Drinking & Dragons

IK:Leto

From Drinking and Dragons
Revision as of 01:02, 24 August 2006 by >Mqs


Leto is a hyperactive boy, too grown for his age to be sure. His hands are never idle -- he's always either got them in someone else's pockets, or using his whetstone sharpening a discarded gear to have sharp edges for throwing. His melee weapon, also discarded scraps he's worked himself, is inconspicuously hidden in a sheath that looks like a simple wooden training sword. He came across some grenades (somehow), and he knows how to use them.

Leto knows his way around Corvis VERY well. He was orphaned as a child, and seems always to have been a street-smart vagrant. He has adopted a Swampie family, particularly IK:Anna, to whom he gives things he "earns from his job in the big city".

He's worked for IK:Gunner Waddock in the past, and has a hatred for the IK:Gertens crime family, who he says has crossed him before.


Basic Character Info

NAME Leto
Class Ninja 3 Fighter 1
Race: Human
Male, age 12, 5'2, 115# Abilities Str 10 +0 | Dex 14 +2 | Con 12 +1 | Int 14 +2 | Wis 14 +2 | Cha 14 +2


AC 14, touch 14, flat-footed 12 | (+2 Dex, +2 Wis)
HP 30 (HD:3d6+1d10+4)
Init +2
Speed 30
Fort 4, Ref 5, Will 5


Attacks

  • Kukri +3 | 1d4 | 18 | Range: 0' | S
    Special: Cold Iron
  • Shuriken +5 | 1d2 | 20 | Range: 10' | P
    Special: gears

Base Attack +3 | Grapple +3


Feats and Abilities

  • Feats
    • Human: Urban Stealth RD: +3 move silently and hide when in urban environment)
    • 1st: Improved Diversion CV: +4 to bluff to make a diversion to hide, and do it as a move action)
    • IK 2: Skill Focus (Knowledge (Local [Cygnar]))
    • 3rd: Combat Expertise
    • Fighter 1: Improved Feint
  • Weapon Proficiencies: Simple, Martial, hand xbow, kama, kukri, nanchaku, sai, shortsword, shortbow, shuriken, siangham
  • Armor Proficiencies: heavy, shields
  • Special Abilities
    • Ki 3/day +2 to will saves when more than 0
    • Sudden Strike +2d6
    • Trapfinding
    • AC Bonus wisdom to AC, even when flatfooted
    • Ghost Step (Invisible) swift action, invisible for 1 round, uses 1 ki
    • Poison use

Skills
Appraise +2, Balance +3, Bluff +9, Climb +1, Concentration +2, Craft (Demolitions) +6, Craft (Metalworking) +4, Craft (Alchemy) +3, Craft (Poison) +3, Diplomacy +4, Disable Device +3, Disguise +6, Escape Artist +3, Forgery +2, Gather Information +9, Hide +8 (+11), Intimidate +6, Jump +1, Knowledge (Local) +11, Listen +4, Move Silently +8 (+11), Open Lock +3, Ride +2, Search +3, Sense Motive +3, Sleight of Hand +8, Spot +4, Survival +2, Swim +1, Tumble +3, Use Rope +2


Languages: Cygnaran, Khadoran, Tordoran


Equipment and Notes

Possessions

  • Shurikens
  • CI Kukri
  • Backpack
  • Whetstone
  • Grenades IKCGp191 set DC 6 standard action for 1-3 round delay. 10' blast radius, dc 16 reflex. goes boom on an attack roll of 1
    • Explosive x0 2d10 damage
    • Flash x2 -1 to attack rolls for 1 minute
    • Incendiary x2 1d10 damage plus set on fire
    • Smoke x2 as obscuring mist
  • Artisans tools
    • Metalworking
    • Alchemy
    • Poisonmaking
  • Poisons
    • Drow x2
    • Oil of Taggit x5
    • Small Centipede x10
    • Bloodroot x4
    • Greenblood x4
    • Black adder x1
    • Giant wasp x1
    • Swamp rat goo x1 inhaled dc15. primary sickened 10 rounds, secondary nauseated 10 minutes


Total Load: 32 | Load: 33 | 66 | 100
GP: 131.3


Notes: Level 5: fighter 2 (point blank shot) level 6: ninja? (precise shot) level 7: street fighter from CV