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Name | Jareth | Conviction | Nature | Virtue | Vice | ||||||||||||||||||||
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4 | Compassion | Iressponsibility | |||||||||||||||||||||||
Special Ability | Empowered (Object Read, Enhance Senses, Second Sight, Suggestion) | Character Points (Used / Awarded) | 22 / 30 | ||||||||||||||||||||||
Atributes | Strength STR | Dexterity DEX | Constitution CON | Intelligence INT | Wisdom WIS | Charisma CHA | |||||||||||||||||||
0 | +2 | 0 | 0 | +1 | +4 | ||||||||||||||||||||
Saves | Reflex (RFLX) | Fortitude (FORT) | Will (WILL) | ||||||||||||||||||||||
DEX | Bonus | Feats | TOTAL | CON | Bonus | Feats | TOTAL | WIS | Bonus | Feats | TOTAL | ||||||||||||||
+2 | +2 | +4 | +6 | 0 | 0 | +3 | +3 | +1 | +2 | +4 | +5 | ||||||||||||||
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COMBAT | |||||||||||||||||||||||||
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Initiative | This number determines your order in the combat round. | ||||||||||||||||||||||||
1d20 | + DEX | + Other Modifiers | |||||||||||||||||||||||
+2 | 0 | ||||||||||||||||||||||||
Attack | To hit a target, this number must be greater than the target's Defense. | ||||||||||||||||||||||||
Style | + DEX | + Combat Bonus | + Size Modifier * | + Perm. Feat Modifiers | SUB-TOTAL | + Range Modifiers | + Attack Modifiers (Pg. 137) | + 1d20 | |||||||||||||||||
Unarmed | +2 | 0 | 0 | 0 | +2 | ||||||||||||||||||||
Paired Daggers | +2 | 0 | +4 | ||||||||||||||||||||||
Staff | +1 | 0 | +3 | ||||||||||||||||||||||
* - This is the size modifier of the attacker. | |||||||||||||||||||||||||
Defense | To avoid being hit, this number must be greater than the attacker's Attack. | ||||||||||||||||||||||||
Style | Defense Type | Defense Base | + Defense Type Bonus* | + Combat Bonus | + Size Modifier ** | + Perm. Feat Modifiers | SUB-TOTAL | + Defense Modifiers (Pg. 137) | + 1d20 | ||||||||||||||||
Unarmed | Dodge | 10 | +2 | 0 | 0 | 0 | 12 | ||||||||||||||||||
Parry | 0 | 0 | 10 | ||||||||||||||||||||||
Paired Daggers | Dodge | +2 | +2 | 0 | 14 | ||||||||||||||||||||
Parry | 0 | 0 | 12 | ||||||||||||||||||||||
Staff | Dodge | +2 | +1 | 0 | 13 | ||||||||||||||||||||
Parry | 0 | 0 | 11 | ||||||||||||||||||||||
* - For a Dodge, this is Dexterity. For a Parry, this is Strength.
** - This is the size modifier of the defender. | |||||||||||||||||||||||||
Toughness | To avoid taking damage, the following save must be made. | ||||||||||||||||||||||||
Armor | + Armor Value | + CON | + Feat Bonuses | SUBTOTAL | + 1d20 | – Injury Penalties (Pg. 143) | VERSUS | DC15 + Attack's Damage Bonus | |||||||||||||||||
Unarmored | 0 | 0 | 0 | 0 | |||||||||||||||||||||
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SKILLS | To make a skill check, roll 1d20 plus the skill ranks TOTAL below (plus any conditional modifiers) and compare the total to the Difficulty Check number given by the GM. | ||||||||||||||||||||||||
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Skill | Specialization | Requires | Ability | Ability Score | Ranks | Feat Bonuses | TOTAL | ||||||||||||||||||
Acrobatics | Training | DEX | +2 | 2 | 0 | +4 | |||||||||||||||||||
Bluff | CHA | +4 | 5 | 0 | +9 | ||||||||||||||||||||
Climb | STR | 0 | 0 | 0 | 0 | ||||||||||||||||||||
Concentration | WIS | +1 | 0 | 0 | +1 | ||||||||||||||||||||
Craft | Training, Tools | INT | 0 | 0 | 0 | 0 | |||||||||||||||||||
Diplomacy | CHA | +4 | 3 | 0 | +7 | ||||||||||||||||||||
Disable Device | Training, Tools | DEX | +2 | 0 | 0 | – | |||||||||||||||||||
Disguise | Tools | CHA | +4 | 0 | 0 | +4 | |||||||||||||||||||
Escape Artist | DEX | +2 | 0 | 0 | +2 | ||||||||||||||||||||
Gather Information | CHA | +4 | 2 | 0 | +6 | ||||||||||||||||||||
Handle Animal | CHA | +4 | 1 | 0 | +5 | ||||||||||||||||||||
Intimidate | CHA | +4 | 0 | 0 | +4 | ||||||||||||||||||||
Jump | STR | 0 | 0 | 0 | 0 | ||||||||||||||||||||
Knowledge | Training | INT | 0 | 0 | 0 | 0 | |||||||||||||||||||
Language | Training | – | – | – | – | – | |||||||||||||||||||
Medicine | Training,Tools | WIS | +1 | 0 | 0 | – | |||||||||||||||||||
Notice | WIS | +1 | 2 | 0 | +3 | ||||||||||||||||||||
Perform | Storytelling | CHA | +4 | 3 | 0 | +7 | |||||||||||||||||||
Ride | DEX | +2 | 0 | 0 | +2 | ||||||||||||||||||||
Search | INT | 0 | 1 | 0 | +1 | ||||||||||||||||||||
Sense Motive | WIS | +1 | 2 | 0 | +3 | ||||||||||||||||||||
Sleight of Hand | Training | DEX | +2 | 2 | 0 | +4 | |||||||||||||||||||
Stealth | DEX | +2 | 2 | 0 | +4 | ||||||||||||||||||||
Survival | WIS | +1 | 1 | 0 | +2 | ||||||||||||||||||||
Swim | STR | 0 | 0 | 0 | 0 | ||||||||||||||||||||
Skills that are shaded in grey are not trained in, and require training in to be used. | |||||||||||||||||||||||||
FEATS |
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Acrobatic Bluff | Use Acrobatics to feint and trick in combat. Opposed by opponent's Sense Motive or Acrobatics skill (whichever is higher.) | ||||||||||||||||||||||||
Attractive | You are particularly attracive, givig you +4 to Diplomacy and Bluff attempts to charm, seduce, or coerce anyone who might find you physically appealling. | ||||||||||||||||||||||||
Fascinate | You can use Bluff to capture and completely hold the attention of someone. You make a skill check versus the target's Will save or Sense Motive skill, whichever is the higher bonus. You may maintain the effect by taking a standard action each round to a maximum number of rounds equal to your skill ranks. | ||||||||||||||||||||||||
Armor (Light) | Without armor training, armor check penalties apply to all rolls while wearing armor. With armor training, armor check penalties apply only to: Acrobatics, Climb, Escape Artist, Jump, Sleight of Hand, Stealth, and Swim. | ||||||||||||||||||||||||
Lucky | The universe just seems to like you. Add your Charisma score as a bonus to your Fortitude, Reflex, and Will saving throws. | ||||||||||||||||||||||||
POWERS | Power Level III (Charisma) | ||||||||||||||||||||||||
Heart Reading | You can sense and read the emotions of others. See pg. 87 | ||||||||||||||||||||||||
Object Read | |||||||||||||||||||||||||
Enhance Senses | |||||||||||||||||||||||||
Second Sight | You can sense the use and lingering effects of supernatural powers. See pg. 95. | ||||||||||||||||||||||||
Suggestion | You can implant suggestions into the minds of others. See pg. 97. | ||||||||||||||||||||||||
Cure | You can heal injuries by touch. With a full-round action, you can grant a subject an immediate recovery check using your Cure check result instead of their Constitution. | ||||||||||||||||||||||||
DESCRIPTION | |||||||||||||||||||||||||
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15 May 2009