Wolf Spirit LEVEL 8

Init +7+4 beastmaster, +2 Dex, +1 priest; Senses Notice +4

Action Dice 6d6

Defenses

Defense 20, flat-footed 18 (+2 beastmaster, +2 Dex, -1 DP, +5 priest, +2 shield)

Fort +8+5 base, +3 Con, Ref +5+3 base, +2 Dex, Will +6+4 base, +2 Wis

DR 4moderate hardened leather armor/—; Resist fire 5; Spell Defense 1910 plus Career Level plus Cha modifier

Statistics, Injuries, & Conditions

Vitality 9645 + 15 Con priest plus 27 + 9 Con beastmaster; Wounds 1616 Con

Subdual     (fatigued    ); Stress     (shaken    )

Str 1212 base, +0 race, +0 level, Dex 1412 base, +2 talent, +0 race, +0 level, Con 1615 base, +0 race, +1 level, Int 1111 base, +0 race, +0 level, Wis 1414 base, +0 race, +0 level, Cha 1313 base, +0 race, +0 level Increase one attribute by 1 point.

Base Atk +6

Offense

Speed 25 ft.30 ft. base, -5 ft. armor

Reach 1 (2 with throwing spear)

Melee throwing spear +8BAB plus +1 Str plus +1 forte (1d8+4+1 Str plus +3 War path/17-20) or
heartstone axe +8BAB plus +1 Str plus +1 forte (1d10+1+1 Str/18-20 plus AP 2; AP 10 & +2 Damage vs. horrors/outsiders) or
hide shield +7BAB plus +1 Str (1d3+1+1 Str subdual/18-20)

Ranged reflex bow (standard arrow) +8BAB plus +2 Dex (1d6/18-20 plus AP 2) or
throwing spear +9BAB plus +2 Dex plus +1 forte (1d8+4+1 Str plus +3 War path/17-20)

Special Attacks +3+1 per War path damage using throwing spear, +2 damage vs. standard horrors and outsiders, ragged wound, retribution

Path Spells (CL 5th)

1/scene—mage armor, true strike I

Paths Beast I, War III

Special Qualities acolyte, beast kin, devout, double boost, exotic partner I, parry, signs & portents I

Proficiencies, Skills, & Interests

Proficiencies blunt, bows; Forte edged, hurled; Ritual Weapon throwing spear

Feats

Basic Combat Feats—Contempt

Spellcasting Feats—Blessed (Beasts), Mage Hunter

Style Feats—Glint of Madness

Terrain Feats—Animal Partner (75animal 50 XP plus +10 XP exotic partner I plus + 5 XP / Terrain feat), Coordinated Attack, Horde Basics

Choose 1 Unarmed Combat or Terrain feat.

Skills Acrobatics +65 ranks, +2 Dex, -1 armor, Athletics +66 ranks, +1 Str, -1 armor, Blend +10 ranks, +1 Cha, Bluff +10 ranks, +1 Cha, Crafting +00 ranks, +0 Int, Disguise -30 ranks, +1 Cha, -4 armor disguise penalty, Haggle +20 ranks, +2 Wis, Impress +43 ranks, +1 Cha, Intimidate +53 ranks, +2 Wis, Investigate +86 ranks, +2 Wis, Medicine +44 ranks, +0 Int, Notice +53 ranks, +2 Wis, Prestidigitation +10 ranks, +2 Dex, -1 armor, Resolve +53 ranks, +3 Con, -1 armor, Ride +76 ranks, +2 Dex, -1 armor, Search +66 ranks, +0 Int, Sense Motive +53 ranks, +2 Wis, Sneak +10 ranks, +2 Dex, -1 armor, Survival +86 ranks, +2 Wis, Tactics +66 ranks, +0 Int ; Alignment Skills Athletics, Acrobatics, Survival, Tactics; Origin Skills Investigate, Search Assign 6 skill points to any Class, Origin, or Alignment skills; no more than 11 ranks in any one skill.

Studies Children of the Dawn, Kompache History

Alignment Talehtepo

Languages Mitayune (illiterate), Tlatollehi (literate)

Character Demographics

XP Earned 40,001 of 60,000

Male Kompache human priest 5/beastmaster 3

Agile Harii

Medium folk

Height 6'1", Weight 180 lbs., Hair Brown, Eyes Brown, Skin Reddish, Age 18

Lifestyle

Panache 22 priest; Prudence 11 priest

Assign 1 point to either Panache or Prudence.

Appearance Bonus +2+1 natural elegance plus +1 panache; Money Saved/Earned 20%20%; Income 20s2 panache

Reputation & Renown

Legend +82 Harii plus +2 beastmaster plus +4 priest; Reputation 199[80 for class level 8 plus 19 for adventure 1; plus 18 for adventure 2 ; plus 18 for adventure 3; plus 20 for adventure 4; plus 18 for adventure 5; plus 18 for adventure 6; plus 19 for adventure 7; plus 19 for adventuer 8 = 229] [-30 for Heroic Renown 1]; Renown 11

Heroic Renown 11 purchased for 30 reputation (Coup-Counter); Military Renown 0x; Noble Renown 0x

Possessions

Combat Gear vitality potion (2; heal 2d6 vitality), arrows (27; AP 2, poisonous), balm (3), body paint (3; plains), root ale (decreases shaken 1 grade), shattering vial

Other Gear horrific moderate hardened leather armor (+2 gear bonus to Threaten), hide shield, heartstone axe (AP 10 & +2 Damage vs. horrors/outsiders), reflex bow, throwing spear (hurl, reach +1), backpack, bedroll (cold 4), comfort food (2), hemp rope (50 ft.), tent (cold 4, heat 4), torches (5)

Coin In Hand 1s

Stake 30s

Special Abilities

Acolyte Gain ritual weapon at no cost which may not be sold. If lost or destroyed, it's replaced at no cost at the end of the next Downtime lasting 1 day or more.

Beast Kin When you spend an action die to boost your Animal Partner's checks, roll and add the results of 2 dice.

Contempt 1/round—Make free attack against a standard character. May use up to once per combat per starting action dice.

Coordinated Attack 1/round—As full action, direct a teammate who can see and hear you to make immediate Standard Attack.

Devout When you fail an attack check with your ritual weapon or a skill check with a Priest class skill and don’t suffer an error, you may spend an action die to re-roll the check. You may use this ability only once per check.

Double Boost May spend and roll 2 action dice to boost Dexterity-based skill checks.

Exotic Partner I A single Animal Parter's max XP value increased by 10. May have Beast, Horror, Ooze, Plant, or Undead types.

Glint of Madness 1/rnd—When one of your attacks renders an opponent dead or unconscious, immediately Threaten another opponent as free action.

Horde Basics When you have 2-to-1 advantage, you and each teammate gains 1/4 personal cover (+2 Defense, +1 Reflex). When you have 3-to-1 or better advantage, you and each teammage gains 1/2 personal cover (+4 Defense, +2 Reflex).

Mage Hunter When you score a threat with an attack or skill check against a character with 1 or more Spellcasting ranks, it costs 1 fewer action dice to activate it as a critical (minimum 0).

Man and Beast 1once per session; gain again at level 7 beastmaster/session—Spend 1-minute action to gain any 3-pt. or less ability possessed by your Animal Partner except class ability, damage defiance, feat, or veteran until the end of the scene.

Parry 1once per Melee Combat feat possessed (minimum 1)/combat—As initiative action once per round, when not flat-footed, after you are hit by a melee or unarmed attack but before damage is rolled, make a Reflex save (DC equal to attack roll). If successful, damage reduced to 0 (although any special effects still apply).

Ragged Wound (Melee Attack Trick; Forte) When attacking, increase error range by 1 and decrease damage by 2 to grant weapon bleed quality.

Retribution (Initiative Action Trick; Forte) 1/combat—As immediate action, when suffering damage from adjacent opponent's attack, make free attack against that opponent even if the damage leaves you unconscious or dead. If damage leaves you with 0 or fewer wounds, attack inflicts double damage.

Signs & Portents I 6once per starting Action Dice/adventure (not session)—As 1-minute action, request a free hint from the GM. If he refuses, gain 1 bonus action die.

Threaten As half action, roll opposed Intimidate vs. Resolve against opponent in Close Quarters (beyond reach, up to 30 ft. away). If you win, opponent suffers 1d101d10 from Glint of Madness stress damage; otherwise, opponent gains +1 bonus with next attack against you during current combat.

Animal Partner

Wolf (Medium Animal Walker — 75 XP; Threat Level 7Career Level -4 (normal Animal Partner cost) +3 (for Veteran III)): Str 16, Dex 12, Con 14, Int 5, Wis 10, Cha 10; SZ M (1x1, Reach 1); Spd 30 ft. ground (Run 150 ft.); Init +5II plus +1; Atk +10V plus +3 Str; Def 17IV plus +1 Dex; Res +6III plus +2 Con (Fortitude) or +5III plus +1 Dex (Reflex) or +4III Will; Health 140IV vitality and 14IV (14 Con) wounds; Comp —; Skills: Acrobatics +8II plus +1 Dex, Search +7IV plus -3 Int, Sneak +8II plus +1 Dex, Survival +10IV, Tactics +7IV plus -3 Int; Qualities: Feat (Ferocity Basics, Wolf Pack Basics, Wolf Pack Mastery, Wolf Pack Supremacy) (gain total +4 attack [includes normal flank bonus], +1 threat range, and 2d6+2 sneak attack against flanked opponent; flank opponent when you and ally are adjacent to foe in any configuration), improved senses (scent), superior runner I, superior traveler I, veteran III

Attacks/Weapons: Bite III (dmg 2d8+3 lethal; threat 15-20; upgrades: AP 2, keen 4, trip)


Defeated Enemies Blue Octorok (4), Blue Tektite, Brown Stalker Spider (2), Bulette, Bullywug Croaker, Bullywug Mucker (2), Carnivorous Ape, Cave-Gnawer Ghula, Cobalt Jelly, Deinosuchus Crocodilian, Deku Scrub (2), Elder Earth Elemental, Elder Fire Elemental, Ettercap (2), Fireback Ghula, Giant Firemouth Frog, Giant Frog, Gnoll, Hell Hound, Immature Bulette (3), Keeper Combatant (3), Keeper Priest, Keeper Warrior (9), Leever (2), Magtail, Mammoth (4), Marbaq Yaqyachi, Margoyle, Moldorm (4), Nemtlac the Cannibal, Nightmare Rider (4), Octorok (7), Ogre Keeper Warrior, Ogre Mauler, Ogre Slaver, Pack Wolf (2), Peahat (5), Pristichampus Crocodilian (2), Rock Ooze Living Statue, Skulltula (2), Sluggula (3), Velociraptor (2)

History write

Fantasy Craft Roleplaying Game | SAVAGE! Campaign | Phoenix Gaming Club — 2015 | DM — Charles W. Plemons III
Based Upon Epoch Campaign Setting | Modified by Kaliegh Belda and Charles Plemons
35 Games Played | Last Played 08/30/2016 | Created 10/06/2015 | Played by Chris Harmon