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Phantomcrossing

Sasha

Sep 1st, 2014
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  1. Sasha
  2. Lvl 6 (+1 experience Level Feat)
  3. Wounds: 0/19
  4. Vitality (d8): 46 / 46
  5. Composure: 0/17
  6. Emotional Wall: 35 / 40
  7. MP: 9
  8. Base Move
  9. Initiative: 10
  10.  
  11. Languages
  12. Russian
  13. Japanese
  14. English
  15.  
  16. Might +4 (18)
  17. Agility +3 (16)
  18. Endurance +3 (16)
  19. Intellect +2 (14)
  20. Will +2 (14)
  21. Charisma +2 (14)
  22.  
  23. Perks
  24. Low Profile: As a move action, you can grant yourself Cover, causing your foe a 50% miss chance until the start of your next turn.
  25. Androgynous II: Your gender is often mistaken by those who first meet you, also you confuse gender specific magic allowing you to use certain magic items or be affected by harmful or beneficial spells that do not target your actual gender or intentionally shrug off spells that do target your gender with a 25% success rate. This ability is passive. It can lead to hilarious situation.
  26. Training From Hell III: 5 (3+Will Mod)/day, Reroll a failed Acrobatics, Athletics, Melee, or Reaction tests. Also, you have +3 Wounds & Composure
  27.  
  28. Big Damn Perk
  29. Butterfly Bee, Float and Sting: Monk Unarmed Damage Progression, Unarmored/Lightly Armored AC Bonus. 1d8/+1
  30.  
  31. Feats (4)
  32.  
  33. Animal Cohort (Who is driving? Bear is not driving, but you give him hit dice, have empathy, and share a spiritual bond)
  34. Hammerfist (Str + ½ to unarmed damage)
  35. Gearhead (+2 bonus on Computer Science and Repair tests, bonus increases at higher level)
  36. Surface Vehicle Operation: Heavy Wheeled (No penalties on Drive tests or attack rolls made with specified class of specialized vehicles.
  37. *Disruptive: Casting defensively DC +4 in space where threatened.
  38.  
  39. Trainings (7/lvl)
  40. Melee: 6 (+10)
  41. CQC: 4 (+4 rider on Unarmed strikes)
  42. Acrobatics: 5 (+8)
  43. Drive: 6 (+9)
  44. Repair: 5 (+9)
  45. Computer Science: 3 (+7)
  46. Pop Culture Lore: 5 (+7)
  47. Perception: 3 (+5)
  48. Intimidate: 2 (+4)
  49. Athletics: 3 (+6)
  50.  
  51.  
  52. Features:
  53.  
  54. Melee: Tactical Attacks (When I must get serious, when something is on the line, then you will know)
  55. Counter Attacks: If you take a Full Round Action with only one attack (at your best attack bonus). Before the start of your next turn, you may make melee attacks as an Immediate Action against any enemy still in range that made a melee attack on you (also at your best attack bonus). If you are allowed to attack more than one target in this fashion, you take a -2 Penalty to your melee attack roll per additional target after the first. At 11th lvl this penalty reduces to -1. At 16th lvl this penalty disappears altogether. These do not count against your limit of attacks of opportunity.
  56. Elusive Attack: If you take a Full Round Action with only one attack (at your best attack bonus) you Gain a +2 Dodge bonus to AC until your next round. at 11th level this bonus becomes +4. At 16th level this bonus becomes +6.
  57. Overpowering Attack: Make a single attack as a full round action at your best attack bonus, you deal an extra damage of die on this attack roll half the size of the damage die of your weapon (example, half of 1d8 is 1d4). At 11th level this turns into a second damage die equal to the base die of your weapon. At 16th, instead of adding an extra die, your attack just deals double damage. You cannot use Overpowering Attack in the same round you use Counter Attacks & Elusive Attack.
  58.  
  59. Acrobatics: Evasion
  60. You have Evasion and take no damage on a successful Agility reaction test against areas of effect.
  61.  
  62. Drive: Agile Piloting
  63. You add your Agility Bonus and any dodge bonuses to the Armor Class of Vehicles you are operating.
  64.  
  65. Repair: Superior Repair
  66. You’ve learned improved ways of repairing machines, vehicles, and prosthetics.
  67. With a mechanical tool kit and an appropriate facility (a workshop, garage, or hangar) can repair damage to a such devices and equipment. (Without a mechanical tool kit, the user takes a –4 penalty on the Repair test.) With 1 hour of work, you can restore a number of damage points based on your Repair test result, as shown below. If damage remains, you may continue to make repairs for as many hours as needed to fully repair the damaged target.
  68. 20-29 Test result = 2d6+Lvl restored. 30-39 = 3d6+Lvl restored. 40+ = 4d6+lvl restored & so forth following that pattern.
  69.  
  70. Pop Culture Lore: ????
  71. ????
  72.  
  73. Combat
  74. Armor Class: 21 (Jacket). Touch 19, Flat Footed 12
  75. Weapons: Unarmed Strike +14 1d8+6, Full attack +12/+12
  76.  
  77. Social Combat
  78. Social Protection: 12
  79. Intimidate: +4
  80.  
  81. Spells: None
  82.  
  83. Equipment:
  84. Helmet
  85. Riding Jacket
  86. Ural Sportsman Bike
  87. Wallet
  88. International Drivers License
  89. Passport
  90. Latest volume of Hero Rena: Imported from America ahead of Russian and Japanese releases.
  91. Smartphone
  92. 1/4 Fragment of ????
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