Name:
Origin: Yeti (Primary)
Plant (Secondary)
Statistics:
Strength18(+4)
Constitution16(+3)
Dexterity17(+3)
Intelligence10(+0)
Wisdom9(-1)
Charisma7(-2)
Max Hit Points:
28 Bloodied Value: 14
Initiative:
+4 Speed: 6
Defenses:
AC:15Fortitude:16Reflex:14Will:10
Armor:
UnarmoredLight ArmorHeavy Armor
Shield: YesNo
Skills:
Acrobatics+4
Athletics+9
Conspiracy+1
Insight+0
Interaction-1
Mechanics+1
Nature+8
Perception+0
Science+1
Stealth+4
Level:
1 Current EXP:
Power Source: Bio (+2 to Bio Alpha overcharge rolls.)
Primary Traits: Mutant Type: Strength; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Nature checks.
Hard to Hurt (Level 1): Gain a +1 bonus to AC.
Cold Resistance (Level 1): Gain resist 10 cold.
Yeti Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target takes a -5 penalty to attack rolls against any creature other than you until the end of your next turn.
Secondary Traits: Mutant Type: Constitution; Bio; +2 to bio overcharge.
Skill Bonus (Level 1): Gain a +4 bonus to Nature checks.
Hardened Bark (Level 1): Gain a +2 bonus to Fortitude.
Vulnerable to Fire (Level 1): Whenever you take fire damage, you take 5 extra fire damage.
Plant Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and the target is immobilized until the start of your next turn.
Melee Weapon:
+7 accuracy vs. AC, 1d4+4 damage
Ranged Weapon:
+7 accuracy vs. AC, 1d8+4 damage, range 5
Other Starting Gear:
Explorer's Kit: YesNo
Random Gear: (Randomize) Water purifier (water not included), Fuel¸ 5 gallons, Radio cell phone, Lantern (8 hours of lamp oil), Lantern (8 hours of lamp oil), Duct tape
Big ClawsYeti Novice
Encounter • Bio, Physical
Minor ActionMelee 1
Target: One creature
Attack: +7 vs. AC
Hit: 1d10 + 6 physical damage, and the target is slowed until the end of your next turn.
Lashing CreepersPlant Novice
Encounter • Bio, Physical
Standard ActionClose Burst 2
Target: Each enemy in burst
Attack: +4 vs. Reflex
Hit: 1d6 + 4 physical damage, and the target is slowed until the end of your next turn.