Shoanti Fighter

Aden of the Shield's page

200 posts. Alias of STR Ranger.


Full Name

Aden Fullblade

Race

Human

Classes/Levels

Cavalier 3(Honor Guard, Stratagist)AC 20/13/17 HP: 25/30 and 1 non-lethal

Gender

Male

Size

Medium

Age

30

Alignment

Neutral Good

Deity

Imodae

Occupation

Horsebreaker

Strength 18
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 10
Charisma 7

About Aden of the Shield

Aden Fullblade
Height: 6' 1" Weight: 211 lbs. Hair: Black Eyes: Brown

Favored Class:
Cavalier Level 1

Coditions: Nil
Experience: 0
Hit Points: 10+(2Con per level)= 12
Initiative: +2

AC: 20/Touch: 13/Flat Footed: 17 1 damage perhit to non lethal
Armor/Protective Item: Breastplate+Armored Kilt; (Armor/Shield Bonus: +7; Max Dex: +3; Armor Check: -4; Arcane Spell Failure: 25%; Weight: 40 lbs )

Protective Item(Misc): Nil

Speed: 30' (6 squares)20ft for Armor

Saves:
Fortitude: +2(2Con)=4
Reflex: +0(2Dex)=2
Will: +0(0Wis), (+2Trait)= 2

BAB: +1
CMB: +5
CMD: +18

Weapons::

Masterwork Cold Iron Scimitar
Attack: +7Damage: 1d6+4 Critical: 19-20/x2 Range: 0' Type: S Special:
or +9 Two handed

Cestus (TWF offhand)
Attack: +5 Damage: 1d4+2 Critical: 19-20/x2 Range: 0' Type B or P Special: -2 to precision based tasks involving the right hand.

Lance
Attack: +7 Damage: 1d8+6 Critical: x3 Range: 0' type: P Special: Reach, deal double damage on a charge.

TWF Chakrams
Attack: +5/+5 Damage: 1d8+4/2 Critical 19-20/x2 Range: 30ft Type: S

Shortbow
Attack +6 Damage: 1d6 Critical x3 Range: 60ft Type: P Special: Nil

Skills::
4+0(Int)+1(Human)+1(Favored)=6

Acrobatics (2Dex): 2
Appraise (0Int):
Bluff 0ranks, -2Cha:
Climb 4ranks, 4Str: 8
Craft 4ranks, +1Int: 5
Craft 4ranks, +1Int: 5
Diplomacy 0ranks, -2Cha: -2
Disguise -2Int: 0
Escape Artist 3Dex: 3
Fly 2Dex: 2
Handle Animal 4ranks, -2Cha: 2
Heal:0ranks+0(Wis)=01/2 level bonus to heal others
Intimidate 0ranks, -2Cha: -2
Knowledge (arcana)*:
Knowledge (dungeoneering)*:
Knowledge (engineering)*:
Knowledge (geography)*:
Knowledge (history)*0ranks, 1(Int):
Knowledge (local)*0ranks, (Int):
Knowledge (nature)0Int:
Knowledge (nobility)*:
Knowledge (planes)*:
Knowledge (religion)*:
Linguistics*:
Perception 1rank, 0Wis: 1
Perform:
Profession*0ranks, 0Wis:
Ride 4ranks, 2Dex: 6
Sense Motive 0ranks 0Wis:
Sleight of Hand*:
Spellcraft*:
Stealth 0rank, 3Dex:
Survival 0ranks, 0Wis: 0
Swim 0ranks, 4Str: 4
Use Magic Device*:

Bold=Class Skill / * Trained only
All Str/Dex based skills take -4AC penalty, except Ride

Racial Traits::

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (+2Str)
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans recieve 1 bonus skill point per level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feats::

TWF, Power Attack, Precise Strikes
Quickdraw, Bodyguard

Traits::

Purity of Faith (Imodae)- +1 to Will saves and +1 saves vs evil outsiders
Adopted: Helpful- You grant +4 from aid another instead of 2

Special Abilities:
:

Challenge:
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.

Mount:
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:
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:
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.

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

Intercept (Ex):

At 3rd level, an honor guard learns to better disrupt the attacks of his enemies. He gains Bodyguard (Advanced Player's Guide 151) as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the honor guard uses the aid another action to increase an ally's Armor Class, the bonus to Armor Class granted by the aid another action increases by +1. This ability replaces cavalier's charge.

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).

Order Abilities: A cavalier belonging to the order of the shield gains the following abilities as he increases in level.

Resolute (Ex)
At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.

Stem the Tide (Ex)
At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check.

Protect the Meek (Ex)
At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round.[/ooc]

[spoiler=Pharlap, 3HD Combat Trained Mount]

Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

* This is a secondary natural attack, see Combat for more information on how secondary attacks work.Note: When an animal becomes combat trained, secondary attacks become primary.

4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities combat trained. Mount Class feature says horse starts combat trained

BAB: 5
Fort: 5
Ref: 4
Will: 2(4from Iron Will)
HD: 3 (d8)
AC: 16 (13+3 From Studded Leather Barding)
HP:18
Feats: Light Armor Proficiency, Iron Will, Power Attack
Tricks: from Combat Trained class fetureAttack, Come, Defend, Down, Guard and Heel
Bonus Trick: Track

Skills:
Perception 4ranks, 1Wis= +5
Survival 4ranks, 1Wis= +5
Swim 4ranks, 3STR= +7

Gear & Money::

Arms & Armor:
Masterwork Cold Iron Longsword 330gp
Breastplate+Armored Kilt 220gp
20 Arrows
Cestus 5gp
Dagger 2gp
Lance 10gp
Shortbow 30gp
10 chackrams

Gear:
Backpack
Saddlebags 4gp
50ft rope 1gp
Chalkx 5 pieces- 5cp
Earplugs 3cp
Flint & steel 1gp
Beer Mug
Pouch, belt
Rations, trail x3 1gp
Traveller's outfit
Cold weather Outfit
Waterskin x3 1gp
Whetstone 2cp
Bedroll 1sp
Caltrops 1gp
Compass 10gp
Fishhook 1sp
Fisking Net 4gp
Saddle 20gp (+2 Checks to stay in saddle)
Grappling Hook 1gp
Holy Symbol: Imodae1gp

Money:
CP:
SP:
GP: 15gp
PP:

Gems & Jewelry:

Magic Items:

Backstory:
Aden was born in sandpoint, a third generation Horse Whisperer to Ardem Fullblade and his wife Celia. Unfortunately Ardem was a former adventurer fallen on hard times and Aden was forced to live with his family at the grace of the Kaijitsu family (his only real exposure to wealth, growing up. Fostering a crush on Ameiko but fearing her cruel and arrogent father, Aden had been on the recieving end of more than a few beatings from the elder Kaijitsu, (usually for eyes that lingered too long upon his daughter) his father unable to say anything to stop the man whose coin barely kept them fed.

Unable to even go to school, what hours could be spared, were passed learning to ride and fight. Despite the situation, Adens' father saw his boy was possessed of uncommon size and speed and was determined he would give his son a chance to better himself, even if he had to use brawn rather than brains to do it. Not possessed of much insight and lacking alot of personal conviction, Aden had to learn through drills and repetition until he had become a good rider and swordsmen. When he'd finally turned 15 his father had called in the last favor he had, for Angus McDarrow a longtime friend to take his son as a squire, with the view that one day his son MIGHT display enough skill and virtue to become a true knight.

Pharlap, 3HD Combat Trained Mount:

Statistics: Size Large; Speed 50 ft.; AC +6 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

* This is a secondary natural attack, see Combat for more information on how secondary attacks work.Note: When an animal becomes combat trained, secondary attacks become primary.

4th-Level Advancement: Ability Scores Str +2, Con +2; Special Qualities combat trained. Mount Class feature says horse starts combat trained

BAB: 5
Fort: 5
Ref: 5
Will: 4(6from Iron Will)
HD: 3 (d8)
AC: 16
HP:18
Feats: Light Armor Proficiency, Iron Will, Power Attack
Special:Evasion
Tricks: from Combat Trained class featureAttack, Come, Defend, Down, Guard and Heel
Bonus Trick: Track, Work

Skills:
Perception 4ranks, 1Wis= +5
Survival 4ranks, 1Wis= +5
Swim 4ranks, 3STR= +7