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  1. Zinn, Giant Vanguard Soldier
  2.  
  3. STR 15 / +2
  4. DEX 13 / +1
  5. CON 14 / +2
  6. INT 13 / +1
  7. WIS 11 / +0
  8. CHA 10 / +0
  9.  
  10. Species: Giant
  11. Large size (2x2)
  12. Maximum wounds: 21 (CON score * 1.5)
  13. Speed: 45 feet (50 base, -5 armor)
  14. Vitality: 14 (12+CON/level)
  15. Lifestyle: 0 (+0 base, +0 CHA)
  16. Legend: +1 (+1 base)
  17. Reputation: 10
  18.  
  19. Initiative: d20+2 (+1 base, +1 DEX)
  20. Base Melee Attack: d20+3 (+1 BAB, +2 STR)
  21. Base Ranged Attack: d20+2 (+1 BAB, +1 DEX)
  22.  
  23. Weapon: Pike
  24. 1d8+2 lethal damage (+2 STR)
  25. Threat 20, lightweight, reach+2, two-handed
  26. Giant upgrade for Pike: +2 threat versus smaller targets
  27.  
  28. Defense: 10 (+1 base, +1 DEX, -1 size, -1 armor)
  29. Fort Save: d20+3 (+1 base, +2 CON)
  30. Ref Save: d20+0 (+0 base, +1 DEX, -1 armor)
  31. Will Save: d20+2 (+2 base, +0 WIS)
  32. Damage Reduction: 2 (+2 armor)
  33. Resistance: Fire 5 (armor)
  34.  
  35. Specialty: Vanguard
  36.  
  37. Career Level: 1
  38. Action Dice: 3, d4
  39.  
  40. Feats:
  41. Bonus feat - Misdirection Basics: threat range with attacks against special characters is increased by 1. You count as 3 additional characters when determining numerical advantage
  42. Career 1 feat - All-Out Attack: at the Initiative Count, can choose accept a penalty of up to -4 to attack and skill checks, to gain an insight bonus to melee damage rolls equal to twice the penalty until next Initiative Count. If any of your attacks miss, you become Flat-Footed at the end of your current Initiative Count
  43. Fight On 1 feat - Spear Basics: 1-handed spears have Reach increased by 1, 2-handed spears gain Bleed. Gain the Monkey's Grip Stance, which allows wielding 2-handed melee weapons in one hand
  44.  
  45. Class Skills
  46. Athletics = 4 ranks
  47. Crafting
  48. Intimidate
  49. Notice = 4 ranks
  50. Resolve = 4 ranks
  51. Search = 4 ranks
  52. Survival
  53. Tactics = 4 ranks
  54. Skill Points: 20
  55.  
  56. Special Abilities
  57. Reach 2 for being a Giant
  58. Hurled Proficiency
  59. Improved Stability: considered 1 size category larger for carrying capacity, Trample attacks, resisting Bull Rush, resisting Trip
  60. Natural Attack: gains the Trample 1 natural attack (page 235)
  61. Sterner Stuff: the Keen quality of each attack made against you is decreased by 4
  62. Basic Combat Expert: considered to have 2 more Basic Combat feats for the purposes of any ability that counts how many Basic Combat feats you have
  63. Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
  64. Paired Skills: Each time you gain 1 or more ranks in the Resolve skill, you gain equal ranks in the Impress skill. This may not increase your Impress skill beyond its maximum rank.
  65. Stand Together: You gain a +2 morale bonus to Defense and all saves when at least 2 adjacent characters share your Species.
  66. Accurate: whenever you spend 1 Action Die to boost an attack check, roll twice the die and add both of their results
  67. Fight On 1: gain 1 additional Basic, Melee, Ranged, or Unarmed Combat Feat, or 2 additional proficiencies
  68.  
  69. Proficiencies
  70. Hurled Proficiency
  71.  
  72. Starting Money: 100 silver
  73.  
  74. Equipment
  75. Leather Armor (+2 DR, 5 Fire Resistance, -1 DP, -5 speed, 50s)
  76. Pike (20s)
  77. +Giant Upgrade for Pike (20s)
  78. 10s left after basic equipment
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