oracle (enlightened philosopher) 1/paladin (Oath of Vengeance) 6
Gender
Male
Size
Small
Alignment
LG
Deity
Abadar
Occupation
Soldier
Strength
14
Dexterity
7
Constitution
14
Intelligence
13
Wisdom
10
Charisma
20
About Axhammer Rocknose
Honor: 33
Fame: 22
This is my Story:
Axhammer Rocknose
Male gnome oracle (enlightened philosopher) 1/paladin (oath of vengeance) 6 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Magic 58, 60)
LG Small humanoid (gnome)
Init -2; Senses darkvision 60 ft.; Perception +4
Aura courage (10 ft.)
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Defense
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AC 22, touch 16, flat-footed 17 (+4 armor, +5 Dex, +2 shield, +1 size)
hp 82 (7 HD; 1d8+6d10+14)
Fort +12, Ref +12, Will +12; +2 vs. illusions
Defensive Abilities defensive training; Immune disease, fear; Resist noble born - medvyed
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Offense
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Speed 20 ft.
Melee +1 sawback sword adamantine scimitar +11/+6 (1d4+4/18-20) or
cold iron cestus +10/+5 (1d3+3/19-20) or
cold iron lance +10/+5 (1d6+4/×3)
Ranged gold plated light crossbow +5 (1d6/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron lance)
Special Attacks hatred, smite evil 2/day (+5 attack and AC, +6 damage)
Spell-Like Abilities (CL 7th; concentration +12)
1/day—dancing lights, ghost sound (DC 16), prestidigitation, speak with animals
Paladin Spell-Like Abilities (CL 6th; concentration +11)
At will—detect evil
Oracle (Enlightened Philosopher) Spells Known (CL 1st; concentration +6)
1st (5/day)—ant haul[APG] (DC 16), cure light wounds, hedging weapons
0 (at will)—detect fiendish presence, detect magic, detect poison, read magic
Mystery Lore
Paladin (Oath of Vengeance) Spells Prepared (CL 3rd; concentration +8)
1st—ghostbane dirge[APG] (DC 16), protection from chaos, veil of positive energy[APG]
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Statistics
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Str 16, Dex 7, Con 14, Int 13, Wis 10, Cha 20
Base Atk +6; CMB +8; CMD 16
Feats Apotheosis, Boon Companion, Extra Revelation[APG], Leadership, Mounted Combat, Stronghold
Traits fate's favored, noble born - medvyed
Skills Acrobatics -3 (-7 to jump), Artistry (philosophy) +7, Diplomacy +15, Fly +3, Handle Animal +15, Intimidate +6, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +13, Knowledge (religion) +9, Perception +4, Profession (soldier) +12, Ride +7, Sense Motive +4, Spellcraft +5; Racial Modifiers +2 Profession (soldier), noble born - medvyed
Languages Common, Dwarven, Gnome, Sylvan
SQ channel wrath, divine bond (mount), gnome magic, lay on hands 8/day (3d6), mercies (diseased, fatigued), oracle's curse (legalistic), revelations (lore keeper, sidestep secret), vow to self
Combat Gear wand of cure light wounds; Other Gear +1 darkleaf cloth studded leather, +1 adamantine light steel quickdraw shield[APG], +1 sawback sword adamantine scimitar, cold iron cestus[APG], cold iron lance, gold plated light crossbow, headband of alluring charisma +2, muleback cords[APG], sleeves of many garments[UE], tidy trunk, wayfinder[ISWG], ale (per gallon) (30), bear trap[APG], bear trap[APG], bear trap[APG], bear trap[APG], beast whistle (canine), beast whistle (feline), blacksmith anvil[APG], brush, shaving (0.1 lb), canteen[UE], climber's kit, cup, shaving (0.2 lb), farrier anvil[APG], fashionable accessories, feed (per day) (201), garlic (13), good meal (per day) (60), half a doubloon (10), halfling trail rations[UE] (20), heavy wagon[UC], heavy wagon[UC], manacles, masterwork (barbed)[ARG], masterwork backpack[APG], meat (60), metal glove, mirror, noble's outfit, parasol[UE], prayer book, royal outfit, salt tablets (30), sealing wax, sewing needle, shaving powder (one shave) (0.01 lb) (50), shovel, signal horn[APG], signet ring, skillet[UE], snuffbox, tortoise shell[ACG], soldier's uniform[UE], straight razor (0.2 lb), tabard[UE], tent, large[APG], tent, large[APG], tent, large[APG], tent, large[APG], tent, large[APG], tent, large[APG], tent, large[APG], tent, large[APG], tent, large[APG], tent, large[APG], tobacco (20), travel cake mix[UE] (30), very complex banner[UE], whetstone, wine, corentyn (per bottle) (20), winter blanket (60), badger, badger, badger, chelish hell-bred dog, heavy horse (combat trained), heavy horse (combat trained), heavy horse (combat trained), heavy horse (combat trained), leopard, musk ox, musk ox, pony (combat trained), pony (combat trained), pony (combat trained), pony (combat trained), riding dog, riding dog, riding dog, riding dog, yak, yak, 441 gp, 8 sp, 5 cp
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Apotheosis +2 to Con checks to stabilize.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Channel Wrath (Su) When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day.
This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (3d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Leadership (score 12) You attract loyal companions and devoted followers.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (2/day) (Su) +5 to hit, +6 to damage, +5 deflection bonus to AC when used.
Stronghold As a move action, grant allies in 60 ft +1 bonus to AC, att, or one save (choose 1).
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Guard Dogs are so boring:
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Badger
Badger (Pathfinder RPG Bestiary 2 40)
N Small animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 9 (1d8+5)
Fort +4, Ref +3, Will +1
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Offense
--------------------
Speed 30 ft., burrow 10 ft.
Melee bite +1 (1d3), 2 claws +1 (1d2)
Special Attacks blood rage
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Statistics
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Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB -1; CMD 10 (14 vs. trip)
Feats Toughness
Skills Escape Artist +5, Perception +5; Racial Modifiers +4 Escape Artist
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Special Abilities
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Blood Rage (Ex) When injured, fly into a rage, gaining +2 CON, +2 STR, -2 AC.
Burrow (10 feet) You have a Burrow speed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Badger
Badger (Pathfinder RPG Bestiary 2 40)
N Small animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 9 (1d8+5)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft., burrow 10 ft.
Melee bite +1 (1d3), 2 claws +1 (1d2)
Special Attacks blood rage
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Statistics
--------------------
Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB -1; CMD 10 (14 vs. trip)
Feats Toughness
Skills Escape Artist +5, Perception +5; Racial Modifiers +4 Escape Artist
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Special Abilities
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Blood Rage (Ex) When injured, fly into a rage, gaining +2 CON, +2 STR, -2 AC.
Burrow (10 feet) You have a Burrow speed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Badger
Badger (Pathfinder RPG Bestiary 2 40)
N Small animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 9 (1d8+5)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft., burrow 10 ft.
Melee bite +1 (1d3), 2 claws +1 (1d2)
Special Attacks blood rage
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB -1; CMD 10 (14 vs. trip)
Feats Toughness
Skills Escape Artist +5, Perception +5; Racial Modifiers +4 Escape Artist
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Special Abilities
--------------------
Blood Rage (Ex) When injured, fly into a rage, gaining +2 CON, +2 STR, -2 AC.
Burrow (10 feet) You have a Burrow speed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Cat, leopard
Leopard (Pathfinder RPG Bestiary 40)
N Medium animal
Init +4; Senses low-light vision, scent; Perception +5
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Defense
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AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
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Offense
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Speed 30 ft., climb 20 ft.
Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3)
Special Attacks pounce, rake (2 claws +6, 1d3+3)
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Statistics
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Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in undergrowth); Racial Modifiers +4 Stealth in undergrowth
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Special Abilities
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Climb (20 feet) You have a Climb speed.
Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
The Lads need mounts, Thier Lord provides:
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Dog, riding
Riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+3)
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Statistics
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+18 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Dog, riding
Riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+3)
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Statistics
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+18 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Dog, riding
Riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+3)
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Statistics
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+18 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Dog, riding
Riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+3)
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Statistics
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +6 (+18 to jump), Perception +8, Survival +1 (+5 when tracking by scent); Racial Modifiers +4 Survival when tracking by scent
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Horse, heavy (combat trained)
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Horse, heavy (combat trained)
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Horse, heavy (combat trained)
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
--------------------
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Horse, heavy (combat trained)
Heavy horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
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Defense
--------------------
AC 15, touch 13, flat-footed 11 (+4 Dex, +2 natural, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
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Offense
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Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +4 (+8 to jump with a running start, +12 to jump), Perception +8
SQ combat riding
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Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Pony (combat trained)
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
SQ combat riding
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Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Pony (combat trained)
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
SQ combat riding
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Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
--------------------
Pony (combat trained)
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
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Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
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Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
SQ combat riding
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Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Pony (combat trained)
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
SQ combat riding
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Beasts of Burden:
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Musk Ox
Musk ox
N Large animal
Init +0; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 13, touch 9, flat-footed 13 (+4 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Immune immune to cold weather effects
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Offense
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Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
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Statistics
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Str 22, Dex 10, Con 16, Int 2, Wis 10, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Acrobatics +0 (+4 to jump), Perception +9
SQ docile
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Immune to Cold Weather effects Immune to the effects of cold weather.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.
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Musk Ox
Musk ox
N Large animal
Init +0; Senses low-light vision, scent; Perception +9
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Defense
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AC 13, touch 9, flat-footed 13 (+4 natural, -1 size)
hp 22 (3d8+9)
Fort +6, Ref +3, Will +1
Immune immune to cold weather effects
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Offense
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Speed 40 ft.
Melee gore +7 (1d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+9, DC 17)
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Statistics
--------------------
Str 22, Dex 10, Con 16, Int 2, Wis 10, Cha 4
Base Atk +2; CMB +9; CMD 19 (23 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Acrobatics +0 (+4 to jump), Perception +9
SQ docile
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Special Abilities
--------------------
Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Immune to Cold Weather effects Immune to the effects of cold weather.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.
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Yak
Bison (Pathfinder RPG Bestiary 174)
N Large animal
Init +0; Senses low-light vision, scent; Perception +8
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Defense
--------------------
AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1
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Offense
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Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
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Statistics
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Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush, 26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Acrobatics +0 (+4 to jump), Perception +8
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.
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Yak
Bison (Pathfinder RPG Bestiary 174)
N Large animal
Init +0; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
hp 42 (5d8+20)
Fort +8, Ref +4, Will +1
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Offense
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Speed 40 ft.
Melee gore +10 (2d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 20)
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Statistics
--------------------
Str 27, Dex 10, Con 19, Int 2, Wis 11, Cha 4
Base Atk +3; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush, 26 vs. trip)
Feats Endurance, Improved Bull Rush, Power Attack
Skills Acrobatics +0 (+4 to jump), Perception +8
--------------------
Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stampede (Ex) Trample improves with multiple tramplers.
Divine Mount:
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Stormbeak
Axe beak (Pathfinder RPG Bestiary 3 311)
N Large animal
Init +4; Senses low-light vision; Perception +0
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Defense
--------------------
AC 24, touch 13, flat-footed 20 (+5 armor, +4 Dex, +6 natural, -1 size)
hp 56 (6d8+18)
Fort +8, Ref +9, Will +2 (+4 morale bonus vs. Enchantment spells and effects); +2 vs. death
Defensive Abilities evasion
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Offense
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Speed 50 ft. (35 ft. in armor)
Melee bite +8 (1d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks sudden charge
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Statistics
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Str 20, Dex 18, Con 16, Int 6, Wis 11, Cha 10
Base Atk +4; CMB +10; CMD 24
Feats Fey Foundling[ISWG], Light Armor Proficiency, Medium Armor Proficiency
Tricks Air Walk, Attack, Attack, Attack Any Target, Cinderbrave, Come, Defend, Down, Fighting, Sneak, Stay
Skills Climb +6, Fly +5, Stealth +2
SQ air walk, attack any target, cinderbrave, come, defend, devotion, fighting, sneak
Other Gear kikko armor[UC], animal harness[APG], bit and bridle, exotic military saddle
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Special Abilities
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Air Walk [Trick] The animal can be ridden through the air when affected by spells.
Attack Any Target [Trick] The animal will attack any creature on command.
Cinderbrave [Trick] The animal will carry or follow its master into an area enshrouded with flames, even if placed at risk.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fey Foundling Magical healing works better on you
Fighting [Trick] The animal has been trained to fight.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak [Trick] Creature stays hidden.
Sudden Charge (Ex) On charge, if bite hits then make free trip attack.
We all started somewhere:
There was a time when all I wanted to do was be a knight, jousting, drinking and for all the world a picture perfect knight. That changed when me and one of the House Scions actually started adventuring together. What had once seemed ideal turned sour in my stomache, after all how could all of these people do such things when there were wars to be fought and bandits raiding poor farmers.
Long Years did we travel together Alenestra and I, we gathered a retinue after awhile. Ones and Twos joined us, fought with us, and helped us hunt down those who preyed on the weak. We knew it wouldn't always be so, eventually she would have to return to his families lands and learn more about how to be a good Leader, but for the time we had it was pleasant.
I loved her, never really had the heart to tell her so though. I was merely a favored knight of the family, and a gnome to boot, I always thought it would never work. Looking back I wish I had said something, anything to her to show her my feelings, she writes to me still. I keep those papers tucked away in my private trunk, I carry our banner still. Love never really dies, it fades with time they say. B#@@@@#s I say, I still hurt when I hear her name, and still whinge when I hear about how she was married a few months ago.
Thats why I looked up this calling, this travel plan, this I don't even know what to call it. They want to create a kingdom, want to take it from the low lifes and bandit lords who run the area, bully for them. It will give me a reason to be somewhere, anywhere but here, the letter will stop then. Oh but part of me prays that they won't stop that she will always write to me, even about the children she has. About the good she is doing, about all the small things in life that make her happy. Because thats is truly what I want for her, for her to be happy.
Its petty of me, some will say so behind my back, some to my face if they knew. I am fleeing from the world I know, with the people who trust me with thier life. Fleeing you see to get away from the pain and the agony that is love. We will arrive late I think, though I cannot be sure, possibly a few hours late, but all will be well. I will be leaving far from here, leaving to possibly never return.
I can up with a poem you see, I think it matches the situation exactly.
Beneath the golden balm
Settling on the fields
Evening steals in calm
And farmers count their yields
The bee is in the lavender,
The honey fills the comb,
But here a rain falls never-ending
And I am far from home.
May Abadar forgive me, for I know I cannot.
Tenets of Abadar:
Tenets of the Paladins of Abadar wrote:
Of all the neutral gods, only Abadar supports and promotes a holy order of paladins. As the god of civilization and order, Abadar recognizes the value of holy warriors in advancing society’s aims. His paladins follow the standard paladin code of protecting the innocent, acting with honor and honesty, and respecting lawful authority. In addition, an Abadaran paladin upholds the following creed.
I am a protector of the roadways and keep travelers from harm. No matter their destinations or goals, if they are peaceable and legitimate travelers who harm no others on the road, I will ensure that they pass safely.
Bandits are a plague. Under my will they come to justice. If they will not come willingly before the law, where they can protest for justice in the courts, they will come under the power of my sword.
Corruption in the courts is the greatest corruption of civilization. Without confidence in justice, citizens cannot believe in their countries, and civilization begins to disappear. I will root out corruption wherever I find it, and if a system is fundamentally flawed, I will work to aid citizens by reforming or replacing it.
I am an aid to the markets. I ensure equitable trade between merchants and citizens. Theft and deceit on either side are intolerable.
I make opportunities, and teach others to recognize them. When I aid others, I open the way for them, but will not carry them—they must take responsibility.