Full Name |
Eldan Herne IV |
Race |
Reincarnated Kobold |
Classes/Levels |
Fighter 11 HP: 79/82; AC: 25, T: 17, FF: 19; Fort: +9, Ref: +11, Will +6 (+3 vs. fear), Perception: +2, Initiative: +7 |
Gender |
Male |
Size |
Small |
Alignment |
CN |
Deity |
Cayden Cailean |
Languages |
Common |
Strength |
12 |
Dexterity |
25 |
Constitution |
12 |
Intelligence |
13 |
Wisdom |
10 |
Charisma |
8 |
About Eldan Herne
Eldan
Kobold fighter 11 (Pathfinder RPG Bestiary 183)
CN Small humanoid (reptilian)
Init +7; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 25, touch 17, flat-footed 19 (+7 armor, +6 Dex, +1 natural, +1 size)
hp 82 (11d10+22)
Fort +9, Ref +11, Will +6 (+3 vs. fear)
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee +1 rapier +23/+18/+13 (1d4+12/15-20) or
. . dagger +21/+16/+11 (1d3+3/19-20) or
. . dagger +21/+16/+11 (1d3+3/19-20) or
. . mwk dagger +22/+17/+12 (1d3+3/19-20)
Ranged mwk composite longbow +21/+16/+11 (1d6+2/×3)
Special Attacks weapon trainings (light blades +2, bows +1)
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Statistics
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Str 12, Dex 25, Con 12, Int 13, Wis 10, Cha 8
Base Atk +11; CMB +11 (+13 disarm); CMD 28 (30 vs. disarm)
Feats Arisen, Combat Expertise, Critical Focus, Fencing Grace, Impaling Critical[UC], Improved Critical (rapier), Improved Disarm, Iron Will, Toughness, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Acrobatics +17, Bluff +9, Climb +14, Knowledge (local) +5, Perception +2, Perform (sing) +4, Sense Motive +5; Racial Modifiers +2 Perception
Languages Common
SQ armor training 3
Other Gear +1 breastplate, +1 rapier, arrows (60), dagger, dagger, mwk composite longbow (+1 Str), mwk dagger, belt of incredible dexterity +2, cloak of resistance +1, slippers of spider climbing, Hat of Disguise, 3 potions of Cure Moderate Wounds, 4 potions of Jump, potion of Invisibility, potion of Enlarge Person, 3193 gp
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Special Abilities
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Arisen (1/day) Activate to gain 11 temp Hp for 10 min. Die at -16 hp.
Armor Training 3 (Ex) Worn armor -3 check penalty, +3 max DEX.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Critical Focus +4 to confirm critical hits.
Darkvision (60 feet) You can see in the dark (black and white only).
Fencing Grace Use Dexterity on rapier damage rolls
Impaling Critical (Rapier) May impale and deal extra damage to opponent with a critical hit
Improved Disarm You don't provoke attacks of opportunity when disarming.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Weapon Training (Blades, Light) +2 (Ex) +2 Attack, Damage, CMB, CMD with Light Blades
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows