Name Norris Conviction Nature Virtue Vice

4

Steadfast

Indecisive

Special Ability
(See Below)
Inspire Character Points
(Used / Awarded)
30 / 30
Atributes Strength
STR
Dexterity
DEX
Constitution
CON
Intelligence
INT
Wisdom
WIS
Charisma
CHA

+3

+1

+2

-1

+3

-1

Saves Reflex (RFLX) Fortitude (FORT) Will (WILL)
DEX Bonus Feats TOTAL CON Bonus Feats TOTAL WIS Bonus Feats TOTAL

+1

0

0

+1

+2

0

0

+2

+3

+1

0

+4

  • 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

+1

+4

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

+1

0

0

0

+1

Two-Handed Maul

+3

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)
Unarmed

Dodge

10

+1

0

0

0

11

Parry

+3

0

13

Two-Handed Maul

Dodge

+1

+3

0

13

Parry

+3

0

16

* - 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

+2

0

+2

Iron Breastplate

+4

0

+6

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

+1

0

0

+2

Bluff CHA

-1

0

0

-1

Climb STR

+3

4

0

+7

Concentration WIS

+2

1

0

+3

Craft Blacksmithing Training, Tools INT

-1

7

0

+6

Craft Leatherworking Training, Tools INT

-1

2

0

1

Diplomacy CHA

-1

0

0

-1

Disable Device Training, Tools DEX

+1

0

0

Disguise Tools CHA

-1

0

0

-1

Escape Artist DEX

+1

0

0

+1

Gather Information CHA

-1

0

0

-1

Handle Animal CHA

-1

0

0

-1

Intimidate CHA

-1

0

0

-1

Jump STR

+3

4

0

+7

Knowledge Metallurgy Training INT

-1

2

0

+1

Knowledge Mechanics Training INT

-1

4

0

+3

Language Training

Medicine Training,Tools WIS

+2

4

0

+6

Notice WIS

+2

4

0

+6

Perform CHA

-1

0

0

-1

Ride DEX

+1

4

0

+5

Search INT

-1

0

0

-1

Sense Motive WIS

+2

4

0

+6

Sleight of Hand Training DEX

+1

0

0

Stealth DEX

+1

0

0

+1

Survival WIS

+2

4

0

+6

Swim STR

+3

4

0

+7

Skills that are shaded in grey are not trained in, and require training in to be used. However, see Jack-Of-All-Trades under FEATS below.

FEATS

Armor (Light) You are trained to move and fight wearing light armor. Characters with armor training only apply the armor's check penalty to Acrobatics, Climb, Escape Artist, Jump, Slight of Hand, Stealth, and Swim checks.
Endurance You gain a +4 bonus to Swim checks to avoid becoming fatigued, and +4 on Constitution checks and Fortitude saves to hold your breath, avoid damage from starvation or thirst and to avoid damage from hot or cold environments.
Tireless You suffer no penalties from being winded or fatigued, although you still gain fatigue levels normally. This feat has no effect on exhaustion or unconsciousness due to fatigue.
Improved Grab When you hit with an unarmed attack, you may immediately make a grapple check against that opponent as a free action.Your unarmedattack counts as the initial attack roll required to start grappling. The opponent must be no larger than your size category. See page 133.
Run When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load.) If you make a ump after a running start, you ge a +4 bonus to you Jump check.
Improved Initiative You get a +4 bonus on initiative checks.
Improved Sunder +4 to-hit when striking held objects.
Armor (Heavy) You are trained to move and fight wearing heavy armor. Characters with armor training only apply the armor's check penalty to Acrobatics, Climb, Escape Artist, Jump, Slight of Hand, Stealth, and Swim checks.
Weapon Break If you are using a parry defense and an opponent misses you with an armed melee attack, you can make an attack against your opponent's weapon immediately as a free action. This requires a normal attack roll and inflicts normal damage to the weapon if it hits.
Widen Power Supernatural Feat
You can broaden the effect of one of your powers You turn a single-target power into an area effect power with an AOE of twice the Campaign Level in feet. The widened power's fatigue Difficulty increases by +6.

POWERS

Power Level II (Wisdom)

Calm You can drain intense emotions from others, calming them. The target must make a WIS save or be drained of all violent emotion. The subject is calm and is incapable of taking violent actions (though it still can defend itself.)
This power must be maintained. It lasts for one round per Power Level after maintenance ceases.
Metal Shaping TBD

DESCRIPTION

 

08 November 2009