Alasir

Captain of the Crimson Cord Guards

Description:

Alasir
Male human warrior 11
N Medium humanoid (human)
Init 0; Senses Perception +7
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Defense
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AC 19, touch 10, flat-footed 19 (
7 armor, 2 shield)
hp 98 (11d10
33)
Fort 8, Ref +3, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +14/
9/4 (1d83/19-20) or
dagger 13/8/3 (1d42/19-20) or
shortspear 13/8/3 (1d62)
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Statistics
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Str 14, Dex 10, Con 12, Int 10, Wis 11, Cha 8
Base Atk 11; CMB +13; CMD 23
Feats Bodyguard, Combat Reflexes, Diehard, Endurance, Power Attack, Toughness, Vital Strike
Skills Acrobatics -2 (-6 to jump), Climb +2, Diplomacy +1, Handle Animal +3, Intimidate +9, Knowledge (local) +2, Linguistics +1, Perception +7, Profession (Guard) +6, Ride -1, Sense Motive +4
Languages Leilioran, Tradespeak
Other Gear +1 breastplate , heavy wooden shield, +1 longsword , dagger, shortspear, belt pouch, flint and steel, light horse, backpack, bedroll, hemp rope (50 ft.), mess kit, pot, soap, torch, trail rations, waterskin, 24 pp, 1,490 gp, 8 sp, 9 cp
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Special Abilities
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Bodyguard Use an AoO to use aid another to improve an ally’s AC.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Power Attack -3/
6 You can subtract from your attack roll to add to your damage.
Vital Strike Standard action: x2 weapon damage dice.

Bio:

Alasir is a former city guardsman for the city of Aldasar. He is a now a Captain of the guards for the Crimson Cord, the adventuring party consisting of Rilka, Savaric, Surm Ulrich, and Mõrvar Ulrich.

Alasir

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