NPCs
Human Sorcerer [2x] Medium Humanoid, Level 5 (+3) Initiative: 8/1d8 Senses: Normal Awareness, Intuition: 15, 15 Hit Points: 57 (42/28/14), HV 12 Armor: [2,3,1,1] = 17, WR 0 (Includes Eldritch Shield) Touch: [2,3,1] = 16 Defenses: Fort[2,3,1]=16, Ref[3,3,3,1]=20, Will[5,3,3,1]=22 Attributes: Str 10(+0/3), Con 15(+3/6), Dex 14(+2/5), Int 16(+3/6), Wis 12(+1/4), Cha 20(+5/8) Energy: R24, S20 = 44 Movement Modes: Shift 5/2 Skirmish 30/3 Sprint 40/3 Overland 3 mph
Actions: Melee Basic Quarterstaff (Rec 8) - +5 vs AC, 1d8+0, Pen 2, Crit 10/5% Range Basic Dagger (Rec 6) - Range 15 ft, +9 vs AC, 1d4+1, Pen 1, Crit 5/10% Eldritch Shield (1 Resolve Burn, Persistent) -+1 to AC, attack deflection against Weapon & Magic Missle attacks (auto deflect Unerring missiles) Magic Missle (CT 3, Rec 5) - Range 150 ft, One to four creatures, Unerring missiles,1d4+1 per missile, Crit 1 extra missle/5%.
-Aug. (4 Stamina), 1d4+5 per missile Burning Hands (CT 3, Rec 3) - 15ft cone from you, all creatures in area, +12 vs Reflex, 3d4+5 fire, Miss ½ damage, Crit 20ft cone/5%
- Aug. (2 Stamina), 30 ft diameter burst centered on you. Acid Arrow (CT 2, Rec 4) - Range 500 ft, one creature, +12 vs Reflex, 2d4+5 caustic, ongoing 2d4 every 10 seg. [ST 2d10 vs DEX], bypasses anti-magic & magic resistance Color Spray (2 Resolve, CT 2, Rec 6) - 30 ft cone from you, 1d6+2 creatures in area (starting w/ closest to caster), +12 vs Will, effect below according to level, Crit treat your level as +2/5%
-Less than or equal to [your level-5]: The target is stunned [save ends, 3d10 vs WIS]. -Less than or equal to your level: The target is dazed for 1d4+2 segments and blinded[save ends, 2d10 vs WIS]. -Greater than your level: The target is dazed for 1d4+2 segments. -does not affect blind creatures Grease (1 Resolve, CT 2, Rec 6) - Range 30 ft, 10ft diameter area in range, Dur 1 round, Upkeep 1 Resolve, all creatures in area, +12 vs Reflex
- Primary Effect - cover target in grease [ST 3d10 vs DEX], every time affected creature uses item must make [ST 2d10 vs DEX] or drop item. Alcohol can remove. - Secondary Effect - slippery area, Rec+1 to movement, creatures end turn within zone [2d10 vs DEX] or fall prone, creature moves within zone [2d10 vs DEX] or fall prone and slide to edge of zone. -Aug. (3 Resolve, CT+1) - After first round, area increases by 5ft in length and width (direction chosen by caster). Continues for every round while effect persists. True Strike (1 Resolve, CT 2, Rec 5) - Range 50 ft, one ally within range, grant +4 power bonus to ally’s next attack roll (within 2 rounds) Fire Ball (5 Stamina, CT 4, Rec 6)- range 300ft, 40 ft diameter burst within range, +12 vs Reflex, 5d6 fire damage and the target is pushed [1d4 x 5]ft from center of burst. Comprehend Languages (1 Resolve, CT 2, Rec 4) - Dur 10 minutes, may understand one language of your choice. Reveal Magic (Rec 1) - determine location and general strength of auras, roll Eldritch Arts Application to detect masked auras
- Aug. (1 Resolve Burn, 1 minute) - treat Eldritch Arts roll as 20 and gain +2 power bonus. Silent Cast/Still Cast - CT+2 to remove somatic or verbal component. Mobile Cast - CT+2 to move 5ft during cast
Skills: Rank 1 Awareness, Rank 1 Intuition, Rank 1 Listen [+5], Rank 1 Religious Arts [+9/+5/+6], Rank 2 Ritual Casting [+6/+9/+6], Rank 2 Eldritch Arts [+6/+10/+6], Rank 1 Diplomacy [ATTM+3] Feat: Improved Initiative, Silent Cast, Still Cast, Mobile Casting, Suspicious, Improved Stamina Philosophies: Rank 2 Mental, Rank 2 Physical, Rank 4 Eldritch Equipment: Cloth Robes, Quarterstaff, Dagger Combat Training: Parry: 1 Implement Attacks: 4 Reflex: 3 Will: 3 � Halfling Rogue [2x] Small Humanoid, Level 5 (+3) Initiative: 10/1d6 Senses: Normal Awareness, Intuition: 16, 12 Hit Points: 58 (43/29/14), HV 12 Armor: [5,2,3,2] = 22, WR 1 Touch: [5,2,3] = 20 Defenses: Fort[3,3]=16, Ref[5,3,1,3]=22, Will[2,3]=15 Attributes: Str 8(-1/+2), Con 16(+3/6), Dex 20(+5/8), Int 14(+2/5), Wis 15(+2/5), Cha 14(+2/5) Energy: R21, S22 = 43 Movement Modes: Shift 5/2 Skirmish 25/3 Sprint 35/3 Overland 3 mph
Actions: Melee Basic Longsword, small (Rec 7) - +15 vs AC, 1d6+5, Pen 1, Crit 5/5% Melee Basic Shortsword, small (Rec 6) - +15 vs AC, 1d4+2, Pen 2, Crit 5/5% Range Basic Hand Crossbow, small (Rec 6, Reload 1) - Range 50 ft, +15 vs AC, 1d6+5, Pen 2, Crit 5/10% Backstab (1 Stamina) - use when you have one or more advantages, weapon range up to 50 ft, deal additional [1d6 + weapon crit], limit once per 5 seg. Dual Weapon Strike (1 Stamina, Rec 9) - Make an attack with both main-hand and off-hand weapons, +15 vs Ref, 1d6+5 (main hand), 1d4+2 (off hand) Blinding Swipe (4 Stamina, Rec 9) - +15 vs AC, 1d6+5 and target is blinded [ST 2d10 vs DEX]. Positioning Strike (4 Resolve, Rec 9) - +15 vs AC, 1d6+5 and slide the target 5 ft, shift to a position granting advantage and make a secondary attack (you must have advantage for the secondary attack), +15 vs AC, 1d4+2 Quick Hide (1 Resolve, Rec Movement +1) - if you have cover or concealment a the end of your movement, make a Stealth check to hide. Second Wind (1 Stamina Burn, Rec 4) - you regain hitpoints equal to your healing value, limit once per rest.
Features: Expert Flanker - considered medium size for purposes of flanking Halfling Steadfastness - +1 racial bonus to all saving throws
Skills: Rank 1 Awareness, Rank 1 Balance [+9], Rank 1 Bluff [+6], Rank 1 Climb [+2], Rank 1 Stealth w/spec. [+11], Rank 2 Tumble w/spec. [+11], Rank 1 Search[+6], Rank 1 Traps [+9/+12/+6], Rank 1 Locks [+7/+10/+7], Rank 1 Sleight of Hand [+6/+12/+6], Rank 1 Eldritch Arts [+6/+6/+9], Rank 1 Manipulate w/spec.[ATTM+7] Feat: Weapon Proficiency (Hand Crossbow), Improved Initiative, Light-foot, Skill Mastery, Trade Skill Focus (Locks) Philosophies: Rank 2 Mental, Rank 2 Physical, Rank 4 Martial Equipment: Leather, small Longsword, Small Shortsword, small Hand Crossbow Combat Training: Parry: 2 Melee Weapon Attacks: 4 Ranged Weapon Attacks: 2 Reflex: 3
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Elven Fighter [2x] Medium Humanoid, Level 5 (+3) Initiative: 7/1d8 Senses: Low-light Vision Awareness, Intuition: 12, 9 Hit Points: 73 (54/36/18), HV 15 Armor: [6,3,4,3] = 26, WR 4 Touch: [2,4,3] = 19 Defenses: Fort[4,3,2]=19, Ref[3,3,2,1,1]=20, Will[2,3,1]=16 Attributes: Str 18(+4/7), Con 14(+2/5), Dex 14(+2/5), Int 14(+2/5), Wis 12(+1/4), Cha 15(+2/5) Energy: R21, S21 = 42 Movement Modes: Shift 5/4 Skirmish 35/5 Sprint 50/5 Overland 3 mph
Actions: Melee Basic Urgosh swing (Rec 7) - +12 vs AC, 1d10+4, Pen 4, Crit 10/5% Melee Basic Urgosh thrust (Rec 6) - +12 vs AC, 1d6+4, Pen 4, Crit 5/5%
-Aug. Lunge (Rec +1) - move 5ft before attack -Aug. Charge (1 Stamina, Rec +2) - move 10ft or more before attack Range Basic Repeating Heavy Crossbow (Rec 7, 5 clip, Reload 10) - Range 250 ft, +7 vs AC, 2d6+2, Pen 5, Crit 20/10% Martial Melee Strike - as Melee Basic, increase Pen by 2
-Aug. Lunge (Rec +1) - move 5ft before attack Shoving Strike (2 Stamina, Rec +1) - free action with Martial Melee Strike, if you hit target make a secondary attack, +7 vs Fort, the target is knocked prone Shoving Strike (2 Stamina, Rec +1) - free action with Martial Melee Strike, if you hit target make a secondary attack, +7 vs Fort, the target is knocked prone Cleave (2 Stamina, Rec 8) - One or two creatures within reach, +12 vs AC, 1d10+4
-Aug. Lunge (Rec +1) - move 5ft before attack -Aug. (1 Stamina) - target additional creatures Reaching Stance (1 Resolve, Rec 1) - Increase weapon reach by 5ft, suffer -2 penaly to attack rolls Gaping Wound (Rec 8) - +12 vs AC, 1d10+4 and the target bleeds, taking 4 damage3 every 10 segments [ST 3d10 vs CON] Invigorating Stance (1 Resolve, Rec 1) - Gain ¼ of the damage you deal in hitpoints for each hit with a melee attack, take -2 to defenses while in stance. Second Wind (1 Stamina Burn, Rec 4) - regain hitpoints equal to your healing value. 1 general power
Features: Resistance to Charm & Sleep Effects - roll d8s, STB+1 every even level
Skills: Rank 1 Awareness, Rank 1 Balance [+1], Rank 1 Bluff[+3], Rank 1 Climb w/spec. [+6], Rank 1 Endurance [+1], Rank 1 Jump w/spec. [+6], Rank 1 Stealth [+1], Rank 1 Search [+3], Rank 1 Coercion [ATTM+3] Feat: Weapon Proficiency Urgosh, Toughness, Improved Toughness, Armor Optimization, Improved Initiative Philosophies: Rank 2 Mental, Rank 2 Physical, Rank 4 Martial Equipment: Ring Mail, Heavy Shield, Combat Training: Parry: 4 Melee Weapon Attacks: 3 Fortitude: 2 Reflex: 1 Will: 1
� Human Cleric [2x] Medium Humanoid, Level 5 (+3) Initiative: 6/1d10 Senses: Normal Awareness, Intuition: 19, 19 Hit Points: 73 (54/36/18), HV 15 Armor: [1,4,2,3,2] = 22, WR 3, +2 vs. ranged weapons Touch: [1,1,3,2] = 17 Defenses: Fort[3,3,2]=18, Ref[1,3,2,1,1]=18, Will[5,3,2,1]=21 Attributes: Str 16(+3/6), Con 15(+2/5), Dex 14(+2/5), Int 12(+1/4), Wis 20(+5/8), Cha 10(+0/3) Energy: R22, S22 = 44 Movement Modes: Shift 5/3 Skirmish 30/4 Sprint 45/4 Overland 3 mph
Actions: Melee Basic Mace (Rec 8) - +8 vs AC, 1d8+3, Pen 4, Crit 5/5% Range Basic Dagger (Rec 6) - Range 15 ft, +8 vs AC, 1d4+1, Pen 1, Crit 5/10% Diety’s Curse (4 Resolve, CT 3, Rec 5) - Range 50 ft, all enemies you can see within range, +11 vs Will, choose two effects of the following, Dur 2 rounds
-Bane: -1 penalty to attack rolls -Dispair: -1 penalty to AC -Sorrow: -1 penalty to Will defense -Torment: -1 penalty to damage -Pain: -2 penaly to saving throws [STP 2]. Doom (2 Resolve, CT 2, Rec 6) - Range 200 ft, one creature within range, +11 vs Will, 1d8+5 psychic and impose -2 penalty to attack and damage rolls [ST 3d10 vs WIS]. Inflict Wounds (3 Stamina Burn, CT 2, Rec 5) - Touch, target one living creature, +11 vs Touch, deal necrotic damage equal to your healing value Rebuke Undead (2 resolve, Rec 6) - Range 50 ft, one undead creature of equal level or less, +6 vs Will, the target cowers and is stunned [3d10 vs CHA].
-Aug. (2 Resolve) - affect additional target (x2 max) Entropic Shield (1 Resolve Burn, Persistent) - +2 to AC vs Ranged Weapon Attacks Deathsight (2 Resolve, CT 2, Rec 4) - Dur 1 Moment, gain lifesense up to 120 ft. Soul Leech (2 Stamina, CT 2, Rec 4) - 15 ft diameter area centered on you, target all enemies within the area, Dur 2 rounds, upkeep 2 stamina, the area remains centered on you if you move, deal 5 necrotic damage to all targets once every 10 segments. Silence (1 Resolve, CT 2, Rec 6) - Range 140 ft, 30 ft diameter burst within range, create an area of absolute silence, no sound can travel through, all creatures within the area are deafened, powers with the thunder keyword are blocked by this effect, powers with a verbal or sound component cannot function 2 General Powers Silent Cast/Still Cast - CT+2 to remove somatic or verbal component. Mobile Cast - CT+2 to move 5ft during cast
Features: Death Sphere
- Prayer of Death (5 Stamina, Rec 8) - Touch, one living creature, +11 vs Touch, roll 4d6, if the total is greater than the targets current hitpoints, the target dies Undeath Sphere
- Prayer of Undead (Free) - When you use Rebuke Undead, a target whoses level is equal or less than ½ your level is thralled instead of stunned. If they fail the initial saving throw the effect is permanent. Skills: Rank 1 Awareness, Rank 1 Insight, Rank 1 Balance [+2], Rank 1 Listen[+8], Rank 2 Religious Arts [+4/+8/+11], Rank 2 Ritual Casting [+4/+11/+8], Rank 1 Diplomacy [ATTM+3], Rank 1 Sense Undead [+3] Feat: Silent Cast, Still Cast, Mobile Casting, Suspicious, Toughness, Improved Stamina Philosophies: Rank 2 Mental, Rank 2 Physical, Rank 4 Divine Equipment: Byrnie, Light Shield, Mace Combat Training: Parry: 3 Melee Weapon Attacks: 1 Implement Attacks: 3 Fortitude: 2 Reflex: 1 Will: 2
� Human Eldritch Apprentice[1x] Medium Humanoid, Level 1 (+1) Initiative: 6/1d10 Senses: Normal Awareness, Intuition: 11, 11 Hit Points: [5+3+5]+[3*1]+[4*1]=20 (16/11/5), HV 4 Armor: [2,1]= 13, WR 0 (+1 w/eldritch shield) Touch: [2,1] = 13 Defenses: Fort[3,1,1]=15, Ref[3,1,1,1]=16, Will[5,1,1,1]=18 Attributes: Str 10(+0/1), Con 15(+3/4), Dex 14(+2/3), Int 16(+3/4), Wis 12(+1/2), Cha 20(+5/6) Energy: 3 Movement Modes: Shift 5/2 Skirmish 30/3 Sprint 40/3 Overland 3 mph
Actions: Melee Basic Quarterstaff (Rec 8) - +3 vs AC, 1d8+0, Pen 2, Crit 10/5% Range Basic Dagger (Rec 6) - Range 15 ft, +6 vs AC, 1d4+1, Pen 1, Crit 5/10% Eldritch Shield (1 Resolve, CT 1, Rec 3) - +1 to AC, attack deflection against Weapon & Magic Missle attacks (auto deflect Unerring missiles) Magic Missle (CT 3, Rec 5) - Range 150 ft, One to two creaturse, Unerring missiles,1 d4+1 per missile (2 max), Crit 1 extra missle/5%. Reveal Magic (Rec 1) - determine location and general strength of auras, roll Eldritch Arts Application to detect masked auras
Skills: Rank 1 Awareness, Rank 1 Intuition, Rank 1 Ritual Casting [+4/+8/+4], Rank 1 Eldritch Arts [+4/+8/+4] Feat: None Philosophies: Rank 2 Mental, Rank 1 Physical, Rank 2 Eldritch Equipment: Cloth Robes, Quarterstaff, Dagger Combat Training: Implement Attacks: 1 Reflex: 1 Will: 1
� Human Alcolyte [1x] Medium Humanoid, Level 1 (+1) Initiative: 4/1d10 Senses: Normal Awareness, Intuition: 16, 15 Hit Points: [5+2+5] + [3*1] +[4*1] = 19 (15/10/5), HV 4 Armor: [4,1,1,1] = 17, WR 3, +2 vs. ranged weapons Touch: [1,1,1] = 13 Defenses: Fort[3,1,1]=15, Ref[2,1,1,1]=15, Will[5,1,1,1]=18 Attributes: Str 16(+3/4), Con 15(+2/3), Dex 14(+2/3), Int 12(+1/2), Wis 20(+5/6), Cha 10(+0/1) Energy: 3 Movement Modes: Shift 5/3 Skirmish 30/4 Sprint 45/4 Overland 3 mph
Actions: Melee Basic Mace (Rec 8) - +6 vs AC, 1d8+3, Pen 4, Crit 5/5% Range Basic Dagger (Rec 6) - Range 15 ft, +6 vs AC, 1d4+1, Pen 1, Crit 5/10% Spiritual Weapon (CT 4, Rec 6) - Range 25ft, Dur 5 rounds,Upkeep 1 Stamina, Create a weapon of force and make an attack (1 Stamina), one enemy within range, 1d8+5 force damage. Repeat the attack once per round for the duration of the power. Entropic Shield (1 Resolve Burn, Persistent) - +2 to AC vs Ranged Weapon Attacks Obscuring Mist (1 Resolve, CT 2, Rec 5) - 40 ft diameter burst centered on you, all creatures within area are partially hidden, Dur 1 round, upkeep 1 Resolve. 1 General Powers
Features: Skills: Rank 1 Awareness, Rank 1 Listen[+6], Rank 1 Religious Arts [+2/+6/+6], Rank 1 Ritual Casting [+2/+6/+6] Feat: None Philosophies: Rank 2 Mental, Rank 1 Physical, Rank 2 Divine Equipment: Byrnie, Light Shield, Mace Combat Training: Parry: 1 Implement Attacks: 1 Will: 1
� Elven Guard [1x] Medium Humanoid, Level 1 (+1) Initiative: 5/1d10 Senses: Low-light Vision Awareness, Intuition: 11, 11 Hit Points: [5+2+2]+[3*1]+[6*1]=18 (14/9/5), HV 4 Armor: [5,3,1] = 19, WR 4 Touch: [2,1] = 13 Defenses: Fort[4,1]=15, Ref[2,2,1,1]=16, Will[2,1]=13 Attributes: Str 18(+4/5), Con 14(+2/3), Dex 14(+2/3), Int 14(+2/3), Wis 12(+1/2), Cha 15(+2/3) Energy: 3 Movement Modes: Shift 5/4 Skirmish 35/5 Sprint 50/5 Overland 3 mph
Actions: Melee Basic Bastard Sword (Rec 7) - +8 vs AC, 1d10+4, Pen 2, Crit 5/5%
-Aug. Lunge (Rec +1) - move 5ft before attack -Aug. Charge (1 Stamina, Rec +2) - move 10ft or more before attack Range Basic Repeating Heavy Crossbow (Rec 7, 5 clip, Reload 10) - Range 250 ft, +5 vs AC, 2d6+2, Pen 5, Crit 20/10% Martial Melee Strike - as Melee Basic, increase Pen by 2
-Aug. Lunge (Rec +1) - move 5ft before attack Shoving Strike (2 Stamina, Rec +1) - free action with Martial Melee Strike, if you hit target make a secondary attack, +5 vs Fort, the target is knocked prone Cleave (2 Stamina, Rec 8) - One or two creatures within reach, +8 vs AC, 1d10+4
-Aug. Lunge (Rec +1) - move 5ft before attac Reaching Stance (1 Resolve, Rec 1) - Increase weapon reach by 5ft, suffer -2 penaly to attack rolls Second Wind (1 Stamina Burn, Rec 4) - regain hitpoints equal to your healing value.
Features: Resistance to Charm & Sleep Effects - roll d8s, STB+1 every even level
Skills: Rank 1 Climb. [+1], Rank 1 Endurance [-1], Rank 1 Jump [+1] Feat: None Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 2 Martial Equipment: Hauberk, Heavy Shield, Bastard Sword, Heavy Repeating Crossbow Combat Training: Parry: 2 Melee Weapon Attacks: 1
� Human Farmer [1/2x] Medium Humanoid, Level 1 (+1) Initiative: 1/1d10 Senses: Normal Awareness, Intuition: 11, 11 Hit Points: [5+2+2]+[3*1]+[4*1]=16 (12/8/4), HV 3 Armor: [1,1] = 12, WR 0 Touch: [1,1] = 12 Defenses: Fort[2,1,1]=13, Ref[1,1,1]=13, Will[1,1]=12 Attributes: Str 13(+1/2), Con 15(+2/3), Dex 11(+0/1), Int 10(+0/1), Wis 12(+1/2), Cha 10(+0/1) Energy: 2 Movement Modes: Shift 5/4 Skirmish 30/5 Sprint 40/5 Overland 3 mph
Actions: Melee Basic One-Handed Unarmed (Rec 6) - +4 vs AC, 1d4+0, Pen 0, Crit 5/5%
- Two-Handed Unarmed (Rec 7) - +4 vs AC, 1d6+1, Pen 0, Crit 5/5% -Aug. Lunge (Rec +1) - move 5ft before attack -Aug. Charge (1 Stamina, Rec +2) - move 10ft or more before attack Features: None. Skills: Rank 2 Herbalism (Farming)[+1,+2,+1], Rank 1 Endurance [+3], Rank 1 Animal Care[+1,+1,+1] Feat: None Philosophies: Rank 2 Mental, Rank 3 Physical Equipment: None Combat Training: Parry: 1 Melee Weapon Attacks: 1
� Human Peasant [1/10x] Medium Humanoid, Level 1 (+1) Initiative: 1/1d10 Senses: Normal Awareness, Intuition: 12, 11 Hit Points: [5]+[3*1]+ 4 =12 (9/6/3), HV 2 Armor: [1,1] = 12, WR 0 Touch: [1,1] = 12 Defenses: Fort[1,1]=12, Ref[1,1]=12, Will[1,1,1]=13 Attributes: Str 10(+0/1), Con 11(+0/1), Dex 10(+0/1), Int 10(+0/1), Wis 13(+1/2), Cha 10(+0/1) Energy: 2 Movement Modes: Shift 5/4 Skirmish 30/5 Sprint 40/5 Overland 3 mph
Actions: Melee Basic One-Handed Unarmed (Rec 6) - +2 vs AC, 1d4+0, Pen 0, Crit 5/5%
- Two-Handed Unarmed (Rec 7) - +2 vs AC, 1d6+0, Pen 0, Crit 5/5% -Aug. Lunge (Rec +1) - move 5ft before attack -Aug. Charge (1 Stamina, Rec +2) - move 10ft or more before attack Features: None Skills: Rank 1 Awareness, Rank 1 Tumble [+1], Rank 1 Spot [+2], Rank 1 Climb [+1] Feat: None Philosophies: Rank 2 Mental, Rank 2 Physical Equipment: None Combat Training: Parry: 1
� Corrupted Human Rogue [2x] Medium Humanoid, Level 3 (+2) Initiative: (5,2,2) 9/1d6 Senses: Normal Awareness, Intuition: 18, 12 Hit Points: [5+3+5+4*3]+[5+5*3] = 45 (34/23/11), HV 9 Armor: [5,2,2,2] = 21, WR 1 Touch: [5,2,2] = 19 Defenses: Fort[3,1,2]=16, Ref[5,1,2,1,2]=21, Will[2,2]=14 Attributes: Str 10(0/+2), Con 16(+3/5), Dex 20(+5/7), Int 14(+2/4), Wis 15(+2/4), Cha 12(+1/3) Energy: R11, S12 = 23 Movement Modes: Shift 5/2 Skirmish 30/3 Sprint 40/3 Overland 3 mph
Actions: Melee Basic Kukri (2 Stamina, Rec 6) - +13 vs AC, 2d6+5, Pen 3, Crit 5/5%
- Lunge Rec+1, Charge +2, (deal 1d6 w/out energy) Range Basic Hand Crossbow (Rec 6, Reload 1) - +10 vs AC, 1d8+5, Pen 2, Crit 5/10% Backstab (1 Stamina) - use when you have one or more advantages, weapon range up to 50 ft, deal additional [1d6 + weapon crit], limit once per 5 seg. Garrote (Rec 7) - +12 vs AC, the target is suffocating and takes ongoing 5 damage while the garrote is in place. To remove, Locks (app.) check 24. Dual Weapon Strike (1 Stamina, Rec 8) - Make an attack with both main-hand and off-hand weapons, +13 vs AC, 1d6+5 each. Blinding Swipe (4 Stamina, Rec 8) - +13 vs AC, 1d6+5 and target is blinded [ST 2d10 vs DEX]. Quick Hide (1 Resolve, Rec Movement +1) - if you have cover or concealment a the end of your movement, make a Stealth check to hide. Second Wind (1 Stamina Burn, Rec 4) - you regain hitpoints equal to your healing value, limit once per rest.
Features: Critical Advantage Increase Crit chance by 5% w/ advantage
Skills: Rank 1 Martial Practice (F) [+4/+2/+4], Rank 3 Stealth (F) [+12], Rank 3 Tumble (F) [+11], Rank 2 Theivery (F) [+6/+9/+6], Rank 1 Balance (F) [+8], Rank 1 Climb (F) [+2], Rank 3 Awareness (F), Rank 1 Escape (F) [+7], Rank 1 Manipulate (F) [2+ATT], Rank 1 Listen (F) [+4], Rank 1 Search (F) [+4], Rank 2 Spot (F) [+6], Rank 2 Traps (F) [+6/+9/+6], Rank 2 Locks (F) [+6/+9/+6] Feat: Improved Initiative, Weapon Proficiency [Kukri], Light-foot, Weapon Proficiency [Garrote] Philosophies: Rank 2 Mental, Rank 2 Physical, Rank 3 Martial Equipment: Leather Armor, Garrote, Kukri (2), Hand-Crossbow Combat Training: Parry: 2 Melee Weapon Attacks: 3 Ranged Weapon Attacks: 1 Reflex: 2