Alain

Arlen Ducote's page

245 posts. Alias of caps.


Race

| HP 21 | AC 16 T 12 FF 14 | CMB +5, CMD 17 | F: +4, R: +2, W: +1 | Init: +2 | Perc: +7, SM: +6

Classes/Levels

| Speed 30ft | Favored Terrain (Forest) +2 | Active conditions: None.

Gender

Male NG Human (Nirmathi) Cavalier (Luring Cavalier/Beast Rider) 2

About Arlen Ducote

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Arlen Ducote
Luring Beast Rider Cavalier 2
NG Medium humanoid (human)
Init +2; Senses Perc +7, SM +6,

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Defense
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AC 16, touch 12, flat-footed 14
HP 21/21 (16 base + 1 house rule + 2 favored +2 con)
Fort +4, Ref +2, Will +1

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Offense
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Speed 30 ft.
Melee
[Dice=bardiche, buckler]1d20+5-1[/dice]
[Dice=slashing]1d10+4[/dice]
19-20/x2 critical, brace, reach

[Dice=mwk battle-axe]1d20+6[/dice]
[Dice=slashing]1d8+3[/dice]
x3 critical

[Dice=cold iron longsword]1d20+5[/dice]
[Dice=cold iron, slashing]1d8+3[/dice]
19-20/x2 critical

[Dice=cestus]1d20+5[/dice]
[Dice=bludgeoning/piercing]1d4+3[/dice]
19-20/x2 critical, always armed

Ranged
[Dice=+2 str composite longbow, attack]1d20+5[/dice]
[Dice=cold iron, piercing]1d8+2[/dice]
x3 critical, 100ft. range,
33/40 arrows
58/60 cold iron arrows
+1 atk/dmg within 30ft.

Space 5 ft.; Reach 5 ft.

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Statistics
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Str 17
Dex 15
Con 12
Int 12
Wis 12
Cha 10

Base Atk +2; CMB +5; CMD 17

Feats
Point Blank Shot
Weapon Focus (Longbow)
Volley Fire

Traits
Highlander (+1 stealth and it is always a class skill)
Seeker (+1 perception and it is always a class skill)
Unbreakable Survivor: 1/1 (+4hp) Full-round action to regain HP, and +1 trait on diplomacy and intimidate against residents of Phaendar, improving to +1 against all humanoids in Nirmathis at 6th level.
Drawback: Scarred (An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.)

Languages Common, Varisian, Goblin

SQ
Far Challenge 1/1 - +2 ranged damage until hit (target gets +4 atk vs. Arlen) ; then +1 attack and +2 melee damage vs. target, -2 AC vs. everyone other than the target
Exotic Mount (Elk)*: Russet, the Great-Elk
Order of the Green
Tactician 1/1 - 4 round duration
Favored Terrain (Forest) - +2 initiative, Knowledge (geography), Perception, Stealth, and Survival in forests

*Note to GM: although Beast Rider spells out only horse and camel as level 1 options for a beast rider, I am interpreting the addition of elk as an option for all medium cavaliers at level 1 to mean that they should also be an option for beast riders. We can discuss it further, including alternatives, if necessary.

Skills 12 ranks = 2 × (4 class + 1 Int + 1 Skilled)
-1 Bluff (1 Cha - 2 Drawback)
+5 Diplomacy (2 rank + 3 class)
+6 Diplomacy vs. residents of Phaendar (Diplomacy + trait)
-4 Disguise (1 Cha - 5 Drawback)
+5 Intimidate (2 rank + 3 class)
+6 Intimidate vs. residents of Phaendar (Intimidate + trait)
+5 Knowledge, nature (1 rank + 3 class + 1 Int)
+7 Perception (2 rank + 3 class + 1 Wis + 1 Trait)
+6 Sense Motive (2 rank + 3 class + 1 Wis)
+8* Stealth (2 rank + 3 class + 2 Dex + 1 Trait)
+5 Survival (1 rank + 3 class + 1 Wis)
*-1 ACP

Background Skills
+5 Handle Animal (2 rank + 3 class)
+9 Handle Animal companion (Handle Animal + 4)
+6 Knowledge, geography (2 rank + 3 class + 1 Int)

Combat Gear
LOOT MWK battle-axe
LOOT +2 Str rated composite longbow
025 studded leather
LOOT MWK buckler
005 buckler
075 longbow
006 cold iron arrows (60)
LOOT arrows (40)
030 cold iron longsword
013 bardiche
005 cestus

Other Gear
Less than 9gp backpack, bedroll, belt pouch, flint and steel, rope, 10 torches, 5 trail rations, waterskin

Wish List
Silvered warhammer
Adaptive composite longbow
Leather Lamellar
More kinds of arrows
More adventuring gear
Barding

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Special Abilities
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Bonus Feat
Skilled

Cavalier:
Far Challenge (Ex)
Once per day, a luring cavalier can use his far challenge ability as a swift action. When he does, the luring cavalier chooses one target within sight to challenge. The luring cavalier's ranged attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the luring cavalier's level. The luring 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. Furthermore, once per day, the luring cavalier may spend a use of his far challenge ability to double the potential extra damage of his ranged attack. Before making the attack roll, he can choose to spend a use of his challenge to deal twice his cavalier level in extra damage on a successful hit instead of just his cavalier level in extra damage. If the attack misses, the use of the challenge is wasted.
Challenging a foe requires subtle deceits and strategies. The cavalier must make it look like he is a soft target. The subject of the far challenge gains a +4 bonus on attack rolls made against him.
This challenge remains in effect until the target is dead or unconscious, until the target hits the luring cavalier with a melee attack, or until the combat ends. If this challenge ends because the target hits the luring cavalier with a melee attack, this challenge changes to the effects of the normal cavalier challenge, and gains any order benefit the luring cavalier has. Far challenge replaces the challenge ability.
The effects of the normal cavalier challenge are as follows: 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.

Exotic Mount (Ex)
At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider's level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character).
The beast rider 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 Endurance as a bonus feat. A beast rider's mount does not gain the share spells special ability.
Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.
Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).
Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.
In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications: Size Large; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount's natural attacks by one die size. A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).
Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.
This ability replaces the standard cavalier's mount and expert trainer abilities.

Order (Ex)
At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.
A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Cavaliers of the order of the Green are dedicated to protecting wild places and creatures, embracing Gaea’s Children in all its glory and natural wonder.
Edicts: The cavalier knows his place in the natural order and strives to defend the balance of nature. He must be willing to allow nature to take its course, and he must stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection.
Challenge: An order of the Green cavalier can’t issue a challenge against any creature of the animal or plant type. Whenever he issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier has. If the target of his challenge is of the aberration or undead type, each round he can roll his first attack roll against the target creature twice and take the higher result.
Skills: An order of the Green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the Green cavalier attempts a Survival check to track foes of the aberration or undead type, he receives a bonus on the check equal to half his cavalier level (minimum +1).

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.

Favored Terrain (Ex): At 2nd level, an order of the Green cavalier chooses a favored terrain from the list of ranger favored terrains. He gains this as a favored terrain, as the ranger class feature of the same name. At 8th level and every 6 levels thereafter, he selects another favored terrain. In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increases by 2.
The Order of the Green cavalier gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. An Order of the Green cavalier traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
If a specific terrain falls into more than one category of favored terrain, the Order of the Green cavalier's bonuses do not stack; he simply uses whichever bonus is higher.

Bot Me!:

In combat, Arlen is a switch-hitter through-and-through. He will encourage the party to adopt tactics of attacking from range, possibly multiple range increments away, whenever initiating a fight. When the enemy closes he will switch to melee weapons or continue using his bow depending on the lay of the land. He will enter melee in order to protect other PCs if they are at risk.

For big fights, he will use his Tactician ability to share the Volley Fire Teamwork feat and dramatically improve the team's chances of hitting their targets at range, as well as removing cover. With Volley Fire active, even the non-ranged characters should have a decent chance of hitting so long as everyone focuses on the same 15ft. area of enemies.

Out of combat, Arlen will attempt to be a voice of calm reason in social situations (+5 Diplomacy, or +6 vs. Phaendar residents). He does not have a temper, but he can be roused to anger at injustice or dereliction of duty, and he is not afraid to use Intimidate in those situations (+5 Intimidate, or +6 vs. Phaendar residents).

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Fluff Concept Summary:

Arlen is a veteran of the wars defending Nirmathas. He has seen enough to believe Nirmathas needs better organization and more leadership; eventually he would like to provide those.

Crunch Concept Summary:

Trying to make an Archer woodsman out of a class not easily suited to either role; the Cavalier. I intend for him to initiate combats at great distance, but he is also capable of being a switch hitter. His teamwork feats (shared via Tactician) should benefit other archers in the party.

Background and Motivation:

Arlen's father was a wandering Varisian and his mother was the daughter of Chelaxian immagrants to Molthune. They settled down in Nirmathas, where Arlen has spent his whole life.
As he grew into adulthood, Arlen was drawn to serve in the Nirmathan defenses. His experience there were invaluable, as he learned from the Nirmathi Irregulars. In his time training and serving with them he has not only become a competent woodsman, even going so far as to befriend an unusual elk, he has also shown great talent as a leader and organizer. He did not, however, pick up their nearly-supernatural connection with nature, instead focusing his energies on martial and tactical skills.
Not too long ago his troop was ambushed by an Ironfang brigade. They escaped with their lives, but with many grievous wounds and Arlen in particular was left with a horrible injury to his face. Nonetheless he continues to serve in the defenses of Nirmathas.
At the present time he is visiting Phaendar on leave, but he will be returning to his troop soon.

Description:

Arlen is a dark haired, tanned man, with dark eyebrows (and sometimes a dark beard as well). A deep scar runs from his left temple, across his cheek and nose, and down to the right side of his mouth. The skin in the center of the scar is always much paler than the rest of his skin, and it pulls tight at the skin of his face. He is above average in height with a strong, athletic build. He is handsome, despite his scar, though he is rarely the best looking man around.

Personality:

Arlen is charismatic and open, with an easy going and magnetic personality. He is becoming more and more comfortable with taking charge of situations, in and out of combat, serious or not. But he is also able to stand back and let others lead when appropriate.

Goals and Metagoals:

A metagoal I have is for Arlen to grow as a people leader. It would be cool if he took the Leadership feat when it becomes available, but that's non essential. If we are doing the militia rules he will participate in that. If not that, I'm sure he will have a leadership role in the party itself.

As for Arlen's goals...
TL;DR Arlen wants the Nirmathi to become more organized, without necessarily going to the extreme of other nations

Arlen's experiences thus far (and his Chelaxian blood and instincts) have left him with the belief that Nirmathas must move past it's current state and band together more tightly, with more real organization, if they are to ever give the Molthune people a resounding enough defeat to send them packing for good.
At the same time, his appreciation for the Nirmathi people as they are is very strong. He believes that they must be lead gently out of their current chaos. He is beginning to believe that he may be the man to make that happen.