Jim Chapman

Jim Chapman


Male Human Fast 1 CR 1; Medium humanoid (human); HD 1d8+2; hp 10; MAS 14; Init +2; Spd 30 ft; Defense 15 (+2 Dex, +3 class); BAB +0; Grp +2; Unarmed Strike +2 (1d3+2 nonlethal, 20/x2) SQ Play Dead, Lucky Coin; AL; Good, Self SV Fort +2 Ref +3 Will +0; AP: 5; Rep +0; Str 14, Dex 15, Con 14, Int 15, Wis 10, Cha 10

Occupation: Blue Collar (Climb, Drive, Repair)

Skills: Balance +3, Craft (Mechanical) +6, Craft (Pharmaceutical) +3, Drive +3, Escape Artist +3, Hide +5, Intimidate +2, Knowledge (Art) +4, Move Silently +3, Navigate +4, Tumble +5

Feats: Simple Weapons Proficiency

Talents:

Fast - Evasion

Possessions: Uniform (Raccoon Subway), lucky coin

Background: Jim is a subway employee who has great powers of intuition and enjoys solving puzzles. While he is a friendly and cheerful fellow, he will eventually expose his cowardice and narrow-mindedness. Even though he means no harm, he talks a lot which can invite frowns of disgust from those around him. Jim carries a coin around with him which he will toss and use the ensuing result to make certain decisions in his life.

Play Dead (Ex): This ability allows Jim to make a Hide check vs. a B.O.W.'s Spot check at a +5 circumstance bonus by "playing dead" on the floor. However, doing so provokes a Fortitude save (DC 20) or be infected by the T-Virus immediately after hiding.

Lucky Coin (Su): Jim's coin can alter his luck with a few tosses. Roll 1d2 and assign "1" as "Heads" and "2" as "Tails". Each "Heads" results in a cumulative +1 bonus (up to +10) on attack rolls, damage, and skill checks. However, each result of "Tails" erases the bonuses you've accumulated.

Note: Play Dead and Lucky Coin have replaced two feats normally due for the character.


 * As stated by joshy676