Full Name |
Sukit Von Maur |
Race |
| HP 92/92| AC 42 T 23 FF 36 | CMB +20, CMD 37 | F: +14, R: +13, W: +12 | Init: +13 | Perc: +22, Low Light Vision |
Classes/Levels |
| Speed 30ft | Active conditions: none |
Gender |
Male LG Half-elf Fighter 11 |
Size |
M |
Age |
27 |
Alignment |
LG |
Deity |
Abadar |
Languages |
Common, Elven |
Strength |
26 |
Dexterity |
20 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
10 |
Charisma |
7 |
About Sukit
Sukit
Male half-elf fighter 11
LG Medium humanoid (elf, human)
Init +13; Senses low-light vision; Perception +22
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Defense
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AC 42, touch 23, flat-footed 36 (+12 armor, +2 deflection, +5 Dex, +1 dodge, +3 natural, +8 shield, +1 trait)
hp 92 (11d10+22)
Fort +14, Ref +13, Will +12 (+4 vs. fear); +4 vs. effects that cause you to lose your grip on weapons, +2 vs. enchantments
Defensive Abilities fortification 25%; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 adamantine falcata +25/+20/+15 (1d8+13/17-20/×3) or
. . +1 cold iron falcata +25/+20/+15 (1d8+13/17-20/×3) or
. . +1 silver falcata +25/+20/+15 (1d8+12/17-20/×3) or
. . dagger +19/+14/+9 (1d4+8/19-20)
Ranged +1 adaptive composite longbow +17/+12/+7 (1d8+9/×3) or
. . sling +16 (1d4+8)
Special Attacks weapon trainings (heavy blades +4, versatile training)
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Statistics
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Str 26, Dex 20, Con 14, Int 10, Wis 10, Cha 7
Base Atk +11; CMB +20; CMD 37 (45 vs. bull rush, 41 vs. disarm, 45 vs. overrun, 41 vs. sunder)
Feats Advanced Armor Training, Advanced Weapon Training, Advanced Weapon Training, Dodge, Improved Critical (falcata), Improved Initiative, Mobile Bulwark Style, Mobile Fortress, Power Attack, Secured Armor, Shield Focus, Tower Shield Specialist, Weapon Focus (falcata)
Traits defender of the society, eyes and ears of the city
Skills Bluff +15, Climb +10, Diplomacy +15, Disguise +1, Intimidate +5, Knowledge (dungeoneering) +14, Perception +22, Survival +11 (+16 when tracking, +13 to avoid becoming lost), Swim +10; Racial Modifiers +2 Perception
Languages Common, Elven
SQ armor training 4, elf blood
Combat Gear oil of bless weapon (2), potion of endure elements, potion of fly (4), potion of lesser restoration, potion of remove blindness/deafness, wand of cure light wounds, acid (2), alchemist's fire (2), alkali flask (2), antiplague (2), antitoxin (2)
Other Gear +3 light fortification full plate, +3 darkwood tower shield, +1 adamantine falcata, +1 adaptive composite longbow (+2 Str), +1 cold iron falcata, +1 silver falcata, dagger, sling, sling bullets (10), alexandrite gem, belt of physical perfection +2, circlet of persuasion, cloak of resistance +4, cracked pale green prism ioun stone (attack), cracked pale green prism ioun stone (saves), gloves of dueling, lenses of detection, ring of protection +2, sash of the war champion, swarmbane clasp, wayfinder, backpack, chalk, cold weather outfit, earplugs, hot weather outfit, silk rope (50 ft.), skeleton key, trail rations (4), waterskin, 2,417 gp, 7 sp, 6 cp
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Special Abilities
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Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armed Bravery (+4/+8) (Ex) Add bravery bonus to will save, Intim. DC to demoralize you increases by amount shown.
Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Armored Master (Ex) Gain an armor mastery or shield mastery feat.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fortification 25% You have a chance to negate critical hits on attacks.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobile Bulwark Style While using style, move action to set tower shield as total cover. Add shield bon to bull rush/overrun CMD.
Mobile Fortress While using mobile bulwark style, add half shield
bon to touch AC and reduce att pen from tower field. Can grant adj ally benefit of cover from shield.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Secured Armor 25% chance to negate crit or sneak attack (stacks with fortification).
Trained Initiative (Weapon Training [Blades, Heavy] +4) (Ex) Wielding weapon from chosen group, add training bonus to initiative checks.
Versatile Training (Weapon Training [Blades, Heavy] +4) (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use thi
Weapon Training (Blades, Heavy) +4 (Ex) +4 Attack, Damage, CMB, CMD with Heavy Blades