About Osmond RaknianOsmond Raknian
DEFENSE
OFFENSE
Two-weapon Fighting
Main Hand (Longsword) [Non-lethal] +3 (1d8+4, 19-20/x2)
STATISTICS
SQ
Offensive:
Longsword Martial One-hand Weapon Damage: 1d8, Crit: 19-20/x2, Range: N/A, Weight: 4 lbs., Type: Slashing, Notes: N/A Light Wooden Spiked Shield
Defensive:
Hide Armor Medium Armor Bonus: +4, Dex Bonus: +4, Armor Check Penalty: -3, Arcane Faliure: 20%, Speed: 20 ft/15 ft, Weight: 25 lbs., Notes: N/A Light Wooden Spiked Shield
Adventuring:
Backpack 2 lbs. Bedroll
Blanket, Common
Waterskin
Rope
Pitons
Hammer
Skill and Utility:
N/A Etc.:
Traveler's Outfit 5 lbs. 0 pp, 56 gp, 9 sp, 0 cp
APPEARANCE
HISTORY All's fair in war. Osmond's had to learn this the hard way. Growing up, he never knew his mother, but his father raised him to be a fighter. As soon as he could, he enrolled in the Taldan militia, moving slowly up the ranks over the years. All the while, he made friends with a peculiar dwarven cleric by the name of Grebin Highthrone. The two grew to be very close, so much so in fact, that Grebin taught Osmond a bit about the Dawnflower's ways. He learned about healing and how to offer mercy to any opponent that still contained a glimmer of redemption still visible in their souls. Osmond took these teachings to heart, vowing to never slay a foe if he could, including on the field of battle. Eventually, Osmond acheived the status of general, in one of the proudest moments of his life. However, vile officers were vowing for the very position he achieved. Soon enough, he found himself in the middle of a web of lies and deceit that ended with his dishonorable discharge from Taldan service. Osmond, now in shambles, turned to Grebin for advice. Grebin suggested to start a new act in his life and try to find his mother, as he would at least have purpose while he found the new direction to take his life in. Osmond agreed and began to search for clues of his lineage. After many years of searching, he finally found a clue as to who his mother would be. A lost letter that belonged to his late father beared the name Edulia Lebeda, which, after some investigation, pointed him towards New Stetven in Brevoy. He used his remaining funds to purchase a new set of equipment and sent the remainder to Grebin, as a thanks for his friendship. He then mounted his war steed, Dimitri, and set for Brevoy. After weeks of travel, he finally arrived at New Stetven and secured a court with his mother. However, this is when he learned the truth of his birth. He was born outside of wedlock to Edulia, who was having an affair with his father, whenever trade would send her to Taldor. When Osmond was born, she disowned him and left the two to fend for themselves, never to be seen again. Her words were like poison to him. After years of searching, this event almost completely shattered Osmond's will. Edulia, fearing that Osmond would use this newfound knowledge to topple her house, came up with a plan to rid herself of this secret from her past. She offered him a chance to redeem himself in her eyes. He was given a charter to begin exploration of the Stolen Lands, stating that if he succeeds, she would recognize him as her son. However, her true hopes were to send him into the wilderness to die, never to be seen again. With renewed hope and a new mission in his life, Osmond set out, sternly intent on completing his new task. MISC. PLAYER INFO Class Abilities:
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. Sworn Defense (Ex): At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC. This modifies 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 (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. 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. 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). 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 druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Order of the Shield:
Cavaliers who join the order of the shield devote their lives to protecting the common folk, from the simple farmer to the honest craftsman. These cavaliers stand before the tide, protecting the innocent from roving marauders and hungry monsters. Edicts: The cavalier must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity when it is warranted and aid when needed. He must take no action that would cause harm or hardship to those who cannot defend themselves. Challenge: Whenever an order of the shield cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses. Skills: An order of the shield cavalier adds Heal (Wis) and Knowledge (local) (Int) to his list of class skills. Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). Dimitri:
Dimitri N Large animal Init +1; Senses low-light vision, scent; Perception +1 DEFENSE
OFFENSE
Bite (Power Attack) +3 (1d4+5)
STATISTICS
Tricks attack, come, defend, down, guard, heel, track
Timezone - US Central |