E-Mail: 12kreynoso@gmail.com
Discord: The Arcanian#4597
Ledger
Character Name: Philip Climbwell
Alias: Pip
Animal Type: Raccoon
Background: One of the Academic Underground
Alignment: Scrupulous
XP Level: 1
XP Points: 0
Next Level @ XP: 15
Sentiments/Humans: No different than The Folk, anyone that climbs to such great heights has the chance of falling just as far.
Sentiments/Reclaimers: They have the right idea. Though knowledge is more important than money.
Sentiments/Orthodox: Fearful fools. Things don't stay the same, they either move forwards or backward.
Sentiments/Imperials: Violent fools. Progress through force can only end badly.
Species Hostilities: None
Disposition: Self-assured to the point of mild arrogance. Is often the smartest person in the room and knows it.
Insanity: None
ATTRIBUTES
I.Q.: 23
M.E.: 15
M.A.: 8
P.S.: 8
P.P.: 16
P.E.: 12
P.B.: 11
Speed: 11
PHYSICAL DATA
H.P.: 13
S.D.C.: 29
Age: 20
Sex: Male
Height: 2' 2"
Weight: 20 lb
Description: A raccoon, but walks, talks, wears clothes, and builds things.
BIO-E DETAILS
Natural Abilities
Perception: 44% perception, +10% if Danger Sense is active, +10% when in darkness, +5% to perceiving any tactile characteristics
Charm/Impress: 14%
Invoke Trust/Intimidate: 9%
Max. Encumbrance: 6 lb.
Max. Carrying Weight: 80 lb.
Max. Lifting Weight: 240 lb.
Max. Jumping Ability: 4' (+2') long, 2' (+.5') high
Special Abilities
Advanced Vision
Nightvision
Advanced Touch
Advanced Hearing
Extra Intelligence Quotient
Extra Mental Endurance
Mechanical Engineering -- 74% (+5%)
Psionics
Danger Sense
Apprenticeship (Core) SkillsNative Language -- 97% (+1%)
Literacy -- 54% (+5%)
Mathematics: Basic -- 88% (+4%)
Blacksmith -- 64% (+5%)
Carpentry -- 54% (+5%)
General Repair & Maintenance - 59% (+5%)
Locksmith -- 54% (+5%)
Mechanics: Basic -- 63% +5%)
Rope Works: 54% (+5%)
Plumbing: 74% (+5%)
Masonry: 54% (+5%)
Apprenticeship (Other) Skills
Recognize Weapon Quality -- 39% (+5%)
Camouflage -- 34% (+5%)
Siege Engineer -- 44%/34% (+5%)
Teamster/Wagoner -- 64% (+5%)
Construction & Farming Equipment -- 59% (+4%)
Navigation -- 64% (+5%)
Horsemanship: General -- 44%/29% (+5%)
Horsemanship: Exotic Animals -- 39%/29% (+5%)
Sailing -- 69% (+5%)
Antiquarian -- 49% (+5%)
Archaeology -- 29% (+5%)
Chemistry -- 59% (+5%)
Chemistry: Analytical -- 49% (+5%)
History -- 49% (+4%)
Mathematics: Advanced -- 59% (+4%)
Appraise Goods -- 39% (+5%)
Boat Building -- 39% (+5%)
Excavation -- 39% (+5%)
Farrier: Basic -- 43% (+4%)
Intelligence -- 41% (+4%)
Interrogation -- 49% (+5%)
Acrobatics
-- Sense of Balance 69% (+2%)
-- Walk Tightrope or High Wire 69% (+3%)
-- Back Flip 59% (+5%)
-- Leap: 4' high and 5' (+2') long, Fearless of heights
Athletics (general)
W.P. Knife
Wilderness Survival -- 39% (+5%)
Hand to Hand: Expert
Secondary Skills
LV1 Climbing -- 79/54% (+5%)
LV1 Swimming -- 59% (+5%)
LV1 Prowl -- 34% (+5%)
LV1 First Aid -- 54% (+5%)
LV1 W.P. Archery
LV1 W.P. Targeting
Combat Data
HTH Type: Expert
Number of Attacks: 4
Initiative Bonus:
Strike Bonus:
Parry Bonus:
Dodge Bonus:
HTH Damage Bonus:
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +2
Bonus to Disarm:
Other:
+1 to parry & dodge while in water
+1 on initiative when on horseback or exotic mount
+1 to roll with fall or impact when knocked from a horse or exotic mount
+2 to parry or dodge while on horseback or exotic mount
+1D6 to damage when on horseback or exotic mount
+2D6 damage to charge attack (running horse or exotic mount) with a lance, pole-arm, or spear
Horse or exotic mount attack
Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost
W.P. Knife - +1 to parry, +1 to strike when thrown
W.P. Archery - +1 to strike, +1 to parry with the bow itself
W.P. Targeting - +1 to strike
Saving Throw Bonuses
Coma/Death: +0%
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (16+): +0
Horror Factor (varies): +0