Andoran Cavalier

Alhena's page

2 posts. Alias of RocksAhead.


Full Name

Alhena

Race

Vishkanya

Classes/Levels

Cavalier 3

Gender

Female

Size

Medium

Age

19

Alignment

Chaotic Neutral

Languages

Vishkanya, Common

Strength 18
Dexterity 14
Constitution 18
Intelligence 8
Wisdom 8
Charisma 19

About Alhena

COMBAT STATS
BAB: +3
Saves: F:+8 R:+6 W:+1 includes +1 resistance
AC: 18 or 19 10+4+4 +1 if using shield
CMB = +7
CMD = 21
Initiative +4

Composite Longbow:

Attack +5
Damage 1d8+4 Crit x3 Type: P
Range 110'
Ammo: 20 Durable Arrows

Warhammer:

Attack +7
Damage 1d8+4
Crit x3
Type: B

Lance:

Attack +7
Damage 1d8+4 or 1d8+6 two handed or double when charging on mount.
Crit x3
Type P
Reach

CHALLENGE:

Damage: +3
AC:-2 to everyone else;+1 to target.
Saves:+1 to target

Equipment:

Alhenna (C/L/M/H) (54.5/100/200/300)
Composite Longbow +4
MW Lance
Warhammer
Arrows (Durable X20)
Masterwork Shield, Light Steel
Masterwork Chain Shirt
Whistle, Silent
Cold Iron Kukri
Compass
Coin purse 50 gold

On Cashmere (C/L/M/H) (151.5/348/700/1050)
Parade Armor Barding
Bit and Bridle
Training Kit, Camel
Saddlebags x2
Saddle. Military
Bedroll
Blanket
Fishing Net
Rope, Silk
Trail Rations (10days)
Torches x10

CHARACTER TRAITS

Inspiring Rush:

Once per day when you make a charge attack, you gain a +1 trait bonus on both your attack and damage rolls, as do any allies who make a charge attack before the beginning of your next turn.

Reactionary:

You gain a +2 trait bonus on initiative checks.

RACIAL TRAITS

Poison Resistance:
A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.

Keen Senses:
Vishkanyas receive a +2 racial bonus on Perception checks.

Limber:
Vishkanyas receive a +2 racial bonus on Escape Artist Bluff and Stealth checks.

Low-Light Vision:
Vishkanyas can see twice as far as humans in conditions of dim light.

Poison Use:
Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Weapon Familiarity:
Vishkanyas are always proficient with blowguns, kukri, and shuriken.

Deceptive:
Vishkanya clans that make their livings robbing or killing humans train to distract targets at critical moments. They gain a +2 racial bonus on Bluff checks. This racial trait replaces the racial bonus on Escape Artist checks.

CLASS FEATURES

Proficencies:

Simple Weapons
Martial Weapons
Light Armor
Medium Armor
Heavy Armor
Shields (excpet Tower)

Challenge:

1/day Swift Action 1 target +LVL Damage -2AC to everyone else. +1 AC to target +1 Saves against Target.

Order of The Eastern Star:

This cavalier order exists to keep dangerous secrets hidden from the world and secretly protect the world against unimaginable threats from beyond the mortal realms. These cavaliers scout and observe, concerning themselves not with the trivial pursuit of morality, but rather with ensuring the survival of society itself.

Edicts: The cavalier must preserve the secrets of his order while acting to protect civilization against occult threats. He must thwart the schemes of otherworldly horrors and must give his order a full accounting of any potential threats.

Tactician:
Precise Strike is bonus Feat. As a standard Action can grant feat to allies with 30' for 3+LVL/2 rounds. 1/day

Guarded:

At 2nd level, the cavalier gains DR 1/— and a +2 morale bonus on saving throws when wearing light armor or no armor and fighting defensively or using Combat Expertise. At 6th level and every 4 levels thereafter, this DR increases by 1. He loses the benefits of this ability if carrying a medium or heavier load.

Cavaliers Charge:

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.

Cashmere the Camel:

Size Large; Speed 50 ft.;
Ability Scores Str 19, Dex 17, Con 14, Int 2, Wis 11, Cha 4
Attack: +2BAB +4 Str= +6 CMB bite (1d4) or spit (ranged touch attack, target is sickened for 1d4 rounds, range 10 feet)
AC:19 +3 natural armor, +3 Dex +3 barding Saves: F:+5 R:+6 W:+3
Special Qualities low-light vision, scent; Link; Evasion
Tricks:
Combat Trained (Attack,come,defend, down, guard, heel)
Menace
Watch
Feats:
Armor Proficiency Light
Valiant Steed: You gain a +4 morale bonus on saves against fear and emotion effects. If you can serve as a mount, your rider gains a +4 morale bonus on Handle Animal, Ride, and wild empathy checks to force you within range of a creature with the unnatural aura universal monster rule. In addition, the DC to push you with the Handle Animal skill does not increase if you are wounded or have taken any nonlethal damage or ability score damage.
Iron Will+2 to Will Saves
Skills r/b/a/t
Acrobatics 0/0/3/+3
Climb 0/0/4/+4
Escape Artist 0/0/3/+3
Perception 1/3/0/+4
Stealth 1/3/3/+7
Survival 1/3/0/+4
Swim 0/0/4/+4

FEATS

Psychic Sensitivity:
(Order Feat)-Occult Skill Unlocks Available see skills

Precise Strike:
(Tactician)-Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Mounted Combat:
(1stLvl)Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Power Attack:
(3rdLvl) 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.

SKILLS (r/b/a/t)

Spoiler:
Bluff (Cha) (1/5/4/+10)
Climb (Str) (0/0/4/+4)
Craft (Int) (0/0/-1/-1)
Diplomacy* (Cha)(1/3/4/+8) *Allows Hypnotism 1/d
Handle Animal (Cha) (1/3/4/+8)
Intimidate (Cha) (2/3/4/+9)
Knowledge* (Arcana) (0/0/-1/-1) *Allows Phrenology 1/d
Knowledge (Planes) (0/0/-1/-1)
Perception* (Wis) (1/2/-1/2) *Allows Read Aura 1/d
Profession (Wis) (0/0/-1/-1)
Ride (Dex) (3/3/4/+10)
Sense Motive (Wis) (0/0/-1/-1)
Swim (Str). (0/0/+4/+4)