Halfling

Falco Montajay's page

34 posts. Alias of David James Olsen.


Full Name

Falco Montajay

Race

Halfling

Classes/Levels

Cavalier (Honor Guard/Strategist) Order of the Shield

Gender

Male

Size

Small

Age

20

Alignment

NG

Deity

Shelyn

Location

Taldor

Languages

Common, Halfling

Strength 14
Dexterity 17
Constitution 16
Intelligence 10
Wisdom 10
Charisma 10

About Falco Montajay

Resources
Current AC - 24 (25 vs medium or larger)
Current HPs - 24/24
Challenge 1/day []
Tactician 1/day []
Effects None

Falco Montajay
Male Halfling Cavalier (Honor Guard/Strategist) Order of the Shield

Stats:

Initiative +3
HP 24 (16+6Con+2FC) Current HP 24
AC 24 (+8 Armor, +2 Shield, +3 Dex, +1 size) FF 20 T14; +1 Race Trait bonus vs medium or larger
Speed 15
Fort 6 Ref 3 Will 0; +2 vs Fear
BAB 2 CMB 4 CMD 17 (18 vs medium or larger)
Str 15, Dex 16, Con 16, Int 10, Wis 9, Cha 10

Special Abilities

Challenge 1/day (Falco gains +1 damage to challenged, -2 AC to all but challenged, +1 to melee if challenged attacks someone else, Falco can designate a ward that gets +1 AC and Falco -1 AC while adjacent)

Tactician 1/day (All Allies within 30' receive Teamwork feat for 3 rounds)

Melee longsword +5 (1d6+2/19-20)

Range sling +6 (1d3+2)

Languages Common, Halfling


Skills:
4 Skill Points/Level (8 Total)

Class Skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Handle Animal 7 (2+3CS+0Cha+2Race)
Heal 6 (2+3CS+0Wis+1Class)
Knowledge (Local) 5 (2+3CS+0Int)
Perception 2 (0+0CS+0Wis+2Race)
Ride 10 (2+3CS+3Dex+2Race)
Stealth 3 (0+0CS+3Dex+4Size-4ACP)

ACP 4 (Except Ride)


Feats and Traits:

Trait Helpful (Race): +4 to Aid Another instead of +2

Trait Defender of the Society (Combat): 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.

Feats Combat Reflexes (1st), Paired Opportunist (Teamwork)


Racial Abilities:

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Outrider: Some half lings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.

Underfoot: Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling.


Class Abilities:

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.

Mount (Ex): A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount. A Small cavalier can select a pony or wolf, but can also select a boar or a dog if he is at least 4th level. The GM might approve other animals as suitable mounts.

A cavalier 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 Light Armor Proficiency as a bonus feat. A cavalier's mount does not gain the share spells special ability.

A cavalier's bond with his mount is strong, with the pair learning to anticipate each other's moods and moves. Should a cavalier's mount die, the cavalier may find another mount to serve him after 1 week of mourning. This new mount does not gain the link, evasion, devotion, or improved evasion special abilities until the next time the cavalier gains a level.

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 4 levels thereafter.

Sworn Defense (Ex) At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC.

This modifies the challenge ability.

Order (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. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Order of the Shield Edicts: The cavalier must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity when it is warranted and aid when needed. He must take no action that would cause harm or hardship to those who cannot defend themselves.

Challenge: Whenever an order of the shield cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the shield cavalier adds Heal (Wis) and Knowledge (local) (Int) to his list of class skills. Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Resolute (Ex) At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1.

Intercept (Ex) At 3rd level, an honor guard learns to better disrupt the attacks of his enemies. He gains Bodyguard as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the honor guard uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class granted by the aid another action increases by +1.

Drill Instructor (Ex) At 4th level, a strategist learns to train his fellow adventurers in the nuances of squad combat. By spending 10 minutes and expending 1 use of his challenge ability, the strategist can grant the use of a teamwork feat that he knows to up to four of his allies, similar to the tactician ability. As with tactician, allies need not meet the prerequisites of the granted feat, but they retain the use of this feat for 10 minutes plus 1 minute for every two levels the cavalier possesses, as long as the cavalier is visible and can be heard by his allies. If the cavalier falls unconscious or cannot be both seen and heard, his allies lose the benefit of the granted feat until the condition is remedied.

Banner (Ex): At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Bonus Feat: At 6th level and 12th level, 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.

Stem the Tide (Ex) At 8th level, the cavalier receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a cavalier with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the cavalier had made a successful combat maneuver check.

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.

Warding Charge (Ex) At 11th level, an honor guard can flash across the battlefield to protect his ward against the target of his challenge. Whenever the target of the honor guard’s challenge makes an attack against his ward, the honor guard can move up to his speed and make a single melee attack against the target of his challenge as an immediate action. This movement and attack can be made as a charge if the movement qualifies.

Defensive Challenge (Ex) At 12th level, whenever an honor guard declares a challenge, his target must pay particular attention to him and his ability to intercept attacks. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty on attack rolls against anyone other than the honor guard.

Tactical Advantage (Ex) At 14th level, whenever a strategist uses his tactician ability to grant the use of a teamwork feat to his allies, he can move up to his speed as a free action either before or after granting the feat. This movement provokes attacks of opportunity normally.

Protect the Meek (Ex) At 15th level, the cavalier can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The cavalier must end his movement adjacent to an enemy. On his next turn, the cavalier is staggered and cannot use this ability again for 1 round.

Master Tactician (Ex): At 17th 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. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

Strategic Supremacy (Ex) At 18th level, a strategist gains the ability not only to improve his allies’ abilities, but also to disrupt the teamwork of his enemies. Whenever the strategist uses the tactician ability, he can choose to cancel out the effects of one teamwork feat employed by any of his opponents within 30 feet instead of granting the use of a teamwork feat to his allies.

This ability replaces the cavalier’s 18th-level bonus feat.

Supreme Charge (Ex): At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.

Equipment:

Money 0 pp 18 gp 0 sp 0 cp
Breastplate with Armored Kilt
Heavy Steel Shield
Longsword
Cold Iron Longsword
Silver Dagger
Sling with 40 bullets
Bedroll
Waterskin/Rations
Flint and Steel
Flask of Oil (4)
Hemp Rope 50'
Backpack
Caltrops
Sack
10 Torches

Magic Items:


Appearance:

Falco is solidly built and hardy for a halfling, but still displays his natural grace when riding his wolf. His close cut hair as well as maintained clothes and equipment displays the military training he has received.
Age Just over 24 years. Still carries his wolf standing on its hind legs pin from his coming of age trial where he had to ride standing up on his wolf for a mile.
Height 3'1''
Weight 38lbs
Eyes Deep brown eyes that show how much he cares for others well-being
Hair Light brown bordering on blond. Cut short and always kept well maintained.
Personality Falco is a good natured halfling who genuinely cares for people of any race or nation. Falco is a focused on his training which shows his serious side but knows how to let lose especially with the 'unbearded' (aka the common class). Falco is quick to anger when the innocent or helpless is threatened and will do anything in his power to aid them in their time of need.

Background:

Though life in the Verduran Forest is rough, from ettercaps, savage fey, a pair of white dragons, and most recently river pirates, there are always groups ready to protect the common or unbearded folk that cannot protect themselves. The Outriders, wolf riding halflings that scout the forest and it surroundings protecting the people from danger have answered that call for the last hundred years. The Outriders were originally formed to combat the rise of bandits in the area as well as other evil creatures. The Outriders joined the forces of good 80 years ago in the great battle that was waged across Galt. They returned victorious, but with their numbers greatly dwindled. The loss was worth it however as the bandit activity in the region was almost wiped out up until recently. The need to protect the community is foremost in such a dangerous environment. The Outriders today join together with the druids who provide the wolves needed for their group while the Outriders help the druids protect the woods and the area around the forest.

Falco is originally from a small community north-east of Wispil in the Verduran Forest. His family has always had at least one member in the Outriders, many times much more than one. Falco can trace back 5 generations before even the Great War. Falco has always enjoyed an affinity with animals and the ability to ride. His father encouraged him to train and ride and learn all of the skills needed while his mother wanted him to stay and protect the village. Erastil and Shelyn are important gods to their community, and Falco always seemed to want to protect others, even over his own safety. Many times he would throw himself in danger to protect another, sometimes even getting wounded in the process.

Four years ago he officially became an adult and everyone expected him to join the Outriders but instead chose to join the Pathfinder Society. They soon sent him to Magnimar to learn about the frontier of Varisia. Having just arrived in Magnimar, he has reported for duty to the venture-captain.


Dice:

Initiative[ooc] [dice]1d20+3[dice]

Combat (Challenge adds +1 Damage, -2 to AC, +1 to hit if target attacks someone else, +1 AC to Ward, -1 AC to Falco)

[ooc]Attack with longsword[ooc] [dice]1d20+5[/dice]
[ooc]Damage[ooc] [dice]1d6+2[/dice]

[ooc]Ranged Attack with Sling[ooc] [dice]1d20+6[/dice]
[ooc]Damage[ooc] [dice]1d3+2[/dice]

[ooc]Attack with Dagger[ooc] [dice]1d20+5[/dice]
[ooc]Damage[ooc] [dice]1d3+2[/dice]

Saves
[ooc]Fort Save[ooc] [dice]1d20+6[/dice]
[ooc]Reflex Save[ooc] [dice]1d20+3[/dice] +1 vs Trample
[ooc]Will Save[ooc] [dice]1d20[/dice] +2 vs fear

Skill Checks (-2 ACP) except Ride checks

[ooc]Handle Animal[ooc] [dice]1d20+6[/dice]
[ooc]Heal[ooc] [dice]1d20+4[/dice]
[ooc]Knowledge (local)[ooc] [dice]1d20+4[/dice]
[ooc]Perception[ooc] [dice]1d20+1[/dice]
[ooc]Ride[ooc] [dice]1d20+9[/dice]
[ooc]Stealth[ooc] [dice]1d20+5[/dice]

Wolf Mount:

Wolf - Medium Sized
Init +2; Senses low-light vision, scent
Speed 50'

AC 16, touch 12 flat-footed 14, (+2 armor, +2 Nat, +2 Dex)
HP 21
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Fort 5 Ref 5 Will 2
BAB +2 CMB +3 (+4 Trip) CMD 16

Melee bite +5 (1d6+2 plus trip)

Skills Acrobatics +7 (2+3CS+2Dex), Stealth +6 (1+3CS+2Dex)

Feats Combat Reflexes, Weapon Focus (bite)

Tricks (2) + Wartrained

Gear Leather Armor, Riding Saddle

[ooc]7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str +8, Dex –2, Con +4.

Stat generation:

Str 14 (16-2) 10 BP
Dex 17 (15+2) 7 BP
Con 16 (16+0) 10 BP
Int 10 (10+0) 0 BP
Wis 10 (10+0) 0 BP
Cha 10 (8+2) -2 BP

Total 10+7+10-2=25 BP