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Bartz is usually described as a “simple wanderer”, as he has no real ambitions other than to explore the world. Despite this, he is fairly level headed and often stays away from trouble. If driven to conflict, Bartz and Boko will do anything in their power to protect their allies.

Bartz Klauser (CR 1)

XP 400
Male Hume Chocobo Knight 1
NG Medium Humanoid
Init +2; Senses Perception +1

DEFENSE

AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
HP 15 (1d12+3)
Fort +4, Reflex +2, Will +0

OFFENSE

Speed 20 feet
Melee Knight Sword +5 (1d10+3/19-20 x2)
Special Abilities Challenge (1/day), Commander’s Aura (6 rounds)
Limit Breaks Fight as One, Supreme Overrun (1d6, 60-ft.-line; DC 14)

TACTICS

During Combat Bartz will avoid conflict if he can, but if not, he is usually the first to engage the enemy. Bartz uses his mobility on Boko to strike enemies while on the move. Bartz generally saves his challenge for enemies that could overwhelm him or the party.

STATISTICS

Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 14
Base Atk +1; CMB +4; CMD 16
Feats Mounted Combat, Ride-By Attack, Weapon Focus (Knight Sword)
Skills Diplomacy +6, Handle Animal +6, Knowledge (Local) +2, Perception +1, Ride +6, Survival +1
Languages Common, Varg
SQ Curiosity, Integrated, Sociable, Chocobo Mount, In or Out of the Saddle
Combat Gear Knight Sword, Breastplate, Buckler. Cure Potion x1; Other Gear Backpack, Bedroll, Trail Rations x3, 1-Pint Flask, 50 foot Rope (Silk), Torch x2.

*Bartz put all of his favored class bonus into bonus Hit Points.
**If playing in a game that allows traits, Bartz will take the “Hard to Kill” and “Orphaned” traits.