Sleeping Human

Estian's page

101 posts. Alias of Solicitor.


Full Name

Estian of Cyremium

Race

| HP: 7/31 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +3, W: +4 | Init: +2 | Perc: +7, SM: +0

Classes/Levels

| Speed 30ft | Challenge: 1/1 | Other: Self Reliant | Active conditions: none

Gender

Male CN Human (Andoran) Cavalier (Esquire) 3

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Estian

Estian of Cyremium
Male Human (Andoran) Cavalier (Esquire) 3
CN M Humanoid
Init +2; Senses normal human; Perception +7

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Defense
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AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex, +1 buckler, +0 natural)
hp 31 (3d10)
Fort +5, Ref +3, Will +4
Resists type none
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Offense
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Base Atk +3; CMB +6; CMD 18
Speed 30 ft.
Melee
Cutlass +6 (1d6+3/x2)
Ranged
Weapon 2 +X (XdX+X/x2)
Special Attacks
Power Attack (-1 to hit, +2 or 3 to damage)
Challenge (swift action, +1 to damage, -2 to AC versus other enemies)
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Statistics
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Abilities:

Str 16
Dex 14
Con 14
Int 10
Wis 10
Cha 14

Feats:

Feat 1 Iron Will (+2 to will saves)
Feat 2 Precise Strike (+1D6 precision damage, teamwork feat)
Feat 3 Power Attack (-1 to hit, +2 or +3 to damage)

Traits:

Trait 1 Poor, Unfortunate Soul (+1 to Perception and Profession Sailor, Once a day, gain a +2 bonus to an untrained skill check.)
Trait 2 Indomitable Faith (+1 to will saves, Estian never loses faith in himself)

Skills:

Skill 1 | +7 Perception (3)
Skill 2 | +8 Diplomacy (3)
Skill 3 | +4 Survival (1)
Skill 4 | +9 Swim (3)
Skill 5 | +8 Intimidate (3)
Skill 6 | +7 Profession Sailor (3)
Skill 7 | +5 Profession Soldier (2)
Skill 8 | +7 Climb (1)
Skill 9 | +6 Bluff (1)
Skill 10| +4 Handle Animal (1)
7 ranks per level (4 class, 1 human, 2 background)

Languages:

Language 1 Common

Equipment:

Combat Gear
Studded Leather, Buckler, Sawtooth Sabre
Other Gear
None
Coin
0GP, 0 SP

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TRACKED RESOURCES
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Tracked Resource 1
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Special Abilities
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RONIN
-Edicts: Ronin follow their own personal code of ethics and honor. As such, their edicts are extremely flexible and subject to change. Each ronin should determine his own edicts, which should include at least three provisions. These edicts are subject to GM approval.
-Challenge: Whenever a ronin is the target of a challenge, a smite, a quarry, or similar effect, and he issues a challenge against that character in return, the ronin receives a +1 morale bonus on attack rolls made against the target of his challenge and a +1 dodge bonus to his AC against attacks made by the target of his challenge. These bonuses increase by +1 for every four class levels the samurai possesses (to a maximum of +6 at 20th level).
-Tactician: the 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.
-Skills: A ronin adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills.
-Self Reliant (Ex): At 2nd level, the ronin learns to rely solely on himself, even in the most difficult of times. Whenever the ronin fails a Will saving throw against an effect with a duration greater than 1 round, he can attempt another saving throw at the end of the second round of the effect. If he makes this saving throw, it has the same effect as if he had made the original save (negating part or all of the effect). In addition, whenever a ronin is brought below 0 hit points, on his next turn he can roll twice to stabilize, taking the better result.
-Aide-De-Camp: the esquire acquires the services of a loyal aide-de-camp. This NPC functions similarly to a cohort, though the aide-de-camp must advance in a class that grants proficiency with all martial weapons and cannot multiclass until the esquire reaches 7th level (though the aide-de-camp can select an archetype). If the aide-de-camp is a cavalier, he must follow the same order as the esquire. The aide-de-camp gains Swift Aid as a bonus feat, and provides a +2 (rather than +1) bonus when using this feat to aid the esquire. As a move action, the aide-de-camp can retrieve a stored item or an item on the ground and hand it to the esquire. The esquire does not have to take an action to receive the item, though he must be conscious and have a free hand. This action does not provoke attacks of opportunity for the aide-de-camp or esquire. If the aide-de-camp dies performing an act that directly supports the edicts of the esquire’s order (GM’s discretion), the esquire does not take a penalty to his Leadership score. If an aide-de-camp dies, or is released from the esquire’s service, the esquire may gain a new aide-de-camp by scouting for potential candidates in a city or large town. This requires 1 day per 5 levels of the aide-de-camp to be recruited.
-Teamwork: When an esquire and his aide-de-camp are adjacent, the aide-de-camp is treated as having any teamwork feats the esquire has. They also share any teamwork feats that function when two or more allies threaten the same target, as long as they both threaten the same target.