Iago Dalamitri
Male human fighter 5/Champion 3
CN Medium humanoid (human)
Init +4;
Senses Perception +10
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Defense
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AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 64 (5d10+30)
Fort +6,
Ref +2,
Will +4 (+1 vs. fear)
Defensive Abilities hard to kill
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Offense
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Speed 60 ft. (40 ft. in armor)
Melee +1 adamantine greatsword +13 (2d6+11/19-20) or
. . club +10 (1d6+5) or
. .
lesser blade of the open road +12 (1d8+7/19-20)
Ranged shortbow +6 (1d6/×3)
Special Attacks mythic power (9/day, surge +1d6), weapon training (heavy blades +1)
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Statistics
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Str 20,
Dex 12,
Con 14,
Int 9,
Wis 12,
Cha 14
Base Atk +5;
CMB +10;
CMD 21
Feats Blind-fight, Improved Iron Will, Iron Will[M], Power Attack[M], Toughness, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Traits scholar of the great beyond, tomb raider
Skills Acrobatics -3 (+1 to jump), Climb +5, Diplomacy +4, Knowledge (history) +6, Perception +10, Survival +9, Swim +5
Languages Common
SQ amazing initiative, armor training 1, fleet charge[MA], fleet warrior[MA], impossible speed[MA], penetrating damage[MA], recuperation
Combat Gear wand of cure light wounds, alchemist's fire (5), holy water (2), oil (8);
Other Gear mwk full plate, darkwood shield,
+1 adamantine greatsword,
lesser blade of the open road, arrows (38), club, shortbow,
wayfinder[ISWG], backpack, flint and steel, grappling hook, hooded lantern, silk rope (50 ft.), sunrod (3), trail rations (4), 1,613 gp
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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).
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Blind-Fight Re-roll misses because of concealment, other benefits.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+3 bonus, bypass all DR).
Fleet Warrior (Ex) You may move up to your full speed before or after making a full attack.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Impossible Speed (+30 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Penetrating Damage (Su) Overcome one of the following types of DR when doing damage: chaotic, cold iron, evil, good, lawful, magic, or silver.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
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