Jump to content

Edit History

shawnhcorey

shawnhcorey

Master Finn
MASTER FINN


STATISTICS

Name: Master Finn (150)
Primary Attributes: ST 10 [0]; DX 11 [20]; IQ 9 [-20]; HT 10 [0];
Secondary Attributes: Will 9 [0]; Fright Check 11 [0]; Per 9 [0]; Vision 9 [0]; Hearing 9 [0]; Taste & Smell 9 [0]; Touch 9 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0]; High Jump (in) 20 [0]; when running 80 [0]; Broad Jump (ft) 7 [0]; when running 27 [0];
Point Pools: FP 10 / 10 [0]; HP 10 / 10 [0];


Conditional Modifiers: +6 on all IQ rolls to wake up or to recover from surprise or mental stun; +6 on all rolls to keep your feet if the surface is wet, slippery or unstable; +4 on DX and DX-based skill rolls to keep your feet or avoid being knocked down in combat; +1 to all HT rolls to stay conscious, avoid death, resist disease, or resist poison; +1 to initiative rolls for your side (+2 if you are the leader); +2 to Stealth if moving (even in armor, etc.); +4 to Stealth when you are perfectly motionless;


Advantages: Catfall 2 [11]; Combat Reflexes [15]; Damage Resistance 2 [3]; Enhanced Dodge 2 [14]; Enhanced Move (ground) 2 [18]; Fit [5]; Healing 2 [27]; Perfect Balance [14]; Psionics Talent 2 [10]; Silence 2 [5]; Super Climbing 2 [3]; Trained by a Master [30];
Disadvantages: Pacifism: Self-Defense Only [-15]; Poor [-15];
Quirks: Quirk: Broad-Minded [-1]; Quirk: Careful [-1]; Quirk: Code of Honor [-1]; Quirk: Humble [-1]; Quirk: Responsive [-1];


Skills: Area Knowledge 1 (Bandit Kingdoms; Lived there: +1 for native) IQ+0 [1]-9; Area Knowledge (Greyhawk) IQ+0 [1]-9; Area Knowledge (Kingdom of Furyondy) IQ+0 [1]-9; Climbing DX+0 [1]-11; Diplomacy IQ-2 [1]-7; First Aid/TL3 IQ+1 [1]-10; Hiking HT-1 [1]-9; Holdout IQ-1 [1]-8; Judo DX+0 [4]-11; Karate DX+1 [8]-12; Naturalist IQ-2 [1]-7; Savoir-Faire (Village) IQ+0 [1]-9; Scrounging Per+0 [1]-9; Singing HT+0 [1]-10; Sling DX-2 [1]-9; Staff DX-1 [1]-10; Stealth DX-1 [1]-10; Streetwise IQ-1 [1]-8; Survival (plains) Per-1 [1]-8; Swimming HT+0 [1]-10;

 


Master Finn notices Arwi pointing to the shed. He moves a few paces in that direction. He prefers to be in the open because if the worms jump at him, he can freely dodge. He moves far enough away from the group so any jumping worms that miss him will not land amongst the others.

shawnhcorey

shawnhcorey

Master Finn
MASTER FINN


STATISTICS

Name: Master Finn (150)
Primary Attributes: ST 10 [0]; DX 11 [20]; IQ 9 [-20]; HT 10 [0];
Secondary Attributes: Will 9 [0]; Fright Check 11 [0]; Per 9 [0]; Vision 9 [0]; Hearing 9 [0]; Taste & Smell 9 [0]; Touch 9 [0]; Basic Speed 5.25 [0]; Basic Move 5 [0]; High Jump (in) 20 [0]; when running 80 [0]; Broad Jump (ft) 7 [0]; when running 27 [0];
Point Pools: FP 10 / 10 [0]; HP 10 / 10 [0];


Conditional Modifiers: +6 on all IQ rolls to wake up or to recover from surprise or mental stun; +6 on all rolls to keep your feet if the surface is wet, slippery or unstable; +4 on DX and DX-based skill rolls to keep your feet or avoid being knocked down in combat; +1 to all HT rolls to stay conscious, avoid death, resist disease, or resist poison; +1 to initiative rolls for your side (+2 if you are the leader); +2 to Stealth if moving (even in armor, etc.); +4 to Stealth when you are perfectly motionless;


Advantages: Catfall 2 [11]; Combat Reflexes [15]; Damage Resistance 2 [3]; Enhanced Dodge 2 [14]; Enhanced Move (ground) 2 [18]; Fit [5]; Healing 2 [27]; Perfect Balance [14]; Psionics Talent 2 [10]; Silence 2 [5]; Super Climbing 2 [3]; Trained by a Master [30];
Disadvantages: Pacifism: Self-Defense Only [-15]; Poor [-15];
Quirks: Quirk: Broad-Minded [-1]; Quirk: Careful [-1]; Quirk: Code of Honor [-1]; Quirk: Humble [-1]; Quirk: Responsive [-1];


Skills: Area Knowledge 1 (Bandit Kingdoms; Lived there: +1 for native) IQ+0 [1]-9; Area Knowledge (Greyhawk) IQ+0 [1]-9; Area Knowledge (Kingdom of Furyondy) IQ+0 [1]-9; Climbing DX+0 [1]-11; Diplomacy IQ-2 [1]-7; First Aid/TL3 IQ+1 [1]-10; Hiking HT-1 [1]-9; Holdout IQ-1 [1]-8; Judo DX+0 [4]-11; Karate DX+1 [8]-12; Naturalist IQ-2 [1]-7; Savoir-Faire (Village) IQ+0 [1]-9; Scrounging Per+0 [1]-9; Singing HT+0 [1]-10; Sling DX-2 [1]-9; Staff DX-1 [1]-10; Stealth DX-1 [1]-10; Streetwise IQ-1 [1]-8; Survival (plains) Per-1 [1]-8; Swimming HT+0 [1]-10;

 

 


Master Finn notices Arwi pointing to the shed. He moves a few paces in that direction. He prefers to be in the open because if the worms jump at him, he can freely dodge. He moves far enough away from the group so any jumping worms that miss him will not land amongst the others.

×
×
  • Create New...