Dariya Wolftusk's page

30 posts. Alias of Gomis.

Full Name

Dariya Wolftusk




Level 2 Cavalier






28 years


Chaotic Neutral




Common, Halfling, Orc, Gnoll


Adventurer extraordinaire

Strength 15
Dexterity 14
Constitution 15
Intelligence 9
Wisdom 10
Charisma 16

About Dariya Wolftusk

Meet Dariya Wolftusk, adventurer extraordinaire. She's a halfling cavalier, and she's been training to ride and tame beasts ever since she was young. She travels the lands on her trusty wolf steed, Lockjaw.
Dariya was raised my a half-orc who became her adopted mother, and she's always been around bigger races, so she's learned to handle herself with bigger folk and stand out positively rather than blend in with the crowd. She's always making a lot of noise about herself, telling others about her marvelous adventures - whether or not they are actually true. One of the stories she's constantly spreading are about her wolf pelt cloak, which she claims to be a worg she killed with her own bare hands, though this isn't quite true. Though she likes to spice her stories up with something a bit more exciting than reality, she's a strong battler, especially when she charges at foes with Lockjaw.

What Makes Halflings So Cool?:

+2 Dexterity, +2 Charisma, –2 Strength
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Polyglot: Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages.
Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks.

Cold Hard Numbers:

Size: Small.
Initiative: +2
Speed: 20 ft./15 ft. with armor.
HP: 26

AC: 17; Touch: 13; Flat-footed: 15
CMB: 3
CMD: 15
Fort.: +6
Refl.: +3
Will: +1

Current Wealth: 18 GP 2 SP

Awesome Things About Cavaliers:

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.
Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry her into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level.
A cavalier does not take an armor check penalty on Ride checks while riding his mount. The mount is always considered combat trained and begins play with Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.
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.
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.

Order of the Cockatrice
Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting his mount). This bonus increases by +1 for every four levels the cavalier possesses.
Braggart (Ex): At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets.

All-Out Offensive:

Weapon: Flail +5 (1d6+2 damage)
Weapon: Light crossbow +5 (1d6 damage)
+ 40 crossbow bolts

Lockjaw, That Mighty Wolfsteed:

STR 13
DEX 15
CON 15
WIS 12

Size: Medium
Initiative: +2
Speed: 50 ft./35 ft. with rider
HP: 17

AC: 18; Touch: 13; Flat-footed: 15
CMB: 3
CMD: 15
Fort.: +5
Refl.: +5
Will: +2

Bite+3 (1d6 + 1 damage)

Light Armor Proficiency: You are skilled at wearing light armor.
Improved Natural Armor: The creature's natural armor bonus increases by +1.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Combat Trained [attack, come, defend, down, guard, heel]

Acrobatics +2
Climb +1
Fly +2
Perception +5
Stealth +2
Swim +1
Escape Artist +6
Intimidate -2
Survival +5

Leather Barding [15 lbs]
Riding Saddle [25 lbs]

Feats, Traits, Class Skills:

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. The hit is negated if your Ride check result is greater than the opponent's attack roll.
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. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display. [Can be used without Weapon Focus because cavalier thing.]

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Bully: You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Class Skills
Appraise -1
Bluff +3
Climb 0
Craft -1
Diplomacy +3
Handle Animal +10/+14 on Lockjaw
Intimidate +4
Linguistics +5
Perform [oratory] +7
Ride +7/+9 on Lockjaw
Sense Motive 0
Swim 0


Gear Worn
Hide Armor [12,5 lbs]
Explorer's Outfit [4 lbs]
Flail [2,5 lbs]
Light Crossbow [2 lbs]
Crossbow Bolts x 40 [2 lbs]

In Pockets and Such
Chunks of Meat [3 lbs]
Fishing Net [5 lbs]
Hooded Lantern [2 lbs]
Waterskin [2 lbs]