Str 14 +2Dex 16 +3Con 12 +1Int 12 +1Wis 12 +1Cha 14 +2Alignment: NoneStudies: Cooking, Falconry, Area Knowledge (Montaigne)Languages: S. Lataine, MidronKnowledge: +4Coin/LifestyleTotal Lifestyle: 2 Appearance: +1 Panache: +1 Prudence: +1Coin in Hand: 38s Stake: 0Reputation and Renown:
Legend: 0 Reputation: 22 Renown: 0
Maximum Prizes: 1
Vitality: 20
Wounds: 12
Fortitude: +4
Reflex: +6
Will: +1
Base Attack Bonus: +1
Initiative: +9
Reach: 1
Size: M
Space: 1x1
Defense: 15
Flat Footed: 12
Speed: 40
Proficiencies
Weapons:
- Scholar's Sword, +4, 1d8+3, L, Threat 18-20, Finesse, Lure
- Dagger, +3 (+4 thrown), 1d6+2, L, Threat 20, Bleed, Hurl
- Hatchet +3 (+4 thrown), 1d6+2, L, Threat 20, AP 2, hurl, trip
Armor:
- Partial Leather Armor, DR1, -1 Def, -0 Spd, -0 Disguise
Tricks:
- Parry: Once per round when the character’s not flat-footed, after he’s been hit by a melee or unarmed attack but before damage is rolled, he may make a Reflex save (DC equal to the attack check result). With success, the 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).
- Salt the Wound: When he attacks an opponent who has the bleeding condition, he inflicts an additional 1d6 damage.
- Mix-Up: Once per round, when the character hasn’t taken the chosen action (feint) during the last 3 rounds, he may take it and gain a +3 morale bonus with the first attack or skill check it requires.
Combat Feats/Abilities
- Fencing Basics: Once per round, you may make a free attack with a fencing blade against an adjacent flat-footed character. You inflict only 1/2 normal damage with this attack (rounded up). Also, you gain a stance.
- Work the Line (Stance): Each time an adjacent opponent attacks you and misses, you may move 5 ft. and draw the opponent into the square you previously occupied. Also, each time an adjacent opponent moves away from you, you may immediately move into the square he just left.
- Two Weapon Fighting: At the start of your Initiative Count when you’re armed with two 1-handed weapons you may accept a –2 penalty with your attack and skill checks until the start of your next Initiative
- Count. Once during your current Initiative Count you may take a half action to make 1 Standard Attack with each of those weapons.
- Rough Living: At Level 2, you gain a +2 bonus to Defense, as well as with saves prompted by the environment.
Class and Origin abilities, Other Feats
- Double Boost: You may spend and roll 2 action dice to boost Dexterity-based skill checks.
- Natural Elegance: Your Appearance bonus increases by +1.
- Decisive: You gain a +5 bonus with Initiative..
- Fast: Your Ground Speed increases by 10 ft.
- Trailblazer: Once per scene as a free action, you may temporarily grant your teammates 1 of your Terrain feats until the end of the scene.
- Stalker: At Level 1, each time you fail a Survival or Tactics check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your Class Level + 20. If several grades of success are possible, you achieve only the lowest possible positive result.
Equipment (44.1 lbs.):
Carrying Strength: 14
Light Load: 90
Heavy Load: 270
Dead Lift, Push or Drag: 540
Biography: