prosecutorial: (34)
LAUREL LANCE
Amnesiac
Level 13

Dedicated Hero 3
Investigator 4
Street Warrior 6

Hit Points: 85 ( --- )

Action Points: 137

Strength 9 (-1)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 13 (+1)
Wisdom 17 (+3)
Charisma 13 (+1)
Human Female
31
5'7"
130 lbs.
Hazel Eyes
Blond Hair



STATS
SAVING THROWS

ModBaseAbility ScoreMisc. Mods
Defense19=10+2 (dexterity)++2 (dedicated hero)
+2 (investigator)
+3 (street warrior)
Initiative06=00+2 (dexterity)++4 (improved initiative)
Fortitude Save10=2 (dedicated hero)
1 (investigator)
5 (street warrior)
+2 (constitution)+0
Reflex Save07=1 (dedicated hero)
2 (investigator)
2 (street warrior)
+2 (dexterity)+0
Will Save09=2 (dedicated hero)
2 (investigator)
2 (street warrior)
+3 (wisdom)+0

Attack (Unarmed)16/11/6=2 (dedicated hero)
3 (investigator)
6 (street warrior)
+2 (dexterity)
(weapon finesse)
++1 (brawl)
+2 (improved brawl)
Attack (Melee)10/5/0=2 (dedicated hero)
3 (investigator)
6 (street warrior)
+-1 (strength)+0
Attack (Ranged)13/8/3=2 (dedicated hero)
3 (investigator)
6 (street warrior)
+2 (dexterity)+0
Attack (Excalibur)14/9/4=2 (dedicated hero)
3 (investigator)
6 (street warrior)
+2 (dexterity)++1 (magic weapon)
Attack (baton)13/8/3=2 (dedicated hero)
3 (investigator)
6 (street warrior)
+2 (dexterity)
(weapon finesse)
+0

Damage RollCriticalAttack Range
Unarmed Attack1d8-1
1d8 (improved brawl)
-1 (strength)
1d4 (streetfighting)
+2 (improved streetfighting)
n/a0ft
Excalibur2d6+120/x240ft
Baton1d6-1
1d4 (streetfighting)
+2 (improved streetfighting)
19-20n/a

TALENTS & FEATS

Combat Reflexes
The maximum number of attacks of opportunity the character may make each round is equal to the character’s Dex modifier +1. The character can still only make one attack of opportunity on a single opponent. With this feat, the character may also make attacks of opportunity when flat-footed.
Deceptive
You get a +2 bonus on all Bluff and Disguise checks.
Heroic Surge (4/day)
The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
Improved Initiative
You receive +4 to initiative rolls.
Brawl
When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier.
Improved Brawl
When making an unarmed attack, the character receives a +2 competence bonus on his or her attack roll, and the character deals nonlethal damage equal to 1d8 + the character's Strength modifier.
Streetfighting
Once per round, if the character makes a successful melee attack with an unarmed strike or a light weapon, the character deals an extra 1d4 points of damage.
Simple Weapon Proficiency
You can use a simple weapon.
Weapon Finesse (Unarmed)
With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Weapon Finesse (Baton)
With the selected melee weapon, the character may use his or her Dexterity modifier instead of his or her Strength modifier on attack rolls.
Wild Talent
TBD
Personal Firearms Proficiency
You can use a firearm.
Empathy
The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero’s Dedicated level.
Intuition
The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM’s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character’s Dedicated level.
Profile
By making a Gather Information check (DC 15) when talking to witnesses of a crime, the Investigator compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. (For this Gather Information check, no money changes hands.)

The Investigator can expand the profile by making an Investigate check (DC 15) involving the crime scene or other evidence linked to the suspect. If successful, the Investigator combines eyewitness accounts with forensic evidence to develop a profile of the suspect's method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect.
Contact
An Investigator of 2nd level or higher cultivates associates and informants. Each time the Investigator gains a contact, the GM should develop a supporting character to represent the contact. The player can suggest the type of contact his or her character wants to gain, but the contact must be an ordinary character, not a heroic character.

A contact will not accompany an Investigator on missions or risk his or her life. A contact can, however, provide information or render a service (make a specific skill check on the Investigator's behalf).

At 2nd level, the Investigator gains a low-level contact, at 5th level a mid-level contact, and at 8th level a high-level contact.

The Investigator can't call on the same contact more than once in a week, and when he or she does call on a contact, compensation may be required for the assistance the contact renders. In general, a professional associate won't be compensated monetarily, but instead will consider that the Investigator owes him or her a favor. Contacts with underworld or street connections usually demand monetary compensation for the services they render, and experts in the use of skills normally want to be paid for the services they provide.

For underworld or street contacts, this expense is represented by a Wealth check against a purchase DC of 10 for the low-level contact, 15 for the mid-level contact, or 20 for the high-level contact. For skilled experts, the purchase DC is 10 + the ranks the expert has in the appropriate skill.
Nonlethal Force
At 4th level, an Investigator becomes adept at using nonlethal force to subdue an opponent. From this point on, he or she can deal nonlethal damage with a weapon that normally deals lethal damage (if he or she so chooses) without taking the normal -4 penalty on the attack roll.
Urban Survival
At 1st level, the Street Warrior gains a +4 competence bonus on Survival checks in urban areas, which includes the ability to follow tracks, hunt feral animals, find (or lose) individuals in urban maze, find safe places to crash, and avoid hazards peculiar to a city environment.
Improvised Weapons
At 2nd level, the Street Warrior becomes an expert at using improvised weapons. The Street Warrior does not take a -4 penalty on attack rolls when wielding an improvised weapon.
Street Cred
At 4th level, the Street Warrior adds his class level to Charisma skill checks in his home location, or in situations involving others of his chosen allegiance(s). These skills include Bluff, Diplomacy, Gather Information, and Intimidate.
Improved Streetfighting
The extra damage provided by the Streetfighting feat increases to 1d4+2.
Improved Streetfighting
You can draw a weapon as a free action.
Key:
Purchased Feat
Birthday Feat
Specials
SKILLS
CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Craft (all)01=1 (intelligence)++0+0
Gamble03=3 (wisdom)++0+0
Investigate13=1 (intelligence)++10 (start)++2 (bluff)
Knowledge (all)01=1 (intelligence)++0+0
Knowledge (civics)09=1 (intelligence)++8 (start)+0
Knowledge (streetwise)07=1 (intelligence)++6 (start)+0
Listen13=3 (wisdom)++10 (start)+0
Sense Motive17=3 (wisdom)++14 (start)+0
Spot11=3 (wisdom)++8 (start)+0
Survival03=3 (wisdom)++0+0
Treat Injury03=3 (wisdom)++0+0

Bluff11=1 (charisma)++8 (start)++2 (deceptive)
Computer Use01=1 (intelligence)++0+0
Disable Device02=2 (dexterity)++0+0
Drive02=2 (dexterity)++0+0
Forgery01=1 (intelligence)++0+0
Gather Information10=1 (charisma)++8 (start)++1 (law enforcement)
Intimidate03=1 (charisma)++0++1 (bluff)
Research01=1 (intelligence)++0+0
Search01=1 (intelligence)++0+0

Diplomacy14=1 (charisma)++8 (start)++2 (bluff)
+1 (law enforcement)
+2 (sense motive)
+2 (deceptive)
Hide10=2 (dexterity)++8 (start)+0
Jump-1=-1 (strength)++0+0
Move Silently10=2 (dexterity)++8 (start)+0

CROSS-CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Climb-1=-1 (strength)++0+0
Concentration02=2 (constitution)++0+0
Disguise03=2 (charisma)++0++2 (deceptive)
Perform (all)01=1 (charisma)++0+0
Swim-1=-1 (strength)++0+0



[Code originally created by [community profile] tookthestars and modified by me.]

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Laurel Lance

January 2019

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