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Valeros

Sir Alfric, The Green Knight's page

336 posts. Alias of Camris.


Full Name

Sir Alfric, the Green Knight

Race

Half Elf

Classes/Levels

Cavalier/Ranger L2 Gestalt/ Mythic Champion Tier 1 | AC 20 (T12F18) CMD17 | HP: 27/30 | Saves: F+6 R+5 W+0 | Percep +6 | Condition:

Gender

Male

Size

Medium

Age

28

Special Abilities

As Cavalier (Order of the Shield) and Ranger (Guide)

Alignment

NG

Deity

Green Faith

Languages

Common, Elven, Varisian

Occupation

Ranger (Guide) / Cavalier (Order of the Shield)

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

About Sir Alfric, The Green Knight

Appearance:

Both horse and rider are clad in leather, scale and green cloth. The shield a grass green with no device, cloak and tabard a mottled green and brown. The riders face is concealed by an intimidating greathelm.
The rider is also heavily armed with sword and bow and pennant'd lance.
With his helm doffed, he is a handome careworn man with faintly elven features denoting his half-elven ancestry. His shaggy blond hair and piercing green eyes arresting even in a court.

SIR ALFRIC THE GREEN KNIGHT CR 1
Sir Alfric
Male Half-Elf Cavalier/Ranger (Guide) Gestalt L2/ Mythic Champion L1
LG Medium humanoid (elf, human)
Hero Points 1
Init +2; Senses low-light vision; Perception +6

--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 30 (2d10+11)
Fort +6, Ref +5, Will +0; +2 vs. enchantments
Defensive Abilities hard to kill;
DR resolute 1;
Immune magic sleep;
Resist elven immunities

--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +5 (1d4+3) and
. . dagger +5 (1d4+3/19-20) and
. . gauntlet (from armor) +5 (1d3+3) and
. . lance +5 (1d8+4/x3) and
. . longsword +5 (1d8+3/19-20) and
. . throwing axe +5 (1d6+3) and
. . unarmed strike +5 (1d3+3)
Ranged composite shortbow +4 (1d6+3/x3)
Special Attacks mythic power (5/day, surge +1d6), challenge
Ranger (Guide) Spells Prepared (CL 0; concentration +0):

--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 13, Wis 10, Cha 12
Base Atk +2; CMB +5; CMD 17

Feats
Mounted Archery,
Mounted Combat,
Mounted Combat [M],
Skill Focus (Stealth),
Swap Places

Traits
lost nobility,
rescued

Skills
Acrobatics +3,
Bluff +5,
Climb +3,
Diplomacy +5,
Escape Artist -2,
Fly -2,
Handle Animal +5,
Heal +0 (+1 when used on someone other than yourself),
Knowledge (local) +5,
Knowledge (nature) +6,
Perception +6,
Ride +7,
Sense Motive +4,
Stealth +1,
Survival +5 (+6 to track),
Swim +3;
Racial Modifiers +2 Perception, ride mount, shield's skills
Languages Common, Elven, Varisian

SQ
combat styles (mounted), elf blood, hero points, orders (order of the shield), tactician, track, wild empathy

Other Gear
Masterwork Agile Breastplate,
Heavy wooden shield,
Arrows (20),
Dagger,
Lance,
Longsword,
Shortbow, Comp. (Str +3),
Throwing axe (2)

--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/20
Dagger - 0/1
Mounted Combat (2/round) - 0/2
Mythic Power (5/day, Surge +1d6) - 0/5
Ranger's Focus +2 (1/day) (Ex) - 1/1
Shield's Challenge +2 (1/day) (Ex) - 0/1
Tactician (Swap Places) 4 rds (1/day) (Ex) - 0/1
Throwing axe - 0/2

--------------------
Special Abilities
--------------------
+6 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -6 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Lost Nobility You gain a +1 trait bonus on attack and damage rolls against these officials.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mounted Archery Ranged weapon penalty when mounted is halved to -2 or -4.
Mounted Combat (2/round) Once per round you can attempt to negate a hit to your mount in combat.
Mounted Combat [Mythic] As an immediate action, use 1 power to substitute a Ride check for Mount's Ref save.
Mounted Maniac +1 (Ex) When making mounted charge, intimidate check to intimidate all foes in 30 ft.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Rescued (Shalelu) (Ex) +1 vs foes threatening rescuer.
Resolute 1 (Ex) Convert 1 point of damage per attack from lethal to non-lethal.
Shield's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, +1 to hit your target if the target attacked someone other than you.
Shield's Skills +1 (Ex) +1 to Heal checks for others.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swap Places You can trade places with an ally with this feat during your movement.
Tactician (Swap Places) 4 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Zephyr, his trusty mount:

Zephyr
Male Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +1

--------------------
Defense
--------------------
AC 19, touch 11, flat-footed 16 (+4 armor, +1 Dex, -1 size, +4 natural, +1 dodge)
hp 33 (+9)
Fort +5, Ref +4, Will +2

--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +4 (1d4+3) and
. . 2 hooves +4 (1d6+3) and
. . unarmed strike +4 (1d4+3)
Space 10 ft.; Reach 5 ft.

--------------------
Statistics
--------------------
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)

Feats Dodge, Toughness

Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick]

Skills
Acrobatics +4 (+12 jump), Climb +2, Escape Artist +0, Fly -2, Ride +0, Stealth +0, Swim +6

SQ combat riding, fetch, hero points

Other Gear Masterwork Lamellar Leather Armor

--------------------
TRACKED RESOURCES
--------------------
. . -none-

--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Background:

In the southern realm of devil-haunted Cheliax, a child named Argus, Baronet Kaavrenn, was born to Paracount Koreus Vimonde and his wife Aeleana, an elf of the far north realms. They lived in the capitol of Egorian where Paracount Koreus was a Jurist of some note.
Argus wanted for nothing while growing up, the young nobleman went to University, excelled at riding and fencing, and was set to join the Cavalry as a landed knight when a political disaster befell his family.
A fellow Jurist of his father’s acquaintance, Lord Pustaph by name, maneuvered Koreus into a duel by kidnapping his wife, and had the challenge answered by a professional assassin. After Koreas’ death, his family was stripped of lands, titles and fortune, which were then awarded to Lord Pustaph in the most egregious feat of corruption seen in a generation. With his mother exiled back to her people at the Mordant Spire, young Argus slew Lord Pustaph in a rage in public on the steps of the Forum itself before fleeing north.
Because Lord Pustaph was from a cadet branch of the Royal Thrune family, Inquisitors were dutifully sent out, and young Argus was hounded every step of the way. Bit by bit, he lost his money, his horse, his belongings, until he found himself wandering the forests of Varisia lost and alone.
Ultimately, a pair of Chelaxian Inquisitors caught up to him. He had slain one, but would have paid the ultimate price had not Shalelu intervened and rescued him.
Shalelu for her part, liked the talent she saw in the young man, and helped him learn this new environment and the ways of the Ranger. Hero worshiping the elven ranger, the young man took a new name as a symbol of his new life, and dedicated his knightly skills to defending people who needed it; especially from the corruption of cruel officials (Chelaxian especially).
His new name would be Alfric; and he would be known simply as the Green Knight.
To this day he tends to wear a full helm to conceal his face from possible pursuers, though it has been years since he had even heard of any bounty hunters. It is a great sign of trust for him to reveal his face to you. He idolized Shalelu for her rescue of him; as his skill and talents have developed and deepened, he has begun to admire her as a woman as well.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

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