Kanya Ismahe

Derra Clawstrider's page

118 posts. Alias of SCKnightHero1.


Full Name

Derra Clawstrider

Race

Catfolk

Quick Stats:
HP 15/15, AC20, T13, FF17, F+4, R+3, W+0, Perc+6,Base Atk +1;CMB +3; CMD16, Hero Pt. 1, Int+3

Classes/Levels

Cavalier (Beastrider)

Gender

Female

Quick Skills:
Diplomacy +8, Handle Animal +8, Knowledge (History) +3, Perception +6, Ride +7, Survival +6,

Size

5'6" 137 lbs

Age

24

Alignment

Neutral Good

Deity

Shelyn

About Derra Clawstrider

Stats:

Derra Clawstrider
Female Catfolk cavalier 1 Archetypes Beast Rider,
NG Medium humanoid (catfolk)
Init +3, Senses low-light vision; Perception +6, Hero Points 1
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DEFENSE
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AC 20, touch 13, flat-footed 17 (+5 armor, +3 Dex, +2 shield, )
hp 15 ((1d10)+5)
Fort +4, Ref +3, Will +0

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OFFENSE
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Speed 20 ft. Climb 15 ft.
Melee longsword +3 (1d8+2/19-20)
Melee shield, heavy wooden +3 (1d4+1)
Melee lance +3 (1d8+2/x3)
Special Attacks Challenge,

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TACTICS
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STATISTICS
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Str 15, Dex 16, Con 14, Int 12, Wis 10, Cha 16,
Base Atk +1; CMB +3; CMD 16
Feats Precise Strike, Toughness
Skills Diplomacy +8, Handle Animal +8, Knowledge (History) +3, Perception +6, Ride +7, Survival +6,
Traits Irrepressible, Pioneer (Handle Animal), Chivalrous
Languages Catfolk, Common, Sylvan
SQ armor proficiency, cat's luck, climber, exotic mount, low-light vision, natural hunter, order, order of the dragon, tactician (precise strike),
Combat Gear rations (trail/per day) (3), feed (per day) (5),
Other Gear longsword, shield, heavy wooden, outfit (traveler's), scale mail, backpack, masterwork, bedroll, waterskin (filled), holy symbol (wooden), lance, saddle (military), bit and bridle, saddlebags, grappling hook, common, signal horn, grooming kit, survival kit (common), rope (hemp/50 ft.), 4.15 gp
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SPECIAL ABILITIES
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Armor Proficiency A beast rider is proficient with light and medium armor, and with shields (with the exception of tower shields).

Cat's Luck Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

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.

Chivalrous You were raised on tales of heroic knights and benevolent wizards from Taldor's Golden Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.

Climber Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.

Exotic Mount (Ex) At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider's level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider 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 Endurance as a bonus feat. A beast rider's mount does not gain the share spells special ability. Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power. Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor). Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval. In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications - Size Large; Ability Scores Str +2, Dex -2, Con +2. Increase the damage of each of the mount's natural attacks by one die size. A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments). Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead. This ability replaces the standard cavalier's mount and expert trainer abilities.

Irrepressible Your hope for a brighter future blessed by the gods, combined with your powerful personality, allows you to force your way free of spells that cloud the mind. You can use your Charisma modifer in place of your Wisdom modifer when attempting Will saving throws against charm and compulsion effects.

Low-Light Vision In dim light, catfolk can see twice as far as humans.

Natural Hunter (Ex) Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

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.

Pioneer (Handle Animal) You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you've learned how to survive on the rugged frontier. With the wilderness ever at your door, you've also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family's land, you've joined the expedition into the Stolen Lands. You begin play with a horse.

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 (CATEGORY=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.

Background:

Many years ago, several tribes of catfolk fled from persecution in the nation of Rahadoum when they refused to bow down to the Laws of Man, deciding to take flight rather than give up their faith and worship of the gods. Out of the ten tribes that originally fled, only four made it to northeastern Avistan, finally settling down in Brevoy. While the catfolk have grown accustomed to their home, many still long for the day that they can have their own homeland. With each passing year, the chances of such an event grow more and more unlikely.

Raised in a small tribe called the Running Brook tribe, Derra was an audacious young girl, going on ‘adventures’, always coming home way after dark, and worrying her parents and fellow tribe members sick. She was raised on the stories of three cultures: the catfolks’ tribal stories of ancient heroes and the Rostlanders’ tales of valiant swordlords defying Choral the Conqueror along with Brevan legends of daring explorers venturing deep into the Stolen Lands in seek of fame and fortune. Like some members of her tribe and others who had gone in search of adventure, Derra aspired for something more than merely hunting game or gathering crops. Each day, she saw the hope of claiming a land for her people slowly fading away. She swore to find some way to save her people and their dreams of a new homeland to call their own.

Thus, she trained night and day, learning to not only fight with sword, shield, and armor, but also with words honeyed with charisma. She strived to strengthen both her body, mind, and soul in the hopes of making sure she could one day go off and explore the Stolen Lands that lied south of her people’s settlements. Before her training, Derra was very talented in the handling of animals, able to calm and train even the most frightened and stubborn of animals, especially mounts. She was became an accomplished rider. It was these skills that caught the eye of a knight from the Order of the Dragon, a group of adventurous knights who strongly believe in working with others, as well as protecting one’s companions from harm. It was as if Shelyn herself had answered Derra’s prayers. Training hard, she was eventually accepted into the Order of the Dragon.

However, her people, especially her family and boyfriend, were concerned about her safety and wellbeing, and begged her not to go. She merely told them that she would think about it more closely; not revealing that she had already made up her mind and nothing would persuade her away from her goals. That night, after secretly preparing her gear and a horse, she left a note telling her friends and loved ones that she was leaving and that she promised that she would return after finding a home for the catfolk tribes. She left without a goodbye, although her boyfriend had deduced that she would try to leave without saying goodbye. He made her promise that she would return regardless if she failed or succeeded. He then gave her three of his most cherished trinkets, a quartz crystal that changed colors based on the time of day, a silver bell that when rung made the sound of distant thunder, and a small crystal that glowed in the moonlight. It was a tearful goodbye, but one that had to be made. After giving him two of her precious trinkets, an ancient elven arrowhead hanging from a leather cord and a brooch of a silver raven clearly made by dwarven hands, she left her home.

Description:

With a height of 5’6” and weight of 137 lbs, Derra Clawstrider doesn’t look too imposing, but appearances can be deceiving, especially given that she has a strong, athletic build, a result from her training as a cavalier and from climbing. With the markings of a white tiger, Derra has shoulder length sandy blond hair and catlike emerald green eyes. The twenty-four year old catfolk usually has a couple of earrings in each ear, with one earring having a small bell on it, saying it soothes her nerves during battle. Derra has learned that the best way to keep your enemies on their toes is to switch things up, so she has learned to be ambidextrous.

Personality:

Derra is very friendly to others, like most catfolk. She is also naturally curious, always hoping to see what lies over the horizon and having the courage to actually see it. Like other catfolk, she is quick to protect her dignity and sharp-tongued enough when her pride is slighted, and she carries this over to her friends as well, safeguarding their pride as much as her owns, for the white tiger striped catfolk cavalier sees her fellow adventuring companions as extended members of her family and tribe. She is never judgmental, being quite gregarious and open-minded, just like how she was raised. Derra believes that each individual, no matter who they are, has something important to contribute to the tribe (and in her current situation the adventuring party), no matter how small the contribution maybe. She possesses very strong leadership skills, and is willing to admit when she needs advice, although at times, she is reluctant to admit her naivety when it concerns things with how the world works.

Derra has grown up on the stories and legends of chivalrous adventurers, and she does her best to emulate them. Overall, she is a true friend, one you can count on to have your back. She is also deeply devout in her worship of Shelyn, who Derra, like other catfolk, portrays as having a cat’s head. Derra does have a habit of collecting unique and odd trinkets, a common practice among catfolks actually. Like most catfolk, she has a deep respect for nature and animals, and tends to get along with those who share these same qualities. She tries her best to answer any questions others may have about catfolk society and culture, in the hopes of keeping her people’s culture alive in the off chance that she fails in finding a homeland for them.

Kingdom Roles in Order of Preference:

Ruler: Charisma; plus it would be cool for a catfolk to be ruler of a nation while riding a tiger mount!

General: Charisma or Strength; Derra has both a strong personality and body, so she would be able to train the troops quite well.

Jana the Horse's Stats:

Jana
Female Companion Horse animal 2
None Large animal
Init +1, Senses low-light vision; scent, Perception +1
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DEFENSE
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AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size )
hp 23 ((2d8)+7)
Fort +5, Ref +4, Will +1

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OFFENSE
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Speed 50 ft.
Melee bite +3 (1d8+3)
Melee hoof -2/-2 (1d6+2)
Space 10 ft. Reach 5 ft.

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TACTICS
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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 Endurance, Toughness
Skills Acrobatics +5, Acrobatics (Jump) +13, Climb +7,
SQ combat training, bonus tricks 1, link, low-light vision, scent, share spells,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel
Combat Gear
Other Gear bite, hoof, 0.0 gp
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SPECIAL ABILITIES
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Bonus Tricks 1

Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

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.

Mod Bonus Tricks

Mod Link

Mod Share Spells

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Toughness You gain +3 hit points.

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ANIMAL TRICKS
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Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.