Beruflich Dokumente
Kultur Dokumente
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
+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
-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)
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
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
= +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.
30 / 15 ft
Devastating Strike
+4 greatsword
Crit: 19-20/2
2-hand, S
+4 stoneplate
+13
Furious Focus
If you are wielding a weapon in two hands, ignore the penalty for your first
attack of each turn.
Improved Initiative
You get a +4 bonus on initiative checks.
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
You can subtract from your attack roll to add to your damage.
Shield Proficiency
Situational Modifiers
Acrobatics
You can use a shield and take only the standard penalties.
Vital Strike
Standard action: x2 weapon damage dice.
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.
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.
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
(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