Thorn's End Guard

Cyrus Geitus PFS's page

150 posts. Organized Play character for Cyrus9553.


Classes/Levels

Special Abilities & Skills:
Martial Flexibility 4/4 day ... Acrobatics +6 (-1 to jump), Perception +9, Sense Motive +5, Survival +5, Climb +4, Swim +4, Intimidate +3, Know (Dungeon) +4

Gender

Male Half-Elf Fighter 2 / Brawler 2 | HP 40/40 | AC 23 ff 19 t 14 | Init. +8 | F +9 R +7 W +5 | CMB: +7 CMD +21 | Speed 20 ft

Homepage URL

PFS# - 62762-2

About Cyrus Geitus PFS

Stats:


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Abilities
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Str 17 (+3) Dex 16 (+3) Con 14 (+2) Int 10 (+0) Wis 12 (+1) Cha 8 (-1)


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Defense
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AC: 23, touch 14, flat-footed 19 (+6 armor, +3 Dex, Shield +3, Dodge +1)

HP: 40 (4d10+8+4) Class + Con + Favored

Saving Throws: Fort +9, Ref +7, Will +5; +2 vs. enchantments

Immune magic sleep


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Offense
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Base Atk +4; CMB +7; CMD 21; Init +8

Melee:
... Dagger +7 (1d4+3/19-20/×2)
... *Cold Iron Cestus +7 (1d4+3/19-20/×2)
... Horsechopper +7 (1d10+4/×3), Trip/Reach
... *Tekko-Kagi +7 (1d3+3/x3) Disarm without Provoking a AOO
... +1 Mithral Heavy Spiked Shield of Bashing +8 (2d6+3/x2)
--------- Brawler's Flurry with Shield +6/+6 with this weapon

* Able to use Brawler's Flurry +5/+5 with this weapon

Ranged:
... Dagger +7 (1d4+3/19-20/×2)
... MW Darkwood Composite Longbow (Mighty +3) +8 (1d8+3/×3)


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Special Abilities
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Feats:

... Combat Expertise: You can increase your defense at the expense of your accuracy.

Benefit: 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 Initiative: Your quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks.

... Improved Unarmed Strike: You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

... Combat Reflexes: You can make additional attacks of opportunity.

Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

... Power Attack: You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisites: Str 13, base attack bonus +1.

Benefit: 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.

... Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Traits:

... Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.

Benefit: You gain a +1 trait bonus on Will saves.

... Veteran of Battle: You have fought in several battles, and each time felt the presence of the divine guiding your sword-arm, making you ready to act at a moment's notice.

Benefits: You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.

Skills: Acrobatics +6 (-1 to jump), Perception +9, Sense Motive +5, Survival +5, Climb +4, Swim +4, Intimidate +3, Knowledge (dungeoneering) +4

Languages: Common, Elven

Racial Traits:

... Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

... Elf Blood: Half-elves count as both elves and humans for any effect related to race.

... Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

... Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

... Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

... Elf Blood You are counted as both elven and human for any effect relating to race.

... Alternate Race Trait - Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Class Abilites:

.......... Fighter ..........

... Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

... Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats."

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Stand Firm (Ex)

At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd.

This ability replaces Bravery.

.......... Brawler ..........

... Brawler's Cunning: If the brawler's Intelligence score is lower than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

... Martial Flexibility: A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. This effect lasts for 1 minute. The brawler must meet all the feat's prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 4 times per day). The brawler can use this ability again before the duration expires to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as with Stunning Fist), any uses of that combat feat while using this ability count toward that feat's daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

... Martial Training: At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist or a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, such as Stunning Fist.

... Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half) on damage rolls for all her unarmed strikes. Usually, a brawler's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purposes of spells and effects that modify either manufactured weapons or natural weapons.

... Bonus Combat Feats:At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can change only one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

... Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks.

At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry.


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Equipment
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Weapons and Armor: MW Breast Plate, +1 Mithral Heavy Spiked Shield, Arrows (35), Dagger, Horsechopper, MW Darkwood Composite Longbow (Mighty +3), Tekko-Kagi, Cold Iron Cestus

Other Gear: Masterwork Backpack, Bedroll, Belt pouch, Crowbar, Flint and steel, Rope, Blanket, Sack (empty), Shovel, Torch (3), Trail rations (3), Traveler's outfit, Waterskin, Whetstone, Cloak of Resistance +1

....... Tracked Resources .......

Acid Flask (1)
Alchemist Fire (1)
Holy Water (2)
Tangle foot Bag (1)
Anti-Toxin (1)
Torch (3)
Trail Rations (3)
Arrows (35)
Potion of Cure Light Wounds (1)
Potion of Protection from Evil
Potion of Endure Elements
Potion of Enlarge Person
Wand of Cure Light Wounds (25)

..... Encumbrance .....

Current Encumbrance: 113 lbs. Medium Load

Light Load: 76 lbs. or less
Medium Load: 77–153 lbs.
Heavy Load: 154–230 lbs.

Appearance/Personality:
Cyrus is a wiry (155 lbs), tall (5'11"), sandy blond, green eyed Half-Elf. He was burnt on his face as a young child leaving a scar and the magic used to heal his left eye changed the color to blue. He walks with an easy grace and has a piercing stare.

Cyrus loves to dance and will get caught in a tune easily. When in combat he moves with a graceful, deadly, rhythmic motion.

Backstory:

Purchases/Sold:

...Character Creation:(150 - 130 = 20 gp) Scalemail, Heavy wooden shield, Arrows (40), Club, Dagger, Javelin(3), Longsword, Shortbow, Guisarme, Backpack, Bedroll, Belt pouch, Blanket, Crowbar, Flint and steel, Rope, Sack (empty), Shovel, Torch (3), Trail rations (5), Traveler's outfit, Waterskin (2), Whetstone

---------- Earned from Prince Augustana: 462 gp 2 pp ----------

... Bought:

Cold Iron Longsword -30 gp
Silver Light Mace -25 gp
MW Breastplate -350 gp

... Sold:
Scale Mail +25 gp

---------- Earned from The Disappeared: 520 gp 2 pp ----------

... Bought:
Potion of Cure Light Wounds (2) 100 gp
Potion of Protection from Evil 50 gp
Potion of Endure Elements 50 gp
Potion of Enlarge Person 50 gp
Masterwork BackPack 50 gp

---------- Earned from Master of the Fallen Fortress: 479 gp 1 pp ----------

... Bought:
MW Darkwood Composite Longbow Mighty +3 PP 2
Flail -8 gp

---------- Earned from The Delirium's Tangle: 1190 gp 2 pp ----------

... Bought:
Cloak of Resistance +1 -1000 gp
Wand of Cure Light Wounds PP 2

---------- Earned from Trial by Machine: 511 gp 2 pp ----------

... Bought:
Horsechopper -10 gp

... Sold:
Guisarme +4.5 gp

---------- Earned from Portent's Peril: 343 gp 1 pp ----------

... Bought:
Mithral Heavy Spiked Shield -1030 gp
Acid Flask (1) -10 gp
Alchemist Fire (1) -20 gp
Holy Water (2) -50 gp
Tangle foot Bag (1) -50 gp
Anti-Toxin (1) -50 gp
Cold Iron Cestus -10 gp
Tekko-Kagi -2 gp

... Sold:
Silver Light Mace +12.5 gp
Heavy Wooden Shield +3.5 gp
Cold Iron Longsword +15 gp
Light Flail +4 gp

---------- Earned from Day of the Demon: 1303 gp 2 pp ----------

---------- Earned from Slave Ships of Absalom: 875 gp 2 pp ----------

... Bought: Upgrade - MW Mithral Shield to +1 Mithral Shield -1000 gp

---------- Earned from The Icebound Outpost: 1244 gp 2 pp ----------

... Bought:
Cold weather gear - 8 gp
Clets - 5 gp

---------- Earned from The Beggar's Pearl: 1251 gp 1 pp ----------

---------- Earned from The Pallid Plague: 1494 gp 2 pp ----------

Bought: Bashing Enchant for +1 Mithral Heavy Steel Spiked Shield.

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... Coins: 1684 gold
... Prestige Points: 14
... Fame: 18

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PFS Info.:

Player Name: Cyrus9553
Character Name: Cyrus Geitus PFS
PFS#: 62762-2
Faction: The Grand Lodge
Day Job: None