Adar Hero

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    Profilbild von Philipp
    Philipp
    Keymaster

    Adar
    Male Human (Varisian) Fighter 5
    CG Medium humanoid (human)
    Hero Points 2
    Init +2; Senses Perception +3
    ——————–
    Defense
    ——————–
    AC 21, touch 14, flat-footed 18 (+7 armor, +2 Dex, +1 deflection, +1 dodge)
    hp 49 (5d10+15)
    Fort +7, Ref +4, Will +1 (+1 vs. fear)
    Defensive Abilities bravery +1
    ——————–
    Offense
    ——————–
    Speed 30 ft.
    Melee +1 greatsword +13 (2d6+17/19-20) and
    . . masterwork ranseur +11 (2d4+13/×3) and
    . . shortsword +10 (1d6+9/19-20)
    Ranged masterwork composite longbow +8 (1d8/×3)
    Special Attacks weapon trainings (heavy blades +1)
    ——————–
    Statistics
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    Str 20, Dex 14, Con 15, Int 13, Wis 8, Cha 10
    Base Atk +5; CMB +8; CMD 24
    Feats Dodge, Furious Focus, Mobility, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword)
    Traits anatomist, sacred touch
    Skills Climb +9, Handle Animal +4, Intimidate +6, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Perception +3, Ride +6, Survival +5, Swim +7
    Languages Common, Shoanti, Varisian
    SQ armor training 1, hero points
    Combat Gear potion of cure moderate wounds, oil (5); Other Gear +1 breastplate, +1 greatsword, masterwork composite longbow, masterwork ranseur, shortsword, cloak of resistance +1, ring of protection +1, backpack, bedroll, belt pouch, bullseye lantern, flint and steel, grappling hook, mug/tankard, rope, torch (4), waterskin, whetstone, heavy horse (combat trained), bucket, pot, shovel, tent, small, 2 pp, 7 sp
    ——————–
    Special Abilities
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    Anatomist +1 to confirm critical hits.
    Bravery +1 (Ex) +1 to Will save vs. Fear
    Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
    Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
    Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
    Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
    Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
    Spring Attack You can move – attack – move when attacking with a melee weapon.
    Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
    ——————–
    Geretteter Junge “ Aeren“

    ——————–

    Horse, heavy (combat trained)
    Horse, Heavy
    N Large animal
    Init +4; Senses low-light vision, scent; Perception +8
    ——————–
    Defense
    ——————–
    AC 15, touch 13, flat-footed 11 (+4 Dex, -1 size, +2 natural)
    hp 19 (2d8+10)
    Fort +8, Ref +7, Will +3
    ——————–
    Offense
    ——————–
    Speed 50 ft.
    Melee bite +5 (1d4+5) and
    . . 2 hooves +0 (1d6+2)
    Space 10 ft.; Reach 5 ft.
    ——————–
    Statistics
    ——————–
    Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
    Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
    Feats Endurance, Run
    Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
    Skills Perception +8
    SQ combat riding, hero points
    Other Gear bucket, pot, shovel, tent, small
    ——————–
    Special Abilities
    ——————–
    Combat Riding [Trick] The animal has been trained to bear a rider into combat.
    Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
    Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
    Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
    Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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