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KNIGHTS OF LEGEND ⌖ STATS
ᴘᴇʀғᴇᴄᴛ ʟɪᴛᴛʟᴇ sᴏʟᴅɪᴇʀ | |||
![]() level nine fast hero level three strong hero level two tough hero level three dauntless level one strength 18 (+ 4) dexterity 24 (+ 7) constitution 21 (+ 5) intelligence 14 (+ 2) wisdom 10 (+ 0) charisma 8 (- 1) |
ᴠɪᴛᴀʟ sᴛᴀᴛs | |||
fort save + 11 ref save + 12 will save + 2 action points 66 initiative + 11 | hit points 120 (120) defense 29 / 30 vs melee base attack bonus +6/+1 melee +10/+5 ; unarmed +16/+11 damage unarmed 1d8+8+1d4 |
sᴋɪʟʟs | |||
*balance + 7 *climb + 10 *concentration + 11 *craft (structural) + 2 *craft (mechanic) + 2 *drive + 7 *escape artist + 19 *handle animal - 1 *hide + 22 *intimidate - 1 *jump + 15 *move silently + 20 *pilot + 7 *ride + 7 *sleight of hand + 7 *spot + 19 *survival + 0 *swim + 4 *tumble + 16 | bluff - 1 computer use + 2 decipher script + 2 demolitions + 2 diplomacy - 1 disable device + 2 disguise - 1 forgery + 2 gamble + 0 gather information - 1 investigate + 2 k. (pop culture) + 2 k. (streetwise) + 2 *listen + 9 navigate + 2 research + 2 search + 7 sense motive - 1 treat injury + 0 |
ᴛᴀʟᴇɴᴛs & ғᴇᴀᴛs | |||
damage reduction 1/- + the tough hero ignores 1 point of damage from melee and ranged weapons. damage reduction 2/- + the tough hero ignores an addition 1 point of damage from melee and ranged weapons. (damage reduction 2/- total) evasion + if the fast hero is exposed to any effect that normally allows a character to attempt a reflex saving throw for half damage, the fast hero suffers no damage if she makes a successful saving throw. evasion can only be used when wearing light armor or no armor. melee smash + the strong hero receives a + 1 bonus on melee damage. remain conscious + the tough hero gains the ability to continue to perform actions when she would otherwise be considered unconscious and dying. when the tough hero's hit points reach – 1, the hero can perform as though she were disabled, making either an attack action or a move action every round until the hero reaches – 10 hit points (and dies) or the hero's hit points return to 1 or higher. the hero can choose to succumb to unconsciousness if she thinks that doing so might prevent her from taking more damage. robust + the tough hero becomes especially robust, gaining a number of hit points equal to her tough level as soon as she selects this talent. thereafter, the hero gains + 1 hit point with each level of tough she gains. uncanny dodge + the fast hero retains her dexterity bonus to defense regardless of being caught flat-footed or struck by a hidden attacker. (the hero still loses her dexterity bonus to defense if the hero is immobilized.) unearthly saves + at 1st level, the dauntless is capable of remarkable feats of survival. the character adds her highest ability modifier to all of her saving throws, instead of the corresponding ability modifier. furthermore, any save that allows for 2 damage on a successful roll results in no damage with a successful save. weakness - water + like achilles’ heal, samson’s hair, and lancelot’s impurity, all dauntless characters have a fatal flaw; one which nullifies all of their formidable powers of survival. at 1st Level, the dauntless’ player must select a single weakness. this weakness (and all forms of attacks which utilize it) is not affected by the character’s unearthly saves, damage reduction, and immunity to critical hits abilities. | alertness + 2 bonus on all listen and spot checks. 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 + her strength modifier. defensive martial arts + the character gains a + 1 dodge bonus to defense against melee attacks. 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. heightened senses + 2 bonus to all listen, search and spot checks. this bonus stacks with alertness. improved brawl + when making an unarmed attack, the character receives a + 2 competence bonus on her attack roll, and the character deals nonlethal damage equal to 1d8 + her strength modifier. improved grapple + you do not provoke an attack of opportunity when you make a touch attack to start a grapple. you also gain a + 4 bonus on all grapple checks, regardless of whether you started the grapple. improved initiative + the character gets a + 4 circumstance bonus on initiative checks. improved unarmed strike + ou are considered to be armed even when unarmed — that is, you do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. however, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. in addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. improved weapon finesse + select one finessed melee weapon with which you have weapon focus. when you wield that weapon, you may apply your dexterity modifier instead of your strength modifier to damage rolls made with it. you cannot apply your dexterity bonus to damage rolls against creatures that are immune to critical hits. keen senses + 3 bonus to all listen, search and spot checks. lightning reflexes + 2 on all reflex saving throws personal weapons proficiency + the character can fire any personal firearm without penalty. pounce + during the first round of a grappling attack, you gain a + 4 competence bonus to your check. in addition, you may add your dexterity bonus to the attack in addition to normal modifiers. simple weapons proficiency + the character makes attack rolls with simple weapons normally. skill focus - jump + 3 bonus on all checks involving the chosen skill. stealthy + 2 bonus on all hide checks and move silently checks. street fighter + 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. toughness + 3 hit points. (taken twice) watchman + 1 bonus to spot and listen checks. in addition, spot and listen are always considered class skills for you. weapon finesse - unarmed + with the selected melee weapon, the character may use her dexterity modifier instead of her strength modifier on attack rolls. weapon focus - unarmed + 1 bonus on all attack rolls he or she makes using the selected weapon. |
stats
‖‖‖ ᴄᴜʀʀᴇɴᴛ ‖‖‖ (37,025)