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killmypatience: (all of the ghouls come out to play)
Monday, November 11th, 2013 10:03 pm
KATE BECKETT
Freelancer Knight
Level 12

Dedicated Hero 5
Tracer 3
Cryomancer 4

Hit Points: 53 ( --- )

Action Points: 89

Strength 9 (-1)
Dexterity 16 (+3)
Constitution 11 (0)
Intelligence 17 (+3)
Wisdom 18 (+4)
Charisma 13 (+1)
Human Female
33
5'9"
130 lbs.
Brown Eyes
Brown Hair




STATS
SAVING THROWS

ModBaseAbility ScoreMisc. Mods
Defense19=10+3 (dexterity)++3 (dedicated hero)
+2 (tracer)
+1 (cryomancer)
Initiative03=00+3 (dexterity)+0
Fortitude Save05=03 (dedicated hero)
01 (tracer)
01 (cryomancer)
+0 (constitution)+0
Reflex Save08=1 (dedicated hero)
3 (tracer)
1 (cryomancer)
+3 (dexterity)+0
Will Save12=3 (dedicated hero)
1 (tracer)
4 (cryomancer)
+4 (wisdom)++2 (iron will)

Attack (Unarmed)8/3=03 (dedicated hero)
03 (tracer)
02 (cryomancer)
+-1 (strength)++1 (brawl)
Attack (Melee)7/2=03 (dedicated hero)
03 (tracer)
02 (cryomancer)
+-1 (strength)+0
Attack (Ranged)11/6=03 (dedicated hero)
03 (tracer)
02 (cryomancer)
+3 (dexterity)++1 (point blank shot)
Attack (Excalibur)13/8=03 (dedicated hero)
03 (tracer)
02 (cryomancer)
+3 (dexterity)++1 (magic weapon)
+1 (point blank shot)
+1 (weapon focus)

Damage RollCriticalAttack Range
Unarmed Attack1d6+STR
1d6 (brawl)
+1d6 (swift strike)
n/a0ft
Excalibur2d6+1d6 cold+1
2d6 (hit die)
+1 (magic weapon)
+1 (point blank shot)
+2 (target species)
+1d6 (swift strike)
+1d6 cold (frost)
+1d10 cold (icy burst)
20/x240ft
Beretta 92F2d6
2d6 (hit die)
+1 (point blank shot)
+2 (target species)
+1d6 (swift strike)
20/x240ft
"Club"1d8+STR
1d8 (hit die)
+2 (target species)
+1d6 (swift strike)
20/x210ft

TALENTS & FEATS

Empathy
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.
Improved Aid Another
The Dedicated hero’s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1
Attentive
You get a +2 bonus on all Investigate and Sense Motive checks.
Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Simple Weapons Proficiency
You make attack rolls with simple weapons normally.
Personal Firearms Proficiency
The character can fire any personal firearm without penalty.
Alertness
You get a +2 bonus on all Listen checks and Spot checks.
Quick Draw
The character can draw a weapon as a free action.
Improvised Weapon Proficiency (Club)
You are considered proficient with all improvised weapons that resemble the chosen weapon. Thus, you do not suffer from a -4 penalty to your attack roll for using them.
Light Armor Proficiency
When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill 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.
Intuition (5 times)
The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.
Target Species (Human)
At 1st level, a Tracer selects a species or specific kind of creature his "target species. The Tracer must have previously encountered at least one member of the target species to select it. An expert tracker, the Tracer gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive, Spot, and Survival checks when using these skills against members of the target species. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Urban Tracking
To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.
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.
Observant
You get a +1 bonus to Search and Spot checks. In addition, Search and Spot are always considered class skills for you.
Swift Strike (+1)
At 2nd level, the Tracer becomes skilled at taking down unwary targets quickly. He deals +1d6 points of damage on successful melee and ranged weapon attacks made against a flat-footed opponent. This extra damage can be lethal or nonlethal, as determined by the choice of weapon and the manner in which it's used.
Precise Shot
The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
Icicle Javelin (1d6+1, DC 14)
At 1st level, a cryomancer can create icicles to throw at will. Creating an icicle is a standard action. As a full round action a cryomancer can create an icicle and hurl one up to 150 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal 1d6 cold damage +1 point per level. Impaled creatures must make a fort save DC 10 + half class level + Wis mod or take a cumulative -1 enchantment penalty to attacks, AC, and reflex saves (maximum -5), this penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. Creatures with the cold subtype are immune to the enchantment penalty.
Ice Slick (DC 15, 1/day)
At 1st level, the Cryomancer can walk on any form of ice, mundane or magical, without any hindrance or take any damage. Also she can touch the ground and freeze it. As a standard action, the Cryomancer can create a thin layer of ice over a radius of 5-ft/class level, centered on herself. The ice lasts for 1 round/class level. Moving on this ice is similar to moving on a grease spell. The reflex save DC 11 + Wis modifier. This ability can be used 1 day/4 caster levels (rounded down).
Double Tap
When using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. The character receives a –2 penalty on this attack, but deals +1 die of damage with a successful hit. Using this feat fires two bullets and can only be done if the weapon has two bullets in it.
Toughness
You gain +3 hit points.
Create Ice (Su)
At 2nd level, the Cryomancer can create an anchored plane of ice, up to one 20-ft. square/level, or hemisphere of ice with a radius of up to 3-ft. + 1-ft./level, depending on the version selected. Duration: 1 min./level. Range:Medium (100-ft. + 10-ft./level). A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes. This ability can be used 1 day/4 caster levels (rounded down).
Ice Plane
A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level. Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).
Hemisphere
The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.
Trustworthy
The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.
Ice Needles
At 3rd level, a cryomancer can create cover the ground with small and sharp icicles. As a standard action within a 100-ft range, a cryomancer can fill a number of 5-ft squares with icicles equal to 5-ft square per caster level for a duration of 10 minutes per caster level. Each time a creature moves into an area covered by icicles (or spends a round fighting while standing in such an area), it might step on one. The icicles make an attack roll against the creature, with a base attack bonus +1 per 3 caster levels (treated as magical for the purposes of damage reduction). For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the icicles succeed on the attack, the creature has stepped on one. The icicle deals 1d6 cold damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a icicles. Any creature moving at half speed or slower can pick its way through a bed of icicles with no trouble.
Crystalline Skin
At 3rd level, the Cryomancer's body becomes supernaturally cold. She is under the constant effects of an endure elements spell. After eight hours of rest, the cryomancer's skin creates a resilient, but delicate sheen of icy armor. She gains immunity to all damage from the first physical attack that successfully strikes her, whether by cut, blow, projectile, or the like. All damage and any effects that would have resulted from the singular attack are negated. Negating the damage also negates any effects such as a snake's poison when it bites, or a ghoul's paralyzing touch. However, magical attacks from spells and spell-like abilities such as Fireball, Magic Missile, Lightning Bolt, and so forth have their normal effects and their damage is not prevented. After the first successful attack strikes you, your crystalline armor shatters and disappears whether the attack was physical or magical, but will regenerate after eight hours of rest. For example: an attacking griffon would shatter the crystalline armor with its first successful natural attack (though the damage would be negated), and the other 2 natural attacks would deal normal damage if successful. Four magic missiles would count as four attacks in addition to inflicting their normal damage.
Freezing Breath
At 4th level, the Cryomancer gains a breath weapon similar to those of the mighty White Dragons of the frozen north. Once every 1d4 rounds as a standard action, a cryomancer can spew forth in a 20-ft cone that deals 1d4 cold damage per caster level. A successful Reflex save (DC 10 + ½ caster level + spellcasting modifier) reduces damage by half. Creatures that fail their save take 1d4+2 Dexterity damage.
Weapon Focus (Excalibur)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Iron Will
The character gets a +2 bonus on all Will saving throws.
Key:
Purchased Feat (1/20)
Birthday Feat
Specials
SKILLS
CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Craft (all)03=3 (intelligence)+0+0
Gamble04=4 (wisdom)+0+0
Investigate11=3 (intelligence)++6 (dedicated hero)++2 (attentive)
Knowledge (all)04=3 (intelligence)++1 (dedicated hero)+0
Knowledge (behavioral science09=3 (intelligence)++6 (dedicated hero)+0
Listen07=4 (wisdom)++1 (dedicated hero)++2 (alertness)
+2 (target species)
Profession04=4 (wisdom)+0+0
Read/Write/Speak Language--
Sense Motive11=4 (wisdom)++5 (dedicated hero)++2 (attentive)
+2 (target species)
Spot16=4 (wisdom)++2 (dedicated hero)
+8 (tracer)
++2 (alertness)
+2 (target species)
+1 (observant)
Survival10=4 (wisdom)++6 (dedicated hero)++2 (target species)
Treat Injury04=4 (wisdom)+0+0

Climb02=-1 (strength)++3 (dedicated hero)+0
Computer Use03=3 (intelligence)+0+0
Disable Device03=3 (intelligence)+0+0
Disguise02=1 (charisma)++1 (dedicated hero)+0
Drive04=3 (dexterity)++1 (dedicated hero)+0
Gather Information06=1 (charisma)++1 (dedicated hero)
+4 (tracer)
++2 (trustworthy)
Hide03=3 (dexterity)+0+0
Jump02=-1 (strength)++3 (dedicated hero)+0
Move Silently12=3 (dexterity)++1 (dedicated hero)
+8 (tracer)
+0
Navigate04=3 (intelligence)++1 (dedicated hero)+0
Pilot03=3 (dexterity)+0+0
Research04=3 (intelligence)++1 (dedicated hero)+0
Search04=3 (intelligence)+0++1 (observant)
Swim00=-1 (strength)++1 (dedicated hero)+0

Concentration11=0 (constitution)++1 (dedicated hero)
+10 (cryomancer)
+0
Decipher Script03=3 (intelligence)+0+0
Spellcraft13=3 (intelligence)+10 (cryomancer)+0
CROSS-CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Balance03=3 (dexterity)+0+0
Bluff04=1 (charisma)++3 (dedicated hero)++2 (target species)
Diplomacy02=1 (charisma)++1 (dedicated hero)++2 (trustworthy)
Escape Artist03=3 (dexterity)+0+0
Forgery03=3 (intelligence)+0+0
Intimidate05=1 (charisma)++2 (dedicated hero)
+2 (tracer)
++2 (target species)
Perform (all)01=1 (charisma)+0+0
Ride03=3 (dexterity)+0+0
Tumble04=3 (dexterity)++1 (dedicated hero)+0



[Code originally created by [community profile] tookthestars and modified by me.]