Full Name |
Fergus Mac Asgaill |
Race |
Human Fighter 1 | HP 3/19 | AC 18 | F 6 R 9 W 3 | Perc +5 | |
Classes/Levels |
Shortsword +9 1d6+3 | Effects: None |
About Fergus Mac Asgaill
Perception +5
Languages Common, Hallit
Skills Acrobatics +7, Athletics +6, Intimidation +4, Lore: Accounting +3, Lore: Absalom +3, Society +3, Thievery +7
Str +3, Dex +4, Con +1, Int +0, Wis +0, Cha +1
Items Leather, Bedroll, Chalk(10), Flint and Steel, Rope, Rations(2), Torch(5), Waterskin, Soap, Arrows(10), Grappling Hook, Crowbar, Thieves' Tools, Parrying Scabbard
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AC 18, Fort +6, Ref +9, Will +3
HP 19
Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. 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.
Attack of Opportunity 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. 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.
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Speed 30 feet
Melee Sap +8 (Agile, Nonlethal), Damage 1d6+3 (B)
Melee Shortsword +9 (Agile, Finesse, Versatile S), Damage 1d6+3 (P)
Ranged Shortbow +9 (Deadly d10), Damage 1d6 (P)
Snagging Strike (◆) Requirements You have one hand free, and your target is within reach of that hand. 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 isflat-footed until the start of your next turn or until it’s no longer within the reach of your hand, whichever comes first.
Power Attack (◆◆) (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.
Additional Feats Fleet, Quick Coercion