Captain Herreman

Captain Herreman is a grim half-orc edging toward middle age, with a thick beard that he thinks hides his orcish tusks.

Description:

CAPTAIN HERREMAN    CR 6
Male Half-Orc Fighter 7
LN Medium Humanoid (Orc)
Init + 1; Senses Darkvision (60 feet); Perception + 6


DEFENSE

AC 20, touch 11, flat-footed 19   (+ 9 armor, + 1 Dex)
hp 61 (7d10 + 14)
Fort + 8, Ref + 4, Will + 4
Defensive Abilities Bravery + 2

OFFENSE

Spd 30 ft.
Melee + 1 Halberd + 14/+ 9 (1d10 + 10/20/x3) and
   Gauntlet (from Armor) + 11/+ 6 (1d3 + 4/20/x2) and
   Unarmed Strike + 11/+ 6 (1d3 + 4/20/x2)
Ranged Longbow, Comp. (Str + 4) + 8/+ 3 (1d8 + 4/20/x3)
Special Attacks Weapon Training: Pole Arms

STATISTICS

Str 18, Dex 12, Con 14, Int 13, Wis 8, Cha 10
Base Atk + 7; CMB + 11 (+ 15 Tripping); CMD 22 (24 vs. Trip)
Feats Alertness, Combat Expertise + /- 2, Dazzling Display: Halberd, Greater Trip, Improved Trip, Iron Will, Weapon Focus: Halberd, Weapon Specialization: Halberd
Skills Acrobatics – 2, Climb + 1, Diplomacy + 3, Escape Artist – 2, Fly – 2, Handle Animal + 4, Intimidate + 10, Knowledge: Engineering + 5, Perception + 6, Profession: Soldier + 5, Ride + 2, Sense Motive + 6, Stealth – 2, Swim + 1
Languages Common, Goblin, Orc
SQ Armor Training 2 (Ex), Orc Ferocity (1/day)
Combat Gear Masterwork Full Plate, + 1 Halberd, Arrows (20), Longbow, Comp. (Str + 4); Other Gear Cloak of Resistance, + 1, Potion of Cure Moderate Wounds (2), Tanglefoot bag (2)

SPECIAL ABILITIES

Armor Training 2 (Ex) Worn armor – 2 check penalty, + 2 max DEX.
Bravery + 2 (Ex) + 2 Will save vs. Fear
Combat Expertise + /- 2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazzling Display: Halberd Intimidate check to demoralize can affect those within 30’ who see you.
Greater Trip + 2 to Trip, target provokes AoO when tripped.
Improved Trip You Trip at + 2 and don’t cause an attack of opportunity.
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Weapon Training: Pole Arms + 1 (Ex) + 1 Attack, Damage, CMB, CMD with Pole Arms

BASIC DETAILS

Boon Captian Herreman may detain an NPC of up to 9th level for 24 hours and allow a single PC access for questioning, or he could assign one patrol of guards to assist the PCs inside or outside the city for up to 1 hour.

Bio:

Captain Herreman

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