Full Name |
Igor of Courtaud |
Race |
Human (Varisian) |
Classes/Levels |
Fighter (high guardian, mutation warrior) 2 | hp 23 | AC 16 T 12 FF 14 | CMD 17 | F +4 R +2 W +2 (+2 v compulsion) | Spd 30' | Init +2 | Perc +6, SensM +2 | |
Gender |
Male |
Size |
Medium |
Special Abilities |
obligation, right hand |
Alignment |
N |
Deity |
Gorum |
Location |
Courtaud (though often abroad) |
Languages |
Aklo, Common, Giant, Hallit, Sylvan, Varisian |
Occupation |
Personal attendant |
Strength |
16 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
14 |
Wisdom |
14 |
Charisma |
8 |
About Igor of Courtaud
Igor is, well, an Igor (in the classic Discworld sense, traditional lisp and all) hailing from the city of Courtaud, in Ustalav, where he serves as hunt master.
Igor of Courtaud
Male human (Varisian) fighter (high guardian, mutation warrior) 2 (Pathfinder Player Companion: Heroes of the High Court 8, Pathfinder RPG Advanced Class Guide 93)
N Medium humanoid (human)
Init +2; Senses Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 23 (2d10+7)
Fort +4, Ref +2, Will +2 (+1 vs. compulsion)
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Offense
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Speed 30 ft.
Melee cold iron dagger +5 (1d4+3/19-20) or
_____ mwk guisarme +6 (2d4+4/×3) or
_____ mwk silver morningstar +6 (1d8+3) or
_____ unarmed strike +5 (1d3+3 nonlethal)
Ranged light crossbow +4 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork guisarme)
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Statistics
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Str 16, Dex 14, Con 12, Int 14, Wis 14, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Combat Reflexes, Cosmopolitan (knowledge (nature), Perception) APG, Toughness
Traits caretaker, highlander (hills or mountains)
Skills Climb +6, Craft (alchemy) +6, Handle Animal +3, Heal +9, Knowledge (nature) +6, Perception +6, Profession (personal assistant) +6, Stealth +6 (+8 in hilly or rocky areas), Survival +7; Racial Modifiers highlander (hills or mountains)
Languages Aklo, Common, Giant, Hallit, Sylvan, Varisian
SQ obligation, right hand
Combat Gear oil of shillelagh, potion of cure light wounds (2), potion of endure elements (2), potion of enlarge person, alchemist's fire (2), alkali flask APG (2), healer's kit, oil; Other Gear mwk chain shirt, cold iron dagger, crossbow bolts (20), light crossbow, mwk guisarme, mwk silver morningstar, blanket APG, flint and steel, masterwork backpackAPG, offset bear trap, silk rope (50 ft.), torches (2), trail rations (4), waterskin, 14 gp, 2 sp, 8 cp
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Tracked Resources
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Alchemist's fire - 2/2
Alkali flask - 2/2
Cold iron dagger - 1/1
Crossbow bolts - 20/20
Healer's kit - 10/10
Oil - 1/1
Oil of shillelagh - 1/1
Potion of cure light wounds - 2/2
Potion of endure elements - 2/2
Potion of enlarge person - 1/1
Trail rations - 4/4
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Special Abilities
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Caretaker As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Defenders Reflexes (4 AoO/round) At 2nd level, a high guardian gains Combat Reflexes as a bonus feat, and he can use his Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round. If he already has Combat Reflexes, he instead gains Stand Still as a bonus feat. This ability replaces the bonus feat gained at 2nd level.
Highlander You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Obligation (Ex) At 1st level, a high guardian can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.
Right Hand (Ex) At 1st level, a high guardian can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn. This ability replaces the bonus feat gained at 1st level.
Unassailable Allegiance (Ex) At 2nd level, a high guardian gains a +1 bonus on Will saves against compulsion spells and effects. This bonus increases by 1 for every 4 fighter levels beyond 2nd. This ability replaces bravery.