Deresh O'kar
Male NG half-elf (varisian) cavalier (daring champion) 1
Init +6; Senses: low-light vision, Perception +
-------------------- DEFENSE --------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
HP 11 (1d10)
Fort +3, Ref +4, Will +0, +2 vs. enchantment spells and effects, +2 trait bonus on saving throws against charm, compulsion, and emotion effects.
-------------------- OFFENSE --------------------
Speed 30 ft.
Melee rapier +6 (1d6+1/18-20)
Melee dagger +2 (1d4/19-20)
Ranged dagger (thrown) +5 (1d4+1/19-20)
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks challenge
-------------------- STATISTICS --------------------
Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +2; CMD 16
Feats Precise Strike, Weapon Focus (Rapier)
Skills Acrobatics +2 , Bluff +6 , Climb -1 , Diplomacy +6 , Disguise +3 , Escape Artist +2 , Fly +2 , Intimidate +6 , Perception +4 , Ride +2 , Sense Motive +5 , Stealth +2 , Swim -1
Traits principled, reactionary, childhood crush (Ameiko)
Languages Common, Elven, Varisian
SQ champion's finesse, edicts, elf blood, elven immunities, human-raised, integrated, low-light vision, multitalented, order, order of the dragon, tactician (precise strike), wary
Combat Gear potion of cure light wounds; Other Gear chain shirt, rapier, dagger (4), explorer's outfit
Special Abilities:
Challenge (Ex) 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal 1 extra damage whenever the attacks are made against the target of the challenge. 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. His allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.
Champion's Finesse (Ex) A daring champion gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use Charisma in place of Intelligence for the purpose of combat feats prerequisites. A daring champion also counts as having the Weapon Finesse feat for the purpose of meeting feat requirements.
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.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Human-Raised These half-elves were born and raised into accepting human communities, often raised by generations of a single family, or through the charity of churches and temples. These half-elves have the integrated and wary racial traits.
Integrated Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.
Language Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Order (Ex) 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. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.
Order of the Dragon 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 +1 bonus on the check.
Principled You hold yourself to a strict code of behavior that guides all of your decisions and actions. You take a -2 penalty on Bluff checks and gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Tactician 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. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability 1 times per day.
Tactician (Precise Strike) (Ex) A cavalier receives a teamwork feat (Precise Strike) 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. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability 1 times per day.
Wary Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks.
Weapon and Armor Proficiency Daring champions are proficient with all simple and martial weapons, light and medium armor, and bucklers. This replaces the cavalier's weapon and armor proficiencies.