Remove these ads. Join the Worldbuilders Guild
Ulysses Saint-Devereaux LE
Character Name Alignment
Fighter 10
Character Level
Human M
Race Size
M 32
Gender Age
7'1" 355
Height Weight
Jet Black Blue
Hair Eyes
Garrett
Player
- -
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
18 +4 N/A +4
Dex
Dexterity
19 +4 N/A +4
Con
Constitution
15 +2 N/A +2
Int
Intelligence
12 +1 N/A +1
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
15 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
93
0
0
Initiative
Dex
Modifier
+3
+3
+0
BAB
+10
ARMOUR CLASS
Total AC
Armour
Shield
Dex
26
+9
+0
+4
Size
Natural
Deflection
Misc
+0
+0
+0
+3
Touch
17
Flat Footed
22
Flat Footed + Touch
13
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +9 +7 CON +2 +0 +0 +0
Reflex +7 +3 DEX +4 +0 +0 +0
Will +3 +3 WIS +0 +0 +0 +0
Saving Throw Notes

+3 Bonus on Will Saves vs Fear

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+16 +10 +4 +0 +2
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
38 10 +10 +4 +4 +0 +10
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
-
-
-
-
-
-
Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics -3 (DEX)  +4 +0 -7
Bluff +8 (CHA)  +2 +10 -4
Climb +5 (STR)  +4 +5 -4
Diplomacy +1 (CHA)  +2 +3 -4
  Disguise -5 (CHA)  +2 +0 -7
  Escape Artist -3 (DEX)  +4 +0 -7
  Fly -3 (DEX)  +4 +0 -7
  Heal -7 (WIS)  +0 +0 -7
Intimidate +8 (CHA)  +2 +10 -4
  Knowledge: Arcana -6 (INT)  +1 +0 -7
Knowledge: Dungeoneering -6 (INT)  +1 +0 -7
  Knowledge: Local -6 (INT)  +1 +0 -7
  Knowledge: Nature -6 (INT)  +1 +0 -7
  Knowledge: Planes -6 (INT)  +1 +0 -7
  Knowledge: Religion -6 (INT)  +1 +0 -7
  Perception -2 (WIS)  +0 +5 -7
Ride -3 (DEX)  +4 +0 -7
Sense Motive -7 (WIS)  +0 +0 -7
  Stealth -3 (DEX)  +4 +0 -7
Survival -7 (WIS)  +0 +0 -7
Swim -3 (STR)  +4 +0 -7
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise -6 (INT)  +1 +0 -7
Craft: Int based craft -6 (INT)  +1 +0 -7
Craft: Int based craft -6 (INT)  +1 +0 -7
Handle Animal* +1 (CHA)  +2 +3 -4
Knowledge: Engineering -6 (INT)  +1 +0 -7
  Knowledge: Geography -6 (INT)  +1 +0 -7
  Knowledge: History -6 (INT)  +1 +0 -7
  Knowledge: Nobility -6 (INT)  +1 +0 -7
Profession: Soldier -1 (WIS)  +0 +3 -4
Profession: ???? -7 (WIS)  +0 +0 -7
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Feats

1.Monkey Grip
*.Benefit
Use a 2-Hand Weapon 1 Handed with a -2 Penalty

2.Two-Weapon Fighting (Combat)
*Prerequisites: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

2.Improved Two-Weapon Fighting (Combat)
*Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

3.Double Slice (Combat)
*Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.

Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.

4.Two-Weapon Rend (Combat)
*Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.

5.Vital strike
*Prerequisites: Base attack bonus +6.

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

6.Improved Vital strike
*Prerequisites: Vital Strike, base attack bonus +11.

Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

7.Weapon Specialization (Combat)
*Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

8.Weapon Focus
*Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

9.Greater Weapon Focus
*Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1, 8th-level fighter.

Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Special Abilities

Weapon Training lvl- 5 - GreatSword +2 currently
Weapon Training lvl- 9 - +1 currently

WEAPONS
Name AB Critical Type Range Ammo Dmg
Primary #1 GreatSword of culling +2 +12 19-20 Slashing 5 foot x2 2d6+12
Primary #2 GreatSword of culling +2 +7 19-20 Slashing 5 foot x2 2d6+12
OffHand #1 (Greater)Vampiric GreatSword +2 +12 19-20 Slashing 5 foot x2 2d6+12
OffHand #2 (Greater)Vampiric GreatSword +2 +7 19-20 Slashing 5 foot x2 2d6+12
Vital strike Damage +- - - - - 2d6
Improved Vital strike Damage +- - - - - 4d6
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Moving Fortress+9Stoneplate-635%75 lbs
Arms & Equipment

Full plate w/ Titanic
Titanic
Description
A suit of armor with the titanic ability is almost comically oversized, though the effect is superficial and the interior fits a creature normally, with no adjustments necessary. A creature wearing titanic armor is considered one size category larger for the purpose of using or being affected by special attacks that depend on size, such as swallow whole and trample. Once per day on command, the wearer can increase her size as if using enlarge person (even if the wearer is not humanoid) for 1 minute. In addition, once per minute as a free action the wearer can add the armor’s enhancement bonus to a single Strength check or combat maneuver check, or to her CMD against a single combat maneuver. Because of its great bulk, the armor check penalty of titanic armor is increased by an amount equal to its enhancement bonus.

(Greater)Vampiric GreatSword
Vampiric, Greater
+2 bonus
Description
This special ability functions as the vampiric special ability, except that the daily limit of healing from greater vampiric weapons is 5 hit points per Hit Die of the   A wielder can be attuned to only one vampiric or greater vampiric weapon at a time. (Recover up to 10 HP per hit only once per round) (Max recovery 50HP per day at LvL 10)

Weapon Tattoo #1 Stores (Primary Arm)
GreatSword of culling
Weapon Tattoo #2 Stores (OffHand Arm)
(Greater)Vampiric GreatSword
Weapon Tattoo
*Description
This tattoo can store one weapon, sized for the bearer of the tattoo. When no weapon is stored, the tattoo takes the form of an empty sword sheath. When a weapon is stored within the tattoo, it takes the form of the weapon so stored. Storing a weapon in the tattoo is a full-round action, but removing a weapon from the tattoo is only a swift action. This tattoo can only be put on one of the bearer’s arms (preventing the other arm from receiving another tattoo), and the weapon automatically appears in the hand of the arm it is tattooed upon. If that hand is not free, the weapon cannot be summoned. If the bearer is tightly constrained in an area too small for the weapon to appear without damaging something, the weapon cannot be summoned. If the tattoo is destroyed while a weapon is in it, the weapon falls to the ground in a random space adjacent to the bearer of the tattoo.

Class Features

Fighter

Class Features
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, bravery +1
3rd +3 +3 +1 +1 Armor training 1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, bravery +2
7th +7/+2 +5 +2 +2 Armor training 2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Bonus feat, bravery +3
11th +11/+6/+1 +7 +3 +3 Armor training 3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, bravery +4
15th +15/+10/+5 +9 +5 +5 Armor training 4
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, bravery +5
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feats: 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): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.

In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.

Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.

Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.

A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):

Note from Nethys: A consolidated list of fighter weapon groups is provided here.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Bmasters2626.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed