Seltyiel

Mordred of Deepwood's page

11 posts. Alias of MordredofFairy.


Classes/Levels

HP: 60/60 | AC: 20 / T: 15 / FF: 15 | Fort: +6, Ref: +5, Will: +1 | CMB: +5, CMD: 18 | Init: +6 (+2 in Forest), Perception: +9 (+2 in Forest)

About Mordred of Deepwood

Cavalier(Daring Champion) - Order of the Green
NG Medium Human
FCB: Add +1/4th to the cavalier's banner bonus => +5/4th=> +1; 1/4th-

Init 6 / 8 = 4(dex)+2(Swashbuckler Initiative - while at least 1 Panache) //+2 in forests
Senses Perception 9/11 //+2 in forests

Background // For now, included in Nimue. After thumbs up, his version is made:

Mordred is a human of Kellid Ancestry. His forefathers entered the service of local lords after a falling out with their clans...

Description&Personality:
Mordred is a large-grown, fit human male. He has long blondish hair(actually wearing it longer than his lover Nimue), but shaves clean every day. He grew up in service to a lord, and when he left in dishonor, he felt there was little else for him to do. He first had to learn to enjoy life again. That, he did, but he can sometimes still be too solemn.
It may be one reason they make such a good team. He is, now, only bound to his personal code of honor, and Nimue, and values both highly, not willing to accept a slight upon either. In fact, Nimue could be considered a weak spot in his armor, as he can be easily manipulated by someone pressing the right buttons.
He is very skilled in melee, and knows it. But he is also aware that magic, or a barrage of arrows will not be impressed. As such, his steel-colored grey-blue eyes are usually alert, watching for such dangers, when they don't gaze at his love longingly.

Daily Abilities:
Challenge 2/2
Tactician 1/1

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Defense
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AC 20 +4(Dex)+4(MW Chain Shirt, Armor)+1(MW Buckler, Shield)+1(Dodge, Nimble), ACP = 1
hp 60 =10(Class)+2(Con)
Fort 6 , Ref 5 , Will 1
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Offense
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Speed 30 ft
MELEE +11 MW Cold Iron Rapier 1d6+5(18-20/x2)
RANGED +9 Shortbow 1d6(20/x3)

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Statistics
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Str 10, Dex 18, Con 14, Int 11, Wis 10, Cha 15
Base Atk +5; CMB +5; CMD 18

Languages: Common + Gnome(Linguistics)

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Special Abilities
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=====Feats=====
Level 1: Nature Soul
Level 1(Tactician Bonus Feat(Teamwork)): Paired Opportunists
Level 1(Champions Finesse): Works and counts as Weapon Finesse
Level 1(Bonus Story Feat): Stronghold*
Level 3: Mounted Combat
Level 5: Animal Ally
Level 6(Bonus Combat Feat): Ride-By Attack
Level 7: Chain Challenge
Level 7(Campaign Bonus Feat): Leadership
Level 9: Improved Critical(Rapier)
Level 9(Tactician Bonus Feat(Teamwork)): Outflank
Level 11: Boon Companion
Level 12(Bonus Combat Feat): Spirited Charge
Level 13:
Level 15:
Level 17:
Level 17(Tactician Bonus Feat(Teamwork)): Seize the Moment
Level 18(Bonus Combat Feat):
Level 19:

=====Racial Qualities=====

Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character's choice(=Intelligence). This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

=====Boons=====

=====Skills=====
4(class)+0(int)+1(Human)+2(Background)

Adventuring Skills

5 Acrobatics = 1(ranks)+4(Dex)
Bluff = (ranks)+(Cha)+3(class)
5 Climb = 2(ranks)+0(Str)+3(class)
8 Diplomacy = 2(ranks)+3(Cha)+3(class)
Disable Device = (ranks)+(Dex)
Disguise = (ranks)+(Cha)
Escape Artist = (ranks)+(Dex)
Fly = (ranks)+(Dex)
Heal = (ranks)+(Wis)
Intimidate = (ranks)+(Cha)+3(class)
Knowledge (arcana) = (ranks)+(Int)
Knowledge (dungeoneering) = (ranks)+(Int)+1(trait)
Knowledge (local) = (ranks)+(Int)
8 Knowledge (nature) = 3(ranks)+0(Int)+3(class)+2(Feat)
Knowledge (planes) = (ranks)+(Int)
Knowledge (religion) = (ranks)+(Int)
9/11 Perception = 5(ranks)+3(class)+(Wis)+1(trait) //+2 in forests
10 Ride = 3(ranks)+4(Dex)+3(class)
10 Sense Motive = 5(ranks)+(Wis)+3(class)+2(racial)
Spellcraft = (ranks)+(Int)
4/6 Stealth = (ranks)+(Dex) //+2 in forests
6/8 Survival = 1(ranks)+0(Wis)+3(class)+2(Feat) //+2 in forests
5 Swim = 2(ranks)+0(Str)+3(class)
Use Magic Device = (ranks)+(Cha)

Background Skills

Appraise = (ranks)+(Int)
Artistry = (ranks)+(Int)+3(class)
Craft = (ranks)+(Int)+3(class)
10 Handle Animal = 5(ranks)+2(Cha)+3(class)
Knowledge (engineering) = (ranks)+(Int)
9 Knowledge (geography) = 5(ranks)+0(Int)+3(class)+1(trait) //+2 in forests
Knowledge (history) = (ranks)+(Int)
Knowledge (nobility) = (ranks)+(Int)
1 Linguistics = 1(ranks)+(Int)
Lore = (ranks)+(Int)+3(class)
Perform = (ranks)+(Cha)
Profession()= [/b]= (ranks)+(Wis)+3(class)
Sleight of Hand = (ranks)+(Dex)

=====Gear=====

I had this written up somewhere, but can't find the file right now. Apologies. Will get added again ASAP.

=====Traits=====

Campaign:
Scholar of Ruins (Racial)
From the moment you could walk and talk, the ruins of ancient civilizations have fascinated you. Because of this, you have special insight into geography as well as expertise in exploring lost places.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (KN Geography) is always a class skill for you.

Ancestral Weapon (Region)
You have inherited a sacred tribal weapon wielded by your forebears, and you were trained in its use from a young age.
Benefit(s) Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp.
You gain a +1 trait bonus on attack rolls with weapons made of the selected material.

Seeker (Social)
You are always on the lookout for reward and danger.
Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Drawback:
Lovesick
Your love for another occupies your every thought, and you become despondent when you are away from that person.
Effect(s): The person is chosen by your GM (with consideration to your roll on Table: Romantic Relationships if you used the background generator).(That would be Mordred and Nimuen, as a couple - I did ask in a PM because its a circumstanstial penalty, so obviously I'm not assuming it's ok, but it's still here as a filler for now as it would be the preferred drawback.. At the start of each day, if you are away from this person you take a –2 penalty on initiative checks and Perception checks. If you ever lose or fall out of love with this person, exchange this drawback for the Doubt drawback.

=====Attributes=====:

STR 10=10(Buy)
DEX 18=15(Buy)+2(Race)+1(Level 4)
CON 14=14(Buy)
INT 11=11(Buy)
WIS 10=10(Buy)
CHA 15=15(Buy)

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Class Abilities
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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): 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.

Banner (Ex): At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.

Greater Tactician (Ex): At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.

Demanding Challenge (Ex): At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.

Greater Banner (Ex): At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

Master Tactician (Ex): At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

-----Order of the Green-----

Cavaliers of the order of the green are dedicated to protecting wild places and creatures, embracing the green Faith in all its glory and terror. These cavaliers believe in preventing perversions to the natural order, through force if necessary.

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.

Edicts: The cavalier must know his place in the natural order and strive to defend the balance of nature.
He must be willing to allow nature to take its course without interference, as well as stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources by “civilized” peoples. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection.

Challenge: An order of the green cavalier can't issue a challenge against any creature of the animal or plant type.
Whenever he does issue a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier possesses. If the target of his challenge is of the aberration or undead type, he can roll his first attack roll each round against the target creature twice and take either result.

Class Skills: An order of the green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the green cavalier attempts a Survival check to track foes of the aberrant or outsider type, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Favored Terrain (Ex): At 2nd level, an order of the Green cavalier chooses a favored terrain from the list of ranger favored terrains. He gains this as a favored terrain, as the ranger ability of the same name. At 8th level and every 6 levels thereafter, he selects another favored terrain.
In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increases by 2.

Level 2: Forest(coniferous and deciduous)

Cut the Corruption (Su): At 8th level, an order of the green cavalier can touch a weapon and enhance it with the raw power of the forces of nature as a free action once per day. For 1 minute, the touched weapon glows with a deep green light and deals an additional 1d6 points of damage against aberrations and undead. This damage does not stack with the additional damage granted by the bane weapon special ability. At 16th level, the cavalier can use this ability a second time each day.

End of the Cycle (Su): At 15th level, anything killed by an order of the green cavalier tends to stay dead. Whenever the cavalier kills something, the creature killed is treated as if it were killed by a death effect for purposes of magic that can restore it to life. In addition, it's placed under the effects of a permanent sanctify corpse effect (using the cavalier's level as the spell's caster level).

-----Daring Champion-----

Weapon and Armor Proficiency: Daring champions are proficient with all simple and martial weapons, light and medium armor, and bucklers. This replaces the cavalier's weapon and armor proficiencies.

Champion's Finesse (Ex): At 1st level, a daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
This ability replaces mount.

Nimble (Ex): At 3rd level, a daring champion gains a +1 dodge bonus to AC when wearing light or no armor and carrying no more than a light load. Anything that causes the daring champion to lose his Dexterity bonus to AC also causes him to lose this dodge bonus. This bonus increases by 1 for every 4 levels beyond 3rd (to a maximum of +5 at 19th level).
This ability replaces cavalier's charge.

Panache and Deeds (Ex): At 4th level, a daring champion gains the swashbuckler's panache class feature, along with the following swashbuckler deeds: dodging panache, precise strike, and swashbuckler initiative.
This ability replaces expert trainer.

Advanced Deeds (Ex): At 11th level, a daring champion gains the following swashbuckler deeds: superior feint, targeted strike, subtle blade, and dizzying defense.
This ability replaces mighty charge.

Champion's Weapon Mastery (Ex): At 20th level, when a daring champion threatens a critical hit with a light or one-handed piercing melee weapon, that critical is automatically confirmed. Furthermore, the critical modifier of those weapons increases by 1 (×2 becomes ×3, for example).
This ability replaces supreme charge.