Sunlord Thalachos

Cernan Lightbearer's page

1 post. Alias of Decimus Observet.


Full Name

Cernan Lightbearer

Race

Angel-Blooded Aasimar

Classes/Levels

Cavalier, Order of the Sword 1 (Standard Bearer, Strategist)

Gender

Male

Size

Medium, 5' 11"

Age

41

Alignment

Lawful Good

Deity

Iomedae

Languages

Common, Celestial

Strength 17
Dexterity 15
Constitution 11
Intelligence 12
Wisdom 8
Charisma 20

About Cernan Lightbearer

Cernan Lightbearer
Angel-Blooded Aasimar Cavalier, Order of the Sword 1 (Standard Bearer, Strategist)
Lawful Good Medium Outsider (Native)
Init +0; Senses Perception -1, Sense Motive +5

Favoured Class: Cavalier
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Defense
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AC 16, touch 10, flat-footed 16
hp 10 (10+0)
Fort +2, Ref +2, Will -1
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Offense
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Speed 30 ft.
Melee Longspear +4 1d8+3; x3 P; Brace, Reach | Power Attack +3 1d8+6; x3 P

Cestus +4 1d4+3; 19-20/x2; B or P | Power Attack +3 1d4+5; 19-20/x2; B or P

Ranged Sling +1 1d4+3; x2; B

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Statistics
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Str 17, Dex 15, Con 11, Int 12, Wis 8, Cha 20
Base Atk +1; CMB +4; CMD 15
Feats
L1: Power Attack, Chevalier: Escape Route

Traits
Natural-Born Leader, Purity of Faith, Restless Wayfarer

Natural-Born Leader (social trait)
You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not.

Benefits: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Purity of Faith (religion trait)
Your soul is free from impurity, and you are deeply committed to fulfilling your duties to the church.

Benefit(s) You gain a +1 trait bonus on Will saving throws and a +1 trait bonus on saving throws against spells and effects originating from an outsider with the evil subtype.

Restless Wayfarer (campaign trait)
You have long led a nomadic life — perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants
who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your
imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people.

Benefits: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one
additional language (this does not count toward your number of languages).

Drawback

Overprotective
In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Languages
Common, Celestial, Hallit, Skald

Skills
Class Skills

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).

An order of the sword cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. 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).

Restless Wayfarer adds Knowledge Local (Int) as a class skill.

Skill Ranks per Level: 6 (4 + 1 Int +1 favoured class)

+2 background skills

Armour Check Modifier:

Acrobatics +2 |+2 Dex
Appraise +0 |+1 Int
+Bluff +5 |+5 Cha
+Climb +3 |+3 Str
+Craft +0 |+1 Int
+Diplomacy +9 |+5 Cha +1 rank +3 class skill
Disable Device* -- |+2 Dex
Disguise +5 |+5 Cha
Escape Artist +2 |+2 Dex
Fly +2 |+2 Dex
+Handle Animal* -- |+5 Cha
Heal -1 |-1 Wis
+Intimidate +9 |+5 Cha +1 rank +3 class skill
Knowledge Arcana* -- |+1 Int
Knowledge Dungeoneering* -- |+1 Int untrained
Knowledge Engineering* -- |+1 Int untrained
Knowledge Geography* -- |+1 Int untrained +1 trait
Knowledge History* -- |+1 Int
+Knowledge Local* +6 |+1 Int +1 rank +3 class skill +1 trait
+Knowledge Nobility* -- |+1 Int
Knowledge Nature* -- |+1 Int untrained
Knowledge Planes* -- |+1 Int untrained
+Knowledge Religion* +5 |+1 Int +1 rank +3 class skill
Linguistics* +4 |+1 Int +1 rank +2 truespeaker
Perception -1 |-1 Wis
Perform (Oratory) +6 |+5 Cha +1 rank
+Profession (soldier) +3 |-1 Wis +1 rank +3 class skill
+Ride +2 |+2 Dex
+Sense Motive +5 |-1 Wis +1 rank +3 class skill +2 truespeaker
Sleight of Hand* -- |+2 Dex
Spellcraft* -- |+1 Int
Stealth +2 |+2 Dex
Survival -1 |-1 Wis
+Swim +3 |+3 Str
Use Magic Device* -- |+5 Cha

Special Qualities

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Spell-Like Ability (Sp): Angel-Blooded aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar’s class level).

Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Gear
Cestus 5g
Longspear 5g
Chain Mail 150g
Sling 0g
Bullets (20) 2s

Grooming Kit 2g
Paladin’s Kit 11g
This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Starting money: 175g
Spent: 173.2g

Remaining: 1.8g

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Special Abilities
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Edicts
The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. 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.

Weapon and Armor Proficiency
Cavaliers are proficient with all simple and martial weapons, with all types of armor (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.

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.

Banner (Ex)
At 1st level, a standard bearer gains the banner ability. This ability is identical to the standard cavalier’s banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter.

This ability replaces the standard cavalier’s mount ability.

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.

A strategist can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every four levels thereafter (to a maximum of five times per day at 17th level).

Appearance and Personality:

Cernan stands tall and slim, with a physique honed by constant combat drills. His movements are fast and precise, his long hair is spun gold over bronzed skin, and his eyes appear as solid platinum. There is no mistaking his celestial heritage and he would not desire it any other way. He is quietly determined to drive back evil and would lead others by example to glorious victory.

Background:

Cernan was born in Oppara to a Priestess of Iomedae and an officer of the Taldan Phalanx. His mother was from a line who carried celestial blood dating back centuries, and it was Cernan's fortune to have that blood emerge again in him.

His mother taught him the ways of the gods, especially her patron, and his father taught him the ways of battle. When Cernan learned that his distant ancestor carried a spear into battle against the forces of darkness, he too adopted this weapon. Successful in joining the Order of the Sword, Cernan's star shone brightly. Despite loss amongst his companions, Cernan battled foes of Taldor with skill and valour.

And yet...he was discontent. He knew in his heart that his destiny involved battling evils, but also that it lay elsewhere. He bade his parents farewall and wandered across the inner sea region. He spent much time in the frozen north, finding the stark beauty calling to him and swiftly learning the languages of its people. Here, perhaps, he would realise his destiny.

Rough Notes:

Str 15+2
Dex 12
Con 15
Int 11
Wis 8
Cha 18+2

Age 41

5' 11"

145lb