klep: (12)
2017-10-12 10:17 am

knights of legend } { character sheet

***AFTER HER DEATH AT THE END OF CHAPTER 4, FELICITY TAKES -1 ON ALL ROLLS***

FELICITY BRADDOCK
Freelancer Knight
Level 16

Fast Hero 3
Infiltrator 10
Gunslinger 3

Hit Points: 100 ( #saveraf: 84 )

Action Points: 124

Strength 8 (-1)
Dexterity 20 (+5)
Constitution 11 (0)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 16 (+3)
Human Female
30
5'6"
125 lbs.
Blue Eyes
Brown Hair



STATS
SAVING THROWS

ModBaseAbility ScoreMisc. Mods
Defense28=10+5 (dexterity)++4 (fast hero)
+7 (infiltrator)
+2 (gunslinger)
+1 (defense martial arts)
Initiative05=00+5 (dexterity)+0
Fortitude Save05=1 (fast hero)
3 (infiltrator)
1 (gunslinger)
+0 (constitution)+0
Reflex Save20=2 (fast hero)
7 (infiltrator)
2 (gunslinger)
+5 (dexterity)++2 (lightning reflexes)
+2 (astonishing reflexes)
Will Save09=1 (fast hero)
3 (infiltrator)
2 (gunslinger)
+3 (wisdom)+0

Attack (Unarmed)15/10=2 (fast hero)
5 (infiltrator)
2 (gunslinger)
+5 (dexterity)
(weapon finesse)
++1 (brawl)
Attack (Melee)08/03=2 (fast hero)
5 (infiltrator)
2 (gunslinger
+-1 (strength)+0
Attack (Ranged)14/09=2 (fast hero)
5 (infiltrator)
2 (gunslinger)
+5 (dexterity)++1 (point blank shot)
Attack (Excalibur)16/11=2 (fast hero)
5 (infiltrator)
2 (gunslinger)
+5 (dexterity)++1 (magic weapon)
+1 (point blank shot)
+1 (weapon focus)

Damage RollCriticalAttack Range
Unarmed Attack1d6+STR
1d6 (brawl)
n/a0ft
Excalibur2d6+3
2d6 (weapon hit die)
+1 (magic weapon)
+1 (point blank shot)
+2 (firearm sniper)
20/x240ft

TALENTS & FEATS

Evasion
If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.
Uncanny Dodge 1
The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.)

Acrobatic
You get a +2 bonus on all Jump checks and Tumble checks.
Deceptive
You get a +2 bonus on all Bluff and Disguise checks.
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.
Simple Weapon Proficiency
You make attack rolls with simple weapons normally.
Stealthy
You get a +2 bonus on all Hide checks and Move Silently checks.
Personal Firearms Proficiency
The character can fire any personal firearm without penalty.
Lightning Reflexes
You get a +2 bonus on all Reflex saving throws.
Astonishing Reflexes
With Lightning Reflexes, you get a +2 bonus on all Reflex saving throws.
Sweep
An Infiltrator knows how to size up an area and get the lay of the land in a single sweep of his or her eyes. This sweep provides a +4 circumstance bonus on Spot checks and covers an area out to 30 feet away from the Infiltrator. The Infiltrator can use this bonus at the start of an encounter. Anything not concealed can be spotted in a sweep with a successful check (DC 10). The DC for concealed or less obvious threats is equal to their Hide check result.
Light Armor Proficiency
When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Improvised Implements
At 2nd level, an Infiltrator no longer takes a –4 penalty when wielding an improvised weapon. Also, the Infiltrator is able to make do without proper equipment in certain circumstances: the Infiltrator no longer takes a –4 penalty when using the Climb and Disable Device skills without the proper tools.
Alertness
You get a +2 bonus on all Listen checks and Spot checks.
Point Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Improved Evasion
If an Infiltrator of 4th level or higher is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Infiltrator suffers no damage if he or she makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor.
Quick Draw
The character can draw a weapon as a free action.
Weapon Finesse (Unarmed)
With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Weapon Focus (Excalibur)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Additional Skill Training (Bluff)
You may choose one extra skill to treat as a class skill as well as receive +2 on all skill checks with this skill.
Skill Mastery (Disable Device, Sleight of Hand, Hide, Escape Artist, Balance)
At 5th level, an Infiltrator selects a number of skills from his or her class list equal to 3 + his or her Intelligence modifier. When making a check using one of these skills, the Infiltrator may take 10 even if stress and distractions would normally prevent him or her from doing so.
Dodge
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
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.
Improvised Weapon Damage
At 7th level, an Infiltrator’s attacks with improvised weapons deal more damage. The Infiltrator treats an improvised weapon as one size category larger than it is for the purpose of determining the damage it deals.
Improved Sweep
At 8th level, an Infiltrator’s ability to get the lay of the land improves. Now the Infiltrator not only spots potential perils with a successful check, he or she can determine the relative strength of these dangers. A successful check relates the danger’s strength compared to the Infiltrator: stronger (higher level or Hit Dice), on par (same level or HD), or weaker (lower level or HD).
Close Combat Shot
At 1st level, a Gunslinger gains the ability to make a ranged attack with a Medium-size or smaller firearm while in a threatened area without provoking an attack of opportunity.
Toughness (x2)
You gain +3 hit points.
Deft Hands
You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.
Defense Martial Arts
The character gains a +1 dodge bonus to Defense against melee attacks.
Without a Trace
At 10th level, when an Infiltrator uses any of the following skills: Balance, Climb, Disable Device, Escape Artist, Hide, Move Silently, and Sleight of Hand, those using Investigate, Listen, Search, or Spot to detect the Infiltrator’s activity take a –4 penalty.
Firearm Sniper
Upon gaining this feat, you may apply 1/2 your Dexterity bonus to damage rolls made with any firearm that you have Weapon Focus with. If you have the sneak attack, sudden strike, or skirmish ability, the maximum range that you may use those abilities is extended by 60 feet if you are using a firearm that you have Weapon Focus with.
Double Tap
Benefit: 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.
Nimble
The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks.
Key:
Purchased Feat (4/20)
Birthday Feat
Specials
SKILLS
CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Balance08=5 (dexterity)++3 (fast hero)+0
Craft (mechanical)02=2 (intelligence)+0+0
Drive12=5 (dexterity)++1 (fast hero)
+6 (gunslinger)
+0
Escape Artist19=5 (dexterity)++2 (fast hero)
+10 (infiltrator)
++2 (nimble)
Hide13=5 (dexterity)++6 (fast hero)++2 (stealthy)
Knowledge (streetwise)07=2 (intelligence)++5 (fast hero)+0
Knowledge (all)02=2 (intelligence)+0+0
Move Silently19=5 (dexterity)++6 (fast hero)
+5 (infiltrator)
++2 (stealthy)
+1 (criminal)
Pilot05=5 (dexterity)+0+0
Profession03=3 (wisdom)+0+0
Ride05=5 (dexterity)+0+0
Sleight of Hand23=5 (dexterity)++1 (fast hero)
+7 (infiltrator)
+6 (gunslinger)
++2 (deft hands)
+2 (nimble)
Language (French)--
Language (Undercommon)--
Language (Slovchenian)--
Language (Chinese)--
Tumble20=5 (dexterity)++1 (fast hero)
+12 (infiltrator)
++1 (acrobatic)

Use Rope07=5 (dexterity)+0++2 (deft hands)

Climb09=-1 (strength)++3 (fast hero)
+7 (infiltrator)
+0
Disable Device23=2 (intelligence)++3 (fast hero)
+18 (infiltrator)
+0
Disguise20=3 (charisma)++2 (fast hero)
+8 (infiltrator)
++2 (deceptive)
+1 (criminal)
Jump02=-1 (strength)++1 (fast hero)++2 (acrobatic)
Listen13=3 (wisdom)++8 (infiltrator)++2 (alertness)
Search02=2 (intelligence)+0+0
Spot20=3 (wisdom)++1 (fast hero)
+7 (infiltrator)
+7 (gunslinger)
++2 (alertness)

Bluff19=3 (charisma)++4 (fast hero)
+8 (inflitrator)
++2 (deceptive)
+2 (additional skill training)
Gamble03=3 (wisdom)+0+0
Survival03=3 (wisdom)+0+0

CROSS-CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Computer Use02=2 (intelligence)+0+0
Concentration02=0 (constitution)++2 (fast hero)+0
Craft (structural)02=2 (intelligence)+0+0
Craft (visual art)02=2 (intelligence)+0+0
Craft (writing)02=2 (intelligence)+0+0
Diplomacy07=3 (charisma)++4 (fast hero)+0
Forgery02=2 (intelligence)+0+0
Gather Information04=3 (charisma)++1 (fast hero)+0
Intimidate03=3 (charisma)+0+0
Navigate02=2 (intelligence)+0+0
Perform (act)04=3 (charisma)++1 (fast hero)+0
Research03=2 (intelligence)++1 (fast hero)+0
Sense Motive04=3 (wisdom)++1 (fast hero)+0
Swim01=-1 (strength)++2 (fast hero)+0
Treat Injury03=3 (wisdom)+0+0



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