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gwenbloodycooper ([personal profile] gwenbloodycooper) wrote2015-08-17 05:49 pm

Knights of Legend ][ Stat Sheet

Knights of Legend
Gwen Cooper
Level Nine
Charismatic Hero 2
Dedicated Hero 2
Profiler 5


strength 9 (-1)
dexterity 16 (+3)
constitution 12 (+1)
intelligence 14 (+2)
wisdom 19 (+4)
charisma 16 (+3)

Vital Statistics

fort save +8
ref save +9
will save +12
action points 20
initiative +7
hit points 68

touch ac 19
flat-footed 16
base attack bonus 4
melee +3
ranged +7
grapple +3
SKILLS
* denotes maximum rank at current level. (#) denotes rank.

Class Skills
Cha Base (+3)


bluff +15 (12)*
diplomacy +15 (12)*
gather info +17 (12)*
handle animal +3
intimidate +9 (6)


Int Base (+2)



investigate +15 (11)
research +13 (11)
know b.s +12 (10)
decipher script +2


Dex Base (+3)



disable device +3
drive +3


Wis Base (+4)



gamble +4
listen +13 (8)
profession +4
sense motive +18 (12)*
spot +12 (8)
survival +4
treat injury +4




Non Class Skills
Dex Base (+3)


escape artist +6 (3)
hide +5 (2)
move silently +6 (3)
Int Base (+2)


forgery +2
computer use +2
search +2



Other Class Skills


knowledge (behavioral sciences, civics, current events, streetwise, arcane lore, art, business, civics, current events, popular culture, earth and life sciences, history, physical sciences, tactics, technology, theology and philosophy) [int]

craft (pharmaceutical, visual art, writing) [int]

perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) [cha]

Talents
empathy [+2]
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.

enhanced profile
At 5th level, the Profiler improves his ability to create a general psychological profile of a criminal. He does so by attempting a Knowledge (behavioral sciences) check with a variable DC (see below). If this check is successful, the Profiler can better determine the suspect’s background, as represented by her class level. Rather than produce a specific number, this allows the Profiler to determine the suspect’s level within a certain range. The ranges are: 1st–3rd level, 4th–6th level, 7th–10th level, 11th–14th level, and 15th– 20th level.

The DC for the Knowledge (behavioral sciences) check is 15 + the suspect’s character level. The DC is increased by 5 if the suspect has levels of any advanced class, and is lowered by 5 if the suspect is an ordinary character. If the check is successful, the GM should provide reliable information. If the check fails, the GM should provide inaccurate information—a little too low if the suspect is an ordinary character, and a little too high if the suspect is a heroic character.


profile
A Profiler knows how to create a profile of a criminal. By making a Gather Information check (DC 15) related to a crime, the Profiler compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing marks and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. However, the Profiler has no way to be certain that the criminal didn’t wear a disguise or otherwise mask her identity.

The Profiler 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 Profiler combines the information gathered 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 the suspect—the Profiler develops a sense of the suspect’s goals and where he or she might strike next.


fast talk [+2]
The Charismatic hero has a way with words when attempting to con and deceive. With this talent, he or she applies his or her Charismatic level as a competence bonus on any Bluff, Diplomacy, or Gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth.

read target
At 2nd level, the Profiler gains the ability to quickly gain deep insight into the people he meets. While talking directly with a person, the Profiler may spend 1 action point and attempt a Sense Motive check (opposed by the target’s Bluff) to “read” the target’s general nature.

If the Profiler’s check is successful, he gains a +1 insight bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.

At 6th level, the Profiler’s insight bonus against targets he successfully reads increases to +2.

At 8th level, the Profiler’s insight bonus against targets he successfully reads increases to +4.

At 10th level, the Profiler may spend 1 action point to increase the insight bonus to +6.


identify motive
At 4th level, the Profiler can use a crime scene (or evidence from a crime scene) to determine the perpetrator’s state of mind at the time she committed the crime. If the perpetrator attempted to hide the nature of her crime (such as making a premeditated murder look like a burglary gone awry), the Profiler must make a Sense Motive check opposed by the perpetrator’s Bluff check. If the crime was committed by more than one perpetrator and the Profiler does not know this fact, the Bluff check receives a +5 bonus.

Success allows the Profiler to understand the perpetrator’s emotional state at the time of the crime, and reveals how many perpetrators were involved.




Feats
7/20 Purchased Feats. 1/1 Birthday Feats.
quick draw
The character can draw a weapon as a free action. A character with this feat may throw weapons at his or her full normal rate of attacks.

point blank shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

precise shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

two-weapon fighting
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. For light weapons the penalty becomes -2 for each hand.

two-weapon defense
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.

weapon focus [excalibur]
You gain a +1 bonus on all attack rolls you make using the selected weapon.

advanced firearms prof.
The character can fire any personal firearm on autofire without penalty (provided, of course, that it has an auto¬fire setting).

exotic firearms prof. [rocket launcher]
The character makes attack rolls with the weapon normally.
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.

heart of the mountain
+2 hit points per level, applied retroactively, in addition to all future levels.

improved init
You get a +4 bonus on initiative checks.

life learned
Your number of skill points per level is based on Wisdom, not Intelligence.

iron will
The character gets a +2 bonus on all Will saving throws.

attentive
The character gets a +2 bonus on all Investigate checks and Sense Motive checks.

trustworthy
The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.

firearms prof.
The character can fire any personal firearm without penalty.

greater weapon focus
You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Inventory

Excalibur x2
Pistol (Range Weapon)
Does 2d6
+1 enhancement bonus to
attack rolls and to damage.
Combat Quick Reference

Excalibur
d20 +10 ATK
2d6 +1 DMG
Unarmed
d20 +3 ATK
1d4 -1 (non-lethal)
Two-Handed
Excalibur
d20 +8 ATK
2d6 +1 DMG
Excalibur
d20 +8 ATK
2d6 +1 DMG


[Code has been modified. Original layout by Tifa. Can be found here.]

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