Classes/Levels |
Hit Points 19/19 | Healing surge 3/3 |
About Gunthar von Eschbronn
DESCRIPTION
Age 17 Height 5-ft, 10-in Weight 165 lb.
Hair Brown Eyes Blue
Gunthar is a tall, broad-shouldered, fresh-faced teenager. He wears his long brown hair in a suebian knot to disguise his youth. Beneath his chain shirt and Roman scale greaves and vambraces, he wears leather breeches and a simple tunic that does not demonstrate affluence. He equips a longsword, dagger, and a large shield to announce his class. His gauntlets and boots are sturdy leather and well worn.
Neutral Male Human (Frankish)
Class Fighter (dragoon) 1 / Scout 1
Favored Class Fighter
Initiative +2; Senses Perception +7
==DEFENSE==
AC 21, touch 12, flat-footed 19 (+7 armor, +2 Shield +2 Dex)
Hit Points 19 (1d10 +1d8 2x+2 Con)
Fort +4, Ref +4, Will +0
Armor Medium suit armor: +7 Armor bonus, +3 max Dex, -2 ACP
- Torso Chain shirt: +4 Armor bonus, +4 max Dex, -2 ACP
- Arms Scale vambraces: +1 Armor bonus, +3 max Dex, -2 ACP
- Legs Scale greaves: +1 Armor bonus, +3 max Dex, -2 ACP
Defensive Abilities
- Mounted Combat Ride check to deflect one attack on mount, once per round
Special Defenses
==OFFENSE==
Speed 20 ft/x4 Medium Armor
Melee Lance +4 (1d8+3) 20/x3 Piercing Reach
Melee Longsword +4 (1d8+3) 19-20/x2 Slashing
Melee Dagger +4 (1d4+3) 19-20/x2 Piercing
Melee Gauntlets +4 (1d3+4) 20/x2 Bludgeoning
Ranged Shortbow +3 (1d6) 20/x3 Piercing Range 60-ft
Special Attacks
- Ride-by Attack attack in the middle of mounted charge
- Spirited Charge Lance +6 (3d8+9) 20/x3 Piercing or Longsword +6 (2d8+6) 19-20/x2 Slashing
- Targeted Strike +1d6 damage with an attack action
==STATISTICS==
Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 12
BAB +1, CMB +4, CMD 16
FEATS
Fighter (dragoon) start – Armor Proficiency (LIGHT / MEDIUM / HEAVY)
Fighter (dragoon) start – Shield Proficiency
Fighter (dragoon) start – Weapon Proficiency (Simple, Martial)
Fighter (dragoon) bonus – Skill Focus (Ride)
Fighter (dragoon) bonus – Mounted Combat
Human bonus – Ride-by Attack
1st level – Spirited Charge
TRAITS
Armor Expert – Gunthar has been trained to wear armor for many years.
Seeker – Gunthar has been trained to be especially observant of his surroundings in the forest, in the fields, or in a hall.
SKILLS 2 +1 favored class +8 (2x+1 Int +1 Human)= 15 ranks
(2) Acrobatics* +7/6*/4**
(2) Disable Device* +8/7*/5** (Trapfinding)
(2) Handle Animal +6
(1) Intimidate +5
(2) Perception +7 (Seeker & Trapfinding)
(2) Ride* +10/9*/7** (Skill Focus)
(2) Stealth* +7/6*/4**
(2) Survival +5
Armor Check Penalty -2 Armor* +1 Armor Expert & -2 Shield** = -3
Languages German, Saxon
ABILITIES
Healing Surges: 1d6, 3 per day. A number of times per day equal to 1/2 a character's level plus their Constitution modifier a character can take a moment to rest, refocus and regain some vigor. With one use of this ability, a character can heal 1d6 hit points of damage for every two levels they possess. Using this ability is a swift action that requires no free hands. A character may only target themselves with this ability.
Trapfinding (Ex): A scout adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A scout can use Disable Device to disarm magical traps.
Targeted Strike (Ex): By aiming his attacks precisely, a scout can deal extra damage to his target. When the scout uses the attack action, he deals an extra 1d6 damage. This extra damage increases by 1d6 every two scout levels thereafter. Should the scout score a critical hit with a targeted strike, this extra damage is not multiplied. Ranged attacks can count as targeted strikes only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed attack), a scout can make a targeted strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a hunter strike, not even with the usual -4 penalty. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A scout cannot use targeted strike against a creature with concealment.
EQUIPMENT
(75 gp) Light warhorse (combat-trained)
Worn
(free) Frankish lantweri outfit – 5 lb
(100 gp) Chain shirt – 25 lb
(10 gp) Scale vambraces – 5 lb
(10 gp) Scale greaves – 10 lb
(7 gp) Large wooden shield – 10 lb
(15 gp) Longsword – 4 lb
(2 gp) Dagger – 1 lb
(4 gp) Gauntlets – 1 lb
Personal Load 61 lb
Personal Capacity 77–153 lb Medium Load
Currency 5 gp
Normally on horse
(10 gp) Lance – 10 lb
(30 gp) Shortbow – 2 lb
(1 gp) Arrows, common (20) – 3 lb
(23 gp) Cavalier’s kit – 112 lb
This includes animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (2 5 days), and a waterskin.
(8 gp) Outfit, cold weather – 7 lb
Mount Load 134 lb + 61 lb + 165 lb = 360 lb total
Mount Carrying Capacity 229-459 lb Medium Load
MOUNT
Sigi
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 10, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 35 ft./x4 (50 ft.) Medium Load
Melee 2 hooves +3 (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, Run
Skills Perception +6
Armor Check penalty -3 due to Medium Load
TRAINED
Combat Training (DC 20) An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also “upgrade” an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack (DC 20) The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come (DC 15) The animal comes to you, even if it normally would not do so.
Defend (DC 20) The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15) The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard (DC 20) The animal stays in place and prevents others from approaching.
Heel (DC 15) The animal follows you closely, even to places where it normally wouldn’t go.[/spoiler]
PERSONALITY
While Gunthar is a natural horseman and hunter, he is just a young teenager. The half-dozen years of his father’s discipline has quickly matured him; however, he is ignorant of much of the world and life. His father rigorously trained him to be self-confident, observant, and practical in problem-solving. On the other hand, his mother’s stories taught him to love life and ambition.
Gunthar is extremely proud of his Frankish and noble Alamannic heritage. He believes in the strength of blood. This attitude often becomes interpreted as arrogance. He can be intimidating by mimicking his father’s words and using the same techniques that Gunthar takes training his hounds.
BACKGROUND
In 743, Pepin the Short and Carloman waged a campaign to reduce Alamannia and in 746 Carloman began a final thrust to subdue the Alamannic nobility. Several thousand Alamanni noblemen were summarily arrested, tried, and executed for treason at a Council at Cannstatt. Thereafter, Alamanni was ruled by Franks and the only remaining native Alamannic nobility seems to have hailed from Alsace.
A Frankish scholaris by the name of Vulmar followed Carloman in the subjugation of Alamannia. For his loyalty, he was given several manses around the city of Rottweil and took the noble widow that came with it as his bride. Surprisingly, the match of fate turned into love.
Vulmar’s grandson Gunthar was born in 765 at their Eschbronn manse within the heart of the Swabian Jura which consists of gentle to moderate hills often covered with forest and grass fields with juniper bushes, which are sometimes cleared for small-scale agriculture. Gunthar grew up in the saddle of the horse, proud of his Frankish heritage who now ruled the land. However, his grandmother never let him forget that his roots in the lands ran deeper, because his maternal grandfather died at the Council at Cannstatt with the other Alamannic nobility.
Gunthar’s father was often away from home campaigning but returned for the last six years to train Gunthar. His father’s place in the army was taken by an older cousin who was one of the casualties of the Battle of Süntel. A summons arrived with the notice of death to replace the cousin in the army of graf Theodoric. At 17 years of age, Gunthar was too young to go, so his near 40 year old father prepared to answer the summons for the family. The day before his father planned to leave, Gunthar took the summons and his father's equipment and rode off to join the army. Gunthar only said goodbye to his younger brother and two sisters who helped him escape. Not that Gunthar knows for certain, but his father has made peace with his son’s decision and wishes him well.