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AGANON MASTER OF HAWKS

ASSASSIN FAST 3

ABILITY ABILITY NOTES


SCORE MODIFIER

STR 14 +2 14 30 HIT POINTS


DEX 16 +3 16
CON 14 +2 12 +2 Atreides 14 MASSIVE DAMAGE
INT 12 +1 12
WIS 9 -1 9 6 KARAMA 1D6
CHA 10 - 8 +2 Atreides
25 point buy

TOTAL FAST 3 CLASS CLASS ABILITY NOTES


MODIFIER

BAB +2 +2 -
FOR +3 +1 +2
REF +5 +2 +3
WILL +0 +1 -1
DEF +6 +3 +3
REP +1 +1 -

+11 INITIATIVE [+3 DEX, +4 IMPROVED INITIATIVE, +4 FULL ALERT]


19/16 DEFENCE [BASE 10 + 3 CLASS + 3 DEX +1 DODGE +2
SHIELD]

ATTACKS
+5 / +7 SLIP TIP [+2 BAB +3 Finesse / +2 vs SHIELDS ] 1D4+2 STR
[18-20/x2]
+5 MAULA PISTOL [+2 BAB +3 DEX] 2D4 [18-20/x2]
+1d6 Swift Strike vs Flatfooted, Flanked. Poison use?

FEATS / FORFEITS / TALENTS


Atreides Alertness
Forfeit, Adversary III; Heroic Surge, Stealthy, Weapon Finesse
Human [1 1 3] Improved Initiative, Dodge, Deadly Precision
Fast Talents; Full Alert, Uncanny Dodge, Fast Feat Shield Conditioning
Assassin; Assassins Handbook, Swift Strike, Track, Common Weapon Proficiencies,
Exotic Weapon Proficiency (Hunter Seeker)
Select Rules;

Alertness Take 10 on Spot and Listen checks.

Swift Strike Add 1d6 damage to strikes against flat-footed foes.


Deadly precision Add 1d6 vs flanked / feinted opponents.
Uncanny Dodge Immune to Swift Strikes.

Karama A character can spend 1 action point per round, to either;


Alter a single d20 roll used to make an attack, a skill check, an ability
check, a level check, or a saving throw, at any point before the Navigator resolves
effects of the roll.
Use a feat, class talent or class feature during your turn for which the
expenditure of 1 action point is required.
Healing Surge. A Healing Surge bestows of the characters maximum hit
points back (round up). Any excess is lost. A healing surge can only be triggered
when associated another source of hit point recovery. For example; a successful
Healing check, or the Tough class Second Wind ability. You may not use a healing
surge if you are Dying or Stabilised for hit point gain, even if able to act due to Die
Hard feat. Though you may use one to Stabilise.
Skills 24 +6 + 6 = 36 TOTAL TOTAL ABILITY POINTS,
MAX
NOTES
Bold skills may not be used untrained.
LVL+3
Acrobatics DEX 4

Armaments INT

Athletics STR 1

Autohypnosis WIS

Bluff CHA

Concentration CON

Craft INT

Armourer
Audio-visual Arts
Chemical
Chaumas / Chaumurky +7 6

Pharmaceutical
Proscribed Technologies
Servok Mechanisms
Structural
Writing
Weaponsmithing
Diplomacy CHA

Disguise CHA

Encryption INT

Escape Artist DEX

Forgery INT

Gamble WIS

Gather Information CHA

Handle Animal CHA 1

Hide +10 DEX 5 +2 Stealthy, Take 10

Intimidate CHA

Investigate INT

Knowledge INT

Art
Assassination 3

CHOAM
Psychology
Imperium
Science
Spacing Guild
Proscribed Technologies
House and Homeworld
Out-freyn Cultures
History
Underclass (streetwise)
Tactics
Theology & Philosophy
Listen WIS

Leadership INT

Mentat Computation INT

Mentat Projection INT

Move Silently +10 DEX 5 +2 Stealthy, Take 10


Navigate INT

Perform CHA

Act
Dance
Percussion
Sing
String Instruments
Wind Instruments
Pilot INT

Profession WIS

Proscribed Technologies INT

Read/Write Language INT

Repair INT

Research INT

Ride DEX

Search INT 2

Security INT 1

Sense Motive WIS

Sleight of Hand DEX

Speak Language INT

Spot WIS 3

Survival WIS

Treat Injury WIS

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