Lammert

Adventurer, Master Planner

CL (12,226xp) Action Dice: 3d4

Origin: Cunning Talents: Physician Classes: Soldier 1/Mage 4Homeland: MontaigneAge: 19Height: 5' 10" Weight 190 lbs.Hair: Black Eyes: GreenStr 14 +2

Dex 14 +2

Con 14 +2

Int 16 +3

Wis 12 +1

Cha 10 +0

Alignment: None

Studies: Alchemy, Smoking, Sorcery

Languages: S. Lataine, Midron

Knowledge: +6

Coin/Lifestyle

Total Lifestyle: 2 Appearance: 0 Panache: +1 Prudence: +1

Coin in Hand: 44s Stake: 0

Reputation and Renown:

Legend: +4 Reputation: 40 Renown: 2 (Adventurer)

Maximum Prizes: 3 (Witch contact, Bhagavad Horn)

Vitality: 51

Wounds: 14

Fortitude: +4

Reflex: +3

Will: +7

Base Attack Bonus: +3

Initiative: +5

Reach: 1

Size: M

Space: 1x1

Defense: 15, 17 with shield

Flat Footed: 13

Speed: 25

Proficiencies

  • Trained: Blunt, Hurled, Bows
  • Forte: Edged

Weapons:

  • Long Sword, +6, 1d12+3 lethal, L, Threat 20, Grip, Superior, AP2
  • Hide Shield, +5, 1d3+2 subdual, S, Threat 20, Guard +2
  • Reflex Bow, +5, 1d6 lethal, M, Threat 20, Range 30, Increments 6
  • Sling, +5, 1d4+2 subdual, D, Threat 20, Range 60, Increments 6, load 1
  • Mallet, +5, 1d6+2 subdual, T, Threat 20

Armor:

  • Superior Fitted Moderate Chainmail with Light Fittings, DR4, DR3 Edged, -5 Spd, -10 Disguise

Tricks:

  • Cheap Shot: The character attempts to exploit an opponent’s obvious weakness. He chooses 1 of the opponent’s attributes or the opponent’s Speed and makes his attack check, suffering a –4 penalty. With a hit, the opponent suffers a –2 penalty with all attack and skill checks using the chosen attribute, or a –10 ft. penalty to his Speed, until the end of the scene. With a miss, the character becomes flat-footed. Each combatant may suffer from only 1 successful Cheap Shot per scene.
  • Triumphant Swing: Feeling the tide of battle turning in his favor gives the character the will to fight on. While attacking a special opponent, the character may increase his error range by 3, recovering 1d6 vitality with a hit. With a miss, the character becomes flat-footed at the end of his current Initiative Count. The character may use this trick a number of times per combat equal to the number of Melee Combat feats he has (min. 1).
  • Shield Block: Once per round when the character has a readied shield and isn’t flat-footed, after he’s hit by an unarmed or melee attack but before damage is rolled, he may make a Fortitude save (DC equal to the attack check result). With success, the attack’s damage drops to 0 (though any special effects from the attack are still felt). The character may take this action a number of times per combat equal to the number of Melee Combat feats he has (min. 1).

Combat Feats/Abilities

  • Accurate: Your finely honed physique is your deadliest weapon. Each time you spend 1 action die to boost an attack check, you roll and add the results of 2 dice (e.g. at Career Level 1, 1d4 becomes 2d4).
  • Sword Basics: Once per round as a free action, you may Anticipate an opponent that you’ve hit with a sword this round. You suffer a –4 penalty with the Sense Motive check. Also, you gain a stance.
  • Martial Spirit (Stance): You gain a +1 bonus with melee attack checks and a +3 bonus with melee damage rolls.
  • Cheap Shot: You gain the Cheap Shot trick (see page 221).
  • Retribution: Once per combat when the character suffers damage from an adjacent opponent’s attack, he may immediately make a free attack against that opponent, even if the damage leaves him unconscious or dead.
  • Turn the Tables (Initiative Action): Once per combat when the character is flanked, prone, or sprawled and an adjacent opponent attacks him, he may make a free attack against that opponent before the opponent makes his attack check.

Class and Origin abilities, Other Feats

  • Charming: Once per session, you may improve the Disposition of any 1 non-adversary NPC by 5.
  • Sharp Mind: You gain 1 additional skill point per level.
  • Tenacious Spirit: You gain 1 additional vitality per level.
  • Bonus Feat: Basic Skill Mastery (Healer): You gain a +2 insight bonus and a threat range of 19–20 with Medicine & Sense Motive.
  • Chemistry Focus: You gain the Crafting skill’s Chemistry focus.
  • Contagion Sense: You may roll twice when making Fortitude saves prompted by disease and poison, keeping the result you prefer.
  • Edged Proficiency: You gain the Edged proficiency.
  • Paired Skills: Each time you gain 1 or more ranks in the Medicine skill, you gain equal ranks in the Crafting skill. This may not increase your Crafting skill beyond its maximum rank.
  • Bandage: You gain Medicine as an Origin Skill and your Medicine checks are trained even when you lack a doctor’s bag. When you have a doctor’s bag you may Mend each character one additional time per day.
  • Subtle and Quick to Anger: At Level 1, you may purchase ranks in the Spellcasting skill, learn spells from any School, and cast Level 0 spells you know.
  • Alchemy Basics: You may create elixirs on Table 4.10 using the Crafting (Chemistry) skill.
  • Arcane Might: At Levels 2, 11, and 19, the highest of your Intelligence, Wisdom, or Charisma scores rises by 1. Also, you may choose up to 3 spells you know (Feather Fall, Polar Ray I, Read Magic), gaining a +2 bonus with Spellcasting checks to cast them.
  • Circle of Power I: At Level 3, you may cast Level 1 and lower spells you know.
  • Double Cast (Spellcasting Feat): You may cast a second spell during a round if you have sufficient remaining actions. You may use this ability a number of times per session equal to your starting action dice.

Equipment (44.1 lbs.):

    • Backpack, 5 lbs.
      • Pipe, .10 lbs.
      • Canteen, 5 lbs.
      • Iron Rations (1 day), 5 lbs.
      • Torches (4), 1 lb.
      • Chemistry Kit, 10 lbs.
      • 50 ft. Hemp Rope
      • Bandages (10)
      • Ossitanian tobacco, fine
      • Potion of Healing, .5 lbs.
  • Bhagavad Horn:
    • Once a royal treasure of the long fallen Nagan Empire, this horn once belonged to a Naga prince who used it effectively in battle. Stolen by the wizard Nagaram subsequent to his exile.
      • Item: Gilt masterwork dragonbone horn, decorated with intertwined female Naga figures.
      • Essence, Greater : Feat, Spell Conversion: Casting Time
      • Charm: Spell 1-3, Scare II (1/scene)
      • Rep (Level 4): 36

Carrying Strength: 16

Light Load: 120

Heavy Load: 360

Dead Lift, Push or Drag: 720

Clearance Rate: 1080

Spellcasting: +11, Error 1, Threat 20

Caster Level: 1

Spell Points: 8, Save DC: 11

Biography:

“Put away those silly beakers and act like a real man!” This was a common refrain Lammert has heard from his blustering father and two oversized older brothers while growing up. Alexander Pepin (who loved to claim his family descends from Dragons) has long served as the captain of the Montaigne town guard, and groomed each of his sons to wield a blade and uphold the law. Lammert followed in their footsteps, but never had the desire to become like his older brothers. When one of his brothers, Henri, took with a fever, Lammert stayed with him in the house of the local physician while he got better.

Therault , an accomplished apothecary and alchemist, saw something in the youth that others did not – a real passion for understanding the world around him. For years, Lammert would spend all of his free time in Therault’s house, learning the wise man’s craft. He proved to be a quick learner, and the old man introduced him to all manner of previously unimagined ideas. Often the local huntsmen would be injured or poisoned in the woods, which is how he met his only friend, a clever young man named Severin. When he turned 17, the wizened doctor gave him the gift of his own chemistry kit.

At 19, Alexander finally gave his son an ultimatum. He could continue to live with his family, join the guard and give up his studies, or he could cut ties with the family and find his own way. With overbearing parents and bullies for brothers, it was an easy choice. He packed up his trusty shortsword, discarded his surname, and set out to carve his own place in the world.