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Mike Lowery: STR: Dex: Con: Int: Wis: Cha

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Mike Lowery

Age: -

Eyes: Brown

Class: Kindred Vampire/Untouchable Blade

Hair: Black

Level: 24

Height: 6'1

Prestige Class: None

Weight: 180lbs

Template (if any)- None

Movement: 110ft/260ft

Languages Spoken:
Spanish, Japanese, French, Italian
STR:

20 Lt Load 1333lbs Med Load 2660lbs


Heavy Load 4000lbs.

DEX:

18

CON:

19

INT:

19

WIS:

18

CHA:

19

40 (Vigor)Lt-10 ton Med- 20tons Hvy- 30tons


Max Load 60tons Push/Drag-150tons

39 (Resilience)

BAB +22
Melee +27/+25/+23/+21
Melee(with Vigor): +37/+35/+33/+31
Ranged +26/+24/+22/+20
HP- 268 /448
DR: 10/-, 20 vs Energy
Regeneration- Via Blood
AC- +52 = +4 Dex, +9 Class Defense, +20 Celerity, +9 Skin Like Armor
Initiative- +4
Saving Throws

Base

Attribute

Fortitude

+15

+4

Reflex

+15

+4

Will

+15

+3

Misc

Total
+19

+20 Celerity

+19/+39 Celerity
+18

Skills
Healing 19*

Bluff 19*

Gather Info 19*

Diplomacy 19

Endurance 19

Stealth 19*

Sense Motive 19*

Perception 19*

Drive 19

Knowledge: Law

Cook

15*

*Skill mastery- may take 10

Special Abilities
Ventrue Vampire
Blood Pool 15, Spend 3 per round
Bite 1d4+ 1.5 Str mod, considered +4 adamantium
Slam 2d12+Str, considered +8 adamantium, Iterative attacks (+15/+15/+15/+13/+11)
Resilience 5 (+20 to Constitution , as well as Diehard and Endurance feat, automatically heals 3d6hp)
Vigor 5 (+20 to Strength, +25 to Jump checks, 1 Vitae)
Auspex 1 (Heightened Senses +5 to Perception, free action)
Celerity 5 (+20 to Reflex Saves, Defense, +150ft to movement, + 48 to Jump checks)
Majesty 2 (Awe, Revelation)
Untouchable Blade
Weapon/Armor- all simple weapons,Halberds, Glaives and all one handed slashing swords, including Shortswords, Longswords, and
Scimitars, but not Rapiers or Battleaxes. Light Armor
Precision Strike: Adds Dexterity bonus to attack and damage rolls with any weapon they know.
Parry: Parry up to 5 attacks/counterattack 5 per round. Highest BAB +1d20 vs Foe's attack,all of the parries together total one
immediate action. Cannot parry AoO's, Going total defense= +2 parries, +1 Counterattacks.

Quick Step: +80ft


Feat: Dodge, Mobility, Spring attack
Sudden Strike: +5d6 vs foes denied their AC bonus
Uncanny Dodge: You cannot be caught flatfooted.
Acrobatic Charge: May charge over difficult terrain or past allies.
Bullet Proof: Deflect Arrows
Unexpected Strike: Make an unarmed strike versus the foe, adding Dex to attack (not Strength). If successful, does no damage (either
denies Dex to AC or gives -4 to restist trip attacks). Can acheive the same (Ref Save vs Foe's AC)
Improved Evasion (Ex): Save for 1/2 or no damage.
Opportunist (Ex): 1 per round, AoO vs foe struck.
Skill Mastery: Take 10 on # skills = 3 + their Intelligence modifier. May take more than once
Bonus Feat- x 4
Improved Uncanny Dodge:
Slashing Flurry:
Standard Action-Can take two attacks with a slashing weapon (-5/-10 respectively-)
Full Action- Gains +1 attack( All attacks are at highest BAB-5)
Intercept Spell - Can parry a spell requiring an attack roll back at foe. Caster must make a new attack roll as the orginal attack , if it
hits, he is affected by the spell
Slice the Sky: 3/day, May charge, provokes AoO, stops the charge if hit. Dashes by foes, makes attacks against each foe in range.
Infinite Deflection- Deflect an unlimited number of projectiles per round if using a slashing weapon.
Augmented Critical- Slashing weapon crits +1/multiplier doubles (as Insightful Strike) never needs to confirm criticals,
FEATS
*indicates bonus feat from class/other source
Deflect Arrows*

Deflect 1 attack per dex modifier per round (must be aware of the attack and not flat-footed) Use any weapon or
barehanded, deflect for an ally within reach, including magical rays and exceptional weapons like alchemist's
fire.

Blitz

While charging,lose your Dexterity Bonus to AC for one round, +1d6 of damage if you hit. Go "all out" add BAB
to damage, provoke AoO. Bonus attacks to BAB made with -2 penalty. IF damage foe in melee, make immediate
Intimidate check. Full attack as a standard action

Con Artist

+3 Bluff. Lie Detection/Truth compulsions must succeed on Caster level check (DC 10+Ranks in Bluff) or fail.
Divination magic detects a false alignment of your choice/false surface thoughts to detect thoughts and similar
effects(change apparent Int score up to 10pts higher, any value lower). Beat Sense Motive by 20, instill
suggestion (1 hr per level), use suggestion at will. Mind blank protection at all times

Con Man

+4 to Bluff creatures of same type. Distract 3 targets with Bluff Check; as long as you are speaking they get -10
to Perception checks.Fake alignment to one step in either direction/+10 vs spells to detect lies/compell
truth.Succeed by 5 or more, caster believes you've failed. Enthrall those who see/hear you(no limits to the
amount of creatures/, each makes WIll saves = to your Bluff check DC or be snared. People do not register you
unless looking specifically for you/draw attention to yourself. Guards watching an area make Sense Motive
checks at -10 (opposed by Bluff checks) to notice you

Detective

+3 to Gather Info. If succeed on Gather Info check, +2 to knowledge, SenseMotive and Char based checks. You
gain a +3 bonus on your Gather Information checks.. With 2d6 hrs research, use Gather Info (instead of
Knowledges) for checks pertaining to the topic. DC 30 Gather Info check yields info as a Legend Lore spell.(a
day if item.person is at hand. DC 40 Gather Info check +1d4+1 days, find any answer to a 10 word or less
question or find out where you can get that answer. All uses require relevant sources of info.

Know Thy Enemy

+2 hit, +7d6 damage vs Undead. May detect invisible, incorporeal normally, all weapons have ghost touch effect.
Creatures slain by you cannot be raised from the dead or animated as undead unless you wish it. If you are slain,
your will can no longer be an influence over these corpses until you are raised. May crit undead and apply
precision based damage to them normally

Magekiller

Foes cannot cast defensively in your threatened area. Whe foe uses spell-like/supernatural ability in your
threatened area, make AoO to interuppt. If you hit, Concentration check DC 10+Damage or lose ability. Ignore
concealment/AC bonuses by spells,spell-like abilities,supernatural effects (mirror image and etc). 1 per
encounter, rebound targeted spell,spell-like ability, supernatural ability to rebound on caster (must declare before
rolling save). Caster takes full effect as if cast upon himself

Natural Heavyweight

+4 to Str based checks. Slam attack based on size (1d8) Counts as 1 size larged for beneficial purposes. Rock

Throwing as Giant of your Str score or less. 2x melee weapon damage. Carrying capacity is x10
Rapid Fire

Reload handheld projectiles as free action/never provokes AoO. Draw thrown weapons as free action. Make 1
attack as a swift action. Creatures you have the Edge over cannot deflect/block shots with Deflect Arrows or
similar ability.Volley (full-round action,) 60-ft. cone, 1 attack/damage roll compares to each target. Threatens a
15ft area, make AoO as normal in that area, may make a single ranged attack as immediate action.. Roll your
attack /damage once, compare to whole area of effect. Attacks do double damage/consume x2 ammo.

Skin Like Armor**

+9 armor bonus to AC, +1 per 3 over 18. Proficient in unarmed strikes, if already proficienct, they deal one size
larger. Armor AC applies to touch AC, unarmed strikes are considered +4(+1per 3 over 18) and adamantium. .
Ignore 50" of crits and sneak attack.DR10/-, Energy Resistance 20/all energy.

Unarmed Combat**

Natural Slam attack/ Monk unarmed damage progession/attack progression. Whenever making full attack, may
unarmed attack no penalty. Unarmed attacks do slashing, piercing or bludgeoning at will. Unarmed attacks get
enchantment bonus equal to 1/3 your level. Standard Attack/AoO grants extra unarmed attack (if first attack
succeeds, +4 to your unarmed). Fort Save DC 10+1/2 level+Str or Wis mod) or dazed 1 round. Considered 1 size
larger for unarmed/special attack purposes (including damage). All special attacks get one unarmed strike. Any
time you successfully hit a foe with a melee weapon, make additional attacks equal to your unarmed attack
progression, 1 per round.

Firearms Proficiency**

Proficient in all firearms, martial and exotic. Fire accurate bursts/double tap at no penalty (bursts do +2 dice,
double tap +1 dice damage). Reload magazines/speedloaders as free action, shotguns/revolvers/black powder
weapons as move action, Use firearms 2 sizes larger than you in both hands.

Two Weapon Fighting**

Make iterative attacks/AoO with both hands. +2 Shield bonus when not flatfooted. Feint as swift action. Add
enhancement of primary /offhand weapon to shield bonus

Celerity (x5)

Cost 1 BP, +150ft move, +20 to Defense and Reflex saves. Free action, May activate on another's turn.

** Epic feat traded for 6 mundane ones.


Gear
2 x +4 everful distance speed .45 Colt M1911A1 Custom model- Golden, with oriental dragons carved into the grips.
2d6+4 damage, Infinite ammo of silver bullets , Rng Incr. 60ft
Ring of Force Shield- +2 AC, Round shield shaped wall of force
Ring of Meld into Stone- at will
Overcoat of the Bat- Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Hide checks. The wearer
is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly as per the
spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or
carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under
the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a
time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.
Handy Haversack- 2 20lb bags and 1 80lb back, whatever you need is always on top.
Hat of Disguise- This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the
disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.
Tome of Leadership/Influence +5- already read and used
Rod of Paradise (Epic)- This item creates a nondimensional space, similar in effect to a rod of security. However, the rods possessor
and up to 999 other creatures can stay in complete safety for up to 1,000 days divided by the number of creatures affected.
In this pocket paradise, creatures dont age, and natural healing take place at five times the normal rate. Fresh water and
food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved.
Activating the rod (a standard action) causes the wielder and all creatures touching the rod to be transported
instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all
connected creatures in a circle or a chain to be affected by the rod. Unwilling creatures get a DC 17 Will save to negate the effect. If
such a creature succeeds on its save, other creatures beyond that point in a chain can still be affected by the rod.
When the rods effect expires or is dispelled, all the affected creatures instantly reappear in the location they occupied when
the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient
distance to provide the space required for reentry. The rods possessor can dismiss the effect whenever he wishes before the maximum
time period expires, but the rod can only be activated once per week.
24 expendable/consumable items

6 potions spider climb, 6 potions tongues, 6 potions cure serious wounds, 6 potions of resist energy (fire)

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