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Difficulty * *
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%r#n& 'xe(ist
CHARACTER
1/2/3
LEVELS
)al(*#rc
RACE
+c#ut*,an-er
CLASS (THEME)
.edium /012
SIZE A)(!($y HEIGHT
223
WEIGHT Mod S*o "
24
AGE
A!&o %dd 1/2 you !"#"! $o d2+ o!!&
.
SEX
5N
ALIGN DEITY
6#
VISION
71/8
INITIATIVE
/
SPEED
5#mm#n, 9rac#nic
LANGUAGES
NOTE: Numbers separated by slashes indicate character levels. x/y/z are levels 1/2/3, hile x/y are 1/2 !" level b#nus$.
G#u have 72 speed hen char-in-. G#u can p#tentially attac& t ice each turn. Hain 3 temp#rary )= the (irst time y#u0re bl##died each enc#unter.
11 11 18 14 11 13
74 72 71 74 72 71
'TT'5% =OAE,+
Melee Basic Attack (MBA) !?attleaxe$ +tandard 'cti#n J Tar-et: One creature. .elee Aeap#n. 'ttac&: 7>/8 vs '5. )it: 1d147/ dama-e. Dual Weapon Attack !)andaxe$ @ree 'cti#n !Only #nce per r#und$ J G#u must be ieldin- t # eap#ns. Tri--er: G#u hit ith an .?' on your turn. E((ect: G#u attac& a creature in melee ran-e ith y#ur #((*hand eap#n. 714/11 vs '5. )it: 1d/7/. Ranged Basic Attack (RBA) !)andaxe$ +tandard 'cti#n J Tar-et: One creature. ,an-ed 14/24. 'ttac&: 7>/8 vs '5. )it: 1d/7/ dama-e. Furious Assault @ree 'cti#n Tri--er: G#u hit ith an enemy ith an attac&. Tar-et: The attac& deals 1KAL extra dama-e. L3 Power Strike N# 'cti#n: !T ice per enc#unter at level 3, but #nly #nce per r#und$ Tri--er: G#u hit an enemy ith an .?'. E((ect: The attac&s deals 1KAL extra dama-e.
'5 1>/18 @O,T<T;9E 13/11 ,E@6EI 13/1/ A<66 12/13 +&ills !Class, Trained$
3 4
Add 1/2 you !"#"! $o %!! &'(!! o!!&
1D *Athletics !+tr$< 1 1 2 3 2 4 2 8 > > 4 8 1 3 ?lu(( !5ha$ 9ipl#macy !5ha$ Dungeoneering !Ais$ *Endurance !5#n$, Heal !Ais$ )ist#ry !<nt$ <nsi-ht !Ais$ Intimidate !5ha$, Nature !Ais$ Perception !Ais$ ,eli-i#n !<nt$ *Stealth !9ex$ +treet ise !5ha$ EThievery !9ex$
;T<6<TG =OAE,+
Aspect o the !harging Ra" .in#r 'cti#n !=rimal, +tance$ J Ahile in this stance: G#ur m#vement durin- a char-e d#esn0t pr#v#&e O's. <( y#u hit ith a char-e y#u als# &n#c& the tar-et pr#ne. G#u -ain a 72 p# er b#nus t# the dama-e r#lls #( char-e attac&s. Aspect o the !unning Fo# .in#r 'cti#n !=rimal, +tance$ J Ahile in this stance: G#u tal& #nly hal( dama-e (r#m attac&s made a-ainst y#u durin- y#ur turn. Ahenever y#u hit #r miss ith a melee #r ran-ed attac& #n y#ur turn y#u can shi(t 2 sMuares. L2 $n%igorating Stride .#ve 'cti#n !)ealin-, .artial$ J +hi(t a number #( sMuares up t# y#ur Aisd#m m#di(ier !2$ t# a sMuare not adFacent t# an enemy. G#u can use y#ur +ec#nd Aind.
A<69E,NE++ %N'5%+
Ambush Expertise: Ahen y#u ma&e a +tealth chec&, allies ithin 14 -et 72 t# their next +tealth chec&s be(#re the end #( y#ur next turn. Wilderness Tracker: 9urin- a sh#rt rest, y#u can ma&e a =ercepti#n chec& !95 determined by 9.$ t# inspect an area as lar-e as 14 sMuares t# a side. <( y#u succeed y#u &n# the number and nature #( the creatures that passed thr#u-h the area in the last 21 h#urs, and here and hen each entered and le(t the area.
E:;<=.ENT
>3 lbs !144 max$ ?ac&pac& !2 lbs$ 340 +il& r#pe !3 lbs$ 5limber0s &it !11 lbs$ 3 days trail rati#ns !3 lbs$ 1 ?elt p#uches !2 lbs$ 2 +unr#ds !2 lbs$ @lint and +teel !* lbs$ Aaters&in !1 lbs$ )ide 'rm#r !23 lbs$ ?attleaxe !13 lbs$ 3 )andaxe !B lbs$
Difficulty * *
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H'.E TE,.+
Actions J Each turn y#u -et three acti#ns, #ne each +tandard, .#ve, and .in#r. Each p# er tells y#u hich is needed t# activate it. Standard: .#st attac&s, and any #ther acti#n that ta&es up m#st #( y#ur turn. Mo%e: .#ve y#ur speed, shi(t #ne sMuare, #r #ther m#vement*based p# ers. Minor: 9ra #r st# a eap#n, -et s#methin- #ut #( a p#c&et, drin& a p#ti#n, etc. G#u can ch##se t# d# n-rade any #( y#ur acti#ns !turnin- y#ur m#ve int# a min#r, (#r instance$, but can never up-rade them. &pportunit' Attacks(Actions J O's are -enerally pr#v#&ed by t # thin-s: m#vin- out o a sMuare adFacent t# an enemy, #r ma&in- a ran-ed #r area attac& hile adFacent t# an enemy. G#u can av#id pr#v#&in- an O' by care(ully and sl# ly m#vina ay (r#m y#ur #pp#nent. This is called a 2+hi(t2, and lets y#u m#ve 1 sMuare, but n#t thr#u-h di((icult terrain. The di((erence bet een attack and action in this case, is that an #pp#rtunity attac& is simply a .elee ?asic 'ttac& !chec& y#ur p# ers$ ith hatever eap#n y#u are currently ieldin-, hile opportunity actions are p# ers. mmediate Actions J +imilar t# O's, <mmediates tri--er in resp#nse t# #ther characters0 acti#ns. There are t # types. mmediate nterrupts, as their name implies, interrupt the tri--erin- acti#n. mmediate $eactions, #n the #ther hand, d#n0t res#lve until the tri--erin- acti#n is c#mplete. Combat Ad!antage J Ahen y#u (ace attac&ers #n b#th sides it is much harder t# de(end (r#m b#th #( them. This is called %lanking and causes y#u t# -rant co"&at ad%antage' -ivin- the (lan&ers a 72 attac& b#nus. Charge J Aith a sin-le standard acti#n y#u can m#ve up t# y#ur speed then ma&e an .?', -ainin- a 71 b#nus t# the attac& r#ll. The dra bac&s are that (#r the next turn y#u -rant c#mbat advanta-e t# every enemy except the tar-et #( y#ur char-e, and a(ter char-in- y#ur turn immediately ends. $eadied Actions J ,eadyin- an acti#n reMuires a standard acti#n, re-ardless #( the &ind #( acti#n y#u prepare. T# ready an acti#n y#u simply speci(y a tri--er and y#ur resp#nse. @#r instance, 2<( an enemy steps thr#u-h that d##r, <0ll attac& it ith Tide #( <r#n.2 "econd Wind J Once per enc#unter, y#u can use a standard acti#n t# spend a healin- sur-e !re-ainin- a sur-e #rth #( )=$ and -ain a 72 p# er b#nus t# y#ur de(enses until the start #( y#ur next turn. "tance J =# ers ith the stance &ey #rd remain in e((ect until y#u enter a di((erent stance, (all unc#nsci#us, #r use a min#r acti#n t# end it. N#n*at ill stances als# end at the end #( the enc#unter.