Alain

Baerlon Greymantle's page

42 posts. Alias of Plastic Dragon.


Full Name

Baerlon Greymantle

Race

Human Cavalier (Inspired Commander) 4 | HP: 47 / 47 | AC: 22 (T: 20, FF: 12) | Perc +7 | Init: +7| Fort +7, Ref +4, Will +2, CMB: +6, CMD: 17

About Baerlon Greymantle

Character Name: Baerlon Greymantle
Race: Human
Character Class: Cavalier
Archetype: Inspiring Commander
Alignment: Neutral Good
Diety: Tyr

Gender: Male
Age: 26 years
Height: 6'1"
Weight: 167 lb.
Eyes:Blue-Gray eyes
Hair: Brown hair

Character Level: 4
EXP Points Gained: 14,000
EXP To Next Level: 23,000
Known Languages: Common (Chondathan), Dwarvish, Elvish, Orcish

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Physical Description:
Dark-haired and tan with a muscular build, Baerlon stands decently above average height and walks with a swordsman’s stride. Moderately handsome, his hair is dark but lightens a bit in the Summer months and he has an on-again, off-again love affair with a finely trimmed beard. Baerlon's nose is slightly too large for his face, and has a short, white scar that stands out against his sun-darkened skin, cutting sharply down through the middle of his left eyebrow.

Personality:
Baerlon is a rather determined young man, quick witted, and accidentally charming. He is impulsive at times, and has inherited his family’s notorious quick temper, but unlike his father or grandfather before him, Baerlon is just as quick to laugh or smile. He is truly a well-intentioned young man who stubbornly believes in the concepts of honor, loyalty, and duty, no matter what his irresponsible relatives may say or think. Baerlon’s word, once given, is his bond, but he isn’t a fool. His fondest desire would be to drag his family name (kicking and screaming if need be) back into a place of respectability. He enjoys good food, good ale, a good song or two, though not always in that order.

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Strength: 18 (+4)
Dexterity: 15 (+2)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (+0)
Charisma: 12 (+1)

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Armor Class: 22 [BASE (10) + DEX (2) + Armor (7) + Shield (3)]
Flatfooted AC: 20
Touch AC: 12
AC Penalty: -5*
Maximum DEX bonus: +1

* Masterwork Armor and Shield

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Hit Points: 47 (4d10 + Con +2 + 1 Favored Class)
Die Rolls: 10 + 10 + 8 + 7

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Base Speed: 30'/round
Total Encumbrance: . - [Medium Load]
Normal Speed: 20'/round

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Fortitude: +7
Reflex: +4
Will: +2

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Initiative: +7
Senses: Perception +7
Base Attack: +4
CMB: +6
CMD: 17

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Racial Ablilities
+2 racial bonus to one ability score
Medium Size
Base speed 30’
Bonus feat at 1st level
Gain additional skill rank per level.

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Skills: (8 / level, also with 2 Order Skills added to list)

*Athletics +11
Bluff +8
*Diplomacy +11
*Handle Animal +8
*Intimidate +8
*Perception +7
*Ride +11
*Sense Motive + 6
*Survival +7

*=Class Skill

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Traits: 2

Indomitable Faith: (Devout follower of Tyr) +1 trait bonus on Will saves.

Reactionary: +2 trait bonus on Initiative checks.

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Demi-Gestault:
Major -

Judgement:

At 1st level, as a swift action, Baerlon can use this ability once per day. At 4th level and every three levels thereafter, the Baerlon can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Baerlon must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction:
The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing:
The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice:
This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing:
This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection:
The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity:
The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency:
This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance:
The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting:
This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Minor -

Educated Lore:

Educated Lore (Ex)
At 1st level, the cavalier's tactical thinking is bent toward subterfuge and deception. He adds his Intelligence modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

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Feats: (2 + 1 Human + 1 Bonus Teamwork)

Bodyguard: (Prerequisite: Combat Reflexes) When an adjacent ally is attacked, you may use attack of opportunity to attempt the Aid Another action to improve your ally’s AC. (May not improve attack rolls in this manner)

Combat Reflexes: May make additional Attacks of Opportunity equal to Dex bonus. May also make AoO while flatfooted.

Helpful: When using Aid Another, you grant your ally a +3 bonus instead of a +2

Precise Strike: Teamwork Feat (Prerequisites: Dex 13, +1 BAB): Whenever you and an ally who also has this feat are flanking the same creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus dmg stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

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Class Abilities:

Aid Another When in position to make melee attack on opponent engaged with ally in melee combat, may make attack roll against AC 10. Success means ally gains +2 bonus on next attack roll against that opponent o +2 AC bonus against that enemy. May use to help with spell affect checks or skill checks as well.

Challenge (2 / day, duration: 1 combat)*
As swift action, choose enemy within sight, gain + Level damage vs target
-2 to AC vs foes other than the target of Challenge
* +1 to hit threatened target from Order of the Dragon

Inspiring Commands: (13 rounds/day)
- Inspire Courage: Ally receives +1 morale bonus on saving throws vs charm and fear, and +1 competence bonus on attack and damage rolls.
- Inspire Competence: Ally (within 30’ and must be able to see and hear Cavalier) gets +2 competence bonus on skill checks as long as they can hear the Cavalier.
- May use Aid Another as a move action, and add Int modifier as a bonus to all Aid Another bonuses given to that ally.

(Replaces Mount, Cavalier’s Charge, and Mighty Charge)

Teamwork Feats: Bonus Teamwork Feats at 1st, 9th, and 17th level

Rapid Tactician: (2/ day) At 1st level, as a move action, grant any teamwork feat known to all allies within 30’ who can see or hear Cavalier. Allies retain use of bonus feat for 3 rounds + 1 round for every 2 levels the Cavalier possesses.
Add Int bonus to initiative in addition to Dex modifier.
(Replaces Tactician)

Put Your Heart Into It: (3 + Int modifier / day)
As a free action, when using Rapid Tactician with a teamwork feat or when using Aid Another, can grant all affected allies 1d6 temporary HP for every four levels. HP last 10 minutes or until depleted. (Replaces Expert Trainer)

Proficiencies: All simple and martial weapons, light and medium armor, and shields, (except tower shields).

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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.

Challenge: Allies receive +1 circumstance bonus on attack rolls to enemy threatened.

Skills: Add Perception and Survival to skill list. Also, +1 for every ½ character level on finding food/water and protection from elements.

Aid Allies: When using Aid Another to assist an ally, they receive +3 bonus on AC, attack roll, saving throw, or skill check. (Increases by +1 at 8th level, and evey 6 levels thereafter.)

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Equipment (7,200gp Starting Gold)

Paladin’s Kit: (11 gp, 30 lbs.)
Backpack, Bedroll, Belt Pouch, Catechism of Tyr, Flint & Steel, Iron Pot, Mess Kit, 50’ rope, Soap, Torches (10), Trail Rations (5 days), Waterskin, and Wooden Holy Symbol of Tyr

Armor
Breastplate +1 (1,350 gp, 30 lbs, +7 AC, -4 Penalty)
Heavy Steel Shield +1 (1,170 gp, 15 lbs, +3 AC, -1 Penalty)

Weapons
Longsword +1 (2015 gp, 4 lbs) +10 to Hit, 1d8 + 4, 19-20 x2
Heavy Mace (12 gp, 8 lbs) +8 to Hit, 1d8 +3, x2
Heavy Crossbow (50 gp, 8 lbs) +6 to Hit, 1d10, 19-20 x2, 120’
20 bolts (2 gp, 2 lbs)
Dagger (2 gp, 1 lb) + 8 to Hit, 1d4 +3, 19-20 x2

Magic Items
Potion of Cure Light Wounds x2 (100 gp, 2 lbs)

Breastplate +1 (1,350 gp, 30 lbs, +7 AC, -4 Penalty)
A finely crafted breastplate once worn by Baerlon's mentor before his passing, this sculpted piece of armor bears a handsomely embossed emblem of Tyr at it's center.

Heavy Steel Shield +1 (1,170 gp, 15 lbs, +3 AC, -1 Penalty)
Utilized by the majority of the Order of the Dragon as their unofficial badge of service, this kite shield bears the Order's time-honored image of a Dragon on a field of dark blue.

Longsword +1 (2015 gp, 4 lbs) +10 to Hit, 1d8 + 4, 19-20 x2
A broad-bladed longsword of dwarven make, the blade bears dwarven runes along the blade that say (in dwarvish) "Defiant". Baerlon recovered this weapon after an exhaustive battle between the Order and a troop of mercenaries lead by a large hobgoblin. Baerlon challenged and defeated him, and claimed the sword afterwards.

Cloak of Resistance +1 (1000 gp, 1 lb)
Baerlon received this silver-flecked, gray cloak as a gift from a wealthy merchant as a reward for helping to rescue him and his daughter from the clutches of a group of bandits that had been holding her (and then the merchant when he had foolishly tried to barter with the bandits) for ransom.

Total Weight: 101 lbs. (Medium Load)

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Background:

The third son of a wealthy merchant, Baerlon was born roughly ten years after his siblings, and as his mother passed away during childbirth, he grew up mostly alone in a large family estate. His father, Falten Greymantle was a cold and unfeeling man, made even moreso by the loss of his wife. One night when Baerlon was seven, in a drunken rage, Falten claimed that it would be in the boy’s best interest to apprentice with the priests and knights of the nearby temple of Tyr.

Hurt and afraid, the young boy begged to know why he was being sent away. It was then that the drunken merchant revealed that due to his own advancing age, and the amount of time that had passed between the children’s births, that he believed that Baer’s mother had been unfaithful to him with a low-ranked knight, and that the merchant is not truly his father at all. However, to save the Greymantle name from disgrace and embarrassment, Baerlon had been raised as one of their own, at least until Falten could no longer bear the sight of him.

When he was halfway through his 13th year, Baerlon was assigned to train as a Squire with a somewhat befuddled and aging Knight, a Paladin named Hugh La Mort, a man who had all but refused to retire from service. Well on his way through his studies of the philosophy of Tyr and the ways of martial combat, Baer looked on this as a way to advance his own desire to one day become a Paladin.

However, too old to be traipsing off on any sort of crusade, Sir Hugh's "duties" primarily concerned small matters of the region, and acting as a courier between chapterhouses.
A stickler for propriety and rules, he was making Vincent wait until his 20th birthday to officially declare himself a candidate to become a Paladin of Tyr. However, though the church elders and Hugh himself found Baerlon to be an upstanding and loyal young man, he was lacking the high level of discipline required to ever become a Paladin within the church.

Respectful of their decision, but angry, Baerlon left the temple, determined to find his own way, eventually finding his way to join the Order of the Dragon, a group of like-minded mercenaries who fought for loyalty and justice above all things.

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Moment of Glory…

The act itself was not well thought out...simply acted upon. One moment Baerlon was standing next to a village blacksmith, a dwarf who was hard at work repairing a horseshoe for the horse Baerlon had ridden into town, and the next...he was standing in the street, defending a fallen warrior.

Not that it was that simple. Nothing ever is.

The town was unofficially known as Nowhare., an out of the way haven just a few hours West of Beregost. Baer was well known there, having helped out with a handful of incidents with goblins and bandits, and was well liked by most of the townsfolk.

Had it been happier times in Faerun, then he probably would have settled there, married a beautiful girl and had many happy children. Unfortunately, these were dark days indeed, as groups like the Zhentarim and the Red Wizards of They were constantly sending out their agents to disrupt the good-aligned kingdoms of the East.

In the small, tavern-based village, rough mercenaries sometimes wandered the streets as openly as did the common folk. In general, so long as one did no harm and drew no weapons, the townsfolk would try to keep to themselves and sell their wares. It was indeed, dark times.

On the day in question, a swordsman had ridden into town, his shield and weapons proudly proclaiming him to be in the service of Beregost. Most of the villagers were gladdened and uplifted upon hearing that the swordsman had come, the very thought of a soldier from the nearby city-state amongst them raising their spirits.

He'd not even made his way to the stables, when vile treachery struck. As the fighter was passing the smithy, Baer had offered a welcoming nod, and it had been returned by the half-orc...just before a crossbow bolt had been fired from out of view, piercing the swordsman through the side of his neck. Time seemed to stop...and then the surprised warrior was teetering and then falling heavily from his mount. As he landed, his head slammed down hard on a flat stone in the road, and he let out a low moan.

A rough cheer from uncultured men rang out, and several bounty hunters came out from their hiding places around some of the buildings. Baerlon would later learn that there had been a bounty of 500 gold lions placed on the half-orc's head by a corrupt Baron from the south, and that these crude men planned to collect it.

Baer moved without even thinking. Afterwards, he would not be able to say exactly why he chose that moment to do what he did, except to say that it felt right. In any event, Baerlon moved to his mount, took up his shield, and then strode confidently out to the middle of the street, passing two of the six mercenaries who seemed momentarily startled into inaction by his bold movement.

The young Cavalier could see that the half-orc was still alive, if just barely, but bleeding profusely. Kneeling down, he put a hand on the warrior's shoulder, "My friend, you must get up. They're here to kill you if they can."

"We will kill him, boy. Get out of the way, and save yourself some trouble." Came the gruff voice of one of the mercenaries, obviously the leader. "Go back to the smithy and let us get this done."

Baerlon looked down at the wounded fighter, choking on his own blood, and a well of rage built up inside him. These six men...these blackguards...were going to murder this noble warrior simply to line their pockets with gold. Blood stained coins.

"I will not." The words were spoken softly, but they carried easily to the brigands, and indeed to many of the townsfolk who were watching from their hiding places in their shops and homes. They were simple folk...not a warrior amongst them.

A dark chuckle came back as a reply, echoed from most of the mercenaries. "You've got some spit and vinegar to you, boy. I admire that. Now move, or you'll get the same as the Orc, and we'll get our gold anyway."

Baerlon closed his eyes and slowly shook his head, unafraid. He knew his course of action...for good or for ill, his path was clear. He sighed and spoke quietly to the half-orc, mostly ignoring the bounty hunters. ”Sir, I offer you my shield and my comradeship. Do you accept it?”

"Boy...you'll not be asked again." The two brigands that held crossbows gave uncertain looks to their captain, but the other three simply glowered at the boy turned protector, their swords still in their sheaths. "Step away and you get to live."

Stunned and still unable to speak, the warrior simply nodded at Baer weakly. ”Good enough.” was the Cavalier’s reply.

Baerlon raised his head slowly, taking in each of the mercenaries in turn, without a trace of fear. "I am Baerlon Greymantle of the Order of the Dragon, and this man is under my protection."

There was a click and sudden rush of air as two of the bounty hunters fired their crossbows. Amazingly, Baer gave no sense of surprise, but simply raised his dragon-marked shield in perfect timing with each to deflect both bolts before they could do any damage. Another hunter fired seconds later and Baerlon’s sword left his sheath and he expertly cut the incoming bolt in half.
.
The bounty hunters blanched in fear, all turning to their captain, uncertain. "He ain't supposed to be able to do that! He blocked all of them..." whined one of the crossbowmen.

"Shuddup. He's just one man..." was the leader's reply, though now his voice held a level of respect that had not been there before. ”We can all just fire at once and…”

Baerlon grinned and slowly shook his head, ”Kill me or not, my friends will avenge me.”

”What friends…? the leader snarls but is cut off by the sounds of horses upon the road. Not here, but not that far away, either. Worried looks were exchanged between the brigands.

”Those friends.” The smile now reached Baer’s eyes and he stood tall, his sword and shield readied. ”A Knight of the Order of the Dragon is seldom caught alone…”

There was a brief pause before all sense of discipline was lost, and the mercenaries scattered, running for their own mounts. All save their captain, who continued to stare coldly at Baerlon, his crossbow now pointed at the ground. "You've made an enemy this day, boy...and the orc will die still, for all your efforts. I’ll simply come back and claim his corpse tomorrow..."

”I think not.” sheathing his sword, eyes intent on the bandit leader, Baer, reaches down and hooks a free arm under the half-orc’s armpit and heaves upward, barking in his best, inspirational voice, ”On your feet, soldier! Gonna face the enemy on your back? Put your heart into it!”

With a heavy groan and grunt, the wounded fighter fights his way to his feet, supported on one side by Baerlon’s firm grip. He glared at the bounty hunter, reaching up to his neck to take hold of the crossbow bolt protruding there. With a savage snarl, he snaps off the lower end, and then pulls the remainder out the back with a groan. Breathing heavily he holds the hood of his cloak over his wound, but by that time the mercenary knew he had lost his bounty this time. An evil glare, and he too ran off for the alley between two buildings.

Baerlon and the half-orc stood in place for a count of five before the Cavalier muttered, ”C’mon. Let’s get you inside before your will gives out or they come back.”

”Aye. Your friends can just meet us at the tavern and we can share some ale. Is there a priest among them to bandage me up once they get there?”

”What friends are you talking about?” Baer chuckled as he struggled to help walk the heavy warrior across the street. ”I have no idea who those riders are...probably ranchers. Good thing that the bounty hunters didn’t know that, huh?”...