impetere: (baby doll i recognize)
CORA HALE
Knight of the Dragon's Hide
Level 14

Strong Hero 5
Street Warrior 7
Wildlord 2

Hit Points: 146 ( --- )

Action Points: 116

Strength 16 (+3) (+5)
Dexterity 14 (+2) (+6)
Constitution 18 (+4)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 7 (-2)
Werewolf Female
19
5'4"
115 lbs.
Brown Eyes
Brown Hair



STATS
SAVING THROWS

ModBaseAbility ScoreMisc. Mods
Defense (normal)21=10+2 (dexterity)++3 (strong hero)
+1 (leather jacket)
+4 (street warrior)
+1 (defensive martial arts)
+1 (wildlord)
(wolf/hybrid)25=10+6 (dexterity)++3 (strong hero)
+1 (leather jacket)
+4 (street warrior)
+1 (defensive martial arts)
+1 (wildlord)
Initiative02=00+2 (dexterity)+0
(wolf/hybrid)06=00+6 (dexterity)+0
Fortitude Save15=03 (strong hero)
05 (street warrior)
03 (wildlord)
+4 (constitution)+0
Reflex Save10=01 (strong hero)
02 (street warrior)
+2 (dexterity)++2 (lightning reflexes)
+3 (danger sense)
(wolf/hybrid)14=01 (strong hero)
02 (street warrior)
+6 (dexterity)++2 (lightning reflexes)
+3 (danger sense)
Will Save11=01 (strong hero)
02 (street warrior)
03 (wildlord)
+3 (wisdom)++2 (iron will)

Attack (unarmed)19/14/9=05 (strong hero)
07 (street warrior)
01 (wildlord)
+3 (strength)++2 (improved brawl)
+1 (brawn)
Attack (Claws)23=05 (strong hero)
07 (street warrior)
01 (wildlord)
+6 (dexterity)
(weapon finesse)
++1 (weapon focus)
+2 (improved brawl)
+1 (brawn)
Attack (Ranged)15/10/5=05 (strong hero)
07 (street warrior)
01 (wildlord)
+2 (dexterity)+0
Attack (Excalibur)16/11/6=05 (strong hero)
07 (street warrior)
01 (wildlord)
+2 (dexterity)++1 (magic weapon)

Damage RollCriticalAttack Range
Unarmed Attack1d8+1d4+6+STR
1d8 (improved brawl)
1d4 (streetfighting)
+3 (advanced melee smash)
+1 (brute)
+2 (improved streetfighting)
19-20/x2
(improved combat martial arts)
0ft
Claws1d8+1d4+6+STR
1d8 (improved brawl)
1d4 (streetfighting)
+3 (advanced melee smash)
+1 (brute)
+2 (improved streetfighting)
19-20/x2
(improved combat martial arts)
+2 (weapon specialization)
0ft
Excalibur2d6+1
2d6 (weapon hit die)
+1 (magical weapon)
20/x240ft

TALENTS & FEATS

Melee Smash
The Strong hero receives a +1 bonus on melee damage.

Combat Reflexes
You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
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.
Iron Will
You get a +2 bonus on all Will saving throws.
Lightning Reflexes
You get a +2 bonus on all Reflex saving throws.
Simple Weapons Proficiency
You make attack rolls with simple weapons normally.
Stealthy
You get a +2 bonus on all Hide checks and Move Silently checks.
Weapon Focus (Claws)
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Danger Sense
You can add your Wisdom modifier to your reflex saves.
Light Armor Proficiency
When you wear light armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Watchman
You get a +1 bonus to Spot and Listen checks. In addition, Spot and Listen are always considered class skills for you.
Improved Melee Smash
The Strong hero receives an additional +1 bonus on melee damage (+2 total).
Streetfighting
Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.
Combat Martial Arts
With an unarmed strike, you deal lethal or nonlethal damage (your choice) equal to 1d4 + your Strength modifier. Your unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when you attack them unarmed. You may make attacks of opportunity against opponents who provoke such attacks.
Urban Survival
At 1st level, the Street Warrior gains a +4 competence bonus on Survival checks in urban areas, which includes the ability to follow tracks, hunt feral animals, find (or lose) individuals in urban maze, find safe places to crash, and avoid hazards peculiar to a city environment.
Improvised Weapons
At 2nd level, the Street Warrior becomes an expert at using improvised weapons. The Street Warrior does not take a -4 penalty on attack rolls when wielding an improvised weapon.
Improved Combat Martial Arts
The character’s threat range on an unarmed strike improves to 19–20.
Advanced Melee Smash
The Strong hero receives an additional +1 bonus on melee damage (+3 total).
Improved Brawl
When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character’s Strength modifier.
Intuitive
You may use your Wisdom modifier in place of your Intelligence modifier on Search and Spellcraft checks.
Street Cred
At 4th level, the Street Warrior adds his class level to Charisma skill checks in his home location, or in situations involving others of his chosen allegiance(s). These skills include Bluff, Diplomacy, Gather Information, and Intimidate.
Brute
When calculating damage inflicted, consider your Strength to be two points higher than it actually is.
Improved Streetfighting
The extra damage provided by the Streetfighting feat increases to 1d4+2.
Weapon Finesse
With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Defensive Martial Arts
The character gains a +1 dodge bonus to Defense against melee attacks.
Spirit of Vengeance
Whenever an opponent wounds you in combat (deals damage to you), your next melee attack against that foe gets a +1 morale bonus to hit and damage per damage point the oppenent did. Once you receive this bonus to an attack, the foe must wound you again for you to gain the bonus again. If a foe wounds you multiple times before you attack them, you only gain the bonus once, and to a single attack.
Animal Empathy
At 1st level, the Wildlord gains the ability to use her Handle Animal skill to improve the attitude of an animal or magical beast. The interaction is treated as a Diplomacy skill check, with Handle Animal used instead of Diplomacy. The Wildlord needs to be within 30 feet of the creature to use this ability.

Most domestic animals have a starting attitude of indifferent, while most wild animals are unfriendly. (Exceptions exist: trained guard dogs may have an initial reaction of hostile to strangers.)

The Wildlord may also seek to influence magical beasts (including those she has never encountered before) at a -4 penalty. Animal empathy does not function on vermin.
Brawn
When calculating melee attack bonus, consider your Strength to be two points higher than it actually is.
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. More info here.
Animal Companion (Wolf Beta to be named)
At 2nd level, the Wildlord may spend an action point to transform an encountered animal into an animal companion. This requires a full-round action. The animal must already be friendly in attitude toward the Wildlord. This animal accompanies the Wildlord on her adventures as is appropriate to its species. The Wildlord may have a single animal companion at a time.

The animal chosen remains an animal, but may gain additional abilities according to the level of the Wildlord (see Animal Companions, below). The player running a Wildlord should consider the fact that certain animals may create problems in urban areas.

The Wildlord may release the animal back to the wild, regaining the action point initially spent in the process. The Wildlord does not regain the action point if the creatures dies. In either case, the Wildlord must wait at least 24 hours before attempting to gain another animal companion.
Attentive
The character gets a +2 bonus on all Investigate checks and Sense Motive checks.
Weapon Specialization (Claws)
At 7th level, the Street Warrior gains weapon specialization with a specific melee weapon (including unarmed strike). The weapon must be one in which the Street Warrior has a Weapon Focus feat. He gets a +2 bonus on all damage rolls with the chosen weapon. Should the Street Warrior not have a Weapon Focus, he does not get this ability until such a time that he gains Weapon Focus.
Dodge
During the character's action, the character designates an opponent and receives a +1 dodge bonus to Defense against any subsequent attacks from that opponent. The character can select a new opponent on any action.
Key:
Purchased Feat (3/20)
Birthday Feat
Specials
SKILLS
CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Climb03=3 (strength)+0+0
Craft (Structural)01=1 (intelligence)+0+0
Handle Animal10=-2 (charisma)++6 (strong hero)
+6 (wildlord)
+0
Jump03=3 (strength)+0+0
Knowledge (Tactics)02=1 (intelligence)++1 (strong hero)+0
Knowledge (streetwise)07=1 (intelligence)++6 (strong hero)+0
Profession03=3 (wisdom)+0+0
Language (English)-
Language (Spanish)-
Repair01=1 (intelligence)+0+0
Swim03=3 (strength)+0+0

Spot12=3 (wisdom)++2 (strong hero)
+3 (street warrior)
++3 (werewolf)
+1 (watchman)
Listen14=3 (wisdom)++2 (strong hero)
+3 (street warrior)
++5 (werewolf)
+1 (watchman)

Bluff02=-2 (charisma)+0++5 (street cred)
Diplomacy02=-2 (charisma)+0++5 (street cred)
Disable Device01=1 (intelligence)+0+0
Drive02=2 (dexterity)+0+0
Gamble03=3 (wisdom)+0+0
Gather Information08=-2 (charisma)++6 (street warrior)++5 (street cred)
Hide05=2 (dexterity)+0++2 (stealthy)
+1 (werewolf)
Intimidate09=-2 (charisma)++1 (strong hero)
+6 (street warrior)
++5 (street cred)
Investigate03=1 (intelligence)+0++2 (attentive)
Move Silently10=2 (dexterity)++5 (strong hero)
+6 (street warrior)
++2 (stealthy)
+2 (werewolf)
Sense Motive19=3 (wisdom)++2 (strong hero)
+12 (street warrior)
++2 (attentive)
Survival15=3 (wisdom)++6 (street warrior)
+6 (wildlord)
++4 (urban survival)

CROSS-CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Balance02=2 (dexterity)+0+0
Computer Use01=1 (intelligence)+0+0
Concentration04=4 (constitution)+0+0
Craft (Visual Art)01=1 (intelligence)+0+0
Craft (Writing)01=1 (intelligence)+0+0
Disguise-2=-2 (charisma)+0+0
Escape Artist02=2 (dexterity)+0+0
Forgery01=1 (intelligence)+0+0
Navigate01=1 (intelligence)+0+0
Perform (All)-2=-2 (charisma)+0+0
Research01=1 (intelligence)+0+0
Ride02=2 (dexterity)+0+0
Search03=3 (wisdom)
(intuitive)
+0+0
Treat Injury03=3 (wisdom)+0+0



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

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Cora Hale

September 2018

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