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WOUNDS NON-LETHAL
DEX 16 +3 TEMP
INIT +3 = 3 + 0 0 ft
DEX MISC BURROW
CON 16 +3 SKILLS
CLASS
ABIL ABIL
SKILL NAME SCORE TOTAL MOD RANKS MISC
INT 10 0
DAMAGE REDUCTION X Acrobatics DEX 6 3 6 -3
WIS 12 +1 X Appraise INT 0 0 0 0
ENERGY RESISTANCE
X Bluff CHA -1 -1 0 0
CHA 8 -1
C Climb STR 6 9 0 -3
X Diplomacy CHA -1 -1 0 0
AC 32 10+ 12 + 0 + 3 + 0 + 3 + 3 + 1
ARMOR SHIELD DEX SIZE NAT. DEFL. MISC X Disguise CHA -1 -1 0 0
BONUS BONUS MOD. MOD. ARMOR MOD. MOD.
X Escape Artist DEX 0 3 0 -3
TOUCH 17 FLATFOOTED 28
CONDITIONAL MOD X Fly DEX 0 3 0 -3
TOTAL BASE ABILITY RACIAL MISC TEMP
X Heal WIS 1 1 0 0
FORT 14 = 8 + 3 + 0 + 3 +
BASE ABILITY RACIAL MISC TEMP C Intimidate CHA 8 -1 6 3
REFLEX 10 = 4 + 3 + 0 + 3 +
X Perception WIS 13 1 12 0
BASE ABILITY RACIAL MISC TEMP
0 C Ride DEX 0 3 0 -3
WILL 8 = 4 + 1 + + 3 +
X Sense Motive WIS 1 1 0 0
SPELL HERO X Stealth DEX 0 3 0 -3
BAB 12 RESISTANCE POINTS
C Survival WIS 16 1 12 3
CMD 38 = 12 + 9 + 3 + 0 + 4 + 10 0 C Swim STR 6 9 0 -3
TOTAL BAB STR DEX SIZE MISC
CMB 21 = 12 + 9 + 0 + 0 Prestige Points 0
TOTAL BAB STR SIZE MISC
• Size: Medium
• Defensive Training -
PROTECTION -----DWARVEN RACIAL TRAITS -----
• Size: Medium
• Defensive Training -
----- CLASS ABILITIES -----
----- GENERAL FEATS -----
ARMOR TYPE ARMOR BONUS MAX DEX BONUS Human Traits (Core 27)
+3 Mithral Full-Plate Medium +12 +3 • Bonus Feat (Core 27): You gain 1 bonus feat at 1st level*.
ACP SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES • Skilled (Core 27): You gain 1 additional skill rank at each
–3 25% 3 25.0 level*.
Class Features
SHIELD SHIELD BONUS MAX DEX WEIGHT CHECK PENALTY SPELL FAILURE • Archetypes: Two-Handed Fighter
• Armor and Shield Proficiency: You are proficient in Light,
SPECIAL PROPERTIES
Medium and Heavy Armor. You are proficient with all shields,
#N/A including tower shields. *
• Weapon Proficiency: You are proficient with all Simple and
OTHER POSSESSIONS Martial Weapons.
QUAN ITEM LOCATION WGT QUAN ITEM LOCATION WGT
• Shattering Strike (Ex) (APG 108): You gain a +3 bonus to CMB
1 +1 Impact Scythe Carried 10
and CMD on sunder attempts and on damage rolls made against
1 Pale Blue Rhomboid Ioun Stone Carried 0
objects.
• Overhand Chop (Ex) (APG 108): When you make a single attack
with a two-handed weapon, you add double your Strength bonus
on damage rolls.
• Weapon Training (Ex) (Core 55): You have training in a
specific group of weapons. This gives you a bonus on attack
and damage with these weapons.* You also receive this bonus
on combat maneuver checks using one of these weapons, and CMD
for disarm and sunder attempts made against one of these
weapons. You have training in the following weapon groups:
• Backswing (Ex) (APG 108): When you make a full-attack with a
two-handed weapon, you add double your Strength bonus on
damage rolls for all attacks after the first.
• Piledriver (Ex) (APG 108): You can make a single melee attack
with a two-handed weapon. If the attack hits, you may make a
bull rush or trip combat maneuver against the target of your
attack as a free action that does not provoke an attack of
opportunity.
Feats
• Combat Reflexes (Core 119): You can make 3 additional attacks
of opportunity per round. You can make attacks of opportunity
while flat-footed.
• Power Attack (Core 131): You can choose to take a -4 penalty
on all melee attack rolls and combat maneuver checks to gain
a +8 bonus on all melee damage rolls. This bonus to damage is
increased to +12 with two-handed weapons, a one handed weapon
using two hands, or a primary natural weapon that deals 1.5
strength damage. This bonus to damage is decreased to +4 if
you are making an attack with an off-hand weapon or secondary
natural weapon. These effects last until your next turn.
• Weapon Focus (Scythe) (Core 136): You gain a +1 bonus on all
attack rolls you make with this weapon.*
• Dodge (Core 122): You gain a +1 dodge bonus to your AC.*
• Lunge (Core 130): You can increase the reach of your melee
attacks by 5 feet until the end of your turn by taking a -2
penalty to your AC until your next turn. You must decide to
Armor, Shield and Slotted Items 26
use this ability before any attacks are made.
* Weight is modified by its location Total Weight Carried 36
• Greater Weapon Focus (Scythe) (Core 126): You gain a +1 bonus
SLOTS EXPERIENCE / LEVEL on attack rolls you make with this weapon.*
BELT Belt of Giant Strength +4 HEADBAND • Improved Critical (Scythe) (Core 127): When using this weapon,
Current XP 0
BODY NECK Amulet of Natural Armor +3 your threat range is doubled.*
CHEST RING (LEFT) 13th Level 315,000 • Cleave (Core 119): As a standard action, make a single attack
EYES RING (RIGHT) Ring of Protection +3 at full BAB against a foe within reach. If you hit, you deal
ENCUMBRANCE
FEET 0 SHOULDERS Cloak of Resistance +3 damage normally and can make an additional attack against a
HANDS WRIST
466 933 1400 foe that is adjacent to the first and also within reach.
HEAD Hand of Glory LIGHT LOAD MEDIUM LOAD HEAVY LOAD When you use this feat, take a -2 penalty to AC until your
OVERLOADED next turn.
WEALTH [0 lbs]
1,400 2,800 7,000 • Furious Focus (APG 161): When you are wielding a two-handed
PP 0 GP 0 SP 0 CP 0
OVER HEAD LIFT OFF PUSH/ DRAG weapon or a one-handed weapon with two hands, and using the
MISC GROUND
* Denotes bonuses or penalties already included in the calculations
YAPCG 9.10
5
#
ABILITIES (continued) HANDWRITTEN NOTES #
B 1d3+9
SPECIAL PROPERTIES
Non-lethal Damage
Weapon 6 ATTACK BONUS CRITICAL
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
#N/A #N/A
TYPE RANGE AMMUNITION DAMAGE
YAPCG 9.10
5
#
ABILITIES (continued) ABILITIES (continued) #
Attack Rolls:
• +4 circumstance - to confirm critical hits (Critical Focus)
CMB (Sunder):
• +3 (Shattering Strike)
CMD (Sunder):
• +3 (Shattering Strike)
Damage:
• +3 - vs objects (Shattering Strike)
* denotes bonus that have been included in the calculations. You should subtract the values if the condition no longer applies