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Carousing Champion

MIDN. Cedrick Dragonne's page

327 posts. Alias of Nik Beattie.


Full Name

Cedrick Dragonne

Race

Tiefling (Pit)

Classes/Levels

Cavalier 3 HP:31/31, - AC: 15/T:12/FF:13 - Perception: +5(Dark Vision) F: +4/R: +3/W: +2 - CMB: +6 - CMD: 18, Speed: 30ft, Init: +4

Gender

M

Size

M

Age

23

Alignment

LE

Location

Shackles

Languages

Abyssal, Common

Occupation

Midshipman, Taldane Navy

Homepage URL

http://s17.postimage.org/s69sw4m0v/Cedrick.jpg

Strength 16
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 13
Charisma 15

About MIDN. Cedrick Dragonne

Male Tiefling (Pit Born) Cavalier 3 (Houndmaster) LE
Order of the Cockatrice
Init +4; Senses Dark Vision; Perception +3
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 12. (+2 armor, +2 Dex, +1 Buckler)
Leather Armour + Buckler
hp 31 (3d10+3con+1fc) CHP 31
CMD 18
F 4/R 3/W 2
Resist Fire/Cold/Elec 5
--------------------
OFFENSE
--------------------
Spd 30 ft.

Melee - Hand Axe m/wrk +7 (1d6+3)
Melee - Hand Axe m/wrk +6 (1d6+5) (PA)
Melee - Sap +6 (1d6+3)
Melee - Mace +6 (1-8+3/20x2) (Usually in room)
Melee - Punch +6 (1-3+3/20x2)Non lethal.
Ranged - Nil

CMB 6

--------------------
STATISTICS
--------------------

SKILLS:
SKILLS

Acrobatics 2
Appraise 0
Bluff 6
Climb 7
Diplomacy 9
Handle Animal 6
Heal 1
Intimidate 8
Know (All) 2
Perception 5
Perform (Oratory) 8
Profession (Sailor) 7
Ride 2
Sense Motive 5
Stealth 2
Survival 1
Swim 7

Languages Abyssal, Common

RACIAL:
RACIAL
• Str: +2, Int: -2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION 60 FT.: A tiefling can see in the dark up to 60 ft.
• TIEFLING RESISTANCES: Resistance to cold 5, electricity 5, and fire 5.
• TIEFLING FIENDISH SORCERY: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
• +2 Disable Device & Perception

TRAITS:
TRAITS

TALESPINNER: gain a +1 trait bonus on Diplomacy checks and one category of Perform checks, and one of these skills is a class skill for you. In addition, once per week you can make a DC 15 Knowledge (local) or Intelligence check to see if you know a popular legendary pirate tale, the telling of which grants you a +1 trait bonus on checks made to influence NPCs on the Wormwood.

REACTIONARY (Combat): You gain a +2 trait bonus to Initiative checks.

FEATS:
FEATS
- Armor Proficiency, Light/Med/Heavy/Shields: No penalties on attack rolls while wearing light armor

-Breadth of Experience (Well read): +2 bonus on all Knowledge and Profession checks

-Precise Stirke: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Dazzling Display

-Power attack +1/+2

CLASS:
CLASS
• CAVALIER MOUNT: 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, your effective druid level is 1. You have selected a 0 as your mount. A cavalier does not take an armor check penalty on Ride checks while riding his mount.

• CAVALIER ORDERS: You have pledge yourself to the Order of the Cockatrice. The warrior must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The warrior must take every opportunity to increase his own stature, prestige, and power. If he violates any of these edicts, he loses
the benefits from his order's challenge ability for 24 hours. An order of the cockatrice add +2 bonus to the DC on another creature's attempt to demoralize you through Intimidate.

The order has granted the cavalier the following special abilities:

• CHALLENGE: You can challenge a foe to combat. Choose one target. Melee attacks deal +1 extra damage against that target. The cavalier can use this ability 1 per day. Challenging a foe requires much of the cavalier's concentration. The cavalier takes a –2 penalty to his AC, 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. Whenever an order of the cockatrice 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).

• TACTICIAN: The cavalier has received Precise Strike as bonus feat. As a standard action, you can grant this feat to all allies within 30 ft who can see and hear you. Allies retain the use of this bonus feat for 4 rounds. You can use this ability 1 times per 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.

Pack Tactics (Ex): At 3rd level, a hound master learns greater coordination with his war hound. When a hound master and his hound are flanking the same creature, the hound master’s flanking bonus on attack rolls increases to +4. This ability replaces cavalier’s charge.

GEAR:

GEAR

Clothes

Tindalos:

Dog (Wolf)

N Medium animal
Init +3; Senses low-light vision, scent; Perception +5

DEFENSE
AC 17, touch 13, flat-footed 14 (+x Dex, +x natural +x armour )

Hp 24 (3d8+6)
Fort +5, Ref +6, Will +2

OFFENSE
Speed 40 ft.
Melee bite +5(1d6+3 plus Trip)
Melee bite +4(1d6+6 plus Trip)

STATISTICS
Str 14, Dex 16 Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB 4; CMD 17 (21 vs. trip)

FEATS:
Weapon Focus (Bite)
Power Attack

Skills Acrobatics +7, Perception +5, Survival +2

Unclaimed & party assets:

Cash

Mundane/unknown

Magic


Houndmaster:

http://paizo.com/forums/dmtz3dgu?Hound-Master#0

Hound Master (Cavalier)
Most cavaliers charge into battle atop mighty steeds, however some lack the finesse with equines required to be proficient riders. Still wishing to serve their order, hound masters choose to fight beside war hounds which are powerful animals trained for battle. A hound master has the following class features.

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.

The war hound is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A hound master’s hound does not gain the share spells special ability. These hounds are not suitable for riding and cannot be trained to carry riders.

A hound master’s bond is strong and if the war hound dies, the cavalier may find another hound to serve him after 1 week of mourning. This new hound does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. This ability replaces mount.

Pack Tactics (Ex): At 3rd level, a hound master learns greater coordination with his war hound. When a hound master and his hound are flanking the same creature, the hound master’s flanking bonus on attack rolls increases to +4. This ability replaces cavalier’s charge.

Expert Handler (Ex): Upon reaching 4th level, the hound master may take on a second war hound; while smaller and weaker than his primary hound, it is still a useful ally. This ability functions like the war hound ability, except that the hound master's effective druid level is equal to his cavalier level – 3. In addition, this ability allows the war hounds to choose from teamwork feats when selecting feats gained from additional Hit Die. This ability replaces expert trainer.

Go For the Throat (Ex): At 11th level, a hound master has perfected fighting beside his animals. Whenever an opponent is tripped or overrun by one of his war hounds, the opponent provokes an attack of opportunity from the hound master. The target must be threatened by both the hound master and his war hound. This ability replaces mighty charge.

Kill Command (Ex): At 20th level, whenever an opponent is threatened by the hound master and both of his hounds, the hound master may issue a kill command. This is a swift action that grants both hounds an attack of opportunity on the target. A creature cannot be the target of this ability more than once per day. This ability replaces supreme charge.


skill purchases:

Skill purchase record
Level 1 = 4
FC = 1

Climb 1
Diplomacy 1
Perform (Oratory) 1
Profession (Sailor) 1
Swim 1



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