Guard

Gustav Merval Weynolt's page

38 posts. Alias of Weynolt.


Full Name

Gustav Merval Weynolt

Race

Human

Classes/Levels

Fighter 1 (Two-Weapon Warrior Archetype)

Gender

Male

Size

Medium

Age

21

Alignment

NG

Deity

Cayden Cailean

Location

Brevoy

Languages

Common, Sylvan

Occupation

Soldier

Strength 12
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 14
Charisma 10

About Gustav Merval Weynolt

Initiative: +4
Perception: +2
Hit Points: 13
Speed 30 feet

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GENERAL STATISTICS
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Base Attack Bonus: +1
Combat Maneuver Bonus: +2 (+4 to trip)
Combat Maneuver Defense: 16 (18 vs. trip)

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DEFENSE
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Armor Class 18
Touch AC 14
Flat-Footed AC 14
Fortitude Save: +4
Reflex Save: +4
Will Save: +2
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OFFENSE
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MELEE:
Warhammer +2 (1d8+1, x3, B)
Sickle +2 (1d6+1, x2, S, trip)

RANGED:
Javelin +5 (1d6+1, x2, 30', P)

SPECIAL ATTACKS:
TWF: Warhammer +0 (1d8+1, x3, B) & Sickle +0 (1d6, x2, S, trip)

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FEATS
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H1) Two-Weapon Fighting
L1) Combat Expertise
F1) Improved Trip

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SKILLS (2 Class + 1 Int + 1 Human)
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Climb (1) +5
Craft
Handle Animal
Heal (1) +7
Intimidate
Knowledge (Dungeoneering)
Knowledge (Engineering)
Profession(Soldier) (1) +6
Ride
Survival (1) +6
Swim

Modifiers:
Imperial Soldier: +1 to Heal
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TRAITS
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1) Armor Expert: -1 to Armor Check Penalty
2) Imperial Soldier (Molthune): +1 to Heal, Heal is a Class Skill

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GEAR (0-43, 44-86, 87-130); MONEY (2 PP, 6 GP, 0 SP, 0 CP)
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MWK Chain Shirt: 250 gp, 25 lbs
Warhammer: 12 gp, 5 lbs
Sickle: 6 gp, 2 lbs
2x Javelin: 2 gp, 4 lbs
Backpack: 2 gp, 2 lbs
-Trail Rations x1: .5 gp, 1 lbs
-Signal Horn: 1 gp, 2 lbs

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SPECIAL ABILITIES
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Two-Weapon Warrior:

Trained under great masters who preached the simple truth that two are better than one when it comes to weapons, the two-weapon warrior is a terror when his hands are full. From paired daggers to exotic double weapons, all combinations come equally alive in his skilled hands.

Defensive Flurry (Ex): At 3rd level, when a two-weapon warrior makes a full attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd. This ability replaces armor training 1 and 2.

Twin Blades (Ex): At 5th level, a two-weapon warrior gains a +1 bonus on attack and damage rolls when making a full attack with two weapons or a double weapon. This bonus increases by +1 for every four levels after 5th. This ability replaces weapon training 1.

Doublestrike (Ex): At 9th level, a two-weapon warrior may, as a standard action, make one attack with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 2.

Improved Balance (Ex): At 11th level, the attack penalties for fighting with two weapons are reduced by –1 for a two-weapon warrior. Alternatively, he may use a one-handed weapon in his off-hand, treating it as if it were a light weapon with the normal light weapon penalties. This ability replaces armor training 3.

Equal Opportunity (Ex): At 13th level, when a two-weapon warrior makes an attack of opportunity, he may attack once with both his primary and secondary weapons. The penalties for attacking with two weapons apply normally. This ability replaces weapon training 3.

Perfect Balance (Ex): At 15th level, the penalties for fighting with two weapons are reduced by an additional –1 for a two-weapon warrior. This benefit stacks with improved balance. If he is using a one-handed weapon in his off hand, treating it as a light weapon, he uses the normal light weapon penalties. This ability replaces armor training 4.

Deft Doublestrike (Ex): At 17th level, when a two-weapon warrior hits an opponent with both weapons, he can make a disarm or sunder attempt (or trip, if one or both weapons can be used to trip) against that opponent as an immediate action that does not provoke attacks of opportunity. This ability replaces weapon training 4.

Deadly Defense (Ex): At 19th level, when a two-weapon warrior makes a full attack with both weapons, every creature that hits him with a melee attack before the beginning of his next turn provokes an attack of opportunity from the warrior. This ability replaces armor mastery.


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BACKGROUND
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A former regular in the Molthunian army, Gustav emigrated far to the Northeast when he discovered little chance for advancement in the overall hierarchy of soldiery in that land. Not content to simply take orders for the rest of his days, after he completed compulsory training he set out on the next ship leaving Korholm, thinking to find glory in the fight against the Worldwound on behalf of Mendev.

His travels went awry in Xer of Razmiran, when he was misled into boarding a ship headed through the River Kingdoms, rather than north through Ustalav. After several attempts to make his way further north, he finally made his way up the Sellen river to New Stetven, and now rides the ship west on Lake Reykal to Silverhall. However, after several months of travel, he is worried that what remains of his money will run out before he can make the final leg of the trip to get to Mendev.