Knights of Legend |
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Alex Udinov
Level FourDedicated Hero 2 Charismatic Hero 1 Investigator 1
strength 10 (+0) dexterity 12 (+1) constitution 11 (+0) intelligence 15 (+2) wisdom 19 (+4) charisma 17 (+3)
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Vital Statistics |
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fort save +3 ref save +3 will save +9 action points 25 initiative +1 hit points 20
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touch ac 14 flat-footed 13 base attack bonus 1 melee +1 ranged +2 grapple +1
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SKILLS |
* denotes maximum rank at current level. (#) denotes rank. |
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Class Skills |
Cha Base (+3)
gather info +11 (5) bluff +18 (7)* diplomacy +15 (5) handle animal +3 intimidate +7 disguise +8 (3)
Int Base (+2)
investigate +11 (7) research +2 search +6 (4) forgery +4 (2) computer use () know. (tactics) +5 (3) know. (tech) +4 (2) |
Dex Base (+1)
disable Device +4 (3) drive +1
Wis Base (+4)
listen +9 (5) profession +4 sense motive +13 (7)* spot +8 (4) gamble +6 survival +4 treat injury +4
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Other Class Skills |
knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology, earth and life sciences, history, physical sciences, tactics, technology and philosophy) [int]
craft (pharmaceutical, visual art, writing) [int]
perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instrument) [cha] |
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Talents & Feats |
3/20 Purchased Feats. 0/0 Birthday Feats. |
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).
deceptive You are especially good at misleading and giving false impressions. Get a +2 bonus on all Bluff and Disguise checks.
stealthy You are particularly good at avoiding notice. You get a +2 bonus on all Hide checks and Move Silently checks.
confident The character gets a +2 bonus on all Gamble checks and Intimidate checks, and on level checks to resist intimidation.
iron will You have a stronger will than normal. You get a +2 bonus on all Will saving throws. |
| profile By making a Gather Information check (DC 15) when talking to witnesses of a crime, the Investigator compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. (For this Gather Information check, no money changes hands.)
The Investigator can expand the profile by making an Investigate check (DC 15) involving the crime scene or other evidence linked to the suspect. If successful, the Investigator combines eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect.
personal firearms prof. The character can fire any personal firearm without penalty.
fast talker +2 on Bluff. +2 on Diplomacy.
nobodys fool Receives a +2 on Sense Motive checks and Gather Information checks.
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Inventory |
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Excalibur Pistol (Range Weapon) Does 2d6 +1 enhancement bonus to attack rolls and to damage. | |
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Combat Quick Reference |
Excalibur +3 ATK 2D6 +1 DMG |
Unarmed +1 ATK (1D6 +1) DMG |
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