Galfrey

Lucatiel's page

66 posts. Alias of Zayne Iwatani.


About Lucatiel

Lucatiel Hawthorn
Female Half-elf Cavalier Order of the Dragon (Luring Cavalier) 1
CG medium humanoid (Human/Elf)
Init +3; Senses Low-Light Vision; Perception +6
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Defense
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AC 16(18 with shield), touch 13, flat-footed 13(15 with shield) (+3 Armor, +3 Dex, +2 Shield)
hp 10 (1d10)
Fort +2, Ref +3, Will +0
Elven Immunities
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Offense
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Speed 30ft
Melee Lance +3 (1d8+2 x4 double on charge mounted)
Melee Scimitar +3 (1d6+2 x2 18-20)
Ranged Shortbow +4 (1d6 x3)
Far Challenge
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Statistics
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Str 15, Dex 17, Con 11, Int 10, Wis 11, Cha 14(+2 Racial)
Base Atk +1; CMB +3; CMD 16
Feats: Skill Focus (Ride), Point Blank Shot, Covering Fire, Mounted Combat
Traits: Born Rider, Mentored
Flaw: Honest
Languages Common, Elven
SQ: Challenge 1/day, mount, order, Desert Wind (Ex)
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Skills:

(4 class + 1 FC) x 1 = 5
ACP =
()Bluff (Cha)
()Climb (Str)
()Craft () (Int)
(1)Diplomacy (Cha) +6
(1)Handle Animal (Cha) +7 (+11 for animal companion)
()Intimidate (Cha)
(1)Perception (Wis) +6
(1)Profession (Horse Rider) (Wis) +4
(1)Ride (Dex) +11
()Sense Motive (Wis)
()Survival (Wis)
()Swim (Str)

Modifiers:
+1 trait bonus on Handle Animal
+1 trait bonus on Ride
+3 bonus on Ride
+2 racial bonus on Perception
+1 trait bonus on Profession (Horse Rider)


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Gear:

--Equipped--
Studded Leather 25
Lance 10
Scimitar 15
Shortbow 30
Arrows (20) 1
Heavy Wooden Shield 7
Hot weather outfit 8
--backpack--
Cavalier Kit 13gp
Military riding Saddle 20
Silk Rope (100ft) 20
Grappling Hook 1
4 extra canteens 4

21 gp


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Racial Abilities, Traits, and feats:

--Racial--
Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-elves are humanoid creatures with both the human and the elf subtypes.

Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Half-elves have a base speed of 30 feet.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

--Traits--

Born rider: You gain a +1 trait bonus on Handle Animal and Ride checks.

Mentored (Profession: Horse Rider): Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another's skill check with any skill.

--Feats--

Flaw: Honest: You cannot make Bluff checks. Furthermore, any ally within sight of you takes a -5 penalty to Bluff checks.

Skill Focus (Ride) (racial): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Point-Blank Shot (1st): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Covering Fire (Tactician): You can use the aid another action with a ranged attack against an opponent, regardless of whether the opponent threatens an ally. Range penalties apply to this attack roll. Choose one ally when making the attack. If the attack is successful, that ally gains a +2 bonus to AC against that opponent’s next attack, as long as the attack comes before the beginning of your next turn. All allies with this feat also gain this bonus against that opponent.

Mounted Combat (Flaw): Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.


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Special Abilities:

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).

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.

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 of the Dragon(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.

The following orders can be chosen by both cavaliers and samurai.

Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of cavaliers that all belong to one specific order.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, 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).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in 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.


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Backstory:

The Hawthorns are one of few nobles outside of the Artistic Quarter with any amount of wealth or influence. Why? Horses. They are one of the few families that actually breed and take care of horses. This means they deal with very rich clientele and, of course, participate in the annual Wall Races. At the edge of the town, right up against the walls, a race course has been constructed. Some variations weave into the town proper but the main course runs the entire circumference of the wall. It is the ultimate test of speed, endurance, and tactics. The Hawthorns had been on a loosing streak for several years until their youngest daughter came of age.

Lucatiel was a born rider. From an early age she seemed to have a special connection with the family horses. They were calmer around her and, when she learned how to train them, were far more obedient. She adored them and they her. A few years after she was born, the families prized mare gave birth to beautiful foal. The baby was up and trotting well before any other foal they'd had. Within months it was sprinting along the track faster than any they'd seen. They decided to name her Deserae but Lucatiel thought she deserved a little more. She was so fast Lucatiel thought she should be nicknamed Desert Wind. The first time Deserae was big enough to handle Lucatiel, the two formed an instant rapport. And when both were old enough to race, they shattered the old records. Both became the talk of the town and the pride of the family.

But Lucatiel harbored a secret ambition. Often times, when the stables were cleaned, the horses brushed and feed, and all her chores done, she would sit atop the wall and stare off into the desert. She'd sit and wonder what was beyond the harsh landscape and barren mountains. She wished she could hop on Deserae and race off towards the horizon instead of be cooped up here in the city. To challenge the desert winds to a race. So when she heard that a diplomatic mission would soon be here and would be taking some people with them, she prayed to every god in the Temple that she and Deserae would be allowed to go.


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Personality:

Even though she is a minor celebrity in Axiom and the pride and joy of her family, Lucatiel has done her best to not let that go to her head. She still is diligent in her training and kind to all. She also honest to a fault, finding it difficult, if not impossible, to lie. This all stems from her relationship with Deserae. Lucatiel knows that to be a great trainer you need to be honest and open with the animals under your care. They can and do pick up on the emotions and quirks of their trainer and mirror them to a certain extent. So if you treat them fairly and work with them often, they will be calm and work hard. The reverse is also true. Deserae is wild and loves to run, so Lucatiel is also active and outgoing. Though she loves all the animals in her care, Deserae holds a special place and the two are never apart for long.

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Why were they selected?:

Lucatiel feels constricted by the walls. Though she knows nothing but death awaits any that try to leave, she can't help but wonder if one could make it if they just ran fast enough and long enough. She and Deserae have beaten all the racers so there is no one left to challenge them here in the city. They are bored. And just because she is a noble and just wants to race doesn't mean she doesn't have any worthwhile skills. Though they are almost never used because of the lack of crime, the guard knows that horses carry a significant advantage in combat. So all those that can ride have been given mandatory training martial skills. She's surprisingly strong for her size and build and is proficient in all kinds of armor and weapons. She favors the bow and has trained her companion to remain still when firing. Her honest nature and open personality also makes her a natural leader. People are drawn to her and willing to listen when she speaks.

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Animal Companion:

Desarae
Horse animal companion (Racer Archetype)
N Large animal
Init +2; Senses low-light vision, scent; Perception +1

DEFENSE

AC 21, touch 11, flat-footed 19 (+2 Dex, +4 natural, –1 size)
hp 20 (2d8+4)
Fort +5, Ref +4, Will +1
Defensive Abilities evasion

OFFENSE

Speed 60 ft.
Melee bite +6 (1d4+4), 2 hooves +4 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +4; CMD 15 (19 vs. trip)
Feats Light Armor Proficiency, Run
Skills Perception +5, Escape Artist +5
SQ Combat Trained, Fast Movement (Ex), Link, tricks (attack, come, defend, down, guard, heel, perform)
Combat Gear

Combat Trained Can bear a rider into combat
Fast Movement (Ex) A racer’s speed is 10 feet greater than typical animals of its kind when wearing no armor and carrying a light load.
Link (Ex) A cavalier 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 cavalier gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.