Alain

Bryn Wilde's page

254 posts. Alias of djpika.


Race

HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5

Classes/Levels

War Master / Level 2

About Bryn Wilde

Campaign Theme: Martial Scientist
Party Role: Support and melee damage dealer. Intimidate/Diplomacy and political knowledge (nobility, history).

Background Questions:

1. How long have you been on the force?

As a recent graduate of the Banhaman Academy, Bryn was recruited by the RNC and is just starting out.

2. What prompted the RNC to recruit you, or, if you applied, why did they accept your application?

Bryn acquired a reputation for being a scrappy fighter as a recruit, not always conforming to traditional rules of engagement but doing what it takes to win. He is aggressive and doesn't like to lose - perhaps it's this determination and resourcefulness that the RNC sees potential in?

3. Why did you accept/apply?

Unlike the military that is filled with traditionalism and linear thinking, Bryn sees the RNC as a way to flex his strategies in the field without grinding against the hierarchy.

4. Brief character sketch.

Bryn is the youngest son of a noble family and was encouraged to attend a military university at an early age as a respectable career for the family name. Thankfully Bryn was open to the idea as he's probably too rebellious to conform to the grooming required to inherit the family business of producing rum. Despite being fiercely independent, which tends to manifest itself as conflicts with authority, Bryn is loyal to his family, friends and Risur.

Bryn is shorter than average but lean and spry; he exudes confidence that many find intimidating.

5. Personality

Bryn is an energetic thrill-seeker who is at his best putting out fires,
whether literal or metaphorical.


Bryn Wilde
Male Human war master 2
None Medium humanoid (human)
Init +5, Senses Perception +4
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex, )
hp 25 ((2d10)+6+3?)
Fort +2, Ref +4, Will +3

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OFFENSE
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Speed 20 ft.
Melee longsword +5 (1d8+3/19-20)
Melee dagger +5 (1d4+3/19-20)
Ranged dagger (thrown) +3 (1d4+3/19-20)

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TACTICS
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STATISTICS
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Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 14,
Base Atk +2; CMB +5; CMD 16
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Improved Initiative, Martial Studies, Martial Weapon Proficiency, Risky Strike, Shield Proficiency, Simple Weapon Proficiency, Toughness
Skills Bluff +7, Intimidate +7, Knowledge (History) +3, Knowledge (Local) +6, Knowledge (Nobility) +6, Perception +5, Profession (Soldier) +5, Survival +5,
Languages Common
SQ battle tactics, bonus feat, skilled, tactic / assail, tactic / countering tactics, tactic / covering maneuvers, tactic / deployment, weapon and armor proficiency, +1 bonus feat (3x), , ,
Combat Gear torch (5),
Other Gear longsword, uniform (soldier's), breastplate, backpack, common, flint and steel, soap, stationery, inkpen, ink, 1 oz. vial, bandolier, waterskin, wrist sheath, dagger, 68.34 gp
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SPECIAL ABILITIES
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Background Skill (Knowledge (History), Profession (Soldier))

Battle Tactics You are trained to use tactics and strategy to direct units and individuals to create beneficial combat situations that favour your allies. (You may always choose to count as one of your own allies.) You can use this ability for 6 rounds/day. Starting or changing a tactic is a standard action, but it can be maintained as a free action. A tactic cannot be disrupted, but it ends immediately if you are prevented from taking a free action to maintain it. You cannot have more than one tactic in effect at one time. For a tactic to have any effect, targets must be able to hear and understand you, and must have line of sight to you if the tactic has a visual component. If you use a war master talent to add effects to a tactic, you must do so when the tactic is first started. Only one effect may be added in this way.

Bonus Feat Humans select one extra feat at 1st level.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

No Racial Subtype You have chosen no racial subtype.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Tactic / Assail (Ex) You learn to direct your allies to overwhelm a foe's defences, forcing the enemy to divide its attention among multiple targets. You select one foe you can see. If that foe is threatened by three of your allies, it is considered flanked for the first melee attack each ally makes in the ally's turn.

Tactic / Countering Tactics (Ex) You learn to counter the advantages foes gain by superior planning, morale, or position. Each round, you make a Knowledge (Nobility) skill check. For every foe you can see and have line of effect to, if your Knowledge check hits a DC of (10 + target's hit dice or level), that foe gains no benefit from morale bonuses, luck bonuses, or battle tactics; cannot flank; and suffers a -4 penalty to all attacks of opportunity made. A creature you fail to affect with a use of countering tactics remains immune to any further use of the ability by you for 24 hours.

Tactic / Covering Maneuvers (Su) You can use your tactics to direct your allies to watch out for one another, and assist each in remaining safe and protected. Any affected allies adjacent to at least one additional ally receives a +1 morale bonus to Armor Class, CMD, and Reflex saving throws. Covering manoeuvres requires both audible and visual components.

Tactic / Deployment (Ex) You can direct allies to get into advantageous positions quickly. All your allies you can see gain a +10 ft. enhancement bonus to their base movement if they take a double move or run action.

Weapon and Armor Proficiency A war master is proficient with all simple and martial weapons, light, medium, and heavy armor and all shields (other than tower shields).

+1 Bonus Feat (3x) GM awarded PC with +1 feat.

Consul

Take Them Alive! (Ex)(LV2): Whenever the war master grants benefits to his allies from any war master’s tactic, the allies also gain the ability for half the damage they deal to be nonlethal damage.

Stats: