Arcane Experimenter

Taedric Starfell's page

661 posts. Alias of Tilnar.


Full Name

Taedric'anariel Starfell

Race

Gnome

Classes/Levels

Marshal/Champion 2-Cavalier (Emissary) 4/Bloodrager 2/Paladin 2

Knave's Vitals:
(HP: 62/62 AC: 24/11/22; Percep: +8 (scent); Init: +2; Fort +9, Ref: +7(evasion), Will: +3(+devotion); CMD: 24 (30 v trip); CMB +12(+14 trip); Spd: 50)

Gender

Taedric's Vitals:
(HP: 102[126]/102[126] AC: 25[23]/12[10]/24[22](uncanny dodge); Percep: +13; Init: +3; Fort +15[+18], Ref: +6, Will: +8[+10] (+1 within 30' of an animal); CMD: 24; CMB +13 [+15]; Speed: 30)
Male

About Taedric Starfell

Taedric Starfell
Male Gnome Cavalier (Emissary) - Order of the Sword 4 / Bloodrager (Primalist) 2 / Paladin 2
Dual Path Marshal/Champion - Mythic Tier 2
LG Small Humanoid (Gnome)
Init: +3, Senses: Low-Light, Perception: +13
Languages: Common, Gnome, Sylvan, Abyssal, Aklo, Undercommon, Celestial, Gesture, Sign Language.
Bloodline: Celestial Deity: Shelyn
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DESCRIPTION/BACKGROUND
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A near-giant amongst his kin, Taedric stands almost five inches above 3 feet with a muscled frame almost broad enough to imply dwarven blood. His armour is well-polished and maintained, shining in the light and reflecting the mixed and vibrant colours of his clothing. His indigo hair is wild, as if it refuses to be contained, giving him a slightly shaggy look. His skin is a very pale shade of blue - almost like that of a Sylph - contrasting with the brightly coloured tattoo of a rainbow plume that starts over his left eye and descends over his high cheekbones. Despite the vibrancy of the tattoo, however, Taedric's silver eyes are still, somehow, brighter still,

Childhood:

Taedric was born in Kenabres, roughly fifteen years before the start of the Fourth Crusade, the child of Crusaders.... and has never been allowed to forget it.

His father Ansil was a planetouched paladin of Iomedae, and one of the group that fought against the Storm King alongside the Silver Dragon Terendelev. His mother, Rilka, was a fomer Chelish slave and cleric of Sarenrae was forced to stay behind in order to raise their infant son... despite her desire to take up her scimitar and cut down the Balor's hoarde.

Instead, she worked as a healer, using her divine gifts to save the lives of the Crusaders injured in battle... especially when the Kenteberes Wardstone was damaged and they were forced to flee their home to keep out of danger. Perhaps as a result of not being able to fight herself, Rilka dedicated herself to grooming Taedric to take up arms and fight the righteous fight as a blade of Sarenrae or Iomedae, trying to instil a strong sense of morals and, more importantly, a sense of duty... lessons she only redoubled when she learned of the death of her husband in combat against the Storm King's hoarde.

Taedric was quick to learn the morality, however, he chafed under the pressure to take up arms and march into the Worldwound. He attended the training and drills.. and yet, something in his soul longed for something more than a drab, martial life of duty. The life his mother promoted simply struck him as.... ugly.... somehow, and not only because of the Worldwound and its demons... but there was simply a lack of joy and beauty that he could not reconcile.

On his own:

These feelings came to a head as his training finished... and so, rather than travel to Nerosyan and take his vows to Iomedae, he headed east. Using the money he was to offer to the Inheritor instead to travel across the Lake of Mists and Veils, out of Mendev and into Brevoy, heading toward the River Kingdoms to be the master of his own destiny...

He wandered aimlessly for a time, gambling - often losing - until he met "Lord" Nastir, a man who claimed to be fighting to create a small, stable pocket in the River Kingdoms. Nastir told the young warrior about his plans to build schools, roads, and even a bardic college -- and these ideas resonated within him. He offered his lance to the man's service, looking to fight the good fight for freedom, rather than face the meat-grinder of the Worldwound.

Unfortunately, the naivety that allowed Taedric to think that he was fighting the good fight for freedom was stripped from him in a rather dramatic fashion, when the "good man" he thought he was working for ordered the destruction of a village that could not pay its "tribute" in fish and textiles.

He objected, but to his own horror, did nothing as the innocent people were put to the sword, and the torch. He watched, horrified, as people he trusted, people he thought were noble of spirit, turned to looting and slaughter... until, finally, it became too much for him to bear. He turned to ride into the forest and away from the horror when he saw two of Nastir's men emerge from a hut with the comely young daughter of one of the weavers... calling her a "spoil of war". Something within him snapped, he could not allow the girl's beauty to be obliterated. He could almost hear his father's voice, and feel his strength within him when he instead and ran through one of those men. He managed to fell the second, but not before he called out an alarm... Taedric barely had time to get the woman onto his pony and start fleeing before the bolts started to fly.

Thankfully, he managed to make it into the woods and escape, though he rode his poor, overburdened pony past the point of exhaustion to do it. He gave the poor animal a quick death, and brought the girl to the safety of Restov.

Darkest Before the Dawn...:

There, he began to drink, wracked by guilt from allowing the death.. and worse.. of the villagers, and mentally re-examining past missions to "collect taxes" or "deal with bandits" with a more critical eye... and he was not pleased with what he found when he did.

He began to spend more and more time in the darker parts of the city, using his coin to buy small escapes from the pain within him... heading out into the wilds, looking for things to sell to buy him a night's peace or release. As his coin began to run out, he began spending more and more time in the woods, eventually moving into the abandoned den of a she-wolf where he found a young cub. He began to raise the thing, hoping to sell it in exchange for a few more bottles or a night or two at the brothels.

It was on his way to the city for such a night that he first heard the song of Shelyn - literally, in the form of a young acolyte singing her praises while admiring a sunset. Something within Taedric made him stop and listen to her song, finding solace in the sad notes... and drawing hope from the messages of a deep, inner beauty that exists within.... By the end of her litany, Taedric found himself weeping. He approached the young priestess, seeking forgiveness and atonement for his past actions, and was shocked to learn that it was the girl he'd rescued a year before.

Taedric returned to civilization, taking the young wolf as a new mount, and helping the church as he could. Unlike the liturgies of his youth, he found himself excited to take in the teachings of Shelyn, to internalize the teachings of love, art, and especially, the inner beauty of the soul, and how it is not so easily tarnished, even from dark acts. Slowly returning to a place where he could love himself once again, he even began to send letters north to his mother. Taedric began to thrive in his new life... when he received a letter from Kenteberes -- his mother had taken ill.

Unwilling to risk losing her before he could apologize in person, and worse, allowing her to die before she could see what he had become, Taedric said his goodbyes and headed north, a Cavalier returning home. He managed to meet his mother on her deathbed, and she forgave him for leaving, wishing him redemption... and told him the truth about his father, and how he carried the blood of an Angel... which is why she pressed him so hard.

The realizations rocked Taedric, and yet, hardened something within him to. He knew his duty now, and it was to protect the beauty of this world from the ugliness of what lay beyond the Worldwound... and to find and nurture the inner beauty in those who have lost hope, or allowed themselves to fall into only a grim existence. Now, finally, he was ready and willing to join in the Crusade.

Personality:

Taedric's looking to redeem himself, to atone for his past misdeeds ... and, more importantly, inaction. However, like many converts, he's more zealous that one born into the faith -- as such, he strives to find the beauty and wonder in all things.... possibly even when he shouldn't. He may, also, be willing to put himself at risk in ways that he shouldn't -- partially out of zeal, and partially from his belief that he, like his goddess, is now Incorruptible.

And, based on his past, he's embraced the ideal of the Crusades, but does so as a Shelynite -- thinking it his duty to protect the wonder and beauty of the world from those who would ruin it with their ugliness... ... while still feeling that there is beauty and good in all things which could be nurtured and brought out -- as it was in him. As such, he would rather redeem his opponents, to bring those small few notes of the beautiful song into a loud harmony with everything than he would silence the voice and lose the unique things they could offer. That said, he's not dumb enough to think there's any way to redeem a demon.

Party Role:
Taedric has a high charisma and social skills, and would be an excellent face for a party. Beyond that, his mobility and speed make him an excellent skirmisher/striker -- who can, if needed, stand in the front line, or, more effectively, spin through combat, running down enemies from the flank.

Future Plans/Build:

Taedric will probably head toward the Mammoth Rider PrC -- if only because the thought of a Mythic Cavalier charging into battle on a Huge-sized full-on Battlecat to tear apart demons is just too cool to pass up.

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DEFENSE
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Using Heavy Shield:
AC 25, Touch 12, Flat-footed 24, CMD 23
(+3 Shield, +10 Armour, +1 Dex, +1 Size)
Without Shield:
AC 22, Touch 12, Flat-footed 21, CMD 24
(+10 Armour, +1 Dex, +1 Size)
Special: Uncanny Dodge

HP 102 [126] (8HD - 13,9,12,11,9,12,11,12 + 5 [bonus] + 8 [Marshall 2])
Fort: +15 [+18], Ref: +6, Will: +8[+10]{+9|+12 within 30' of an animal)
Special: +2 vs illusions; Divine Grace (applied); Can reroll save vs. domination/mental incapacity from a demon (1/day);
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OFFENSE
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Speed: 30 ft. (6 Squares) or Mount's Speed (50 ft/10 squares)
Melee
One-Handed
+1 Lance +16/+11 [+18/+13] (1d6+7[+9]/x3) {Piercing, Reach, Double damage on Charge}
Radiance (+1 Cold Iron Longsword) +16/+11 [+18/+13] (1d6+7[+9]/19-20) {Slashing}
Masterwork Cold Iron Longsword +16/+11 [+18/+13] (1d6+6[+8]/19-20) {Slashing}
Dagger +15/+10 [+17/+12] (1d3+6[+8]/19-20) {Slashing/Piercing}

Two-Handed
Masterwork Lucerne Hammer +16/+11 [+18/+13] (1d10+9[+12]) {Reach, Piercing/Bludgeon, Set against Charge}

Ranged
+1 Composite Longbow (Str +5) +11/+6 (1d6+5/x3) {Piercing, 110' range increment}

Special/Options:
- Amazing Initiative (Spend 1 mythic for an extra standard action)
- Angelic Attacks (Melee attacks are considered good-aligned and do d6 extra damage versus evil outsiders)
- Armour of the Pious (1/day - Swift action to gain +1 AC (armour) and +2 sacred on all saves for 1 minute)
- Cavalier's Charge (+4 to hit when charging)
- Challenge (+2 [morale] to hit if mounted, +4 damage)
- Decisive Strike (Swift, use mythic power to grant one ally an immediate attack on my turn that bypasses DR)
- Mounted Marshal [mythic] (considered flanking if both mount and self threaten; use mythic power to double charge damage)
- Ride-by Attack (can continue to move after attacking)
- Spirited Charge [Mythic] (Charge: Melee weapons do double damage *and* anyone struck is staggered (dazed for 1 mythic point) for 2 rounds - Fort DC 20 [22 rage or lance] [24 and lance] to avoid)
- Smite Evil (+2 to hit, +2 damage [doubled if evil on first shot], +2 Deflection -- and attacks bypass DR)
- Sudden Attack (Swift, use mythic power to make an attack at highest BAB that bypasses DR).

Base Atk: +8, CMB: +13
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STATISTICS
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Str 22 [26], Dex 12, Con 16 [22], Int 10, Wis 10, Cha 14.
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FEATS
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Armour Proficiencies: Light, Medium, Shield.
Weapon Proficiencies: All Simple and Martial.

Bonus Feats: Mounted Combat (Cav 1), Raging Vitality (Story)
Selected Feats: Ride-by Attack, Spirited Charge, Horse Master, Extra Rage.
Mythic Feats: Dual Path, Spirited Charge (via Extra Mythic Feat at L2)
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TRAITS
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Child of the Crusades (Campaign Trait) [Marshal]
Your parents were members of the crusade, as were their parents before them. The righteousness of the crusades sometimes feels as if it runs in your very blood, and it bolsters you against demonic influence. Your parents may be alive still, or they may have perished on a mission—that choice is up to you. You grew up knowing them, though, and their zeal and devotion to the crusade is the primary reason you feel the same way. They’ve told you of other family members who have also been involved in the crusade, and it’s not uncommon for you to meet a distant cousin or long-lost aunt, uncle, or other family member while traveling among the border towns of Mendev. This strong family tie bolsters your mind and sense of belonging to the crusade. Once per day when you fail a saving throw against an effect created by a demon that would possess or incapacitate you mentally, you may immediately reroll that saving throw as a free action. You must take the second result, even if it is worse.
Mythic Bonus: Gain a +2 trait bonus to Will saves. Whenever you successfully save against a mind-affecting effect from a demon, as an immediate action you can expend one use of mythic power to cause the demon to become staggered for a number of rounds equal to your mythic tier. The demon can reduce this effect to 1 round by making a Will save (DC 10 + your mythic tier + your CHA mod).

Animal Friend (Racial Trait)
You've long been a friend to animals, and feel safer when there are animals nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet.
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RACIAL TRAITS
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Academian (Knowledge: Religion)
Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This racial trait replaces the obsessive racial trait.

Faerie Dragon Magic (Sp)
Some gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast. Additionally, a gnome with a Charisma score of 11 or higher can use each of the following spell-like abilities once per day: ghost sound, grease, and silent image. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This trait replaces gnome magic.
[SLAs: Ghost Sound; Grease; Silent Image]

Gift of Tongues
Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial traits.

Illusion Resistance (Ex)
Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses
Gnomes receive a +2 bonus on Perception skill checks.

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SKILLS
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Class Skills are italicized, Trained Skills marked with *
Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics [-3] = 0.0 + 1 + -4 (AC)
Bluff* [+12] = 6.0 + 2 + 3 + 1 (racial trait)
Climb [+7|+9] = 1.0 + 6 + 3 -3 (AC)
Diplomacy* [+9] = 3.0 + 2 + 3 + 1 (racial trait)
Disguise [+2] = 0.0 + 2 + 0
Escape Artist [-3] = 0.0 + 1 + -4 (AC)
Knowledge (Arcana)* [+4] = 1.0 + 0 + 3
Knowledge (Religion)* [+6] = 1.0 + 1 + 3 + 2 (Academian)
Perception* [+13] = 8.0 + 0 + 3 +2 (Keen Senses)
Ride* [+8] = 8.0 + 1 + 3 -4 (AC)

- (Bonded Mount) [+12] (No AC penalty)

Sense Motive [+0] = 0.0 + 0 + 0
Stealth [+1] = 0.0 + 1 + 0 +4 (size) -4 (AC)
Survival* [+6] = 3.0 + 0 + 3
Swim* [+7] = 1.0 + 6 + 3 -3 (AC)

Background Skills
Skill Name [Total] = Rank + Stat + Misc (Description)
Handle Animal [+14] = 8.0 + 2 + 3 + 1 (trait)
Profession (Gambler)* [+8] = 5.0 + 0 + 3
Linguistics [+4] = 3.0 + 0 + 0

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SPECIAL ABILITIES
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Angelic Attacks (Sp)
Your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, you deal 1d6 extra damage when you deal damage to an evil outsider with a melee attack. This extra damage stacks with effects such as Align Weapon and those granted by a weapon with the holy magic weapon special ability.

Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Bloodrage (Su) (ooooo ooooo ooooo) [Celestial Bloodline]
The bloodrager's source of internal power grants him the ability to bloodrage. A bloodrager can bloodrage for 15 rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours don't need to be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and a +4[+6] morale bonus to his Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a -2 penalty to Armor Class. The increase to Constitution grants the bloodrager 14 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter a bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
- Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Cavalier's Charge (Ex)
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Challenge (Ex) 2/day (oo) [Swift Action]
(General): +4 damage to target of challenge; -2AC vs everyone except the target of challenge; lasts until target is dead or unconscious or until combat ends.
(Order of Sword): +2 morale bonus on attacks against the target so long as he is mounted.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Expert Trainer (Ex)
At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to half his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first increases the DC by +2.

Fast Movement (Ex)
A bloodrager's base speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's base speed.

In or Out of the Saddle (Ex) At 1st level, an emissary can move at normal speed when wearing medium armor. This ability replaces tactician.

Mount (Ex) (Knave, see below)
Mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. 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.

Order of the Sword (Ex)
The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1)
-- By My Honor (Ex) At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice. [Lawful Good -- Reflex]

Lay On Hands (Su) (ooo [o] - d6)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier [ooc](plus one, armour of the pious). With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability. Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Smite Evil (Su) (o) [+2 Deflection to AC, +2 to hit, +2 damage]
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 4 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Uncanny Dodge (Ex)
You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

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MYTHIC ABILITIES - Dual Path: Marshal/Champion -- Mythic Power 7[8] (ooooo oo[o])
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Amazing Initiative (Ex) At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Decisive Strike
As a swift action, you can expend one use of mythic power to give one ally within 30 feet the ability to immediately make a single melee or ranged attack on your turn. Add +1 as a bonus on the attack roll. The damage dealt by this attack bypasses all damage reduction. This attack doesn't count toward the ally's actions on its turn.

Extra Mythic Feat

Hard to Kill (Ex)
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mounted Marshal (Ex)
Whenever you're riding on a bonded mount or animal companion, you and your mount are each treated as flanking any opponent you both threaten. Whenever you use your surge ability while mounted, your mount heals a number of hit points equal to your surge result plus 1. You can expend one use of mythic power while charging with your mount to deal double damage to the target of your charge (or triple damage if you're wielding a lance).

Sudden Attack
As a swift action, you can expend one use of mythic power to make a melee attack at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding +1 to the attack roll. Damage from this attack bypasses all damage reduction.

Surge (Su)
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Mythic Feats:
-Spirited Charge When you hit an opponent with a mounted charge, that opponent must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be staggered for a number of rounds equal to your tier. If you use a lance with this attack, increase the saving throw DC by 2. As a free action before you make the attack, you can expend one use of mythic power to daze your opponent on a failed saving throw instead of staggering it.

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GEAR
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Carried/Equipped
Outfit (Traveler's), Armour of the Pious, +1 Heavy Shield (Steel), Belt of Giant Strength +2, Cloak of Resistance +1, +1 Lance, +1 Composite Longbow (Str +5), Masterwork Lucerne Hammer, Masterwork Cold Iron Longsword, Dagger, 20 arrows.

Backpack: [Bedroll, Trail Rations (6 days), Everburning Torch, Waterskin (Full), Mess Kit, Slate ]
Beltpouch #1: [Chalk (x5), ]
Beltpouch #2: [Flint and Steel, Whetstone]
Beltpouch #3: [Potion of Cure Light Wounds]

Knave's Saddlebags: [60 Arrows, Trail Rations (12 Days), Feed (18 days), Rope (50 ft.)]

Knave:

Male Wolf Animal 7 (NG Large Animal)
Init +2; Senses: Low-Light, Scent (Perception +8)
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DEFENSE
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AC 24, Touch 11, Flat-footed 22, CMD 24 (30 vs trip)
hp 62 (7HD)
Fort: +9, Ref: +7, Will: +3
Special: +4 morale bonus on Will saves against enchantment spells and effects; Evasion.
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OFFENSE
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Speed: 50 ft. (10 squares)
Melee: bite +10 (2d6+9) + trip or Power Attack +8 (2d6+15)+ trip
Base Atk: +5; CMB: +12 (+14 trip) [+18 flanking];
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ABILITIES
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Str 23, Dex 15, Con 19, Int 3, Wis 12, Cha 6
Feats: Armor Proficiency (Light), Improved Natural Attack (bite), Dirty Fighting, Improved Trip, Power Attack.
Skills: Acrobatics +1, Acrobatics (Jump) +9, Climb +9, Perception +8, Survival +2, Swim +9.
Possessions: +1 Barding (Chain Shirt); Dire Collar
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Trained for Combat Riding
Knows the tricks: attack, come, defend, down, guard, and heel.

Additional Tricks: Attack II, Fetch, Guide, Seek, Watch

Devotion (Ex) An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Link (Ex) A master 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.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Knave's Vitals:
(HP: 62/62 AC: 24/11/22; Percep: +8 (scent); Init: +2; Fort +9, Ref: +7(evasion), Will: +3(+devotion); CMD: 24 (30 v trip); CMB +12 [+14 trip; +18 trip while flanking]; Speed: 50)

Taedric's Vitals:
(HP: 102[126]/102[126] AC: 25[23]/12[10]/24[22](uncanny dodge); Percep: +13; Init: +3; Fort +15[+18], Ref: +6, Will: +8[+10] (+1 within 30' of an animal); CMD: 24; CMB +13 [+15]; Speed: 30)