| Full Name |
Barm |
| Race |
| HP 158/158| AC 30, T 15, FF 27 | CMD 35 (39 against disarm and sunder)| F +17 R +12 W +13; | Init +7 | Perc +15 |
| Classes/Levels |
| Speed 30ft | Active Conditions: |
| Gender |
”Barm” | Male CN Medium Human Fighter 14 |
| Size |
M |
| Strength |
23 |
| Dexterity |
16 |
| Constitution |
16 |
| Intelligence |
10 |
| Wisdom |
12 |
| Charisma |
8 |
About Barm
_______________________________
Name Barm
Human fighter 14
NC Medium humanoid (human)
Init +7; Senses Perception +15
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Defense
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AC 30, touch 15, flat-footed 27 (+11 armor,Defensive Weapon Training +4 shield, +3 Dex, +2 deflect)
hp 158
Fort +17, Ref +12, Will +13; +2 vs. divination effects
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Offense
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Speed 30 ft.
Melee +5 adamantine Greatsword (+ Furious Focus, power attack; vital strike, Devastating St.) - standard +32 (6d6+24+12+6 /17–20 x2) +1 damage in flank
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[dice=+5 adamantine Greatsword (+ Furious Focus, power attack, vital strike, Devastating St) - std.]1d20+32[/dice]
[dice=damage]6d6+24+12+6[/dice]
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Melee- Furious Focus (power attack) +5 adamantine Greatsword +32 / +23 / +18 (2d6+23+12 /17–20 x2)
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[dice=+5 adamantine Greatsword (+ Furious Focus, power attack)]1d20+32[/dice]
[dice=damage]2d6+24+12[/dice]
[dice=+5 adamantine Greatsword (+ Furious Focus, power attack)]1d20+23[/dice]
[dice=damage]2d6+24+12[/dice]
[dice=+5 adamantine Greatsword (+ Furious Focus, power attack)]1d20+18[/dice]
[dice=damage]2d6+24+12[/dice]
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Ranged shortbow +17/+12/+7 (1d6/×3)
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Statistics
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Str 23, Dex 16, Con 16, Int 10, Wis 12, Cha 8
Base Atk +14; CMB +21; CMD 35
Feats
Iron will - +2 to Will saves ,
Power attack - -4 to hit / +12 to damage,
Weapon Focus (greatsword),
Cleave
Furious Focus - not suffer Power Attack’s penalty on 1st attack
Weapon Specialization - +2 to damage
Improved Initative
Vital Strike
Combat Reflexes
Toughness
Improved Critical
Devastating Strike(+2 to damage while vital s.)
Greater Weapon Focus (Greatsword)
Improved Vital Strike
Disruptive - The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
Spellbreaker
Skills
Acrobatics +14
Appraise +0
Bluff -1
Climb +11
Craft:
Diplomacy -1
Disguise -1
Escape artist +3
Fly +6
Heal +1
Intimidate +3
Know (Dungeon) +4
Know (Engineer) +4
Linguistics
Perception +15
Perform ()
Ride +3
Sense motive +1
Spellcraft
Stealth +10
Survival +7
Swim +11
Use Magic Device
Armor Check Penalty 0
Traits
Dirty Fighter[/b] When Barm hits while flanking, he deals 1 additional point of damage. This damage is added to his base damage and is multiplied on a critical hit.
Carefully Hidden - +1 Will and +2 vs. divination effects
Languages Common,
Combat Gear
acid,
alchemist's fire;
Mithral Breastplate +5
Other Gear
Mithral Breastplate +5,
+5 adamatine greatsword
+1 greatsword,
shortbow with 20 arrows,
backpack,
bedroll,
crowbar,
grappling hook,
hemp rope (50 ft.),
tankard, torch (3),
trail rations (2),
waterskin,
Ioun Torch,
wand of cure light wounds (17),
wand of cure light wounds (50),
wand of infernal healing (50)
Cloak of Resistance +5
Flask of acid x20
Ring of protection +2
potion of fly - x3
Gloves of Dueling
Belt of Physical Perfection +2
Talisman of Freedom
Talisman Lesser Life’s Breath
Scroll of restoration x3
Scroll of Lesser Restoration x4
31570 gp
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Special Abilities
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Shattering Strike (Ex)
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.
Overhand Chop (Ex): At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
This ability replaces armor training 1.
Weapon Training +3 (blades) Gloves of Dueling makes that Weapon Training +4
Weapon Training - lvl 9 - Defensive Weapon Training (Ex) - Shield bonus +2 +1/2 enh. bonus of weapon=2+2=+4
Backswing- x2 STR to all damage rolls
Piledriver (Ex)
Attack=14 BAB+6 STR+2 weap. tra.+3 gloves + 5 weapon + 2 Gr. weapon f. = 32
Damage= 5 str x2 + 2 weap. training+3 gloves + 5 weapon + 2 Weapon Spec. = 24