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.