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Paracount Julistar

Luther Lightblade's page

157 posts. Alias of Chainmail.

About Luther Lightblade

Luther Lightblade
Level 1
Languages=Common, Celestial
Hit Points: 10/10
Alignment = Lawful Good
Init: +3


Middle aged (+1 mental -1 physical)
ST=12; WI=18; CH=16; CO=12; DX=12; IN=8;

Melee: +1
Range: +1
Cestus 1d4, 19-20(x2) B

Cleric = 2-1= 1
ACP = Armour Check Penalty = -2
Format: Total = [ranks] + stat + trained(?) +other(noted)
Acrobatics: 1 = 0 + 3 + 0 - 2;
Appraise: 1 = 0 +1 + 0;
Bluff: 3 = 0 + 3 + 0;
Climb: -1 = 0 + 1 + 0 -2;
Craft: -2 = 0 -2 + 0;
Diplomacy: 9 = [1] + 3 + 3 + 2(Race);
Disable Device: NA = NA + DEX Mod + 0 -4;
Disguise: 3 = 0 + 3 + 0;
Escape Artist: 1 = 0 + 3 + 0 -2;
Handle Animal: 7 = [1] + 3 + 3;
Heal: 1 = 0 + 1 + 0;
Intimidate: 7 = [1] + 3 + 3;
Know(Arcana): NA = NA +1 + 0;
Know(Histor): NA = NA +1 + 3;
Know(Nobles): NA = NA +1 + 0;
Know(Planes): NA = NA +1 + 0;
Know(Religo): NA = NA +1 + 0;
Linguistics: NA = NA +1 + 0;
Perception: 1 = 0 + 1 + 0;
Perform (Dance): 4 = [1] + 3 + 0 + 2(race) -2;
Ride: 1 = 0 + 3 + 0 -2;
Sense Motive: 1 = 0 + 1;
Sleight of Hand: NA = NA;
Spell Craft: NA = NA;
Stealth: 1 = 0 + 3 + 0 -2;
Survival: 1 = 0 + 1 + 0;
Swim: 2 = [1] + 1 +3 -2;
Use Magical Device: N = N;

Class features, Feats, Traits and Racial Traits:

Class features:
Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, musketeers with light and medium armor, and with shields (except tower shields).

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.

Tactician (Ex)

As the cavalier class feature, except that a strategist can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every four levels thereafter (to a maximum of five times per day at 17th level).

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.

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.

Swift Powder (Ex)

At 4th level, the musketeer gains Rapid Reload (musket) or Rapid Reload (pistol) as a bonus feat. At 14th level, each time the musketeer issues a challenge, he may reload a wielded firearm as a free action.

This ability replaces expert trainer.

Weapon Finesse (Dex bonus to hit with appropriate melee weapons)
Gunsmith (Musketeer bonus)
Precise strike (teamwork bonus)


Racial Traits:
Defense Racial Traits

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits

Scion of Humanity Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception.

Magical Racial Traits
Spell-Like Ability (Sp): Daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).
Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

AC, Saves, Attacks:

AC: 17 = 10 + 4(Armour)+3(Dex);
Touch: 13 = 10 + 3(Dex);
Flat: 14 = 10 + 4(Armour)+2(shield);

Fort: 3 = 2(base) +1(CON);
Ref: 3 = 0(base) + 1(DEX);
Will: 1 = 0(base) + 1(WIS);

Melee: 2 = 1(base) + 1(STR);
Range: 2 = 1(base) + 1(DEX);
CMB: 2 = 1(bab) + 1(STR);
CMD: 15 =10 + 1(bab) + 1(STR) + 3(DEX);

gear gp cost/weight #:

43lbs or less=light 44-86=medium
Musket (double barreled) (ancestral)
Rapier (/)
Cold weather outfit (0/7)
2 daggers (4/2)
cestus (5/1)
backpack (2/2)*
2 liter waterskins (2/8)*
4 days trail rations (2/4)*
50 ft silk rope with grapnel (11/9)*
inkpen and 10 sheets parchment (2.1/0)
inkwell (1/0)
bedroll (.1/5)*
winter blanket (.5/3)*
2 large sacks (.2/1)*
collapsible 10 foot pole (.05/8)
Total = (874.95/77+30in pack*)
medium encumbrance by weight without pack
Wealth = 1pp 5gp 5cp


Appearance: Careful study shows Luther's skin is somewhat pale. He has fine and angular features accentuated by long and lustrous dark hair. He dresses in a well made coat, buttoned and brown under another coat of armor.

Luther's mother was a Varisian wanderer that caught the eye of a heroic paladin from Taldor. The unlikely reunion resulted in a boy who takes after his darker mother more than his divine father. After training Luther in the martial arts, his father sent Luther to protect a noble family in Absalom. He warned the boy cryptically to be ready for anything.

Luther was entrusted with the sacred duty of protecting the persons and the secret lineage of the Cosgrove family--a wealthy, noble merchant family with holding throughout Golarion. They had chosen to make their headquarters in Absalom, though the roots of the Cosgrove family went back to Taldor. The Cosgrove's extensive dealings with Alkenstar gave them unique access to firearms, a position others envied.

As the family protector and heraldry expert, Luther was entrusted with watching over some of the noble family and their secrets. To discharge his duty, he was gifted with a special musket from the family vault. He carries the secret records of the Cosgrove family in a chest with a seal that is triple locked.

After a coordinated assassination with an all out assault on the holdings of his charges, Luther was fortunate to be bringing the two children back from a field trip with their tutor after the main house was under attack. He was able to escape with his charges and evade a coordinated hunt for him by the slimmest of margins. After leaving the younger children at a reputable abbey orphanage in Absalom, Luther has booked passage to consult with his father to determine what his next move should be. He had two children stored safely, the assassins would not find them. Surely his father would know what to do.

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