Unger

Gyre_'s page

47 posts. Organized Play character for Pirate Rob.


Full Name

Gyre

Classes/Levels

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Strength 19
Dexterity 18
Constitution 16
Intelligence 14
Wisdom 12
Charisma 7

About Gyre_

Gyre
Male human (Kellid) fighter (lore warden) 13 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
LN Medium humanoid (human)
Init +14; Senses Perception +1
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +4 Dex, +1 dodge)
hp 134 (13d10+52)
Fort +16, Ref +13, Will +10 (+2 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
--------------------
Offense
--------------------
Speed 30 ft.
Melee +5 horsechopper +29/+24/+19 (1d10+16/19-20/×3) or
. . chakram +16/+11/+6 (1d8+4) or
. . cold iron heavy pick +17/+12/+7 (1d6+4/×4) or
. . cold iron longsword +17/+12/+7 (1d8+4/19-20) or
. . cold iron warhammer +17/+12/+7 (1d8+4/×3) or
. . spiked gauntlet +17/+12/+7 (1d4+4) or
. . unarmed strike +17/+12/+7 (1d3+4)
Special Attacks weapon trainings (trained initiative, versatile training, pole arms +5)
--------------------
Statistics
--------------------
Str 19, Dex 18, Con 16, Int 14, Wis 12, Cha 7
Base Atk +13; CMB +23 (+35 trip); CMD 39 (43 vs. disarm, 43 vs. sunder, 41 vs. trip)
Feats Combat Expertise, Combat Reflexes, Dazing Assault[APG], Disruptive, Dodge, Fury’s Fall, Greater Trip, Greater Weapon Focus (horsechopper), Improved Critical (horsechopper), Improved Trip, Improved Unarmed Strike, Lunge, Mobility, Power Attack, Spring Attack, Weapon Focus (horsechopper), Whirlwind Attack
Traits heirloom weapon (maneuver), reactionary
Skills Acrobatics +17, Appraise +6, Climb +10, Diplomacy +11, Intimidate +2, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +6, Sense Motive +14, Spellcraft +10, Survival +10 (+12 to avoid becoming lost), Swim +8
Languages Aklo, Azlanti, Common, Hallit, Sphinx
SQ hair's breadth, know thy enemy
Combat Gear elemental earth belt[UE], jingasa of the fortunate soldier[UE], potion of enlarge person, wand of cure light wounds, alchemist's fire (2); Other Gear +1 mithral chain shirt, +5 horsechopper[ARG], chakram[APG] (10), cold iron heavy pick, cold iron longsword, cold iron warhammer, spiked gauntlet, deep red sphere ioun stone, aegis of recovery[UE], cloak of resistance +5, corset of the vishkanya[ARG], cracked dusty rose prism ioun stone, feather step slippers[UE], gloves of dueling[APG], wayfinder[ISWG], custom container, hemp rope (50 ft.), 70 gp
--------------------
Special Abilities
--------------------
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dazing Assault (DC 23) -5 to all attacks and maneuvers but struck foes are dazed 1 rd (Fort neg).
Disruptive +4 DC to cast defensively for those you threaten.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
Hair's Breadth (Ex) Negate critical hit if Acrobatics check is higher than confirmation roll.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Know Thy Enemy (Standard Action) (Ex) Knowledge check vs. 1 foe to gain +2 to att & weapon dam for encounter.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trained Initiative (Weapon Training [Pole Arms] +5) (Ex) Wielding weapon from chosen group, add training bonus to initiative checks.
Versatile Training (Weapon Training [Pole Arms] +5) (Ex) The fighter can use his base attack bonus in place of his ranks in two skills of his choice that are associated with the fighter weapon group he has chosen with this option (see below). The fighter need not be wielding an associated weapon to use thi
Weapon Training (Pole Arms) +5 (Ex) +5 Attack, Damage, CMB, CMD with Pole Arms
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.