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About Calum ArmstrongCalum Armstrong:
Calum Armstrong
Male Human (Kellid) Cavalier 1 Lawful Good humanoid (human) Init +0; Senses Perception +0 -------------------- Defense -------------------- AC 17, touch 10, flat-footed 17 (+5 Armor, +0 Dex, +2 Shield) hp 13 (1d10 + 3) Fort +4, Ref +0, Will +2 -------------------- Offense -------------------- Speed 30ft.; 20 in armor Melee Longsword +5 (1d8 + 3 19-20/x2) Slashing Heavy Mace +4 (1d8 + 3 /x2) Bludgeoning Lance +4 (1d8 + 4 /x3) Piercing (reach) Gauntlet +4 (1d3 + 3 /x2) Bludgeoning Ranged Sling +1 (1d6 + 3 /x2 range 50) -------------------- Statistics -------------------- Str 16, Dex 10, Con 14, Int 13, Wis 10, Cha 15 Base Atk +1; CMB +4; CMD 14 Feats Iron Will, Mounted Combat, Courage in Numbers Traits Sword Scion, Inexorable Authority Skills Diplomacy +6, Handle Animal +6, Intimidate +6, Knowledge (nobility) +5, Ride +4, Sense Motive +4 Languages Common, Hallit, Giant SQ Challenge 1/day, Mount, Order, Tactician 1/day -------------------- Special Abilities -------------------- 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 the 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) As listed under the Cavalier in the APG. Horse 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 taking 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 frmo 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
challenge: Whenever an order of the sword cavalier issues a challenge, 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. Skills: An order of the sword cavalier adds Knowledge (nobility) and Knowledge (religion) to his list of class skills. whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus equal to 1/2 his cavalier level (minimum 1). Tactician (Ex) At first 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 2 levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feat. 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. Mount:
William(Warhorse with Charger Archetype)
Large Animal HP 13 AC 16 (10 + 2 armor + 4 natural + 1 dex - 1 size; Touch 10; FF 13 Attacks bite +3 (1d4 + 3), 2 hooves -2 (1d6 + 1) Fort +5, Ref +4, Will +1 Size Large; Speed 50 ft.; AC 4+ natural armor; Attack bite (1d4) 2 hooves (1d6 secondary); Ability Scores Str 16 , Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities ; CMD trip +4 Feats Light Armor Proficiency, Valiant Steed SQ Mounted Challenge (Ex): When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier's challenge class feature. This ability replaces share spells; low-light vision; scent Skills Intimidate +2, Perception +5 Tricks Stay, Combat trained. History:
Calum Armstrong, now that is a name that comes to the lips of many... okay a few, of the people of Brevoy. Calum grew up in the outskirts of New Stetven as the son and apprentice of his mother, Sileas Armstrong. His father passed away when she was still with child. He had died saving his wife and village from bandits. As the local story goes, Calum Armstrong (the first) slew every bandit from the small raid before passing away from the wounds left by a poisoned blade. Sileas is a Barrister in the lower courts, making a decent living. Calum was not a natural for the position, instead choosing to read the stories of heroes and knights of old. After winning a fairly large case against a member of a branch family of nobility, Calum's mother used some of the money to have Calum trained in the art of swordplay. Her reasons were simple. If he's going to fantasize about it, might as well teach him how to wield a real sword so he has no delusions of grandeur. Unfortunately for her Calum took extremely well to the art of the sword. While he also worked for his mother and after winning a few cases based on sheer luck and charm he purchased his armor, shield, his horse William (who he has grown quite attached to), and quit. His mother could not have been more proud. Before leaving, his mother had one final gift for him. A kilt, for when Calum became a man, from his father with a small note attached in case Calum I passed away. For several years Calum worked as a guard for lesser nobles, inns, and at one point as a bailiff in a particularly rough village, testing what he knew before setting off on his own into the Stolen Lands.
Personality:
Calum romanticizes about the adventuring life, saving damsels in distress, slaying dragons, and of course being a knight in shining armor. The local adventuring guild had a few contacts within the Order of the Sword that saw potential in Calum and he signed up immediately. Even a chance to be a knight was enough for him as he was not born of nobility. Simply put, he's naive in the ways of the adventuring world with enough common sense to keep his feet on the ground when it comes to his logistics. He has a horse, some armor, a sword, and a little bit of money. Not enough to face a dragon, but enough to earn a name. Description:
The attire of a wannabe knight. Calum wears his kilt proudly, the kilt is green with blue, and orange. A simple tartan. His armor is well polished, as is his shield and blade. The tabard he wears is brown and depicts a flexing arm holding a golden key. Standing at 6' - 1" and 185, the Kellid man is tall and tone. Not overly burly, but he does possess some muscle. His dirty blond hair is well kept with a matching trimmed beard with mustache. He has blue-grey eyes that seem to light up with the chance for an adventure. Equipment & Currency:
Equipment
Weapons: Longsword, Heavy Mace, Heavy Lance, Gauntlet, Sling (10 bullets) Armor and Shields: Scale Mail, Heavy Wooden Shield William: Leather barding Equipment: Cavalier's Kit (This includes animal feed (3 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, a riding saddle, rope, saddlebags, soap, torches (10), trail rations (3 days), and a waterskin.), Explorer's Outfit, Kilt, Tabbard Currency PP -
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