Carousing Champion

Beau Underbough's page

36 posts. Organized Play character for G'Boar Hulighan.


Full Name

Beauregard Bulltether Underbough

Race

Halfling

Classes/Levels

Cavalier - 1 | AC 19 T 14 FF 16 | HP 4/13 | F +5 R +4 W +2 (+2 vs fear) | CMB=3 CMD=15 | Init +5 | Perc +4

Gender

Male

CæLIN:
Companion Wolf 2 | Med | Init +6; Senses Low-Light Vision, Perception +8, Stealth +6, Scent, DEFENSE AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 nat) HP- 18/22  Fort +6, Ref +7, Will +2

Size

Small

Age

50

Special Abilities

Archetypes Beast Rider, SQ Armor Proficiency, Exotic Mount, Fearless, Halfling Luck, Keen Senses, Low-Light Vision, Order, Order of the Sword, Sure-Footed, Tactician, Weapon Familiarity,

Alignment

True Neutral

Languages

Common, Halfling

Homepage URL

PFS# 174784-9

Strength 14
Dexterity 17
Constitution 14
Intelligence 8
Wisdom 12
Charisma 10

About Beau Underbough

BEAU UNDERBOUGH

The diminutive size of the Halfling cavalier is offset by his outwardly evident expansive courage and his dedication to the duties of his order. Wearing a set of subdued-toned scale mail, spiked cestus on each hand, and carrying a masterwork cold-iron bardiche, Beau is a picture of a battle-hardened devotee to the Order of the Sword. But this warrior’s true brilliance is on display when he is astride his leather barded wolf-mount Cælin. As a team, this duo is a force to be reckoned with displaying the ferocity of a dragon, the quickness of a snake, the cunning of a hawk and the spirit of a lion.
The Halfling Cavalier was born Beauregard Bulltether Underbough of the Songo’ tribe in the Laughing Forrest in southern Sargava. As the Cheliaxn political unrest spread throughout the land, Beau found himself in service of the Order of the Sword, and dedicated his life to the code of chivalry, living a life of honor, valor, and fairness. He endeavors to show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He believes he must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.

Male Halfling (Song'o) Cavalier 1
TN Small humanoid (halfling)
Init +5; Senses Low-Light Vision, Perception +4,

DEFENSE
AC 19, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 size, )
hp 13 (1d10)+3
Fort +5, Ref +4, Will +2, +2 vs. fear

OFFENSE
Speed 15 ft.
Melee cestus (small) (two handed) +4 ((two handed) 1d3+2/19-20)
Melee lance (small) (two handed) +4 ((two handed) 1d6+3/x3)
Melee MW/CI bardiche (small) (two handed) +5 ((two handed) 1d8+3/19-20)
Ranged sling (small) (two handed) +5 ((two handed) 1d3+2)
Special Attacks: Challenge,

Attacks:

Caelin's Bite
[dice=Caelin bite vs ??]1d20+5[/dice]
[dice=Damage?]1d6+3[/dice]
[dice=Caelin Trip vs ?? CMD]1d20+5[/dice]

Cestus - 1d3+2/19-20
[dice=Cestus melee atk vs ??]1d20+1+3[/dice]
[dice=Damage?]1d3+2[/dice]

MW/CI Bardiche - 1d8+3/19-20 (2 handed)
[dice=Bardiche melee atk vs ??]1d20+1+3+1[/dice]
[dice=Damage?]1d8+3+1[/dice]

MW/CI Bardiche Mounted - 1d8+3/19-20 (2 handed)
[dice=Bardiche melee atk vs ??]1d20+1+3+1[/dice]
[dice=Damage?]1d8+3+1[/dice]

Lance - 1d6+3/x3 (2 handed)
[dice=Lance melee atk vs ??]1d20+1+3[/dice]
[dice=Damage?]1d6+3[/dice]

Lance Mounted- 1d6+3/x3 (2 handed)
[dice=Lance Charge melee atk vs ??]1d20+1+3+2[/dice]
[dice=Damage?]2d6+6[/dice]

Sling - 1d3+2/x2
[dice=Sling ranged atk vs ??]1d20+1+4[/dice]
[dice=Damage?]1d3+2[/dice]


STATISTICS
Str 14, Dex 17, Con 14, Int 8, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Agile Maneuvers, Precise Strike
Feats:
Agile Maneuvers (Combat)

You've learned to use your quickness in place of brute force when performing combat maneuvers.

Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.

Precise Strike (Combat, Teamwork)

You are skilled at striking where it counts, as long as an ally distracts your foe.

Prerequisites: Dex 13, base attack bonus +1.

Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

Skills

  • Acrobatics +1,
  • Appraise -1,
  • Craft (Untrained) -1,
  • Escape Artist -1,
  • Fly +1,
  • Heal +1,
  • Perception +4,
  • Ride +3,
  • Sense Motive +1,
  • Stealth +3,
  • Survival +1,
  • Swim -2,

Possessions

  • cestus (small);
  • lance (small);
  • Masterwork cold-iron bardiche (small);
  • scale mail (small);
  • outfit (explorer's);
  • bullets (sling/10) (small) (x2);
  • saddle (military) (small);
  • barding (leather) (small);
  • Sling (Small) ;
  • Saddlebags (Small) ;
  • Tangelfoot Bag ;
  • Cure Light Wounds Wand

SPECIAL ABILITIES:

Armor Proficiency A beast rider is proficient with light and medium armor, and with shields (with the exception of tower shields).
Challenge (Ex) 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against the target of the challenge. This extra damage is 1. 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. he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.
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.
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Jungle Walker You have learned how to navigate the darkest jungles of the Mwangi Expanse, and how to avoid the most dangerous hazards of the land. You gain a +2 trait bonus on Survival checks in jungle terrain.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
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.
Order of the Sword Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1)
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
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.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

ANAMIAL COMPANION

CæLIN
Male Companion Wolf Animal 2
TN Medium animal
Init +6; Senses Low-Light Vision, Perception +6, Scent,

DEFENSE
AC 18, touch 14, flat-footed 14 (+2 armor, +4 Dex, +2 natural, )
hp 22 (2d8)+6
Fort +6, Ref +7, Will +2

OFFENSE
Speed 50 ft.
Melee bite (two handed) +5 ((two handed) 1d6+4)
Special Attacks Trip,

Attacks:

Bite
[dice=Melee Bite vs ??]1d20+4[/dice]
[dice=Damage?]1d6+4[/dice]

STATISTICS
Str 14, Dex 19, Con 16, Int 2, Wis 14, Cha 6
Base Atk +1; CMB +3; CMD 17 (21 vs. trip)

Feats Endurance, Weapon Finesse

Skills

  • Acrobatics +4,
  • Climb +2,
  • Escape Artist +4,
  • Fly +4,
  • Intimidate -2,
  • Perception +6,
  • Stealth +8,
  • Survival +2,
  • Swim +2,

Gold= 328.78

SQ Combat Training, Bonus Tricks 1, Link, Low-Light Vision, Scent, Share Spells,

Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel

Possessions barding (leather); Saddlebags ;

SPECIAL ABILITIES:

Bonus Tricks 1

Jungle Walker You have learned how to navigate the darkest jungles of the Mwangi Expanse, and how to avoid the most dangerous hazards of the land. You gain a +2 trait bonus on Survival checks in jungle terrain.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
ANIMAL TRICKS

Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.

Experience:

Level - 1

Experience Points - 1
Prestige Points - 0 (CLW Wand bought, -2)

Adventures Completed:
#4-11: The Disappeared (65492)