Race |
Active conditions: None | HP: 24/24 | AC: 18 ( Tch 12, Fl 16) | CMB: +5; CMD: 17 | F: +5 R: +2 W: +3 | Init: +2 | Perc: +8/+6 SM: +6 |
About Draco Catus
Draco Catus
Male Human Cavalier 2 (Huntmaster)
NE Medium Humanoid (Human)
Init: +2 Senses: Normal Perception: +7/+5
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Defense
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AC 18 TAC 12 FF: 16
HP 24 Fort +5 Ref +2 Will +3
Special Defenses:
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Offense
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Melee
. . mwk greatsword +7 (2d6+4/19-20x2)
. . dagger +5 (1d4+3/19-20x2)
. . sap +5 (1d6+3/x2)
Ranged
. . dagger +5 (1d4+3/10ft/19-20x2)
. . l. crossbow +5 (1d8/80ft/19-20x2)
Speed 30 ft.
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Statistics
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Str 16 (+3) Dex 14 (+2) Con 14 (+2) Int 8 (-1) Wis 12 (+1) Cha 14 (+2)
Base Atk +2 CMB +5 CMD 16
Feats Power Attack; WF: Greatsword, Alertness*, Iron Will, Precise Strike, Dazzling Display
Skills Stealth +7 (2), Intimidate +7 (2), Diplomacy +6 (1), Sense Motive +6 (1), Perception +6 (2), Handle Animal +7 (2), Profession: Soldier +6 (2), Climb +6 (1), Survival +5 (1)
Languages: Common
SQ: Bonus Feat, Skilled
Traits Amoral Mercenary, Wary
Favored Class: Cavalier - +2 Skill
Combat Gear: breastplate, mwk greatsword, dagger, light crossbow, 20 bolts
Mundane Gear: 5 days of animal feed (carnivore), backpack, bedroll, belt pouch, flint and steel, an iron pot, mess kit, riding saddle, rope, soap, torches (10), trail rations (5 days), waterskin, 150gp
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Special Abilities
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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.
Bestial Challenge (Ex): Whenever a huntmaster issues a challenge, both he and his hunting pack gain the bonuses and penalties associated with his challenge. This ability modifies the challenge ability.
Hunting Pack (Ex): At 1st level, a huntmaster forms a close bond with an animal companion. This animal companion functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. He can choose either a bird or a dog when selecting his animal companion. The huntmaster can have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. Each time a huntmaster’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the huntmaster’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the huntmaster the ability to cast a single spell so that it affects all of his animal companions. A huntmaster’s animal companions gain a bonus on Survival checks to follow tracks equal to 1/2 the cavalier’s class level (minimum 1).
Tactician: 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. A huntmaster’s tactician ability affects only his hunting pack, not other allies.
Order (Cockatrice)(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. 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.
Edicts: The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power.
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. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature’s attempt to demoralize him through Intimidate (in addition to his Wisdom modifier, as normal).
Braggart (Ex, Order Ability): 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.
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Animal Companion
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Rufus
TN Small Animal 2 (Dog)(Bodyguard)
Init: +3 Senses: Low-light Vision, Scent Perception: +7/+5
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Defense
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AC 17 TAC 15 FF 13
HP 30 Fort +5 Ref +6 Will +2
Special Defenses:
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Offense
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Melee
. . bite +5 (1d4+2/x2)
Speed 40ft
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Statistics
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Str 13 (+1) Dex 17 (+3) Con 15 (+2) Int 2 (-4) Wis 12 (+1) Cha 6 (-2)
Base Atk +2 CMB +3 CMD 16
Feats Weapon Finesse, Power Attack, Dodge, Alertness*, AP: Light
Skills Perception +5 (1), Survival +3 (1), Stealth +7 (1)
SQ: natural armor +2, low-light vision, scent
Tricks: Combat Training (Attack, Come, Defend, Down, Guard, Heel), Intimidate, Watch (In-Training)
Combat Gear:
Mundane Gear:
Magical Gear:
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Special Abilities
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Link (Ex): A 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 cavalier gains a +4 circumstance bonus on all Handle Animal checks made regarding an animal companion.
Shared Vigilance (Ex): Both a bodyguard and its master gain Alertness as a bonus feat whenever they are adjacent.
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The Fluff
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