Alexander Gaelwyn
Played by ludomastro
XP: 1000
Unpredictable Human Bard
Burglar 2
Type: Medium biped folk (1x1), reach 1
Speed: 30 ft. ground
STR: 13 (+1)
DEX: 14 (+2)
CON: 13 (+1)
INT: 12 (+1)
WIS: 12 (+1)
CHA: 14 (+2)
Vitality: 14
Wounds: 13
Melee Attack: 2 = 1(Str) + 1(Burglar) [Forte: Edged]
• Rapier +3 (1d8+2 lethal; threat 19-20; Qualities: Bleed, finesse)
Unarmed Attack: 2 = 1(Str) + 1(Burglar)
• Punch +2 (1d3+1 subdual; threat 20)
Ranged Attack: 3 = 2(Dex) + 1(Burglar)
• Short Bow +3 (1d6 lethal; threat 19-20; 20 ft. x 6; Qualities: AP 4, poisonous)
Fortitude save: +1 = 1(Con) + 0(Burglar)
Reflex save: +8 = 2(Dex) + 3(Burglar) +3(Lightning Reflexes)
Will save: +1 = 1(Wis) + 0(Burglar)
Defense: 15 = 10 + 3(Burglar) + 2(Dex)
DR: 2 = 1 (armor) + 1 (fittings)
Resists: Fire 3
Spell Resistance: 0
Initiative: +5 = 3(Burglar) + 2(Dex) [Roll twice]
Action dice: 3d6
Lifestyle: 2 = 2(Cha) + 0(Burglar)
• Panache: 2 (+1 Appearance, 20s income)
• Prudence: 0 (15% Money saved/earned)
Legend: +1
Reputation: 16
Renown: 0
Origin Abilities:
Split Decisions: May make 2 simultaneous Ready actions, with separate triggers and effects. The second action is nullified when the first triggers
Beguiling: May cause an opponent to become fixated when Taunted
Encouragement: Once per scene may give one teammate a +1 morale bonus to saving throws
Free Hint: May request a free hint once per session.
Practiced Impress: Action dice spent on a failed Impress check is regained.
Class Abilities:
• Dexterous: 2-for-1 when spending action dice on Dexterity-based skill checks.
• Very, Very Sneaky: If you fail an Acrobatics or Sneak check but don't suffer an error, and the DC or opponent's result is under 22, you still succeed.
• Evasion I: A successful Reflex save to halve damage instead negates it.
Skills: Total = Ranks(5) + Attribute Modifier + Misc• Acrobatics 5 = 5 + 0(Dex)• Acrobatics 5 = 5 + 0(Dex)
• Acrobatics +7 = 5 + 2(Dex)
• Athletics +2 = 1 + 1(Str)
• Blend +2 = 0 + 2(Cha)
• Bluff +5 = 3 + 2(Cha)
• Crafting +2 = 1 + 1(Int) [Tailoring]
• Disguise +2 = 0 + 2(Cha)
• Haggle +2 = 1 + 1(Wis)
• Impress +7 = 5 + 2(Cha)
• Intimidate +2 = 1 + 1(Wis)
• Investigate +2 = 1 + 1(Wis)
• Medicine +2 = 1 + 1(Int)
• Notice +1 = 0 + 1(Wis)
• Prestidigitation +7 = 5 + 2(Dex)
• Resolve +2 = 1 + 1(Con)
• Ride +3 = 1 + 2(Dex) [Riding Mounts]
• Search +2 = 1 + 1(Int)
• Sense Motive +6 = 5 + 1(Wis)
• Sneak +7 = 5 + 2(Dex)
• Survival +2 = 1 + 1(Wis)
• Tactics +2 = 1 + 1(Int)
Origin Skills: Impress & Sense Motive
ACP -0
Feats:
• Well Rounded: Can take up to five ranks in all skills (except Spellcasting).
• Lightning Reflexes: +3 base Reflex save and may roll Initiative twice.
• Fencing Basics: Once per round may make a free action attack against an adjacent flat-footed enemy, dealing half damage (rounded up) on a hit.
• Fencing Mastery: Fencing blades may inflict either lethal or stress, wielder's choice.
Stances:
• Work the Line: When an adjacent opponent attacks and misses, you may make a 5 ft. step and draw the enemy to your square. When an adjacent opponent moves away you may make a 5 ft. step into the square he left.
Interests: +5 Knowledge bonus
• Language: Human
• Study: Human Culture
• Study: Fencing
• Study: Locks
• Study: Folk songs
Proficiencies:
• Edged Weapons (forte)
• Bows
Advanced tricks:
• En Guarde! (Fencing Blade Total Defense trick)
• Mix-Up (Trip trick)
Gear (Carrying X lbs.; Carrying Capacity 80/240 lbs.)
General Equipment
Grooming Case - 2 lbs. - 8s
Supplies
X
Transportation
X
Armor
Fitted Partial Leather armor /w Light Fittings (DR 2; DP -0; ACP -0; Speed -0 ft.; Disguise -4; Qualities: Fire Resistance 3) – 12 lbs. – 90s
Weapons
Rapier (1d8 lethal; threat 19-20; Qualities: Bleed, finesse) – 3 lbs. – 30s
Short Bow (Arrow; threat 19-20; 20 ft. x 6; Qualities: AP 2) – 2 lbs. – 40s
Standard Arrows (30) (1d6 lethal; Qualities: AP2, poisonous) – 3 lbs. – 10s
Money in hand: Xs
Stake: Xs
Prizes (Max Prizes: 1)
Magic Items:
Bracelet of Storage: Bracelet (level 2)
Greater Charm: Greater Storage (2 items)
Cost: 4 Reputation
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