Count Lucinean Galdana

Dariel Fremont's page

27 posts. Alias of Lornis.


Full Name

Dariel Fremont

Race

Human

Classes/Levels

Cavalier (Huntmaster) 1

Gender

Male

Size

Medium

Age

22

Alignment

Lawful Evil

Languages

Common

Strength 13
Dexterity 11
Constitution 10
Intelligence 8
Wisdom 8
Charisma 8

About Dariel Fremont

RULES

Spoiler:
Dariel Fremont
Human Cavalier (Huntmaster) 1
LE Medium Humanoid (Human)
Init +2; Perception +3
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Defense
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AC 16, touch 10, flat-footed 16 (+0 DEX, +4 Armor, +2 Shield)
HP 11 (1d10+1)
Fort +2, Ref +0, Will -1
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Offense
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Speed 30 ft.
Bow +1 1d8 (x3)
Longsword +3 1d8+2 (19-20x2)
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Statistics
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Str 13, Dex 11, Con 10, Int 8, Wis 8, Cha 8
Base Atk +1; CMB +1; CMD 11
Feats Power Attack (1), Escape Route (Teamwork)
Traits: Reactionnary, Focused Mind
Skills: Armor Malus (-1) Intimidate +3, Perception +3, Survival +3, Handle Animal +3
Languages Common
Gear Cavalier's Kit (This includes animal feed (5 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 (5 days), and a waterskin)
Chain Shirt, Shield, Longsword, Bow (20 Arrows), Dagger
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Special Abilities
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Bestial 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 a huntmaster issues a challenge, both he and his hunting pack gain the bonuses and penalties associated with his challenge. This modifies the challenge 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. 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. A huntmaster’s tactician ability affects only his hunting pack, not other allies. .

Order of the Dragon:
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.
Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.
Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Traits: Armor Master, Reactionary
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Companion: Sharped-Eyes
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N Small animal
Init +2; Senses low-light vision; Perception +12

Defense
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 10 (2d8+2)
Fort +3, Ref +4, Will +2

Offense
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +4 (1d4), bite +4 (1d4)

Statistics
Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +1; CMB –1; CMD 11
Feats Weapon Finesse
Skills Fly +8, Perception +6

Special
Tricks: Aid, Attack, Fetch, Detect

BACKGROUND

Spoiler:
Dariel is the third son of the noble family of De Montfret. Always more intesrested in chasing the maids from the village nearby that his noble's duties, he was a big source of disapointment for his father. To be honest Dariel is not good at a lot of things. He wasn't the sharpest of his brotherhood, nor he was an agile rider.

However he was a fervent partisan of the Kingdom's policy of hunting the witches and the sorcerers. Always leading the charge against the force of corruption was a blast for the arrogant man. He always took pleasure in the thrill of the hunt, and never looked twice as the magic users where threw into the fire.

This life suited Dariel, untill he meet Morganna. She was a Witch, but a beautifull one. She had manners, education, and was from a noble house. And she quickly put the young weak-minded Dariel under her grasp. She made him look ridiculous, as he was discovered trying to steal the family's sword naked in the great hall during lunch time. All that he was able to tell was that is had been "bewitched".

The next day Dariel was sent to the North, his father tired of this constant embarassment. But Dariel didn't left the house empty-handed. He took his father's favorite pet, Sharped-Eyes, with him.

Now the tall and muscular man is trying to do his best to protect the kingdom. He had learnt from his mistakes, and expect to find in his duty a way to calm his anger and clear his reputation as a fool. He changed his name in Fremont and try today to do his best to ensure that no one have one day to endure his humiliation. And if he can burn all the pagans from the North while doing it, it will be is pleasure!

BEHAVIOR & APPEARANCE

Spoiler:
Dariel is arrogant and hard on himself and the other. He truly believes however that his mission is important, and see his comrades and himself as "the shield of civilisation". In the wilderness, he has learnt to depend on the others when they are more capable than him, and he gladly do his part hoping that everyone survive the harsh lands they protect. He hopes that this mission will highlight his name as an hero, and that the team could be the start of a great organization of watchers. A team that work together is a team that thrive!

Dariel appeared as a tall and muscular pale man, with deep green eyes and a black goatee. He is always as well-dressed as it is possible in the wild, and we can always see his companion, Sharped-Eyes, flying above him. He rarely smile, unless he's being part of a hunt, and always try to put the group in a position of strength.