Full Name |
Kjell Larson |
Race |
Human |
Classes/Levels |
fighter 1 |
Gender |
male |
Size |
6'6" |
Age |
25 |
Alignment |
CG |
Deity |
Gorum |
Strength |
18 |
Dexterity |
12 |
Constitution |
12 |
Intelligence |
13 |
Wisdom |
10 |
Charisma |
13 |
About Kjell Larson
KJELL LARSON CR 1/2
Male Human (Ulfen) Fighter 1
CG Medium Humanoid (Human)
Hero Points 1
Init +1; Senses Perception +0
--------------------
DEFENSE
--------------------
AC 18, touch 11, flat-footed 17. . (+7 armor, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +1, Will +0
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dagger +5 (1d4+4/19-20/x2) and
. . Dagger +5 (1d4+4/19-20/x2) and
. . Gauntlet (from Armor) +5 (1d3+4/20/x2) and
. . Masterwork Pickaxe +6 (1d8+6/20/x4) and
. . Unarmed Strike +5 (1d3+4/20/x2)
--------------------
STATISTICS
--------------------
Str 18, Dex 12, Con 12, Int 13, Wis 10, Cha 13
Base Atk +1; CMB +5; CMD 16
Feats Combat Expertise +/-1, Furious Focus, Improved Feint, Power Attack -1/+2
Traits Rich Parents, Threatening Defender
Skills Acrobatics -4, Bluff +2, Climb -1, Escape Artist -4, Fly -4, Intimidate +5, Ride -4, Stealth -4, Survival +4, Swim -1
Languages Common, Skald, Varisian
SQ Compass, Heart of the Wilderness +0, Hero Points (1), Weapon Cord
Combat Gear Dagger, Dagger, Masterwork Banded Mail, Masterwork Pickaxe; Other Gear Backpack (12 @ 23.5 lbs), Bedroll, Blanket, Compass, Flint and steel, Grappling hook, Hammock, Pouch, belt (4 @ 1.5 lbs), Rope, silk (50 ft.), Sack (empty), Sack (empty), Sunrod (4), Twine (50'), Waterskin, Weapon Cord, Whetstone, Whistle, Signal, Wrist sheath, spring loaded
--------------------
SPECIAL ABILITIES
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Heart of the Wilderness +0 +5 on CON checks to stabilize, +1/2 level to negative HP level for death, +1/2 level Survival.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Weapon Cord Attached weapon can be recovered as a swift action.