Jericho Altair
Human Male Tough Hero 1 / Smart Hero 2
Representing Cole Caecus
Strength 14 (+2)
Dexterity 12 (+1)
Constitution 18 (+4)
Intelligence 18 (+4)
Wisdom 17 (+3)
Charisma 9 (-1)
Size: Medium
Height: 6' 0"
Weight: 200 lb
Eyes: Green
Hair: Dark Brown
Skin: Tan
Talents:
Robust
Savant -- mechanical
Total Hit Points: 23
Speed: 30 feet
Armor Class: 14 = 10 +1 [leather jacket] + 2 [class] +1 [dexterity]
Touch AC: 13
Flat-footed: 13
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +5 = 1 [base] +4 [constitution]
Reflex save: +1 = 0 [base] +1 [dexterity]
Will save: +5 = 2 [base] +3 [wisdom]
Attack (handheld): +3 = 1 [base] +2 [strength]
Attack (missile): +2 = 1 [base] +1 [dexterity]
Grapple check: +3 = 1 [base] +2 [strength]
Reputation: +1 = 1 [base]
Action points: 17 (lifetime)
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.
Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]
Hatchet [1d6, crit 20, range inc 10 ft., 4 lb, one-handed, slashing]
Machete [1d6, crit 19-20, 2 lb, one-handed, slashing]
Compound Bow [1d8, crit 20, range incr 40 ft., 3 lb, piercing]
Remington 700 hunting rifle [2d10, crit 20, range incr 80 ft., 8 lb, ballistic, semi-automatic]
Leather jacket [light; +1 AC; max dex +8; check penalty 0; 4 lb.]
Adventurer (starting occupation)
Survival
Treat Injury
Feats:
Archaic Weapons Proficiency
Athletic
Personal Firearms Proficiency
Cautious
Simple Weapon Proficiency [free]
Track
Mutations:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Balance Dex* 1 = +1
Bluff Cha -1 = -1
Climb Str* 6 = +2 +4
Computer Use Int 7 = +4 +3
Concentration Con 8 = +4 +4
Craft (Electronic) Int 7 = +4 +3
Craft (Mechanical) Int 10 = +4 +4 +2 [savant]
Craft (Structural) Int 8 = +4 +4
Craft (Visual Art) Int 4 = +4
Craft (Writing) Int 4 = +4
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Drive Dex* 4 = +1 +3
Escape Artist Dex* 1 = +1
Forgery Int 4 = +4
Gamble Wis 3 = +3
Gather Information Cha -1 = -1
Hide Dex* 1 = +1
Intimidate Cha -1 = -1
Investigate Int 7 = +4 +3
Jump Str* 2 = +2
Knowledge (arcane lore) Int 7 = +4 +3
Knowledge (earth & life sciences) Int 6 = +4 +2
Knowledge (physical sciences) Int 8 = +4 +4
Knowledge (streetwise) Int 8 = +4 +4
Knowledge (tactics) Int 8 = +4 +4
Knowledge (technology) Int 7 = +4 +3
Listen Wis 3 = +3
Move Silently Dex* 1 = +1
Navigate Int 8 = +4 +4
Perform (Act) Cha -1 = -1
Perform (Dance) Cha -1 = -1
Perform (Keyboards) Cha -1 = -1
Perform (Percussion) Cha -1 = -1
Perform (Sing) Cha -1 = -1
Perform (Standup) Cha -1 = -1
Perform (String Inst.) Cha -1 = -1
Perform (Wind Inst.) Cha -1 = -1
Repair Int 8 = +4 +4
Research Int 4 = +4
Ride Dex 1 = +1
Search Int 8 = +4 +4
Sense Motive Wis 3 = +3
Spot Wis 7 = +3 +4
Survival Wis 8 = +3 +4 +1 [Adventurer]
Swim Str** 2 = +2
Treat Injury Wis 7 = +3 +4
* = check penalty for wearing armor
Human
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Class HP rolled
Level 1: Smart Hero 6
Level 2: Smart Hero 3
Level 3: Tough Hero 1
Jericho Altair's Equipment:
Jericho Altair's Languages:
Jericho Altair's Allegiance(s):
If you are using the wealth system from the core rulebook, roll 2d4 and add +1 (Adventurer).
More about Jericho Altair:
Jericho grew up out in the country, learning to bow hunt with his grandfather. his parents died when he was young, in a act of terrorism, for which he blames the government for not saving his mommy and daddy. his grandfather was a loving father figure, but living alone with the old man made him less than social, especially after how his parents died. when he started school, no one got along with him, he was just odd. he was in the gun club, but never liked shooting guns, doing it all the time with his grandfather. one of the people in the gun club observed this and suggested the archery club. he quite the gun club and became quite prof. with one. He already new a lot about hunting from his grandfather, and so learning to hunt with a bow was an easy task. he just began school as a wilderness guide when his grandfather became sick with the illness. after having a bad childhood with school, and his parents, he decided that it was all the fault of the government. he began cooking up conspiracy theories of how the disease is just a way to control the population. after his grandfather passed, he began living at his grandfathers, hunting and living there for a long time. after a while, he came down, looking for someone to talk to. he has a dog named Rex, german shepard, who kept him company, but its not enough. he came down from the hills to find the city of leeds abandoned, like a ghost town.
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1 reply to this topic
#1
Posted 08 January 2008 - 11:59 PM
#2
Posted 11 November 2008 - 09:00 PM
Jericho Altair
Human Male Tough Hero 2 / Smart Hero 2
Representing Cole Caecus
Strength 14 (+2)
Dexterity 12 (+1)
Constitution 18 (+4)
Intelligence 18 (+4)
Wisdom 18 (+3)
Charisma 10 (-1)
Size: Medium
Height: 6' 0"
Weight: 200 lb
Eyes: Green
Hair: Dark Brown
Skin: Tan
Talents:
Robust
Savant -- mechanical
Total Hit Points: 36
Speed: 30 feet
Armor Class: 14 = 10 +1 [leather jacket] + 3 [class] +1 [dexterity]
Touch AC: 13
Flat-footed: 13
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +6 = 2 [base] +4 [constitution]
Reflex save: +1 = 0 [base] +1 [dexterity]
Will save: +5 = 2 [base] +3 [wisdom]
Attack (handheld): +4 = 2 [base] +2 [strength]
Attack (missile): +3 = 2 [base] +1 [dexterity]
Grapple check: +4 = 2 [base] +2 [strength]
Reputation: +1 = 1 [base]
Action points: 17 (lifetime)
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.
Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]
Hatchet [1d6, crit 20, range inc 10 ft., 4 lb, one-handed, slashing]
Machete [1d6, crit 19-20, 2 lb, one-handed, slashing]
Compound Bow [1d8, crit 20, range incr 40 ft., 3 lb, piercing]
Remington 700 hunting rifle [2d10, crit 20, range incr 80 ft., 8 lb, ballistic, semi-automatic]
Leather jacket [light; +1 AC; max dex +8; check penalty 0; 4 lb.]
Adventurer (starting occupation)
Survival
Treat Injury
Feats:
Archaic Weapons Proficiency
Athletic
Personal Firearms Proficiency
Cautious
Simple Weapon Proficiency [free]
Track
Vehicle Expert (bonus)
Mutations:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Balance Dex* 1 = +1
Bluff Cha -1 = -1
Climb Str* 6 = +2 +4
Computer Use Int 7 = +4 +3
Concentration Con 8 = +4 +4
Craft (Electronic) Int 7 = +4 +3
Craft (Mechanical) Int 13 = +4 +7 +2 [savant]
Craft (Structural) Int 11 = +4 +7
Craft (Visual Art) Int 4 = +4
Craft (Writing) Int 4 = +4
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Drive Dex* 4 = +1 +3
Escape Artist Dex* 1 = +1
Forgery Int 4 = +4
Gamble Wis 3 = +3
Gather Information Cha -1 = -1
Hide Dex* 1 = +1
Intimidate Cha -1 = -1
Investigate Int 7 = +4 +3
Jump Str* 2 = +2
Knowledge (arcane lore) Int 7 = +4 +3
Knowledge (earth & life sciences) Int 11 = +4 +7
Knowledge (physical sciences) Int 8 = +4 +4
Knowledge (streetwise) Int 8 = +4 +4
Knowledge (tactics) Int 8 = +4 +4
Knowledge (technology) Int 7 = +4 +3
Listen Wis 3 = +3
Move Silently Dex* 1 = +1
Navigate Int 8 = +4 +4
Perform (Act) Cha 0 = 0
Perform (Dance) Cha 0 = 0
Perform (Keyboards) Cha 0 = 0
Perform (Percussion) Cha 0 = 0
Perform (Sing) Cha 0 = 0
Perform (Standup) Cha 0 = 0
Perform (String Inst.) Cha 0 = 0
Perform (Wind Inst.) Cha 0 = 0
Repair Int 8 = +4 +4
Research Int 4 = +4
Ride Dex 1 = +1
Search Int 8 = +4 +4
Sense Motive Wis 3 = +3
Spot Wis 10 = +3 +7
Survival Wis 12 = 4 +7 +1 [Adventurer]
Swim Str** 2 = +2
Treat Injury Wis 8 = +4 +4
* = check penalty for wearing armor
Human
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Class HP rolled
Level 1: Smart Hero 6
Level 2: Smart Hero 3
Level 3: Tough Hero 1
Level 4: Tough Hero 9
Human Male Tough Hero 2 / Smart Hero 2
Representing Cole Caecus
Strength 14 (+2)
Dexterity 12 (+1)
Constitution 18 (+4)
Intelligence 18 (+4)
Wisdom 18 (+3)
Charisma 10 (-1)
Size: Medium
Height: 6' 0"
Weight: 200 lb
Eyes: Green
Hair: Dark Brown
Skin: Tan
Talents:
Robust
Savant -- mechanical
Total Hit Points: 36
Speed: 30 feet
Armor Class: 14 = 10 +1 [leather jacket] + 3 [class] +1 [dexterity]
Touch AC: 13
Flat-footed: 13
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +6 = 2 [base] +4 [constitution]
Reflex save: +1 = 0 [base] +1 [dexterity]
Will save: +5 = 2 [base] +3 [wisdom]
Attack (handheld): +4 = 2 [base] +2 [strength]
Attack (missile): +3 = 2 [base] +1 [dexterity]
Grapple check: +4 = 2 [base] +2 [strength]
Reputation: +1 = 1 [base]
Action points: 17 (lifetime)
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.
Knife [1d4, crit 19-20, range inc 10 ft., 1 lb, one-handed, piercing]
Hatchet [1d6, crit 20, range inc 10 ft., 4 lb, one-handed, slashing]
Machete [1d6, crit 19-20, 2 lb, one-handed, slashing]
Compound Bow [1d8, crit 20, range incr 40 ft., 3 lb, piercing]
Remington 700 hunting rifle [2d10, crit 20, range incr 80 ft., 8 lb, ballistic, semi-automatic]
Leather jacket [light; +1 AC; max dex +8; check penalty 0; 4 lb.]
Adventurer (starting occupation)
Survival
Treat Injury
Feats:
Archaic Weapons Proficiency
Athletic
Personal Firearms Proficiency
Cautious
Simple Weapon Proficiency [free]
Track
Vehicle Expert (bonus)
Mutations:
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Balance Dex* 1 = +1
Bluff Cha -1 = -1
Climb Str* 6 = +2 +4
Computer Use Int 7 = +4 +3
Concentration Con 8 = +4 +4
Craft (Electronic) Int 7 = +4 +3
Craft (Mechanical) Int 13 = +4 +7 +2 [savant]
Craft (Structural) Int 11 = +4 +7
Craft (Visual Art) Int 4 = +4
Craft (Writing) Int 4 = +4
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Drive Dex* 4 = +1 +3
Escape Artist Dex* 1 = +1
Forgery Int 4 = +4
Gamble Wis 3 = +3
Gather Information Cha -1 = -1
Hide Dex* 1 = +1
Intimidate Cha -1 = -1
Investigate Int 7 = +4 +3
Jump Str* 2 = +2
Knowledge (arcane lore) Int 7 = +4 +3
Knowledge (earth & life sciences) Int 11 = +4 +7
Knowledge (physical sciences) Int 8 = +4 +4
Knowledge (streetwise) Int 8 = +4 +4
Knowledge (tactics) Int 8 = +4 +4
Knowledge (technology) Int 7 = +4 +3
Listen Wis 3 = +3
Move Silently Dex* 1 = +1
Navigate Int 8 = +4 +4
Perform (Act) Cha 0 = 0
Perform (Dance) Cha 0 = 0
Perform (Keyboards) Cha 0 = 0
Perform (Percussion) Cha 0 = 0
Perform (Sing) Cha 0 = 0
Perform (Standup) Cha 0 = 0
Perform (String Inst.) Cha 0 = 0
Perform (Wind Inst.) Cha 0 = 0
Repair Int 8 = +4 +4
Research Int 4 = +4
Ride Dex 1 = +1
Search Int 8 = +4 +4
Sense Motive Wis 3 = +3
Spot Wis 10 = +3 +7
Survival Wis 12 = 4 +7 +1 [Adventurer]
Swim Str** 2 = +2
Treat Injury Wis 8 = +4 +4
* = check penalty for wearing armor
Human
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Class HP rolled
Level 1: Smart Hero 6
Level 2: Smart Hero 3
Level 3: Tough Hero 1
Level 4: Tough Hero 9
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