Seoni

Flaith Mênan's page

18 posts. Alias of Helikon.


Full Name

Flaith Mênan, born Medyved

Race

Human

Classes/Levels

Sorcerer (Tattood) 7 AC | 15/T13/FF13 | HP 53/53 | F+5 R+6 W+6 | Init +6 | Perception+12

Gender

female

Size

medium

Age

23

Alignment

CG

Deity

Desna

Location

Broken lands

Languages

Common, Sylvan, Dwarven, Elven

Occupation

Courtier

Homepage URL

Flaith

Strength 8
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 10
Charisma 22

About Flaith Mênan

Data:

Name: Flaith Mênan
Race: Human
Job: Courtier
Age: 23
Alignment: CG
Personality:
Likes: Politness,
Dislikes: Impolitness, Spicy food, Leering Men
Favorite foods:
Hobbies: doing pranks, cooking
Physical Description: Long blond hair, Emerald eyes, petite, milk white skin. Usually dressed in very fine leathers, dyed in red.
Deity: Desna
Languages: Common, Sylvan, Celestial, dwarf

15 point buy for stats
STR: 08 / 08= +2
DEX: 14 / 14 = 5
CON: 14 /20 = 5 +2 Belt
INT: 10 / 10 = 0
WIS: 10 / 10 = 0
CHA: 16 / 23 = 10 (+2 Human Racial) +1 Level 4 +4 Headband


Combat:

Hit Points: 53 / 53 (7d6+21Con+3FCB)
Init: +6
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X-Bow +4, 1d8, 19-20 X2, P,
Tanto (Dagger) 0, 1d4-1, 19-20x2, P/S
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Attack:
Melee: 2 = 3(base) + -1(STR);
Range: 5 = 3(base) + 2(DEX);
CMB: 2 = 3(base) + -1(STR);
CMD: 14 = 10 + 3(base) + -1(STR) + 2(DEX)+1Defl;
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AC:
AC: 15 = 10 + 2(Armour) + 0(Shield) +2(Dex) +1Defl;
Touch: 13 = 10 + 2(Dex) +1Defl;
Flat: 13 = 10 + 2(Armour) + 0(Shield) +1Defl;
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Saves:
Fort: 5 = 2(base) + 2(CON) +1R;
Ref: 6 = 2(base) + 3(DEX) +1R ;
Will: 6 = 5(base) + 0(WIS) +1R;

Human:

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Tattood Sorcerer:

Imperious Bloodline:
Prof:
Armour: none
Shield: none
Weapons: Simple
Cantrips:
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Spells:
A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier. Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study. Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Arcana
Whenever you cast a harmful spell, you gain a bonus equal to the spell's level on Intimidate checks made against any creature adversely effected by that spell until the end of your next turn. Adversely effected typically means damage, but it can also mean debilitating effects or conditions.
Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item. Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Bloodline Tattoos (Ex
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage's Tattoo feat, even if they don’t match the school to which her Mage's Tattoo belongs.


Feats, Traits,Skills:

Feats:
[S]*Alertness,
[S]Varisian Tattoo (Transmutation)
Select a school of magic (Transmutation) in which you have Spell Focus—you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spell-like ability gained (and its Varisian name) are as follows: (avaria): mage hand
[1]Extra Traits]
[H]Improved Iniative
[3]Craft wonderous item
[5]Empower Spell
[7]Improved Familiar
[F]Leadership (Score 13 for Cohort, 16 for Follower)
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Traits:
Extremly Fashionable
You really know how to make a good impression when you’re dressed well. Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (Diplomacy) is a class skill for you.
Noble Born Medyved
Seeker +1 to Perception and Perception is a CS
Natural born Leader:
All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadershipfeat, you gain a +1 trait bonus to your Leadership score.
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Skills Sorcerer 2 +INT +1H +2 BS= 5 * 7 = 35 (14 BS)
ACP = -0 //Armour Check Penalty
Acrobatics: 4 = 0 + DEX Mod + 2(racial) - ACP;
*Appraise: 4 = 1 + INT Mod + 3;
*Bluff: 12 = 1 + CHA Mod + 3 + 1trait+2Comp;
Climb: -1 = 0 + STR Mod + 0 -ACP;
*Craft(Embroidery): 6 = 3 + INT Mod + 3;
*Diplomacy: 19 = 7 + CHA Mod + 3 + 1Trait+2 Comp;
Disable Device: NA = NA + DEX Mod + 0 -ACP;
*Disguise: 8 = 0 + CHA Mod + 0+2Comp;
Escape Artist: 2 = 0 + DEX Mod + 0 -ACP;
Handle Animal: 8 = 0 + CHA Mod + 0+2Comp;
Heal: 0 = 0 + WIS Mod + 0;
*Intimidate: 13 = 1 + CHA Mod + 1 Trait+2Comp;
*Know(Arcane): 0 = 0 + INT Mod + 3;
Know(Dung): 0 = 0 + INT Mod + 0;
Know(Engin): 1 = 1 + INT Mod + 0;
Know(Geo): 1 = 1 + INT Mod + 0;
Know(Hist): 1 = 1 + INT Mod + 0;
Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 0 = 0 + INT Mod + 0;
Know(Noble): 2 = 2 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 2 = 2 + INT Mod + 0;
Perception: 12 = 7 + WIS MOD +3 + 2;
Perform(Oratory) 14 = 3 +CHA MOD +0
Ride: 2 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 2 = 0 + WIS Mod +0 + 2;
Sleight of Hand: NA = NA + DEX Mod + 0 -ACP;
*Spell Craft: 4 = 1 + INT Mod + 3;
Stealth: 2 = 0 + DEX Mod + 0;
Survival: 0 = 0 + WIS Mod + 0;
Swim: -1 = 0 + STR Mod + 0 -ACP;
*Use Magical Device: 15 = 4 + Cha Mod +3 +2comp

Spells:

DC = 10 + CHA + Level
Sorcerer:
Level-0: Unlimited use
Spells Known:
Level-0: (5)
Acid splash
Detect Magic
Ghost Sound
Mage
Mending
Open Close
Prestitigation
Level-1: Known (5+1BL+2FCB)
Spells per Day: 6 + 2 (CHA)
Silent Image
Mage Armor
Magic Missle
Grease
Mount
Moment of Greatness
Enlarge Person
Crafter´s Fortune
Level-2: Known (5+1BL+2FCB)
Spells per Day: 6 + 1 (CHA)
Glitterdust
Bull´s Strength
False Life
Invisibility
Eagle´s Splendor
Blur
Level-3: Known (2+1BL)
Spells per Day: 4 + 1 (CHA)
Fireball
Summon Monster 3
Heroism

Equipment:

Starting captial 23.000gp
Flaith 18000
Festung: 1500
Followers 2000
Weapons: (2gp)
Dagger 1 (2gp)
--Weight: 1
Armour:
Silken ceremonial armor+1 lesser Fortification: (4180gp)
--Weight: 4
Headband of Charisma +4 8000
Belt of Constitution +2 2000
Circlet of Persuasion (lesser) 1000
Cloak of Resistance +1 500
Ring of Protection +1 2000
Scrolls 100gp
Comprehend languages x2
Grease
Cure light wounds
Potions:
ClW
Misc:
Adventure Gear: (25gp, 2sp, 7cp )
MW Sorcerer Robes(120gp) made of green Silks and with gold stitchings
Back Pack 2 (2)
Bed roll 5 (0,1)
Candle * 5 (0,05)
Chalk * 10 (0,1)
Flint and Steel (1)
Mess Kit 1 (2)
Mirror 1/2 (10)
Pouch, Belt 1/2 (1)
Sewing Needle *2 (1)
Spell Component Pouch 2 (5)
Tea, ceremonial 1 (1)
Leather flask 4 (1)
Acid Flask
Explorers Outfit free
--Weight: 18

Special Substances and items:

--Weight: (8)
Acid Flask 10
Weight Total: 4 + (8(Clothes))
Light: 30, Med: 60, Heavy: 90

--Weight:

Cash:
(G12)
0 Platinum
1500 Gold
7 Silver
3 Copper


Appearance:

Height: 4' 7"
Weight: 95 lbs
Hair: Honey blond
Eyes: Emerald Green
Skin: Cream
Physical Description
You see a petite girl entering gracefully into the room. Her lustrous honey blond hair is done in a highly complicated knot, held in place by mithril mesh hairband.
Her creamy skin suggests a live without hardship, supported by the softness of her hands. But the one thing that is even more noticeable are her beautiful emerald eyes full of compassion.
Explorer's Outfit
She is wearing a long supple cloak of soft osirion linen, fastened around her neck with a bronze crest of house Mênon, over a long red linen blouse and a pocketed leather vest with bronze buttons.
A jade amulet depicting a butterfly is suspended from a leather thong over her breasts.
Her red reinforced pants are tucked into waterproofed leather boots which reach up to mid-calf. Riding low on her hips is a braided belt weighted on the left side by a simple dagger and on the right side by a belt pouch and a water flask.

Mellorn:

Azata, LyrakienFamiliar
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9
Defense
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 19 (3d10+3)
Fort +2, Ref +7, Will +6
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10
Offense
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +2 (1d2–3)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)
Statistics
Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +11, Diplomacy +11, Fly +16, Knowledge (any one) +8, Perception +9, Perform (any one) +11, Spellcraft +5, Stealth +18
Languages Celestial, Draconic, Infernal; truespeech
SQ traveler’s friend
Ecology
Environment any (Elysium)
Organization solitary, band (2–5), or company (6–24)
Treasure none
Special Abilities
Starlight Blast (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.

Traveler’s Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance—doing so removes the effects of exhaustion and fatigue from the listener.
Natural Armor Adj.:
The number noted here is in addition to the familiar's existing natural armor bonus.

Alertness (Ex):
While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex):
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells:
The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su):
The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su):
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex):
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


Backstory:

Flaith was born to the younger brother of Lord Mathan Medvyed Phelan Medvyed, the castellan of Stoneclimb, the fortress from where House Medvyed lives and rules. Phelan Medvyed is a competent man, a good caretaker and utterly loyal to his older brother. But Lord Mathan is also a good lord and a man able to install loyalty in his subjects with just rule and respect to those beneath him.

Flaith was always a little special, not with the typical auburn brown hairs of her clansmen, but the golden hair of her mother Demetra, a varisian priestess of Desna. While not the most clever, or strong or wise, she had an easy smile and friendly attitude that made her well – loved with her family. Even Lord Mathan was not spared by her charm and she would often sit close to his feet and listen to his words, often refilling his cup with watered down ale or bringing him his favourite pipe.
He would entertain her with the stories of his hunts or take her up to the castle tower to look south-west on Gronzi Forest, his fiefdom. Her keen eyes were seeking for any signs of problems, be it missing smoke in a place where a hamlet was or to little birds, showing dangers in the woods.

As she grew older, she was allowed to join her father on his travels to New Stetven or Restov and after a very short while she took over the bargaining, a task her father was somehow to honest. Within two years the fortunes of house Medvyed improved noticeably and her father stated that his youngest daughter was the better spokesman. Her mother had given her the varisian haggle gen and it showed. Dressed in fine clothing, she was allowed to join the royal court and while lacking the shrewdness of some of the other courtiers she still managed to keep House Medvyed from being cornered.

During the time at the court she had a heated affair with a certain Swordlord, but the duties of the court demanded that she would marry another husband. Lord Mênan, a powerful and well-connected banner man of House Rogarvia. Her husband was a vain and brutal man, more interested in ale and young men and after the first two weeks never touched her. But her cronies would try, and would have done so, if not for her magic, a magic she developed to defend herself and send those that would not understand no for an answer fleeing.

Still duty demands and Flaith endured. Her friend and familiar Beaky, a thrush she could hide as a tattoo on her back was her only friend and confidant. In those dark years, singing to his mistress and often taking care to keep her informed and well fed.
In the end her husband’s sinful live was too much for the man and he died from a heart attack while humping his latest farmer´s son. Flaith inherited the lands and mansion, a place she never wanted and utterly despised. Surrounded by men of little honour and even less station, ready to take advantage of her. Twice she had to kill a man to safe her live.
In desperation she ended sending beaky to her family for help, a dangerous journey the poor trush would manage, but not survive.
Enraged her father sent one of his most trusted Bannerman, the dwarf Honor guard Festung of Clan Rockfist.

Festung would soon be her most loyal follower, utterly devoted to her and a bastion the cronies of her husband would bash their heads in. In two cases literally. In little time the Mênon lands were again well tended and providing income and Flaith used the lessons learned from her uncle.
When the call for new lords for the stolen lands came, Mathan cashed in almost every favour he could to give his niece the chance to prove her worth. Knowing full well that she would be a staunch ally and also a worthy representative of his house.
To prepare for her duties her mother managed to help her to gain the support of a new familiar, this time of a Lyrakien introducing itself as Mellorn.


Festung:

Male Dwarfen Honor Guard (Cavalier) 5 Order of the Guard.
Str 14
Dex 10
Con 18 (+1 level 5)
Int 10
Wis 14
Cha 09
Cavalier:
Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

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.

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

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. This mount may come from the following list:

Medium Cavaliers: Camel, Horse, Zebra
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.

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.

Challenge: At the start of each day, an order of the guard cavalier must declare a person or object (including an easily defined group of objects, such as a series of chests or a collection of books) that he is dedicated to protecting that day, typically the subject he has been hired to protect; the selected item is known as the cavalier’s ward. Whenever the cavalier issues a challenge, he receives a +1 morale bonus to AC against the target of his challenge so long as the cavalier is physically located between his ward and the target. This bonus increases by 1 for every 4 levels the cavalier possesses.

Skills:
An order of the guard cavalier adds Knowledge (geography) and Perception to his list of class skills. Additionally, an order of the guard cavalier receives a bonus on Knowledge (nobility) checks equal to 1/2 his cavalier level (minimum +1).

Order Abilities:
An order of the guard cavalier gains the following abilities as he increases in level.

Prepared for the Journey (Ex):
At 2nd level, the cavalier can prepare for the terrain through which he will be traveling with 48 hours of study and customization of his equipment. He can select any terrain type from the list available to a ranger for his favored terrain class feature. While in the selected terrain, the cavalier gains a +2 bonus on initiative checks and on Knowledge (geography), Perception, Stealth, and Survival skill checks. At 8th level and every 6 levels thereafter, this bonus increases by 1. Additionally, when calculating overland movement speed in the selected terrain, the cavalier and his mount treat trackless terrain as though it contains a road or trail, and terrain with a road or trail as though it were a highway. If traveling along a highway, the cavalier and his mount can travel for 10 hours before needing to attempt Constitution checks for a forced march.

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.

Intercept (Ex): At 3rd level, an honor guard learns to better disrupt the attacks of his enemies. He gains Bodyguard (Advanced Player’s Guide 151) 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. This ability replaces cavalier’s charge.

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.
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Traits:
Glory of Old +1 to Hardy, Defensive Strategist
Feats:
Power Attack, Outflank, Steel Soul, Weapon Focus Dwarven Waraxe
Skills: Perception +9, Ride +8 Diplomacy +7, Handle Animal +7

Equipment MW Dwarven Waraxe, Halfplate, darkwood heavy shield, Potion of Cure light wounds, Potion of Enlarge Person 1200gp


Followers:

2000 gold
Vicar Sigrun Strongoak
female Dwarven Cleric of Desna 3, wife of Festung.
Feats: Scribe Scroll, Extra Channeling Equipment: Scale Armor, Heavy Shield, Battleaxe
Weapon Master Asgar Arnlaug
Human Fighter (Drill Sergeant) 2 Feats: Shield Wall, Shield Focus, Shield Brace
Equipment: Bardiche, darkwood heavy shield, Chainmail
Maester Bonifacius Strongoak
Dwarfen middle aged alchemist 2 Feat: brewmaster Feat
The Cadby Brothers. The older Magnus +identical triplets Magnor, Magnild & Magne
4 human warriors 1 Feats: Shield Focus, Shield Brace
Equipment: Guisarme, darkwood heavy shield, Scale Armor
Squire Delling Spottdrossel
Human bard 1 and Squire of Festung. Feat Flagbearer Spells: Cure light wounds, Grease
Equipment: Longspear, Flag, Parade Armor, Masterwork Flute
Castellan Frode Whitebeard
Human middle aged Expert 1 Skill Focus Knowledge Nobility and Local
Ladys Claria Honeyhair & Kari Frodesdottir (Daugther of Frode Whitbeard)
Half elf & human female Aristocrat 1 Skill Focus Diplomacy,
Goodwive Marcella Tressal
Female middle aged halfling expert (Mistress of the Kitchen) Skill Focus Craft cooking
Stablemistress Ragna Bjornsdottir
Female middle aged human expert Skill Focus Handle animal
Goodwive Unn Olafsdottir, the mute
Female middle aged human expert Skill Focus Profession Accountant
The Eriksons
A human family of 5,
A widowed, three sons and a daughter, doing many of the manual works.