Full Name |
Philip "Phil" Regel |
Race |
Human |
Classes/Levels |
Fighter 1 (HP: 12/12) (AC: 17 FF: 15 T: 12) (Fort: +4, Ref: +4, Will: +0) (Init: +1) (Perc: +8) |
Gender |
Male |
Size |
Medium |
Age |
20 |
Alignment |
Neutral Good |
Deity |
None |
Languages |
Common, Halfling |
Occupation |
Mercenary |
Strength |
18 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
13 |
Wisdom |
11 |
Charisma |
8 |
About Phil Regel
Phil Regel
Male Human fighter 1
NG Medium humanoid (human)
Init +4, Senses Perception +0
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DEFENSE
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 12 ((1d10)+2)
Fort +3, Ref +2, Will +1
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OFFENSE
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Speed 20 ft.
Melee guisarme +6 (2d4+6/x4)
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STATISTICS
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Str 18, Dex 14, Con 13, Int 13, Wis 11, Cha 8
Base Atk +1; CMB +5 (+8 trip); CMD 17 (19 vs trip)
Feats Combat Reflexes, Improved Trip, Weapon Focus (Guisarme)
Skills Climb +4, Knowledge (Dungeoneering) +5, Survival +4, Swim +4
Traits Indomitable Faith, Reactionary
Languages Common, Halfling
Combat Gear potion of cure light wounds
Other Gear guisarme, outfit (traveler's), scale mail, 41.0 gp
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SPECIAL ABILITIES
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Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Feats Selected: Weapon Focus (Scythe)
Indomitable Faith (Faith) You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
Reactionary (Combat) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.