Тамах
Автор:
lonebeast
Раса: Человек, Класс: Drifter
Сила: 12
[+1]Ловкость: 18
[+4]Выносливость: 14
[+2]Интеллект: 10
[+0]Мудрость: 10
[+0]Обаяние: 14
[+2]Хаотичный добрый
Инвентарь:Worn:
• fine clothing
• leather armor
• +1 rapier pistol (melee): +12 (critical fusion, deadly d8, disarm, finesse), 1d4+1 piercing
• +1 rapier pistol (ranged): +12 (combination, concussive, fatal d8), 30 ft. 1d4+1 piercing
• dagger pistol (melee): +11 (agile, critical fusion, deadly d8, finesse, thrown 10 fr., versatile P), 1d4+1 slashing
• dagger pistol (ranged): +11 (combination, concussive, fatal d8), 30 ft. 1d4+1 piercing
• backpack
• black powder horn
• rounds (40)
• firearm cleaning kit
Stowed:
• bedroll
• chalk (10 pieces)
• flint and steel
• rations (2 weeks)
• rope (50 feet)
• soap
• torch (5)
• waterskin
Bulk: Worn 3, 7 L; Stowed 1
Wealth: 80 sp
Навыки:TamakhChaotic Good Medium HumanoidMale Human (Versatile), Alkenstar Sojourner, Gunslinger (Drifter) 3
ABILITY SCORES:STR 12 [+1]
DEX 18 [+4]
CON 14 [+2]
INT 10 [+0]
WIS 10 [+0]
CHA 14 [+2]
SAVING THROWS:Fort +9 = + 2 Con + 4 Expert + 3 Level
Ref +11 = + 4 Dex + 4 Expert + 3 Level
Will +7 = + 0 Wis + 4 Expert + 3 Level
COMBAT STATS:Hit Points 38 = 8 Ancestry + 8 x 3 Class + 2 x 3 Con
AC 20 = 10 Base + 4 Dex + 1 Armor + 2 Trained + 3 Level
Speed 25 ft.
Perception +7 = + 0 Wis + 4 Expert + 3 Level + Other
Class DC 19 = 10 Base + 4 Dex + 2 Trained + 3 Level
PROFICIENCIES:Attack Proficiency:
• Trained in simple weapons
• Trained in martial weapons
• Trained in unarmed strikes
• Expert in simple firearms
• Expert in simple crossbows
• Expert in martial firearms
• Expert in martial crossbows
• Trained in advanced firearms
• Trained in advanced crossbows
Deffence Proficiency:
• Trained in light armor
• Trained in medium armor
• Trained in unarmored defense
SKILLS AND KNOWLEDGESLanguages: Common, Dwarven
Athletics +6 = + 1 Str + 2 Trained + 3 Level
Acrobatics +9 = + 4 Dex + 2 Trained + 3 Level
Stealth +4 = + 4 Dex
Thievery +4 = + 4 Dex
Arcana +0 = + 0 Int
Crafting +0 = + 0 Int
Occultism +0 = + 0 Int
Society +5 = +0 Int + 2 Trained + 3 Level
Medicine +0 = +0 Wis
Nature +0 = +0 Wis
Religion +0 = +0 Wis
Survival +0 = +0 Wis
Deception +7 = + 2 Cha + 2 Expert + 3 Level
Diplomacy +7 = + 2 Cha + 2 Expert + 3 Level
Intimidation +7 = + 2 Cha + 2 Expert + 3 Level
Performance +2 = + 2 Cha
Engineering Lore +5 = + 0 Int + 2 Trained + 3 Level
CLASS FEATS AND ABILITIES:• Feature 1: Gunslinger Way - Way of the Drifter
You learn a particular fighting style, known as a way. Your way grants a series of deeds, access to feats, proficiency with a skill, and a special reload action, all of which help shape and influence the way you affect the battlefield.
Way of the Drifter
You’re a wanderer traveling from land to land with your gun and a melee weapon as company. Maybe you learned to fight with blade and pistol as a Shackles pirate, mastered the hand cannon and katana in Minkai, or practiced with a hatchet and clan pistol in Dongun Hold. You win battles by relying on mobility and flexible use of your weapons.
• Feature 1: Into the Fray
Trigger You roll initiative.
You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can’t perceive any enemies or can’t end your movement closer to one, you can’t use this Stride.
• Feature 1: Reloading Strike
Requirements You’re wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty.
You make a melee attack and then reload your gun in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then Interact to reload. You don’t need a free hand to reload in this way.
• Feature 1: Singular Expertise
You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.
This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can’t be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.
• Feature 3: Stubborn
You don’t like being told what to do, and you don’t give up. Your proficiency rank for Will saves increases to expert. When you fail, but don’t critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn’t allow you to attempt a third save on the subsequent turn.
You’re comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon.
• Feat 1: Sword and Pistol
When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn’t trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn.
• Feat 2: Warning Shot
Requirements You’re wielding a loaded firearm.
Who needs words when the roar of a gun is so much more succinct? You attempt to Demoralize a foe by firing your weapon into the air, using the firearm’s maximum range rather than the usual range of 30 feet. This check doesn’t take the –4 circumstance penalty if the target doesn’t share a language with you.
ANCESRY FEATS AND ABLITIES• Heritage: Versatile Human
• Level 1: Lie to Me
Prerequisites trained in Deception
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.
• Level 1: Natural Ambition: Cover Fire
Frequency once per round
Requirements You’re wielding a loaded firearm or crossbow.
You lay down suppressive fire to protect allies by forcing foes to take cover from your wild attacks. Make a firearm or crossbow Strike; the target must decide before you roll your attack whether it will duck out of the way. If the target ducks, it gains a +2 circumstance bonus to AC against your attack, or a +4 circumstance bonus to AC if it has cover. It also takes a –2 circumstance penalty to ranged attack rolls until the end of its next turn. If the target chooses not to duck, you gain a +1 circumstance bonus to your attack roll for that Strike.
SKILL FEATS• Background: Alkenstar Sojourner
• Background Feat: Streetwise
Prerequisites trained in Society
You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
• Level 2 Skill Feat: Bon Mot
Prerequisites trained in Diplomacy
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target’s Will DC.
Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
Success As critical success, but the penalty is -2.
Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
• Level 2 General Feat: Quick Coercion
Prerequisites trained in Intimidation
You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.
Внешность:Нет описания.
Характер:Нет описания.
История:Нет описания.