Grau Soldado

(Generated 61 times)
Namelist None
Rank Skilled
Race Human
Cult rank None
Notes Grau used to be a lean man, with steely muscle on his well-honed physique. He was always cleanshaven, with bright piercing green eyes. Now, he’s a mess—he hasn’t changed his uniform in days, and he reeks of stale sweat and ale. During Combat Grau’s sword is a masterful piece of work—the only thing of any real value he still owns. It represents the talent he once had, but as long as he’s drunk, he makes poor choices. He more or less ignores any opportunity to set up a sneak attack. He limits his attacks to the PC whom he challenged to a duel, but if any other PC enters the fight he sputters and cries out “Foul! You’ll pay for that, varlet!” and from that point on attacks random PCs each turn. Morale If Grau is reduced to fewer than 2 hit points, the fight goes out of him entirely; he drops his sword and breaks down in tears of self-loathing. Gear mwk chainmail, light steel shield, +1 mithral longsword, 3 gp 2 sp armour proficiency +2 AP (not added) and weapon spec longsword. +1 AP to parry Backstab +1 shift Bravado’s Blade: When a rake hits an opponent and deals sneak attack damage, she can forgo that damage shift and make a free Intimidate check to demoralize the foe. For every additional step sneak attack damage she forgoes, she receives a +1 step bonus on this check. Due to being drunk, he counts as being sickened. Dodge (Combat) Your training and reflexes allow you to react swiftly to avoid an opponents' attacks. Dex 13. You gain a +1 bonus to your AP to attacks you are aware of. A condition that makes you lose your ability to evade, also makes you lose the benefits of this feat. (not added) Improved Initiative (Combat) Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks. Power Attack (Combat) You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Str 13. You can choose to take a –1 step penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage includes, if you are making an attack with a one handed weapon using two hands, the +1 you normally get. You cannot use choose location with this but can sunder. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Improved Sunder and damage weapon (Combat) You are skilled at damaging your foes' weapons and armor. Str 13. You roll the damage rolls twice when sundering an item and take the better. You also receive a +2 to AP whenever an opponent tries to sunder your gear. Luck:5
STR 13
CON 18
SIZ 10
DEX 15
INT 10
CHA 12
D20Hit locationArmor
01-03 Right leg 5
04-06 Left leg 5
07-09 Abdomen 5
10-12 Chest 5
13-15 Right arm 5
16-18 Left arm 5
19-20 Head 5
Movement 6m (20 feet)
Natural armor No

Standard skills

Athletics STR+DEX+30 Brawn STR+SIZ+30 Endurance CON+CON+25
Evade DEX+DEX+50 First Aid DEX+INT+30 Influence CHA+CHA+30
Insight INT+POW+35 Locale INT+INT+30 Perception INT+POW+40
Stealth DEX+INT+30 Unarmed STR+DEX+30 Willpower POW+POW+40

Professional skills

Acrobatics STR+DEX+50

Combat styles

rakish fighter (Excellent Footwork)STR+DEX+45

Weapon options

1-handed weapons

Amount: 1
Mmk mitral longsword+1 (1)

2-handed weapons

Amount: 1
Mmk mitral longsword+1 (1)

Ranged weapons

Amount: 0


Amount: 1
Heater Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Mmk mitral longsword+1 1h-melee 1d8+1 M L - Bleed, Impale Y N 11 14
Mmk mitral longsword+1 2h-melee 1d10+1 L L - Bleed, Impale, Sunder Y N 11 14