Gau leeoch

Galvan Ironhorns's page

49 posts. Alias of GM VICTORY.


Full Name

Sergeant Galvan Ironhorns

Race

Minotaur

Classes/Levels

Fighter 1

Gender

Male

Size

medium, 7'2"

Age

30

Special Abilities

Standard racial abilities

Alignment

Unaligned

Deity

none

Location

Exile from the Minotaur Holds, now residing in Genera

Languages

Common

Occupation

Sergeant of the City Watch of Genera

Strength 18
Dexterity 13
Constitution 16
Intelligence 12
Wisdom 10
Charisma 11

About Galvan Ironhorns

Racial Abilities:

Spoiler:
Ability Scores: +2 Strength, +2 Constitution
Speed: 5 squares (6, -1 Armor)
Skill Bonuses: +2 Nature, +2 Perception
Ferocity: If you are reduced to 0 hit points, you can make a melee basic attack as a free action before falling unconscious.
Heedless Charge: You gain a +2 racial bonus to AC vs Opportunity Attacks while charging.
Goring Charge:
Minotaur Racial Power Encounter Standard Action Melee
Attack: +6 vs. AC
Increase to +4 at 11th level, +6 at 21st level.
Special: You must charge as part of the attack.
Hit: 1d6 + 4 modifier damage, and the target is knocked prone.
Increase the damage to 2d6 + Strength modifier at 11th
level and 3d6 + Strength modifier at 21st level.

Combat:

Spoiler:
Hit Points: 31 Bloodied: 15
Surge Value: 7 Surges per Day: 12

Initiative:+1
AC: 17 Fortitude: 13 Reflex: 15 Will: 12

Attacks:
Base Melee: +7 to hit 1d12+4dmg Greataxe (High Crit)
Base Melee: +7 to hit 1d4+4dmg Dagger
Base Melee: +6 to hit 1d6+4dmg Club
Base Ranged: +4 to hit 1d4+4dmg Dagger

Class Features:

Spoiler:
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light and heavy shield
Weapon Proficiencies: Simple and military melee, simple and military ranged
Bonus to Defense: +2 Fortitude
Hit Points per Level: 6
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha)
Features: Combat Challenge
Combat Superiority
Two-handed Weapon Talent

Exploits:

Spoiler:
Cleave
Fighter Attack 1
At-Will Martial, Weapon Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d12 + 4 damage, and an enemy adjacent to you takes 4 damage.
Increase damage to 2[W] + Strength modifier at 21st level.

Reaping Strike
Fighter Attack 1
At-Will Martial,Weapon Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 1d12 + 4 damage.
Increase damage to 2[W] + Strength modifier at 21st level.
Miss: 4 damage.

Passing Attack
Fighter Attack 1
Encounter Martial,Weapon Standard Action Melee weapon
Primary Target: One creature
Attack: +7 vs. AC
Hit: 1d12 + 4 damage, and you can shift 1 square. Make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: +9 vs. AC
Hit: 2d6 + 4 damage.

Comeback Strike
Fighter Attack 1
Daily Healing, Martial, Reliable, Weapon Standard Action Melee weapon
Target: One creature
Attack: +7 vs. AC
Hit: 2d12 + 4 damage, and you can spend a healing surge.

Skills:

Spoiler:
Acrobatics +1
Arcana +1
Athletics +9
Endurance +8
Heal +5
History +1
Intimidate +2
Nature +2
Perception +2
Religion +1
Stealth +1
Streetwise +2
Thievery +1

Feats:

Spoiler:
Potent Challenge
If you hit a foe with an attack granted by your Combat Challenge class feature, add +3 to the damage roll.

Equipment:

Spoiler:
Greataxe
Dagger
Club
City Watch Signal Whistle
City Watch Kit
8gp

Faction:

Spoiler:
City Watch: You hold the rank of Sergeant in the city watch. You have the ability to arrest or detain people, search peoples property and homes if warranted. You gain a +2 bonus to Intimidate and Streetwise.

Bonus Feat: Sound the alarm (only usable in Genera); once per day during combat you can blow your alarm whistle (a minor action) and 2 - 6 Red Caps will arrive in 1d6 rounds to assist you or you can gather up to four red caps before entering a dangerous situation.

Background:

Spoiler:
Galvan left the Minotaur Holds after losing his horns. He raided and did mercenary work. He came to Genera and was offered a place on the City Watch after single-handedly ending a bar brawl, which he had only done because the brawlers spilled his drink. With his first month's pay he commissioned a pair of iron horns and had them bolted on to the remnants. Since then he's been a dedicated keeper of the peace.

Initiative: 4, 18, 12, 5, 20, 16, 10, 10, 18, 19