Cirieo Thessaddin

Ander Warmfeet's page

9 posts. Alias of Mr Clint.


Full Name

Ander Warmfeet

Race

| HP: 13/13 | AC: 19 (12 Tch, 18 Fl) | CMB: +3, CMD: 14 (+2 L&UP | F: +5, R: +2, W: +1 (+2 v Fear) | Init: +1 | Perc: +7

Classes/Levels

| Speed 20ft | Challenge: 1/1 | Active conditions: None.

Gender

Male NG Halfling (Andoran) Cavalier (Order of the Paw) 1

Size

Small

Age

33

Alignment

NG

Location

Almas (Andoran)

Languages

Common, Halfling

Strength 16
Dexterity 12
Constitution 14
Intelligence 11
Wisdom 10
Charisma 14

About Ander Warmfeet

Portrate of Anger Warmfeet

Attack Rolls:

[dice=Scimitar ATK]1d20+1+3+1[/dice]BAB+STR+Size
[dice=Scimitar DMG]1d4+3[/dice]18-20x2 Slashing

[dice=Lance ATK]1d20+1+3+1[/dice]BAB+STR+Size
[dice=Lance DMG]1d6+4[/dice]20x3 Piercing

[dice=Lance Charge ATK]1d20+1+3+1+2[/dice]BAB+STR+Size+Charge
[dice=Lance Charge DMG]2d6+8[/dice]20x3 Piercing

Barzu (Animal Companion):

Barzu Profile
1st Level: 2HD | BAB +1 | Fort 3/Ref 3/Will 0 | Skills 2 | Feats 1 | Nat AC +2 | Str/Dex +0 | Bonus Tricks 1 |

Wolfdog
STARTING STATISTICS
Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4TH-LEVEL ADVANCEMENT
Ability Scores Str +2, Con +2; Attack bite (1d6 +1d4 bleed)

Equipment
Leather Barding 20 GP +2 AC +6 Max Dex

Feats
Light Armor Prof (Cavalier), Dodge (Animal Companion)

Skills
Acrobatics 6 = 1 Rank +3 Class +2 Dex
Survival 5 = 1 Rank +3 Class +1 Wisdom

Tricks/Training
Combat Trained/Riding (Class): Attack, Come, Defend, Down, Guard, & Heel
Hunt (Bonus): Attack, Down, Fetch, Heel, Seek, Track

| HP: 11/11 | AC: 17 T: 13 FF: 14) | CMB: +3, CMD: 15 (+2 Trip/Overrun) | F: +4, R: +5, W: +1 | Acrobatics +6 | Survival: +5 (Scent)

| Speed 60ft | Active conditions: None

Male N Wolfdog Animal Companion

Feats:

1st Level: Mounted Combat – 1/round when mount is hit, make a ride check. If ride result is greater than attack roll, hit misses.

Level 1 Tactician: Paired Opportunist: You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

Traits:

Equality for All (Andoran): Even when facing foes much larger than yourself, you still embody the Andoran ethos of liberty. You gain a +2 trait bonus to your CMB and your CMD when facing opponents who are at least two sizes larger than you. (Regional Trait)

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Order of the Paw:

Cavaliers of the Order of the Paw pledge to defend halflings, halfling settlements, and other innocent folks by patrolling the wilderness and seeking out possible threats to both individuals and whole communities. These cavaliers hunt down potential danger with a ruthless efficiency and determination that non-halflings find surprising and even somewhat alarming.

Skills:

5 = 4 +0 Int +1 Favorite Class
Background Skills: Handle Animal & Profession (Cook)

Bluff (Cha): 2 = 0 Rank +2 Cha
Climb (Str): 3 = 0 Ranks +3 Str
Diplomacy (Cha): 6 = 1 Rank +2 Cha +3 Class
Handle Animal (Cha): 8 = 1 Ranks +2 Cha +3 Class +2 Racial
Intimidate (Cha): 2 = 0 Rank +2 Cha
K-Nature (Int): 4 = 1 Rank +0 Int +3 Class
Perception (Wis) 7 = 1 Rank +0 Wis +3 Class +2 Racial +1 Trait
Profession (Cook) (Wis) 4 = 1 Rank +0 Wis +3 Class
Ride (Dex): 7 = 1 Rank +1 Dex +3 Class +2 Racial
Sense Motive (Wis): 0 = 0 Rank +0 Wis
Survival (Wis): 4 = 1 Rank +0 Wis +3 Class
Swim (Str): 3 = 0 Ranks +3 Str

An order of the paw cavalier adds Knowledge (nature) and Survival to his list of class skills. He can make Knowledge (nature) checks untrained. Also, an order of the paw cavalier is adept at following tracks while mounted, using his mount’s speed rather than his own to determine the penalty for tracking while moving, whether he is mounted or not.

Equipment (Using Class Average):

12 Gold 2 Silver 0 Copper

Lance 10 GP | 1d6 x3 | Piercing | 10 lbs
Scimitar 15 GP | 1d4 18-20x2 | Slashing | 4 lbs
Scale Mail Armor 50 GP | +5 AC | +3 Max Dex | -4 Armor Check Penalty | 15 Speed | 30 lbs
Heavy Shield 20 GP | +2 AC | -2 Armor Check Penalty | 15 lbs

Cavalier’s Kit 23 GP | 112 lbs
5x animal feed, backpack, bedroll, belt pouch, bit and bridle, flint & steel, iron pot, mess kit, riding saddle, rope, saddlebags, soap, 10x torches, 5x trail rations, waterskin

Dungeoneering Kit 15 GP | 25 lbs
2 Candles, Chalk, Hammer & 4 Pitons, 50 ft Hemp Rope, hooded lantern w/5 flask of oil, 2 sacks, 2 torches, 4 tindertwigs

Cooking Kit 3 GP | 16 llbs
Iron Pot, Iron Skillet, Ladle, Skewer, Wooden Cutting Board, Cutting Knife, Iron Tripod, Packet of Tinder, Seasonings.

Grappling Hook 1 GP 4 lbs

Frayed Banner (Silver paw on a frield of blue. Silver checkered fringe boarders the banner) 5 gp

Balancing Pole 8 SP

Edicts:
The cavalier must strive to protect his community from rampaging monsters and fearsome conquers alike. His first priority is to aid halfling communities, but he also is sworn to protect those who cannot protect themselves from such threats in the wild. He must never take any action that would put a halfling community or an innocent creature in jeopardy. An order of the paw cavalier must take either a wolf or a dog as his mount.

Challenge:

1/Day: Me: +lvl to damage, -2 AC vs other opponites. Mount: +1 Dodge AC
Whenever an order of the paw cavalier issues a challenge, his mount gains a +1 dodge bonus to AC as long it is threatening the target of the cavalier’s challenge and the cavalier is riding the mount. This bonus increases by +1 for every four levels the cavalier possesses.
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.


Weapon and Armor Proficiency:

Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

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 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.

Tactician (Ex):

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.

Standard Racial Traits:

-Ability Score Modifiers: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

-Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

-Type: Halflings are humanoids with the Halfling subtype.

-Base Speed (Slow Speed): Halflings have a base speed of 20 feet.

-Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

-Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

-Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

-Overrider: +2 Handle Animal & Ride Checks. This trait replaces Sure-Footed.

-Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

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

Racial Favored Class Bonuses:

Add +½ to the cavalier’s effective class level for the purposes of determining the damage dealt when making an attack of opportunity against a challenged foe.

Ander Warmfeet’s 10-Minute Background:

5-Things
1) He was inspired by the Eagle Knights of the Golden Legion as a child due to their Common Rule and their stance against slavery.
2) He is outgoing, fun and playful.
3) He is honest and trusting, even if there have been times where others have taken advantage of this “weakness.”
4) He loves to cook and host parties where he can show off his cooking skills with his friends and fellow adventurers, even if it is at a campsite deep within the darkest reaches of the Whisperwood. Along with this, he seeks out recipes across the land and fills them within his cookbook.
5) Though he loves other “humanoids” he will put the safety and protection of his best friend, Barzu, before anyone else.

2-Goals
1) Work on and publish his cook book “Ander’s Campfire Cuisine”
2) Continue his training and gain enough renown as an Order of the Paw Cavalier to catch the attention of the Eagle Knights and join the ranks of the Golden Legion to guard the far our reaches of Andoran’s borders and the trade routes. Keeping an ever-watchful eye on the nation’s wilder regions.

3-People (Blood, Romance, Honor | 2 Friends and a Foe)
1) Kentalla Fen – Female Half-Elf Ranger – Romance Foe: Early in Ander’s training he fell under the tutelage of Kentalla (a Ranger Beastmaster). He learned important wilderness skills from her; how to survive on the food your forage, seeing tracks and following them, how to handle wild animals and subdue them. She betrayed him on a mission leaving behind this once intimate bedfellow with nothing but a blade and one of her wolfdog pups, Barzu.
2) Lem Warmfeet – Male Warrior – Blood/Honor Friend: Lem is Ander’s uncle. Though if you were to look at the two, they could pass for father and son. Lem is a port guard off of the Andoshen River. Though they share the same heart to protect, Ander is not overly keen of water that him and Barzu cannot wade through.
3) Penax Blum – Gnomish Trickster – Honor Friend: Penax is Ander’s closest childhood friend. On the rare times they reunite, it is as if no time has passed. Though they can be best of friends, they fall on opposite spectrums of the law. Penax has fallen in line with smugglers and thieves that poach the inner sea’s coast. Ander tries time and time again to pull Penax away from could be his inevitable doom but is always unsuccessful. And Ander lets Penax run free.

3-Memories
1) Using the skills that he learned from Kentalla, Ander tried to train and raise Barzu. After many months of caring and training the dog, Ander seemed defeated. It would not listen or obey. That was until his campsite was attacked by a small goblin patrol. Caught off guard, Barzu quickly fled leaving Ander captive. Once bound and beaten during the patrol’s “questioning” Barzu struck back, killing one goblin and leading the others away to become lost in the hillside. Barzu returned and saved Ander. Their bond was iron clad from that moment on. The halfling and the wolfdog have mutual respect.
2) The first interaction with a solo Order of the Paw Cavalier, Jun Turneep. Though this was only a single night around a fire, Jun captured Ander’s heart for being a guardian of freedom. He joined the Order of the Paw and received his banner from Jun. He has never seen Jun since that night.
3) There was a camp of bandits that Ander came across. They had taken a woman captive and Ander had to stop them before their evil hands spoiled her any further. In the battle the woman was slain and Ander, along with Barzu, had to flee to fight another day. That woman’s face still haunts him at night. Was she a mother, a wife? Who was searching for their daughter? Will they ever find her in a shallow grave?

2-Secrets
Known Secret: Using his skills in nature, Ander offers his services as a guide and tracker to gain bits of information of what I going on in the surrounding region and where the Golden Legion are currently stationed. It might be childish, but he leaves messages for them with his deeds in the hopes that they will find and recruit him to be a Golden Legionnaire.
Unknown Secret: Kentalla betrayed Ander not because she wanted to hurt him, but because she was being hunted. She knew to save her lover’s life, that she had to make him believe otherwise. Kentalla knew that Ander would fight to the death for her if needed.