Eagle Knight of Andoran

Chaine "The Butcher" Alazario's page

704 posts. Organized Play character for Purple Dragon Knight.


Full Name

Lance Corporal Chaine Alazario

Race

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4.

Classes/Levels

Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

Age

35

Deity

Cayden Cailean

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 16

About Chaine "The Butcher" Alazario

Lance Corporal Chaine Alazario (Eagle Knights)
Male Human (Varisian/Shoanti) Cavalier (Strategist) 11
CG medium humanoid
Auras: (applies to all allies)
30 feet +6 morale bonus on saves vs. fear [Rallying Shield]
60 feet +3 morale bonus on saves vs. fear and +2 morale bonus on attacks made as part of a charge [Banner]
Init +2 Senses Normal Vision Perception +1, Vanity: Lookout Perception +11
DEFENSE
AC 30, touch 12, flat-footed 28 (+4 dodge +2 sacred bonus to AC vs. target of Challenge [Order of the Lion/Champion armor]; AC 36, t18, ff34)
hp 92
Fort 10 Reflex 6 Will 5
OFFENSE
Speed 20 ft
Melee, Charge +1 Cold Iron Valiant Lance +22 (3d6+3d8+60/19-20/x3) [Spirited Charge] [Valiant: +1d6dmg vs. target of Challenge][Challenge: +15dmg] (-3 atk, +27dmg if using Power Attack)
Melee +1 Cold Iron Valiant Lance +16/+11/+6 (1d6+1d8+20/x3) [Valiant: +1d6dmg vs. target of Challenge][Challenge: +15dmg] (-3 atk, +9dmg if using Power Attack)
Melee, Charge +1 Impervious Adamantine Lance +22 (3d8+60/19-20/x3) [Spirited Charge] [Challenge: +15dmg] (-3 atk, +27dmg if using Power Attack)
Melee +1 Impervious Adamantine Lance +16/+11/+6 (1d8+20/x3) [Challenge: +15dmg] (-3 atk, +9dmg if using Power Attack)
Melee MW Cold Iron Heavy Pick +15/+10/+5 (1d6+3/x4)
Melee MW Cold Iron Kukri +15/+10/+5 (1d4+3/18-20/x2)
Melee MW Cold Iron Heavy Shield +15/+10/+5 (1d4+3/x2)
Space 5 Reach 5
STATISTICS
STR 16 DEX 14 CON 14 INT 12 WIS 12 CHA 18
BAB 11 CMB 14 (21 while charging on a mount) CMD 26
Feats Mounted Combat, Ride-By Attack, Distracting Charge, Spirited Charge, Shield Focus, Mounted Shield, Wheeling Charge, Missile Shield, Lastwall Phalanx, Power Attack
Skills Acrobatics -2, Appraise 1 (1/scenario: 5 if assisted by a citizen of Jalmeray), Bluff 16 (18 with dwarves of the Five Kings or citizens of Absalom), Climb 3, Diplomacy 19 (20 with crusaders of Mendev or citizens of Andoran; 21 with nobles or citizens of Absalom, or dwarves; and 1/scenario: 23 if assisted by a citizen of Jalmeray; and 1/scenario: 23 to gather information in Absalom), Disguise 4, Escape Artist -2, Fly -2, Handle Animal 18, Heal 1, Intimidate 19 (20 vs. creatures with martial weapons proficiency, 21 with dwarves or citizens of Absalom), Knowledge (history; Tian Xia only) 1, Knowledge (geography) 2, Knowledge (local) 15, Knowledge (nobility) 20, Perception 1, Ride 23 (26 when using Mounted Combat), Sense Motive 1 (3 vs. citizens of Absalom; also, +2 bonus 1/scenario), Stealth -2, Survival 1, Swim 3
Languages Taldane, Shoanti, Varisian, Orc, Draconic, Sylvan.
Traits Accelerated Drinker, Horse Lord

Class Features:
Order of the Lion (+5 knowledge nobility);
Lion's Call (standard, all allies within 60 feet +4 competence saving throws vs. fear and +1 competence bonus on attack rolls for 11 rounds and any ally with frightened or panicked condition immediately makes another save to resist);
For The King (swift, once per combat only, +4 competence bonus on all attacks and damage to all allies within 30 feet for 1 round);
Challenge (swift 4/day, +11 (+15 because magic item) damage against chosen target but -2 AC against anyone else, until the target is dead or unconscious or until the combat ends);
Order of the Lion Challenge (+4 dodge bonus to AC against attacks made by the target of your challenge);
Mount (as per Animal Companion, plus Light Armor Proficiency, plus no ACP when riding mount);
Cavalier's Charge (+4 to melee attacks during charge and no AC penalty after);
Banner (as long as banner visible, all allies with 60 feet +3 morale bonus on saves vs. fear and +2 morale bonus on attack rolls made as part of a charge);
Greater Tactician (bonus teamwork feats: Distracting Charge or Lastwall Phalanx, 4/day swift action grant feat to all allies within 30 (60 because magic item) feet);
Drill Instructor (spend 10 min and 1 use of challenge ability to grant use of a teamwork feat to up to 4 allies, who retain the use of the feat for 15 minutes)
Mighty Charge (Ex) At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.

Vanities:

Eagle Knight[1PP] --> +1 competence bonus to Diplomacy
Tiller [2PP] --> +3 bonus on Escape Artist checks to free slaves from bondage
Caravan [5PP] --> Diplomacy as Day Job
Squire [4PP]
Seneschal [2PP]
Absalom Townhouse [15PP] --> You gain a +4 circumstance bonus, usable once per game session, on any Knowledge (local) check or Diplomacy check made to gather information, and a permanent +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks (Absalom only).
Lookout [4PP] --> While you rest a lookout keeps watch. A lookout's bonus on Perception checks is equal to your character level. The lookout immediately wakes you up (as if he had spend a standard action to do so) upon spotting danger.

Boons:
*indicates one time boon which will be crossed off after use
-*Kassen's Boon (+1d6 to any one d20 roll or auto stabilize)(Encounter at the Drowning Stones PbP)
-Smine's Best (+1 Intimidate vs. creatures proficient with Lance, and Valiant Cold Iron Lance +1 has 5 additional hit points)
-*Remnants of the Beast (gain deflection bonus to AC equal to half character level or fast healing 2+character level; move action to activate, duration 1d3+1 round)(Solstice Scar Part C)
-*A Fair Trade (swap an item worth up to 5500gp for another one when in settlement of 5000+ people)
-*Hero of the Inheritor (while in Mendev purchase spellcasting services at half price; cross boon after 3 uses)
-Mendevian Commendation (medal for service in Mendev and the Fifth Crusade; +1 to all charisma-based skills to influence crusaders of Mendev)
-*Using their Strength Against Them (use tactician feature for 4 rounds with one of the following feats: coordinated defense, escape route, paired opportunist, precise strike)(Soltice Scar Part B)
-*Distrust of Witches (+4 bonus on saves against a single witch hex or spell)
-*Enemies of the North (+4 bonus on damage against ice troll or snow goblin)
-Suishen's Wisdom (+2 on diplomacy checks with nobles and may reroll once per day)
-Ulf's Debt (+1 on knowledge geography and can make those untrained)
-Amatatsu Scion (can take 10 on knowledge history and nobility in regards to Tian Xia and make those untrained)
-Five Storms' Ruin (1/day, free action, +1 morale bonus on atk and dmg and saves vs. oni subtype creatures; duration 1 min)
-Corruption Uncovered in Andoran (once per scenario +2 bonus to sense motive)
-Exemplar of Falcon's Hollow (+1 circ bonus to cha-based checks with citizens of Andoran)
-*Hero of the Fey (automatically succeed on one cha-based check with the fey)
-Hero of the Five Kings (+2 on all cha-based checks with dwarves of the Five Kings region)
-Venture-Captain Mihir's Copper Coin (when in Absalom or in a city in Andoran, Cheliax, Jalmeray, Osirion, Qadira or Taldor, show coin to citizen of Jalmeray and receive +4 circ bonus on any one Appraise, Diplomacy, or any Knowledge check; requires 1d4 hours to locate the citizen and can only be used once per scenario)
-*Rare Generator
-Sky Key Component (Numeria)
-*Starmetal Stockpile: purchase a single weapon or armor made out of horacalcum, noqual or siccatite.
-*Tipping the Balance (Liberty's Edge): may purchase arc rifle, force field, laser sight, nanite gun, null blade, scatterlight suit, zero pistol (half charge, 1/4 of market price cost)
-Belkzen Veteran: 2 PP to learn Orc (*orc ferocity for 1 round)
-*Scarred Champion: +1d6 to a failed save vs. spell or spell-like ability from undead creature.
-*Martyr's Shard 1: +1 enhancement bonus and overcomes DR and regen as per cold iron and good for 1 minute (stacks if you are a paladin and you can cast dispel magic CL = character level)
-*Frozen Fortitude: swift action, cold resistance 5+character level for 1min.
-*Martyr's Shard 2
-*Triumph Over Scales: 2 PP to learn Draconic (*+10 to confirm crit or gain heavy fortification vs. dragon or reptilian subtype)
-*Blight Bane: swift action vs. animal/plant/vermin gain bonus equal WisMod to atk, and weapons deal +1d6.
-*Fangwood Purifier: 2 PP to learn Sylvan (*wild empathy using your char_level)
-*Martyr's Shard 3
-Defender of Absalom: Maestro of Manumission (Liberty's Edge) --> create new PC at level 2 with 3XP and 1,500gp and 6 PP.
-Defender of Absalom: Eldritch Artillerist (Scarab Sages) --> spellslinger archetype for new PC.

Gear: +2 Champion Mithral Fullplate of Jousting, +4 Cold Iron Rallying Heavy Shield, Resplendent Uniform Coat (tactician 1 more time per day and affect all allies within 60' instead of 30'), Champion's Banner (considered 4 levels higher for the purpose of challenge class feature), Belt of Giant Strength +2, Goblet of Quenching x2, Headband of Alluring charisma +2, Scabbard of Vigor, Golembane Scarab, Sleeves of Many Garments, Traveler’s Any-Tool, Caparison of Resistance +1 (worn by Silvermane)

Consumables: wand of cure light wounds (45), healer's kit x3, trail rations x3, torches x3; Potions: protection from evil x4, protection from evil CL 2nd x3, bless weapon x1, feather step x2x1, bear's endurance, cure serious wounds x2, fly x2, spider climb x3, endure element x2, carry companion x1; Alchemical: universal solvent x5, alchemist's fire x10, antitoxin x3, antiplague x3.

Purchase in this scenario: Lookout [4PP]

Silvermane:

Male Horse Animal Companion (Charger Archetype)
Large Animal
Init +3 Senses Low-light Vision (Perception +5), Scent (Track: Survival +1)
DEFENSE
AC 33 T14 FF30 with Pro vs. Evil, otherwise: 31, touch 12, flat-footed 28 (includes: Chain Shirt barding +2 - armor 6, Chaine's Shield Focus and Mounted Shield feats - shield 3)
hp 76
Fort 11 Reflex 10 Will 5 (+1 with Pro vs. Evil)
OFFENSE
Speed 80 ft
Melee bite +11 (1d4+6/x2) and hooves +11/+11 (1d6+6/x2)
Space 10 Reach 5
STATISTICS
STR 22 DEX 16 CON 18 INT 2 WIS 12 CHA 6
BAB 6 CMB 13 (+17 Overrun) CMD 26 (32 vs. Overrun) (+2 if pro vs. evil is up)
Feats Armor Proficiency Light (B), Power Attack, Improved Overrun, Narrow Frame, Charge Through, Greater Overrun
Skills Acrobatics 10 (+30 to jump after running start), Climb 10, Escape Artist 3, Fly 1, Intimidate 2, Perception 5, Stealth 7, Survival 1, Swim 10
Animal Companion Features Link, Combat Trained, Mounted Challenge (+7 dmg), Barding Training, Indefatigable (immune to fatigue)
Tricks Attack x2, Defend, Down, Guard, Throw Rider, Track, Trained for 'Spider Climb', Trained for 'Air Walk', Trained for 'Fly'.

Horse's Magic Items: +2 Chain Shirt Barding, Horseshoes of Speed, Swarmbane Clasp, Caparison of Resistance +1.

Gear carried on horse: folding chair, folding ladder, cologne, scroll case, animal feed (5 days), waterskin, bedroll, belt pouch, bit and bridle, flint and steel, iron pot, mess kit, military saddle, rope, saddlebags, soap, torches x7, trail rations (2 days), alchemist's fire x5, antitoxin x5x3, antiplague x4x2, healer's kit x2, waterskin x2 (water), wineskin x2 (wine).

Carrying Capacity: light load 519 lbs., medium load 1038 lbs., heavy load 1560 lbs. // lift above ground 3120 lbs., push/pull 7800 lbs. // total weight carried: Chaine + own gear = 233 lbs. + 166 = 399 lbs.

Horse Single Attack
[Dice=Horse Hoof Attack]1d20+11[/dice] for [dice=dmg]1d6+6[/dice]
Horse Full Attack
[Dice=Hoof]1d20+11[/dice] for [dice=dmg]1d6+6[/dice]
[Dice=Hoof]1d20+11[/dice] for [dice=dmg]1d6+6[/dice]

[Dice=Bite]1d20+11[/dice] for [dice=dmg]1d4+6[/dice]

[Dice=+1 Cold Iron Valiant Lance, Mounted vs. Challenged target]1d20+16[/dice] for [dice=dmg]1d8+1d6+20[/dice]
[Dice=+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner]1d20+22[/dice] for [dice=dmg]3d6+3d8+60[/dice]
[Dice=confirm crit]1d20+22[/dice] for [dice=dmg]2d6+2d8+40[/dice]

Background:
Chaine speaks Shoanti (barbarian mother) and Varisian (father was a travelling gypsie butcher). The father taught both languages to him, as the mother disappeared soon after delivery (she delivered far from the tribe, faking that she was on a "vision quest"; she came back to the tribe in the weeks following the delivery and none of the tribesmen suspected anything; she was quite the respected warrior within the tribe, and above suspicion for most). Chaine grew up with the gypsies until he reached teenagehood, during which time he rebelled against much of their way of life. His lack of charm and his straightforward, adverse-to-swindle others attitude put him at odds with the loose morals of some of his brethren, who had no qualms exploiting others weaknesses or lack of caution. He got in a lot of fights, and had a lot of arguments with his father. He suspected his father believed him as slow-witted, and ashamed of him. His lack of interest for the frivolous plans of his fellow gypsies resulted in them excluding him from important decisions, and before long, he ditched them when they passed close to Korvosa and joined the Hellknight Youth movement.

He felt at home in this new disciplined environment, and chalked up any personal moral objections or dilemmas he encountered during these early years as personal flaws that needed ironing out, flaws he had no doubt acquired with his deviant gypsie kin. Fully grown up, he was gladly accepted within the Hellknights, and quickly rose through the junior ranks to settle to the typical "work horse" rank of the organisation: a full-fledged Hellknight. As missions upon missions unfolded successfully, everyone came to want Chaine as part of their team. He was dynamic and gifted with a great understanding of military tactics.

When success turned in important victories for the Order of the Nail, he got noticed by the brass, and got invited to officers' parties and private functions. This is when he saw fiends for the first time. Officers and mages from Cheliax discussing with these fiends openly. Chaine's amazement did not end there, as he soon found himself at a secret training camp where Chelaxian priests and mages routinely summoned the fiends and threw him and the rest of the best warriors of the Order against cruel, grinning devils. "The best combat training of Golarion," they said, as they healed his physical wounds a few breaths away from his death. However the scars on Chaine's mind and soul did not disappear with this unholy healing. As he witnessed his fellow soldiers' soul and lust for life slowly disappear along the weeks or months that followed, only to be replaced by a dull, cruel efficiency in everything they undertook, Chaine's inner-self once more rebelled.

As with his early teenage years, physical fights with his peers were the first indicator of his malaise, but the officers of this hell camp cared little about what went on outside the training sessions. Unable to drive home his arguments with his fists, and seeing the other soldiers mostly accepted these new "methods" without batting an eye, he began to seek his escape by drinking. This downwards spiral almost ended badly for Chaine. Like all dissenters, insubordinates, deserters and traitors to the Order of Nail, Chaine was sent to the Demonstration Pit. The DP, as they called it, a man-made excavation made atop an elevated plateau in the hills neighbouring the training camp. There, other soldiers would gather around the edges of the pit, observing the hapless condemned being ripped apart by devils. They would observe the cruel hunting and fighting tactics of devils. Execution made into a soldier's treat in the form of the most rare and exclusive lecture.

Chaine was sent to the pit along with four other detainees: two Andoran freedom fighters and two local Korvosan prisoners. The fiends made quick work of three of them, and pinned the remaining Andoran against the pit's rocky wall, where he lay screaming for the amusement of the Hellknights above. As he saw the fiends bear down on him, licking their claws from their last kill, he witnessed a starknife whizzing in the sky above, only to plant itself in the skull of the mage who had summoned the devils. As the summoned fiends disappeared in angry hisses, one by one, the Hellknights above burst into action and immediately charged the threat - unseen to Chaine - towards to bottom of the hill. Chaine helped the Andoran up the sides of the pit, and both men escaped higher into the hills, managing to avoid detection, thankful of the commotion down below.

After a few hours, Chaine heard the barking of hounds and men. There would be no rest for them on that night. The pursuers were catching up to them. Worse: the Andoran was slowing him down, and leaving a messy trail of blood that the hounds would be able to follow easily. No words were required between the men. Chaine's stare was enough. The Andoran managed to wheeze out, "I understand" in a sophisticated Taldane, and darted to the left, splitting up in a direction perpendicular to Chaine's. In the hour that followed, the barking and commotion from Chaine's trackers grew more distant. No doubt they had followed the Andoran's trail. As if on cue, the blood curdling cries of a man, far downslope, made it to Chaine's ears. Chaine would never forget that scream.

In the months that followed, Chaine remained on the run. When both the distance from Korvosa and the gaps in his mind due to alcohol became great enough, Chaine started to slow down. He kept moving, but stayed a bit longer in each town... often able to take small jobs... bouncing taverns... until he ended up at the top of the world, at the frontier of frontiers... in Riddleport, where men have no past, and where future is a privilege to the few, not the many.

One night, in the middle of his usual drunken haze, a beautiful woman sat at his table and offered him a caravan guard job out of Riddleport and into the Varisian hills to the east. He accepted the work and in the weeks that followed, he sobered up enough to understand that he had gotten himself into a Pathfinder Society mission. He has been on the move since, as if afraid to stop, almost... and he thanks both the Society and Cayden Cailean for the second chance.