64 0 0 0 0 4 18 0 0 0 64 0 0 / 0 Duvamil Mike Twomey Lvl 12 Fighter Human Chaotic Neutral Kord Medium 25 Male 6'6" 275 Blue Black Pale 16 16 14 13 8 8 0 0 0 0 4 4 0 0 +12 /+7/+2 0 0 0 Repeating Crossbow 15 (BAB + DEX) 1d8 19-20/x2 Crossbow bolts 80 Ft. Flame Tongue greatsword 17 (BAB + STR) +1 2d6+4 19-20/x2 Once/day, can shoot fire w/ 30 ft radius as ranged touch attack, deals 4d6 / matsterwork melee Adamantine battleaxe 17 (BAB + STR) +1 1d8 x3 masterwork melee 2 2 0 4 0 4 4 4 0 0 0 0 0 0 0 5 5 5 0 4 0 0 0 0 0 4 0 0 0 0 0 0 0 4 5 0 0 0 4 5 4 0 0 4 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 0 0 0 0 2 0 0 0 0 0 0 0 0 Armorsmithing Weaponsmithing Bowmaking Speak Language -6 Heavy +9 -1 Dwarven Plate of Arrow Deflection 30Ft 50Lb Damage reduction of 3, once per round, make DC 20 reflex save when would be hit by ranged weapon. DC increases with enhancement bonus of wapon. If DC is made, weapon is deflected Spined shield 35% +3 15 lb -2 15% Acts as normal spiked shield. 3 times/day, can fire one of shield's spines. Spine has +1 enhancement bonus, range of 120 ft., deals 1d10 damage (19-20/x2) 70,700/78,000 Zap's one-shot deal 0 0 0 0 0 0 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 0 1 1 1 0 0 1 0 0 0 1 0 0 0 0 0 0 0 0 87 Alertness - +2 bonus to all Listen and Spot checks. Blind-Fight - in melee, every time you miss because of concealment, reroll miss chance % roll once to see if you actually hit. Invisible attacker gets no melee attack bonus (don't lose DEX bonus to AC). Range attack bonus still applies. Suffer only 1/2 penalty to speed for being unable to see. Darkness, poor visibility reduces speed to 3/4 of normal instead of 1/2. Of no use against subject of a Blink spell. Dodge- during action, designate opponent and receive +1 dodge bonus to AC against attacks from said opponent. Can select new opponent on any action. Anything that causes loss of DEX bonus to AC also causes loss of dodge bonus Exotic Weapon Proficiency- can use exotic weapons Expertise - When attacking (full attacking in melee), can take a penalty of up to -5 on attack and add said number to AC. Number cannot exceed BAB. Changes to attack rolls and AC last until net action. Bonus to AC is a dodge bonus. Improved Initiative - +4 to initiative rolls Mobility - +4 dodge bonus to AC against attacks of opportunities caused when moving out of a threatened area. Condition that causes loss of DEX bonus to AC causes loss of dodge bonus. Quick Draw - Can draw/swap weapons as a free action Spring Attack - when attacking with melee weapon, can move both before and after attack, as long as total distance is no greater than your speed. Moving thusly doesn't provoke an AOO. Can't be used if wearing heavy armor. Weapon Focus - +1 damage with chosen weapon (Greatsword) Weapon Specialization - +2 damage with chosen weapon (Greatsword) Whirlwind Attack - When performing full attack, can give up regular attacks and instead make one melee attack at full BAB against each opponent within 5 feet. 3 Proficient in all armor, simple weapons, and martial weapons. 8 Common Draconic Dwarven Elven Goblin Halfling Infernal Orc 4 PP - 25 GP - 19,733 SP - 00 CP - 00 19 Ring of Feather Falling - If fall from height of 5 ft or greater, ring activates and lowers wearer gently to ground. Bag of Holding type 1 Six weeks of food Backpack Crowbar Flint and steel Rope, hemp (50 ft) Signet ring Monk's outfit 0 0 0