Alain

Chaucer Tarsi's page

130 posts. Alias of KDinIN.


Full Name

Chaucer Tarsi

Race

Human (Civilized)

Classes/Levels

Cavalier (Order of the Shield) 1

Gender

Male

Size

Medium

Age

18

Alignment

Neutral Good

Deity

Paladine

Languages

Common, Solomnic

Strength 16
Dexterity 16
Constitution 15
Intelligence 11
Wisdom 12
Charisma 13

About Chaucer Tarsi

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Combat Statistics
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HP: 17
Init: +5

Fort: +5
Reflex: +3
Will: +1

CMB: +5
CMD: 18
Speed: 30ft.
Armored Speed: 20ft.

Armor Class: 20
Touch Armor Class: 13
Flat-Footed Armor Class: 17

Melee:
- Lance +5 1d8+3 x3
- Warhammer +5 1d8+3 x3 (Weapon Cord attached)
- Light Shield Bash +5 1d4+4 x2

Ranged:
- Shortbow +5 1d6
- 20 arrows

Combat Gear: Scale Mail, Armored Kilt, Light Steel Shield

Other Gear: Stored in Saddle Bag

Money: 9gp, 1 sp, 8 cp
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Feats and Class Abilities:

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Feats:
- Power Attack: -1 to hit/+2 to damage
- Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit.

Tactician Bonus Teamwork Feat:
- Precise Strike: 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.

Class Features:
- Challenge: +1 to damage, -2 to AC against others, additional +1 to damage if target has attacked someone other than Chaucer
- Mount: Horse as a druid Animal Companion
- Order: Order of the Shield
Order Ability: Resolute - When wearing heavy armor, each time Chaucer takes damge, he can choose to take one point of it as non-lethal.
- Tactician: Bonus Teamwork Feats

Traits:
- Shield Bearer (Human): You deal 1 additional point of damage when you shield bash, and once per day on your turn as a free action, you may provide one adjacent ally a +2 bonus to his AC. This bonus lasts for 1 round, so long as you and the target remain adjacent to one another.
- Reactionary: +2 bonus to Initiative

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Skills:

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-5 Armor Check Penalty

Bluff: +1
Climb: +7
Diplomacy: +6
Heal: +5 (+6 when used on someone else)
Intimidate: +1
Knowledge (Local): +4
Ride: +8
- No Armor Check Penalty on Ride checks
Sense Motive: +5
Swim: +7

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Mount:

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Horse: Juliette

Starting Statistics:

Size: Large
Speed: 50ft.

Ability Scores:
- Str 16
- Dex 13
- Con 15
- Int 2
- Wis 12
- Cha 6

HP: 23
Armor Class: 14
Flat-Footed AC: 14
Touch AC: 14

Saves:
- Fort +5
- Reflex +4
- Will +2

BAB: +2
Attack bite (+5 1d4+3)
2 hooves* (+5 1d6+3)

Special Qualities:
- Low-light vision
- Scent

Feats:
- Stable Gallop - Your AC penalty when charging is halved. The penalties on ranged attacks made by your rider are reduced by 1 when you take a double move and by 2 when you run (minimum penalty of 0). Your rider gains a +4 bonus on concentration checks caused by your motion.
- Power Attack

Skills:
- Perception +6
- Swim +7

Tricks:
- Combat Trained - 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.
- Bonus Trick - Manuever: Overrun

Class Abilities:
- Link - A cavalier can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The cavalier gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
- Light Armor Proficiency Bonus Feat

Gear: Riding Saddle, Saddle Bag (Backpack, (Bedroll, Fishhook, Fish Net, Flint and Steel, Grappling Hook, Silk Rope, Whetstone, Trail Rations) Belt Pouch, (Waterskin))

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Backstory:

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Chaucer Tarsi grew up the only son of Jeptha and Rebanek Tarsi. They lived in the small village of Northpoint, a hamlet in Southern Solamnia. Chaucer grew up in a home that wasn't wealthy, it was good, warm and welcoming. His parents loved each other and they doted on young Chaucer. His father was a woodsman by trade, but often he would come home with weapons fashioned of wood to practice battles with his growing boy. This was because more than anything else, Chaucer loved to sit and listen, and then act out, the stories his father would tell of when he fought in the Vanguaard campaign under the Golden General herself, and how they liberated Solamnia from the evil Dragonarmies.

Chaucer knew the stories by heart. His father had grown up around Vinguaard Keep. When the Dragon Highlords invaded Solamnia, they took control of Vinguaard and proceeded to enslave his father and his father's family. Jeptha recounted tales of digging latrines, of untying horses, and beatings he had received for his rebellious actions. When the Golden General freed the people of Vanguaard Keep, Jeptha was one of the first to sign up and join her forces. He had some training and so after a short week of drilling, he was given a spear, armor, and assigned a regiment.

Chaucer's favorite story though, was the account of the Battle of the Narrows. His Father spoke of the terrifying dragon fear he experienced when he watched the two dozen or so white dragons flying through the sky. The terror he felt as combat raged for what seemed like hours, and best of all, the heroic charge of the Knights of the Crown who finally broke the lines of the remaining ground forces of the dragonarmies.

After hearing the story, Chaucer would sword fight with his father, he would throw spears, he would shoot his bow, he would ride his horse, Juliette, spearing make believe enemies in the field behind their home. Oh how Chaucer dreamed to be one of the heroic Knights of Solamnia. But he knew how difficult a task it would be. No lineage to speak of, coming from peasants and serfs, he would have to convince an already existing Knight to take a chance and sponsor him as a squire. So he trained, and he listened to his father's stories, and he dreamed of doing heroic things. And right in the middle of all of those dreams of grandeur was Jeptha, speaking encouragement, telling his young son, anyone can do anything, if they work hard enough for it.

On his 17th birthday, he came into the kitchen and his parents had gotten him a gift hiding under a blanket. When he took the blanket off, he saw his father's old battle worn scale mail that had been repainted a brilliant bronze and lacquered over so it shone like gemstones. It was as if he were wearing dragon scales when he tried it on. His parents told him that it was time to realize his dream, that being in Northpoint wasn't going to get him any closer, so they blessed him with an ancient Solamnic blessing, loaded up his gear, and sent him on his way.

Since that day, Chaucer has travelled from keep to keep, outpost to outpost, tournament and joust after tournament and joust looking for a knight to sponsor him. But usually, no matter how impressive his abilities, they took one look at his clothes, his dented and battle-worn armor whose enamel was already beginning to chip away, and they would pass him over for another. He wound his way north, and found himself not just looking for a sponsor, but also visiting all the sights his Father had told him about. He spent a week at the narrows, reliving the battle in his mind over and over again. Oh to be on the side of good in battle and victory. But his life was far from glamorous. Throughout his travels, he often would take time to help out a poor family who had encountered trouble. One family had lost their help for the season and needed someone to help bring in the last of the harvest before a storm came in. Another man was having trouble repairing his roof, and Chaucer didn't waste a moment in taking off his armor and climbing up to lend a hand. He had met many people in his travels, and he had seen all the sights from his father's stories, and still, he had not found a Knight who would sponsor him. So he decided to head toward the High Clerist's tower. He could visit the place where the greatest hero the Knights of Solamnia had produced since Huma, Sturm Brightblade had sacrificed his life on the walls. He would be renewed in his search, and if there was a place to find a few Knights, it was at the High Clerist's Tower.

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Appearance:

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Chaucer Tarsi is a young man of 18, and his face does nothing to hide his age. One reason he has probably yet to find a sponsor is because he looks younger than he is. However, to see him in full armor, he strikes a rather imposing figure. Normally seen astride his faithful horse Juliette, who herself is pretty impressive. A picture perfect form of a horse, covered from head to hoof in deep auburn fur. Sitting astride her in his bronze lacquered armor, they were a picturesque pair. To complete the look one just had to look closer at the massive lance that usually sat across Chaucer's lap, or see the long-hafted warhammer that was slung on his side in his belt, or see the battle-dented spiked shield that hung from one of the saddlebags at Chaucer's side. Though his face revealed his youth, from afar, he looked every bit the picture of a Knight of Ole, and it didn't take long for most whom he met to see a hero beginning to reveal himself behind that youthful visage.

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Personality:

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Chaucer Tarsi is a young man who is naive and idealistic, expecting to find good everywhere he goes. To the point that he will struggle to see the need for stealth in most situations, assuming that the better option is to find a diplomatic solution, and when one doesn't exist, he wants to meet his enemy on an honorable field of battle.

His personal code of ethics says to be the greatest example of good he can be and hopefully, that will cause a change in heart in others. He also abides by his own code of chivalry, which says that he must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity when it is warranted and aid when needed. He must take no action that would cause harm or hardship to those who cannot defend themselves.

Mechanically, a word about alignment; his guiding principle is being and doing good, but in general will act lawful, because rarely has he ever been presented with a case in which good and law didn't go hand in hand. However, should such a case present itself, he will always err on the side of good.