Verik Vancaskerkin

Angus Elphinstone's page

902 posts. Alias of Robert Henry.


Race

| HP 25/25 | AC18/T12/FF16 | F+5/R+2/W+3 | CMB+6/CMD 17 | Init + 3 | Perc + 6 | Challenge 0/1 +2

Classes/Levels

Harbinger HP 19/19 | AC 14/T10/FF13 | F+5/R+4/W+2 | CMB+8/CMD 22/26 vs trip | Perc +7/scent

Gender

Male Human Cavalier 2

Age

20

Alignment

CG

Languages

Taldane, sylvan

About Angus Elphinstone

Language: Sylvan = MYANMAR (BURMESE)

Initiative: 3 = 1 [dex] + 2 [trait]
Speed: 20 ft.
Hit Points: 25 = 10 [1st lvl] + 6 [2nd lvl] + 6 [2( 2 [con] + 1 [FC])] + 3 [toughness]

AC: 18/20 = 10 + 6 [scale/kilt] +1 [dexterity] + 1 [dodge] + 2 [shield]
Touch: 12
Flat-footed: 16/18

Fort: + 5 = 3 [base] + 2 [constitution]
Ref: + 2 = 0 [base] + 1 [dexterity] + 1 [race]
Will: + 3 = 0 [base] + 1 [wisdom] + 1 [trait] + 1 [race]

Base Atk + 1
CMB + 6 = 2 [base] + 4 [strength]
CMD 17 = 10 + 2 [base] + 4 [strength] + 1 [dexterity]

Melee: + 6 = 2 [base] + 4 [strength]
Ranged: + 3 = 2 [base] + 1 [dexterity]

Stats: Str. 18, Dex. 13, Con. 14, Int. 10, Wis. 12, Cha. 10,

Abilities:

Race Traits:
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey: Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.

Traits:
Bastard You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality.
Reactionary Combat + 2 init.

Feats: Elephant in the room ‘feat tax’ in play
Bonus human feat: toughness
1st lvl feat: dodge

Cavalier
Challenge (Ex): @ 1 for + 2 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 (Ex): Horse: 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.
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.
Order of the Dragon
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.
Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Order ability: Aid Allies (Ex) At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his armor class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

favored class bonus: + 1 HP


Skills:

12 = 2(4 [class skills] + 2 [background skill]
The Cavalier's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). Order of dragon adds: Perception and Survival Heart of the Fey adds: Knowledge (Nature) and Perception.
Acrobatics - 2 = 2 [Dex] - 4 [armor]
Climb 4 = 4 [Str] + 1 [rank] + 3 [class skill] - 4 [armor]
Escape Artist - 2 = 2 [Dex] - 4 [armor]
Handle Animal 10 = 1 [Cha] + 2 [rank] + 3 [background skill] + 4 [cavalier]
Heal + 1 [Wis]
Knowledge (geography) + 4 = 0 [Int] + 1 [rank] + 3 [background skill]
Knowledge (nature) + 4 = 0 [int] + 1 [rank] + 3 [class skill]
Linguistics + 4 = 0 [Int] + 1 [rank] + 3 [background skill]
Perception + 6 = 1 [Wis] + 2 [rank] + 3 [class skill]
Ride + 6 = 1 [Dex] + 2 [rank] + 3 [class skill]
Sense Motive +1 [Wis]
Stealth - 3 = 1 [Dex] - 4 [armor]
Survival + 6 = 1 [Wis] + 2 [rank] + 3 [class skill]
Swim 0 = 4 [Str] - 4 [armor]

Gear:

Items Worn: ( lbs)
explorer's outfit N/A
Scalemail with kilt: 70 gp. 45 lbs. + 6, + 2, - 4, 20 ft. (heavy armor)
Dagger: 2 gp. 1 lbs. 1d4, 19-20/x2, 10 ft. P or S
Coldiron Longsword: 30 gp. 4 lbs. 1d8, 19-20/x2, S
Warhammer: 12 gp. 5 lbs. 1d8, x3. B
Bardiche: 13 gp 14 lbs.1d10, 19-20/x2 S brace, reach
Sling & Sling bullets (10): 1 sp. 5 lbs. 1d4, x2, 50 ft.
Kite Shield (Heavy wooden): 7 gp. 10 lbs. +2, -2
Sub total: 134.1 gp. 79 lbs.

Kit, Cavalier’s: 23 gp, 112 lbs
Pouch: items in pouch flint & steel, coin
Backpack: Items in or on backpack bedroll, iron pot, mess kit, rope, soap, , trail rations (5 days), and a waterskin.
Riding saddle, bit and bridle
Saddlebags:Items in Saddlebags animal feed (5 days)
Other items carried on the saddle or in the backpack
Lance: 10 gp, 10 lbs. 1d8, x3, P, reach
Javelin @5: 5 gp. 10 lbs. 1d6, x2, 30 ft. P
Crowbar: 2 gp. 5 lbs.
Whetstone: 2 cp. 1 lb.
Brush, Dandy: 2 sp; 2 lbs.
Sub-Total: 40.22 gp.

Horse armor
N/A

Total weight of gear carried: 79 without pack

Beginning Wealth 175 gp. beginning - 174.32 gp. expenditures 6 sp. 8 cp. remaining - 1 sp. Faerie Dragons

Carry Capacity
Light load: 100 lbs. Or less
Medium load: 101 lb. - 200 lbs.
Heavy load: 201 lb. - 300 lbs.
Lift over head: 300 lb.
Lift off ground: 600 lb.
Push or drag: 1,500 lb.


Harbinger:

Image
N Large animal
Init +4; Senses low-light vision, scent; Perception +5
DEFENSE
AC 14, touch 10, flat-footed 13 (+1 Dex, –1 size, +4 natural)
hp 19 = 3(4.5 + 2)
Fort +5, Ref +4, Will +2
OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+3), 2 hooves +5 (1d6+3)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +8; CMD 22 (25 vs. trip)
Feats Endurance, RunB
Skills @ 1: Perception + 6
FEATS
species: Endurance
class: Light Armor Proficiency,
first level medium armor proficiency
TRICKS
class Combat trained:An animal trained to bear a rider into combat knows the tricks; attack, come, defend, down, guard, and heel.
first level: flank
SKILLS @ 3
Acrobatics* 1 = 1 (Dex)
Climb 3 = 3 (Str)
Escape Artist 1 = 1 (Dex)
Intimidate -2 (Cha),
Perception 7 = 1 (Wis) + 3 [skill] + 3 [class skill],
Stealth* 4 = 4 (Dex) - 0 [armor]
Survival 1 (Wis)
Swim 3 = 3 (Str)

Special Qualities low-light vision, scent.


Background:

House Lebeda,

Past the plains in the forest south of Silverhall on the western bank of the East Sellen River near the border of the River Kingdoms stands an ancient elven tower. The tower appears to be carved out of one gray marble stone, called 'Elphinstone' by the humans who came into the land. Eventually an ancestor to House Lebeda claimed it as his own. Not finding it comfortable to his needs, the lord built a hunting lodge and several outbuildings nearby. It is there that Angus' story begins.

Angus remembers many snippets of his early childhood, from before coming to Elfinston. His beautiful mother, red haired and green-eyed, her affinity for the forest. The few other fey he met called her 'willow.' He remembers dark storms, sunshine flickering through the canopy, the hollowed out holes in great trees, snow falling from branches in great glumps and he remembers the unearthly appearance of other fey creatures. But like all childhood memories, they are flashes like the sun shining off a bright piece of metal.

He remembers the first day at Elphinstone when he met Eldlen and Gunnar. Later he learned their full names, Eldlen Meirdrerel and Gunnar Huntsman. Later he learned that Eldlen was a scholarly Elven wizard, living on the top floor of the tower studying it's history while doing magical experiments. While Gunnar was a man at arms who cared for the horses, dogs and hawks kept there at the lodge for the lord's entertainment. But that first day, he just knew them as Gunnar and Eldlen.

That first day at Elphinstone was a beautiful late spring day, he and his mother had been walking towards it for days. When they arrived, he was carrying all of his worldly possessions in his birchbark bag and wearing his father's sword tied to his back. His mother, seeing Gunnar outside stopped and asked him in a sing-song voice if the lord was at home. Angus' mother smiled, and asked again, "Yes is lord Charlie, I guess it would be lord Charles, he told me this was where he was staying." Poor Gunnar shook his head. "I’ve served Lord Lebeda here for three years this coming summer and I know of no one called Charlie."

Angus' mother looked perplexed, shaking her head. "He was here, Five years ago this fall. He and I... spent some time together, almost a month. That next spring, on this very day. I bore his son." Resting her hand on Angus' head, "I bore the child and have cared for him until he has been weaned. Where I go, deeper into the forest and further, he will not be safe. I need his father to look after him for a time."

When Gunnar gave her a look as confused as his own, she pointed to the sword. "Find the nobleman who owned that sword. It's cold iron, poison to the fey, I asked him to take it off when we first met." She blushes slightly. "When he left many days later, he had forgotten about it."

Bending over she kissed Angus on the cheek. "When I can, I will come check on you, now behave and remember to use your human words, they probably don't speak fey." Having kissed her son, Willow turned and began walking towards the forest. Gunnar, still perplexed, called after her. "What do you call him?" The fey woman turned and gave a sad smile. "I call him son."

Gunnar, not really sure what to do, took Angus by the hand and dragged him to the tower calling "Eldlen! Eldlen!" when the silver haired elf came down the steps, he raised an eyebrow looking from Gunnar to the boy. As Gunnar explained the story, Eldlen sighed, telling his companion that he should not have let her leave without taking the boy. Eldlen, heading into the wood, attempted to follow her, but to no avail. When he returned Gunnar announced that they would name the boy Angus after his uncle. Eldlen rolled his eyes and that was the end of it.

Eldlen quickly wrote a letter to Lord Lebeda, explaining the situation and describing the blade. The reply was not positive. There was no record of all the young men who had visited the hunting lodge but there were several who carried the nickname of Chuck or Charlie, though few were actually named that. As for the blade, it was a common cold iron blade that the family had many o which made expressly for the possibility of dealing with dangerous fey. So, though the blade was made for them, there was no proof who it belonged to. Lord Lebeda promised to send a letter to each family household, describing the situation and asking for the father to do the right thing and step forward. That was fifteen years ago.

Overtime Eldlen and Gunnar raised Angus as their own. Gunnar taught him the care of animals, riding and the forest. Eldlen, hoping someday Angus’ birth father would claim him, wanted him to have the liberal education a nobleman needed. So engineering, geography, history and nobility were the main classes. Both of his father's taught him weapons and armor. Gunnar the heavy armor and weapons of a human soldier and Eldlen the weapons of an elvish ranger.

Over the years, there were many Lebeda nobles that came to hunt at Elphinstone. Though Gunnar and Edlen both asked, none of them admitted to meeting or knowing of a beautiful red haired, green eyed fey maiden named Willow. Eventually they stopped asking. Angus fell into a comfortable routine at the hunting lodge, he felt more comfortable with Gunnars life as a man-at-arms instead of Eldlen's mysticism. He would help with the horses, hawks and dogs living in the quarters in the barn. Very little changed even when members of the Lebeda household visited. They would stay in the large lodge's accommodations bringing their own servants to attend their needs. It was one of these visits where he met his 'cousin' Varrus.

For around a year Angus had a desire to see the wider world. When Angus heard of Varrus' expedition into the Stolen Lands he thought it the perfect opportunity. He went to his fathers and told them of his desire. He compared it to the times he had help capture poachers. Or the time he killed a rabid bear with a boar spear. Or the time he rescued the village girl from wolves. Convincing Eldlen and Gunnar he was ready; they helped provide him with the provisions he would need. His colt, Harbinger, who Gunnar had given him to raise, was now two, well trained and able to carry his responsibility. His second-hand armor cobbled together from one of Gunnar's altered scale armor with an added war kilt. The ancient bronze elven helmet Eldlen had worn when he was younger. He still possessed the cold iron sword that had belonged to his father. The other gear he had purchased through the years, dreaming of being a man-at- arms. Armed to the teeth, ready for any danger, Angus hugged his fathers, promising he would write, which caused Eldlen to roll his eyes and Gunnar to laugh. After a tearful goodby, Angus headed to join his cousin, Varus, into the stolen lands.


Appearance:

He is six foot tall, wide shouldered and narrow waisted, with a barrel chest, thick arms and wrists and long fingers. He has the ruddy complexion, high forehead and light brown hair (which he wears short) common in his fathers family and the prominent cheekbones and bright green cat-like eyes of his fey mother. His skin is tan and leathered from a lifetime of being outdoors. His Traveling clothes, layered for diverse weather, are simple made and durable. His armor, cobbled together from pieces parts: a second hand scale and kilt, a bronze elvish style helmet. a newish wooden kite shield. His weapons varied, cold iron sword and war hammer he's prepared for a myriad of monsters. Adding Lance, bardiche, javelin and dagger he's trained for any style of combat. All his gear is Clean and well kept.

teamwork feats to consider:

precise strike, shake it off, escape route, outflank