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Kelris Bartel
Male human fighter 4/Champion 3
CG Medium humanoid (human)
Init +11; Senses Perception +5
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 53 (4d10+25)
Fort +7, Ref +3, Will +3 (+1 vs. fear)
Defensive Abilities hard to kill, take a knee
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Offense
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Speed 60 ft. (40 ft. in armor)
Melee +1 adamantine halberd +11 (1d10+10/×3)(+9/+19 PA) or
dagger +7 (1d4+11/19-20) or
heavy shield bash +7 (1d4+11) or
light flail +7 (1d8+11)
Ranged darkwood composite longbow +6 (1d8+3/×3)
Special Attacks mythic power (9/day, surge +1d6)
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Statistics
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Str 20, Dex 13, Con 14, Int 13, Wis 12, Cha 10
Base Atk +4; CMB +7; CMD 20
Feats Cleave, Combat Expertise, Improved Initiative M, Power Attack M, Weapon Focus (halberd), Weapon Specialization (halberd)
Traits armor expert, suspicious
Skills Acrobatics -2 (+2 to jump), Climb +8, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +5, Perception +5, Sense Motive +7, Survival +7
Languages Common, Dwarven
SQ amazing initiative, armor training 1, impossible speed MA, punishing blow MA, recuperation, sudden attack MA, take a knee
Combat Gear alchemist's fire (3), antitoxin (2), holy water (2);
Other Gear mwk banded mail, heavy steel
shield, +1 adamantine halberd , arrows (20), dagger, dark wood composite longbow (+3 Str), light flail, cloak
of resistance +1 , backpack, belt pouch, cold weather outfit, crowbar, flint and steel, hemp rope (50 ft.),
pot, shovel, sunrod (5), trail rations (10), waterskin (2), 2,098 gp, 2 sp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+30 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Punishing Blow (Ex) Creatures hit lose regeneration and fast healing for 1 rnd. Criticals cause loss of DR.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non mythic abilities.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +3 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Take a Knee (Ex) Whenever you would be knocked prone, you fall to your knees instead.
p2