About Erinara Aurore
Female half-elf cavalier (daring champion) 1/bard (arcane duelist) 4/battle herald 1
AC 22, touch 15, flat-footed 17 (+5 armor, +5 Dex, +2 shield)
hp 53 (2d10+4d8+17)
Fort+7, Ref +10, Will +8; +2 v. enchantment
Melee +1 rapier +11 (1d6+2/18-20)
Ranged +1 longbow +11 (1d8+2/x3)
Bard Spells Known (CL 4th; concentration +6)
2nd (2/day)—heroism, invisibility
1st (4/day)—feather fall, moment of greatness, remove fear, songbird
Cantrips—know direction, light, mage hand, mending, message, prestidigitation
Str 13, Dex 20 (18+2), Con 14, Int 10, Wis 14, Cha 14
Base Atk +5; CMB +6; CMD 20
Feats Arcane Strike, Combat Casting, Deadly Aim, Overwhelm, Point Blank Shot, Precise Shot, Skill Focus (perception)
Traits Deadeye Bowman, Dragonfoe, Nirmathi Militia [Profession (soldier)]
Skills Diplomacy +10 , Intimidate +11 , Linguistics +5 , Perception +16 , Perform (oratory) +11 , Perform (sing) +6 , Profession (soldier) +8 , Sense Motive +9 
Languages Taldane, Elven
SQ elven immunities
Gear 265 gp, +1 adaptive composite longbow, +1 buckler, +1 mithral chain shirt, +1 rapier, backpack, belt of incredible dexterity +2, belt pouch, cloak of resistance +1, wand of cure light wounds
Quiver: 2x +1 dragon-bane arrows, 3x +1 giant-bane arrows, 3x adamantine arrows, 4x cold iron arrows, 4x silver arrows, 4x arrows
Backpack: 16x arrows, 16x cold iron arrows, 8x silver arrows
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.
None Shall Fall: A number of allies equal to the battle herald's inspiring command bonus heal 1d6 points of damage. Targeted allies who are poisoned may attempt a new poison saving throw with a bonus equal to the battle herald's inspiring command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison. This healing is not positive energy and can heal undead creatures.
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.
Champion’s Finesse (Ex): At 1st level, 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.
Order (Ex): Order of the Land
Tactician (Ex): 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.
Background, appearance, personality and role:
Background: Born to a Taldan mother and a Varisian half-elven father in Tamran, Nirmathas, Erinara has lived a life rather unique to a land with such stubborn freedom. When she was young she performed with her father as a singer in taverns and spent most of her free time learning inspiring stories of Taldan knights in shining armor from her mother. It was no surprise, when, at 25 she married a paladin of Erastil that had been injured investigating the Darkblight. Life was great for her for the first 31 years of her life. That was, until the Night of Raining Fire.
Erinara had always been aware of the conflict with Molthune, how could one not when they lived in the capital city of its greatest expansionist failure? The attack that night was so much more than what had happened before, though. The city was burned to the ground, and with it so was her aging mother. Her father, enraged by the loss of his wife, fought impotently against the invading force and lost his life shortly thereafter. As far as Erinara was concerned, it was time to start fighting back. Her wife, being from the small town of Trunau, understood just as much as she the values that Nirmathas fought for.
For the next 21 years they fought side by side in squads of other Nirmathi freedom fighters against Molthune's expansionist tyranny. Those 21 years felt like nothing for Erinara, but for her half-orc wife those 21 years were becoming too much. Stubborn to a fault, she kept on fighting even at her advanced age. Erinara tried to convince her that maybe it was time they go back to Trunau to retire from war. Time to relax and use what time they had left together. In the end, it wasn't even the blade of a Molthune soldier who took her life. It was the expansion of the cult of the Living God in 4709 that ended up claiming her.
Stricken with grief but bound by duty, Erinara stayed and kept fighting in Nirmathas until the construction of Fort Ramgate was finished in 4711. With that, she bade her companions farewell. She had buried her wife in Tamran, where they had met. Carrying her sword, however, Erinara would go and fulfill the duty of an Eristilan knight and protect Trunau in her stead.
Appearance: Standing at 6' with a hardened build from years of combat, Erinara strikes an imposing figure. Her Taldan and Varisian heritage mix to give her a sort of lightly olive skin tone and long, straight black hair that she keeps in a low ponytail.
Personality: Erinara's personality, like her heritage, has two distinct roots. Because her younger days were spent as an amateur songstress she is still usually rather light-hearted. When a task needs to be done, especially something combat related, the militia training comes into play and she dons a commanding demeanor.
Role: An archer and an inspiring leader, Erinara is there to make sure her allies are free of fear and bolstered on the the front lines. She tries to keep arrows ready for any possible foe, though her late partner was the one with knowledge of what beast was weak against what.