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About Darry SwiftfootMale Halfling Cavalier 2 (order of the paw)
offense:
Melee:Lance +4 to hit, 1d6+1 damage 20x3 crit P Battleaxe +4 to hit, 1d6+1 damage 20x3 crit S all daggers for ease +4M to hit, d3+1 damage 19-20x2 crit Ranged: Daggers all daggers for ease +6 to hit, 1d3+1 damage 19-20x2 crit range 10 ft. Sling: +6 to hit 1d3+1 damage (x2) 50 ft AMMO - 20 stones defense:
AC 21 (+6 armor,+1 shield +3 dex, +1 size, +0 deflection) Touch: 14 Flat footed: 16 Fort - +7, Ref - +5, Wil - +2 halfling:
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength. Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. Defense Racial Traits
Feat and Skill Racial Traits
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
feats:
Mounted Combat - May negate a hit against your mount with a ride check skills:
Acrobatics + 3 Rank+0, Ability+3, Racial+2,Armor Penalty -2 Bluff +2 Rank+0 Ability+2 Trained, Racial+ 0 Trait+ 0 Armor Penalty –0 Climb + 1 Rank+0 Ability+1 Trained+0 Racial+2 Trait+0 Armor Penalty -2 Diplomacy+ 7 Rank+2 Ability+2 Trained+3 Racial+0 Trait+0 Armor Penalty -0 Handle Animal +7 Rank+2 Ability+2 Trained+3 Racial+0 Trait+0 Armor Penalty -0 Intimidate+6 Rank+1 Ability+2 Trained+3 Racial+0 Trait+0 Armor Penalty -0 Heal+ 1 Rank+1 Ability+0 Trained+ 0 Racial+0 Trait+0 Armor Penalty -0 Knowledge Nature+1 Rank+0 Ability+1 Trained+0 Racial+0 Trait+ 0 Armor Penalty -0 Knowledge Nobility+1 Rank+0 Ability+1 Trained+0 Racial+0 Trait+ 0 Armor Penalty -0 Knowledge Religion+1 Rank+0 Ability+1 Trained+0 Racial+0 Trait+0 Armor Penalty -0 Knowledge Local+2 Rank +1, Ability+1, Perception +4 Rank+2 Ability+0 Trained+0 Racial+2 Trait+0 Armor Penalty -0 Ride+ 9 Rank+3 Ability+3 Trained+3 Racial+0 Trait+0 Armor Penalty Sense Motive +4 Rank+1 Ability+0 Trained+3 Racial+0 Trait+0 Armor Penalty -0 Spellcraft + 0 Rank+0 Ability+0 Trained+0 Racial+0 Trait+0 Armor Penalty -0 Stealth+5 Rank+0 Ability+3 Trained+0 Racial+4 Trait+0 Armor Penalty -2 Survival +3 Rank+1 Ability+0 Trained+ 0 Racial+0 Trait+0 Armor Penalty –0 Swim -1 Rank+0 Ability+1 Trained+0 Racial+0 Trait+0 Armor Penalty -2 Background Skill Profession Soldier +7 Rank+3 Ability+0 Trained+3 Racial+0 Trait+1 Armor Penalty - Background Skill Profession Cook +6 Rank+3 Ability+0 Trained+3 Racial+0 Trait+0 Armor Penalty - traits:
Ironfang Survivor: Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result. Militia veteran - +1 trait bonus to Profession Soldier, always a class skill Special Abilities, Cavalier:
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. Mount (Ex) A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts. 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. A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level. Order
Order (Ex) Order of the Paw
Challenge: Whenever an order of the paw cavalier issues a challenge, his mount gains a +1 dodge bonus to AC as long it is threatening the target of the cavalier's challenge and the cavalier is riding the mount. This bonus increases by +1 for every four levels the cavalier possesses. Skills: An order of the paw cavalier adds Knowledge (nature) and Survival to his list of class skills. He can make Knowledge (nature) checks untrained. Also, an order of the paw cavalier is adept at following tracks while mounted, using his mount's speed rather than his own to determine the penalty for tracking while moving, whether he is mounted or not. Danger Ward (Ex) Order Ability At 2nd level, the cavalier can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute, when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a +4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw. Tactician (Ex)
Benefit: 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. 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.
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted. Expert Trainer (Ex) At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC. Banner (Ex) At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.
Sebastion:
STR 13 DEX 15 CON 15 INT 2 WIS 12 CHR 6
HP: 15 (3D8+6) BAB +2 CMB +3 CMD 15 (19 TRIP) SPD 50 FT AC 15 (Armor+0 dex +2 Natural +3)
Skills - Acrobatics +6 (+10 while jumping) +1 ranks, +2 dex,+3 class
A paladin/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 paladin/cavalier gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw. Devotion An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Multiattack An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty. Improved Natural Armor - Increase the natural armor by +1 Appearance and Background:
Appearance: Darry is a strapping halfling lad, who is a whopping 3'6" tall and a robust 40 pounds. He has long (just below shoulder length normally) curly/wavy Blond hair, when he is working he keeps it pulled back with a simple black ribbon. He also has bright blue eyes that match a dashing smile (should he choose to display it.) backstory Darry was always the smiling laughing troublemaker in the family. Anytime a prank or something unfortunate happened his name was the first to be called. The young mischevious halfing didnt mind however, Life was a grand game. He hated their lot in life as well, many a hungry night was spent as his ill-prepared family tried to survive through sailing. He changed a bit in his teens, he became quite the shirker of duties. He could often be seen making a lass smile, whether she was human, elven or what have you. His flashing smile and eyes made all the girls giggle, and made one young man in particular jealous. It was his rivalry with another dashing young halfling that led to him running off with a merchant caravan to seek his fortune and led him to meet a passing cavalier who was traveling with those merchants. It didnt take the cavalier long to notice the strapping halfling lad who kept always kept a close eye on him, and before the young halfling knew it, he was a bit of a squire to the cavalier. They traveled together for years, with the Caravan, Darry grew more and more confident of their skills. An ambush by a giant and some bandits along a river led to another event that changed the young halflings life. His friend and teacher took a wound that almost killed him,The large stone that struck his mentor had shattered the knights leg. Not quite maimed but certainly hobbled for a long while, the Cavalier returned home to his families' business in Tamran, his influence allowed the valiant halfling cavalier to get a positioning in the town guard, A position he served proudly in until He felt a different calling.
gear:
[i]Chain Shirt Armor bonus +4, Armor check penalty -2 weight 13.5, Spell failure 20% (100 gp) Heavy wooden shieldArmor bonus +2 spell failure 15% weight 5 pounds (7 gp) Lance 1d6+1 20x3 crit(10gp) Sling 1d3+1 damage range 50ft 20x2 crit (- gp) Battleaxe 1d6+1 damage 20x3 crit (10 gp) (6) dagger (12gp) Kit, Cavalier's
Signal Horn (belt) 1gp
Consumables
Assest:
9 gp Damage given = 135 Damage taken = 19 |