character sheet; knights of legend
Aug. 4th, 2015 11:29 amO R I G I N A L | |||
![]() level 9 vampiric hero level 9 strength 28 (+9) dexterity 26 (+8) constitution 25 (+7) intelligence 17 (+3) wisdom 20 (+5) charisma 18 (+4) |
ᴠ ɪ ᴛ ᴀ ʟ s ᴛ ᴀ ᴛ s | |||
fort save +13 ref save +12 will save +7 action points 9 initiative +8 | hit points 128 defense 16 base attack bonus 6/1 melee +15/+10 ; ranged +14/+9 damage Bite 1d6+24(2d6+24) |
s ᴋ ɪ ʟ ʟ s | |||
*class skill +bonus *balance +12 *bluff +10 *climb +13 *concentration +5 *disguise +6 *gather information +6 *hide +10 *intimidate +14 *jump +18 *k: history +9 *listen +16 *move silently +14 *research +5 *survival +5 *tumble +16 | computer use +3 decipher script +3 demolitions +3 diplomacy +12 disable device +3 drive +8 escape artist +8 forgery +3 gamble +5 handle animal +4 investigate +3 k: tactics +6 navigate +3 perform +4 pilot +8 repair +3 ride +8 sense motive +11 sleight of hand +8 swim +9 treat injury +5 |
ᴛ ᴀ ʟ ᴇ ɴ ᴛ s & ғ ᴇ ᴀ ᴛ s | |||
fangs User may bare their fangs to gain a +2 to intimidate checks. bite When in successful grapple, player may choose to bite an opponent for 1d6+24 drain When a bite is successful and the player has chosen to use drain, they roll 1D6. They gain Hit Points equal to their roll. domination As an attack action, he can gaze into someone's eyes and dominate one target at a time within 30 feet, who can see him. heal Player may heal themselves by 1D8 Hit Points by consuming a vial of blood. It requires one move action to consume the blood, and another full round for it to take effect. vampiric influence Player gains a +1 intimidation and +2 disguise checks vampiric senses Player gains a +2 on listen and spot checks vampiric speed Player may gain +5 speed improved vampiric speed Player gains another +5 speed | acrobatic +2 jump / tumble brawl +1 competence to unarmed, 1d6+9 nonlethal damage cleave if opponent drops, can make another attack to adjacent opponent frightful presence all opponents within 10ft of a lower level must make a will save (DC10+4+4) -2 on attacks, saves, skills if fail for 1d6+4 rounds great cleave same as cleave w/o limit per round knockout punch first attack against flat-footed opponent is always a crit power attack before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. stealthy +2 hide and move silently trustworthy +2 diplomacy and gather info weapon focus (bite) +1 on all attack rolls |