Frederick Ackerman

Details

Details
Name Frederick Ackerman Gender Male
Race Human Age 22
Class Commander Sign Aquarius
Level 1 XP 0

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Statistics

Ability Scores

Ability Scores
Ability Score Modifier Bonuses
Strength 12 1 -
Constitution 12 1 -
Dexterity 12 1 -
Intelligence 16 3 Race (+2)
Wisdom 8 -1 -
Charisma 18 4 Class (+2)

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Combat Scores

Combat Scores
Stat Current Maximum
Hit Points 24 24
Armor Class 14 14
Phys. Defense 14 14
Mental Defense 16 16
Initiative Bonus 2 2
Recoveries 8 8

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Features

Racial Traits

Racial Traits
Trait Effect
Bonus Feat Starts at 1st Level with two feats instead of one.
Quick to Fight Racial Power. At the start of each battle, roll initiative twice and choose the desired result.

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Class Features

Class Features
Feature Action Use Type Target Attack Hit Damage Miss Damage Effect
Melee Attack Standard At Will One Enemy 1d20+2 vs AC 1d6+1 (Shortsword) 1 -
Ranged Attack Standard At Will One Enemy 1d20+2 vs AC 1d6+1 (Light crossbow) - -
Weigh the Odds Standard - - - - - Gain 1d4 Command Points (CP).

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Talents

Talents
Talent Effect
Battle Captain Once per battle, when you have 2+ CP left after giving a Command, you can use an Interrupt Action on a different ally's turn before the start of your next turn.
Destined to Lead When you roll a 5 or 6 on an Icon Relationship die, you gain 2 bonus CP that last until the end of the session. When you use one of your bonus CP, tell a story about something related to the icon comes into play to make you a better leader.
Forceful Command When you give a command that lets an ally roll a d20, you can spend additional CP before the roll up to the escalation die value, minimum 1. The ally gains a +2 to the roll per CP spent this way.

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Commands and Tactics

Commands and Tactics
Power Type Action CP Cost Recharge Target Effect Special
Rally Now Command Interrupt 1 - One Nearby Ally (Ally's Turn) The target can rally as a Free Action this turn. Spend an extra CP: Target unconscious ally.
Try Again Command Interrupt 2 - One Nearby Ally that made an attack roll (Ally's Turn) Target can reroll attack; new result is final -
You Set Them Up, I Finish Command Interrupt 4 - One Nearby Ally (Ally's Turn) that hits an enemy you can see with an attack this turn Ally increases damage by your CHA Mod. During your next turn, gain a +2 to melee attacks vs. that enemy. -
Basic Tactical Strike Tactic Quick Action - +11 after battle One Nearby Ally Target makes a basic attack as a free action. -

Feats

Feats
Feat Level Feat Effect
Bonus Feat Weigh the Odds (Adv) Once per day, add your CHA Mod to the number of CP you get from Weigh the Odds.
Level 1 Basic Tactical Strike (Adv) If the target hits, they add your CHA Mod to the damage dealt by the attack.

Character Traits

One Unique Thing

One Unique Thing
"I'm a beloved war hero for turning the tide of a brutal demonic invasion when defeat seemed assured. No one knows that it was pure accident and chance on my part, and I've been saddled with a reputation and an expectation of ability that I can't possibly live up to."

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Icon Relationship

Icon Relationship
Image Icon Type Points
- Kingdom of Middle Ivalice Positive 1
- Nanten Commonwealth Conflicted 1
- March of Limberry Negative 1

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Backgrounds

Backgrounds
Background Description
Making It Up As He Goes+3 Frederick's nowhere near skilled enough to plan his victories in advance. He wins (or more rather, escapes death) typically through a chain of inspired yet increasingly desperate ploys that he makes up as he goes along.
War Hero+3 Frederick might not be the hero people think he is, but his social capital rides on that idea, so he's skilled at playing the part.
Educated Nobility+2 Nobility, but not socially influential enough to rub shoulders with the elite nor that financially secure, Frederick's noble roots were useful mostly in ensuring him a well-rounded gentleman's education.

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