About Faran DeVere
Faran DeVere CR 9
Male Human Fighter 10
NG Medium Humanoid (Human)
Init +2; Senses Perception +0
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DEFENSE
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AC 25, touch 14, flat-footed 23. . (+10 armor, +2 Dex, +1 natural, +2 deflection)
hp 110 (10d10+40)
Fort +10, Ref +5, Will +5
Defensive Abilities Bravery +3
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OFFENSE
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Spd 30 ft.
Melee +1 Holy Adamantine Greatsword +21/+16 (2d6+14/17-20/x2) and
. . +1 Silver Morningstar +18/+13 (1d8+8/20/x2) and
. . Gauntlet (from Armor) +16/+11 (1d3+6/20/x2) and
. . Masterwork Cold Iron Dagger +17/+12 (1d4+6/19-20/x2) and
. . Unarmed Strike +16/+11 (1d3+6/20/x2)
Ranged Longbow, Comp. (Str +6) +12/+7 (1d8+6/20/x3)
Special Attacks Weapon Training: Blades, Heavy, Weapon Training: Flails
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STATISTICS
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Str 20/22, Dex 13/15, Con 14/16, Int 12, Wis 10, Cha 10
Base Atk +10; CMB +16; CMD 30
Feats Following Step, Furious Focus, Greater Weapon Focus: Greatsword, Improved Critical: Greatsword, Improved Iron Will (1/day), Iron Will, Power Attack -3/+6, Step Up, Step Up and Strike, Toughness +10, Weapon Focus: Greatsword, Weapon Specialization: Greatsword
Skills Acrobatics -1, Climb +16, Escape Artist -1, Fly -1, Knowledge: Dungeoneering +14, Knowledge: Engineering +14, Ride -1, Stealth -1, Swim +16
Languages Common, Orc
SQ Antitoxin (vial), Armor Training 2 (Ex), Weapon Cord
Combat Gear +1 Holy Adamantine Greatsword, +1 Full Plate, +1 Silver Morningstar, Masterwork Cold Iron Dagger, Longbow, Comp. (Str +6), Arrows, Blunt (20), Arrows (20); Other Gear Acid (flask), Alchemist's fire (flask), Amulet of Natural Armor +1, Antitoxin (vial), Backpack, Masterwork (empty), Belt of Physical Perfection, +2, Bladeguard, Caltrops, Everburning torch, Flask, Flint and steel, Mirror, small steel, Oil of Bless Weapon, Potion of Cure Serious Wounds (5), Potion of Displacement, Potion of Enlarge Person (2), Potion of Haste, Potion of Magic Circle Against Evil, Potion of Protection From Evil, Potion of Rage, Potion of Restoration, Lesser, Potion of Water Breathing, Ring of Protection, +2, Rope, silk (50 ft.), Spade or shovel, Thunderstone, Torch, Waterskin, Weapon Cord
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SPECIAL ABILITIES
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Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bravery +3 (Ex) +3 Will save vs. Fear
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Improved Iron Will (1/day) 1/day, re-roll a Will save.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Step Up You may make a 5' step closer when your opponent makes a 5' step away from you.
Step Up and Strike When a foe tries to move away, you can follow and make an attack.
Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Weapon Cord Attached weapon can be recovered as a swift action.
Weapon Training: Blades, Heavy +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training: Flails +1 (Ex) +1 Attack, Damage, CMB, CMD with Flails
Description