Mike Lowery: STR: Dex: Con: Int: Wis: Cha
Mike Lowery: STR: Dex: Con: Int: Wis: Cha
Mike Lowery: STR: Dex: Con: Int: Wis: Cha
Age: -
Eyes: Brown
Hair: Black
Level: 24
Height: 6'1
Weight: 180lbs
Movement: 110ft/260ft
Languages Spoken:
Spanish, Japanese, French, Italian
STR:
DEX:
18
CON:
19
INT:
19
WIS:
18
CHA:
19
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*
Diplomacy 19
Endurance 19
Stealth 19*
Perception 19*
Drive 19
Knowledge: Law
Cook
15*
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.
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.
+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.
+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.
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.
6 potions spider climb, 6 potions tongues, 6 potions cure serious wounds, 6 potions of resist energy (fire)