Premade Character -- Emir Almas, Guerilla

 MOTIVATION: Mercenary under the employ of the Primalozzan War Tribunal.


STR 20      INT 30
AGI 40       PER 20
END 40     CHA 10


Spade: 42

Heart: 30

Diamond: 32


INI: 6 (9)

MS: 10

DR: 6

BHP: 20

HP: 15


Equipment: Crossbow, 1 smoke bomb, leather armor, vial of “rigid muscle” poison (5 uses)



BACKGROUND/PERSONALITY


Road-weary, pragmatic, seasoned, mysterious, a piercing intellect, surprising depth of empathy, calm/collected/composed, man of few words, cynical/harsh attitude, eyes that never seem to blink, deeply-dried skin, inhales through nose when he finishes a sentence. Won't turn down a lucrative opportunity. he doesn't mind drugs, likes tavern minstrels, loves war songs, distrusts most people, impossible to get under his skin, a little arrogant, a little greedy. Nocturnal.


PHYSICAL DESCRIPTION


Clean-shaven, or a black goatee if anything, with patches of hair on his jaws. Wears a necklace with no talisman. slender-jawed, thick bridge on his nose. Hair is slicked backwards, wavy and dark. His eyes are such a brown they are almost black, sometimes bloodshot. Moderately tall, strong muscles, thin and flexible body. Pronounced chest muscles.

Wears a tunic that shows his chest hair. Rolled up sleeves, both wrists and ankles. Keeps a heavy back pack with him at all times that contains a bedroll, canteen for water, rations, and various tools necessary for braving the wilderness. Across his chest are his vials for poisons and other concoctions. He carries his crossbow across this backpack.


COMBAT SKILLS


HEART


A

add highest diamond card rounded down to DR against A/O

dodge bonus, +5%


2

while wearing light armor or medium armor, gain evasion bonus, +5%

adds +1 DR while under the effect of a heal over time spell (potions count).


3

dodge bonus, 10%, additional +5% against A/O

prerequisite: poison focus. gain +2 DR to poison, +10% END save to resist effects of poison, venom, or toxins.



DIAMOND


A –

Field Strategist: (Passive) add INT bonus to initiative roll

Field Strategist: (Active): mark target; marked target takes 1d6 additional damage from all allies for 5+INT bonus turns.


2 -

while tapped, gain backstab bonus damage (add highest diamond card d6 worth of damage to flank attacks); ranged attacks to the back also allow the bonus dice.


3

Blindside (passive): add 3d6 damage when attacking unseen by target

Sidewind (passive): bonus to hide and move silently checks 15%.


SPADE

1

Targeted Focus, +5% to hit and +2 damage to target for 10 turns

First Strike (passive): add +10% to hit and Y-Diamond damage when striking first

2

poison expertise 1: crossbow poison, rigid muscle (1d6+INT bonus STR and 1d6+INT bonus AGI damage. If target fails save they are immobilized

weighted bolt: make BA, if opponent fails STR save they are knocked down.


3

alchemy bomb 1 (smoke) 30 ft AoE

Skirmish: PASSIVE: If you move before you attack, you can add half your highest diamond card rounded down to the damage of the attack as a free action.


4

+2 bonus to DR and +2 DAM while outnumbered

poison expertise 2: you can combine rigid muscle poison with 1 other poison.

quick reload. make 2 BA with your crossbow

critical snipe: BA+ 3d6 (ranged weapon only)

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