Tower

Dwsield2cq9
". . . I'll watch your back . . ."
User: Steven
Campaign: Kingmaker
Race: Human
Gender: Male
Role: Defender
Class: Ftr5/Inq5
Details:
Tower CR 3
XP 800
Male Human Fighter3/Inquisitor3
LN Medium Humanoid (Human)
Init +5; Senses Perception +6

DEFENSE
AC 25, touch 13, flat-footed 22 (+6 armor, +3 Dex, +6 shield)
HP 28 (2d10+8)
Fort +8, Ref +4, Will +7 (+8 vs. fear)

OFFENSE
Speed 30ft.
Melee MW Heavy Steel Shield +5 (1d6+4/x2)
Main: MW Heavy Steel Shield +3 (1d6+4/x2)
Off: MW Heavy Steel Shield +3 (1d6+2/x2)

Spells Prepared (CL 2nd; Concentration +)
Spell-Like Abilities (CL 2nd)
At will-Detect Evil Detect Good Detect Law Detect Chaos

Tactics

Before Combat Unless under immediate threat, Tower takes his time to study his opponents (using his Detection spells) Trying to isolate the biggest threat. Using his knowledge skill he tries to ascertain any weaknesses his opponents may have. Although slow to strike, Tower is the first into the conflict, acting like a shield to his allies, but is not afraid to counterattack to protect his friends.

During Combat Tower concentrates more on defense, always using combat expertise to increase his AC while using perception to keep an omnipresent eye on the fight at hand. Serving primarily as a first line of defense between his comrades and the enemies at hand, Tower knows all to well when he and the group is over their head(s).

If the battle turns south Tower will attempt to Blind his targets with his Blinding Tower Shield to finish his foes quickly or create an escape path to ensure his comrades safety. If it comes down to his life to save his allies, then so be it. Tower will fight to the death to protect his teammates.

STATISTICS
Str 18, Dex 16, Con 18, Int 14, Wis 16, Cha 14
Base Atk +3; CMB +14 (+16 bull rush); CMD 28
Feats Combat Reflexes, Dodge, Improved Bull Rush, Improved Initiative, Mobility, Power Attack, Weapon Focus (greataxe)
Skills Appraise +12, Craft (armorsmithing) +12, Craft (weaponsmithing) +12, Escape Artist +10, Intimidate +12, Perception +11, Ride +13, Sense Motive +11, Stealth +10
Languages Celestial, Common, Terran; telepathy 100 ft.
SQ bravery +1, elemental endurance
Combat Gear potion of cure moderate wounds (2); Other Gear masterwork breastplate, +1 lawful outsider bane greataxe

SPECIAL ABILITIES

TRAITS
Threatening Defender-When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Rich Parents-Your starting cash increases to 900 gp.