Sir Rollo Whiskyfoot
Pech Vanguard Captain 3 / Soldier 1 / Monster Hunter 1
Str 14, Dex 18, Con 12, Int 14, Wis 12, Cha 12
Defense: 18 (21 w shield)
Lifestyle: 3 (2 panache, 1 prudence)
Wounds/Vitality: 8 / 56
Renown: Military 1
Athletics 1 (1+2-2)
*Crafting 10 (8+2)
Impress 9 (8+1)
Intimidate 2 (1+1)
Investigate 4 (2+2)
Medicine 3 (1+2)
Notice 6 (5+1)
Resolve 11 (10+1)
Ride 10 (8+4-2)
Search 3 (1+2)
Sense Motive 5 (4+1)
Survival 9 (8+1)
*Tactics 13 (11+2)
Notes: ACP: -2, Enlightened resolve (pech) 5+career level, enlightened tactics (captain) 6+career level, appearance mod +2, paired skills (Resolve and Impress), ride focuses (Riding Mounts, Land Vehicles, Water Vehicles), craft focuses (Metalworking, Carpentry, Cooking)
Proficiencies / tricks
Hurled proficiency and forte; Blunt proficiency and forte; Black powder proficiency; Edged proficiency
Trick: Pick on the big guy (+2 insight to dmg vs larger opponents; 4 / combat)
Languages: Hugelsprach, Steam-talk
Studies: Drakes, Dragons, Bulwark
Misdirection basics (Vanguard): +1 to crit range vs specials
Personal Lt feat (Captain 1): See Iprot below
Contempt (1st): Make a free attack against a standard character. May use a # of times = to starting AD.
The Extra Mile (Captain 2): 1/adventure, choose 1 teammate who has died during a standard scene. If you have the teammate’s body at the end of the scene, he Cheats Death with a Petty fate.
Quick Draw (3rd): May make 2 free handle item actions / round
Shield Basics (Soldier 1): +4 gear bonus when bull rushing with an armed shield. Also, gain a stance:
Phalanx Fighting (Stance): Each adjacent ally gains a +1 bonus to Defense and Reflex saves. This bonus increases to +2 when you wield a weapon with guard +2 or higher. The maximum bonus a character may gain from allies in this stance is +4.
Species/Specialty/Class abilities not already included above
Pech: Hearty Appetite (benefit from first 2 food and 2 drink consumed each day)
Vanguard: Basic Combat Expert (considered to have 2 more basic combat feats)
Vanguard: Charming (1/session, may improve Disposition of any 1 non-adversary NPC by 5)
Vanguard: Stand together (+2 morale to defense & all saves when at least 2 adjacent chars share species)
Captain Core: 1/scene as a free action, may grant teammates one of your basic combat feats as a temporary feat until the end of the scene
Captain 3: Battle Planning I (No prisoners! and Steady now!)
Monster Slayer Core: Cut Deep and True (Each time you spend an action die to boost an attack check with a bow, thrown, or melee attack, the attack also gains the keen quality equal to the action die result.)
Monster Slayer 1: Getting the Scent (Spend 1 day of downtime to gain +2 to Track checks & spell defense 20 vs a category of monsters covered by a study, or +5 to Track checks & spell defense 30 vs a specific monster covered by a study.)
Small Pechcraft partial hardened leather with light fittings (helmet and armoured cavalry boots): DR 4, Fire resist 3, ACP -2, 19lbs, 115s
Small-scale tower shield: 6lbs, 30s
Superior Grip Keen Sabre: 3.75lbs, 100s
Superior Finesse Keen Cavalry Flail: 7.5lbs, 40s
Military Pistol: 3lbs, 85s
Powder & shot: 0.25lbs, 10s
Flash bomb (x3): 1lb, 20s
Greek fire: 1 lb, 20s
Whistle: 0.1 lb, 2s
Pipe: 0.1 lb, 5s
Small-scale superior armour-piercing cavalry harpoon: 4.5lbs, 30s
Smith's kit: 12lbs, 15s
Cook's kit: 10 lbs, 10s
Carpenter's kit: 10 lbs, 15s
Grooming case: 2 lbs, 8s
Tent: 15lbs, 10s
Blanket: 3lbs, 5s
Coin (stake): 0 silver
Sabre: +6 to hit, 1d10+5 lethal damage, 19-20, Superior, Finesse, Cavalry, Grip, Keen 4
Flail: +7 to hit, 1d8+5 subdual damage, 20, AP 2, Keen 4, Superior, Finesse, Cavalry
Pistol: +8 to hit, 3d6 lethal damage, 18-20, Load 7, unreliable, Cavalry
Hurled: +9 to hit, various.
Background and description:
Rollo Whiskyfoot originally grew up on the run, the son of pech craftsmen living in hiding in the land under the dragons, but did not stay there long. Travelling over to the steam nations as a young lad, he was amazed by their technology, yet also concerned at their vulnerability and instability as nascent nations. Adept in combat and a natural at making a good impression, he took a commission with the armed forces of Bulwark, where he was stationed among the outlying villages that fed the city. He made a particular study of tactics, and of the greatest potential enemies of the people he helped to protect, and occasionally to lead - the dragons and drakes who continued to persecute them. His flair for riding into the thick of trouble or off on rescue missions earned him the nickname "Sir Rollo", which he was happy to let stick.
While outnumbered in defence of one village against saurian raiders, his pony cut from under him, he truly believed his number was up; and it might have been, had a battered, corroded and moss-lined construct not come out of the forest to the village's aid. Fighting alongside, Sir Rollo and Iprot were just able to carry the day, although it came at some cost to the latter, who stumbled and fell, the light dimming from its eyes, towards the close of the fight. To repair Iprot was beyond Sir Rollo's own skill, or that of any he could find in all Bulwark; and so he forfeited his commission and travelled to Chataya, where he was indeed able to find craftsmen of sufficient skill to help him restore Iprot to function. Once there, Sir Rollo took a reservist position in Chataya's own armed forces, and sought employment in outlying parts of the land around, guarding caravans or hunting down dangerous beasts. He appreciates the culture and grandeur of the great city itself, and still spends some time there, but deliberately keeps his skills sharp in case the war he knew should sweep beyond Bulwark and arrive at the gates of this new civilisation.
The Ironhound Prototype 'Iprot,' Personal Lieutenant
Ironhound Prototype (Large Beast Construct Walker/Burrower — 75 XP): Str 16, Dex 12, Con 14, Int 10, Wis 12, Cha 8; SZ L (2×1, Reach 1); Spd 40 ft. ground, 10 ft. burrow; Init II; Atk III; Def IV; Resilience IV; Health IV; Comp I; Skills: Acrobatics IV, Athletics III, Intimidate IV, Notice I, Resolve II; Qualities: achilles heel (electrical), banned action (swim), cagey I, fatal falls, feat (Elemental Heritage metal, Special Construction brass), improved stability, interests (Hugelsprach, Steam-talk), menacing threat, superior jumper II, veteran II.
Attacks/Weapons: Trample II, Bite I, Slam I × 2
Ironhound Prototype (Large Beast Construct Walker/Burrower — 75 XP): TL: 3 (1+2)
Str: 16/+3; Dex: 12/+1; Con: 14/+2; Int: 10/+0; Wis: 12/+1; Cha: 8/-1;
Init: +3=2+1(dex) Melee: +5=2+3(str) Fort: +4=2+2(con)
Health: +6=2+2(con)+2(size) ~ 60/21 Ranged: +3=2+1(dex) Ref: +1=2+1(dex)-2(metal)
Def: 13=10+3+1(dex)-1(size) Comp: +1 Will: +3=2+1(wis)
Size: Large (2×1); Reach: 1; Speed: 40 ft. ground, 10 ft. burrow;
Skills: Acrobatics IV (Dex) +8 = 7+1; Athletics III (Str) +9 = 6+3; Intimidate IV (Wis) +8 = 7+1; Notice I (Wis) +4 = 3+1; Resolve II (Con) +8 = 4+2+2 (metal)
Qualities: achilles heel (electrical), banned action (swim), cagey I, fatal falls, feat (Elemental Heritage metal, Special Construction brass), improved stability, interests (Hugelsprach, Steam-talk), menacing threat, superior jumper II, veteran II.
Attacks: Trample II [1d10/19-20], Bite I [1d10/18-20], Slam I × 2 [1d8/20]
NB: edged resistance 5 (elemental heritage); spell defense 20 (special construction)
Background and description:
A great bronze beast of fearsome aspect, Iprot has been in the service (after a fashion) of Sir Rollo for some time now. Created by the antisocial dwarven artificer Kurgos Darkhelm to guard his clifftop property, Iprot was not long in the world when Kurgos came into possession of a valuable item fabled to have belonged to a notable dragon. Doom and flame came over the ocean on swift wings; while all about was in fire, Iprot leapt from a window of its master's house in its defense. Its paws touching a scaled body, it tried to grasp the attacker in its jaws, but these met empty air and it fell down the cliff-face to the sea below. By the time the battered construct had crawled along the sea floor to the beach and around to the only place it had ever known, there was nothing left but smoke, ash, and ruin.
Since its alliance with Sir Rollo began (of which more above), Iprot has proven itself a staunch support. Seldom speaking, and usually doing so in Hugelsprach, Iprot is happy to follow Sir Rollo's lead in most things, and to let others assume it is nothing but a beast, understanding little of what is said and caring less.
Party roles: Rollo - tracking, ambushes, group buffs, talking pretty, making nice things and whacking people with a flail/throwing grenades around. Iprot: transport, mook clearance.