Post by cOMMUNISMISFANCY on Jan 10, 2010 14:31:31 GMT -5
Sir Tolman Marca Proudfoot
Strongheart Halfling
Cavalier [Order of the Sword] 2
NG Small Humanoid
Init +4; Listen +2; Spot +2
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Defense
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AC 21, touch 15, flat-footed 17 (Breakdown: +4 Armor, +2 Shield, +4 Dex, +1 Size)
HP 31 (2d10+11)
Fort +6 (+3 Base, +3 Con), Ref +4 (+4 Dex), Will +4 (+2 Wis, +2 Good Alignment)
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Offense
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Speed: 20 ft. (20 ft. in armor)
Melee: Lance +6 (1d6+3/18-20×2)
Longsword +6 (1d6+3/19/20x2)
Ranged:
Space/Reach: 5 ft.
Special Attacks: Challenge 1/Day, Order 1/Day
Spell-Like Abilities:
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Statistics
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Str 16, Dex 19, Con 16, Int 13, Wis 15, Cha 16
Base Atk: +2; CMB: +5; CMD: 17
Feats: Dauntless(Regional), Mounted Combat, Ride-By-Attack, Precise Strike
Skills, abilities, and weaknesses: Bluff, Climb +7, Craft, Diplomacy +8, Handle Animal +8, Intimidate +7, Knowledge(Religion) +5, Knowledge(Nobility) +5, Profession, Ride +9, Sense Motive +6, and Swim -3
Languages: Common, Elven
SQ:
Combat Gear:
Other Gear: Small-Sized Chain Shirt, Small-Sized Heavy Steel Shield, Small-Sized Lance, Small-Sized Longsword, Wooden Longsword, 55 GP
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Special Abilities
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Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.
A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses all benefits gained from his order for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting.
Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Precise Strike (Combat, Teamwork)
You are skilled at striking where it counts, as long as an ally distracts your foe. Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Order of the Sword
Cavaliers who join the order of the sword dedicate their lives to the code of chivalry, living a life of honor, valor, and fairness. Cavaliers of this order tend to swear service to a lord or a lady. Of all the orders, the order of the sword is perhaps the broadest in terms of its focus and ideals.
Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.
Challenge: Whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the sword cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: An order of the sword cavalier receives the following abilities as he increases in level.
By My Honor (Ex): At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice.
Ettore
Elven Hound
Cavalier Mount
NG Medium Magical Beast
Init +3; Listen +x; Spot +x
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Defense
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AC 17, touch 14, flat-footed 173(Breakdown: , +3 Dex, +4 Natural)
HP 33 (3d10+3)
Fort +4, Ref +6, Will +2
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Offense
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Speed: 50 ft.
Melee: Bite (1d8+4)
Ranged:
Space/Reach: 5 ft.
Special Attacks:
Spell-Like Abilities:
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Statistics
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Str 17, Dex 17, Con 13, Int 2, Wis 12, Cha 8
Base Atk: +2; CMB: +5; CMD: 17
Feats: Track(Bonus), Power Attack, Improved Overrun, Light Armor Training
Skills, abilities, and weaknesses: Survival (2) +8, Jump (2) +7, Spot (1) + 4, Listen (0) +3, Climb (0) +3
Languages: Elven
SQ: Immune to sleep, low-light vision, resist
enchantment, scent, sprint
Combat Gear:
Other Gear: Small-Sized Chain Shirt, Small-Sized Heavy Steel Shield, Small-Sized Lance, Small-Sized Longsword, 55 GP
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Special Abilities
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Sprint (Ex): Although an elven hound can go head to head
with many creatures, its strength lies in the chase. Once per
hour, an elven hound can move five times its normal speed
(250 feet) when it makes a charge.
Tricks: Combat Training (DC 20): An animal trained to bear
a rider into combat knows the tricks attack, come,
defend, down, guard, and heel. Training an animal for
combat riding takes 6 weeks. You may also “upgrade”
an animal trained for riding to one trained for combat
by spending 3 weeks and making a successful DC 20
Handle Animal check. The new general purpose
and tricks completely replace the animal’s previous
purpose and any tricks it once knew. Many horses and
riding dogs are trained in this way.
Bonus Tricks: Track & Seek
Strongheart Halfling
Cavalier [Order of the Sword] 2
NG Small Humanoid
Init +4; Listen +2; Spot +2
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Defense
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AC 21, touch 15, flat-footed 17 (Breakdown: +4 Armor, +2 Shield, +4 Dex, +1 Size)
HP 31 (2d10+11)
Fort +6 (+3 Base, +3 Con), Ref +4 (+4 Dex), Will +4 (+2 Wis, +2 Good Alignment)
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Offense
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Speed: 20 ft. (20 ft. in armor)
Melee: Lance +6 (1d6+3/18-20×2)
Longsword +6 (1d6+3/19/20x2)
Ranged:
Space/Reach: 5 ft.
Special Attacks: Challenge 1/Day, Order 1/Day
Spell-Like Abilities:
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Statistics
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Str 16, Dex 19, Con 16, Int 13, Wis 15, Cha 16
Base Atk: +2; CMB: +5; CMD: 17
Feats: Dauntless(Regional), Mounted Combat, Ride-By-Attack, Precise Strike
Skills, abilities, and weaknesses: Bluff, Climb +7, Craft, Diplomacy +8, Handle Animal +8, Intimidate +7, Knowledge(Religion) +5, Knowledge(Nobility) +5, Profession, Ride +9, Sense Motive +6, and Swim -3
Languages: Common, Elven
SQ:
Combat Gear:
Other Gear: Small-Sized Chain Shirt, Small-Sized Heavy Steel Shield, Small-Sized Lance, Small-Sized Longsword, Wooden Longsword, 55 GP
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Special Abilities
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Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.
A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.
Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses all benefits gained from his order for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting.
Tactician (Ex): At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.
Precise Strike (Combat, Teamwork)
You are skilled at striking where it counts, as long as an ally distracts your foe. Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Order of the Sword
Cavaliers who join the order of the sword dedicate their lives to the code of chivalry, living a life of honor, valor, and fairness. Cavaliers of this order tend to swear service to a lord or a lady. Of all the orders, the order of the sword is perhaps the broadest in terms of its focus and ideals.
Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.
Challenge: Whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the sword cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order Abilities: An order of the sword cavalier receives the following abilities as he increases in level.
By My Honor (Ex): At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice.
Ettore
Elven Hound
Cavalier Mount
NG Medium Magical Beast
Init +3; Listen +x; Spot +x
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Defense
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AC 17, touch 14, flat-footed 173(Breakdown: , +3 Dex, +4 Natural)
HP 33 (3d10+3)
Fort +4, Ref +6, Will +2
--------------------------------------------------------------------------------
Offense
--------------------------------------------------------------------------------
Speed: 50 ft.
Melee: Bite (1d8+4)
Ranged:
Space/Reach: 5 ft.
Special Attacks:
Spell-Like Abilities:
--------------------------------------------------------------------------------
Statistics
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Str 17, Dex 17, Con 13, Int 2, Wis 12, Cha 8
Base Atk: +2; CMB: +5; CMD: 17
Feats: Track(Bonus), Power Attack, Improved Overrun, Light Armor Training
Skills, abilities, and weaknesses: Survival (2) +8, Jump (2) +7, Spot (1) + 4, Listen (0) +3, Climb (0) +3
Languages: Elven
SQ: Immune to sleep, low-light vision, resist
enchantment, scent, sprint
Combat Gear:
Other Gear: Small-Sized Chain Shirt, Small-Sized Heavy Steel Shield, Small-Sized Lance, Small-Sized Longsword, 55 GP
--------------------------------------------------------------------------------
Special Abilities
--------------------------------------------------------------------------------
Sprint (Ex): Although an elven hound can go head to head
with many creatures, its strength lies in the chase. Once per
hour, an elven hound can move five times its normal speed
(250 feet) when it makes a charge.
Tricks: Combat Training (DC 20): An animal trained to bear
a rider into combat knows the tricks attack, come,
defend, down, guard, and heel. Training an animal for
combat riding takes 6 weeks. You may also “upgrade”
an animal trained for riding to one trained for combat
by spending 3 weeks and making a successful DC 20
Handle Animal check. The new general purpose
and tricks completely replace the animal’s previous
purpose and any tricks it once knew. Many horses and
riding dogs are trained in this way.
Bonus Tricks: Track & Seek