WEIGHT ALLOWANCE |
Light |
153.0 |
Medium |
306.0 |
Heavy |
460.0 |
FEATS |
Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Endurance, Great Fortitude, Improved Critical (Longsword), Improved Initiative, Improved Unarmed Strike, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Toughness (1x), Weapon Focus (Longsword) |
MAGIC |
Two gems – the elemental gems from the vampire crypt Keen longsword Mother's Ring: adds +3 to AC and reflex saves, although it does not increase your dexterity
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PROFICIENCIES |
Armor Spikes, Axe, Axe (Throwing), Battleaxe, Blowgun, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Light), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Halfspear, Hammer (Light), Handaxe, Javelin, Katana (Martial), Kusari-gama, Lance, Longbow, Longbow (Composite), Longspear, Longsword, MARTIAL, Mace, Mace (Heavy), Mind-blade, Morningstar, Pick, Quarterstaff, Ranseur, Rapier, SIMPLE, Sap, Scimitar, Scythe, Shieldbash, Shortbow, Shortbow (Composite), Shortspear, Sickle, Sling, Sword (Bastard/Martial), Sword (Short), Trident, Unarmed Strike, Wakizashi, Waraxe (Dwarven/Martial), Warhammer
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LANGUAGES |
Common, Literacy
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FEATS |
NAME |
DESCRIPTION |
Armor Proficiency (Heavy) |
When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Armor Proficiency (Light) |
When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Armor Proficiency (Medium) |
When a character wears a type of armor with which the character is proficient, the armor check penalty applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble checks. |
Cleave |
:If the character deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), the character gets an immediate, extra melee attack against another creature in the immediate vicinity. |
Endurance |
Whenever the character makes a check for performing a physical action that extends over a period of time (running, swimming, holding the character's breath, and so on), the character gets a +4 bonus to the check. |
Great Fortitude |
The character gets a +2 bonus to all Fortitude saving throws. |
Improved Critical (Longsword) |
When using the weapon the character selected, the character's threat range is doubled. |
Improved Initiative |
The character gets a +4 bonus on initiative checks. |
Improved Unarmed Strike |
The character is considered to be armed even when unarmed. |
Martial Weapon Proficiency |
The character makes attack rolls with the weapon normally. |
Power Attack |
On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. |
Shield Proficiency |
The character can use a shield and suffer only the standard penalties. |
Simple Weapon Proficiency |
The character makes attack rolls with simple weapons normally. |
Toughness (1x) |
The character gains +3 hit points. |
Weapon Focus (Longsword) |
The character adds +1 to all attack rolls the character makes using the selected weapon. |
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