Valeros

Kelris Bartel's page

649 posts. Organized Play character for Raltus.


Full Name

Kelris Bartel -1

Race

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5

Classes/Levels

Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Strength 18
Dexterity 13
Constitution 14
Intelligence 13
Wisdom 12
Charisma 10

About Kelris Bartel

Kelris Bartel
Male human fighter 4
CG Medium humanoid (human)
Init +5; Senses Perception +5
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 38 (4d10+10)
Fort +7, Ref +3, Will +3 (+1 vs. fear)
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Offense
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Speed 30 ft. (20 ft. in armor)

Melee +1 adamantine halberd +10 (1d10+9/×3) or

dagger +8 (1d4+4/19-20) or

heavy shield bash +8 (1d4+4) or

light flail +8 (1d8+4)
Ranged darkwood composite longbow +6 (1d8+3/×3)
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Statistics
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Str 18, Dex 13, Con 14, Int 13, Wis 12, Cha 10

Base Atk +4; CMB +8; CMD 19

Feats Cleave, Combat Expertise, Improved Initiative, Power Attack, Weapon Focus (halberd), Weapon Specialization (halberd)

Traits armor expert, suspicious

Skills Acrobatics -2 (-6 to jump), Climb +7, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +5, Perception +5, Sense Motive +7, Survival +7
Languages Common, Dwarven

SQ armor training 1

Combat Gear alchemist's fire (3), antitoxin (2), holy water (2); Other Gear mwk banded mail, heavy steel
shield, +1 adamantine halberd , arrows (20), dagger, darkwood composite longbow (+3 Str), light flail, cloak of resistance +1 , backpack, belt pouch, cold weather outfit, crowbar, flint and steel, hemp rope (50 ft.), pot, shovel, sunrod (5), trail rations (10), waterskin (2), 448 gp, 2 sp
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Special Abilities
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Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.

Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

Mythic Kelris:

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Kelris Bartel
Male human fighter 4/Champion 3
CG Medium humanoid (human)
Init +11; Senses Perception +5
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)

hp 53 (4d10+25)

Fort +7, Ref +3, Will +3 (+1 vs. fear)

Defensive Abilities hard to kill, take a knee
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Offense
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Speed 60 ft. (40 ft. in armor)

Melee +1 adamantine halberd +11 (1d10+10/×3)(+9/+19 PA) or

dagger +7 (1d4+11/19-20) or

heavy shield bash +7 (1d4+11) or

light flail +7 (1d8+11)

Ranged darkwood composite longbow +6 (1d8+3/×3)
Special Attacks mythic power (9/day, surge +1d6)
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Statistics
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Str 20, Dex 13, Con 14, Int 13, Wis 12, Cha 10

Base Atk +4; CMB +7; CMD 20

Feats Cleave, Combat Expertise, Improved Initiative M, Power Attack M, Weapon Focus (halberd), Weapon Specialization (halberd)

Traits armor expert, suspicious

Skills Acrobatics -2 (+2 to jump), Climb +8, Intimidate +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +5, Perception +5, Sense Motive +7, Survival +7

Languages Common, Dwarven

SQ amazing initiative, armor training 1, impossible speed MA, punishing blow MA, recuperation, sudden attack MA, take a knee

Combat Gear alchemist's fire (3), antitoxin (2), holy water (2);

Other Gear mwk banded mail, heavy steel
shield, +1 adamantine halberd , arrows (20), dagger, dark wood composite longbow (+3 Str), light flail, cloak
of resistance +1 , backpack, belt pouch, cold weather outfit, crowbar, flint and steel, hemp rope (50 ft.),
pot, shovel, sunrod (5), trail rations (10), waterskin (2), 2,098 gp, 2 sp
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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.

Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.

Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to 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 Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.

Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.

Punishing Blow (Ex) Creatures hit lose regeneration and fast healing for 1 rnd. Criticals cause loss of DR.

Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non mythic abilities.

Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +3 bonus and bypass all DR.

Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

Take a Knee (Ex) Whenever you would be knocked prone, you fall to your knees instead.
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