Dice and Stats
Physical Checks
Strength: {37}
Stamina: {38}
Movement: {16 + Haste}
Stealth: {35}
Dexterity: {21}
Sensory Checks
Hearing: {30}
Vision: {28}
Scent: {31}
Taste: {28}
Touch: {14}
Mental Checks
Willpower: {21}
Intelligence: {20}
Charisma: {18}
Perception: {25}
Vital Stats
HP: 1556
Base Level: 29
Combat AR: +3, Haste: +1, +1 per ace
Magic AR: +6 (+1 per 5 levels)
Regeneration: 60
Vampiric Fortitude: 32
Resist Holy and Light Powers: 90%
Winged Armor: +1 AC per success
Save Bonus: +2, vs. death and capture
Paths
Necromancy: 28
Abyssmancy: 30
Umbramancy: 32
Dark Guardian Weave: 28
Quantum Arcane: 32
Telekinesis: 29
Specialized Elements: 28
Pyromancy: 30
Electrical Elements: 28
Morph Elements: 28
Inborn: 32
Combat
Firearms: 38
Crossbow: 30
Sword: 32
Ju-Jitsu: 31
Martial Sword: 32
Thrown Weapons: 27 (daggers and shurikens)
Elven Martial: 30
Bestial Style Martial: 33
Special Abilities
Devour Life: drain -1 stamina per 5 levels, and -1 called level
Master Assassin: bonus +2 HB with any owned handgun, rifle, crossbow, or bow during assassination.
Sharpshooter: +2 on any missiled weapon
Excellerated Combat: +2 HB, haste attacks, +1 AR, +1 per ace.
Precise Aim: +2 on any thrown or missiled weapon
Weapons
Sig Sauer: +45, +50 - hollowpoint, Magic Phasing bullets, Auto-reload Enchantment. (conjuration and arcane haste power)
Rem 700m rifle: +50
Crossbow: +50
Broadsword: +36, + Hellfire, 25% HP loss per day, antidote specific.
Samurai Sword: +30, Electrical, aggravated damage and stuns +1 turn per ace.
Shurikens: +12, Hellfire, 25% HP loss per day, antidote specific
Hunting Knife: +14
Long Dagger: +18 (featured pic), disease blade, aggressive damage, -1 AR, -1 per ace per turn until disease is cured.
Throwing Daggers: +40, enhanced damage, 6 beautiful throwing daggers with black marble handles and blue, star sapphire crowned pommels. Includes belt quiver.
Claws: +27, Inflict Hellfire on command.
Enchant Weapons: adds magic effect and damage at level used.
Imbue with Poison: 31, various poisons which cause; Sleep-(-1 turn, -1 per ace), Paralysis-(-1 mvm per success), Stagger-(-1, -1 AR per ace), Death-(damage each turn until cured), Stupor-(-1 turn, -1 per ace)
Recall Weapon: a command which allows him to recall any of his weapons to his hand, sheath, or holster as called.
Martial Combat
Arrow Punch: +17
Body Slam: +12-Stuns
Head Butt: +17-Stuns
Round-house kick: +27, +50 to Head/Throat
Nose Splinter: +32-Death with crit
Flying Arrow Kick: +22, +50 to Head/Throat
Pressure Point Jabs: +17-stuns.
Snap Kicks: +27
Flip Slam with Windpipe Jab: +67
Windpipe Jab: +50-Ruptures Windpipe
Spleen Jab: +12 causes nausia, dizziness
Sleeping Tiger: strength damage only, strength=level, causes immediately K/O on a crit, two handed pinch to base of neck, lasts +1 turn per success or until revived.
Begging Pinch: pressure point grappling pinch which brings rival to their knees
Howling Monkey: swing kick off of a branch, rope, or pole, strength + movement = damage.
Monkey Fist: use whatever is handy for a weapon, weight + 10 + strength = damage, +5 edged.
Elbow Jab: +7 none vital, +12 Pressure point, stuns with Aces, +50 Vital blow, stuns with aces.
Leaping Tiger: Knee Slam with Chopping Snap jabs to windpipe and knuckle punches to chest, hand for hand blocking technique +27
Spearing Knuckle Jab: +17,+50 to Vital area
Tiger Claw: pinch or tear: +22 on Pinch, +50 Vital Tear to heart, windpipe, kidneys, vital organs. Death on crit if called.
Ju-jitsu and Martial Sword: see weapons and combat
Death Grips: Scissor leg Hold (holds w/o damage), Python Arm Hold (holds w/o damage), Choking Python (damages), Choking Scissors (damages), strength = damage per turn gripped.