Age of Adventure

Doc Maeve "Angel of Death" Quinn

Medium Humanoid, Human Rhine, Field Medic, Redclay Frontiers, Level 6

HP: 69 (4d8, 2d10)

DgC/BC: 21/0

Speed: Normal: 6

Initiative: 8

Carrying capacity: 12

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

4

STR

-2

VIT

2

CHA

0

INT

6

WIS

1

Skills

Adventuring: 2, Allure: 1, Bluff: 2, Bravery: 1, Brewing: 1, Diplomacy: 3, Dodge: 3, Exertion: 2, Focus: 1, Insight: 1, Life Force: 3, Medicine: 4, Nature: 1, Perception: 2, Precision: 4, Religion: 1, Research: 1, Sleight: 2, Society: 3, Stamina: 4, Stealth: 1, Toughness: 2

Specialisations

Biotech Kit: +2, Flanking: +1, Guns: +4, Healing: +1, Initiative: +2, Ranged Attacks: +1

Languages

Common

Abilities

Healer. Doc Maeve can spend any amount of time caring for up to four creatures it can touch. All checks against illnesses, curses and poisons those creatures make during the time they are in care are made with advantage and whenever one of those creatures roll to regain life they do so with advantage. Whenever creatures taking short or long rest together with Doc Maeve use their hit die, they add Doc Maeve's Medicine to each roll.

Improved Patch Up. Doc Maeve has advantage on Patch Up check. Whenever Doc Maeve succeeds on patch up check, the creature can add Doc Maeve's Medicine to the life gained.

Marksman. Whenever Doc Maeve completely hits with a ranged attack it deals one additional die of damage.

Rhine Diplomacy. Doc Maeve adds 1d4 to all Society and Diplomacy checks.

Tactician. Doc Maeve gains additional level of advantage whenever it is flanking. Each time Doc Maeve uses move action, it can also use one disengage action as a free action.

Actions

◆: Aim. Doc Maeve gains advantage on its next ranged attack during this turn and the attack deals one additional die of damage.

◆: Tactical Repositioning. Choose a creature in 10 m, that can hear and understand Doc Maeve. Chosen creature can immediately use its move as a free action without provoking reactions. Doc Maeve can only target same creature once per turn with this ability.

◆: Tactical Strike. Choose a creature in 10 m, that can hear and understand Doc Maeve and can attack with flank. Chosen creature can immediately make a melee attack against a creature it is flanking that costs no more than ◆◆. If that creature does, it gains additional level of advantage. Doc Maeve can only target same creature once per turn with this ability.

Equipment

1x Bowie Knife

Level 0 Weapon, Dagger

Coating: 1

Bloodied Edge. If you are bloodied, your Bowie Knife attacks deal 1 additional die of damage.

◆: Cut. Melee weapon attack. Sleight(AGI) to hit. 1d4 + AGI slashing damage.

◆: Pommel Strike. Melee weapon attack. Sleight(AGI) to hit. AGI bludgeoning damage. On full hit This creature's next attack during this turn gains one level of advantage.

◆: Stab. Melee weapon attack. Sleight(AGI) to hit. 1d4 + AGI piercing damage.

◆◆◆: Gut Hook. Melee weapon attack. Sleight(AGI) to hit. 2d6 + AGI piercing damage. If the target is bloodied this attack deals additional ⨂d4 slashing damage where ⨂ is your AGI.

1x Revolver

Level 0 Weapon, Gun

Bullet: 6

Six-Shot Reflex. If This creature has at least one loaded bullet at the end of its turn it can immediately make another shoot attack with your revolver.

◆: Buttstroke. Melee weapon attack. Exertion(STR) to hit. STR bludgeoning damage.

◆, Bullet: Reload Bullet. This weapon gains 1 bullet.

◆, Bullet: Shoot. Ranged weapon attack. Range: 20 m. Precision(AGI) to hit. 1d6 + AGI piercing damage.

◆◆, 3 Bullets: Rapid Shots. Make 3 shoot attacks against the same target.

, Bullet, Whenever This creature is declared target of ranged attack by a creature within range: Quick Draw. Range: 10 m. This creature makes one shoot attack against the attacker. On full hit the attack is made with disadvantage.