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About Anowar KharikQuick View Stats for Combat:
Initiative: +3 (Dex +1, Int +2 - Rapid Tactician)
Anowar's Tale:
Born to a life of soldiery, Anowar's father (Anowar snr) was a Varisian captain in hated Magnimar - hated because Cheliax was a swear word in his household. Anowar's Ulfen mother was no long-suffering army-wife - Skatha could hold her own in battle and more than once repelled bandits from their farmstead. In time, Anowar snr became too old to fight, and wounded in leg and arm, blinded in one eye, he eventually retired.
Anowar was an only child, the apple of his mother's eye and the focus for his father's later life. All that Anowar snr learnt on life, love and war he channeled into his only son, who inherited his father's moderate temper, and his mother's northern fire. In training Anowar was a model student, measured and quick to learn. His temperament suited the martial arts, and he had a flair for teaching others - commending them,offering critique without denigration and support and mentorship where needed. In time, Anowar grew to be a capable warrior and a natural leader. Anowar is less interested in crusades or high causes - renown and gold interest him more than politics or historical battles. Kenabres has always attracted him, and in time, jaded by less exciting postings and a sudden downturn in prospects, he arrived to find blood for his blade. STATS:
Ability Scores Score (bonus) [Point cost] Str : 14 (+2) [5] Dex: 13 (+1) [3] Con: 15 (+2) [3] (+2 Human bonus) Int: 14 (+2) [5] Wis: 12 (+1) [2] Cha: 12 (+1) [2] DEFENSE:
AC: 16, touch 11, flat-footed 15 (+5 armor, + 1 Dex, + 0 natural, +0 size) HP: 13 (Full first level = 10, +1 Favored Class, +2 Con) Saves:
OFFENSE:
Initiative: + 1 Speed 20 ft Melee: Greatsword +3 2d6+3 19/20 x2 (S) (Atk: +2 str, +1 BAB, Dmg 1.5 x2) Power attack +2 2d6+6 19/20 x2 Base Atk: +1 CMB: +3 (+1 BAB, +2 str) CMD: 14 (10, +1 BAB, +2 str, +1 dex) Favored Class Bonus Cavalier - Hit Points
FEATS:
1 1st level. Power Attack: 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. 1 Human
1 Teamwork.
TRAITS:
Anatomist: You gain a +1 trait bonus on all rolls made to confirm critical hits. 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. Languages: CLASS ABILITIES:
Challenge 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. Inspiring Commands (Ex)
In addition, an inspiring commander can use aid another as a move action. Furthermore, whenever an inspiring commander uses aid another to assist one of her allies, she adds her Intelligence modifier (up to her inspiring commander class levels) as a bonus to all aid another bonuses she gives to that ally. This ability replaces the mount, cavalier's charge, and mighty charge abilities. Teamwork Feats
The ability replaces the bonus feats class feature. Rapid Tactician (Ex)
This ability replaces tactician.
ORDER:
Edicts: The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm. Challenge: Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses. Skills: An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign. SKILLS:
Skills: (5 ranks – 4 Cavalier/+1 Intelligence) Skill/Class/Ranks/Ability Modifier/Bonus Acrobatics/No/0/1 = +1 Appraise/No/0/2 = +2 Bluff/Yes/0/1 = +3 +2 trait bonus Climb/Yes, +3/1/+2 = +6 Craft/Yes, +3/0/+0 = +4 Diplomacy/Yes, +3/1/1 = +7 +2 trait bonus Disable Device/No/0/1 = +1 Disguise/No/0/1 = +1 Escape Artist/No/0/1 = +1 Fly/No/0/1 = +1 Handle Animal/Yes, +3/0/1 = +1 Heal/No/0/+1 = +1 Intimidate/Yes, +3/1/+1 = +5 Knowledge (nobility)/Yes, +3/0/+2 = +2 can make check untrained Knowledge (local)/Yes, +3/0/+2 = +2 no check untrained Knowledge (all)/No/0/+2 = +2 no check untrained Linguistics/No/0/2 = +2 Perception/No/0/1 = +1 Perform/No/0/1 = +1 Profession/Yes, +3/0/2 = +2 Ride/Yes, +3/0/1 = +1 Sense Motive/Yes, +3/1/1 = +5 Sleight of Hand/No/0/1 = +1 Spellcraft/No/0/0= +2 Stealth/No/0/1 = +1 Survival/No/0/1 = +1 Swim/Yes, +3/1/2 = +6 Use Magic Device/No/0/1 = +1 GEAR:
Weapons
Armor
Miscellaneous
Total equipment cost: 160 gp
Weight:
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