Cole Farsen, Gang Leader
Level 7Attacks
Abilities
Cole isn't Off-Guard to creatures of 7th level or lower that are Hidden, Undetected, flanking, or using surprise attack.
When Cole rolls a success on a Reflex save, he gets a critical success instead.
Trigger Cole is targeted with an attack by an attacker he can see
Effect Cole gains a +2 circumstance bonus to AC against the triggering attack.
On the first round of combat, if Cole rolls Deception or Stealth for initiative, creatures who haven't acted are Off-Guard to him.
Trigger Cole rolls a critical hit against a creature
Effect All allies that can see Cole gain a +1 circumstance bonus to attack rolls until the start of Cole's next turn.
Effect: Brutal Rally
Any enemy is Off-Guard against Cole's melee attacks due to flanking as long as the enemy is within melee reach of both Cole and one of his allies.
Cole Interacts to draw a weapon, then Strikes with that weapon.
Cole deals an extra 2d6 precision damage to Off-Guard creatures.
Cutthroats, killers, thieves, and toughs prey upon the vulnerable of society. Directing their activities and keeping them in line are the duties of the gang leader.
Villains pursue selfish and cruel goals, trampling over anyone foolish or purehearted enough to stand in their way.