Jesse "Deadeye" Cole
Medium Humanoid/Undead, Human Rhine, Outlaw, Redclay Frontiers, Level 10
HP: 142 (6d8, 4d10)
DgC/BC: 16/21
Speed: Normal: 8
Initiative: 5
Carrying capacity: 25
Damage immunity:
Damage resistance:
Damage vulnerability:
Condition immunity:
AGI
1
STR
9
VIT
6
CHA
-1
INT
-2
WIS
3
Skills
Acrobatics: 1, Allure: 1, Artistry: 1, Block: 3, Bluff: 2, Bravery: 1, Crafting: 2, Diplomacy: 2, Dodge: 4, Engineering: 2, Exertion: 6, Focus: 1, Insight: 1, Intimidation: 2, Life Force: 2, Medicine: 1, Perception: 2, Precision: 5, Resilience: 2, Sleight: 2, Society: 2, Stamina: 4, Stealth: 2, Toughness: 3
Specialisations
Carrying: +2, Initiative: +2, Movement: +2, Pistols: +4, Rifles: +2, Thrown Attacks: +2
Languages
Common
Abilities
Dire. Jesse "Deadeye" Cole's melee attacks deal additional die of damage of the type they are already dealing. While Jesse "Deadeye" Cole is bloodied all its movement speeds are increased by 1 m, has advantage on all melee attacks and if it receives healing from any source it receives the maximum amount of HP.
Frontiersman. If Jesse "Deadeye" Cole does not have a bonus in a weapon they have +1 in that weapon. If Jesse "Deadeye" Cole does not have a bonus in a tool they have +1 in that tool. If Jesse "Deadeye" Cole does not have a bonus in a shield or armour they have +1 in that shield or armour.
Rhine Diplomacy. Jesse "Deadeye" Cole adds 1d4 to all Society and Diplomacy checks.
Weapon Thrower. Jesse "Deadeye" Cole's thrown distances are increased by 5 m. Whenever Jesse "Deadeye" Cole throws a weapon it can switch weapons as part of that attack. Thrown attacks deal additional die of damage to one of the targets of the attack. Jesse "Deadeye" Cole can retrieve their thrown weapons as a free action if they are in melee range of the last target. Jesse "Deadeye" Cole can make thrown attacks in melee without disadvantage. If they do they also immediately retrieve thrown weapons.
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.
Lore
It began with the forging of the Great Rings. Three were given to the Elves, immortal, wisest and fairest of all beings. Seven to the Dwarf lords, great miners and craftsmen of the mountain halls. And nine, nine rings were gifted to the race of men, who, above all else, desire power. But they were, all of them, deceived, for another Ring was made. In the land of Mordor, in the fires of Mount Doom, the Dark Lord Sauron forged in secret a master Ring, to control all others. And into this Ring he poured his cruelty, his malice and his will to dominate all life. One Ring to rule them all.