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The Bear Jew

Human Fighter/6th Degree, Rogue/2nd Degree

Strength Dexterity Constitution Intelligence Wisdom Charisma


SERVICE RECORD DEFENSE Saving Throws
Fortitude Reflex* Will**

16 16 14 14 13 9

+3 +3 +2 +2 +1 -1

Hit Points

92

Damage

Armor Class (AC) +7 +8 +3


Touch Flat-Footed

18
13 15

Initiative

+3 +12*

Speed

30
none

Perception

Resist

* If you successfully save for half damage, you take NO damage. ** Add +2 to save against fear.

* +1 to detect traps.

OFFENSE Base Attack


Melee Ranged

+7/+2
+10 +10

Maneuvers*
Offense (CMB) Defense (CMD)

Weapon +10 23
Avada Kedavra Power Attack Vital Strike Defensive* Colt 1911 Pistol

Attack
+13/+8 +11/+6 +11 +11/+6 +10/+5

Crit
20/x2 20/x2 20/x2 20/x2 20/x4

Damage
1d10+4 1d10+10 2d10+10 1d10+4 1d8

* You gain +2 to CMB to sunder an item, +2 to your CMB to pull a dirty trick, and +2 to your CMD to resist such sunder attacks and dirty tricks.

* You gain +2 to your AC for the round. Sneak attack damage can be applied when a target is flanked or is denied their DEX bonus to AC. On ranged attacks, it only applies within 30 ft. It is not multiplied by critical hits.

ABILITIES

Sneak Attack!
Feats, Traits & Abilities
Combat Expertise Impvd. Dirty Trick Impvd. Feint Impvd. Sunder Greater Sunder Power Attack Vital Strike Weapon Focus (Bat)

+1d6

Skills
Disruptive Fast Stealth Weapon Training 1 (Hammers) Armor Training 1 Bravery +2 Trapfinding Evasion Acrobatics Bluff Climb Disable Device Escape Artist Intimidate Knowledge (Dungeons) Perception (+1 to detect Sleight of Hand Stealth DEX CHA STR DEX DEX CHA INT WIS DEX DEX

traps)

+12 +8 +12 +15 +12 +8 +11 +12 +12 +14 MONEY

NOTE: The benefits of most of your traits have already been calculated into the rest of the character sheet. If not, theres an explanation of them on the next page.

INVENTORY
Studded Leather Trenchcoat +2 Avada Kedavra Bat Colt 1911 Smith & Wesson Pistol Lockpicks Climbing Gear

Languages Known: English, Hebrew Ability Descriptions:


Improved Feint: You are skilled at fooling your opponents in combat. You can make a Bluff check to feint in combat as a move action. If successful, your opponent loses their Dexterity bonus to AC against your next attack. This means you can also apply your Sneak Attack damage! Improved/Greater Sunder: You are skilled at damaging your foes' weapons and armor. You do not provoke an attack of opportunity when attacking an item your opponent is holding or wearing. Roll an attack using your Combat Maneuver Bonus, against your opponents Combat Maneuver Defense. If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it is broken. If the damage you deal would reduce the object to less than 0 hit points, you destroy it, and any excess damage is dealt to the items user. Improved Dirty Trick: You are skilled at pulling dirty tricks on your foes to hinder them in combat. You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. Roll an attack using your Combat Maneuver Bonus, against your opponents Combat Maneuver Defense. If your attack is successful, the target takes one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. Fast Stealth: You can move at full speed while using the Stealth skill without any penalty. Evasion: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.

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