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Kiro

Human fighter (two-handed fighter) 12 - CR 11


Chaotic Evil Humanoid (Human); Age: 18; Height: 5' 4";
Weight: 140lb.
Ability

Score

Modifier

STR

22/28

+6/+9

DEX

12

+1

CON

17

+3

INT

-2

WIS

10

-2

STRENGTH

DEXTERITY

CONSTITUTION

INTELLIGENCE

WISDOM

CHA

CHARISMA

Saving Throw

Base

Ability

+11 =

+8

+3

REFLEX

+5 =

+4

+1

WILL

+5 =

+4

FORTITUDE

Total

(CONSTITUTION)
(DEXTERITY)
(WISDOM)

Total

AC

28

Touch AC
CM Bonus

Temporary

Misc

Size

Notes

Natur Deflec Dodge Misc

+1

+2

+2

Flat-Footed AC

+17 =

Temp

CM Defense

34

= 10

27

BAB

Strength

Size

Misc

+12

+9

Size

+12

+9

+1

Initiative

+7

Temp

Speed greater/less than 30 ft.: -8 to jump

-2
-2
+4
-2
-2
-4
-4
+0
+13
+12
-4
+0
-4
+0
+4

Appraise
Bluff
Climb
Diplomacy
Disguise
Escape Artist
Fly
Heal
Intimidate
Perception
Ride
Sense Motive
Stealth
Survival
Swim

INT (-2)
CHA (-2)
STR (9)
CHA (-2)
CHA (-2)
DEX (1)
DEX (1)
WIS (0)
CHA (-2)
WIS (0)
DEX (1)
WIS (0)
DEX (1)
WIS (0)
STR (9)

12
12
-

Feats
Armor Proficiency (Heavy)

Armor Proficiency (Medium)

Dexterity

HP

Ranks

DEX (1)

When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Strength

+12

Ability

-4

Armor Proficiency (Light)

BAB

Base Attack

Total

When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.

+20 Sundering

37 vs. Sunder

Acrobatics

+1

Armor Shield Dex

= +13
10
13

Resist

Skill Name

124

Damage / Current HP

When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Cornugon Smash
When you damage an opponent with a Power Attack, you may make an
immediate Intimidate check as a free action to attempt to demoralize your
opponent.

Dazzling Display (Greatsword)


Intimidate check to demoralize can affect those within 30' who see you.

Deadly Stroke (Greatsword)


Speed

Standard action: deal double damage + 1 CON bleed to a stunned or flat-footed


target.

30 / 15 ft

Devastating Strike

+4 greatsword

Both hands: +25, 6d6+39

Deal extra damage when using Vital Strike bonus

Crit: 19-20/2
2-hand, S

+4 stoneplate

+13

Max Dex: +1, Armor Check: -5


Spell Fail: 35%, Heavy

Furious Focus
If you are wielding a weapon in two hands, ignore the penalty for your first
attack of each turn.

Greater Weapon Focus (Greatsword)


You gain a +1 bonus on all attack rolls you make using the selected weapon.
This bonus stacks with other bonuses on attack rolls, including the one from
Weapon Focus (see below).

Greater Weapon Specialization (Greatsword)


You gain a +2 bonus on all damage rolls you make using the selected weapon.
This bonus stacks with other bonuses on damage rolls, including the one from
Weapon Specialization (see below).

Improved Initiative
You get a +4 bonus on initiative checks.

Improved Vital Strike


Standard action: x3 weapon damage dice.

Martial Weapon Proficiency - All


You are proficient with all Martial weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.

Feats

Experience & Wealth

Power Attack -4/+8

Experience Points: 145000/210000


Current Cash: 5,700 gp

You can subtract from your attack roll to add to your damage.

Shatter Defenses (Greatsword)


If you hit a shaken, frightened or panicked opponent, they are flat-footed to your
attacks until the end of your next turn.

Shield Proficiency

Situational Modifiers
Acrobatics

You can use a shield and take only the standard penalties.

Speed greater/less than 30 ft.: -8 to jump

Simple Weapon Proficiency - All


Proficient with all simple weapons.

Tower Shield Proficiency


You can use a tower shield and suffer only the standard penalties.

Vital Strike
Standard action: x2 weapon damage dice.

Weapon Focus (Greatsword)


You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Specialization (Greatsword)


You gain a +2 bonus on all damage rolls you make using the selected weapon.

Traits
Indomitable Faith
+1 Will saves.

Reactionary
+2 Initiative

Gear
Total Weight Carried: 85/1200 lbs, Encumberance
Ignored
(Light: 400 lbs, Medium: 800 lbs, Heavy: 1200 lbs)
+4 greatsword
+4 stoneplate
Amulet of natural armor +2
Artisan's outfit (Free)
Belt of giant strength +6
Ring of protection +2

8 lbs
75 lbs
1 lb
-

Special Abilities
Backswing (Ex)
At 7th level, when a two-handed fighter makes a full attack with a two-handed
weapon, he adds double his Strength bonus on damage rolls for all attacks after the
first. This ability replaces armor training 2.

Overhand Chop (Ex)


At 3rd level, when a two-handed fighter makes a single attack (with the attack action
or a charge) with a two-handed weapon, he adds double his Strength bonus on
damage rolls. This ability replaces armor training 1.

Piledriver (Ex)
At 11th level, as a standard action, a two-handed fighter can make a single melee
attack with a two-handed weapon. If the attack hits, he may make a bull rush or trip
combat maneuver against the target of his attack as a free action that does not
provoke an attack of opportunity. This ability replaces armor training 3.

Shattering Strike +3 (Ex)

At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder
attempts and on damage rolls made against objects. These bonuses increase by +1
for every four levels beyond 2nd. This ability replaces bravery.

Weapon Training (Blades, Heavy) +2 (Ex)


Starting at 5th level, a fighter can select one group of weapons, as noted below.
Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack
and damage rolls.

Weapon
(Spears)
+1and(Ex)
Every fourTraining
levels thereafter
(9th, 13th,
17th), a fighter becomes further trained in
Starting
at 5th level,
a fighter
select
one
group
weapons,
as notedrolls
below.
another group
of weapons.
Hecan
gains
a +1
bonus
onofattack
and damage
when
Whenever
he attacks
withgroup.
a weapon
from thisthe
group,
he gains
a +1
on attack
using a weapon
from this
In addition,
bonuses
granted
bybonus
previous
and
damage
rolls.
weapon groups increase by +1 each. For example, when a fighter reaches 9th level,

he receives a +1 bonus on attack and damage rolls with one weapon group and a
Every
fouron
levels
thereafter
(9th, 13th,
and the
17th),
a fighter
becomes
further
+2 bonus
attack
and damage
rolls with
weapon
group
selected
at 5thtrained
level. in
another group
of weapons.
He gains
a +1 bonus
attack
andthe
damage
when
Bonuses
granted
from overlapping
groups
do noton
stack.
Take
highestrolls
bonus
using a weapon
from this
group. In
the bonuses
granted
for aCommon
weapon
if it resides
in addition,
two or more
groups. granted by previous
weapon groups increase by +1 each. For example, when a fighter reaches 9th level,
hefighter
receives
+1 bonus
on attack
andcombat
damage
rolls withchecks
one weapon
and a
A
alsoa adds
this bonus
to any
maneuver
made group
with weapons
+2 bonus
on attack
damage
rolls with
group selected
at 5th
level.
from
this group.
Thisand
bonus
also
applies
tothe
theweapon
fighter's
Maneuver
Defense
Hero
Lab
and the
Hero
Lab logoCombat
are Registered
Trademarks
of LWD Technology, Inc. Free download at http://www.wolflair.com
Bonuses
grantedagainst
from overlapping
not stack.
Take
the highest
bonus
when
defending
disarm andgroups
sunderdo
attempts
made
against
Pathfinder
and associated
marksweapons
and logosfrom
are trademarks of Paizo Inc., and are used under license.
granted
for a weapon if it resides in two or more groups.
this
group.

Languages

A
fighter Heavy:
also adds
this bonus
toelven
any combat
maneuver
checks
made withlongsword,
weapons
Blades,
bastard
sword,
curve blade,
falchion,
greatsword,
from this scythe,
group. This
bonus also applies
scimitar,
and two-bladed
sword. to the fighter's Combat Maneuver Defense
when defending against disarm and sunder attempts made against weapons from

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