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Eligos

Auron Rurikski's page

145 posts. Alias of randall793.


Race

Human (Cheliax)

Classes/Levels

Order of the Cockatrice Cavalier (Hound Master) 2

Gender

Male

Special Abilities

Fort(5), Ref(1), Will(0)

Alignment

AC(20), Tch(11), Fft(19)

About Auron Rurikski

#################################################
Auron Rurikski CR 1, Male Human Cavalier (Hound Master) 2
LN Medium Humanoid (Human)
Init +1; Perception +0 (+4 to spot statue-like creatures)
#################################################
Jhaik - War Hound of Auron Rurikski
Init +2; Perception +5
Senses Low-Light, Scent
#################################################
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DEFENSE
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +2 shield, +1 Dex)
HP 21 (2d10+4+2) (13 + 8) Currently 21/21
Fort +5, Ref +1, Will +0
--------------------
OFFENSE
--------------------
Spd 30 ft (20ft due to armor)
Melee (+1 to base damage if flanking)
..1-h Warhammer +6 (2 + 4) (1d8+4/x3)
..1-h Cold Iron Longsword +6 (2 + 4) (1d8+4/19-20/x2)
..1-h Dagger +6 (2 + 4) (1d4+4/19-20/x2)

..1-h Power Attack Warhammer +5 (2 + 4 - 1) (1d8+6/x3)
..1-h Cold Iron Power Attack Longsword +5 (2 + 4 - 1) (1d8+6/19-20/x2)

Ranged
..Javelin +3 [2 + 1] (1d6+4/x2) @ 30ft
..Dagger +3 [2 + 1] (1d6+4/19-20/x2) @ 10ft
..Sling +3 [2 + 1] [1d4+4/x2] @ 50ft
--------------------
STATISTICS
--------------------
Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 10
Base Atk +2; CMB +6; CMD 17

Traits:
Dirty Fighter, Ruin Raider

Skills:

Total Skill Points (4 + 4 + 1 + 1)
++++++++++++++++
Chainmail - (-5)
Heavy Wooden Shield - (-2)
Armoured Kilt - (0)
++++++++++++++++
Acrobatics DEX *1* (1)
Appraise(Class via Order with trait) INT *6* (1+1+3+1)
Bluff(Class) CHA *4* (0+1+3)
Climb(Class) STR *8* (4+1+3)
Diplomacy(Class) CHA *4* (0+1+3)
Disguise CHA *0*
Escape Artist DEX *1*
Fly DEX *1*
Handle Animal(Class) CHA *5* (0+2+3)
Heal WIS *0*
Intimidate(Class+Feat) CHA *9* (0+2+3+4)
Perception WIS *0*
Perform(Wind Instruments)(Class via Order) CHA *4* (0+1+3)
Ride DEX(Class) *1*
Sense Motive(Class) WIS *4* (0+1+3)
Stealth DEX *1*
Survival WIS(HoW trait) *1*
Swim(Class) STR *4*

Languages:
Common, Infernal

Special Qualities:

Challenge(Ex)(1/day)
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.
Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting his mount). This bonus increases by +1 for every four levels the cavalier possesses.

Braggart(Ex)
At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

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ITEMS
--------------------

Combat Gear:

Worn
Chainmail
Armoured Kilt
Heavy Wooden Shield with Sconce
7 Javelins
Traveler's Outfit
Warhammer
Cold Iron Longsword in Combat Scabbard
Dagger in Spring Loaded Wrist Sheath (R Arm)

1st Belt Pouch
6 Flasks of Acid
Sling
30 bullets

2nd Belt Pouch
2 Potions of CLW [1st Lvl]
Flask of Ale

Backpack
3 Flasks of Oil
1 Potion of Pathfinder CLW
Rations (3/Days)
8 Torches
2 Sets of Peasant's Outfit
1 Bedroll
1 Blanket
Hemp Rope 50ft
Grappling Hook
Flint & Steel
Silent Whistle
Everburning Torch
Hooded Lantern
Seven ancient holy symbols of Pharasma

{Sack in backpack}
Dried Meat for 7/days

Total Weight


--------------------
WEIGHT ALLOWANCE
--------------------
Light 100, Medium 200, Heavy 300, Lift over head 300, Lift off ground 600, Push / Drag 1500.

-------------------
COIN
-------------------
PP: 0
GP: 20
SP: 117
CP: 0

--------------------
SPECIAL ABILITIES
--------------------
Bonus Feat: Humans select one extra feat at 1st level.

Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait. Death at HP(-15)

War Hound (Ex): At 1st level, a hound master gains the service of a loyal war hound to aid him in battle. This hound functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature has the same stats as a wolf.

Order of the Cockatrice: An order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).

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. Allies do not need to meet the prerequisites of these bonus feats. 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.
Used 0/1 day

Challenge (Ex): 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is 1. 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, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Used 0/1 day

Braggart (Ex): At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

Background:

Born a bastard son of a noble family, Auron's fate would have seen him relegated to mere serf duty had it not been for his red colored hair at birth. Thought destined for some historical moment of note, his sire decided to train him to serve as a knight in his household. But as he grew and became of age his once crimson hair turned ginger gradually, hence relegating his training as a knight to mere hound keeper.

His best friends only relying in the hounds he trains, Auron decided his fate was his own, and to change he must take matters into his own hands. Leaving the household with his loyal mastiff, the hound master made his way to Varisia, using what training he had as a partially trained knight adapting skill at arms in tandem with his fighting companion, Jhaik the Mastiff, as sellswords.

Having reached the city of Kaer Maga, Auron was contracted to investigate the mysterious circumstances within a Pharasmal burial crypt. Having solving the problem to the root of it, Auron emerges wealthier with a group of adventurers he met while down below.

--------------------
XP=2000

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Jhaik - War Hound of Auron Rurikski:

===================================
LN Medium Animal (Wolf)(2)
Init +2; Senses Low-Light, Scent
Perception +5
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 16 (+3 armor, +3 natural armor, +2 Dex)
hp 20 (3d8+4)
Fort +5, Ref +5, Will +1
--------------------
OFFENSE
--------------------
Spd 50 ft

Melee
:::Bite +4 (1d6+2/x2, trip)

--------------------
STATISTICS
--------------------
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +3; CMD 15 (19 vs trip)

---------------
Skills (3)
---------------
Masterwork Studded Leather = 0
Acrobatics(Class) DEX *2*
Climb(Class) STR *1*
Escape Artist DEX *2*
Fly DEX *2*
Intimidate CHA *-4*
Perception(Class) WIS *5* (1+1+3)
Sense Motive WIS *1*
Stealth(Class) DEX *7* (2+2+3)
Survival WIS *1*
Swim STR *1*

SQ Trip (Ex)

---------------
Feats (2)
---------------

Weapon Focus (Bite) (1st)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Armor Proficiency, Light (Free)

Improved Natural Armour (2nd)
This creature's hide is tougher than most. Benefit: The creature's natural armor bonus increases by +1.

--------------------
ITEMS
--------------------
Combat Gear
Barding (MW Studded Leather)

WEIGHT ALLOWANCE
Light 75, Medium 150, Heavy 225, Lift over head 225, Lift off ground 450, Push / Drag 1125

--------------------
SPECIAL ABILITIES
--------------------
Trained for Fighting: An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks.

Link (Ex): A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Scent (Ex): You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.


Animal Tricks (7):

Attack (2 tricks)
The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Down (1 trick)
The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Stay (1 trick)
The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.

Track (1 trick)
The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

Come (1 trick)
The animal comes to you, even if it normally would not do so.

Defend (1 trick)
The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.


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