Male Human (Garundi) Fighter (Tactician)
CG Medium Humanoid
Init +3; Senses Perception +7
-------------------- Consumables --------------------
potion CLW (1d8+1) (4) used 1
scroll Comprehend Languages (2) used 0
sling bullets (20) used 0
-------------------- Defense -------------------- AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 dex)
HP 20 (1d10)
Fort +4, Ref +2, Will +3
-------------------- Offense -------------------- Speed 20 ft. (med encumbrance)
Melee +5 (1d8+3, 19-20/x2)
Ranged +4 (1d4+3, 10ft)
Special Attacks -------------------- Statistics -------------------- Str 16 (+2 human), Dex 14, Con 13, Int 13, Wis 12, Cha 12
Base Atk +2; CMB +5 (+2 to disarm w/ranseur); CMD 17
Feats Iron will, Power attack, Combat expertise
Traits Tomb Raider (+1 Perception, +1 Kn: Dungeon), Fast-Talker (+1 Bluff)
Skills Bluff +6, Diplomacy +5, Kn (dungeoneering) +6, Kn (engineering) +5, Kn (history) +2, Perception +7, Profession (merchant) +5, Sense motive +5, Survival +6
Languages Common, Osiriani, Gnoll
Armor & Weapons Scale mail (50gp; +5,-4; 20ft; 30lbs), ranseur (10gp; 2d4/x3 P; 12lbs; reach, disarm +2), longsword (15gp; 1d8/19-20x2 S; 4lbs), daggers (2) (4gp; 1d4/19-20x2 P, range 10; 2lbs), sling (1d4/x2 B, range 50), buckler (5gp; +1,-1; 5lbs), sling bullets (20) (2sp; 10lbs)
Other gearMasterwork backpack (50gp, 4 lbs), torch (3) (3cp, 3 lbs), bedroll (1sp, 5 lbs), Crowbar (2gp, 5lbs), scroll case (1 gp, 0.5 lbs), waterproof bag (5sp, 0.5lbs), 2 belt pouches (2 gp, 1 lb), Compass (10gp, 0.5 lbs), Caltrops (1gp, 2 lbs), Flint and Steel (1gp), Silk rope (10gp, 5 lbs), Sunrod (3) (6gp, 3 lbs), Tindertwigs (3) (3gp), waterskin (2) (2gp, 8lbs), Rations (9) (45sp, 9 lbs), Alchemist's fire (5) (100gp, 5lbs)
Gear left at Lodge Studded leather (25gp; +3,-1; 30ft; 20lbs), javelins (2) (2gp; 1d6/x2 P, range 30; 2lbs), club (1d6/x2 B, range 10; 3lbs), cold weather outfit (8gp, 7lbs), extra traveller's outfit (1gp, 5lbs), Large tent (30gp, 40lbs), medium tent (15gp, 30lbs), small tent (10gp, 20lbs), winter blanket (5sp, 3lbs), Courtier's outfit & jewelry (80gp, 6 lbs)
Encumbrance 114.5 (Light 86; Medium 173; Heavy 260)
628 GP, 11 SP, 7 CP
last activity: Bought 5 alchemist's fire 100 gp
-------------------- Special Abilities -------------------- Heart of the Wildereness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.
Weapon and Armor Proficiency: A tactician is not proficient with heavy armor or tower shields.
Strategic Training (Ex): A tactician gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Furthermore, Diplomacy (Cha), Knowledge (geography) (Int), Knowledge (nobility) (Int), Linguistics (Int), and Sense Motive (Wis) are all class skills for the tactician. This ability replaces the bonus fighter combat feat gained at 1st level.
Bonus Feats: A tactician may choose Skill Focus or any teamwork feat, in addition to combat feats, as bonus feats.
Tactical Awareness (Ex): At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level). This ability replaces bravery.
--------------------
Background:
Grew up in Shiman-Sekh. Left home in early teens, joining a gang of tomb raiders. They moved together to Eto. Though they profited from their meager finds, he was fascinated with the history of the sites they explored.
Tattoos:
Upper left shoulder: Three obelisks with a black scarab beetle walking away from them towards the middle of his upper back.
Middle of upper back: The beetle walks past the sarcophagus of a pharaoh holding a khopesh in one hand and a crowbar in the other.
(16 or 17)
Fast Learner (int 13, +1HP & +1 skill pt per favored class lvl, Adv Race Guide)
Alertness (+2 to Perception, Sense motive)
Crit focus (BAB 9)
Dodge (dex 13)
Combat Expertise (int 13)
Gang up (flank if 2 allies are adjacent to enemy, APG)
Swift aid (aid another as swift action for +1)
Imp Disarm (combat expert)
Gr Disarm (Imp Disarm, BAB 6)
Disarm strike (adv pg, BAB 9)
Imp Trip (combat expert)
Felling Smash (ult combat, BAB 6, power attack)
Gr Trip (Imp trip, BAB 6)
Trip Strike (adv pg, BAB 9)
Mobility (dodge)
Spring attack
Wind Stance (dex 15, BAB 6)
Lightning stance (dex 17, BAB 11)
Improved Crit (BAB 8)
Intimidating prowess
Iron Will
Improved iron Will
Lunge (BAB 6)
Power Attack
cleave
Gr cleave
Toughness
Vital Strike (BAB 6)
Imp vital strike (BAB 11)
Gr vital strike (BAB 16)
Weapon focus
Dazzling display
Gory finish
Gr weapon focus (8th lvl)
Weapon spec (4th lvl)
Gr weapon Spec (12th lvl)
Practiced Tactician (lvl 5)
Outflank (BAB 4)
Paired Opportunists
Tandem Trip (ult combat)
Deadly finish (Ult combat, BAB 11)
Flanking foil (ult combat)
Potential rebuild:
str 14, dex 15 (+2 human), con 13, int 14, wis 12, cha 12
one idea: trade fast learner for iron will or something at lvl1
1st lvl:
Heart of the Wilderness (replaces skilled)
6 skill pts: diplomacy +5, dungeoneering +7, geography +7, history +3, perception +6, profession (merchant) +5, survival +5
traits: Tomb Raider (+1 Perception, +1 Kn: Dungeon), Fast-Talker (+1 Bluff)
feats: iron will, weapon focus
init: +2
melee: flail +4 1d8+2
AC: 19
HP: 12
F +3 R +2 W +3
speed 20
equipment: flail, scale mail (+5, -4), heavy wooden shield (+2, -2)
ACP: -6