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Thorn-Casper Ericsson: Human Male Tough Hero 3 / Daredevil 3

Thorn is a human male Daredevil hero with high strength, dexterity, and constitution. He has several talents and feats related to combat and vehicles. His primary skills are drive, repair, perception and survival. As a Daredevil, he has abilities like fearlessness, quick standing, and the ability to delay damage taken. He can also temporarily boost his physical abilities above normal limits.

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Amy Lewis
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0% found this document useful (0 votes)
48 views3 pages

Thorn-Casper Ericsson: Human Male Tough Hero 3 / Daredevil 3

Thorn is a human male Daredevil hero with high strength, dexterity, and constitution. He has several talents and feats related to combat and vehicles. His primary skills are drive, repair, perception and survival. As a Daredevil, he has abilities like fearlessness, quick standing, and the ability to delay damage taken. He can also temporarily boost his physical abilities above normal limits.

Uploaded by

Amy Lewis
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Thorn- Casper Ericsson

Human Male Tough Hero 3 / Daredevil 3

Strength Dexterity Constitution Intelligence Wisdom Charisma Talents:

18 18 18 15 14 10

(+4) (+4) (+4) (+2) (+2) (+0)

Damage Reduction 1 Damage Reduction 2 Total Hit Points: 65 Speed: 30 feet Armor Class: 19 = 10 +1 [leather jacket] + 4 [class] +4 [dexterity] Touch AC: 18 Flat-footed: 15 Initiative modifier: +4 = +4 [dexterity]

+9 = 5 [base] +4 [constitution] Fortitude save: +6 = 2 [base] +4 [dexterity] Reflex save: +4 = 2 [base] +2 [wisdom] Will save: Attack (handheld): +7 = 3 [base] +4 [strength] Attack (missile): +7 = 3 [base] +4 [dexterity] +7 = 3 [base] +4 [strength] Grapple check: +2 = 2 [base] Reputation: Action points: 44 (lifetime) 100 lb. or less Light load: Medium load: 101-200 lb. 201-300 lb. Heavy load: Lift over head: 300 lb. Lift off ground: 600 lb. Push or drag: 1500 lb. Brass Knuckles [+1 lethal, crit 20, 1 lb, one-handed, bludgeoning] Club [1d6, crit 20, range inc 10 ft., 3 lb, one-handed, bludgeoning] Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing] Leather jacket [light; +1 AC; max dex +8; check penalty 0; 4 lb.] Blue Collar (starting occupation) Craft (mechanical), Drive, Repair Feats: Endurance Simple Weapons Proficiency Personal Firearms Proficiency Vehicle Expert The character takes no penalty on Drive checks or attack rolls made when operating Surface Vehicle Operation a surface vehicle of the selected class. (heavy wheeled)

Skill Name Balance Concentration Craft (Mechanical) Drive Jump Repair Perception Survival

Key Ability Dex* Con Int Dex Str Int Wis Wis
* * *

Skill Modifier 6= 10 = 3= 16 = 6= 11 = 11 = 11 = 13 =

Ability Modifier +4 +4 +2 +4 +4 +2 +2 +2 +4

Ranks +2 [tumble] +6 +1 [Blue Collar] +9 +9 +9 +9 +9

Misc. Modifier

+1 [Blue Collar] +2 [vehicle expert] +2 [tumble]

Dex Tumble * = check penalty for wearing armor

Daredevil
Fearless (level 1) A Daredevil gains a +4 morale bonus on Will saves to resist fear effects and on level checks to

oppose Intimidate checks. Nip-Up (level 2) A Daredevil of 2nd level or higher can stand up from a prone position as a free action that does not provoke an attack of opportunity. Action Boost: This ability, gained at 4th level, allows a Daredevil to spend 2 action points in a round. A Daredevil can spend 1 action point, see the result of the roll, and then decide to spend a second point, as long as he or she does so before the Gamemaster reveals the result of the action. Adrenaline Rush: At 5th level, a Daredevil can temporarily increase one of his or her physical ability scores (Strength, Dexterity, or Constitution). The Daredevil spends 1 action point and gets to increase the selected ability score by 1d4+1 points. The increase lasts for a number of rounds equal to his or her class level. At the end of the duration, the Daredevil is fatigued for 1d4+1 rounds. At 8th level, a Daredevil can temporarily increase two physical ability scores. At the end of the duration, the Daredevil is fatigued for 1d6+2 rounds. Delay Damage: Once per day, a Daredevil of 7th level or higher can delay the damage dealt by a single attack or effect for a number of rounds equal to his or her class level. Damage Threshold: A 10th-level Daredevil increases his or her massive damage threshold by 3 points. This increase stacks with the increase provided by the Improved Damage Threshold feat.

ADAPTIVE SUPERNATURAL Hulk Out- 4 times per day, till the end of the scene. Strength Score goes to 25, Dexterity to 20, and Constitution
to 22.

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