other social outsiders. On her 16th birthday, her Garou heritage manifests and she is understandably scared and confused. Thankfully, her father is there to help her control her new powers. He explains that their line comes from an ancient tribe of werewolves who once lived in Scotland. Their ancestor was supposedly exiled for percieved cowardice on the eve of a great battle and although they never found out how, the tribe was soon devestated to a man soon after. He tells her not to dwell on their fate as they are ronin now, clanless werewolves, and the best way to honor their ancestor's prudence and courage to walk away is to live a happy life. He also gifts her with a gorgeous silver dagger, saying that it once belonged to her mother, and that she should be careful with it as their kind is weak to such weaponry. Life continued as normal for Taylor. She becomes an avid hunter in her teenage years, often stalking across the Virginia foothills as a human and wolf, and her father gifts her with her first rifle which she soon names Lupin. She also picks up a hobby as a shadow playwrite, often entertaining children and adults alike in market public spaces, subtly using her powers of shadow and light to make the stories all the grander. It is also in these markets where she witnesses her first slave auction. She is horrified and deeply disturbed by the degeneration and dispair premeating the entire affair. But before she could do anything rash steps in to calm her. He explains that he does not like this state of affairs either, but there is little they can do as they are isolated and doing anything overt will attract the wrong sort of attention. She relents, but her anger at the injustice still burns inside her. After an incident the age of 17 involving picking off a slave caravan after stumbling across them during one of her hunting trips and helping the escaped slaves find shelter, Taylor joins the Underground Railroad as a conductor. For over a year, she helped dozens of fleeing slaves nothward toward freedom as well as killing or evading slave catchers sent to root her out. She gained the name of Shadow Wolf from her foes while her charges would call her Shephard. One day however, the local government sent out a massive manhunt for her. Usually she would just fade away and let them pass, but this time she was escorting a group of escapees. Hiding them in a nearby abandoned barn loft, she engaged the posse as to lure them away from her charges. Unfortunately, sheer weight of numbers would soon pin and nearly overwhelm her if not for her father intervening and routing them. While angry at her recklessness, he is mostly dissapointed that she would do this behind his back. After all he would have helped her if she had asked. The two of them soon had to leave the state however, as true to her father's warning, it became too hot for them to stay around as they had attracted attention from both the human government as well as other, less mundane types. They took a train headed west into the frontier, eventually migrating into Utah and settling in Salt Lake City. Her father would become a factory foreman, while she would take up a job as a courier for the local post office. Today she is delivering some packages to several patrons in the Knutsford Hotel in downtown Salt Lake City. A fairly normal route, she nevertheless keeps her weapons on her, as some of the parcels she deliver can be sensitive and devestating if they were to be stolen.
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