WEIGHT ALLOWANCE |
Light |
58 |
Medium |
116 |
Heavy |
175 |
FEATS |
Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Reflexes, Great Cleave, Improved Critical (Longsword), Improved Initiative, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Finesse, Weapon Focus (Longsword) |
SPECIAL ABILITIES |
Not subject to critical hits/ nonlethal damage/ ability damage/ ability drain/ fatigue/ exhaustion/ or energy drain, Cannot be raised/resurrected, Cannot heal damage on own but can be repaired by exposure to certain kind of effect (see description for details) or through use of Craft Construct feat (does benefit from Fast Healing special ability), Constructs do not eat/sleep/breathe, Damage Reduction (Su), Enervation Ray (Su), Fast Healing (Ex), Immune to all mind-affecting effects (charms/ compulsions/ phantasms/ patterns/ and morale effects), Immune to effects requiring a Fortitude save (unless it affects objects or is harmless), Immune to poison/ sleep effects/ paralysis/ stunning/ disease/ death effects/ and necromancy effects, Not at risk from death from massive damage (but destroyed when reduced to 0 hp), Spell Resistance (Ex), Vampiric Touch (Su) |
PROFICIENCIES |
Axe (Throwing), Battleaxe, Club, Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Falchion, Flail, Flail (Heavy), Gauntlet, Gauntlet (Spiked), Glaive, Greataxe, Greatclub, Greatsword, Guisarme, Halberd, Hammer (Light), Handaxe, Javelin, Kukri, Lance, Longbow, Longspear, Longsword, Mace (Heavy), Mace (Light), Mind Blade, Morningstar, Pick (Heavy), Pick (Light), Quarterstaff, Ranseur, Rapier, Ray, Sap, Scimitar, Scythe, Shieldbash (Heavy), Shieldbash (Light), Shortbow, Shortspear, Sickle, Slam, Sling, Spear, Spells(Energy Missile), Spells(Ray), Spells(Touch), Spiked Armor, Sword (Bastard/Martial), Sword (Short), Touch, Trident, Unarmed Strike, Waraxe (Dwarven/Martial), Warhammer
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LANGUAGES |
Abyssal, Celestial, Infernal
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Discern Lies (DC:17) | Disguise Self (DC:17) | Fear (DC:17) | Geas/Quest (DC:19) | Hold Person (DC:16) | Invisibility (DC:15) | Locate Creature (DC:17) | Suggestion (DC:16) | Hold Monster (DC:17) | Mark of Justice (DC:8) | |
Fly (DC:14) | |
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FEATS |
NAME |
DESCRIPTION |
Armor Proficiency (Heavy) |
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, Pick Pocket, and Tumble checks. |
Armor Proficiency (Light) |
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, Pick Pocket, and Tumble checks. |
Armor Proficiency (Medium) |
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, Pick Pocket, and Tumble checks. |
Cleave |
If you deal a creature enough damage to make it drop, you get an immediate, extra melee attack against another creature within reach. You can use this ability once per round. |
Combat Reflexes |
You may make a number of additional attacks of opportunity equal to your Dexterity bonus. |
Great Cleave |
This feat works like Cleave, except that there is no limit to the number of times you can use it per round. |
Improved Critical (Longsword) |
When using the weapon you selected, your threat range is doubled. |
Improved Initiative |
You get a +4 bonus on initiative checks. |
Martial Weapon Proficiency |
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat. |
Power Attack |
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. |
Shield Proficiency |
You can use a shield and take only the standard penalties. |
Simple Weapon Proficiency |
You make attack rolls with simple weapons normally. |
Tower Shield Proficiency |
You can use a tower shield and suffer only the standard penalties. |
Weapon Finesse |
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. |
Weapon Focus (Longsword) |
You gain a +1 bonus on all attack rolls you make using the selected weapon. |
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