Classes/Levels |
HP: 96 | AC:20 / Touch: 12 / FF: 16 | Init +4 | Perception +12 | Fort: +9 / Refl: +7 / Will: +4 |
About Jor Majere
Male Human Fighter (Two-Handed) 8
LN Medium humanoid (human)
Init: +4; Senses: Perception +12
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STATISTICS
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Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 14 [25 point build]
Faction Point:
# Brass Tiger Company : + 4 [Member]
# The Dark Knights of Neraka : + 2
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DEFENSE
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AC 20, Touch 12, Flat-Footed 18
Hp 96 (9d10 +16 con)
Fort +8, Ref +8, Will +4
Spd 30 ft.
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OFFENSE
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## Base Atk +9/+4; CMB: +15(+23 Sunder); CMD: 27 (33 vs Sunder)
#+2 Greatsword +20/+15 (+25/+20 crit) (2d6+18/19-20/x2)
#Melee Dagger +14/+9(+15/+10 crit) (1d4+8/19-20/x2)
#Unarmed Strike +11/+6(+12/+7 crit) (1d3+5/20/x2)
#Heavy Crossbow +11/+6(+12/+7 crit) (1d10/19–20/x2) range: 120´feet
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FEATS
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Human feat bonus: Weapon Focus +1 (Greatsword)
Faction feat bonus: Leadership [able to attract loyal cohort]
1 lvl feat: Power Attack [-3 attack +6 damage (+9 damage) [+50% STR if using two-handed weapon]] [-1 / +2 at BAB +4/+8/+12/+16/+20]
1 lvl. Fighter feat bonus: Sunder, Improved (+2 CMB Sunder & no AoO)
2 lvl. Fighter feat bonus: Lightning Reflexes (+2 Reflex saves)
3 lvl. Advance feat: Furious Focus (No Power Attack penalty on first attack)
4 lvl. Fighter feat bonus: Weapon Specialisation [Greatsword] +2 damage
5 lvl. Advance feat: Dazzling Display [Intimidate] all opponents in 30 feet radius
6 lvl. Fighter feat bonus: Greater, Sunder [Greatsword] +2 CMB Sunder and any excess damage from sundering will transfer to enemy
8 lvl. Human feat bonus: Greater Weapon Focus [Greatsword] +1 attack
9 lvl Fighter feat bonus: Critical Focus +4 to confirm critical hits
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FIGHTER CLASS (TWO-HANDED)
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Shattering Strike (Ex) At 2nd level, a two-handed fighter gains a +1 bonus to CMB and CMD on sunder attempts and on damage rolls made against objects. These bonuses increase by +1 for every four levels beyond 2nd.
####This ability replaces Bravery.####
Overhand Chop (Ex) At 3rd level, when a two-handed fighter makes a single attack (with the attack action or a charge) with a two-handed weapon, he adds double his Strength bonus on damage rolls.
####This ability replaces Armor Training 1.####
Weapon Training As the fighter class feature, but the bonuses only apply when wielding two-handed melee weapons.
####This ability replaces Weapon Training 1, 2, 3 and 4.#####
Backswing At 7th level, when a two-handed fighter makes a full-attack with a two-handed weapon, he adds double his Strength bonus on damage rolls for all attacks after the first.
####This ability replaces Armor Training 2.####
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TRAITS
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Reactionary: +2 initiative
Anatomy: +1 to confirm all critical hits
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SKILLS
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2 class + 1 favored +1 skilled x 8 = [32] [c]=class skill
[ ][c]Climb (Str) +4
[ ][c]Craft (Int) +0
[9][c]Diplomacy (Cha) +14
[1][c]Handle Animal (Cha) +6
[9][c]Intimidate (Cha) +14
[1][c]Knowledge (dungeoneering) (Int)+4
[ ][c]Knowledge (engineering) (Int) +0
[9][c]Perception (Wis) +12
[ ][c]Profession (Wis) +0
[1][c]Ride (Dex) +6
[6][c]Survival (Wis) +10
[ ][c]Swim (Str) +4
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LANGUAGES
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Common, Solamnic
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ITEMS
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Owned Items
+2 Greatsword
Dagger
+2 Chainmail
Heavy Crossbow
Bolts, Crossbow x13
Blanket, winter
Bedroll
Outfit, Hot-weather
Backpack, common
Waterskin
Trade Goods (Spices) x5
Rations, daily x15
50'feet rope, hemp
flint of steel
Potions/Vials
1 Healing Potion 1d8+5
1 Potion of Liquid Fire 1d6+1d4 / 1d4
3 Vials of Holy Water
1 Vial of Acid