Despite his weapon in hand, Gerald figures the taxidermist is more craftsman than combatant. Without missing a beat, he steps forward, leaving his weapon clattering to the floor. He lunges in over the man's arms, to pin him down.

Spoiler: Round 1?
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Gerald Sotheby
M CG Human Cavalier (Disciple of Pike), Level 2, Init 1, HP 24/24, Speed 20
AC 18, Touch 11, Flat-footed 17, CMD 17, Fort 6, Ref 1, Will 0, CMB +6, Base Attack Bonus 2
Bardiche +6 (1d10+6, 19-20, x2)
Lucerne hammer +6 (1d12+6, x2)
Halberd +6 (1d10+6, x3)
Banded Mail (+7 Armor, +1 Dex)
Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
Condition Resolute: When wearing armor, reduce 1 point of incoming damage to NL
Challenge: 1/1
Tactician: 1/1, 4 rds
Honorable Champion: 1/1
Bigger they are: +1 AC vs large enemies, +2 vs huge

(1d20+1)[8] init, if applicable
(1d20+6)[26] grapple

Nathaniel Sotheby
M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 19/19, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 5, Ref 4, Will 6, CMB 1, Base Attack Bonus 1
Glaive +5 (1d10, x3)
Daggers +5 (1d4, 19-20, x2)
Mace, Light +5 (1d6, x2)
Chain Shirt (+4 Armor, +4 Dex)
Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
Condition Dirty fighter: +1 damage when flanking
Child of the Shadows: +2 init in urban settings
Spells: (1st level)
Divine Favor: 1/1
Heightened Awareness: 1/1

(1d20+4)[23] init
(1d20+5)[18] glaive trip attempt (if grapple failed)