Name Tomas Conviction Nature Virtue Vice

2

Thoughtful

Pig-Headed

Special Ability (none)
Atributes Strength
STR
Dexterity
DEX
Constitution
CON
Intelligence
INT
Wisdom
WIS
Charisma
CHA

+2

+2

+1

+2

-1

0

Saves Reflex (RFLX) Fortitude (FORT) Will (WILL)
DEX Bonus Feats TOTAL CON Bonus Feats TOTAL WIS Bonus Feats TOTAL

+2

0

0

+2

+1

0

0

+1

-1

0

+2

+1

  • Avoid harm through agility
  • Dodging explosions and crashes
  • Ability to resist poisons
  • Resist extremes of environment
  • Resistance to mental influence
  • Resist mental domination

COMBAT

Initiative

This number determines your order in the combat round.

1d20 + DEX + Other Modifiers

+2

0

Attack

To hit a target, this number must be greater than the target's Defense.

Style +
DEX
+
Combat
Bonus
+
Size
Modifier
*
+
Perm. Feat
Modifiers
SUB-TOTAL +
Range
Modifiers
+
Attack
Modifiers
(Pg. 137)
+
1d20
Unarmed

+2

0

0

0

+2

Pole Axe

+2

0

+4

Sword & Shield

+2

0

+4

* - This is the size modifier of the attacker.

Defense

To avoid being hit, this number must be greater than the attacker's Attack.

Style Defense
Type

Defense
Base
+
Defense
Type
Bonus*
+
Combat
Bonus
+
Size
Modifier
**
+
Perm. Feat
Modifiers
SUB-TOTAL + Defense
Modifiers
(Pg. 137)
Unarmed

Dodge

10

+2

0

0

0

12

Parry

+2

0

12

Pole Axe

Dodge

+2

+2

0

14

Parry

+2

0

14

Sword & Shield

Dodge

+2

+2

0

14

Parry

0

0

14

* - For a Dodge, this is Dexterity. For a Parry, this is Strength.
** - This is the size modifier of the defender.

Toughness

To avoid taking damage, the following save must be made.

Armor +
Armor
Value
+
CON
+
Feat
Bonuses
SUBTOTAL +
1d20

Injury
Penalties
(Pg. 143)
VERSUS DC15
+
Attack's Damage
Bonus
Unarmored

0

+1

0

+1

Leather Armor +1

0

+2

SKILLS

To make a skill check, roll 1d20 plus the skill ranks TOTAL below (plus any conditional modifiers) and compare the total to the Difficulty Check number given by the GM.
When a skill 'Requires Tools' and no tools are available, take a -4 penalty to the skill check total.
Skills may not be used untrained. A skill is trained if it has at least one rank in it, OR the character has the Jack-of-all-Trades feat.

Skill Specialization Requires Ability Ability Score Ranks Feat Bonuses TOTAL
Acrobatics Training DEX

+2

0

0

Bluff CHA

0

0

0

0

Climb STR

+2

2

0

+4

Concentration WIS

-1

0

0

-1

Craft Training, Tools INT

+2

0

0

Diplomacy CHA

0

2

0

+2

Disable Device Training, Tools DEX

+2

1

0

+3

Disguise Tools CHA

0

0

0

0

Escape Artist DEX

+2

0

0

+2

Gather Information CHA

0

3

0

0

Handle Animal CHA

0

0

0

0

Intimidate CHA

0

2

0

+2

Jump STR

+2

2

0

+4

Knowledge Training INT

+2

0

0

Language Training

Medicine Training,Tools WIS

-1

0

0

Notice WIS

-1

2

0

+2

Perform CHA

0

0

0

0

Ride DEX

+2

1

0

+3

Search INT

+2

3

0

+5

Sense Motive WIS

-1

3

0

+2

Sleight of Hand Training DEX

+2

2

0

+4

Stealth DEX

+2

2

0

+4

Survival WIS

-1

1

0

0

Swim STR

+2

3

0

+5

Skills that are shaded in grey are not trained in, and require training in to be used.

FEATS

Armor (Light) You are trained to move and fight wearing light armor. Characters with armor training only apply the amor's check penalty to Acrobatics, Climb, Escape Artist, Jump, Slight of Hand, Stealth, and Swim checks.
Armor (Heavy) You are trained to move and fight wearing heavy armor. Characters with armor training only apply the amor's check penalty to Acrobatics, Climb, Escape Artist, Jump, Slight of Hand, Stealth, and Swim checks.
Canny Dodge When unarmored and unencumbered, add your INT as a dodge bonus to your Defense. The bonus from this feat is in addition to any bonus from Dexterity. Canny Dodge bonus is lost when armored or carrying anything greater than a light load.
Iron Will You gain a bonus of +2 on all Will saving throws.
Master Plan If you have the opportunity to prepare for an encounter, you can formulate a plan to deal with it. An INT check vs. a Difficulty 10, if successful, you and your allies gain a bonus on all skill checks and attack rolls in the scene depending on the result of your check: +1 for a roll of 10-14, +2 for 15-24, and +3 for 25 or higher. You coose when during the scene to initiate your master plan. The bonus lasts for 3 rounds, then decreases at a rate of 1 per round until it is gone. You can not use this feat when dealing with sudden or unexpected encounters

DESCRIPTION