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Ector, Human Fighter 4 (Disarmer)Edit

Ector here uses only Core Rules for your convenience.

Size/Type: Medium Humanoid (Human); Hit Dice: 4d10+8 (33); Initiative: +1; Speed: 20 ft.; base speed 30 ft.; Armor Class: 17, touch 11, flat-footed 16; Base Attack/Grapple: +4/+8; Attack: Attack Ranseur +10 melee (2d4+8/x3), Disarm Attempt +20 (Disarm); Full Attack: Attack Ranseur +10 melee (2d4+8/x3), Disarm Attempt +20 (Disarm); Space/Reach: 5 ft./5 ft. (10 ft. with Ranseur); Special Attacks: Improved Disarm; Special Qualities: Human Traits; Saves: Fort +6, Ref +2, Will +1; Abilities: Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 10; Skills: Gather Information +3, Intimidate +7, Knowledge (Local) +4, Sense Motive +3; Feats: Weapon Focus (Ranseur), Combat Expertise, Improved Disarm, Combat Reflexes, Power Attack, Weapon Specialization (Ranseur); Challenge Rating: 4; Alignment: LN;

Gear: Mwk Ranseur, Mwk Banded Mail, Elixir of Truth x2, Elixir of Vision x2, Potion of Protection from Arrows 10/Magic, 790 gp;

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