Name Jareth Conviction Nature Virtue Vice

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

  • Avoid harm through agility
  • Dodging explosions and crashes
  • Ability to resist poisons
  • Resist extremes of environment
  • Resistance to mental influence
  • Resist mental domination

COMBAT

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

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.
When a skill 'Requires Tools' and no tools are available, take a -4 penalty to the skill check total.
Skills may not be used untrained. A skill is trained if it has at least one rank in it, OR the character has the Jack-of-all-Trades feat.

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

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

15 May 2009