Está en la página 1de 3

Actar Hortel

Male Human Fighter 4, Occult Slayer 2, Rogue 3 - CL9 -


CR 9
Chaotic Good; Age: 18; Height: 5' 9"; Weight: 175lb.
Ability Score Modifier Temporary Skill Name Total Ability Ranks Misc
Appraise +2 INT (2)
STR 18 +4
STRENGTH Balance +8 DEX (5) 1
DEX Bluff +0 CHA (0)
18/20 +4/+5
DEXTERITY
Climb +12 STR (4) 8
CON 16 +3 Concentration +3 CON (3)
CONSTITUTION
Cooking +1 WIS (1)
INT 14 +2 Diplomacy +0 CHA (0)
INTELLIGENCE

WIS Disable Device +6 INT (2) 4


12 +1
WISDOM Escape Artist +7 DEX (5) 2
CHA 10 0 Forgery +2 INT (2)
CHARISMA
Gather Information +3 CHA (0) 3
Saving Throw Total Base Ability Resist Misc Temp Notes Heal +1 WIS (1)
FORTITUDE +9 = +5 +3 +1 Hide +10 DEX (5) 5
(CONSTITUTION)

REFLEX Intimidate +1 CHA (0) 1


(DEXTERITY) +10 = +4 +5 +1
Jump +13 STR (4) 7
WILL +7 = +5 +1 +1
(WISDOM) Knowledge: Arcana +8 INT (2) 6
Magical Defense +1 (Ex) Listen +2 WIS (1) 1
Total Armor Shield Dex Size Natur Deflec Dodge Misc Move Silently +8 DEX (5) 3
AC 16 = +3 +2 +1 Open Lock +11 DEX (5) 6
10 Ride +7 DEX (5) 2
Touch AC 11 Flat-Footed AC 16
Total Damage / Current HP
Search +8 INT (2) 6
HP 91
Sense Motive +4 WIS (1) 3
Skill Tricks +1 1
Base Attack +8 Initiative +9 Sleight of Hand +6 DEX (5) 1
Grapple +12 Speed 30 ft Spellcraft +10 INT (2) 6
Spot +9 WIS (1) 8
+1 Illuminating Holy great sword , +1 Greatsword Survival +1 WIS (1)
- Holy,2d6+7
Both Hands: +14/+9, Illuminating Crit: 17-20/x2 Swim +7 STR (4) 3
2-Hand, S Tumble +15 DEX (5) 8
+1 Longbow, Composite (Str +2) Use Magic Device +2 CHA (0) 2
Ranged, Both Hands: +14/+9, 1d8+3 Crit: 20/x3 Use Rope +6 DEX (5) 1
Rng: 110'
2-Hand, P Feats, Traits & Flaws
+1 undead bane morning star, +1 Adamantine Armor Proficiency (Heavy)
When you wear a type of armor with which you are proficient, the armor
Flail,
Both Hands: Heavy1d10+7
+13/+8, - Bane (undead) Crit: 19-20/x2 check penalty for that armor applies only to Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
2-Hand, B Armor Proficiency (Light)
When you wear a type of armor with which you are proficient, the armor
+3 , Mindarmor check penalty for that armor applies only to Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Max Dex: +0, Armor Check: - Armor Proficiency (Medium)
+3 Spell Fail: 0%, When you wear a type of armor with which you are proficient, the armor
check penalty for that armor applies only to Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Blind-Fight
Re-roll misses because of concealment, other benefits.
Close-Quarters Fighting
Gain AoO vs grapple att, even if normally none, dam dealt is bon to resist.
Combat Reflexes
You can make extra attacks of opportunity.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Contents copyright Wizards of the Coast, Inc. 'd20 System' is a trademark of Wizards of the Coast, Inc. and is used with permission.
Gear Experience & Wealth
Total Weight Carried: 77/300lbs, Light Load Experience Points: 36001/45000
(Light: 100lbs, Medium: 200lbs, Heavy: 300lbs) Current Cash: 85 GP, 1 SP, 6 CP
+1 Illuminating Holy great sword 8lbs
+1 Longbow, Composite (Str +2) 3lbs Unarmed Strike
+1 undead bane morning star 10lbs Mainhand: +12/+7, 1d3+4 Crit: 20/x2
+3 - Light, B
Alchemist's fire (flask) x9 1lb Main w/ Offhand: +6/+1, 1d3+4
Arrows x20 0.15lbs Main w/ Light Off.: +8/+3, 1d3+4
Artisan's Outfit (Free) - Offhand: +4, 1d3+2
Backpack (16 @ 22 lbs) 2lbs
Bag of Holding IV (empty) <In: Wyvern Inn - Wayloon 60lbs Feats, Traits & Flaws
- room><In: Backpack (16 @ 22 lbs)>
Bedroll 5lbs
Belt, Leather - Dodge
+1 to AC vs attacks from one opponent.
Dagger 1lb
Daylight Pellet x2 - Extreme Leap [Movement] [Skill Trick] (Ex)
Swift, 1/encounter, when jump 10 ft horizontally move additional 10 ft.
Gloves of Dexterity, +2 -
Improved Critical - Greatsword
Hat of Disguise - When using the weapon you selected, your threat range is doubled.
Heartseeking Amulet - Improved Initiative
Holy water (flask) x3 <In: Backpack (16 @ 22 lbs)> 1lb You get a +4 bonus on initiative checks.
Masterwork Longspear 9lbs Martial Weapon Proficiency - All
Money <In: Wyvern Inn - Wayloon - room> 1.84lbs You are proficient with all Martial weapons.
Noble's outfit <In: Wyvern Inn - Wayloon - room> 10lbs Mobility
Potion of Cure Light Wounds x3 - +4 to AC against some attacks of opportunity.
Rations, trail (per day) x7 <In: Backpack (16 @ 22 lbs)> 1lb Rogue Weapon Proficiencies
Ring of Force Shield - You are proficient with the Hand Crossbow, Rapier, Sap, Shortbow and
Shortsword.
Ring of Protection, +1 -
Rope, silk (50 ft.) <In: Backpack (16 @ 22 lbs)> 5lbs Shield Proficiency
You can use a shield and take only the standard penalties.
Sack (empty) <In: Wyvern Inn - Wayloon - room> 0.5lbs
Sack (empty) <In: Wyvern Inn - Wayloon - room> 0.5lbs Simple Weapon Proficiency - All
Benefit: You are proficient with all Simple weapons.
Sack (empty) <In: Backpack (16 @ 22 lbs)> 0.5lbs
Sack (empty) <In: Backpack (16 @ 22 lbs)> 0.5lbs Normal : When using a weapon with which you are not proficient, you are at
-4 to attack rolls.
Sack (empty) <In: Backpack (16 @ 22 lbs)> 0.5lbs Tower Shield Proficiency
Sack (empty) <In: Backpack (16 @ 22 lbs)> 0.5lbs You can use a tower shield and suffer only the standard penalties.
Sunrod x3 1lb Weapon Focus - Greatsword
Thieves' tools 1lb You gain a +1 bonus on all attack rolls you make using the selected weapon.
Tindertwig
Torch x2 1lb Special Abilities
Vanguard Treads 2lbs Death's Ruin +1d6 (Ex)
You can make sneak attacks against undead creatures. However, you roll
Vest of Resistance +1 1lb only one-half your normal sneak attack dice (rounded down) when
Wand of Cure Light Wounds - determining bonus damage for such attacks. This is a supernatural ability.
Whetstone 1lb Evasion (Ex)
Wyvern Inn - Wayloon - room - When wearing light or no armor, if you pass your Reflex save against an
attack that deals half damage on a save, you take no damage.

Dagger Extreme Leap [Movement] [Skill Trick] (Ex)


Your extraordinary leaping ability carries you over great distances.
Mainhand: +12/+7, 1d4+4 Crit: 19-20/x2
Prerequisite: Jump 5 ranks.
Rng: 10'
Main w/ Offhand: +6/+1, 1d4+4 Mind over Magic
make a1/day (Su)
Light, P/S Benefit: If you horizontal jump of at least 10 feet during your turn, you
Main w/ Light Off.: +8/+3, 1d4+4 Starting
can spend at 2nd level,
a swift an occult
action to moveslayer can cause10a feet
an additional spellon
orthat
spell-like
turn. ability
targeted against her to rebound onto the originator as a free action. This
Offhand: +4, 1d4+2 ability otherwise functions as the spell turning spell (caster level equals the
character’s occult slayer level + 5). An occult slayer can use this ability once
Sneak
per day Attack +2d6
Ranged: +13/+8, 1d4+4 at 2nd level and twice per day at 4th level.
You do extra damage when your target is denied their Dexterity bonus to AC,
or when you flank a target. This damage is not multiplied by critical hits.
Ranged w/ Offhand: +7/+2, 1d4+4 Ranged Sneak Attacks can only be made within 30 feet.
Ranged w/ Light Off.: +9/+4, 1d4+4 Subtype - Human
Ranged Offhand: +5, 1d4+2 Humans are supremely adaptive, short lived humanoids with a dizzying
variety of cultures and who do not have a racial language.
Masterwork Longspear Trapfinding
You can find and disarm traps with a DC > 20.
Both Hands: +13/+8, 1d8+6 Crit: 20/x3
Type - Humanoid
2-Hand, P A humanoid usually has two arms, two legs, and one head, or a humanlike
torso, arms, and a head. Humanoids have few or no supernatural or
extraordinary abilities, but most can speak and usually have well-developed
societies. They usually are Small or Medium. Every humanoid creature also
has a subtype.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Contents copyright Wizards of the Coast, Inc. 'd20 System' is a trademark of Wizards of the Coast, Inc. and is used with permission.
Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for
the class features of a PC or NPC class. Humanoids of this sort are presented
as 1st-level warriors, which means that they have average combat ability and
poor saving throws.
Humanoids
the
Features
—8-sided
—Base
—Good
—Skill
quadruple
Traits
creature’s
—Proficient
described
class
types.
armor.
form
—Humanoids
features
of
and
:Humanoids
points
Humanoids
armor.
Aattack
Reflex
:humanoid
wears
Hit
as
entry).
skill
Awith
with
of
humanoid
wearing,
equal
Dice,
breathe,
bonus
points
the
saves
more
armor,
allnot
whatever
humanoid
are
or
simple
to
possesses
equal
for
(usually;
by
(2
than
indicated
or
proficient
eat,
has
itthe
+
character
by
istype
Int
weapons,
1and
to
the
proficient
character
first
Hit
type.
modifier,
3/4
aof
following
the
sleep.
as
Die
with
humanoid’s
Hit
total
armor
class.
wearing
following
Die,
are
or
shields
with
class.
Hit
minimum
by
the
(light,
or
features
Dice
that
character
by
armor
only
Iftraits
good
if a
character
medium,
type
they
(as
humanoid
1)
humanoids
(unless
are
(unless
save
cleric).
of
per
are
class.
not
armor
Hit
proficient
or
varies).
class.
otherwise
proficient
otherwise
heavy)
does
Die,
and
who with
not
all
with
make
it with
is
lighter
noted
have
noted
any
use
ain
inof
aa
Special Abilities
Vicious Strike (Ex)
At 2nd level and higher, an occult slayer who readies an attack action to disrupt
a spellcaster deals double damage if the attack hits.
Weapon Bond (Su)
An occult slayer must choose a particular weapon of at least masterwork quality
as the focus of her power. Upon making her selection, she immediately forms a
bond with the chosen weapon that imbues it with the force of her hatred for
spellcasters. Thereafter, any successful attack she makes with that weapon
against a spellcaster or a creature with spell-like abilities deals an extra 1d6
Charges
points of damage. If this particular weapon is lost or destroyed, the occult slayer
loses the ability to deal the extra damage until she acquires and bonds with 0/ 20
Arrows
another weapon of the same kind of at least masterwork quality. The occult
Dagger
slayer must spend one day per character level practicing with the replacement 0/ 1
Extreme
weapon (andLeapdoing[Movement] [Skill
very little else—no Trick] to(Ex)
adventuring) create a new weapon 0/ 1
bond.
Heartseeking Amulet 0/ 3
Mind over Magic 1/day (Su) 0/ 1
Potion of Cure Light Wounds 0/ 3
Wand of Cure Light Wounds 20/50
Languages
Common Orc
Elven
Background
Cold resistance 5
Superior Low light Vision

Belt of ActarHortel
- +2 Strength Enhancement
- +2 Initiative competence bonus
- +1 Natural armour bonus
- Enlarge Person 1/day 10 mins (standard Action)
3 daily charges (swift action)
- 1 charge 1 move action
- 2 charges 1 standard action
-3 charges full round
3 daily charges (standard action)
- 1 charge heal 2d8
- 2 charges heal 3d8
- 3 charges heal 4d8
+4 Charisma check bonus to dwarves
+2 charisma bonus with gnomes and halflings
-2 charisma bonus all others
read/wrie/speak dwarven
60' Darkvision
dwarven stone cunning
+2 enhancement bonus constitution
+2 resistance bonus to poisons
+2 resistance bonus against spells
+2 vsspell like effects

Damage with 2HS v spellc asters +2d6

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Contents copyright Wizards of the Coast, Inc. 'd20 System' is a trademark of Wizards of the Coast, Inc. and is used with permission.

Intereses relacionados