Barzillai Thrune

Bulvarius Bromathan's page

41 posts. Alias of Black Dow.


Race

Human (Korvosan)

Classes/Levels

Cavalier (Discipline of the Pike) 1| HP 5/12 | AC 13 T 13 FF 13 CMD 14 CMB +4 | F+4, R+0, W+0 | Perc +2 | Init +2 | Move: 30ft. | Challenge 1/1, Tactician 1/1| Hero Pts 1 | Conditions: -

Gender

Male

About Bulvarius Bromathan

“He is a weapon, a killer. Do not forget it. You can use a spear as a walking stick, but that will not change its nature.”
― Madeline Miller, The Song of Achilles

Portrait of Bulvarius

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MALE HUMAN CAVALIER (DISCIPLINE OF THE PIKE) 1

Lawful Good Medium Humanoid (Human)

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Hero Points: 1 (1 initial)
Favoured Class: Cavalier

Favoured Class Options:

+1 HP
+1 Skill Point [Selected @ 1st Level]
+¼ to the Cavalier’s banner bonus.

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⚔ MOVEMENT & SENSES:

Speed: 20ft. (Armoured) 30ft. (Unarmoured)
Senses: Perception +2*

*Alertness Feat: +2 bonus to Perception checks.

⚔ DEFENSE:

AC 13* (10 Base; +0 DEX; +3 Armour)
Touch AC 10* (10 Base; +0 DEX)
Flat Footed AC 13*(10 Base; +3 Armour)
HP 12 (1d10 [10]; +2 CON)
SAVES: Fort +4 Ref +0 Will +0
CMD 14 (10+BAB+STR+DEX)

* Disciple of the Pike: Gain a +1 dodge bonus to AC against creatures larger than he is.

⚔ OFFENSE:

Init: +2*
BAB: +1**
Melee: Cold Iron Longspear +4 [Simple 2H] 1d8P+4** [x3] (Brace & Reach) or Longsword +4 [Martial 1H] 1d8S+3** [19-20/x2] or Longsword +4 [Martial 1H used 2H] 1d8+4S** [19-20/x2]
Ranged: +0
Touch Attack: +3
Ranged Touch Attack: +0
Special Qualities: Challenge 1/Day; Tactician 1/Day
CMB: +4 (BAB+STRMod+SizeMod)

* Uses CHA bonus in place of DEX for initiative - Noble Scion (of War) Feat.
** +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

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♖ STATS:

STR 17 (+3); DEX 11 (+0); CON 14 (+2); INT 12 (+1); WIS 10 (+0); CHA 14 (+2)

♖ 20 POINT STAT BUILD:

7 Points [7/20] - STR (15)+2 = 17
1 Point [8/20] - DEX (11) = 11
5 Points [13/20] - CON (14) = 14
2 Points [15/20] - INT (12) = 12
0 Points [15/20] - WIS (10) = 10
5 Points [20/20] - CHA (14) = 14

+2 Racial Bonus to STR

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♖ RACE ABILITIES - HUMAN:

Ability Score Racial Traits: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (STR chosen)
Size: Humans are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

♖ CLASS FEATURES - CAVALIER:

While many warriors strive to perfect their art, spending all of their time honing their skill at martial arms, others spend as much effort dedicating themselves to a cause. These warriors, known as cavaliers, swear themselves to a purpose, serving it above all else. Cavaliers are skilled at fighting from horseback, and are often found charging across a battlefield, with the symbol of their order trailing on a long, fluttering banner. The cavalier’s true power comes from the conviction of his ideals, the oaths that he swears, and the challenges he makes.

Role: Cavaliers tend to marshal forces on the battlefield, using their mounted talents and challenges to control the flow of the fight. Outside of battle, cavaliers can be found advancing their cause through diplomacy and, if needed, subterfuge. The cavalier is no stranger to courtly intrigue and can hold his own in even the most delicate of social situations.

Alignment: Any | Hit Die: d10 | Starting Wealth: 5d6 x 10gp (average 175gp)

Weapon and Armour Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armour (heavy, light, and medium) and with shields (except tower shields).

Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. 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.

Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. This mount may come from the following list:

Medium Cavaliers: Axe Beak, Camel, Elk, Giraffe, Horse, Seahorse, Giant, Tortoise, Giant, Zebra
Small Cavaliers: Antelope, Boar (requires 4th level), Capybara, Dog (requires 4th level), Kangaroo, Lizard (Giant Gecko), Pony, Ram, Reindeer, Stag, Weasel, Giant, Wolf, Wolfdog. The GM might approve other animals as suitable mounts.

A cavalier 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 Light Armour Proficiency as a bonus feat. A cavalier’s mount does not gain the share spells special ability.

A cavalier’s bond with his mount is strong, with the pair learning to anticipate each other’s moods and moves. Should a cavalier’s mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

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.

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.

♖ ORDER OF THE HERO:

A cavalier belonging to this order specialises in hunting down large monsters and protecting communities from them. Cavaliers of this order tend to value bravery, dedication, and single-minded determination.

Edicts: The cavalier must choose an area, whether it’s a settlement or nation, and vows to slay any monster threatening that area. He must fulfil any pledge he makes to slay a beast, tracking it to its lair if necessary, and forsaking any new quarry until his current target is slain. The cavalier must attempt to ensure that no lasting damage is dealt to his domain in the pursuit of his prey.

Challenge: Whenever an order of the hero cavalier issues a challenge, he receives a +1 morale bonus on melee damage rolls against the target of his challenge if it is at least one size category larger than he is. This bonus increases by 1 for every 4 cavalier levels he has.

Skills: An order of the hero cavalier adds Knowledge (Arcana) (Int) and Knowledge (Nature) (Int) to his list of class skills. In addition, whenever an order of the hero cavalier uses a Knowledge check to identify a monster, he gains a bonus on this check equal to half his cavalier level (minimum +1).

♖ ARCHETYPE - DISCIPLINE OF THE PIKE:

The Hellknight Order of the Pike are renowned monster hunters, taking on large game using ancient weapon arts combined with modern equipment.

Bigger They Are (Ex): A disciple of the pike gains a +1 dodge bonus to AC against creatures larger than he is. This bonus increases by 1 if the creature is two size categories larger. At 6th level, the bonus increases to +3 against a creature three size categories larger, and at 12th level, the bonus increases to +4 against creatures four size categories larger. This ability replaces mount.

♖ TRAITS:

Monster Hunter (Rise of the Runelords Campaign Trait) [Source: Rise of the Runelords Anniversary Edition Player's Guide pg. 4]: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw— regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness.
BENEFIT: Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.

Steel Skin (Combat) [Source Knights of the Inner Sea pg. 0]: You gain the ability to don or remove heavy armour in half the normal time. Additionally, you begin play with a great helm bearing the iconography of your family (this helm grants no special defensive benefits).
BENEFIT: While wearing this helm with a suit of heavy armour, you gain a +2 trait bonus on Intimidate checks.

Questing Hellknight (Social) [Source: Path of the Hellknight pg. 56]:You are a quick study when it comes to local laws.
REQUIREMENTS: Lawful alignment.
BENEFIT: Once per day, you can attempt a Knowledge (local) check untrained to recall information about local laws, rulers, and popular locations. Additionally, you gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. You must be of a lawful alignment to take this trait.

Regional Influence (Region - Varisia) [Source Varisia, Birthplace of Legends pg. 27]: Although you live some distance from the city-state your community owes fealty to, you’ve been influenced by its sophisticated urban ways.
REQUIREMENTS: Varisian.
[BENEFIT: Determine the city-state of which your home is a holding, gain a +1 trait bonus on checks with one Profession skill and one of the following benefits.

Korvosa: Gain Infernal as a bonus language. If you already have this language, gain a +1 trait bonus on Diplomacy checks.
Magnimar: Gain one random Varisian idol.
Riddleport: Gain a +1 trait bonus on Swim checks.

Vainglory (Drawback) [Source: Spymaster's Handbook pg. 7]: You compulsively seek recognition for your deeds, making it hard to act with subtlety.
DISADVANTAGE: You take a -1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.

♖ FEATS:

Noble Scion (General) [Source Inner Sea World Guide pg. 288]: You are a member of a proud noble family, whether or not you remain in good standing with your family.

Prerequisites: Cha 13, must be taken at 1st level.

Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you.

When you select this feat, choose one of the benefits listed below that matches the flavour of your noble family. Work with your GM to ensure that your choice is appropriate.

Scion of the Arts: You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day.
Scion of Lore: You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.
Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check.
Scion of Peace: Whenever you take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10.
Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

Alertness (General) - Bonus Racial Feat: You often notice things that others might miss.

Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Shake It Off (Teamwork) - Cavalier Class Feature Feat [Source Ultimate Combat pg. 118]: You support your allies and help them recover from crippling effects.

Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

♖ SKILLS:

Cavalier: 6* [4+1 RACE+1 INT] Adventuring Skill Ranks per Level & 2 Background Skill Ranks per Level.

*+1 skill point from Favoured Class option @ Level 1.

The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). Knowledge (Arcana) (Int) and Knowledge (Nature) (Int) gained from cavalier order. Knowledge (Nobility) gained from Feat. Knowledge (Local) (Int) gained from trait.

ADVENTURING SKILLS
Climb +6: 1 Rank; +3 STR; +3 Class; -1 Armour
Diplomacy +7: 1 Rank; +2 CHA; +3 Class; +1 Trait
Intimidate +6*: 1 Rank; +2 CHA; +3 Class
Knowledge (Local) +5**: 1 Rank; +1 INT; +3 Class
Knowledge (Nature) +5**: 1 Rank; +1 INT; +3 Class
Sense Motive +6: 1 Rank; +0 WIS; +3 Class; +2 Feat

* When wearing Bromathan family helm with a suit of heavy armour, gains a +2 trait bonus on Intimidate checks.
** Additional +1 class bonus when attempting to identify monster.

BACKGROUND SKILLS
Handle Animal +6: 1 Rank; +2 CHA; +3 Class
Knowledge (Nobility) +7: 1 Rank; +1 INT; +3 Class; +2 Feat
Profession (Soldier) +5: 1 Rank; +0 WIS; +3 Class; +1 Trait

♖ LANGUAGES:

Common, Infernal

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♖ EQUIPMENT:

Combat Gear: Hellknight Leather, House Bromathan Great Helm; Cold Iron Longspear; Longsword
Magic Items:
Mundane Gear: Backpack (holds; Bedroll, Blanket, Silk Rope (50ft), Waterproof Bag (x2), Canteen, Sunrod (x3), Gilded copy of Sarenrae text - Birth of Light & Truth (a gift from his older brother Valdur, a priest of the Dawnflower); Belt Pouch #1 (holds: Whetstone; Belt Pouch #2 (holds: Coins; Bromathan Family Signet Ring (worn),
Clothing: Squire's Outfit, Gambeson, Chausses

Encumbrance: 68.50lbs.

⚖ WEALTH:

Platinum Pieces:
Gold Pieces: 27
Silver Pieces: 18
Copper Pieces: 8
Treasure:

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HOUSE BROMATHAN LORE:

House Bromathan is a minor noble family in the Varisian city of Korvosa that is strongly associated with the city's military.

History: The family has had a long tradition of serving loyally in the Korvosan Guard or the Sable Company. The tradition was begun by Nivek Bromathan, founder of the house, who sacrificed his life to save the famous Waydon Endrin from a Shoanti assassin in 4457 AR. His family was rewarded for the act with a royal title, and the members of House Bromathan have followed in Nivek's footsteps ever since. The house has generally been financially stable over the centuries, with close historical ties to House Endrin. Because of this close connection, and due to House Bromathan's military focus, members of the house were among the first families to move off Endrin Isle and onto the mainland in the late 45th century AR.

The head of the house as of 4708 AR was Lord Valdur Bromathan IV, who had gone against his family's military tradition by becoming an ordained Sarenite priest, but he did so with his father's blessing.

House Trivia: Bromathan Street in Korvosa's Midland district is named in honor of the family.

HELLKNIGHT LORE:

Hellknights - Order of the Pike: At the northeastern edge of the Whisperwood stands the tower Ordeial, a bastion of stone and steel that serves as the home of the Order of the Pike. Formally disbanded after the Chelish civil war, the members of the Pike continued enforcing the edicts of the Measure and the Chain, and gained notoriety among the villagers of northern Cheliax as hunters of dangerous beasts. In 4688, the faction was again recognized by the other Hellknight orders, and since then they have gradually expanded their area of operation into Isger and the Chelish heartland. The favoured weapon of the Order of the Pike is the longspear.

Hellknights - Philosophy: The Hellknight vision of justice proves far stricter than that of most societies, being based upon the centuries old legal codes of Cheliax and ancient Taldor, as well as drawing from what its founders viewed as the best of infernal organisation. Through the decades, this Hellknight code has become known as “the Measure and the Chain.” This vast, regularly amended body of dictums serves a two-fold purpose: the Measure consolidating thousands of strictures into a single massive codex of laws by which all crimes might be proscribed and punished, while the Chain delineates disciplines all Hellknights are expected not just to obey, but to embody.

Hellknights - Iconography: The Ennead Star serves as the symbol of the Hellknights,representing not just the knighthood but also its core disciplines. A black and crimson starburst, the three prominent flanges of the star symbolise the knights’ chief philosophies: order, discipline, and mercilessness. The additional six rays also imply the core tenets of the knights’ ruling doctrine, the Measure. Taken together, the nine arms of the Ennead Star parallel the order of Hell’s nine layers. Finally, the axis of the star holds a place for the symbols of the individual orders. While the Ennead Star is rarely borne upon Hellknight armour, members of the Hellknights frequently emblazon the symbol on their banners or shields, or upon heavy iron medallions or medals positioned over the heart when not wearing armour.

Hellknights - Rank: Numerous echelons exist within the Hellknight orders, the most pervasive, from highest in authority to lowest, being the following ranks;
Lictor: A general of a Hellknight order.
Vicarius: A spell-casting leader of a Hellknight order(rarely used).
Master/Mistress of Blades: A colonel of a Hellknight order, equal in rank to a Paravicar.
Paravicar: A leader of a Hellkinght order’s signifers, equal in rank to a Master of Blades.
Paralictor: A high-ranking Hellknight officer, similar to a major.
Maralictor: A mid-level Hellknight officer, similar to a lieutenant. Maralictors with titular concerns or duties such as the common arms-maralictor, field-maralictor, or gate-maralictor are of lesser rank.
Signifer: A Hellknight arcane or religious spellcaster.
Hellknight: A rank-and-file soldier in a Hellknight order.
Armiger: A Hellknight in training, a Hellknight squire
.

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ADVANCEMENT NOTES:

Level 1: Cavalier (Discipline of the Pike) 1
Level 2: Cavalier (Discipline of the Pike) 2
Level 3: Iron Will Feat?
Level 4:
Level 5: