Monster Hunter

Weyland Rho's page

No posts. Organized Play character for MageHunter.


Race

Human

Classes/Levels

Operative 1

Gender

Male

Size

Medium; 5'8", 150 lbs

Age

28

Alignment

NG

Languages

Common

Occupation

Scout

Strength 10
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 14
Charisma 10

About Weyland Rho

Statistics:
Male Human Operative 1
NG Medium Humanoid (Human)
Death-Touched
Init +4; Senses Perception +10
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DEFENSE
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AC EAC 13, KAC 13 (+3 DEX, +0/+0 Armor)
hp 10
Stamina 8
Resolve 4
Fort +1, Ref +5, Will +4; +6 vs hot/cold environments and thick/thin atmospheres, +4 vs choking in smoke, +4 to avoid fatigue, +2 to other environmental hazards and radiation
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OFFENSE
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Speed 30 ft.

Melee

Ranged
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STATISTICS
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Str 10, Dex 16, Con 13, Int 10, Wis 14, Cha 10
Base Atk +0
Feats Skill Focus (Perception), Skill Focus (Sleight of Hand), Toughness
Skills (0 points; 8 class, 0 INT, 2 class)
ACP -0

(1) Acrobatics +8
(1) Athletics +5
(1) Culture +5
(1) Perception +10
(1) Piloting +8
(1) Profession +7
(1) Sense Motive +7
(1) Sleight of Hand +10
(1) Stealth +8
(1) Survival +7

*ACP applies to these skills

Non-Standard Skill Bonuses
+1 theme bonus to Perception checks
+1 insight bonus to all skill checks
+3 insight bonus to Perception and Sleight of Hand checks

Languages

Special Abilities:

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SPECIAL ABILITIES
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Death-Touched: You can use Perception, rather than Mysticism, to recall knowledge about undead and negative energy effects when you first observe them.

Fortified: Humans with this racial trait gain a +2 racial bonus to Fortitude saves against environmental hazards and radiation effects. In addition, they reduce the duration of the sickened and nauseated conditions by 1 round.

Toughness: You gain a +4 bonus to Constitution checks to continue running, to avoid damage from a forced march, to hold your breath, and to avoid damage from starvation or thirst. You also gain a +4 bonus to Fortitude saving throws to avoid taking damage from hot or cold environments, to withstand the harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Trick Attack (Ex): As a full action you can move up to your speed. Whether or not you moved, you can then make an attack with a melee weapon with the operative special property or with any small arm. Just before making your attack, attempt an Acrobatics check with a DC equal to 20 + your target's CR. If you succeed at the check, you deal 1d4 additional damage and the target is flat-footed. You can't use this ability with a weapon that has the unwieldy special property or that requires a full action to make a single attack.

Equipment:

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EQUIPMENT
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Carrying Capacity 0 bulk
Current Load Carried 0 bulk

Money 1000 credits

Background:

Appearance and Personality: