Name
Nauro Bloodflute
Race
Gnome
Class
Fighter
Level
4
Alignment
Neutral Good
Gender
Female
Height
104 cm
Age
90
Weight
19 kg
Eyes
Brown
Languages
Common, Gnomish
Hair
Black
STR
CON
DEX
INT
WIS
CHA
19
15
18
10
10
8
+4
+2
+4
+0
+0
-1
+8
+6
+8
+4
+4
+3
Armor Class
A C
21
Physical Defense
P D
18
Mental Defense
M D
14
Save Bonuses
+0
HIT POINTS
60 / 60
RECOVERIES
9 / 9
Recovery Roll
4d10+2
ONE UNIQUE THING
Heir to the last remaining blood flute rumored to contain the blood of Heikazo, the legendary Gnomish warrior.
ICON RELATIONSHIPS

In debt with the Prince of Shadows because she refused to use the bloodflute in order to save her uncle's life, a blind devotee to the prince.


Positive: Archmage (2 points)
Has received training in the arcane but had no affinity. Due to physique still useful and thus enrolled as protector of the arcane.
Negative: High Druid (1 points)
Never got the hang of nature, preferring workouts and books when not working out.


BACKGROUNDS
City Guard (4 points)
Martial Trainer (2 points)
Wilderness Adventurer (1 point)
Linguist (1 point)
RACIAL POWER
1
Confounding
Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
2
Minor Illusions
As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.
TALENTS
1
Cleave
Once per battle, make a fighter melee attack as a free action after one of your melee attacks drops an enemy to 0 hp. If you have your move action available, you can use it before making your Cleave attack to reach an enemy you are not already engaged with. (Adventurer Feat)
2
Comeback Strike
Once per battle as a free action, make another attack after your first fighter attack during your turn misses (Adventurer Feat: no longer a penalty).
3
Power Attack
Once per battle before you roll an attack, you can declare you’re using Power Attack to deal additional damage with that attack roll. If the attack hits, you deal 1d6 additional damage per level. You deal the additional Power Attack damage even if the attack misses. (Adventurer Feat)
FEATS
1
Power Attack (A)
You deal the additional Power Attack damage even if the attack misses
2
Deadly Assault (A)
Reroll both 1s and 2s with Deadly Assault
3
Cleave (A)
If you have your move action available, you can use it before making your Cleave attack to reach an enemy you are not already engaged with.
4
Comeback Strike (A)
You no longer take the -2 penalty to your Comeback Strike attacks.
CLASS FEATURES
1
Extra Tough
You start with nine recoveries instead of the usual eight.
2
Threatening
Whenever an enemy attempts to disengage from you, it takes a penalty to its check equal to your Dexterity modifier (4). The penalty doesn’t apply if you are stunned, grabbed, or otherwise incapable of making an opportunity attack.

MANEUVERS
1
Carve an Opening
Flexible melee attack
Triggering Roll: Any natural odd roll
Effect: Your crit range with melee attacks expands by a cumulative +1 this battle until you score a melee critical hit. When you score a melee critical hit, your crit range drops back to normal.
2
Deadly Assault
Flexible melee or ranged attack
Triggering Roll: Any natural even hit
Effect: Reroll any 1s and 2s from your damage roll. You're stuck with the rerolls. (Adventurer Feat)
3
Grim Intent
Flexible melee attack
Triggering Roll: Any natural even miss
Effect: The next time you would deal miss damage with a melee attack, add a WEAPON die (d10) to that damage.
4
Hack & Slash
Flexible melee attack
Special: You can use this manueuver only once per round.
Triggering Roll: Any natural even roll, when the escalation die is 2+
Effect: Make another melee weapon attack against a different target.
5
Punish Them
Flexible melee attack
Special: You can use this manueuver only when you make an opportunity attack.
Triggering Roll: Any hit with a natural 16+
Effect: The target is dazed until the end of its turn.
BASIC MELEE ATTACK
ATTACK
+8
HIT
4d10+4
MISS
4
BASIC RANGED ATTACK
ATTACK
+8
HIT
4d6+4
MISS
4
EQUIPMENT
GP: 25
Gnomish Greataxe
Heavy Armor
Light Crossbow
MAGIC ITEMS
Vambraces of the Spider: These metal armbands contain spools of living wire. With a little concentration on the part of the attuned wearer the wire animates, allowing the wearer to latch on to branches or rooftops and swing about.
Add +5 to checks involving climbing.
Gain the ability to traverse heavily forested areas or city streets as though flying (but only while not in combat, as it takes concentration).
Quirk: Always seeks something higher than ground level to stand upon.
BASIC RULES
Rally: Once a battle, use a standard action to rally, spending one of your recoveries and regain hit points. Specify what gives your character the will to keep fighting (honor, pride, mission, vengeance, etc). After the first time you can try to rally, but need to make a normal save (11+) first. If you fail, you can take your turn normally.





FRIENDS
♀ Malaika (Marcel)
♂ Pandora (Ferry)
♂ Rend (Mark)
♀ Aleria (Xavier)
INCREMENTAL ADVANCES
Ability Bonus
Hit Points
Talent
Magic Item slot
Feat
Skills (+1)
Power / Spell
Icon rel. (ask GM)

FLOWCHART
  • Natural Odd
    • Hit or miss: Carve an Opening (+1 crit range cumulative)
  • Natural Even
    • If in melee and more than 1 enemy: Hack & Slash
    • Otherwise:
      • Miss: Grim Intent (next melee miss damage +1d10)
      • Hit: Deadly Assault (reroll 1s and 2s)