| Full Name | 
					Cynehelm Durand  | 
				
			
			
				
					| Race | 
					N Human  | 
				
			
			
				
					| Classes/Levels | 
					Fighter 1 | hp 19/19 | Perc +6, AC 17 (+2 Reactive Shield), Fort +6, Ref +5, Will +4  | 
				
			
			
			
			
			
			
			
			
			
			
				
					| Occupation | 
					Guard  | 
				
			
			
			
			
			
			
			
			
		
	 
	
		About Cynehelm
		Neutral Medium Versatile Human Fighter 1
PFS# 42719-2002
Perception +6;
Languages Common, Jotun
Skills Acrobatics +0, Athletics +7, Crafting +3, Intimidation +6, Lore: Accounting +3, Lore: Legal +3, Medicine +4, Survival +4
Str +4, Dex +0, Con +1, Int +0, Wis +1, Cha +3
AC 17 (19 with shield raised), Fort +6, Ref +5, Will +4
HP 19
Reactive Shield REACTION Requirements You are wielding a shield. Trigger An enemy hits you with a melee Strike. You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. 
Shield Block REACTION Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Attack of Opportunity REACTION Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Speed 25 feet
Melee Longsword +9 (Versatile P), Damage 1d8+4 (S)
Melee Shield Bash +9 (), Damage 1d4+4 (B)
Ranged Sling +5 (Propulsive), Damage 1d6+2 (B)
Sudden Charge TWO ACTIONS (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Feats Intimidating Glare, Quick Coercion
Equipment Chain Mail, Clothing (Explorer's), Repair Kit, Signal Whistle, Adventurer's Pack, Longsword, Sling Bullets (10), Steel Shield (Hardness 5, HP 20, BT 10); bulk 6.3/6; coins worth 3.11gp
Free Consumable Items feather token (ladder), sunrod
Fame -0-
Reputation -0-
Pathfinder Training Scrolls 3.