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STR | 12 | INT | 16 |
DEX | 20 | WIS | 12 |
CON | 16 | CHA | 6 |
HITPOINTS (Full HP) | 92 |
Speed | 50 feet [scout] / 80 feet (on all fours) [charr] |
Armour Class | 19 (10+4[Armor]+5[Dex in Armor (Mithril)] |
Touch AC | 15 |
Flat Footed | 14 |
Extra Languages | (Charr standard) + Common, Low Gothic/Abyssal, High Gothic/Celestial |
Initiative Modifier | +7 (+5 [dexterity] +2 [scout]) |
Fortitude Save | +9 (6 [base] +3 [constitution] +2 [scout]) |
Reflex Save | +13 (8 [base] +5 [dexterity]) |
Will Save | +9 (4 [base] +1 [wisdom] +2 [iron will] +2 [charr]) |
Attack (handheld) | +10/+5 (9 [base] +1 [strength]) |
Weapon Finesse | +14/+9 (9 [base] +5 [dex]) |
Attack (unarmed) | +10/+5 (9 [base] +1 [strength]) |
Attack (missile) | +14/+9 (9 [base] +5 [dex]) |
Grapple Check | +10/+5 (9 [base] +1 [strength]) |
Dagger | [1d6, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] +1 [str(mellee)] |
Short Sword | [1d8, crit 19-20/x2, 1 lb, light, piercing] +1 [str(mellee)] |
Pistol | SPECIAL: See Event Tables. |
Strange Firearm | SPECIAL |
Combat Expertise | |
Improved Disarm | |
Dodge | |
Mobility | |
Spring Attack | |
Iron Will | |
Quick Draw | |
Weapon Finesse | |
Racial: Charr | Charr as starting language |
Racial: Charr | Darkvision 60ft |
Racial: Charr | Scent |
Racial: Charr | +2 Will Saves |
Racial: Charr | +2 on Intimidate |
Racial: Charr | (Trait) Relentless |
Racial: Charr | Weather Resistant (-10ft move in harsh weather) |
Racial: Charr | Count as Large for Space, Reach, Weapon Size, Carrying Capacity |
Racial: Charr | Count as Medium for AC, Attacks, Hide and Grapple (unless Improved Grapple feat) |
Sub-Race: Iron Legion | Feat: Rapid Reload |
Sub-Race: Iron Legion | Knowledge: Engineering & Architecture is class skill +4 |
Sub-Race: Iron Legion | All Craft skills +1 (+4 on Weapons, Armour, Traps, Gadgets and Explosives) |
Scout | Core class from "Complete Adventurer" |
Level 1 | Skirmish (+1d6), trapfinding |
Level 2 | Battle fortitude +1, uncanny dodge |
Level 3 | Fast movement +10 feet, skirmish (1d6, +1 AC) |
Level 5 | Evasion, skirmish (+2d6, +2 AC) |
Level 6 | Flawless stride |
Level 7 | Skirmish (+2d6, +2 AC) |
Level 8 | Camouflage |
Level 9 | Skirmish (+3d6, +2 AC) |
Level 10 | Blindsense 30 feet |
Level 11 | Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC) |
Climb* | 1 [0 ranks] | Jump* | 11 [0 ranks][+2 tumble][+8 (speed 50)] | Swim** | 1 [0 ranks] |
Balance* | 7 [+2 tumble] | Escape Artist* | 15 [10 ranks] | Hide* | 20 [15 ranks] |
Move Silent* | 20 [15 ranks] | Open Lock | 20 [15 ranks] | Ride | 5 [0 ranks] |
Sleight of Hand* | 6 [1 rank] | Tumble* | 20 [15 ranks] | Use Rope | 5 [0 ranks] |
Concentration | 3 [0 ranks] |
Appraise [Untrained] | 3 [0 ranks] | Craft (Arms & Armour) | 8 [1 rank][+4 racial] | Craft (Traps & Explosives) | 8 [1 rank][+4 racial] |
Decipher Script | 8 [5 ranks] | Disable Device | 18 [15 ranks] | Forgery | 8 [5 ranks] |
Knowledge (Architecture) | --See Engineering-- | Knowledge (Engineering) | 12 [5 ranks][+4 racial] | Knowledge (Dungeoneering) | 4 [1 rank] |
Knowledge (Geography) | 4 [1 rank] | Knowledge (Nature) | 4 [1 rank] | Search | 18 [15 ranks] |
Heal | 1 [0 ranks] | Listen | 11 [10 ranks] | Sense Motive | 1 [0 ranks] |
Spot | 11 [10 ranks] | Survival | 6 [5 ranks] |
Bluff | -2 [0 ranks] | Diplomacy | -2 [0 ranks] | Disguise | -2 [0 ranks] |
Gather Information | 0 [2 ranks] | Intimidate | 0 [+2 racial] |
Escape Artist | +2 on use rope checks for bindings. | Know Architecture | +2 on search checks for secret doors. | Search | +2 on survival checks while tracking. |
Weapons & Armour | 3 lb + 12 lb (mithril chainshirt) |
Caltrops | 2 lb |
Fishing net | 5 lb |
Flint and steel | - |
Ink vial | - |
Ink pen | - |
Mirror | 1 lb |
Pouch x1 | 1 lb |
Rations (1 day) x1 | 1 lb |
Rope (50', silk) x1 | 5 lb |
Waterskins x1 | 4 lb |
Whetstone | 1 lb |
Hourglass | 1 lb |
Magnifying glass | - |
Thieves' tools | 1 lb |
Clothing (Noble) | 2 lb |
Banner (Tribune Ironeye) | 1 lb |
Total Carried | 40 lb |
Light | < 86 lb |
Medium | 88 - 172 lb |
Heavy | 173- 259 lb |
Lift over head | 260 lb |
Lift off ground | 520 lb |
Push or drag | 1300 lb |
Condition | Extreme situations will cause adrenaline to surge. The magic in the sea green eye reacts to this. |
Exceptions | Certain strings of events can have no other possible outcome, so disregard any rolls. |
Dice type | 1d10 |
Main save | Will |
Dice result | Effect |
- | Sub-Effect |
10 | Kyrrga takes over! No save may be rolled. Kyrrga will take control over Sarrin's body instantly. |
- | Feel no pain (1d4 chance to completely negate damage (except critical effects). |
- | Kyrrga will subside after 24 hours. |
- | Benefit from the 8 result as if having rolled it first. Dodge roll goes before FNP. |
9 | Struggle for control! Kyrrga will take over in 1d2 rounds. Nat. 20 (will save) negates |
- | Feel no pain (1d8 chance). |
- | Subsides after encounter or Will DC20 |
- | If prematurely ended or prevented, a new adrenaline roll result of 8-10 will have the effect of 10. |
8 | Iron Resolve! If this is the first result, negate any other adrenaline rolls for this encounter. |
- | Hightenned senses. Sarrin is so in controll that all attacks, saves and checks get a +4 bonus. |
- | Hightenned senses (2). 1d12 chance to completely ignore/dodge an attack as if predicted. |
7 | I'm fine! Nothing happens. |
6 | Shake it off! Nothing happens. |
5 | Bitter Determination! Ignore any further adrenaline roll with the exception of 10. |
- | If the encounter goes sour, Sarrin will not retreat willingly unless in mortal danger. |
4 | Involuntary Invisibility! (Magical) Sarrin and her gear become perfectly invisible. |
- | Sarrin finds this hard to deal with and must make Will DC30 to interact with allies. |
3 | Accute Silence & Scentlessness. As 4, but now also undetectable by ears or nose. |
- | This is even harder to cope with. DC 40 for allies and DC 30 to enemies. |
2 | As 3, but worse. Sarrin can no longer be detected/interacted with by the material world. Only magic. |
1 | POOF! As 2, but worse. Sarrin completely disappears and is undetectable/untouchable even to magic. |
- | Sarrin will return to a safe point after 1d12 hours and will be shaken for double that time. |