Friendly Fighter

Bonzo Wiggin's page

18 posts. Alias of garabbott.


Full Name

Bonzo Wiggin

Race

Human

Classes/Levels

Fighter 10 (Free-Hand Fighter), Chevalier 3

Gender

Male

Size

Medium

Age

29

Special Abilities

Deceptive Strike, Elusive,Timely Tip, Aura of Courage, Recklessness, Controlled Charge, Stubborn Mind, Poison Immunity, Smite Evil

Alignment

CG

Deity

Cayden Cailean

Languages

Common, Draconic

Occupation

Monster Slayer, Guildmaster (House of Guardians)

Strength 24
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 11
Charisma 12

About Bonzo Wiggin

Height: 6' 4'' Weight: 205 lbs. Hair: Blonde Eyes: Green

Background:

Bonzo Wiggin had what he likes to call the “perfect childhood.” He lived happily with his wealthy merchant parents in the Eastern Alliance, travelling from city-state to city-state selling goods and learning much about the world from the people he talked to and things he observed. His father had high hopes that his young son would continue the family business, but Bonzo quickly decided that the life of the merchant was not the life for him. While he respected his father’s ability to make a living off of knowing and understanding the necessities of others, the people who truly fascinated him were the caravan guards who accompanied them. When travelling in caravans, he followed in their footsteps, continuously asking questions about their lifestyle and combat experiences.

When he was old enough, he told his father that he would like to train to become a guard, and would work for the family business in this way. At first his father rejected the idea, but when he realized how committed to the idea Bonzo was, he allowed the boy to spend a month in combat school during one of their extended city-stays. Bonzo, a 16-year-old boy, chose to train with the biggest sword he could lift, the bastard sword. By the time he was 18 he had mastered the massive sword and was wielding it in one hand. At the age of 19 he was the head of security of the family’s caravan, and had made his parents proud. He continued travelling with his parents until their retirement, when he was 24, and then set off to adventure on his own.

In the past 5 years, Bonzo has made quite the name for himself for his various acts of reckless bravery, miraculous survival stories, and eventually for the foundation of his prestigious adventuring guild: the House of Guardians. His most famous accomplishment to date was the liberation an entire city-state from the unknown tyranny of a powerful vampire politician, who had infiltrated the government and worked his way to the rank of Commander—in complete control of the city’s armies. Bonzo revealed the vampire for what it was, challenged it to a duel in its own mansion, and slew the beast, ending a multitude of charms and enchantments placed on the City Council. He was knighted and gifted a large portion of land outside the city, where he decided to found his famous adventuring guild. A small but lavish guildhall was constructed on top of a hill, and next to it a university, training dojo, and “shrine”-tavern to the Lucky Drunk, the patron deity of the House of Guardians. There was enough farmland and villagers in the surrounding area to ensure prosperity. Bonzo briefly hung up his famous sword, and turned to a life of peace and comfort to deal with administration of the guild, but this couldn’t last long. The adventures of life beckoned him, and he was soon on the road once again, appointing a head instructor to take care of the guild while he was gone.

After following up on rumors of a bad-tempered wyvern terrorizing a small village just outside one of the larger city-states in the Eastern Alliance, Bonzo gained his most powerful ally. He and his small band of warriors tracked the wyvern (who went by the name Zaun) to its lair, and Bonzo confronted the beast in one on one combat. He eventually bested the grumpy and ill-mannered dragon, but instead of delivering the final stroke, he lowered his sword and granted him his life, on the promise that he would no longer terrorize the good people of this world and would use his powerful strength to fight evil wherever possible. Zaun considered this oath for almost an hour, obviously weighing the pros and cons of such a commitment. He finally agreed, on the condition that Bonzo take him in as a friend and companion, so that the flow of fresh goblin flesh (and other delicious treats) would never waver. They agreed, and to the amazement and near-horror of Bonzo’s guild associates, he returned from the mountaintop riding the most horrifying and magnificent steed they’d ever laid eyes on. While the two still bump heads occasionally, Zaun has slowly come around to Bonzo’s moralistic approach to civilized life. When it comes to evil creatures, however, Bonzo’s mercy treatment has become a quick and mostly painless death at the jaws of Zaun (who is never too bothered to oblige).

Over the past year, Bonzo has slowed down his adventuring pace and spends much of his time in and around the guildhall, working with young associates of the House of Guardians: training, instructing, and inspiring. He and Zaun would still often ride into the mountains or surrounding plains, seeking deserving snacks for the ever-hungry wyvern, but they always returned to the guildhall at the end of the hunt. Bonzo had a stone tower constructed a few hundred yards from the guildhall and now Zaun roosts on the very top, while Bonzo inhabits the interior of the tower. The building is known as the Guild Master’s Keep, and curious young students often tell horror stories about the origin of that dragon-like thing that accompanies the Guild Master nearly everywhere he goes. Nobody ventures near the keep except for old friends of Bonzo, or sometimes the braver guild instructors who need immediate assistance from the veteran adventurer himself.

However, just as Bonzo was beginning to get comfortable in his new life of routine, the Gods demonstrated that he had yet another purpose to serve. The message came early one morning, as he was preparing to head out on another hunt with Zaun. He had packed his bags for the trip, but when he reached for his powerful sword, there was a blinding flash and he lost momentary consciousness. Upon awaking from a fitful dream, he knew immediately that he had somewhere to be. He ignored questions about where or why or how from everyone but Zaun (to whom he later explained all the details he knew), left a note for his appointed administrators asking them to manage the guild while he was away, and the pair rode off into the rising sun. East. To Ulstadt. To the ancient ruins from his dream. “Off the beaten path,” he had been told. There’s rarely a better place to be.

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Some people would call Bonzo brave, others reckless. He doesn't know what to call himself, but doesn't feel the need to have a word to describe it either. He knows what he believes is good and right, and he knows what he believes is evil and wrong, and he knows which side he'd rather be on, and which side he'd rather fight against. That is enough for Bonzo. He is kind and well-meaning, chaotic in nature but only because he has seen money and power and society drive good men to do bad things.

Favored Class: Fighter (Free-Hand Fighter)

Experience:
Hit Points: 134 HP
Current Hit Points: 134

Initiative: 2

AC: 25; Touch: 13; FF: 22
Armor/Protective item: +5 Mithral Breastplate (Armor Bonus: +11; Max Dex: +5; Check Penalty: -1; Type: Light (Mithral); Weight: 15 lbs.)
Shield/Protective item:
Protective Item: Amulet of Natural Armor +1

Speed: 40 ft (8 squares)

Saves:
Fortitude: 14
Reflex: 9
Will: 10

BAB: +13/+8/+3
CMB: +20 (+5 Disarm)
CMD: 31

Weapons:

+3 Holy Mithral Bastard Sword Full Attack:
Attack: +26/+21/+16; Damage: 1d10+13(+2d6 if evil); Critical: 17-20/x2; Range: 0'; Type: S

+3 Holy Mithral Bastard Sword Full Attack, Power Attack:
Attack: +22/+17/+12; Damage: 1d10+21(+2d6 if evil); Critical: 17-20/x2; Range: 0'; Type: S

+3 Holy Mithral Bastard Sword, Full Attack, Power Attack, Two-Handed:
Attack: +21/+16/+11; Damage: 1d10+28(+2d6 if evil); Critical: 17-20/x2; Range: 0'; Type: S

+3 Holy Mithral Bastard Sword Vital Strike:
Attack: +26; Damage: 2d10+13(+2d6 if evil); Critical: 17-20/x2; Range: 0'; Type: S

+3 Holy Mithral Bastard Sword Vital Strike, Power Attack:
Attack: +22; Damage: 2d10+21(+2d6 if evil); Critical: 17-20/x2; Range: 0'; Type: S

+3 Holy Mithral Bastard Sword Vital Strike, Power Attack, Two-Handed:
Attack: +21; Damage: 2d10+28(2d6 if evil); Critical: 17-20/x2; Range: 0'; Type: S

Skills:

+5 Acrobatics (jumping) (1 ability score, -1 armor check penalty, 5 magic enhancement)
+1 Appraise (1 ability score)
+1 Bluff (1 ability score)
+19 Climb (10 ranks, 3 class skill, 7 ability score, -1 armor check penalty)
+1 Craft (ability score)
+8 Diplomacy (5 ranks, 3 class skill, 1 ability score)
+1 Disguise (1 ability score)
+0 Escape Artist (1 ability score, -1 armor check penalty)
+0 Fly (1 ability score, -1 armor check penalty)
+10 Handle Animal (7 ranks, 3 class skill)
+0 Heal
+1 Intimidate (1 ability score)
+11 Knowledge (local) (6 ranks, 3 class skill, 1 ability score, 1 trait bonus)
+7 Perception (7 ranks)
+12 Ride (8 ranks, 3 class skill, 1 ability score)
+9 Sense Motive (5 ranks, 3 class skill, 1 trait bonus)
+0 Sleight of Hand (1 ability score, -1 armor check penalty)
+0 Stealth (1 ability score, -1 armor check penalty)
+0 Survival
+19 Swim (10 ranks, 3 class skill, 7 ability score, -1 armor check penalty)

Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.

Class Features:

Deceptive Strike: At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd.
Elusive: At 3rd level, a free hand fighter gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels after 2nd. This bonus does not apply when wearing medium or heavy armor or carrying a medium or heavier load.
Singleton: At 5th level, a free hand fighter gains a +1 bonus on attack and damage rolls when wielding a melee weapon in one hand and leaving his other hand free.
Timely Tip: At 9th level, a free hand fighter can make a disarm combat maneuver against a target he threatens as a move action to push aside the target’s shield. If successful, the target loses its shield bonus to AC against the free hand fighter’s next attack.
Aura of Courage: A chevalier has an aura of courage like that of a 3rd-level paladin. At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Recklessness: Sometimes hasty action proves more useful than even the best laid plans. A chevalier gains a morale bonus equal to his class level on attack and damage rolls on the round he enters a battle. A chevalier only gains this bonus against an opponent (or group of opponents) once per day. Thus, he cannot leave a battle and reengage moments later to gain the benefits of this ability more than once in the same battle.
Controlled Charge: At 2nd level, a chevalier no longer takes a –2 penalty to AC when charging.
Stubborn Mind: At 2nd level, a chevalier gains an incredibly stubborn determination. If he is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw (though this does not prevent him from using other means to break the effect, such as a rogue’s slippery mind ability).
Poison Immunity: At 3rd level, a chevalier becomes immune to poison.
Smite Evil: Once per day, a chevalier can smite evil as if he were a paladin of his character level. Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Feats:

Exotic Weapon Proficiency (Bastard Sword):Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Power Attack:You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus (Bastard Sword):You gain a +1 bonus on all attack rolls you make using the selected weapon.
Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Combat Expertise:You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Improved Disarm:You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Weapon Specialization (Bastard Sword):You gain a +2 bonus on all damage rolls you make using the selected weapon
Vital Strike:When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Greater Weapon Focus (Bastard Sword): You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.
Improved Critical (Bastard Sword): When using the weapon you selected, your threat range is doubled.
Critical Focus: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits
Disarming Strike: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may disarm your opponent as if from the disarm combat maneuver. This does not provoke an attack of opportunity.
Leadership: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs.

Traits:

World Traveler: You have taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you.
Survivor: Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity. You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Gear & Money:

Arms, Armor, and Clothing
Masterwork traveller's outfit, 20 gp, 5 lbs.
+3 Holy Mithral Bastard Sword 53,035 gp, 3 lbs.
+5 Mithral Breastplate, 29,200 gp, 15 lbs.
Belt of Giant Strength +4, 16000 gp, 1 lb.
Headband of Alluring Charisma +2, 4000 gp, 1 lb.
Cloak of Resistance +4, 16000 gp, 1 lb.
Amulet of Natural Armor +1, 4000gp , --
Ring of Feather Falling, 2200 gp, --
Boots of Striding and Springing, 5,500 gp, 1 lb.
Horn of Goodness, 6,500 gp, 1 lb.

Handy Haversack, 2000 gp, 5 lbs.
Bedroll, 1 sp, 5 lbs.
Tent (medium), 15 gp, 20 lbs.
Masterwork cold-weather outfit, 20 gp, 8 lbs.
Silk Rope (100 ft), 20 gp, 10 lbs.
Grappling hook, 1 gp, 4 lbs.
5 torches, 5 cp, 5 lbs.
3 bottles of fine wine, 30 gp, 3 lbs.
Handy Haversack Left Pouch
Flint and steel, 1 gp, --
Book (journal), 2 gp, 1 lb.
Inkpen, 1 sp, --
Ink (1 oz. vial), 8 gp, --
3 candles, 3 cp, --
Compass, 1 gp, 1/2 lb.
Handy Haversack Right Pouch
Potion of Cat's Grace x2, 300 gp, --
Potion of Haste x2, 300 gp, --
Potion of Invisibility, 300 gp, --
Potion of Darkvision, 300 gp, --

Belt Pouch, 1 gp, 1/2 lb.
45 gp
21 sp
9 cp

Zaun (Wyvern Cohort)
Masterwork exotic military saddle, 120 gp, 40 lbs.

Light Load: 233 lbs. Medium Load: 466 lbs. Heavy Load: 700 lbs.
Current Total Weight: 32 lbs.

Cohort & Followers:

Zaun, Wyvern 7/Fighter 1
N Large dragon
Init +1; Senses: darkvision 60 ft., low-light vision, scent, Perception +12
DEFENSE
AC 19, touch 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 81 (7d12+35) + (1d10+4)
Fort +11, Ref +6, Will +8
Immune sleep, paralysis
OFFENSE
Speed 20 ft., fly 60 ft. (poor)
Melee sting +13 melee (1d6+6 plus poison), bite +13 melee (3d6+6 plus grab), 2 wings +8 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attack: rake (2 talons +12, 1d6+6)
STATISTICS
Str 22, Dex 12, Con 20, Int 5, Wis 12, Cha 7
Base Atk +8; CMB +14 (+18 grapple); CMD 25
Feats: Flyby Attack, Improved Natural Attack (bite), Iron Will, Ability Focus (sting), Skill Focus (Fly)
Skills: Fly +8, Perception +12, Sense Motive +11, Stealth +7; Racial Modifier +4 Perception
Languages: Draconic, Common
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save DC 19; frequency 1/round for 6 rounds; effect 1d4 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.