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About Beau UnderboughThe 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.
Male Halfling (Song'o) Cavalier 1
DEFENSE
OFFENSE
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
MW/CI Bardiche - 1d8+3/19-20 (2 handed)
MW/CI Bardiche Mounted - 1d8+3/19-20 (2 handed)
Lance - 1d6+3/x3 (2 handed)
Lance Mounted- 1d6+3/x3 (2 handed)
Sling - 1d3+2/x2
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
Possessions
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
DEFENSE
OFFENSE
Attacks:
Bite
STATISTICS
Feats Endurance, Weapon Finesse Skills
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.
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.
Experience:
Level - 1 Experience Points - 1
Adventures Completed:
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