Alain

Alaric Moonrider's page

2 posts. Alias of Codanous.


Race

HP: 76/76 |AC:27 T:12 FF:25,| CMD: 24 | Fort: +10, Refl: +6, Will: +7 | Init: +1, Speed 30ft

Classes/Levels

Pharos: 75/75 DR 5/magic | AC 23 | Fort +7, Ref +8, Will +5 | Speed 50ft

Gender

Positive Conditions: | Negative Conditions:

About Alaric Moonrider

HP: 76/76 |AC:27 T:12 FF:25,| CMD: 24 | Fort: +10, Refl: +6, Will: +7 | Init: +1, Speed 30ft

Pharos: 75/75 DR 5/magic | AC 23 | Fort +7, Ref +8, Will +5 | Speed 50ft

Positive Conditions: | Negative Conditions:

Alaric Moonrider

Male Angel-Kin Aasimar Ghost Rider Cavalier
CG Medium Humanoid(human, Outsider)
Init: +5 Senses:
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Defenses:
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AC 27 T: 12 FF: 25 (+11 armor, +1 Dex, +1 Deflection, +1 Natural Armor, +3 Shield)
HP: 76 (9d10 + 18)
Saves: Fort: +10, Reflex +6, Will: +7
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Offense
Speed 30 ft
Melee +1 Longsword +15/+10 (1d8 + 7, 19-20 x2) (-2 att/+4 damage) (Charge x2, +15 damage on a charge)
+1 Lance +15/+10 (1d8 + 9, 19-20, x3) (-2 att/+6 damage) (Charge x3, +15 damage on charge) (Reach)
Ranged +1 Comp Longbow +10/+5 (1d8 + 6, x3) Range 110 ft (-4 penalty if mount moved this turn)
Special Abilities
3 / day Frightful Gaze: DC17 All enemies in 30 feet of Mount make will save or be paralyzed by fear for 1 round.
3 / dayCavalier’s Challenge: +2 Morale bonus to Attack, +9 damage, -2 to AC against targets
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Statistics
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Str 22, Dex 12 Con 14, Int 11, Wis 10, Cha 16
Base Atk +9; CMB +14 CMD 24

Feats

1st:
Mounted Combat
Avoid attacks on mount with Ride check
3rd:
Ride-By-Attack
Move before and after a charge attack while mounted
5th:
Spirited Charge
Deal double damage on a charge. Triple if with Lance
6th:
Power Attack
Trade melee attack bonus for damage
8th:
Trample
While mounted, you can ride down opponents and trample them under your mount.
9th:
Improved Critical(Lance)
Increase the crit range of a Lance by 1.

Traits

Armor Expert:
You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Martyr’s Blood:
You carry the blood of a self-sacrificing celestial, and strive to live up to your potential for heroism. As long as your current hit point total is less than half of your maximum hit points possible, you gain a +1 trait bonus on attack rolls against evil foes.

Skills 5 skills ranks/ level / -5 Armor Check penalty to Swim and Climb

Ride (Dex)
9 + 1 + 3 = +13
Climb (Str)
4 + 5 + 3 = +7
Handle Animal (Cha)
9 + 3 + 3 = +15
Intimidate (Cha)
9 + 3 + 3 = +15
Swim (Str)
5 + 5 + 3 = +8
Sense Motive(wis)
9 + 3 = +12

Languages: Common, Celestiel

Gear: 46,000 gp
+1 Lance(2000g), +1 Comp Longbow(2600gp), +2 Full Plate(7,500 gp), +1 Heavy Steel Shield(1,170 gp), Amulet of Natural Armor +1(2,000 gp), Ring of Protection +1(2,000 gp), Belt of Strength +2(4,000 gp), Cloak of Resistance +2(4,000 gp), Handy Haversack (2,000 gp), 3 Potion of Cure Moderate Wounds(900 gp), Headband of Charisma +2(4000gp, bedroll, belt pouch, two sunrods, ten days of trail rations, a waterskin, and a flint and steel. Potion of Lesser Restoration (x2): 600 gp, Silk Rope(50ft), Climbing Kit,.

Coins: 55 pp, 50 gp, 80 sp.

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Special Abilities
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Favored Class Bonus: +9 skill ranks

Angel-Kin Aasimar:

Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Heal and Kn: Planes checks.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Alternate Spell-Like Ability Angelkin gain alter self as a spell-like ability.

Cavalier Abilities

Challenge (Ex):
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.

Ghost Mount:

At 1st level, a ghost rider gains the ability to manifest a special mount of conjured ectoplasm rather than one of flesh and bone. This spectral companion functions like a spiritualist’s phantom companion, using the ghost rider’s cavalier level as her effective spiritualist level. The phantom takes the form of a ghostly creature analogous to one of a cavalier’s normal mount options for her size and class level, such as a Large horse for a Medium ghost rider or a wolf for a Small ghost rider. A ghost rider must choose a mount that is capable of bearing her weight, that has four or more legs, and that lacks a fly speed (although the GM may allow mounts with a swim speed in certain environments). The GM might approve other animals as suitable mounts.

The ghost rider can manifest her ghost mount only in ectoplasmic form, and she gains the spiritualist’s etheric tether class feature, applied to her ghost mount. The mount shares the cavalier’s alignment. Though the mount cannot speak, it understands its master’s verbal commands and gains the phantom’s link ability. The ghost mount has good Fortitude and Reflex saves, and can have ranks in any of the following skills: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). The ghost rider’s ghost mount does not gain the share spells, deliver touch spells, or incorporeal flight abilities. Ghost mounts do not gain emotional focus abilities.

The ghost rider does not take an armor check penalty on Ride checks while riding her mount. The mount is always considered combat trained, and begins play with Endurance as a bonus feat.

Ghost Mount Starting Statistics: Type animal (phantom); Size one size category larger than the ghost rider; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves (1d6; this is a secondary natural attack); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6.

Etheric Tether (Su):
At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom's consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.

This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom's manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect's spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.

If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can't be summoned from that plane for 24 hours.

Frightful Gaze (Su):
At 1st level, a ghost rider can use this ability on opponents within 30 feet as a standard action, which acts as a gaze attack until the ghost rider’s next turn. Creatures within range that meet the ghost rider’s gaze must succeed at a Will saving throw (DC = 10 + 1/2 the ghost rider’s class level + the ghost rider’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. Creatures that successfully save against that ghost rider’s frightful gaze are immune to it for 24 hours. At 9th level, this ability can affect creatures that are mindless or immune to mind-affecting effects, though it still counts as a fear effect. The ghost rider can use this ability a number of times each day equal to her Charisma modifier.

This ability replaces tactician, greater tactician, and master tactician.

Fearless (Su):
At 3rd level, a ghost rider becomes immune to fear. Each ally within 10 feet of the ghost rider gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the ghost rider is conscious, not if she is unconscious or dead. This ability replaces cavalier’s charge.

Spirited Mount (Su):
At 5th level, the ghost rider’s mount ignores difficult terrain. At 8th level, it gains the ability to use water walk at will. This ability replaces expert trainer and banner.

Bonus Feat::
At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.

Order of the Sword:

Cavaliers who join the order of the sword dedicate their lives to the code of chivalry, living a life of honor, valor, and fairness. Cavaliers of this order tend to swear service to a lord or a lady. Of all the orders, the order of the sword is perhaps the broadest in terms of its focus and ideals.

Edicts: 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.

Challenge: Whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the sword cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. 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).

Order Abilities: An order of the sword cavalier receives the following abilities as he increases in level.

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.

Mounted Mastery (Ex): At 8th level, the cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount's Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.

Ectoplasmic Ghost Horse:

Ectoplasmic: When the spiritualist manifests her phantom in ectoplasmic form, the phantom gains the following abilities.

Damage Reduction: A phantom manifested in ectoplasmic form has DR 5/slashing. When the spiritualist reaches 5th level, the phantom gains DR 5/magic. At 10th level, the damage resistance increases to 10/magic. At 15th level, it increases to 15/magic, and at 20th level, the damage reduction becomes DR 15/—.

Phase Lurch (Su): A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it’s moving through. An ectoplasmic phantom can’t move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

9th Level Horse Phantom (Eidolon):

Alignment: As the Spiritualist Speed: 50 ft.

Defense
AC: 23 (+4 natural, +3 Dex, +6 deflection)
HP: 75 (7d10+27)
Saves: Fort +7, Ref +8, Will +5
DR 5/Magic

Offense
Attacks: 1 Bite: +12 (2d8 + 6), hoof attacks +13 (2d8+3)

Statistics
Str 20, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Attack Bonus: +7/+2 CMB: +12 CMD: 27 / 31 vs Trip
Feats: Alertness, Improved Initiative, Weapon Focus (hoof), Iron Will
Skills: Acrobatics +12, Perception +12, Sense Motive +12, Stealth +12
Languages: Understands one language (as the Spiritualist)

Phantom Appearance (Ex): The phantom appears as a ghostly, spectral horse.