Eagle Knight

Geryn Sellsword's page

27 posts. Alias of Kalizkan.


Full Name

Geryn Sellsword

Race

Human

Classes/Levels

Free Hand Fighter 3

Gender

Male

Size

Medium

Age

32

Special Abilities

Deceptive Strike, Elusive

Alignment

True Neutral

Languages

Common, Abanasinian, Elven, Solamnic

Occupation

Mercenary

Strength 16
Dexterity 16
Constitution 13
Intelligence 14
Wisdom 10
Charisma 12

About Geryn Sellsword

Statblock Summary from Myth-Weavers:
Geryn Sellsword
Male TN Human Free Hand Fighter, Level 3, Init +3, HP 1/20, Speed 30 ft.
AC 18, Touch 14, Flat-footed 14, Fort +4, Ref +4, Will +1, Base Attack Bonus 3
Masterwork Longsword +8 (1d8+3, 19-20 x2)
Composite +1 Longbow (Durable Arrows (20)) +6 (1d8+1, 20 x2)
Dagger +6 (1d4+3, 19-20 x2)
Masterwork Chain Shirt (+4 Armor, +3 Dex, +1 Misc)
Abilities Str 16, Dex 16, Con 13, Int 14, Wis 10, Cha 12
Condition None
CMB: +6 (+9 for Disarm, +8 for Dirty Trick)
CMD: 19 (22 for Disarm, 21 for Dirty Trick)

Relevant Combat Maneuvers:
Combat Expertise:
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.

Disarm: You can attempt to disarm your opponent in place of a melee attack. Attempting to disarm a foe while unarmed imposes a –4 penalty on the attack.

If your attack is successful, your target drops one item it is carrying of your choice (even if the item is wielded with two hands). If your attack exceeds the CMD of the target by 10 or more, the target drops the items it is carrying in both hands (maximum two items if the target has more than two hands). If your attack fails by 10 or more, you drop the weapon that you were using to attempt the disarm. If you successfully disarm your opponent without using a weapon, you may automatically pick up the item dropped.

Dirty Trick: You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.


Special Abilities:
Deceptive Strike: At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd.

This ability replaces Bravery.

Elusive: At 3rd level, a free hand fighter gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels after 2nd. This bonus does not apply when wearing medium or heavy armor or carrying a medium or heavier load.

This ability replaces Armor Training 1, 2, 3, and 4.


Feats and Traits:
Trait 1: Dirty Fighter: When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Trait 2: Threatening Defender: When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Human Bonus: Combat Expertise
Fighter Bonus 1: Improved Dirty Trick (+2 to CMD and CMB for Dirty Trick, no AoO on Dirty Trick)
1: Improved Disarm (+2 to CMD and CMB for Disarm, no AoO on Disarm)
Fighter Bonus 2: Quick Draw
3: Weapon Focus(Longsword)

Skills:
Note: Due to Armor Check Penalty, subtract 1 from each Str/Dex based skill not on this list. The penalty is factored in for the skills listed below
Climb: +8
Intimidate: +7
Profession(Cook): +6
Ride: +8
Survival: +6
Handle Animal: +5
Sleight of Hand: +3
Swim: +6

Equipment and Monies:
94.32 Steel Pieces
Backpack, masterwork
Bedroll
Winter Blanket
Map Case
Compass
Flint and Steel
Animal Feed (10 Days)
Trail Rations (10 Days)
Hourglass (1 Hour)
Black Ink (1 oz. vial) x3
Inkpen x5
Kit, Cooking
Kit, Map Making
Kit, Shaving
Belt Pouch
Silk Rope (50 ft.)
Military Saddle
Soap
Small Tent
Common Torch x5
Whetstone
Spring Loaded Wrist Sheath
Waterskin
Saddlebags
Thundertwig x10
Small Steel Mirror

Huma the Horse:
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 3/15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.

Appearance:
Geryn is a roughly average-sized human, standing at 5'9" and weighing in at about 170 pounds. He has a slight build that belies his strength, and his skin is fairly light despite the time he spends on the road. Geryn has dark black hair that he wears short, and he keeps a neatly trimmed moustache with carefully contained stubble outlining what would be a neat beard if he grew it out a bit more. His eyes are a very light shade of green, and eh has a slight scar running from just under the outside corner of his left eye down to the bottom of his jaw.

Geryn dresses in utilitarian clothing, and balances his armor to allow freedom of movement and the maximum protection possible. Currently, he is wearing a long-sleeved grey shirt under his chain shirt. He has light brown doeskin pants that are tightened around his waist by a simple leather belt, and is wearing some light greaves and well-made shoes as well. His well-maintained sword sits in a simple scabbard on his right side, and he keeps a small, obvious dagger sheath on the outside of his left boot. The rest of his gear is carefully packed on and around his saddle, and carried by his horse, a calm old nag named "Huma". The mocking name has earned Geryn several duels with irritated Solamnic Knights who have heard it.


Personality:
Geryn is somewhat caustic about those he sees as incompetent, but generally keeps any commentary concerning them to himself and any friends he has nearby. He has few moral compunctions about his work, and will often weigh the pay against any risk of himself getting killed in order to decide whether to take a job. Once he has signed a contract, though, he holds to it for as long as it specifies--assuming that he doesn't discover any deceit on his employer's part, of course.

Geryn is sarcastic company in the best of times, and is usually quite generous when it comes to his friends. Always ready for a fight, he is a pragmatic swordsman whose first rule of combat is "use whatever is available to defeat the opponent."


Background:
Geryn was born in the coastal town of Crossing, the third and youngest child of Gareth and Migdala, both of whom worked as cobblers. Always adventuresome, he was easily the most active and aggressive of the three, often wrestling his older brother (Coranthus) and older sister (Odessa) to a standstill. Not well-suited for life as a cobbler, Geryn spent as much time as he could with his uncle, Cronar, a well-known roustabout and wanderer. Under Cronar’s tutelage, Geryn learned to fight, both with and without weapons. When he turned sixteen, he left home, much to his family’s relief, to begin work with his uncle as a caravan guard.

As guards, Geryn and Cronar gained a modest reputation as an excellent fighting team. While Geryn tied up his opponents with his swordplay and trickery, Cronar would circle around and batter them from the other side, making quick work of most bandits. This time as a guard also helped develop Geryn as an excellent cook, mainly as a defense against the horrible food that Cronar would sometimes attempt to make.

Life as a guard was good to Geryn, but he grew disenchanted with his uncle after several years passed, thanks to Cronar's claiming the majority share of any contracts that they took on, and his penchant for losing that share (and occasionally Geryn's) in gaming houses.

After several years working with Cronar, Geryn decided to part ways from his uncle (and his uncle’s gambling habits) and find a place to settle down semi-permanently. After a few months of working several caravan routes, he decided to base himself out of Solace, and began taking rooms at the Inn of the Last home in between jobs. While he still hired himself out to passing caravans, he always returned to the Inn, generally spending a few weeks in town before moving on to another job. It was during his time in Solace that he met and befriended the other future Heroes of the Lance.

When the group decided to scatter, Geryn went north to visit Crossing and check in on his family. After an uneventful visit, he took a ship to Solamnia, where he'd heard rumors of fighting against ogres and rebel remnants. He received both his current horse (Huma) and the sword that he calls "Insolence" (after an episode with a rather uptight Solamnic Knight) as rewards for his distinguished service against the ogres, despite his unorthodox fighting methods.


Party Role:
First and foremost, Geryn is a combatant. While not as tough as some fighters, he prefers to use his wits in a fight anyways, and is able to hold his own in a stand-up fight despite his light armor though use of his various AC bonuses and provide support by disarming and debuffing (via Dirty Trick) enemies. He can also fill in some of the roles that might be traditionally taken up by a ranger, such as tracking targets, foraging, and potentially doing some scouting. Additionally, he can react quickly in case of an ambush, can use a bow reasonably well, and is a surprisingly good cook.