Baron Hannis Drelev

Elathras Narcinal's page

2,766 posts. Alias of Robert Henry.


Classes/Levels

|HP 111/111 | AC26/T13/FF25 | F+12/R+9/W+9 | CMB+16/ CMD27 |init+1 | Perc+15 | Challenge@+ 10: 0/4| Tactician@7rds. 2/2 | Haste 6/10 | CLW wand 44/50

Gender

Male Human cavalier 10

Size

6' 200 lbs.

Age

25

Deity

Abadar

Languages

Taldan, infernal, giant, abyssal, sylvan, draconic , aquan, undercommon, celestial, aklo

About Elathras Narcinal

Initiative: 1 = 1 [dex]
Speed: 20 ft.
Hit Points: 111 = 10 + 6 + 7 + 6 + 7 + 6 + 7+ 9 + 6 + 7 + 40 [10( 2 [Con.] + 1 [FC] + 1 [toughness])]

AC: 26/29 = 10 + 12 [+ 1 plate] + 1 [dexterity] + 1 [trait] + 2 [ring] + 3 [+1 shield]
Touch: 13
Flat-footed: 25/28

Fort: + 12 = 1 [base] + 2 [constitution] + 3 [resistance]
Ref: + 9 = 3 [base] + 1 [dexterity] + 2 [lightning reflexes] + 3 [resistance]
Will: + 9 = 3 [base] + 1 [wisdom] + 2 [iron will] + 3 [resistance]

Base Atk + 10/5
CMB + 16 = 10 [base] + 6 [strength]
CMD 27 = 10 + 10 [base] + 6 [strength] + 1 [dexterity]

Melee: + 16 = 10 [base] + 6 [strength]
Ranged: + 11 = 10 [base] + 1 [dexterity]

Stats: Str. 22, Dex. 13, Con. 14, Int. 10, Wis. 12, Cha. 10,

Abilities:

Race Traits:
Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Traits:
(AP: Combat) Defender of the Society: : Your time spent studying the greatest warriors of the Society taught you new defensive skills while wearing armor. You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
(Religion) Eyes and Ears of the City: Requirement(s) Abadar" Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Feats:
Elephant in the Room feat tax applies:
Military tradition: Proficiency with the Fauchard and the Repeating crossbow
1 st lvl. feat: toughness
Tactician (teamwork feat) Precise strike
3 rd lvl. feat: Iron Will
5 th lvl. feat: Phalanx Formation (Combat)
6th lvl Bonus Feat: Combat Reflexes
7th lvl feat: Lightning reflexes
9th lvl feat: Furious focus
Tactician (teamwork feat) Outflank

Class Traits:
Cavalier Archetype: Disciple of the Pike
Challenge (Ex) @ 4 + 10 damage: 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.

Order of the Flame A cavalier of the order of the flame devotes his life to the pursuit of personal glory. Even if such pursuit puts his own life on the line, the cavalier pursues legendary status and the fame and glory associated with such renown.
Edicts: The cavalier must pursue glory for himself and those with whom he associates. He must strive to heap glory upon his name, no matter the costs. He must challenge and defeat an ever-increasing host of rivals to further cement his illustrious reputation.
Challenge: A cavalier of the order of the flame becomes ever more emboldened with each glorious victory. As an immediate action after reducing the target of his challenge to 0 hit points or fewer, the cavalier can elect to issue a glorious challenge to an opponent within 15 feet.
Glorious Challenge: A glorious challenge does not count against the cavalier’s number of challenges per day, but otherwise acts like a cavalier’s challenge class feature. When he issues a glorious challenge, the cavalier takes a –2 penalty to AC for the duration of the glorious challenge (this penalty stacks with the usual –2 AC penalty against opponents other than the target of the cavalier’s challenge). The cavalier gains a morale bonus on melee damage rolls against the target of his glorious challenge equal to 2 × the number of consecutive glorious challenges he has issued thus far. As long as he continues to defeat targets of his glorious challenges and there are more opponents in range, the cavalier can continue to issue glorious challenges indefinitely, with the penalty to AC and the bonus on damage rolls increasing with each subsequent foe.
Skills: + 4 IntimidateA cavalier of the order of the flame adds Knowledge (local) and Survival to his class skills. Whenever the cavalier’s current hit point total matches or exceeds his maximum hit point total, he gains a bonus on Intimidate checks equal to 1/2 his cavalier level (minimum +1).
Order Ability:
@ 2nd lvl: Foolhardy Rush: At 2nd level, the cavalier can charge across the battlefield at a moment’s notice. Whenever the cavalier attempts an initiative check, as long as he rolls an 11 or higher on the die, he can move up to his base speed as an immediate action and he is not considered flat-footed.
If the cavalier takes an action to move during his next turn, he subtracts the number of feet moved during the initiative check from his total movement.

@ 8th lvl: Daunting Success: At 8th level, whenever the cavalier confirms a critical hit with a melee weapon, as an immediate action he can attempt an Intimidate check to demoralize all foes within 15 feet who can see him. This ability can be used only once per combat.
Bigger They Are (Ex): A disciple of the pike gains a +1 dodge bonus to AC against creatures larger than he is. This bonus increases by 1 if the creature is two size categories larger. At 6th level, the bonus increases to +3 against a creature three size categories larger, and at 12th level, the bonus increases to +4 against creatures four size categories larger. This ability replaces mount.
Tactician (Ex)2 @ 7 rds.: 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.
Pike Charge (Ex) At 3rd level, a disciple of the pike learns to make more accurate charge attacks with weapons from the polearms or spears fighter weapon group. He receives a +4 bonus on melee attacks when charging with a polearm or spear (instead of the normal +2). In addition, the disciple of the pike takes no penalty to his AC after making a charge attack with a polearm or spear. This ability replaces cavalier’s charge.
Monster Hunter (Ex): At 4th level, a disciple of the pike has an uncanny ability to identify monsters. He can attempt Knowledge checks untrained to identify monsters and their weaknesses, and gains a bonus equal to half of his cavalier level on Knowledge checks to identify monsters. This ability replaces expert trainer.
Weapon Training (Ex) At 5th level, a disciple of the pike gains weapon training, just like a fighter. He must select polearms or spears as his weapon group, and never gains another weapon group. His bonuses with the selected group otherwise progress as though his fighter level were equal to his cavalier level. Every four levels thereafter (9th*, 13th, and 17th),the bonuses granted increase by +1 each. This ability replaces banner and greater banner.
Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.
Greater Tactician (Ex) At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.: Outflank

favored class bonus: + 1 HP


Skills:

70 = 10(4 [class] + 1 [human] + 2 [background])
The Cavalier's class skills Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). Order skills: Knowledge (local) and Survival.
Acrobatics - 4 = 1 [Dex] - 5 [armor]
Climb 5 = 6 [Str] + 1 [rank] + 3 [class skill] - 5 [armor]
Heal 1 [wis]
Intimidate 1/17 = 0 [Cha] + 10 [rank] + 3 [class skill] + 1/2 lvl. (@ full HP)
Escape Artist - 4 = 1 [Dex] - 5 [armor]
Knowledge (all monsters) 5 [½ cavalier level]
Knowledge (Geography) 13 = 0 [Int] + 10 [rank] + 3 [background skill]
Knowledge (local) 11 = 0 [Int] + 8 [rank] + 3 [class skill]
Linguistics 12 = 0 [Int] + 9 [rank] + 3 [background skill]
Perception 15 = 1 [Wis] + 10 [rank] + 3 [class skill] + 1 [trait]
Ride 0 = 1 [Dex] + 1 [rank] + 3 [class skill] - 5 [armor]
Sense Motive 13 = 1 [Wis] + 10 [rank] + 3 [class skill]
Stealth - 4 = 1 [Dex] - 5 [armor]
Survival 13 = 1 [Wis] + 9 [rank] + 3 [class skill]
Swim 5 = 6 [Str] + 1 [rank] + 3 [class skill] - 5 [armor]

Gear:

Mundane Items
Explorer’s outfit: N/A, N/A
Parade armor: 20 lbs. +3, +5, -1, 30 ft.
MW Fauchard: 10 lbs. 1d10, 18-20/x2, S reach, trip
MW Crossbow, Repeating Heavy: 12 lbs. 1d10, 19-20/x2, P 120 ft. (holds 5 repeating crossbow bolts.)
Gauntlet, spiked: 1 lb. 1d4 x2, P, attached
Cold Iron Longsword: 4 lbs. 1d8, 19-20/x2, S
Alchemical Silver Warhammer: 5 lbs. 1d8, x3, B
sub-total 52 lbs.

Consumables:
potion CLW @ 1
Repeating Bolt Case (5 bolts each) @ 5. 5 lbs.
Acid Flasks @ 1
wand of CLW: 50/50
Potion of Gaseous form
Snap Leaf
Sub-total: 5 lbs.

Magical Items:
Worn:
Belt: + 2 belt of giant strength: 1 lbs.
Body: N/A
Chest: Unfettered shirt Freedom of movement for ten minutes
Eyes: Goggles of night
Feet: Boots of speed: 1 lbs. Haste @ 10 rds
Hand: + 2 ring of protection: N/A
Hand: N/A
Head: N/A
Headband: N/A
Neck: Swarmbane Clasp
Shoulders: + 3 Cloak of resistance: 1 lb.
Wrists: N/A
Armor:
+ 3 Full Plate Heavy Armor: 50 lbs. +12(+9) +1, - 5, 20 ft.
+ 1 heavy steel: 15 lbs. +3(+2), - 2
Weapons
+ 1 Keen Guisarme: 12 lbs. 2d4, x3, slashing
Wonderous Items:
Ioun torch 75 gp.
Bag, Handy Haversack: 5 lbs.
Inside the bag:
Pathfinder Wayfinder:
Traveler’s Any-Tool: 2lbs.
Kit, Fighter’s: 29 lbs. This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
sub-total 85 lbs.

Items found/picked up
N/A

Total weight of all gear: 142 ? lbs,

Carry Capacity
Light load: 116 lb. or less
Medium load: 117-222 lb.
Heavy load: 234-350 lb.
Lift over head: 350 lb.
Lift off ground: 700 lb.
Push or drag: 1,750 lb.


wealth:
3,000 gp. - 2,995 gp. = 5 gp. + +2,225 gp. - 1,800 gp. w/10% discount = 430 gp. + 22,245 gp. - 22,260 = 415‬ gp. + 11,651 gp. - 10,000 gp. 2,066 gp.remaining - 2,000 gp. = 66 gp.

Background:

Elathra's mother is Andria Drovust, who as a young woman traveled with her older sister Audara Drovust to "Fort Inevitable." Andria served her sister the Lady Commander as her personal secretary and Matron of her house, looking over her sister's domestic affairs. There in Fort Inevitable, Andria met Elek Narcinal, a trader and member of the local Wolfmane tribe. Much to her sister's consternation they were wed.

Elek had a small business there in ‘Inevitable’ and they lived happily in the small upstairs; Elek running the shop and Andria reporting to the Citadel everyday to take care of her sister’s affairs. Soon Elathras was born, in time followed by his younger brother Lorne and two sisters Lynnette and Jennifer. Growing up at the fort, Elathras was very fond of the retired pathfinder named Corwin MacDugal who lived there in town. He was almost as fond of Corwin as he was his aunt Audara. Not that he ever called her ‘Aunt Audrara’ she was the Lady Commander to everyone in ‘Inevitable.’ But he loved her and wanted to be a Disciple of the Pike as she.

As soon as he was old enough to not be underfoot he would go to the Citadel with his mother and he soon began training with the pages there at the fort. Seeing how well he did against the other boys, it didn’t take long for his aunt to declare him her page. In the evenings he would return home with his mother, going to MacDugal’s house hearing stories about the ‘Pathfinders.’ As a child he knew that Aunt Audrara followed Asmodeus, while his parents honored Abadar. Elathras respected how organized the Hells were, and he understood why the 'Hellknights' revered them. But to Elathras, who by nature was kind hearted, it just seemed so mean.

After his thirteenth birthday Elathras was promoted to ‘squire’ and from then on would stay in the Citadel with the other squires and Armigers. When his aunt learned that he requested to go to the ‘Temple of the Golden Key’, the local Church of Abadar, they had a long difficult conversation. When she was unable to convince him to change his deity, she ordered that for piety sake, on his ‘free day’ he would serve the temple as a guard. So Elathras living in the Citadel learned the strategies of the Hellknights and especially the use of thi pikes and polearms of the order of the PIke. He would spend his ‘day off’ at the temple being a guard. The rest of what little free time he spent with his family or visiting the retired pathfinder MacDugal.

When Elathras’ squireship was over he was promoted to full armiger. His friendly, helpful nature made him popular with some of the Hellknights but his aunt saw him differently. Though he was strong and a good fighter, she felt he was soft hearted, a detriment to being a hellknight. She had contacted the Master of Blades at the tower of Citadel Ordeial, requesting Elathras be permitted to transfer to the orders base and continue his training there. Her request was accepted and after his 'graduation' he was sent into the Whisperwood.

Elathras served several years at the tower, going on many missions into the Whisperwood. Focusing on active patrols along the western edge of the forest to hunt down any creatures that emerge from the woods. The master of Blades was intentionally hard on Elathras, having him serve as a guard on both his ‘days off’ and on ‘extra shifts’ to show piety to Abadar, trying to turn him against the ‘Merchant’ god. But instead of changing Elathras’ viewpoint, Elathras would volunteer for guard duty when others were too sick to work. For his part Elathras enjoyed the ‘hunts’ into the western woods and started inquiring if there were any pathfinders around who may give them knowledge about the cause of the monsters.

Eventually, realizing that Elathras would never develop the heart of steel that he needed to be a true Hellknight, but unable to accuse the young man of anything wrong, the Master of Blades came up with an idea. He would send Elathras to join the Pathfinders. Providing the young man with a letter of introduction he sent Elathras to Westcrown, the last city to have a known Pathfinder lodge. (Not sure of the calendar date, I don’t know if Delvehaven is open or not.)

Finding the lodge that fit him best, Elthras served at the lodge, going on small missions. When in town he would serve with the City guard in honor of Abadar. Having read the letter from Venture-Captain Sheila Heidmarch, he volunteered to go to Magnimar and aid the venture-captains.


Appearance:

Elathras' aunt would often call him a mutt, she'd roll her eyes and tell him not to get his feelings hurt. He knew in a sense it was true. He had the pale skin, high brow, thin nose and cleft chin of his chelaxian side. But his curly brown hair, heavy browed green eyes and stocky build were from his river Kingdom Father.

He wears his 'Disciple of the Pike' uniform with pride under his regular plate armor with it's open faced helm. His gear is meticulously kept, though well used and would appear worn if not for the times he'd paid wizards to repair and clean it. When ready to travel, he'll march in his plate armor, sword, hammer and crossbow-bolt boxes on his belt, his rucksack high on his shoulders, with shield and crossbow in easy reach, and his Fauchard in hand.


personality:

Elathras is organized and intentional, a strong supporter of following the law, but also doing the right thing. His aunt called him altruistic, she meant it as an insult, but he never took it that way. He is proud of his Chelish background, being a part of an order that exists to kill monsters, and his ability to fight. His one vice is a desire for glory.

On the Myers Briggs scale Elathras is a Protagonist.


PFS:
Pathfinder stuff
Fame: 8 + 12 prestige points = 20
Prestige: 8 - 4 PP = 4 PP remaining + 12 - 2: 750 gp. value (snap leaf) - 1 (title) = 13 PP. remaining

Armor parts

ideas:

dodge?
Cornugon Smash (Combat)
purchase Gloves of Dueling Slot hands; Price 15,000 gp; Weight —