Age of Adventure

Ripičip III

Medium Humanoid, Catfolk Cheetan Catfolk, Child, Sea Gate Metropolitan, Level 3

HP: 0 / 0
PoS: 

HP: 30 (1d6, 2d8)

DgC/BC: 20/12

Speed: Climb: 6, Normal: 8

Initiative: 9

Carrying capacity: 32

Sanity: 6

Damage immunity:

Damage resistance:

Damage vulnerability:

Condition immunity:

AGI

4

STR

-2

VIT

3

CHA

5

INT

0

WIS

1

Skills

Acrobatics: 5, Allure: 4, Block: 2, Bravery: 1, Diplomacy: 5, Dodge: 2, Exertion: 1, History: 1, Insight: 4, Perception: 4, Psionics: 1, Research: 1, Sleight: 1, Society: 3, Stamina: 1, Stealth: 2

Specialisations

Barter: +1, Engineers Kit: +2, Healing: +1, Initiative: +1, Jump: +1, Movement: +1, Oration: +1, Persuasion: +1

Languages

Common, Language Of Choice1

Abilities

Catfolk Agility. Ripičip III has resistance to fall and gains one level of advantage on all checks against being knocked prone. Once per rest Ripičip III can make a Jump action as part of Move action.

Chronobreaker. Whenever Ripičip III finishes its normal turn, if there are 3 or more creatures in the initiative tracker, Ripičip III moves one place up the initiative, ignoring any legendary and environmental turns. If it is already first in the initiative order it moves to the last place instead, taking that turn as well.

Enhanced Personality. Whenever Ripičip III makes Allure, Bluff, Diplomacy or Intimidation it can use any number of PP to add 1d6 to the check for each PP used.

Inspiring Leader. Any number of other creatures within 5 m of Ripičip III and of its choice cannot be frightened as long as Ripičip III is not frightened. Ripičip III makes any group checks against frightened first. Whenever Ripičip III makes initiative roll it can chose any number of other creatures within 5 m of it that are also making initiative roll. Those creatures gain advantage on their rolls.

Magnetarch. Ripičip III gains 2 PP that it can use to power Psionic Abilities from Telekinesis and Telepathy disciplines. It regains half of PP at the end of every rest. If Ripičip III uses more than 1 PP on a single ability, roll on Psionic Punishment table. Whenever Ripičip III finishes a rest, it can select a number of Telekinesis and Telepathy Psionic Abilities that it can use, equal to its Psionics bonus. Those are the abilities it can power until the end of its next long rest. Ripičip III's psionic attack modifier equals its Allure(CHA) check and its psionic difficulty class equals 8 + its Allure(CHA) modifier.

Running Whirlwind. Once per turn, whenever Ripičip III moves in straight line for 5 or more m it gains ◆.

Equipment

2x 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) with disadvantage to hit. 1d4 + STR bludgeoning damage.

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

◆◆, Bullet: Shoot. Ranged weapon attack. Range: 40 m. Precision(AGI) to hit. 3d6 + AGI piercing damage.

◆◆◆, 2 Bullets: Rapid Shots. Make 2 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.

1x Leather Armour

Level 0 Armour, Light Armour

Uncomfortable Sleep. If This creature sleeps in this armour it must make DC 12 Resilience(VIT) check to gain the benefits of the long rest.

10 min: Dress Or Undress. You dress or undress Leather Armour.