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Jameson Addercop IV's page

548 posts. Alias of Balodek.




Cavalier (Gendarme)/5




Common, Giant, Orc

Strength 18
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 8
Charisma 10

About Jameson Addercop IV

Male Half-Orc Cavalier 5 (Gendarme)
LG Medium Humanoid (Orc)
Init +1; Senses Darkvision (60 feet); Perception +4
AC 23, touch 11, flat-footed 22 (+9 armor, +2 shield, +1 Dex, +1 natural)
hp 50 (5d10+15)
Fort +8, Ref +3, Will +3; +2 Morale bonus vs. fear when beneath banner
Defensive Abilities orc ferocity (1/day)
Speed 20 ft.
Melee Heavy Shield Bash +9 (1d4+4/x2) and
. . Lance +9 (1d8+6/x3) and
. . Longsword +9 (1d8+4/19-20/x2)
Special Attacks cavalier's charge, sword's challenge +5 (2/day)
Base Atk +5; CMB +9; CMD 20

Feats, Traits, SQ:

Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.

Armor Expert -1 Armor check penalty.
Rostlander +1 Trait to Fortitude saves

Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Expert Trainer +2 (Ex) +2 to train mounts, reduced training time option.
Sword's Challenge +5 (2/day) (Ex) +5 to damage target, -2 AC vs. others when used, +2 to hit while riding your mount.
Sword's Skills +2 (Ex) +2 to Sense Motive opposing Bluff.

Ironhide Your skin is thicker and more resilient than that of most of your people. +1 Natural Armor
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move - attack - move when charging mounted.
Spirited Charge Double damge when making a mounted charge (triple with a lance).


Acrobatics -5
Appraise +1
Bluff +0
Climb -2
Diplomacy +6
Escape Artist -5
Fly -5
Handle Animal +8
Heal -1
Intimidate +2
Knowledge (Nobility) +5
Perception +4
Ride +3 (+9 on Donal)
Sense Motive +6
Stealth -5
Survival +1
Swim -2


5073 GP 18 SP 16 CP
83.5 lbs Lgt Load 86/173/260
Combat Gear
Mwk Full Plate
Shield, Heavy Wooden
Other Gear
Animal Harness
Backpack (10 @ 21 lbs)
Flint and steel
Pouch, belt (1 @ 1.28 lbs)
Rations, trail (per day) (2)
Rope, hempen (50 ft.)
Shaving kit
Soap, Bar (49 uses)
Cloak of Resistance +1


Male Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +7
AC 22, touch 12, flat-footed 19 (+3 armor, +2 Dex, -1 size, +7 natural, +1 dodge)
hp 44 (+20)
Fort +7, Ref +6, Will +2
Defensive Abilities evasion
Speed 35 ft.
Melee Bite (Horse) +7 (1d4+5/x2) and
. . Hooves x2 (Horse) +7 x2 (1d6+5/x2)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 14, Con 17, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9; CMD 22 (26 vs. Trip)
Feats Dodge, Improved Natural Armor, Toughness +5
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics -1, Climb +2, Escape Artist -1, Fly -3, Perception +7, Ride -1 (+1 to stay in the saddle), Stealth -5, Swim +7
SQ attack any target [trick], combat riding [trick]
Other Gear Studded leather armor, Animal harness, Bedroll, Blanket, Military saddle, Rider, Rider Gear, Saddlebags (2 @ 6 lbs), Tent, small, You have no money!
Special Abilities
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Male Horse
NN Large Animal
Init +2; Senses Low-Light Vision, Scent; Perception +6
AC 10, touch 10, flat-footed 9. . (+1 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Spd 35 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/20/x2) and
. . Unarmed Strike +3 (1d4+3/20/x2)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 16 (20 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics -4, Climb -3, Escape Artist -4, Fly -6, Perception +6, Ride -4, Stealth -8, Swim -3
SQ Riding [Trick]
Other Gear Animal Harness, Crowbar, Feed (per day) (40), Rations, trail (per day) (16), Rope, hempen (50 ft.), Saddle (Pack), Saddlebags (18 @ 31 lbs), Saddlebags (40 @ 400 lbs)
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Jameson Addercop IV:

Jameson was born in Rostland, the 4th in a line of warriors who served the lords of Rostland as sheriffs and marshals. His father took as a wife the daughter of a local Orc chieftain, the result of love born from combat against mutual foes. The bond created to strengthen both families bore true in Jameson, who's love of home and family has caused him to take up arms and work to restore Rostland to it's former glory.

When Brevoy was formed the Addercops faired badly along with their lord. Loyal to the end many of their retainers and servants were killed by the attacks and purges. The scars of those battles can be seen today on the family keep, and rumor has it that Jameson's brother had red dragon blood powering his magic. Killed when they were younger, Jameson has named his beloved horse Donal after his lost brother.

The peasant mob that killed his brother for witchcraft were misguided though understandable, but Jameson's anger upon catching them was great and he lost control of his senses. When he came to his father was standing over him and several men were dead, including his brother. The family has called in several favors to keep this event quiet and part of Jameson's assignment far from home is to give tempers time to cool and memories fade.

Still young and not yet ready to take on his father's responsibilities, Jameson has been ordered into the Stolen Lands to help retake them for the glory of Brevoy. Traveling to the local trading post he is hoping to meet a group of like minded individuals to assist him in this goal. Knowing that he is unable to stand alone and retake land for his father's lord, he hopes to find a lord of his own to follow and serve in the manner of his father's family.

A cavalier of the Order of the Sword, Jameson takes his responsibilities seriously, but not as the expense of his sense of humor and camaraderie. He cares for his horse Donal before himself, a loyal mount and trusted companion. He has spent many years in the saddle learning to ride and fight from Donal, until horse and rider have almost become one.

At 6'3" Jameson is tall, his frame packed with muscle from years of wearing armor and training in mounted combat. Although he is unwise in the ways of the world, he is friendly to those he meets and terrible to those that draw his ire. He has blue eyes, striking in his green face and a gift from his father. His mother's blood runs through his veins however, and in a fight he has no fear of throwing himself at the enemy.


HP = 50/50
AC = 21/11/20 (23/11/22 w/ Shield)
Weapon Equipped = Lance
Speed = 50'
Challenge = 2/2
Status Effects = Mounted
Donal HP = 44/44 AC = 22 (20 Charging)
Status Effects = None

[dice=Mounted Lance]1d20+9;1d8+4[/dice]
[dice=Charging Mounted Lance]1d20+13;3d8+12[/dice]
[dice=Mounted Challenge Lance]1d20+13;1d8+9[/dice]
[dice=Charging Mounted Challenge Lance]1d20+15;3d8+27[/dice]
[dice=Mounted Lance Power Attack]1d20+7;1d8+8[/dice]
[dice=Charging Mounted Lance Power Attack]1d20+11;3d8+24[/dice]
[dice=Mounted Challenge Lance Power Attack]1d20+11;1d8+13[/dice]
[dice=Charging Mounted Challenge Lance Power Attack]1d20+13;3d8+39[/dice]

Ride: Guide w/ Knees DC 5 Autopass
Ride: Stay in Saddle DC 5 Autopass
Ride: Fight w/ Combat Trained Mount DC 10 Autopass
[dice=Ride: Soft Fall DC 15]1d20+9[/dice]
[dice=Ride: Leap DC 15]1d20+9[/dice]
[dice=Ride: Fast (Dis)mount DC 20]1d20+9[/dice]

[dice=Donal Hoof]1d20+7;1d6+5[/dice]
[dice=Donal Hoof]1d20+7;1d6+5[/dice]
[dice=Donal Bite]1d20+7;1d4+5[/dice]
[dice=Donal Charging Hoof]1d20+9;1d6+5[/dice]

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