About Ander WarmfeetAttack 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 Charge ATK]1d20+1+3+1+2[/dice]BAB+STR+Size+Charge
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
Equipment
Feats
Skills
Tricks/Training
| 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.
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
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
Cavalier’s Kit 23 GP | 112 lbs
Dungeoneering Kit 15 GP | 25 lbs
Cooking Kit 3 GP | 16 llbs
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.
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
2-Goals
3-People (Blood, Romance, Honor | 2 Friends and a Foe)
3-Memories
2-Secrets
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