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Score
STR
Modifier
STRENGTH
DEX
DEXTERITY
CON
CONSTITUTION
INT
INTELLIGENCE
WIS
WISDOM
CHA
CHARISMA
Saving Throw
-1
14
+2
10
20
+5
10
18
+4
Total
Base
FORTITUDE
+1 =
+1
REFLEX
+5 =
+3
(CONSTITUTION)
(DEXTERITY)
Temporary
Ability
Resist
Misc
Temp
Notes
+2
WILL
+3 =
(WISDOM)
+3
AC
15
Touch AC
=
10
+3
+2
12
Flat-Footed AC
13
CM Bonus
CM Defense
+1
13
BAB
Strength
Size
Misc
+2
-1
= 10
BAB
Strength
Dexterity
Size
+2
-1
+2
See the AC section (above) for situational modifiers that may also apply to
CMD
Hero Points
HP
Base Attack
+2
Initiative
+6
Speed
18
Damage / Current HP
Skill Name
+8
+5
+8
-1
+11
+10
+8
+4
+2
+2
+0
+8
+16
Knowledge (dungeoneering) +10
Knowledge (engineering)
+10
Knowledge (geography)
+10
Knowledge (history) +10
Knowledge (local)
+10
Knowledge (nature) +10
Knowledge (nobility) +10
Knowledge (planes) +10
Knowledge (religion) +10
Linguistics
+11
Perception
+1
Profession (sailor)
+4
Ride
+2
Sense Motive
+0
Spellcraft
+11
Stealth
+2
Survival
+0
+11
+10
Swim
Use Magic Device
Ranks
3
1
3
3
3
1
3
1
1
1
1
1
1
1
1
1
3
1
3
-
INT (5)
CHA (4)
STR (-1)
INT (5)
CHA (4)
DEX (2)
CHA (4)
DEX (2)
DEX (2)
WIS (0)
CHA (4)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
INT (5)
WIS (0)
WIS (0)
DEX (2)
WIS (0)
INT (5)
DEX (2)
WIS (0)
Temp
STR (-1)
CHA (4)
Feats
Rapier
Crit: 18-20/2
1-hand, P
+1 lamellar cuirass
+3
Ability
DEX (2)
30 ft
Total
Acrobatics
Appraise
Bluff
Climb
Craft (alchemy)
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Heal
Intimidate
Knowledge (arcana)
Improved Initiative
You get a +4 bonus on initiative checks.
Shield Proficiency
You can use a shield and take only the standard penalties.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license.
Feats
Steadfast Personality
You rely on your assuredness and sense of self to help keep your mind clear.
Benefit: You gain an insight bonus on Will saving throws against mind-affecting
effects equal to your Charisma modifier (minimum 0).
Traits
Natural-Born Leader
Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting
effects, +1 Leadership score if you have the Leadership feat.
Reluctant Apprentice
You are trained in Knowledge (arcana) even if you have no ranks in it.
Gear
Total Weight Carried: 20/80 lbs, Light Load
(Light: 26 lbs, Medium: 53 lbs, Heavy: 80 lbs)
+1 lamellar cuirass
8 lbs
Alchemy crafting kit <In: Dropped to ground (2 @ 36.5 5 lbs
lbs)>
Artisan's
outfit (Free)
Backpack (23 @ 29.5 lbs) <In: Dropped to ground (2 2 lbs
@ 36.5 <In:
Bedroll
lbs)>Backpack (23 @ 29.5 lbs)>
5 lbs
Belt pouch (empty)
0.5 lbs
Flint and steel <In: Backpack (23 @ 29.5 lbs)>
Hat
0.5 lbs
Ink, black <In: Backpack (23 @ 29.5 lbs)>
Inkpen <In: Backpack (23 @ 29.5 lbs)>
Mess kit <In: Backpack (23 @ 29.5 lbs)>
1 lb
Pirate clothes, fancy
6 lbs
Pot <In: Backpack (23 @ 29.5 lbs)>
4 lbs
Potion of cure moderate wounds
Potion of invisibility
Rapier
2 lbs
Soap <In: Backpack (23 @ 29.5 lbs)>
0.5 lbs
Thieves' tools, masterwork
2 lbs
Torch x10 <In: Backpack (23 @ 29.5 lbs)>
1 lb
Trail rations x5 <In: Backpack (23 @ 29.5 lbs)>
1 lb
Waterskin <In: Backpack (23 @ 29.5 lbs)>
4 lbs
Wayfinder (empty)
1 lb
Special Abilities
Special Abilities
Trap Sense +1 (Ex)
A character gains an intuitive sense that alerts her to danger from traps, giving
her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to
AC against attacks made by traps. These bonuses rise to +2 when the
character reaches 6th level, to +3 when she reaches 9th level, to +4 when she
Uncanny
Dodge
reaches 12th
level, to (Ex)
+5 at 15th, and to +6 at 18th level.
You gain the ability to react to danger before her senses would normally allow
you
to
do
so.
You
cannot
be from
caught
flat-footed,
norstack.
do you lose your Dex
Trap sense bonuses gained
multiple
classes
bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to
AC if immobilized. You can still lose your Dexterity bonus to AC if an
Water
Child
(Ex) uses the feint action against you.
opponent
successfully
Benefit: Members of this race gain a +4 racial bonus on Swim checks, can
always take 10 while swimming, and may choose Aquan as a bonus
language.
Tracked Resources
Archaeologist's Luck +1 (8 rounds/day) (Ex)
Languages
Cephlian
Amphibious (Ex)
Creatures with this special quality have the aquatic subtype, but they can survive
indefinitely on land.
Treat
this as
a readied
action, moving your initiative to just before the currently
You have
a swim
speed.
acting creature. You may only take a move or a standard action on this turn.
You gain a +8 racial bonus to swim checks to perform a special action or avoid a
Bonus:
If used
before
a roll
made,
a heroeven
pointwhen
grants
you a +8orluck
bonus to
hazard. You
may
take 10
onisswim
checks,
distracted
endangered.
any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You
can use a hero point to grant this bonus to another character, as long as you are
in the same location and your character can reasonably affect the outcome of the
roll (such as distracting a monster, shouting words of encouragement, or otherwise
Hero LabHero
and the
Hero
Lab logo
are
Registered
Trademarks
aiding another with the check).
points
spent
to aid
another
character
grant of LWD Technology, Inc. Free download at http://www.wolflair.com
and +2
associated
only half the listed bonus (+4 Pathfinder
before the roll,
after themarks
roll). and logos are trademarks of Paizo Publishing, LLC, and are used under license.
Extra Action : You can spend a hero point on your turn to gain an additional
standard or move action this turn.
Inspiration:
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