A:PC/Kweto Lucullus
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Alignment: CG | Size: M | Type: Humanoid [Human]
Sex: Male | Age: 16 | Height: 6'2" | Weight: 187# | Hair: Black | Eyes: Brown
Patron Deity: Althares | Region: Altheria
Defense
AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex)
HP 49 (HD:3d8+3d10+12+5) Bloodied 24
Init +7
Speed 30'
Fort +6, Ref +8, Will +1
Action Points: 5
Attacks
- Melee +6
- Two Weapon Fighting - Oversized +2|+2
- Two Weapon Fighting +4|+4
- Ranged +9
- Rapid Shot +7/+7
- Rapid Shot & Two Weapon Fighting +5/+5/+5
- Damage +1 {str} +4 {dex vs flat-footed} = +5
Base Attack +5 | Grapple +6 (+5 BAB, +1 Str)
Feats
- Hu: Quick Draw
- 1st: Pureblood Kio Pureblood Kio characters follow all the guidelines governing their base race, with the following exceptions:
• Pureblood Kio are nimbler than their crossbred kin, but not as powerfully built. Your racial ability traits are adjusted as follows: +2 Dexterity, -2 Strength. • Pureblood Kio use the half-elf table in Core Rulebook I to determine aging effects. • Pureblood Kio who choose the Heirloom feat may select a Kio sword (see Chapter 7 - Weapons and Equipment for details on Kio swords). • All Pureblood Kio gain Weapon Familiarity(Kio sword). This allows them to treat the Kio sword as a martial weapon. • Noble Rank: Val Pureblood Kio receive the Gentry feat as a bonus feat at first level. However, they only gain an additional 2d6 x 10 gold pieces as part of their starting funds instead of the usual amount specified by the Gentry feat. Human Pureblood Kio do not receive the Gentry feat for free, but they may still select it as normal. • A human Pureblood Kio is no longer considered to have mundane blood, and so may take levels in the Sorcerer class. This is an exception to the normal rules for human characters in Arcanis.
- Rng1: Track
- AR1: Exotic Weapon Proficiency Flintlock Pistol {PGtA:80}
- AR1: Exotic Weapon Proficiency Flintlock Rifle {PGtA:80}
- US1: Streetwise You gain a +1 bonus on all Black Market, Bluff, Gather Information, and Intimidate skill checks. {PGtA:81}
- Rng2: Rapid Shot
- 3rd: Two Weapon Fighting
- Ftr1: Combat Reflexes
- Mar1: Combat Expertise
- 5th: Improved Disarm
- Pal1: Weapon Focus Longsword
Abilities
Ranger 2/ Fighter 1/ Marriner 1/ Paladin 1/
- Proficient in light & medium armors & shields.
- Proficient with simple & martial weapons, flintlock pistols & rifles, and kio sword and net.
- Favored Enemy (Arcanists) +6 to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls.
- Favored Enemy (Tainted) +2 to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls.
- Favored Enemy (Aberations) +2 to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls.
- • Sailor Lore: You may make a Sailor Lore check, with a +3 bonus, to see if you have heard relevent information about any subject in your travels from port to port, if it is true is another matter.
- • Seamanship: You have a competency bonus on Balance, Climb, and Profession(sailor) checks.
- • Aura of Good(Ex): You have a faint aura of Good.
- • Code of Conduct: You must remain Good. You must respect legitimate authority, act with honor, help those in need, and punish those that harm or threaten innocents. You must never knowingly associate with evil characters, or those that consistently offend your moral code.
- • Detect Evil(Sp): At will, as the spell.
- Hit & Run Tactics You gain a +2 bonus on initiative checks. In addition, when attacking a flat-footed opponent within 30 feet, you can add your Dexterity bonus (if any) as a competence bonus on weapon damage rolls. {DotU:58}
Skills
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Campaign
- Blessing of Yarris
- Bestowed upon those who would risk death to become stronger—βέλος, Kweto Lucullus, and Mauritius
- Blessing of Yarris Those who embrace Yarris and who he deems worthy to return to life are blessed with an extraordinary fortitude. Gain +1hp for each hit die the character has.