Drinking & Dragons

NW:PCs/Falcon McCallister

From Drinking and Dragons

Falcon McCallister

Woodsman 1
Virtue: Daring | Vice: Impulsive
Patron Deity: The Warrior
Background: Noble
Character History

Attributes

Str 0 | Dex 2 | Con 3 | Int 1 | Wis 0 | Cha 0

Initiative: +2
Speed: 30'
Conviction: 3

Combat

Defense

Defense 10 | Dodge 12 | Parry 10

Fort 4 | Reflex 3 | Will 0

Toughness + 6
(+1 feat(s), +2 armor, +0 misc, +3 Con)

Offense

Longsword + 2 (dmg 18 | Crit 19/+3)
Whip + 2 (dmg 15 | Crit 19/+3)
Knife + 2 (dmg 16 | Crit 19/+3)
Bow + 2 (dmg 18 | Crit 20/+4 | Range 40')
Unarmed + 2 (dmg 16 | Crit 20/+3)
Grapple + 2 (dmg 15 | Crit 20/+3)
Combat Bonus +0

Core Ability: Fearsome Presence—You can spend a point of Conviction to inspire fear in his nearest foe as a standard action. The foe must make a successful Will save (Difficulty = 10 + your level + your Intimidate ranks) or be shaken. This condition lasts for one round, plus an additional round for every 5 points by which the save failed.

Feats

Fascinate
Standard action; Intimidate roll vs the target's Sense Motive or Will (whichever is higher).
If you succeed, the target pays no attention to anyone other than you. You may maintain the effect by taking a standard action each round, for a maximum number of rounds equal to your skill rank. Any potential threat, such as an ally sneaking up on a fascinated target, grants a new Sense Motive check or Will save. Any obvious threat, such as someone drawing a weapon, automatically breaks the fascination. The fascination ends when you stop maintaining it or the target overcomes it.

WealthyB, FascinateB, TalentedB (Intimidate & Sense Motive), Weapon Training, Armor Training (Light), Tough, Improved Strike

Favored: Hide in Plain Sight, Tough
Favored feats may be taken at any time.

Wealth

Wealth +7

  • Knife (7)
  • Whip (4)
  • Backpack (4)
  • Bedroll (1)
  • Grappling Hook (2)
  • Rope, Hempen, 50' (2)
  • Studded Leather (13, wealth +8)
  • Longsword (11, wealth +7)
  • Bow (10, wealth +6)

Special

Lay of the Land
Your intense attention to the world around the colony has given you a deep understanding of the area. Falcon gains a +2 circumstance bonus to Stealth checks within a few miles of the colony.
Psychic Shield (Useable once)
The Warrior blesses you and coats your mind in armor. When you are the target of a power granting a Will saving throw, roll a psychic shield check with a +2 modifier. The attacker must make a power check using the attacking power. If your check result is higher, the power fails. If the attacker’s result is higher, the power affects you normally, but you still get your normal saving throw. Once used it fades away.
Not the only fighter (Useable twice)
Irritated that your scouting party isn't as battle hardened as you would like them to be, you teach them ways to keep out of harm. When used, this ability grants a +2 dodge bonus to your allies who fight the same foe as you for the duration of the combat.

Skills

Total Skill Ranks 20

Armor Check Penalty 2

General

Acrobatics: 3
Bluff: 0
Climb: 4
Concentration: 0
Disable Device: 2
Diplomacy: 4
Disguise: 0
Escape Artist: 4
Gather Information: 2
Handle Animal: 1
Intimidate: 4
Jump: 4
Medicine: 0
Navigate: 5
Notice: 4
Ride: 3
Search: 1
Sense Motive: 2
Sleight of Hand: 4
Stealth: 6
Survival: 4
×2 Swim: 6

Craft (): 1
Craft (): 1
Craft (): 1

Perform (Type): 0
Perform (Type): 0
Perform (Type): 0

Knowledges

Architecture & Engineering: 0
Art: 0
Astronomy & Planar Cosmology: 0
Behavioral Sciences: 0
Business: 0
Civics: 0
Current Events: 0
Earth Sciences: 0
History: 0
Life Sciences: 0
Nobility: 0
Physical Sciences: 0
Popular Culture: 0
Streetwise: 0
Supernatural: 0
Tactics: 0
Technology: 0
Philosophy: 0

Language: Cyril, Beastongue (Nature calls used by the rangers of the forests)