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Camper

Sir Simon Ravencourt's page

196 posts. Alias of Doomed Hero.


Race

HP: 53/53, AC 22/25 (T.ac 16/19, FFac 15), CMD 23 (24/trip, 25/disarm and sunder)

Classes/Levels

Fort +9, Ref +7, Will +7, Per +9, Init +4, AoOs 4/4, Tentacle 1/1

Age

30

Special Abilities

Reposition, Evasion, Crane Wing

Alignment

Neutral Good

Deity

Pharasma

Languages

Varisian, Aklo, Infernal, Dwarven, Elven, Draconic

Occupation

Monster Hunter

Strength 12
Dexterity 19
Constitution 14
Intelligence 16
Wisdom 10
Charisma 8

About Sir Simon Ravencourt

Human Lore Warden Fighter 4, Flowing Monk 2

XP 15000, +1600

Background and Family History:

The Ravencourts are ancient noble family dedicated to the service of Pharasma. They are originally Taldan, but have a strong streak of Azlanti blood that they try desperately to preserve. The family's progenitor, Simon Whitemane, was a Field-Marshal of the Knights of Ozem. At the end of the Shining Crusade when the Shield of Aroden shattered, in the wake of Tar-Baphon's defeat, the shards of the shield were entrusted to the surviving leaders of the Crusade.

Those shard-bearers went out into the land and raised families devoted to defending the land against the darkness that had claimed it. The shield-houses have been the Watcher-Lord of Lastwall's silent supporters in maintaining the peace of the land so that the job of holding back the darkness could be made easier. The Lord keeps his sights on the borders, the shield-houses keep watch over the populace, quietly among them like watchdogs in a herd of sheep. The shards of the shield became symbols of devotion to their charge to never again let Ustalav fall into darkness.

At least that is how it was supposed to be.

Of the original guardian houses, the Whitemane family and the Ravencourt family have merged by marriage. Many other houses have fallen or forgotten their oaths. Many shards have been lost.

The House of Ravencourt now seeks the remaining shards. Five are accounted for, three of which are in the possession of the Ravencourt family. The rest are scattered.

Simon is the first born of this generation. Trained from birth and knighted by the Watcher-Lord himself, he has always known exactly who and what he is.

Simon Ravencourt hunts down and destroys monsters. The Shards of the Shield are important, and he passes on what information he finds, but the search for them is not his primary concern. That task is for others. Simon's job is to clear the way for them. Over the years he has put down countless zombies and ghouls, a dozen vampire spawn, three werewolves, two wraiths and one genuine Master Vampire. He keeps a journal, like all his predecessors, detailing his hunts and battles so that future generations can learn from his endeavors.

Today, his investigation has brought him to the County of Barovia at the foot of the Ustelav mountains. The Count, Strahd, is an old friend of the Ravencourt family, another descendant of the shard-bearers who admittedly concerns himself more with governing his lands than with the destruction of evil. Nevertheless, the Count has always had valuable information, sending the Ravencourts the occasional letter or courier with a lead to follow. Simon has never known the Count to be wrong. Many of the Ravencourt's successes over the years have been a result of information provided by the Von Zarovitch family.

Some months ago Simon began hearing rumors of unexplained disappearances and odd behavior from a number of young women in the villages in Barovia. After so much help from the good Count, Simon decided that it was time to return the favor. Whatever the trouble was, Simon would find it. It was the least he could do for such a good man.

Initiative: +4
Speed: 30 ft

Defenses:

53 HP (10 first level, 20 fighter, 11 monk, 12 con)

22/25 AC: (+5 Armor, +4 dex, +1 dodge, +1 Expertise, +1 Buckler) (+3 from Crane Style when fighting defensively)
16/19 Touch
15 Flat-footed

22 CMD (+5 BaB, +4 dex, +1 str, +2 fighter)
24 vs Trip
25 vs Disarm and Sunder

Hit Points:

+9 Fort (+4 fighter, +3 monk, +2 con)

+7 Ref (+1 fighter, +3 monk, +4 dex)

+7 Will (+1 fighter, +3 Monk, +3 wis)

Combat:

BaB +5

CMB +8 (+5 bab, +2 Lore Warden, +1 Str)
Trip CMB +10

Melee
Base +5/+9
(-2 when fighting defensively)

Penance (+1 Consecrated Scorpion Whip) +11, 1d4+1 damage, x2 crit, 15' reach

Quill (Masterwork Silvered Rapier), +10, 1d8 damage, 18-20 x2 crit

Retribution (Consecrated masterwork light mace, white oak haft, Cold Iron, Silver, Adamantine nails and studs adding piercing damage, weapon cord) +10, 1d6 damage, x2 crit, bludgeoning, piercing

Unarmed, +10 1d6, x2 crit

Ranged
Base +9

Bola, +5, trip

Combat Net, +5, Entangle

Feats and Traits:

traits
Threatening Defender
Heirloom Weapon: Whip

Feats
Weapon Finesse (human bonus)
Combat Reflexes (1st level)
Dodge (fighter 1)
Mobility (fighter 2)
Combat Expertise (bonus, lore warden)
Weapon Focus Whip (3rd level)
Crane Style (monk 1)
Improved Trip (5th level)
Crane Wing (monk 2)
Whip Mastery (fighter 4)

Skills:

Skill Points per level: +14 fighter, +8 monk, +18 int, +6 race, +2 Favored Class
total 42

+14 Acrobatics (6 ranks, +3 class +4 dex)
+10 Perception (6 ranks, +3 class)
+16 Stealth (6 ranks, +3 class, +4 dex, +2 equipment)
+9 Disable Device (4 ranks, +3 dex, +2 equipment)
+5 Perform (2 ranks, +3 class)
+9 Sense Motive (6 ranks, +3 class)
+10 Climb (4 ranks, +3 class, +1 str, +2 equipment)
+14 Knowledge: Dungeoneering (5 ranks, +3 class, +3 int, +2 equipment)
+14 Knowledge: Religion (5 ranks, +3 class, +3 int, +2 equipment)
+11 Survival (3 ranks, +3 class, +2 wis, +2 equipment)
+10 Ride (1 rank, +4 dex, +3 class, +2 equipment)

Class Abilities:

Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Expertise (Ex) At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.
This ability replaces bravery 1.

Maneuver Mastery (Ex) At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
This ability replaces armor training 1.

Redirection (Ex): At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk’s level + monk’s Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply.
This ability replaces Stunning Fist.

Unbalancing Counter (Ex): At 2nd level, a flowing monk’s attacks of opportunity render a struck creature flat-footed until the end of the flowing monk’s next turn (Reflex DC 10 + 1/2 the monk’s level + Wisdom modifier negates).
This ability replaces the bonus feat gained at 2nd level.

Evasion (Ex): At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Special Abilities:

Black tentacles that surround and curl about your body. (You gain the use of Black Tentacles as a spell like ability usable once per day. In addition to the normal use of the Black Tentacles ability, they can act as weapons, dealing 1d8+Str damage (ranged touch, range of 10 ft), and they give a +2 to any Disarm, Trip, or Grapple checks. )

Equipment:

-Weapons-


  • +1 Consecrated Scorpion Whip (Penance, shard of the Shield at the tip)
  • MW Silvered Rapier (Redemption, flamberge blade, cutlass guard)
  • Consecrated Light mace (Retribution, silver, cold iron, adamantine studs. Weapon cord)
  • Sap
  • Bola x4
  • Combat Net x2

-Worn-

Armor: Mithril Chain Shirt sewn into long leather coat (acts as chain shirt with kilt) (1100 gp)
Shield: Buckler (flaring guard strapped to left arm)
Head:
Eyes:
Neck: Neck Guard (+1 ac vs neck targeting attacks)
Cloak:
Waist:
Body:
Vest: Pocket Watch Wayfinder with Clear Spindle Ion Stone (Need no food or water, protection from possession/mind control) (4500 gp total),
Wrist: Spring-loaded wrist sheathes. Silver Dagger in left, Cure Mod potion right empty
Hands:
Ring:
Ring:
Feet: Soft-soled boots (masterwork Stealth tool)

-Belt and Pouches-
Signal Horn
Signal whistle (given to Lyra)
Key Ring (3 Skeleton Keys) (240 gp)
Masterwork Lockpicks (50 gp)
Whetstone
Small silver mirror
Silverblanch x2
50 twine
5 small bells
10 fish hooks
10 tinder twigs
a vial of lamp oil
1 lb pouch of ground chalk x2
5 sticks of chalk
5 sticks of charcoal
Characteristics of the Undead Reference Book (Masterwork equipment for Knowledge Religion) (50 gp)
Pathfinder Surveyor's Guide to Ruins and Catacombs (Masterwork equipment for Knowledge Dungeoneering) (50 gp)
Survivalist's Field Guide (Masterwork equipment for Survival) (50 gp)

-Tool Kit Satchel-
Crowbar
Hammer
Drill
6 iron spikes
10 pitons
10' heavy chain
1 gallon of oil
50' silk rope
Grapple

-On Horse-
Saddle and tack
Horse blanket
Saddlebags
Extra horse shoes and nails x8
5 gallons of water
2 weeks feed
2 weeks rations
Bedroll
Winter Blanket
Hammock
Extra clothing
3 bars of soap
Crowbar

Cash

Spoiler:

10500

equipment worth- 10,200

Simon's Journal

Spoiler:

"In the crypts you will see,
tears of blood shed for thee,
love corrupt with hate he bound,
power he sought to pull her down.
The sky was alight when she fell,
her power he used to bring upon hell."


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