Seltyiel

Garan Swiftblade's page

38 posts. Alias of Derek Weil.


Full Name

Garan Swiftblade

Race

Half-Elf

Classes/Levels

Cavalier (Daring Champion) 4

Gender

Male

Size

M

Age

23

Alignment

CG

Strength 12
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Garan Swiftblade

Background:
Garan's father was a minor Taldan noble who was known locally for his love of the hunt and the tournament. He was a bit larger than life, and when his wife passed away at a young age he began a brief affair with an elven lady who often accompanied his retinue in the forests. Garan was the result of their tryst.

Never quite trusted by the locals (and his elder sisters), Garan's father still doted on the boy and sheltered him as a small child. It soon became obvious that Garan would never gain the burly frame so often required of knights, and with a bit of reluctance he allowed Garan to study fencing, which he took to with aplomb.

He lived the good life of a noble's son with no thought that he might inherit. Hiis eldest sister married when Garan was 19 years old. Her husband was jealous that a bastard had been allowed the run of the keep.

In order to avoid further strife, Garan formally renounced any claim to the title and left. He took work as a caravan guard, thinking of the romantic life on the road. After many hardships, and experiences across Taldor, Garan made his way to Andoran to seek a new life and his own fortune. He has lately been "consulting" for the Eagle Knights on occasion, hoping to find a permanent home among their ranks.

No longer the spoiled child seeking adventure, Garan remains handsome and persuasive.
He stands just under 6' tall and has a slim, wiry build. Those that have seen his blade in action know that he is no mere dandy, despite his well-kept appearance.

Initiative: +4 (+6 with 1 panache) (+4 Dex)
Perception: +
Foot Speed: 30/30

Defense
AC: 21 Touch: 15 FF: 16
(+4 Dex, +5 Armor, +1 Shield, +1 Dodge)
HP: 40/40
Fort: +6
Ref: +5
Will: +1
CMD: 20

Offense
BAB: +4

Melee
+1 Rapier +10 / 1d6+4 (1d6+8 with precise strike) / 18-20 / x2 / P
Cold Iron Rapier +9 / 1d6+4 (1d6+8 with precise strike) / 18-20 / x2 / P

Ranged
Masterwork Composite Longbow (+1 Str) +10 / 1d8+1 / x3 / P

Cavalier (Daring Champion) 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.

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.

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.

Order of the Dragon:
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Traits:
Armor Expert: Armor check penalty reduced by 1
Sacred Touch: standard action, stabilize creature by touching it

Feats:
Weapon Focus (Rapier) (1st)
Fencing Grace (3rd)

Skills:

-1 Armor Check Penalty included
Class skills in bold

Acrobatics +4 (1)
Bluff +9 (4)
Climb +4 (1)
Diplomacy +9 (4)
Escape Artist +3
Heal +0
Intimidate +6 (1)
Perception +7 (4)
Ride +3
Sense Motive +0
Survival +4 (1)
Swim +0

Backgorund Skills:

Knowledge: Geography +2 (2)
Knowledge: History +2 (2)
Knowledge: Nobility +4 (4)

Equipment:

+1 Mithral Shirt 10.0 lbs.
+1 Rapier 2.0 lbs.
Cold Iron Rapier 2.0 lbs.

Masterwork Composite Longbow (+1 Str) 3.0 lbs.
20 arrows 3.0 lbs.

Backpack 2 lbs.
Bedroll 5 lbs.
Waterskin 4 lbs.
Rope, silk 5 lbs.
Trail rations (5) 5 lbs.

- GP - SP

Total weight: - lbs.