Valeros

Garret Shadowcaller's page

157 posts. Organized Play character for Pedwiddle.


Full Name

Garret Shadowcaller

Classes/Levels

DECEASED

Size

Small

Special Abilities

Challenge, Mount, Order

Alignment

NG

Languages

Common, Halfling

Strength 15
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 12
Charisma 10

About Garret Shadowcaller

PFS #: 70085-4

Crunch:

EXPERIENCE
XP: 3
Prestige/Fame: 4/6

COMBAT
HP: 20
Init: +5 (3 (Dex) + 2 (Trait))
AC: 20 (Touch: 14, Flat-footed: 17) (+6 Armor, +3 Dex, +1 Size)
Fort: +4, Ref: +3, Will: +3 (+2 vs. Fear)
BAB: +2
CMB: 3 (2 (BAB) + 2 (Str) - 1 (Size))
CMD: 16 (10 + 2 (BAB) + 2 (Str) + 3 (Dex) - 1 (Size))

ATTACKS
Melee
Cestus, Cold Iron (+4 to hit, 1d4+2 (B or P) damage, 19-20/x2 crit.)
Lance, Masterwork (2H) (+5 to hit, 1d6+3 (P) damage, x3 crit., reach)
Lance, Masterwork (Charging, 2H) (+7 to hit, 2d6+6 (P) damage, x3 crit., reach)

Ranged

Racial and Class Features:

RACIAL FEATURES
Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
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 checks.
Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks.
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 CMB and CMD, and a +4 size bonus on Stealth checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

CLASS FEATURES
Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons. A beast rider is proficient with light and medium armor, and with shields (with the exception of 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.
Exotic Mount (Ex): At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider's level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character).

The beast rider 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 Endurance as a bonus feat. A beast rider's mount does not gain the share spells special ability.

Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.

Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (Dinosaur or velociraptor).

Medium beast riders can choose a camel or horse mount at 1st level. At 4th level, a Medium beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, brachiosaurus, elephant, glyptodon, hippopotamus, lion, mastodon, megaloceros, snapping turtle (giant), tiger, triceratops, or tyrannosaurus as his mount. Additional mounts might be available with GM approval.

In addition, a 7th-level or higher Medium beast rider can select any creature whose natural size is Large or Huge, provided that creature is normally available as a Medium-sized animal companion at 7th level (like a bear). To generate statistics for such a mount, apply the following modifications: Size Large; Ability Scores Str +2, Dex –2, Con +2. Increase the damage of each of the mount's natural attacks by one die size. A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).

Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.
In or Out of the Saddle (Ex): At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing medium armor.
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 Sword:

EDICTS
The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.

CHALLENGE
Whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.

ORDER ABILITIES
By My Honor (Ex): At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice.

Feats, Traits, Skills, and Boons:

FEATS
Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Ride-By Attack: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

TRAITS
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

SKILLS - Current ACP: -1
Acrobatics: 3 (0 + 3 (Dex)) (ACP)
Appraise: 0 (0 + 0 (Int))
Bluff*: 0 (0 + 0 (Cha))
Climb*: 2 (0 + 2 (Str)) (ACP)
Craft*: 0 (0 + 0 (Int))
Diplomacy*: 0 (0 + 0 (Cha))
Disguise: 0 (0 + 0 (Cha))
Escape Artist: 3 (0 + 3 (Dex)) (ACP)
Fly: 3 (0 + 3 (Dex)) (ACP)
Handle Animal*: 7 (2 + 3 (Class Skill) + 0 (Cha) + 2 (Racial))
Heal: 1 (0 + 1 (Wis))
Intimidate*: 0 (0 + 0 (Cha))
Knowledge (Religion): 4 (1 + 3 (Class Skill) + 0 (Int))
Perception*: 9 (2 + 3 (Class Skill) + 1 (Wis) + 2 (Racial) + 1 (Trait))
Ride*: 12 (2 + 3 (Class Skill) + 3 (Dex) + 2 (Racial) + 2 (Military Saddle)) (ACP)
Sense Motive*: 5* (1 + 3 (Class Skill) + 1 (Wis)) (* - + level/2 to oppose Bluff)
Stealth: 7 (0 + 3 (Dex) + 4 (Size)) (ACP)
Survival: 1 (0 + 1 (Wis))
Swim*: 2 (0 + 2 (Str)) (ACP)

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 76 lbs.
Medium Encumbrance: 67-153 lbs.
Heavy Encumbrance: 134-230 lbs.

GEAR
Explorer's Outfit (2 lbs.)
Breastplate, Masterwork (15 lbs.)
Cestus, Cold Iron (0.5 lbs.)
Lance, Masterwork (5 lbs.)
- Weapon Cord (- lbs.)

Backpack, Masterwork (1 lb.) (TOTAL: 15.0 lbs.)
- Bedroll (1.25 lbs.)
- Blanket (0.75 lbs.)
- Grappling Hook (4 lbs.)
- Mess Kit (1 lb.)
- Rope, Silk (50') (5 lbs.)
- Soap (0.5 lbs.)
- Trail Rations, Halfling (4 days) (0.5 lb.)
- Waterskin (1 lb.)

Belt Pouch (0.13 lbs.) (TOTAL: 0.13 lbs.)
- Flint and Steel (- lbs.)
- Wand of Cure Light Wounds (48/50 charges remaining) (- lbs.)
- Money (316 gp 8 sp 9 cp)

Appearance:

DESCRIPTION

PHYSICAL CHARACTERISTICS
Height: 3' 2"
Weight: 36 lbs.
Skin: Light Brown
Hair: Brown
Eyes: Black

Background:

Mount (Wolf, Charger):

"Cuan"

ABILITIES
Str: 13
Dex: 15
Con: 15
Int: 2
Wis: 12
Cha: 6
Size: Medium
Speed: 50' (35' in barding)

COMBAT
HD: 3 (15 HP)
Init: +2 (2 (Dex))
AC: 20 (Touch: 12, Flat-footed: 18) (+2 Dex, +6 Armor, +2 Natural Armor)
Fort: +5, Ref: +5, Will: +2
BAB: +2
CMB: +3 (2 (BAB) + 1 (Str))
CMD: 15 (10 + 2 (BAB) + 1 (Str) + 2 (Dex))

ATTACKS
Bite (+3 to Hit, 1d6+1 (B/P/S) Damage plus Trip, x2 Crit)

SPECIAL FEATURES
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Mounted Challenge (Ex): When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier's challenge class feature.
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source's location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

FEATS
Armor Proficiency, Light
Armor Proficiency, Medium

SKILLS
Acrobatics*: 2* (0 + 2 (Dex)) (* - +8 (Racial) to jump)(ACP)
Climb*: 5 (1 + 3 (Class Skill) + 1 (Str)) (ACP)
Escape Artist: 2 (0 + 2 (Dex)) (ACP)
Fly*: 2 (0 + 2 (Dex)) (ACP)
Intimidate: -2 (0 + -2 (Cha))
Perception*: 5 (1 + 3 (Class Skill) + 1 (Wis))
Stealth*: 2 (0 + 2 (Dex)) (ACP)
Survival: 1 (0 + 1 (Wis))
Swim*: 5 (1 + 3 (Class Skill) + 1 (Str)) (ACP)

TRICKS
Attack x2 (allows it to attack unnatural foes)
Come
Defend
Down
Guard
Heel

GEAR
Barding, Masterwork Breastplate (30 lbs.)
Military Saddle (30 lbs.)
Saddlebags (8 lbs.) (TOTAL: 64 lbs.)
- Cooking Kit (16 lbs.)
- Feed (4 days) (40 lbs.)

Chronicles:

2013-10-03 - #1: Silent Tide (OGL)
2013-11-09 - #4-18: The Veteran's Vault (OGL)
2013-12-28 - #2-02: Before the Dawn, Part I: Rescue at Azlant Ridge

Future Development:

1 - Ride-By Attack
1E- Mounted Combat
3 - Spirited Charge
5 - Wheeling Charge
5E- Mobility
6 - Power Attack
7 - Furious Focus
8OotS- Skill Focus (Ride) or Trample
9 - Improved Critical (Lance)
11- Weapon Focus (Lance)
12-