| WEIGHT ALLOWANCE |
| Light |
200 |
Medium |
400 |
Heavy |
600 |
| MONEY |
|
Unspent Funds = 0.0 |
Dagger
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Carried
|
PS
|
M
|
19-20/x2
|
5 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
| Bonus |
+19/+14/+9
|
+15/+10/+5
|
+19/+14/+9
|
+13/+8/+3
|
+15/+10/+5
|
+11
|
| Dam |
1d4+6
|
1d4+3
|
1d4+6
|
1d4+6
|
1d4+6
|
1d4+3
|
| Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
| Bonus |
+15/+10/+5
|
+13/+8/+3
|
+11/+6/+1
|
+9/+4/-1
|
+7/+2/-3
|
| Dam |
1d4+6 |
1d4+6 |
1d4+6 |
1d4+6 |
1d4+6 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
|
Longbow +1 (Composite/+4)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
P
|
M
|
20/x3
|
| Range |
30 ft.'
|
110 ft.'
|
220 ft.'
|
330 ft.'
|
440 ft.'
|
| Bonus |
+16/+11/+6
|
+16/+11/+6
|
+14/+9/+4
|
+12/+7/+2
|
+10/+5/+0
|
| Dam |
1d8+5 |
1d8+5 |
1d8+5 |
1d8+5 |
1d8+5 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
Strength bonus to damage
|
Longsword (Cold Iron/Masterwork)
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Carried
|
S
|
M
|
19-20/x2
|
5 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
| Bonus |
+21/+16/+11
|
+17/+12/+7
|
+21/+16/+11
|
+15/+10/+5
|
+17/+12/+7
|
+11
|
| Dam |
1d8+7
|
1d8+4
|
1d8+10
|
1d8+7
|
1d8+7
|
1d8+4
|
| Special Properties |
30 hp/inch, hardness 10
|
Greatsword +1 (Ghost Touch)
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Carried
|
S
|
M
|
19-20/x2
|
5 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
| Bonus |
N/A
|
N/A
|
+21/+16/+11
|
N/A
|
N/A
|
N/A
|
| Dam |
N/A
|
N/A
|
2d6+11
|
N/A
|
N/A
|
N/A
|
| Special Properties |
deals damage normally against incorporeal creatures regardless of bonus
|
Shield +1 (Heavy/Steel)
|
TOTAL ATTACK BONUS |
DAMAGE |
CRITICAL |
+19/+14/+9
|
1d4+6
|
20/x2
|
| HAND |
RANGE |
TYPE |
SIZE |
SPECIAL PROPERTIES |
Carried
|
0 ft.
|
|
M
|
|
Javelin +2 (Flaming)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
P
|
M
|
20/x2
|
| Range |
30 ft.'
|
60 ft.'
|
90 ft.'
|
120 ft.'
|
150 ft.'
|
| Bonus |
+17/+12/+7
|
+15/+10/+5
|
+13/+8/+3
|
+11/+6/+1
|
+9/+4/-1
|
| Dam |
1d6+8 |
1d6+8 |
1d6+8 |
1d6+8 |
1d6+8 |
Ammunition Used
|
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ |
Special Properties
|
+1d6 fire damage
|
Greatsword +1 (Flaming)
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Carried
|
S
|
M
|
19-20/x2
|
5 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
| Bonus |
N/A
|
N/A
|
+21/+16/+11
|
N/A
|
N/A
|
N/A
|
| Dam |
N/A
|
N/A
|
2d6+11
|
N/A
|
N/A
|
N/A
|
| Special Properties |
+1d6 fire damage
|
Glaive +1 (Bane (Undead))
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Carried
|
S
|
M
|
19-20/x3
|
10 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
| Bonus |
N/A
|
N/A
|
+23/+18/+13
|
N/A
|
N/A
|
N/A
|
| Dam |
N/A
|
N/A
|
1d10+14
|
N/A
|
N/A
|
N/A
|
| Special Properties |
+2 enhancement bonus and does +2d6 bonus damage against Undead
|
Gauntlet
|
HAND |
TYPE |
SIZE |
CRITICAL |
REACH |
Carried
|
B
|
M
|
20/x2
|
5 ft.
|
|
1H-P |
1H-O |
2H |
2W-P-(OH) |
2W-P-(OL) |
2W-OH |
| Bonus |
+19/+14/+9
|
+15/+10/+5
|
+19/+14/+9
|
+13/+8/+3
|
+15/+10/+5
|
+11
|
| Dam |
1d3+6
|
1d3+3
|
1d3+6
|
1d3+6
|
1d3+6
|
1d3+3
|
| 1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
|
| LANGUAGES |
Common, Elven, Infernal
|
| PROFICIENCIES |
Amentum, Atlatl, Axe (Throwing), Bardiche, Battleaxe, Bayonet, Bec de Corbin, Bill, Blowgun, Broadsword (Nine Ring), Butterfly Sword, Cestus, Chakram, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Double Chicken Saber, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Glaive-Guisarme, Grapple, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Hooked Lance, Iron Brush, Javelin, Jutte, Katana, Kerambit, Kukri, Lance, Longbow, Longspear, Longsword, Lucerne Hammer, Lungchuan Tamo, Mace (Heavy), Mace (Light), Mattock, Mere Club, Monk's Spade, Morningstar, Naginata, Nodachi, Pick (Heavy), Pick (Light), Pilum, Poisoned Sand Tube, Quarterstaff, Ranseur, Rapier, Rhomphaia, Rock, Sansetsukon, Sap, Scimitar, Scizore, Scythe, Shang Gou, Shieldbash, Shortbow, Shortspear, Sibat, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Spiked Armor, Splash Weapon, Stake, Starknife, Sword (Bastard), Sword (Short), Sword (Tri-Point Double-Edged), Sword Cane, Tepoztopilli, Terbutje, Tiger Fork, Tonfa, Trident, Tube Arrow Shooter, Unarmed Strike, Waraxe (Dwarven), Warhammer, Wushu Dart
|
| Traits |
| Armor Expert |
[Paizo Inc. - Advanced Player's Guide, p.327] |
|
You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
|
| Desertion |
[Fire Mountain Games - Knot of Thorns, p.92] |
|
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis-perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life. Punishment: Death by hanging. Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) becomes a class skill for you.
|
| SPECIAL ATTACKS |
|
Sneak Attack
(Ex)
|
[Paizo Inc. - Core Rulebook, p.68] |
|
If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment. |
| SPECIAL QUALITIES |
|
Armor Training
(Ex)
|
[Paizo Inc. - Core Rulebook, p.55] |
|
You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 3 and increase the maximum Dexterity bonus allowed by your armor by +3 |
|
Bonus Feat
|
[Paizo Inc. - Core Rulebook, p.27] |
|
Humans select one extra feat at 1st level. |
|
Bonus Feats
|
[Paizo Inc. - Core Rulebook] |
|
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. |
|
Bravery
(Ex)
|
[Paizo Inc. - Core Rulebook, p.55] |
|
You gain a +3 bonus to Will saves against fear effects. |
|
Evasion
(Ex)
|
[Paizo Inc. - Core Rulebook] |
|
You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. |
|
Expert Leaper
(Ex)
|
[Paizo Inc. - Advanced Player's Guide, p.130] |
|
When making jump checks, the rogue is always considered to have a running start. Also, when the rogue deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet. |
|
Skilled
|
[Paizo Inc. - Core Rulebook, p.27] |
|
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. |
|
Trapfinding
(Ex)
|
[Paizo Inc. - Core Rulebook, p.68] |
|
You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. |
|
Weapon Training
(Ex)
|
[Paizo Inc. - Core Rulebook, p.56] |
|
Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) Heavy Blades +1 Pole Arms +2 |
| FEATS |
| Blind-Fight |
[Paizo Inc. - Core Rulebook, p.118] |
| You are skillled at attacking opponents that you cannot clearly perceive. |
| In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. |
| Combat Reflexes |
[Paizo Inc. - Core Rulebook, p.119] |
| You can make additional attacks of opportunity. |
| You may make 2 additional attacks of opportunity per round. With this feat, you may also make attacks of opportunity while flat-footed. |
| Critical Focus |
[Paizo Inc. - Core Rulebook, p.120] |
| You are trained in the arts of causing pain. |
| You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. |
| Dragon Style |
[Paizo Inc. - Ultimate Combat, p.98] |
| You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings. |
| While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Strength bonus on the damage roll for your first unarmed strike on a given round.
[Normal] You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add your Strength bonus on damage rolls. |
| Escape Route |
[Paizo Inc. - Ultimate Combat, p.100] |
| You have trained to watch your allies' backs, covering them as they make tactical withdraws. |
| An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space. |
| Greater Grapple |
[Paizo Inc. - Core Rulebook, p.125] |
| Maintaining a grapple is second nature to you. |
| You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple. |
| Improved Critical (Glaive) |
[Paizo Inc. - Core Rulebook, p.127] |
| Attacks made with your chosen weapon are quite deadly. |
| When using the weapon you selected, your threat range is doubled. |
| Improved Grapple |
[Paizo Inc. - Core Rulebook, p.127] |
| You are skilled at grappling opponents. |
| You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you. |
| Improved Initiative |
[Paizo Inc. - Core Rulebook, p.127] |
| Your quick reflexes allow you to react quickly to danger. |
| You get a +4 bonus on initiative checks. |
| Improved Unarmed Strike |
[Paizo Inc. - Core Rulebook, p.128] |
| You are skilled while fighting unarmed. |
| You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. |
| Iron Will |
[Paizo Inc. - Core Rulebook, p.129] |
| You are more resistant to mental effects. |
| You get a +2 bonus on all Will saving throws. |
| Power Attack |
[Paizo Inc. - Core Rulebook, p.131] |
| You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. |
| 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 by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. |
| Step Up |
[Paizo Inc. - Core Rulebook, p.135] |
| You can close the distance when a foe tries to move away. |
| Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement. |
| Weapon Focus (Glaive) |
[Paizo Inc. - Core Rulebook, p.136] |
| You are especially good at using your chosen weapon. |
| You gain a +1 bonus on all attack rolls you make using the selected weapon. |
| Weapon Specialization (Glaive) |
[Paizo Inc. - Core Rulebook, p.137] |
| You deal extra damage when using your chosen weapon. |
| You gain a +2 bonus on all damage rolls you make using the selected weapon. |
|