About Tetro AeminusTetro Aeminus
Favoured Class: Brawler --------------------
Cold resistance 2
Melee
+4 Courageous Longspear +28 1d8+11 x3 — P brace, reach Ranged
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Base Atk +17; CMB +24; CMD 33 Feats:
Power Attack (Combat) You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Prerequisites: Str 13, base attack bonus +1. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Noble Scion
Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.
Escape Route (Combat, Teamwork)
Prerequisite: none Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space. Gang Up (Combat)
Prerequisites: Int 13, Combat Expertise. Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning. Normal: You must be positioned opposite an ally to flank an opponent. Flagbearer (Combat)
Benefit: As long as you hold your clan, house, or party’s flag, members of that allegiance within 30 feet who can see the flag (including yourself ) gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. You must hold the flag in one hand in order to grant this bonus. If the standard is taken by the enemy or destroyed, this bonus becomes a penalty, affecting all creatures that the bonus previously affected for 1 hour (or until you reclaim the lost flag). Lingering Performance
Prerequisite: Bardic performance class feature. Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. Team Up (Combat)
Prerequisites: Int 13, Combat Expertise, Gang Up, base attack bonus +6. Benefit: When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action. Normal: Aid another is a standard action. Outflank (Combat, Teamwork)
Prerequisite: Base attack bonus +4. Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally. Coordinated Charge (Combat, Teamwork)
Prerequisites: You have at least two other teamwork feats, base attack bonus +10. Benefit: When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must be able to follow all of the normal charge rules. Shake It Off (Teamwork)
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).
Traits
Helpful
Benefit(s): When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus. Natural-Born Leader (social trait)
Benefits: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score. Northern Ancestry (campaign trait)
Benefits: You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source. Drawback Pride
Languages
Skills
Noble Scion means that Knowledge (nobility) is always considered a class skill for you. The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). Skill Ranks per Level: 4 (4 + 0 Int)
The brawler’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). Skill Ranks per Level: 5 (4 + 0 Int +1 favoured class)
The battle herald's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis). Skill Ranks per Level: 4 (4 + 0 Int)
+3 competence bonus on Charisma-based checks Armour Check Modifier: -1 +Acrobatics +3 |-1 Dex +1 rank +3 class skill
Special Qualities
Social Ties
Tetro's Gear
Starting money: 410,000g
Remaining: 8,245.80g Aghi's Gear
Starting money: 58,500g
Remaining: 1,593.30g Special Abilities:
Edicts
Weapon and Armor Proficiency
A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields). A battle herald gains no proficiency with any weapon or armor. Challenge (Ex)
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. Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses. Banner (Ex)
This ability replaces the standard cavalier’s mount ability. Tactician (Ex)
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). Aid Allies (Ex)
Brawler’s Cunning (Ex)
Martial Flexibility (Ex)
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability. At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability. At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability. Martial Training (Ex)
Call to Arms (Ex)
This ability replaces unarmed strike. Bonus Combat Feats
Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level. Brawler’s Flurry (Ex)
A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks. At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry. Inspiring Prowess (Ex)
This ability otherwise functions as bardic performance; feats and other effects that affect bardic performance (such as the Extra Performance feat) apply to it. This ability replaces maneuver training and AC bonus. Knockout (Ex)
Close Weapon Mastery (Ex)
Field Instruction (Ex)
This ability otherwise counts as the cavalier’s tactician class feature; feats and other effects which affect tactician (such as Practiced Tactician) apply to it. This ability replaces brawler’s strike. Inspiring Command (Ex)
All battle heralds may use inspiring command to inspire courage (as the bardic performance ability); bard and battle herald levels stack to determine the bonuses provided by inspire courage. At 1st level, and every two levels thereafter, the battle herald chooses one command to learn. Unless otherwise noted, these abilities provide a competence bonus equal to the battle herald’s inspiring command bonus to her and to all allies within 60 feet able to see or hear her. Commands marked with an asterisk have the same range as above but only affect a certain number of allies (which can include the battle herald). Issuing an inspiring command is a move action. At 5th level, this becomes a swift action, and at 10th level, it becomes an immediate action. Maintaining an inspiring command is a free action that cannot be disrupted, but its effects end immediately if the battle herald is killed or otherwise prevented from taking actions (such as being dazed, helpless, or stunned). The battle herald cannot have more than one command in effect at a time. She may use this ability for a number of rounds per day equal to 4 + her Charisma modifier, plus 2 additional rounds per level after 1st. She may use rounds of bardic performance to issue inspiring commands, but not vice versa. Inspiring commands are language-dependent, mind-affecting effects. The battle herald cannot maintain an inspiring command and a bardic performance at the same time (this does not preclude abilities such as persistent command or the Lingering Performance feat, which continue an inspiring command or bardic performance after the battle herald stops maintaining it). Battle Magic*: One ally gains a bonus on caster level checks and concentration checks equal to the battle herald’s command bonus. None Shall Fall*: A number of allies equal to the battle herald’s inspiring command bonus heal 1d6 points of damage. Targeted allies who are poisoned may attempt a new poison saving throw with a bonus equal to the battle herald’s inspiring command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison. This healing is not positive energy and can heal undead creatures. Reveille: Allies affected by exhaustion, fatigue, or sleep effects may attempt a new saving throw against each such effect; this new save has a bonus equal to the battle herald’s inspiring command bonus. Allies who are sleeping normally automatically awaken when this ability is used. Sound the Charge: Allies apply the battle herald’s inspiring command bonus to attack and damage rolls. Charging allies increase their speed by 5 feet times the battle herald’s inspiring command bonus. Teamwork: Allies add the battle herald’s inspiring command bonus on skill checks or attack rolls made when using the aid another action, and if successful, the assisted ally increases the aid another bonus by an amount equal to the battle herald’s inspiring command bonus. Taken:
Improved Leadership (Ex)
Voice of Authority (Ex)
Easy March (Ex)
Inspire Greatness (Ex)
Banner (Ex)
Teamwork Feat
Demanding Challenge (Ex)
Persistent Commands (Ex)
Inspire Last Stand (Ex)
Complex Commands (Ex)
Aghi the Sleipnir:
Sleipnir This mighty horse has eight powerful legs. Its hooves leave shimmering hoofprints that quickly fade to mist. N Large magical beast Init +4; Senses darkvision 60 ft., low-light vision; Perception +16 Defense AC 33, touch 13, flat-footed 29 (+4 Dex, +12 natural, +7 armour, +1 amulet natural, –1 size) hp 147 (14d10+70) Fort +19, Ref +20, Will +14 Immune electricity; Resist cold 10 Offense Speed 80 ft.; air walk Melee bite +21 (1d8+8), 4 hooves +22 (1d8+8) Space 10 ft.; Reach 5 ft. Special Attacks breath weapon (DC 22), powerful charge (hoof, 2d8+17), trample (1d8+14, DC 23) Spell-Like Abilities (CL 11th; concentration +12) Constant—air walk Statistics Str 26, Dex 18, Con 21, Int 10, Wis 17, Cha 13 Base Atk +14; CMB +23; CMD 37 (49 vs. trip) Feats Endurance, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Run, Weapon Focus (hoof) Skills Acrobatics +18 (+38 when jumping), Perception +16, Swim +18 Languages Auran (cannot speak) Special Abilities Breath Weapon (Su) As a standard action, a sleipnir can exhale a 30-foot cone of shimmering, rainbow-colored light. Every creature in the area is randomly struck by one or more beams, as a prismatic spray spell (DC 22 half or negates). The sleipnir may use this ability once every 1d6 rounds, up to 3 times per day. The save DC is Constitution-based. Sleipnirs are a legendary breed of magical, eight-legged horses. Most sleipnirs have jet-black coats and long, flowing manes and tails, though occasionally a sleipnir foal is born with a white or shimmering silver coat. Such rare sleipnirs sometimes display additional abilities beyond those of their darker kin. A typical sleipnir stands 6 to 7 feet tall at the shoulder, measures about 12 feet long, and weighs upward of 1,600 pounds. Believed to be descended from the mystical steeds of gods, sleipnirs have spread throughout the Material Plane. While sleipnirs cannot actually fly, they are able to walk on air as easily as on land, and spend much of their time galloping across the skies of their homes. Although sleipnirs lack the ability to travel between planes themselves, riders have brought them as mounts far beyond the Material Plane, and populations of sleipnirs can be found on several of the more hospitable Outer Planes as well. Sleipnirs are highly prized as steeds, but as intelligent magical beasts, they cannot be trained using the Handle Animal skill, and those trying to do so find them intractable and even violent. Although they cannot speak, sleipnirs understand Auran, and one seeking a sleipnir as a mount must convince the creature to serve using Diplomacy, Intimidate, or other means. Sleipnirs are generally indifferent to most creatures, meaning they can be found serving as steeds to creatures of all alignments, from good to evil. Riding a sleipnir requires no equipment other than a normal saddle, and they are well trained in combat from birth. A rider does not need to make a Ride check to control a sleipnir in battle, but must make a Ride check to attack in the same round that the sleipnir attacks. A sleipnir can carry 519 pounds as a light load, 1,038 pounds as a medium load, and 1,560 pounds as a heavy load. +3 Mithril Chain Shirt Barding
Appearance and Personality:
Tetro is a tall, broad man, with long flame-red hair and well-groomed beard. His dark brown eyes are those of a man who has seen much hardship but been tempered by it, not bent or broken. His hands are calloused, having seen much labour in his days. He exudes the quiet self-assurance of a man confident in his abilities and his preparations. Background:
Tetro was the third son of Julio Aeminus IV, himself the head of an ancient Taldan noble family. Julio instilled a work ethic in his son, and a drive for excellence altogether too rare in the Taldan nobility. The Aeminus had given many sons and daughters to the branches of the Taldan military and to the chevalier orders, and Tetro found that his combination of antique name, physique, and skill at inspiring others brought him far. He joined the Order of the Dragon, realising that his true strength was in aiding others to reach new heights in combat. He is a consummate military professional, having left the Taldan military hierarchy in order to find new challenges in the mercenary life, riding to battle on his steed Aghi, a sleipnir he made a bond with on his travels. Rough Notes:
Str 17
Cavalier 2
Brawler 5
Battle Herald 10
Totals
Fractional:
Skill points: 8 cavalier
34 background |