Dukkoti
Male Elf Warder (Dervish Defender)/Investigator (Empiricist) 4, Mythic Guardian/Genius 2
CG Medium Humanoid (Elf)
Hero Points 1
Init +9; Senses Low-Light Vision; Perception +16
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Defense
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AC 27, touch 23, flat-footed 22 (+4 armor, +1 deflection, +5 Dex, +7 Int)
Vigor 52 (4d12+4+10) Wounds 28 (Threshold 14)
Fort +8 (+4 vs Fatigue/Exhaustion from Weather/Running/Forced Marches), Ref +10 (+1 vs Traps), Will +6 (+2 vs Illusions, +2 vs Mind-Affecting)
Defensive Abilities: Hard to Kill, Trap Sense +1, Adamantine Mind, Unfailing Logic, Two-Weapon Defense, Dervish Defense, Perfect Solution, Absorb Blow
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Offense
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Speed 40 ft.
Melee:
Two-Bladed Sword +10 (1d8+6/19-20/x2) Attuned (+1/0)
Two-Bladed Sword TWF +8/+7 (1d8+6/1d8+2, 19-20/x2)
Cahulaks +9 (2d4+6/x3), Reach, Trip, Double
Dagger +9
Ranged: Composite Longbow +9 (1d8+1)
Special Attacks mythic power (7/day, surge +1d6),
Extracts:
Martial Stances
Martial Maneuvers Known
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Statistics
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Str 12, Dex 20, Con 14, Int 24, Wis 12, Cha 8
Base Atk +4; CMB +5 or +9; CMD 30
Feats:
Run, Combat Reflexes, Two-Weapon Fighting, Double Weapon Finesse, Deadly Agility, Extra Traits, Bodyguard, Weapon Group Adaption
Mythic Feats:
Dual Path
Traits:
Student of Philosophy, Helpful, Forlorn, Community Minded
Languages
SQ amazing initiative, combat expertise, deadly aim, finesse weapon attack attribute, hero points, power attack,
Combat Gear
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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). Gain a bonus equal to your Mythic tier on initiative rolls.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.