Cavalier 2 / AC 18 | Touch 11 | Flat 17 / HP 24/24 / Init +1 / Percept +6 / Fort 5 | Ref 1 | Will 1
Gender
Male
Size
Medium
Age
21
Alignment
LG
Deity
Aroden
Languages
Common
Strength
18
Dexterity
13
Constitution
14
Intelligence
10
Wisdom
12
Charisma
10
About Daylen Valdrom
Backstory:
Daylen was raised on the stories of his ancestors' glorious past deeds in the crusades going all the way back to the very first crusade at the opening of the Worldwound. It is this story, of great great grandfather Jeziah Valdrom, that is most popular among the family. Daylen has heard countless times of how, despite losing his powers as a cleric of Aroden after the god's 'supposed' death, led his troops to victory over the demons in the first crusade.
Now, 200 years later, the Valdrom family still fights the demons of the Worldwound. The Valdrom family actually founded an order of mounted warriors to valiantly lead men into battle with the foul creatures of the Worldwound. Daylen is a promising young soldier, currently under the tutelage of his Uncle Feyzan. His father was slain in battle with the demons years ago, and his mother is now semi-retired, recruiting honorable men from far off lands to the south. Feyzan and Daylen now ride for Kenebres to attend Armasse. As the head of the order, Feyzan has a responsibility to report the results of the year's battles. Daylen is being brought so that he may learn in preparation for the day he assumes command of the order.
Daylen knows Aroden will answer none of his prayers, but holds out hope that the god may still live, perhaps held captive at the heart of the Worldwound? Perhaps sunk at the bottom of the Eye of Abendego? Perhaps this is simply a test for humanity that the god concocted, after all, what mere mortal can fathom the mind of a god? Daylen must know for himself before he abandon's the god of his forefathers.
Daylen Valdrom
Human Cavalier 2
LG Medium humanoid (human)
Init +1; Senses Perception +6
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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 24 (2d10+4)
Fort +5, Ref +1, Will +1
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Offense
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Speed 20 ft.
Melee cold iron masterwork longsword +7 (1d8+4/19-20)
heavy shield bash +6 (1d4+4)
lance +6 (1d8+6/×3)
Special Attacks challenge
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Statistics
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Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +6; CMD 17
Feats Mounted Combat, Ride-by Attack, Shake It Off
Skills Climb +2, Diplomacy +5, Handle Animal +5, Knowledge (religion) +2, Perception +6, Ride 0, Sense Motive +5; Racial Modifiers ride mount, dragon's skills
Languages Common
SQ orders (order of the dragon), tactician
Other Gear scale mail, heavy wooden shield, cold iron masterwork longsword, lance, backpack, bedroll, flint and steel, rope, torch (3), trail rations (8), waterskin, 129 GP, 42 SP
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Special Abilities
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+6 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -6 while riding your mount.
Aid Allies (Ex) Aid another action grants +3 instead of +2
Animal Companion Link (Ex) You have a link with your Animal Companion.
Dragon's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, allies gain +1 to hit the target of your challenge.
Dragon's Skills +1 (Ex) +1 to Survival checks for allies.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Ride-by Attack You can move - attack - move when charging mounted.
Shake It Off Gain +1 to all saving throws per adjacent ally
Tactician (Shake It Off) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
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Keldrom
Horse
N Large animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 16, touch 10, flat-footed 15 (+2 armor, +1 Dex, -1 size, +4 natural)
hp 13 (+4)
Fort +5, Ref +4, Will +1
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Offense
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Speed 50 ft.
Melee bite +3 (1d4+3) and
2 hooves +3 (1d6+3) and
(M) longsword -3 (1d8+3/19-20)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +5; CMD 16 (20 vs. trip)
Feats Valiant Steed(+4 vs fear and emotion, +4 Ride, Handle Animal to push, no penalty to push when injured)
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Track [Trick]
Skills Acrobatics +5 (+13 jump), Perception +5
SQ combat riding, track
Other Gear leather armor, longsword, bit and bridle (2), chalk (3), feed (per day) (7), military saddle, piton (5), saddlebags, shovel, tent, small, torch (7)
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.