Knights of Legend |
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Scott McCall
Level SevenTough Hero 3 Bodyguard 4
strength 15 (+2) (+4 shifted) dexterity 16 (+3) (+7 shifted) constitution 18 (+4) intelligence 12 (+1) wisdom 17 (+3) charisma 15 (+2)
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Vital Statistics |
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fort save +8 ref save +8 will save +7 action points 53 initiative +7 hit points 103
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touch ac 17 (+2) (+4 shifted) flat-footed 14 base attack bonus +5 melee +14 (claws) - +7 (other) ranged +8 grapple +7
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SKILLS |
* denotes maximum rank at current level. (#) denotes rank. |
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Class Skills |
Cha Base (+2)
disguise + 2 (2) gather info. + 4 (2) intimidate + 8 (2)
Wis Base (+3)
listen + 10 (3) (2) (5) profession + 0 sense motive + 3 (3) spot + 8 (3) (2) (3) survival + 3 (3)
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Dex Base (+3)
ride + 3 (3) drive + 3 (3) balance + 3 (3) tumble + 6 (3) (3)
Int Base (+1)
forgery + 1 (1) search + 1 (1)
Str Base (+2)
climb + 6 (2) (3) (1)
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Non Class Skills |
Cha Base (+2)
bluff + 2 (2) diplomacy + 5 (2) (1) (2)
Wis Base (+3)
gamble + 3 (3) treat injury + 3 (3) control shape + 13 (10) (3)
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Dex Base (+3)
escape artist + 3 (3) hide + 4 (3) (1) move silently + 5 (3) (2)
Int Base (+1)
computer use + 1 (1) navigate + 1 (1) research + 1 (1)
Str Base (+2)
jump + 2 (2) swim + 2 (2)
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Other Class Skills |
knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology and philosophy) [int]
craft (mechanical, visual art, writing, structural.) [int]
perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) [cha]
concentration [con] + 10 (4) (6) |
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Talents |
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remain conscious The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.
robust The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains. Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero’s hit points beyond the character’s full normal total.
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Feats |
0/20 Purchased Feats. 1/1 Birthday Feats. |
| combat reflexes The maximum number of attacks of opportunity the character may make each round is equal to the character’s Dexterity modifier + 1. The character can still only make one attack of opportunity on a single opponent. With this feat, the character may also make attacks of opportunity when flat-footed.
heroic surge (2) The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level, but never more than once per round.
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.
improved brawl When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier. |
| iron will The character gets a +2 bonus on all Will saving throws.
simple weapon proficiency You make attack rolls with simple weapons normally.
trustworthy The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.
track To find tracks or follow them for one mile requires a Survival check. The character must make another Survival check every time the tracks become difficult to follow. The character moves at half his or her normal speed (or at the character's normal speed with a -5 penalty on the check, or at up to twice the character's speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions.
weapon finesse (x1) - claws With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
personal firearm proficiency The character can fire any personal firearm without penalty.
improved initiative (combat) You get a +4 bonus on initiative 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 |
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Excalibur d20 + 11 ATK 2d6 + 1 DMG |
Unarmed d20 + 14 ATK (per claw) - +7 (no claws) 1d8 + 4 DMG |
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