Pocket revolver: 6/6 shots
PC Name: Penny Dreadful Gender: Female HD: 9
Player Name: Brad Height: 5'9"
Race: Human Weight: 155 lb HP: 83/83
Class: Smart 4/Dedicated 2/Investigator 3 Age: 27 Current/Normal
Level: 9 Hair: Blonde
Occupation: Investigative Eyes: Blue XP: 36000
Reputation: +4 Speed: 30 ft Needed for
Wealth: +18, wealthy Next Level: 45000
Action Points: 7/10, +2d6
Level - Class - HP
1 - Smart Hero 1
2 - Dedicated Hero 1
3 - Smart Hero 2
4 - Dedicated Hero 2
5 - Smart Hero 3
6 - Investigator 1
7 - Smart Hero 4
8 - Investigator 2
9 - Investigator 3
SHEET UPDATED:
10/10/13: Sheet created
17/01/14: Level-up to 7th level, adding Smart 4
25/01/14: Add Hunter level 7 bonuses
13/01/15: Level-up to 8th level, adding Investigator 2
29/05/15: Level-up to 8th level, adding Investigator 3
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ABILITIES
Final
Base Racial Magic Misc Ability / Mod
Bonus Item Score
STR : 10 -- -- -- 10 / +0
DEX : 14 -- -- -- 14 / +2
CON : 12 -- -- -- 12 / +1
INT : 16 -- -- +2 18 / +4
WIS : 12 -- -- -- 12 / +1
CHA : 8 -- -- -- 8 / -1
+1 Ability Increase every 4th level is added to Base number.
4th: Intelligence +1
8th: Intelligence +1
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COMBAT STATISTICS
DEFENSE BASE ATTACK BONUS
AC Total : 17+1+1 MELEE RANGED
AC when Flat-Footed 15+1+1 Total: +6/+1 Total: +8/+3
AC vs Touch Attack 17+1+1 Base: +6/+1 Base: +6/+1
Base: 10 STR: +0 DEX: +2
Armor: +0 Misc: -- Misc: +0
Class : +5
Dexterity: +2 INITIATIVE
Size: -- Total: +2
Misc.: --+1+1 DEX: +2
Misc.: -- Misc.: +0
Defensive Martial Arts: +1 dodge Defense vs melee attacks
Dodge: +1 dodge Defense vs selected opponent
Combat Expertise: up to -6 on attack, for up to +6 dodge Defense
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SAVING THROWS
Total Base Ability Misc Magic
Fortitude: +6 = 4 + 1 + 1 + 0
Reflex: +5 = 3 + 2 + 0 + 0
Will: +8 = 6 + 2 + 0 + 0
Hunter: +2 saves vs Fear and similar
Hunter: +1 Fortitude
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STARTING OCCUPATION
Investigative
Class Skills: Gather Information, Search (+1)
Bonus Feat: Personal Firearms Proficiency
Wealth Bonus: +2
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CLASSES
Smart Hero 4:
Feat: Simple Weapon Proficiency
1: Talent - Savant
2: Feat - Combat Expertise
3: Talent - Exploit Weakness
4: Feat - Improved Disarm
Dedicated Hero 2:
Feat: Simple Weapon Proficiency
1: Talent - Skill Emphasis
2: Feat - Blind-Fight
Investigator 3:
1: Profile
2: Contact, low-level
3: Feat - Defensive Martial Arts
Hunter:
1: +10 bonus hitpoints
2: +2 Hide, Move Silently, Listen, Spot
3: Feat - Obscure Knowledge
4: Intimidate +4, Concentration +2, +2 saves vs Fear and similar
5: Devil's Trap
6: Base Attack Bonus +1, Gather Information +2
7: Fortitude +1, +7 hitpoints
8: +1 damage to all attacks; Depurgare (as Exorcism)
9: Improved Devil's Trap & Improved Depurgare, +4 HP, +1 Bluff
Improved Devil’s Trap:
Components: Any material used to draw with, preferably something at least semi-
permanent.
Casting time: 10 minutes. If done in a rush take a -2 penalty for Concentration
checks.
Must succeed on a Concentration check of DC 18 unless time is not an issue, in
which case one can take 20.
Only works if the demon does not see the devil’s trap or if they are put in when
they are unconscious. You must therefore make a concealment check using your
Hide skill + 4 against their Spot in order to see if they detect the trap upon
entering the area. When taking a 20 you get a +6 to this check.
Improved Depurgare (as Exorcism)
Components: hex-bag
The player needs a Concentration check of DC 15 and it increases one point for
every level the enemy is higher than the player. The player must succeed on the
Concentration check for 7 rounds straight or they must start the attempt over
again. Note anything that breaks their concentration can lead to a break in the
exorcism. A struggling demon will automatically give distractions, so any
exorcism attempted without a devil’s trap will automatically take a -4 to
Concentration checks. Note: This spell will have improved versions as the player
increases in level.
Addendum: If you know the demon's name then you automatically can subtract 1
round of concentration required and you get a +2 circumstance bonus on
Concentration checks.
--------------------------------------------------------------------------------
FEATS: Indicate for level, class, race, etc.
Class: Simple Weapon Proficiency
Bonus: Personal Firearms Proficiency
1st: Point Blank Shot
1st: Dodge
3rd: Find Clues [d20 Past]
Smrt2: Combat Expertise
Hntr3: Obscure Knowledge [d20 Past]
Dedi2: Blind-Fight
6th: Agile Riposte
Smrt4: Improved Disarm
Inve3: Defensive Martial Arts
9th: Precise Shot
Find Clues
You have a knack for noticing things at a crime scene or other location of
mystery.
Prerequisite: Search 6 ranks.
Benefit: It you merely pass within 5 feel of a clue to a crime or other mystery,
you are entitled to a Search check to notice it as if you were actively looking
for clues.
Normal: You must specifically search for clues (spending a full-round action to
do so) to discover anything of interest.
Obscure Knowledge
You know and remember unusual bits of knowledge on a wide variety of topics.
Your command of trivia sometimes comes in handy when other sources of
information fail.
DC: Type of Knowledge (Examples)
10: Common; known by at least a substantial minority of the locals. (The mayor's
reputation for drinking: folklore about a local haunted house.)
20: Uncommon but available: known to only a few locals. (A local priest's shady
past: rumors about a powerful corporation.)
30: Obscure; known to only a few people anywhere. (An industrialist's family
history; rumors about an ordinary organization.)
40: Extremely obscure; known to very few or forgotten completely. (The history
of an ordinary building: why the industrialist's last word was "Rosebud.")
Prerequisite: Gather Information 6 ranks.
Benefit: You can make a special Obscure Knowledge check with a bonus equal to
your character level + your Intelligence modifier to determine whether or not
you know relevant information about people, items, or places. This check won't
reveal the identity of a killer, but it might give you a hint to his identity.
You can't take 10 or take 20 on this check, and the check can be made only once
per subject.
The GM determines the DC of the Obscure Knowledge check using the above table.
Normal: Depending on the information sought, a particular category of the
Knowledge skill may also allow a check.
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TALENTS:
Smart Hero:
Research - Savant: Investigate
Strategy - Exploit Weakness
Dedicated Hero:
Insightful - Skill Emphasis: Spot
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LANGUAGES
Read/Write/Speak:
English
French
Latin
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SKILLS Fill in skills you have ranks in AND skills that
can be used untrained. Mod is the final score, Rnk
Skill Point Total: 126 is the number of ranks attained in the skill, Abl
Max Class ranks: 12 is the related Ability Modifier, and Msc is for any
Max Cross-Class ranks: 5 miscellaneous bonus from feats, race, synergy, etc.
s - Smart Hero class skill
d - Dedicated Hero class skill
o - Occupation class skill
i - Investigator class skill
a - Arcane Skills class skill
Related
Class Mod = Rnk Abl Msc | Skill Name Ability Untrained?
+2 = +2 ! | Balance (DEX) Yes
i +5 = 5 -1 +1 | Bluff (CHA) Yes
+0 = +0 ! | Climb (STR) Yes
a +6 = 3 +1 +2 | Concentration (CON) Yes
s +4 = +4 | Computer Use (INT) Yes
sa +10 = 6 +4 | Craft (chemical) (INT) No
s +5 = 1 +4 | Craft (mechanical) (INT) No
s +6 = 2 +4 | Craft (electronic) (INT) No
sd +5 = 1 +4 | Craft (writing) (INT) No
= +4 | Craft (___) (INT) No
s +10 = 6 +4 | Decipher Script (INT) No
s = +4 | Demolitions (INT) No
-1 = -1 | Diplomacy (CHA) Yes
si +9 = 5 +4 | Disable Device (INT) No
-1 = -1 | Disguise (CHA) Yes
i +2 = 1 +1 | Drive (DEX) Yes
+2 = 1 +1 ! | Escape Artist (DEX) Yes
si +6 = 2 +4 | Forgery (INT) Yes
d +2 = 1 +1 | Gamble (WIS) Yes
oi +9 = 8 -1 +2 | Gather Information (CHA) Yes
= -1 | Handle Animal (CHA) No
+4 = +2 +2! | Hide (DEX) Yes
i +4 = 1 -1 +4 | Intimidate (CHA) Yes
sdi +17 = 9 +4 +4 | Investigate (INT) No
+0 = +0 ! | Jump (STR) Yes
sd +10 = 6 +4 | Knowledge (Arcane Lore) (INT) No
sd +5 = 1 +4 | Knowledge (Art) (INT) No
sdi +6 = 2 +4 | Knowledge (Beh. Science) (INT) No
sd = +4 | Knowledge (Business) (INT) No
sdi +7 = 3 +4 | Knowledge (Civics) (INT) No
sdi +5 = 1 +4 | Knowledge (Current Events) (INT) No
sd +5 = 1 +4 | Knowledge (E&L Science) (INT) No
sd +8 = 4 +4 | Knowledge (History) (INT) No
sd +5 = 1 +4 | Knowledge (Physical Sciences) (INT) No
sd +8 = 4 +4 | Knowledge (Popular Culture) (INT) No
sdi +7 = 3 +4 | Knowledge (Streetwise) (INT) No
sd = +4 | Knowledge (Tactics) (INT) No
sd = +4 | Knowledge (Technology) (INT) No
sd +10 = 6 +4 | Knowledge (Theo. & Philos.) (INT) No
di +9 = 6 +1 +2 | Listen (WIS) Yes
+4 = +2 +2! | Move Silently (DEX) Yes
s +4 = +4 | Navigate (INT) Yes
-1 = -1 | Perform (___) (CHA) Yes
= +2 | Pilot (DEX) No
sdi +5 = 4 +1 | Profession (WIS) Yes
s +5 = 1 +4 | Repair (INT) No
si +11 = 7 +4 | Research (INT) Yes
+2 = +2 | Ride (DEX) Yes
si +13 = 8 +4 +1 | Search (INT) Yes
di +8 = 7 +1 | Sense Motive (WIS) Yes
= +2 ! | Sleight of Hand (DEX) No
a +5 = 1 +4 ! | Spellcraft (INT) No
d +9 = 3 +1 +5 | Spot (WIS) Yes
d +1 = +1 | Survival (WIS) Yes
+0 = +0 ! | Swim (STR) Yes
d +2 = 1 +1 | Treat Injury (WIS) Yes
= +2 ! | Tumble (DEX) No
a +0 = 1 -1 ! | Use Magic Device (CHA) No
sdi = 2 | Read/Write Language (INT) No
sdi = 2 | Speak Language (INT) No
Occupation: Search +1
Skill Emphasis: Spot +3
Savant: Investigate +4
Hunter: Hide, Move Silently, Listen, Spot +2
Intimidate +4, Concentration +2
Gather Information +2
Bluff +1
Armour Check Penalty: 0
! = Armor Check Penalty applies (double for Swim)
* = Requires a specific area to specialize in.
--------------------------------------------------------------------------------
WEAPONS ATT is your final attack modifier when using the weapon.
Monks should also list bare-handed attacks here.
NAME: Pocket revolver NAME: Cane / Umbrella NAME: Knife
ATT: +8/+3 (+2) (+1) ATT: +6/+1 (+4) ATT: +6/+1 (+4)
DMG: 2d4 +1 (+1) DMG: 1d6 + 1 DMG: 1d4 + 1
CRIT: 20/x3 CRIT: 20/x3 CRIT: 19-20/x3
RNG: 15 ft RNG: 10 ft RNG: 10 ft
WGHT: 2 lb WGHT: 3 lb WGHT: 1 lb
TYPE: ballistic TYPE: bludgeoning TYPE: piercing
SIZE: small SIZE: medium SIZE: tiny
COST: 14 COST: 4 COST: 7
Single shot
6 cylinders
NAME: Unarmed NAME: Holy water NAME:
ATT: +6/+1 (+4) ATT: +8 (+2) (+1) ATT:
DMG: 1d3 + 1 nonlethal DMG: DMG:
CRIT: 20/x2 CRIT: CRIT:
RNG: melee RNG: RNG:
WGHT: - WGHT: 1 WGHT:
TYPE: bludgeon TYPE: TYPE:
SIZE: medium SIZE: SIZE:
COST: - COST: 15 COST:
grenade weapon
2d4 vs undead or evil outsider
GRAPPLE BONUS: BAB 6 + STR +0 + SIZE -- = +6
Exploit Weakness: After 1 round of combat, may take a move action and a DC 15
Int + Smart level (+8) check, to use Int on attack rolls, instead of Str or Dex,
vs one selected opponent.
Point Blank Shot: +1 attack and damage on ranged attacks within 30 feet
Precise Shot: No -4 penalty on ranged attacks into melee
Combat Expertise: up to -6 on attack, for up to +6 dodge Defense
Agile Riposte: If the target of Dodge makes a melee attack against Penny and
misses, then Penny may make an immediate melee AoO against the target. Once a
round.
Blind-Fight: May reroll miss vs concealment. Move at 3/4 when unable to see.
Improved Disarm: No AoO when attempting to disarm, may not be disarmed in turn
--------------------------------------------------------------------------------
PROTECTION
ARMOR SHIELD
NAME: NAME :
TYPE: TYPE :
AC BONUS: AC BONUS :
MAX DEX: CHECK PENALTY :
CHECK PENALTY: SPELL FAILURE :
SPELL FAILURE: WGHT :
SPEED: PROPERTIES:
WGHT: COST:
PROPERTIES:
COST:
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EQUIPMENT Don't forget to add weapon, armor, magic items, and treasure
weights to total weight carried.
Wealth Bonus: +15
Item # Purchase Weight Location Notes
Pocket revolver (.32) 14 2 purse/holster [d20 Past]
cartridge handgun
Blessed, +1, critical ×3
.32 caliber bullets 36 5
including wrought-iron rounds
Blessed, +1, critical ×3
Silver .32 bullets 50 11 [Urban Arcana]
Blessed, +1, critical ×3
Holster, concealed carry 5 0.5 garter holster
Gentleman's cane [club] 4 3
Made from ash, a wood with occult significance
Cored in iron, with iron tip and handle
Handle inscribed with ornate pentagram and sigils
Blessed, +1, critical ×3
Umbrella [club] 4 3
Sturdy construction, with iron core, ferrule, and inlay in handle
Devil's Trap stitched beneath the canopy
Blessed, +1, critical ×3
Knife 7 1 purse iron blade
Blessed, +1, critical ×3
Purse / Handbag 4 1
Contractor's field bag 6 2 carries tools
Clothing, business 12 3
Clothing, casual 8 2
Clothing, formal 15 3
Coat 8 2
ladies' dresses, suits, working clothes, hats
Evidence kit, basic 7 6
Lockpick set 8 1
First aid kit 5 3
Holy water 2 15 1 [Urban Arcana]
EMF meter [Bug sweeper] 21 4.5 [Urban Arcana]
Hand-held detector of EM radiation and signals, +5 Search for ghosts
Other Possessions: equipment on hand or to be determined
Various books, magazines, occult tomes and notes
Cross-stitching supplies: aida cloths, coloured threads, needles
Collection of souvenir spoons from various locales, some of stirling silver
Occult and hunting supplies, jars of salt, chalk, implements and herbs
Suitcase and luggage containing possessions not carried, stored at lodgings
Total weight carried:
Light Load: - 33 Medium Load: 34 - 66 lbs Heavy Load: 67 - 100 lbs
Lift over head: 100 Lift off ground: 200 Push or Drag: 500 lbs
This message was last edited by the player at 07:15, Sun 25 Feb 2018.