Another Quirk brother...oldest brother Nate. Yale grad, CIA field agent, and self-perceived head of the family in the absence of Dad.
Nathaniel Quirk
Fast 2 / Charismatic 2 / Infiltrator 5 / Negotiator 5
S 12 +1 Hit Points: 82
D 16 +3 Defense: 24 [21 flatfooted, 25 v. melee]
C 13 +1 Fort: +7
I 14 +2 Ref: +12 Action Points: 5
W 15 +2 Wil: +7
C 17 +3 Reputation: +6 Wealth: 14
Occupation:
Bluff* +18 [15+3]
Diplomacy* +20 [15+3+2]
Disable Device +12 [9+3]
Drive +8 [5+3]
Gather Info* +14 [9+3+2]
Hide +18 [15+3]
Intimidate* +12 [9+3]
K: current events +7 [5+2]
K: streetwise +7 [5+2]
Move Silently +18 [15+3]
Search +11 [9+2]
Sense Motive +11 [9+2]
Slight of Hand +12 [9+3]
*+2 vs. women
Languages: English [native], Arabic, Russian, Spanish, Mandarin
Base Attack Bonus: +7/+2
Melee: +8/+3 Ranged: +10/+5
Attacks: Attack Damage Crit Range
Unarmed [CMA] +8 1d4+1 19-20 --
Colt automatic +12 2d6 20 30 feet
Full Attack: Attack Damage Crit Range
Unarmed [CMA] +8/+3 1d4+1 19-20 --
Colt automatic +12/+7 2d6 20 30 ft.
Twin Colts +10/+10/+5/+2 2d6 20 30 ft.
Equipment:
Two Colt M1911A1[.45 autoloader pistols]
Damage: 2d6 Magazine: 14 box
Critical: 20 Size: Small
Damage Type: Ballistic Weight: 4 lbs
Range Increment: 30 ft. Rate: Semi
Special: Masterwork items [+2 to attack]
Feats:
Simple Weapons Proficiency
Personal Firearms Proficiency
Defensive Martial Arts - +1 Defense v. unarmed attacks
Two Weapon Fighting - Extra attack with offhand weapon
Combat Martial Arts - 1d4 lethal/nonlethal damage, considered armed
Alertness - +2 to Listen, Spot
Improved Initiative - +4 to initiative
Advanced Firearms Proficiency - Can use autofire without -4 penalty.
Improved Combat Martial Arts - Unarmed crits on 19-20
Trustworthy - +2 to Diplomacy, Gather Information
Improved Two Weapon Fighting - Second attack with offhand weapon at -5.
Class Features:
Evasion: If exposed to effect allowing save for half damage, take no damage on a successful save
Charm: +2 to all Charisma-based checks v. women
Sweep: +4 on Spot checks to “get the lay of the land” within 30 feet at beginning of encounter [DC: 10]
Improvised Implements: No -4 for improvised weapons; no -4 for Climb or Disable Device checks performed without proper equipment
Improved Evasion: If exposed to effect allowing save for half damage, take no damage on a successful save and half damage on a failed save.
Skill Mastery: Can take 10 on the following, even if stress and distractions would normally prevent him from doing so: Disable Device, Hide, Move Silently, Search, Slight of Hand
Conceal Motive: +5 to oppose Sense Motive checks
React First: If talking prior to combat, gets a free readied action allowing him to move or attack if either party decides the time for talking is over
Talk Down: As a full-round action, can convince a single opponent to stop fighting. Opponent makes a Will save [DC 18] to avoid.
No Sweat: When he spends an action point, rolls an additional 1d6 and selects the highest to add to his d20 roll.
Nathaniel Quirk
Fast 2 / Charismatic 2 / Infiltrator 5 / Negotiator 5
S 12 +1 Hit Points: 82
D 16 +3 Defense: 24 [21 flatfooted, 25 v. melee]
C 13 +1 Fort: +7
I 14 +2 Ref: +12 Action Points: 5
W 15 +2 Wil: +7
C 17 +3 Reputation: +6 Wealth: 14
Occupation:
Bluff* +18 [15+3]
Diplomacy* +20 [15+3+2]
Disable Device +12 [9+3]
Drive +8 [5+3]
Gather Info* +14 [9+3+2]
Hide +18 [15+3]
Intimidate* +12 [9+3]
K: current events +7 [5+2]
K: streetwise +7 [5+2]
Move Silently +18 [15+3]
Search +11 [9+2]
Sense Motive +11 [9+2]
Slight of Hand +12 [9+3]
*+2 vs. women
Languages: English [native], Arabic, Russian, Spanish, Mandarin
Base Attack Bonus: +7/+2
Melee: +8/+3 Ranged: +10/+5
Attacks: Attack Damage Crit Range
Unarmed [CMA] +8 1d4+1 19-20 --
Colt automatic +12 2d6 20 30 feet
Full Attack: Attack Damage Crit Range
Unarmed [CMA] +8/+3 1d4+1 19-20 --
Colt automatic +12/+7 2d6 20 30 ft.
Twin Colts +10/+10/+5/+2 2d6 20 30 ft.
Equipment:
Two Colt M1911A1[.45 autoloader pistols]
Damage: 2d6 Magazine: 14 box
Critical: 20 Size: Small
Damage Type: Ballistic Weight: 4 lbs
Range Increment: 30 ft. Rate: Semi
Special: Masterwork items [+2 to attack]
Feats:
Simple Weapons Proficiency
Personal Firearms Proficiency
Defensive Martial Arts - +1 Defense v. unarmed attacks
Two Weapon Fighting - Extra attack with offhand weapon
Combat Martial Arts - 1d4 lethal/nonlethal damage, considered armed
Alertness - +2 to Listen, Spot
Improved Initiative - +4 to initiative
Advanced Firearms Proficiency - Can use autofire without -4 penalty.
Improved Combat Martial Arts - Unarmed crits on 19-20
Trustworthy - +2 to Diplomacy, Gather Information
Improved Two Weapon Fighting - Second attack with offhand weapon at -5.
Class Features:
Evasion: If exposed to effect allowing save for half damage, take no damage on a successful save
Charm: +2 to all Charisma-based checks v. women
Sweep: +4 on Spot checks to “get the lay of the land” within 30 feet at beginning of encounter [DC: 10]
Improvised Implements: No -4 for improvised weapons; no -4 for Climb or Disable Device checks performed without proper equipment
Improved Evasion: If exposed to effect allowing save for half damage, take no damage on a successful save and half damage on a failed save.
Skill Mastery: Can take 10 on the following, even if stress and distractions would normally prevent him from doing so: Disable Device, Hide, Move Silently, Search, Slight of Hand
Conceal Motive: +5 to oppose Sense Motive checks
React First: If talking prior to combat, gets a free readied action allowing him to move or attack if either party decides the time for talking is over
Talk Down: As a full-round action, can convince a single opponent to stop fighting. Opponent makes a Will save [DC 18] to avoid.
No Sweat: When he spends an action point, rolls an additional 1d6 and selects the highest to add to his d20 roll.