Amin Jalento

Aodhan Vere's page

10 posts. Alias of varathiel.


Full Name

Aodhan Vere

Race

Human

Classes/Levels

Order of the Flame Cavilier (Gendarme) 3

Gender

Male

Size

Medium

Age

24

Alignment

Lawful Neutral

Location

Brevoy

Languages

Common

Strength 18
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Aodhan Vere

Aodhan Vere:

Aodhan Vere
Cavalier (Gendarme) 3
LN Medium humanoid (human)
Init +2; Perception +0
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Defense
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AC 21, touch 10, flat-footed 21 (+9 armor, +2 Shield)
HP 31 (3d10+6+3, favored class)
Fort +5, Ref +1, Will +1 (+2 vs Fey)
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Offense
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Speed 20 ft. (30 ft. no armor)
Melee +8 Mwk Lance (TH: 1d8+6/20x3) (OH: 1d8+4/20x3; while mounted)
Melee +8 Mwk Longsword (TH: 1d8+6/19-20x2) (OH: 1d8+4/19-20x2)
Melee +8 Mwk Heavy Flail (1d10+6/19-20x2)
Melee +7 Shield Bash (TH: 1d4+6/20x2) (OH: 1d4+6/20x2)
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Statistics
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Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 14
Base Atk +3; CMB +7; CMD 17
Languages Common
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Feats
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Mounted Combat
Power Attack
Ride-By Attack
Spirited Charge
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Traits and Drawbacks
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Excitable You gain a +2 trait bonus on all Initiative checks.
Guard You gain a +2 trait bonus on Profession (soldier) and Ride checks. You begin play with a free combat-trained heavy horse, studded leather barding, military saddle, saddlebags, and a bit and bridle, or may alternatively choose to begin play with free masterwork leather lamellar barding. You may double the Defense benefit granted by any one building in each city you control; this benefit may only be gained once per hex.
Noble Born You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
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Skills
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Acrobatics +0 [-4 or -6]
Appraise +0
Bluff +7 (2 rank)
Climb +4 [0 or -2]
Craft +0
Diplomacy +7 (2 rank; +9 vs Fey)
Disguise +2
Escape Artist +0 [-4 or -6]
Fly +0 [-4 or -6]
Handle Animal +7 (2 rank)
Heal +0
Intimidate +6 (1 rank)
Knowledge (local) +5 (2 rank)
Linguistics +0
Perception +0
Profession (Soldier) +6 (1 rank)
Ride +8 (3 rank; no armor penalty when mounted)
Sense Motive +4 (1 rank)
Stealth +0
Survival +4 (1 rank)
Swim +4 [0 or -2]

Gear:

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Gear
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Combat Gear potion of cure light wounds (4)
Other Gear mwk full plate, heavy steel shield, mwk heavy flail, mwk lance, mwk longsword, belt pouch, flint and steel, ink, black, inkpen, journal, masterwork backpack, mirror, signal whistle, signet ring, soap, tabard, trail rations (5), waterskin, 62 gp, 1 sp


Special Abilities:

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Special Abilities
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Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon and Armor Proficiency Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Bonus Feats A gendarme trains to be a mounted terror, almost to the exclusion of all other abilities. He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select these bonus feats from the following list: Improved Bull Rush, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Spring Attack, and Unseat. If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as Combat Feats.

This ability replaces tactician, greater tactician, master tactician, and the standard cavalier’s selection of bonus feats.

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 the benefits from his order's challenge ability 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 or GM's preference.

Order of the Flame

Edicts: The cavalier must pursue glory for himself and those with whom he associates. He must strive to heap glory upon his name, no matter the costs. He must challenge and defeat an ever-increasing host of rivals to further cement his illustrious reputation.

Challenge: A cavalier of the order of the flame becomes ever more emboldened with each glorious victory. As an immediate action after reducing the target of his challenge to 0 hit points or fewer, the cavalier can elect to issue a glorious challenge to an opponent within 15 feet.

Glorious Challenge: A glorious challenge does not count against the cavalier's number of challenges per day, but otherwise acts like a cavalier's challenge class feature.

When he issues a glorious challenge, the cavalier takes a –2 penalty to AC for the duration of the glorious challenge (this penalty stacks with the usual –2 AC penalty against opponents other than the target of the cavalier's challenge).

The cavalier gains a morale bonus on melee damage rolls against the target of his glorious challenge equal to 2 × the number of consecutive glorious challenges he has issued thus far. As long as he continues to defeat targets of his glorious challenges and there are more opponents in range, the cavalier can continue to issue glorious challenges indefinitely, with the penalty to AC and the bonus on damage rolls increasing with each subsequent foe. For example, a 5th-level cavalier that has just issued his third glorious challenge after defeating the original target of his challenge takes a –6 penalty to AC (–8 against creatures other than the target of his glorious challenge) and gains a +11 bonus on melee damage rolls (a +5 bonus from his base challenge ability plus a +6 morale bonus for three consecutive glorious challenges).

Skills: A cavalier of the order of the flame adds Knowledge (local) and Survival to his class skills. Whenever the cavalier's current hit point total matches or exceeds his maximum hit point total, he gains a bonus on Intimidate checks equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier of the order of the flame gains the following abilities as he increases in level.

- Foolhardy Rush: At 2nd level, the cavalier can charge across the battlefield at a moment's notice. Whenever the cavalier attempts an initiative check, as long as he rolls an 11 or higher on the die, he can move up to his base speed as an immediate action and he is not considered flat-footed.

If the cavalier takes an action to move during his next turn, he subtracts the number of feet moved during the initiative check from his total movement.

- Daunting Success: At 8th level, whenever the cavalier confirms a critical hit with a melee weapon, as an immediate action he can attempt an Intimidate check to demoralize all foes within 15 feet who can see him. This ability can be used only once per combat.

- Blaze of Glory: At 15th level, the cavalier can declare a blaze of glory as a standard action. For a number of rounds equal to his Charisma modifier, the cavalier increases his base speed by 10 feet, can ignore difficult terrain while charging, and gains a +4 bonus on his attack rolls (instead of +2). A cavalier can use this ability only once per combat.

Cavalier's Charge (Ex) At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.


Backstory:

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Backstory
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Description
Hair: Reddish Blonde
Eyes: Hazel
Height: 6'1"
Weight: 185 lbs.

Aodhan presents a tall figure clad in gleaming scale mail beneath which is the garb of an explorer. Above the armor lays a tabard of orange, silver and black that displays a noble coat of arms. His reddish blonde hair is messy but short and his hazel eyes are alight with passion.

Personality
Aodhan is intense but friendly. His passionate nature can sometimes lead him into leaping into situations that may prove to be precarious. He feels more alive in battle than at any other time.

Backstory
The Vere family is of minor nobility with ties to the Medvyed family. Aodhan is the youngest of four brothers. These two facts combine to create a situation that Aodhan is not happy with. He will never be the patriarch of his family and because the family is only minor nobility he can expect to live his life in obscurity. Obscurity is worse than death in his mind. He longs for his name to be remembered across the ages like the heroes of old. It became clear to him that he would never achieve this dream unless he set out on his own.

He joined the Brevic military at a young age, where he was trained by a Brevic Knight. His familiarity with and love of horses treated him very well in this regard. It was here that he met a warhorse named Brenna, whom he bonded with. After a few years he realized that the military, while it had taught him many important things, offered none of the glory that he sought. He wondered what to do and began considering and eventually chose the life of an adventurer.

Only months after making this decision he came to the attention of the Lord Mayor of Restov. A chance to establish a new nation!!!! It seems that his wish has come true. Here is a task that will be remembered for generations if it succeeds. Aodhan waits impatiently to see which group he will be placed with so that he may begin his long-awaited journey into history.

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Brenna:

Brenna
Horse (charger)
N Large animal
Init +2; Senses low-light vision, scent; Perception +5
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Defense
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AC 21, touch 11, flat-footed 19 (+4 armor, +2 Dex, +6 natural, -1 size)
hp 22 (+9)
Fort +5, Ref +5, Will +2
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Offense
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Speed 50 ft.
Melee bite +4 (1d4+3), 2 hooves +4 (1d6+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats Power Attack, Toughness
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Menace, Throw Rider
Skills Acrobatics +6 (+14 to jump), Intimidate +2, Perception +5
SQ barding training, combat riding, menace, mounted challenge, throw rider
Other Gear mwk lamellar (leather) armor, bedroll, bit and bridle, feed (per day), feed (per day) (4), hemp rope (50 ft.), mess kit, military saddle, pot, saddlebags, saddlebags, saddlebags, torch (10)
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Special Abilities
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Barding Training 1 Worn armor -1 check penalty, +1 max DEX.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Menace [Trick] Attempts to keep creature from moving.
Mounted Challenge +1 +1 to damage target, +1 AC vs. others when used
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Throw Rider [Trick] Attempts to throw creature riding it to ground.