Init: +1. Senses: Perception +10. Ac: 23, touch 13, flat-footed 21 (+10 armor, +1 deflection, +1 Dex, +1 dodge).
Hp: 85 (11d10+25).
Fortitude: +11. Reflex: +6. Will: +5; +3 vs. fear. Defensive Abilities: bravery +3.
Speed: 30 ft.. Melee: +1 glaive +19/+14/+9 (1d10+11) or armor spikes +15/+10/+5 (1d6+4). Ranged: composite longbow +13/+8/+3 (1d8+5/×3). Special Attacks: weapon training (polearms +2, bows +1). Strength: 18. Dexterity: 12. Constitution: 14. Intelligence: 14. Wisdom: 10. Charisma: 10.
Base Attack: +11. Cmb: +15. Cmd: 28.
Feats: Combat Expertise, Combat Reflexes, Disruptive, Dodge, Improved Vital Strike, Lunge, Mobility, Spellbreaker, Spring Attack, Vital Strike, Weapon Focus (glaive), Weapon Specialization (glaive), Whirlwind Attack.
Skills: Diplomacy +5, Handle Animal +5, Intimidate +13, Knowledge (dungeoneering) +6, Knowledge (engineering) +10, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility) +4, Perception +10, Profession (soldier) +14, Ride +9, Sense Motive +5, Survival +4.
Languages: Common, Goblin, Orc. Special Qualities: armor training 3. Combat Gear: potions of cure light wounds (2). Other Gear: +1 full plate with cold iron armor spikes, +1 glaive, composite longbow (+4 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, ring of protection +1, heavy horse (combat trained) with chain shirt barding and military saddle. Boon: Generals can provide access to trustworthy mercenary troops. A character with Leadership gains a +2 bonus to Leadership for recruiting followers for 1 month. Other PCs can hire mercenaries at a 20% discount..
Generals are the masters of the battlefield, expert and veteran soldiers who conceive and execute tactical plans and inspire their troops on to victory. Generals may command from a rearward vantage point, but when needed, may dive into the fray with sword in hand to turn the tide through sheer puissance. Generals can be used as arena champions, masters of fighting schools, or elite warriors trained to fight with or against spellcasters. A general is usually accompanied by a knight adjutant, with a lance of four cavalry as bodyguards and messengers (CR 12).