daredtobelieve (
daredtobelieve) wrote2014-03-20 11:53 pm
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CHARACTER SHEET
Smart Hero lvl 3/Charismatic Hero lvl 4/Fast Hero lvl 1/Xenophile lvl 3/Dedicated Hero 2
STR 13
DEX 16
CON 11
INT 18
WIS 16
CHA 17
Alignment LG
Defense: 21
HP: 62
Current HP:
BAB: +6/+1
Action Points: 25
Fort: 7 Reflex: 8 Will: 11
Excalibur - +10/+5 (+11/+6 for within 30 ft) - 2d6+1 (+1 more if within 30ft) - x2
Unarmed (non lethal) - +7/+2 - 1d6+1
SKILLS
Balance (Dex)
Bluff (Cha) +7
Computer Use (Int)
Craft (pharmaceutical) (Int)
Decipher Script (Int)
Demolitions (Int)
Diplomacy (Cha) +20
Disable Device (Int)
Disguise (Cha) +17
Drive (Dex) +11
Escape Artist (Dex)
Forgery (Int)
Gather Information (Cha) +16
Handle Animal (Cha)
Hide (Dex) +10
Intimidate (Cha) +16
Investigate (Int)
Knowledge (arcane lore) +21
Knowledge (earth and life science) +14
Knowledge (physical science) +12
Knowledge (current events) +12
Knowledge (history) +12
Knowledge (technology) + 14
Move Silently (Dex) +15
Navigate (Int) +15
Perform (Cha)
Pilot (Dex)
Profession (Wis)
Read/Write Language (5) - French, German, Russian, Elvish, Yuan ti
Repair (Int)
Research (Int) +15
Search (Int)
Sense Motive (Wis) +19
Speak Language (5) - French, German, Russian, Elvish, Yuan ti
Treat Injury (Wis) +15
FEATS
Educated: Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.
Brawl: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Personal Firearms Proficiency: The character can fire any personal firearm without penalty.
Precise Shot: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
Point Blank Shot: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
Quick Draw: The character can draw a weapon as a free action.
Surgery: The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description.
Xenomedic: You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type. (prereq: surgery)
Elder Wisdom: +2 on all Knowledge skill checks. Gain 2 knowledge skills as class skills
Frightful Presence: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
Deceptive +2 on bluff and disguise
Iron will +2 on will saves
TALENTS
Smart Hero
Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead.
The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique. With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language.
A single check covers roughly one minute of a spoken language or one page of a written language.
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Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
Prerequisite: One talent from the Research Talent Tree.
Charismatic Hero
Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.
The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
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Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Prerequisite: Coordinate.
Fast Hero
Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Dedicated Hero
Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.
STR 13
DEX 16
CON 11
INT 18
WIS 16
CHA 17
Alignment LG
Defense: 21
HP: 62
Current HP:
BAB: +6/+1
Action Points: 25
Fort: 7 Reflex: 8 Will: 11
Excalibur - +10/+5 (+11/+6 for within 30 ft) - 2d6+1 (+1 more if within 30ft) - x2
Unarmed (non lethal) - +7/+2 - 1d6+1
SKILLS
Balance (Dex)
Bluff (Cha) +7
Computer Use (Int)
Craft (pharmaceutical) (Int)
Decipher Script (Int)
Demolitions (Int)
Diplomacy (Cha) +20
Disable Device (Int)
Disguise (Cha) +17
Drive (Dex) +11
Escape Artist (Dex)
Forgery (Int)
Gather Information (Cha) +16
Handle Animal (Cha)
Hide (Dex) +10
Intimidate (Cha) +16
Investigate (Int)
Knowledge (arcane lore) +21
Knowledge (earth and life science) +14
Knowledge (physical science) +12
Knowledge (current events) +12
Knowledge (history) +12
Knowledge (technology) + 14
Move Silently (Dex) +15
Navigate (Int) +15
Perform (Cha)
Pilot (Dex)
Profession (Wis)
Read/Write Language (5) - French, German, Russian, Elvish, Yuan ti
Repair (Int)
Research (Int) +15
Search (Int)
Sense Motive (Wis) +19
Speak Language (5) - French, German, Russian, Elvish, Yuan ti
Treat Injury (Wis) +15
FEATS
Educated: Pick two Knowledge skills. The character gets a +2 bonus on all checks with those skills.
Brawl: When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Personal Firearms Proficiency: The character can fire any personal firearm without penalty.
Precise Shot: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
Point Blank Shot: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
Quick Draw: The character can draw a weapon as a free action.
Surgery: The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description.
Xenomedic: You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type. (prereq: surgery)
Elder Wisdom: +2 on all Knowledge skill checks. Gain 2 knowledge skills as class skills
Frightful Presence: When the character uses this feat, all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC 10 + ½ the character’s level + the character’s Charisma modifier). An opponent who fails his or her save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6 + the character’s Charisma modifier. The character can use the feat once per round as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This feat does not affect creatures with an Intelligence of 3 or lower.
Deceptive +2 on bluff and disguise
Iron will +2 on will saves
TALENTS
Smart Hero
Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, that he or she does not know the Smart hero can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero’s Smart level. For a written language, the bonus applies to a Decipher Script check instead.
The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique. With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language.
A single check covers roughly one minute of a spoken language or one page of a written language.
---
Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
Prerequisite: One talent from the Research Talent Tree.
Charismatic Hero
Coordinate: The Charismatic hero has a knack for getting people to work together. When the hero can spend a full round directing his or her allies and makes a Charisma check (DC 10), the hero provides any of his or her allies within 30 feet a +1 bonus on their attack rolls and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier.
The hero can coordinate a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
---
Inspiration: The Charismatic hero can inspire his or her allies, bolstering them and improving their chances of success. An ally must listen to and observe the Charismatic hero for a full round for the inspiration to take hold, and the hero must make a Charisma check (DC 10). The effect lasts for a number of rounds equal to the hero’s Charisma modifier.
An inspired ally gains a +2 morale bonus on saving throws, attack rolls, and damage rolls.
A Charismatic hero can’t inspire him or herself. The hero can inspire a number of allies equal to one-half his or her Charismatic level, rounded down (to a minimum of one ally).
Prerequisite: Coordinate.
Fast Hero
Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Dedicated Hero
Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.