Fighter

Mur Durer's page

142 posts. Organized Play character for keith goudreau.


Full Name

Mur Durer

Race

Human

Classes/Levels

Fighter 2. HP 17/23. AC. 18. (T 12, FF 16) Fort+5, Ref +2, Wis +1, Init +2, Perception +7

Gender

M

Alignment

CN

Languages

Common, Tian

About Mur Durer

Fighter 1
STR 17. DEX. 14. Con. 14. Int. 13. Wis. 12. CHA. 8.

HP- 23
AC. 18. (Touch 12, Flat Footed 16)

BAB+2
Fort 5=+3+2
Ref. 2=+0+2
Will. 1/2=+0+1 (+1 vs fear via bravery)

MW Guisarme. +6. 2d4+4
Guisarme. +5. 2d4+4
Gauntlet. +5. 1d3+2
Morningstar. +5. 1d8+4 (two handed)
Sling. +4. 1d4+3

Combat Modifiers
CMB +5
CMD =16
+2 CMB to Trip and Dirty Trick Attempts
+2 CMD vs Trip and Dirty Trip Attempts

Gear:

Guisarme 2d4 ×3 12 lbs. P trip, reach
MW Guisarme 2d4 ×3 12 lbs. P trip, reach
Gauntlet 1d3 ×2 1 lb. B

Morningstar 1d8 ×2 6 lbs. B and P

Sling 1d4 ×2 50 ft. — B —

Scale mail AC+5 max DEX+3 penalty–4 25% 20 ft. 30 lbs.

Potion CLW x2
Potion Enlarge person
Oil magic weapon
Hammock
SunRod (4)
Fighter’s Kit
Backpack
Bedroll
Belt pouch
Flint and steel
Iron pot
Mess kit
Rope
Soap
Torches (10)
Trail rations (5 days)
Waterskin
13.8 gp
86 pounds

Skills
Perception. 7=+2+1+3+1
Knowledge Dungeoneering. 6=+2+1+3
Climb. 7=1+3+3
Survival. 5=+1+1+3
Intimidate. 3=+1-1+3

Feats
Combat expertise
Improve dirty trick
Improved trip
Power Attack

Traits
Eyes and ears of the city +1 perception and class skill
Observant +1 AC when wearing armor

Combat Expertise:
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Improved Trip:
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Improved Dirty Trick:
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.

Dirty Trick:
You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.

Power Attack:
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.