About Adam Wolfforge
LE medium Human (Skilled Human) Fighter 14 [Sailor]
Perception +23 (+2 initiative, +2 in mask)
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Str +5, Dex +4, Con +3, Int +0, Wis +3, Cha +0
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OFFENSE
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Speed 25 feet
+2 Greater Striking Sawtooth Saber +29 (3d6+9 S; Agile, Finesse, Twin)
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DEFENSE
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HP 204; AC 35
Fort +24, Ref +23, Will +22; Bravery
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SKILLS
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Acrobatics +24 (M), Athletics +26 (M), Crafting +16, Deception +16, Intimidation +16, Lore: Sailing +16, Medicine +24 (M), Stealth +26 (M), Survival +19, Thievery +20 (E)
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FEATS
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- Fighter Feats: Advanced Weapon Training, Blade Brake, Blind-Fight, Double Slice, Resounding Bravery (CombFlex), Tactical Reflexes, Twin Parry, Twin Riposte, Two-Weapon Flurry
- General Feats: Diehard, Ride, Shield Block, Supertaster, Toughness
- Human Feats: General Training, Haughty Obstinacy, Natural Skill, Stubborn Persistence
- Skill Feats: Battle Medicine, Continual Recovery, Ward Medic, Cat Fall, Foil Senses, Swift Sneak, Quick Climb, Quick Swim, Underwater Marauder
- Specials: Armor Expertise, Battle Hardened, Battlefield Surveyor, Bravery, Combat Flexibility, Fighter Expertise, Fighter Weapon Mastery (Sword), Heritage (Skilled Human), Reactive Strike, Advanced Weapon Group (Sword), Skilled (Crafting, Survival), Skilled Heritage (Medicine), Weapon Legend (Sword), Weapon Specialization
- Free Archetype Feats: Rogue Dedication (Deception), Basic Trickery (Twin Feint), Sneak Attacker, Advanced Trickery (Twin Distraction), Uncanny Dodge, Advanced Trickery (Gang Up), Skill Mastery (Medicine, Thievery; Ward Medic)
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REACTIONS (2/round)
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- Twin Riposte ↺ [Trigger: A creature within your reach critically fails to Strike you. Requirements: You are benefiting from Twin Parry] A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or Disarm action against the triggering opponent.
- Blade Brake ↺ [Trigger: You would be moved by a forced movement effect. Requirements: You are wielding a melee weapon and are within reach of a hard surface] You plow your weapon into a floor, wall, or another sturdy surface, anchoring yourself in place. If you would be moved 20 feet or more, you are moved only 5 feet. Otherwise, you don't move at all.
- Shield Block ↺ [Trigger: While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack] Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
- Reactive Strike ↺ [Trigger: A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using] Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
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TWO-WEAPON FIGHTING
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- Double Slice ◆◆ [Requirements: You are wielding two melee weapons, each in a different hand] You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn't have the agile trait, it takes a –2 penalty. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
- Two-Weapon Flurry ◆ (Flourish, Press) [Requirements: You are wielding two weapons, each in a different hand] Using the momentum of your prior attack, you lash out with both your weapons in a sudden frenzy. Strike twice, once with each weapon.
- Twin Parry ◆ [Requirements: You are wielding two melee weapons, one in each hand] You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn. You lose this circumstance bonus if you no longer meet this feat's requirement.
- Twin Feint ◆◆ [Requirements: You are wielding two melee weapons, one in each hand] Make one Strike with each of your two melee weapons, both against the same target. The target is automatically off-guard against the second attack. Apply your multiple attack penalty to the Strikes normally.
- Twin Distraction [Requirements: You are wielding two melee weapons, one in each hand] When using Twin Feint, if both your Strikes deal damage to a targeted creature, the target must succeed at a Will saving throw against your class DC or become stupefied 1 until the end of your next turn.
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EQUIPMENT
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+2 Greater Striking Flaming Keen Sawtooth Saber
& Sawtooth Saber
+2 Resilient Shadow (Greater) Raiment Leather
+2 Striking Composite Shortbow
Doubling Rings, Greater
Mask of the Mantis, Greater
Lifting Belt
Masquerade Scarf
Religious Symbol (Wooden) - Gorum
Potion of Flying [x2]
Potion of Quickness [x2]
Healing Potion (Moderate) [x6]
Clothing (Ordinary)
Adventurer's Pack
Climbing Kit
Disguise Kit
Thieves' Tools
Thieves' Tools (Replacement Picks) [x3]
Healer's Tools (Expanded)
78 gp 4 sp
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