Fighter 3
NG Medium humanoid (half-elf - varisian) - 26 years old, 5'10", 150 lbs, platinum hair, green eyes
Senses low-light vision
Perception +7 (expert prof +4, level +3)
Languages common, elvish
Defense:
HP 44
AC 21 (base 10, trained prof +2, level +3, Dex +1, full plate +6)
Fort +9 (E +4, level +3, Con +2) Ref +8 (E +4, level +3, Dex +1) Will +7 (E +4, level +3)
Offense:
Speed 25'
{A} Unarmed +10/+6/+2 (1d4+3 B) agile, finesse, nonlethal, unarmed
{A} Bastard Sword +1 - single handed +11/+6/+1 (1d8+3 S)
{A} Bastard Sword +1 - two handed +10/+5/+1 (1d12+3 S)
Varisian
Varisians are one of the most widespread peoples of Avistan, their lands stretching from their ancient homeland of Varisia in the west to the edge of Numeria in the east. They are a wiry, short people, with tawny, gold, or russet-brown skin and a wide array of hair and eye colors. While most have dark eyes and wavy brown hair, rare features such as violet eyes or platinum hair are not all that unusual. Outsiders may often associate Varisians with roaming merchant caravans, the practice of harrow card reading (a form of fortune-telling), and the worship of Desna, goddess of dreams. However, Varisians form the majority of permanent residents in the great cities of Magnimar, Lepidstadt, and others, where they outnumber their wandering kin a hundred times over.
Low-light Vision
You can see in dim light as though it were bright light, so you ignores the concealed condition due to dim light.
Arcane Tattoos:abjuration: shield
You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will.
Background - Lost and Alone:
You were training to become a knight in Lastwall when the Whispering Tyrant escaped his imprisonment and destroyed the nation. It was only by dumb luck that you are alive at all, but the memories of that fateful day haunt your dreams.
When play begins, you have boarded a caravan heading toward a new town, having worn out your welcome at the taverns and inns of Elidir.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You are trained in the Intimidate skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat.
Fighter Abilities:
Key Ability Strength
Perception Expert
Trained Saves Will
Expert Saves Fortitude, Reflex
Trained Weapon Proficiencies All Advanced Weapons
Expert Weapon Proficiences All Simple Weapons, All Martial Weapons, All Unarmed Attacks
Trained Armor Proficiencies All Light Armor, All Medium Armor, All Heavy Armor, Unarmored defense
Level 1
Attack of Opportunity
{R} You lash out at a foe that leaves an opening. 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.
{R} Shield Block
You snap your shield in place to ward off a blow. 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.
Feat:Snagging Strike
Level 2
Feat:Power Attack
Level 3
Bravery
Having faced countless foes and the chaos of battle, you have learned how to stand strong in the face of fear and keep on fighting. Your proficiency rank for Will saves increases to expert. When you roll a success at a Will save against a fear effect, you get a critical success instead. In addition, anytime you gain the frightened condition, reduce its value by 1.
General Feat:Incredible Initiative
Skill Improvement:Athletics
One skill increases to Expert.
Feats:
Level 1
Intimidating Glare - general, skill
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
{A} Snagging Strikefighter
You combine an attack with quick grappling moves to throw an enemy off balance as long as it stays in your reach. Make a Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Level 2
{A} Power Attackfighter, flourish
You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
{A} Quick Jumpgeneral, skill
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Level 3
Incredible Initiative(General)
You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
Innate Spells:
Shield [i](abjuration, arcane, cantrip, force)
{A} Verbal
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
The shield spell works like a raised shield, and it also gives you the ability to use the Shield Block reaction.
While the spell is in effect, you can use the Shield Block reaction. The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.
Heightening the spell increases the shield’s Hardness.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
Dar is a reasonably tall, but slender figure. His most distinctive feature is his platinum colored hair which he keeps long and loose. For a half-elf, his ears are rather long and the points typically protrude through his silvery locks. His green eyes are always moving about watching for threats and his hand never strays far from his blade. Even in combat there always seems to be a mocking smile on his handsome face.
History:
Macros:
[dice={A} Unarmed Attack]1d20+10[/dice] [dice=Unarmed Damage - B - nonlethal]1d4+3[/dice] [dice={A} Unarmed Attack]1d20+6[/dice] [dice=Unarmed Damage - B - nonlethal]1d4+3[/dice] [dice={A} Unarmed Attack]1d20+2[/dice] [dice=Unarmed Damage - B - nonlethal]1d4+3[/dice]
[dice={A} Bastard Sword Attack - Single Handed]1d20+11[/dice] [dice=Bastard Sword Damage - Single Handed - S]1d8+3[/dice] [dice={A} Bastard Sword Attack - Single Handed]1d20+6[/dice] [dice=Bastard Sword Damage - Single Handed - S]1d8+3[/dice] [dice={A} Bastard Sword Attack - Single Handed]1d20+1[/dice] [dice=Bastard Sword Damage - Single Handed - S]1d8+3[/dice]
[dice={A} Bastard Sword Attack - Two Handed]1d20+11[/dice] [dice=Bastard Sword Damage - Two Handed - S]1d12+3[/dice] [dice={A} Bastard Sword Attack - Two Handed]1d20+6[/dice] [dice=Bastard Sword Damage - Two Handed - S]1d12+3[/dice] [dice={A} Bastard Sword Attack - Two Handed]1d20+1[/dice] [dice=Bastard Sword Damage - Two Handed - S]1d12+3[/dice]
[dice={A}{A} Power Attack - Bastard Sword - Two Handed]1d20+11[/dice] [dice=Bastard Sword Damage - Two Handed - S]2d12+3[/dice] [dice={A} Bastard Sword Attack - Two Handed]1d20+1[/dice] [dice=Bastard Sword Damage - Two Handed - S]1d12+3[/dice] [dice={A} Bastard Sword Attack - Two Handed]1d20+1[/dice] [dice=Bastard Sword Damage - Two Handed - S]1d12+3[/dice]