Gaekhen

Lieutenant Keith Johnson's page

22 posts. Alias of Tirq.


Full Name

Keith Johnson

Race

Texan

Classes/Levels

Luring Musketeer Cavalier of the Order of the Dragon

Gender

Male

Size

Medium

Age

18

Alignment

Lawful Good

Deity

Christian

Languages

English

Occupation

Medic

Strength 12
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 14
Charisma 13

About Lieutenant Keith Johnson

CR 1

Male Human cavalier 2

LG medium humanoid (human)

Init +3; Senses Perception +7,

Languages Common

AC 13, touch 13, flat-footed 10

hp 25 (2HD)

Fort +5, Ref +3, Will +2

Speed 30 ft. (6 squares)

Face 5 ft. Reach 5 ft.

Base Atk +2; CMB +3; CMD 16

Abilities Str 12, Dex 16, Con 14, Int 10, Wis 14, Cha 13

Special Qualities Aid Allies, Bonus Feat, Far Challenge, Gifted Firearm, Order, Order of the Dragon, Skilled, Tactician, Weapon and Armor Proficiency,

Feats Armor Proficiency, Light, Armor Proficiency, Medium, Gunsmithing, Martial Weapon Proficiency, Point-Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Heal)

Skills Acrobatics +3, Bluff +1, Climb +1, Diplomacy +1, Disguise +1, Escape Artist +3, Fly +3, Heal +7, Intimidate +1, Knowledge (Religion) +2, Perception +7, Perception (Notice unusual stonework/Underground) +2, Perform (Untrained) +1, Ride +3, Sense Motive +2, Stealth +3, Survival +7, Survival (Follow or identify tracks/Underground) +2, Swim +1,

Possessions

Aid Allies (Ex) At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

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

Far Challenge (Ex) Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier's ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier's level. The luring 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. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted. Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him. This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has. Far challenge replaces the challenge ability.

Gifted Firearm (Ex) At 1st level, a musketeer is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the cavalier's duty and a focus for much of his talent. He cannot sell this weapon. He also gains the Gunsmithing feat. Beginning at 8th level, the musketeer can focus himself when wielding his gifted weapon. As a standard action, he can focus himself to gain a number of benefits for 1 minute per cavalier level. The musketeer can use this ability twice per day, plus one additional time per day for every four levels beyond 8th, to a total of five times per day at 20th level. At 8th level, the cavalier gains the benefit of the Improved Critical feat. At 11th level, he can reduce the misfire chance of his weapon by 1 (to a minimum of 1, as with the reliable firearm special ability), and at 17th level, the musketeer can double the range increment of his weapon (as the distance special ability). These abilities do not stack with the magical weapon special abilities that they duplicate. Finally, at 20th level, during a period of such focus, the musketeer can engage in a flurry of gunfire. The cavalier can expend one of his daily challenges to make a full attack with his firearm. The musketeer ignores the normal load times for his weapon, but must still expend enough doses of powder and enough bullets to complete each attack. If the musketeer's gifted firearm is destroyed, the cavalier loses this ability for 30 days while a replacement weapon is crafted for him. During this 30-day period, the musketeer takes a -1 penalty on weapon and damage rolls. This ability replaces the standard cavalier's mount ability.

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 Dragon Whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

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

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.

Weapon and Armor Proficiency A musketeer does not gain proficiency in heavy armor. Musketeers are proficient with all simple and martial weapons, and with firearms. A cavalier's levels stack with any fighter levels he possesses for the purpose of meeting the level prerequisite for feats that specifically select a firearm, such as Weapon Specialization.