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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. |