Male Human Fighter (Tactician archetype) 8 l Active Conditions: *Cursed
Gender
HP: 75/75 l AC: 24, T 13, FF 19 l CMD 27 l F +11, R +6, W +5 l Init +6
About Geoffrey Piersym
Name: Geoffrey Piersym
Sex: Male
Race: Human (Chelaxian).
Class: Fighter (Tactician archetype) Level 8
Alignment: Neutral Good; God: Milani
Bodyguard for Morvena Sarini.
Favored Class: Fighter
FC bonus: +8 HP.
*Curse—effect dimensional anchoring. A creature affected by this curse cannot utilize extra-dimensional travel such as teleport, as if it were under the effect of a dimensional anchor spell.
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Defense
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AC 24, 13 touch , 19 flat-footed (+8/+1 armor, +2 Shield, +3 Dex); CMD 27
hp 75
Fort +11 (+6 base, +2 CON, +2 feat, +1 item)
Ref +6 (+2 base, +3 DEX, +1 item)
Will +5 (+2 base, +0 WIS, +2 feat, +1 item)
Senses: Perception +10
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Offense
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Init +6;
Speed 30'
BAB +8/+3; CMB +11
Melee
+1 Flaming Greatsword, +12/+7 to hit, 2d6+5+1d6 fire damage, 19-20/x2 S
+1 Mithral Shortsword, +12/+7 to hit, 1d6+4 damage, 19-20/x2, P
+1 Dagger of Venom, +12/+7 to hit, 1d4+3 damage + poison, 19/20/x2, S/P
Ranged:
Composite longbow (+2), +11/+6 to hit, 1d8+3, x3, 110', P
Special Attacks:
Tactician (Ex): At 5th level, a tactician receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactician can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the tactician possesses. Allies do not need to meet the prerequisites of these bonus feats. He may use this ability once per day at 5th level, plus one additional time for every five levels after 5th.
Outflank (Combat, Teamwork) Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
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Statistics
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Str 15/17 (+2/+3) Dex 17 (+3) Con 14 (+2) Int 14 (+2) Wis 10 (0) Cha 12 (+1)
Base Atk +8; CMB +11; CMD 25
Feats:
H Exotic Wpn Proficiency (Bastard Sword).
1 Combat Reflexes.
2 Bodyguard (Combat): Your swift strikes ward off enemies attacking nearby allies.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
* Alertness
3 Stealth Synergy (Teamwork): Working closely with an ally, you are able to move like twin shadows.
Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
4 In Harm's Way: While using the aid another action to improve an adjacent ally’s AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.
5 Great Fortitude
6 Vanguard Style (Combat, Style): While using this style, when an adjacent ally is required to make a Reflex saving throw, you can expend a use of an attack of opportunity to attempt the aid another action to improve your ally’s Reflex save. Your ally gains a +2 bonus to all Reflex saves while adjacent to you until the beginning of your next turn.
7 Vanguard Ward (Combat): While using Vanguard Style, when an adjacent ally is attacked or required to make a Reflex saving throw, you can expend a use of an attack of opportunity to use both Bodyguard and Vanguard Style to protect that ally. You can also lose your shield bonus to AC to grant your ally a shield bonus to AC of the same value for as long as that ally gains a bonus to Reflex saves from Vanguard Style.
*Iron Will
8 Power Attack
Traits:
1) Natural Born Leader (Campaign): Whenever you found yourself involved in a group effort in the past, be it working with siblings to handle a family emergency, conspiring with friends to orchestrate a prank, or throwing in with coworkers to take care of an unanticipated complication at work, you tended to end up in a position of leadership. It might be unclear to you why this is the case, or you might deliberately seek out such positions, knowing you can organize any group to be something greater than the sum of its parts, but your knack for managing groups has always pushed you to the front of any operation you’ve found yourself a part of.
Benefit: You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.
2) Cautious Warrior (Combat): You learned defensive moves from your trainers. Benefit(s): You gain an additional +1 dodge bonus to Armor Class while you fight defensively or use the total defense action.
3) Quick Learner (Equipment): You’re skilled at learning the feel of a particular weapon after a few swings in combat. Benefit: After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.
Skills: (32 base +16 INT +8 race +0 FC +2 Rebellion= 30)
+8 Climb (2+3 class +3 STR)
+12 Diplomacy (8 +3 class +1 CHA)
+9 Disguise (8 +1 CHA)
+12 Intimidate (8 +3 class +1 CHA)
+7 Knowledge (Engineering) (2 +3 class +2 INT)
+6 Knowledge (Geography) (1 +3 class +2 INT)
+3 Knowledge (History) (1 +2 INT)
+6 Knowledge (Nobility) (1 +3 class +2 INT)
+10 Perception (8 +0 WIS +2 feat)
+6 Profession (Soldier) (3 +0 WIS)
+7 Ride (1 +3 class +3 DEX)
+13 Sense Motive (8 +3 class +0 WIS +2 feat)
+18 Swim (*7 +3 class +3 STR +5 competence)
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Equipment & Money
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Starting Money: 175 gp
Gear:
+2 Breastplate Amulet of Natural Armor +1 +1 Cloak of Resistance Boots of Speed10/10 rounds left. &Belt of Physical Strength +2 &Ring of Force Shield +1 Flaming Greatsword Dagger of Venom +1 Mithral shortsword
+2 Composite Longbow w/40 arrows, 50 cold-iron arrows, and 6 +3 Frost arrows
Explorers Outfit (free)
Noble's Outfit + Jewelry (175 gp)
Fighter's Kit (9gp) 29 lbs: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, Air crystal, Disguise Kit, Climber's Kit
Potion of Cure Moderate Wounds (x6)
Potion of Cure Serious Wounds (x3)
Potion of Lesser Restoration Potion of Remove Curse Potion of Remove Disease Potion of Neutralize Poison Potion of Bear's Endurance Potion of Shield of Faith (+2)x2 Potion of Water Breathing x2
Ring of Swimming Silver Raven Figurine of Wondrous Power Bottle of Air
& - Silver Raven markings
PP: 7
GP: 13,973
SP: 7
CP:
Other valuables: +1 Human Bane Bastard Sword
Looks & Personality: 22 years old, 5'9", 195 lbs. Geoffrey is somewhat portly but moves with a gracefulness belying his weight. He has long brown hair and dark grey eyes. He keeps his hair styled fashionably, but when on duty he ties it back out of the way. He has a small goatee and mustache which he keeps clean and well-trimmed. While he is not the most handsome person out there he tries to keep himself clean and well groomed.
Background:
: Geoffrey was adopted when he was but a child. He knows little of his original parents. His adopted parents are middle class merchants based out of Kintargo. They are both alive and he has a younger sister.
When he was a teenager, he found himself in a situation where a fire had broken out in one of the merchant shops. Thinking quickly he was able to organize a 'fire brigade' to help stop the spread of the flames before they reached other buildings in the area. This feat reached the House Sarini and one of the nobles sponsored him for training in a war college Where he picked up the Tactician archetype. This noble was from House Sarini. He was granted a title and Knighted for a service performed for the House and entrusted with the responsibility of protecting Lady Morvena. While he tries to keep a professional relationship between Morvena and himself, her blossoming womanhood has made this tougher. It was just not her beauty that captured his heart, it was the sparkle of her mind, her intelligence. The joy of life that sparkled in her eyes when she practiced her magic. She had never looked so...alive as when she was awash in her magic.
For this reason he thanked the gods he was entrusted with her safety. Still he was well aware of her families' reputation especially when it came to serving the House of Thrune. While he knew he could do little to affect the politics of the House, he resolved to work on her as best he could. When she confided to him the story of how she had lost her sister, he held her in his arms and swore he would help her in any way he could.
So he planned the escape, waited and bided his time...
Personality:
He tries to be as honorable as befits his title, projecting a calm demeanor. One might say he is a tad too calm appearing distant and uninterested in the happenings around him. For those who know him (admittedly very few), he is quietly optimistic and hopeful.
The one thing that would make him lose his composure is any threat to Morvena. As time goes by he knows he loves her and would do anything for her.