About ValronBackground:
When he was just a newborn Valron was sent to live with the priests in a church outside of Restov. The priests where worshipers of Shelyn, the goddess of art, beauty, love, and music. As a boy he was revered by most of the priests for being quiet the handsome child and it was their belief that he was blessed with his gift of looks by Shelyn herself. In time he grew into a strong young man. While most of the clergy where slight of build and concerned with there particular area of art, be it music, dance, or painting. Valron was large. By 15 he was already taller than most in the town and had a strong back. The priests but him to work plowing their fields and for a while he took pride in wrestling the mule to plow a perfectly straight line. But it wasn’t enough for him. There was a blacksmith in town who made the most intricate weapons and armor, Valron had ever seen. He asked the priests if he could study with the smith. At first they were reluctant, arguing that they needed him for the fields. Finally he convinced them by saying that surely Shelyn would greater appreciate a masterful set of armor to a perfectly plowed field. And so he was allowed to go to work for the blacksmith for half the day, while the other half was spent practicing calligraphy by copying the Melodies of Inner Beauty, the holy text of the church. He was also allotted one hour a day to practice his art with the glaive, something that he had grown to truly enjoy. At the smithy he was saddened to learn that most of what he did was stoke the fire for master Hostov and stay up late tending the charcoal pits. It wasn’t until a year later that he was allowed to make his first horseshoe, and it wasn’t exactly something that Sheyln would consider a masterpiece. In an unusual display of admiration Hostov told him that it was good enough to use and that he wasn’t an absolute waste after all. He threw the horseshoe into the pile of shoes that would be sent into Restov on the next shipment and told him that he needed the barrel finished by the end of the day. When Hostov wasn’t looking Valron fished the shoe out of the barrel and inspected it. It wasn’t a masterpiece but it was good enough to be used and that made Valron proud. He tucked the shoe into the pocket of his apron and went back to pounding out horseshoes. He worked long into the afternoon, but just as the sun was about to set he put the lid on the barrel and headed back to the dormitory where the other priests slept. In the morning he awoke and hurried through his transcription of the holy texts. Just as he was leaving father Jacob pulled him aside and told him that he had spoken with Hostov and that the master smith said that he had potential to make art out of metal. Father Jacob seemed excited and told Valron that he no longer needed to work at transcribing the texts. It was obvious that Shelyn had other uses for him. And so for the next year Valron worked at Hostovs smithy. Mostly hammering out horseshoes, but every once in a while the smith would show him a trick, or a technique to but an embellishment on a weapon or armor that would turn it from a drab tool into a piece of art. On his 17th birthday a man came riding into on a tall brown stallion. He had a young white mare that was limping behind him. They headed straight for the smithy, and on that day Valron was the only one there. Hostov had taken a load of swords into Restov the night before and wasn’t expected back until late that night. The knight introduced himself as Sir Brenton of the Order of the Dragon. He was in need of a shoeing for his mare Cloud. At first he was apprehensive of having an apprentice do the shoeing, exclaiming that it needed to be done perfectly. Valron, who had shoed many horses during his time as the smiths apprentice, assured the man that he would take great care of her. True to his word Valron put the horseshoes on Cloud with ease and the horse did not so much as whinny as he did it. Never had the knight seen Cloud take to person so quickly and asked to boy his name. Valron gave it and when the knight asked to meet his father Valron explained that he had no father and had been raised by the Priests of Shelyn. At the mention of having no father Valron thought that he saw a glimmer in the knights eyes but it was too quick for the smiths apprentice to be sure. Brenton asked to be taken to the church and when Valron said that he needed to tend the forge the knight produced a bag of coin and exclaimed he would make sure that Hostov was compensated. So Valron called the youngest Apprentice, Niethwell, and told him to watch the forge, he would be back soon.
Father Jacob,
Gerold Lebeda The priest continued his tale saying that after three months of not hearing a thing he had almost forgotten about it, deciding that the child must have been lost, as so many are. Then one night a woman showed up at the door to the church holding a small bundle and without a word handed the baby to him. He knew right away who the child was and prayed to Shelyn for guidance. He was met by a songbird who told him to watch over him until he was ready to forge his own path and now seemed to be that tame. With damp eyes father Jacob hugged Valron and told him that he would send a prayer to Shelyn for his protection each night. Valron was like a son to him and he would be missed. Valron promised to stay safe and to create wonderful stories for the bards of Galorian to tell. This brought a smile to father Jacob and he even stifled a chuckle. With a pat on his back Valron walked outside. Brenton was waiting for him with his horse saddled. There was even a new saddle on the mare and Valron was motioned to mount her. Valron, who had always loved the draft animals he worked with hopped on her back. Instantly he knew that this was his destiny. Brenton assured him that Hostov had been compensated for loosing his most promising apprentice and on there way out of town Valron stopped at the forge to say his goodbyes. Hostov, never one for getting emotional simply told him to keep forging his own horseshoes, it was much cheaper than buying them, and then handed him a set of cloth wrapped tools. They weren’t fancy but they were the ones that Valron had used during his time working there. And just like that they were off. Valron still had the letter in the back of his mind but for the time he was content to only look forward. Stats:
Human Cavalier 1/Cleric 1 Neutral Medium humanoid (human) Init+2;Senses Perception +0
Skills:
Background 2
Feats:
Skill Focus Diplomacy
Combat Reflexes
Mounted Combat
Dodge/Mobility
Stealth Synergy While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.
Traits:
Bastard (Human Only) One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.) Inner Beauty Once per day when you manifest your faith in your goddess, you gain a +4 trait bonus on a single Bluff, Craft, Diplomacy, or Perform skill check. You must choose to use this trait immediately after rolling the skill check but before the result is revealed by the GM. Race Abilities:
+1 skill per level +1 Feat to start SO I guess I can put +6 RP onto this? if so... [2Rp]Static Bonus Feat (skill focus) [1RP] Object of Desire :Members of this race add +1 to their caster level when casting charm person and charm monster. [4RP] Defensive Training, Greater : Prerequisites: None; Benefit: Members of this race gain a +2 dodge bonus to Armor Class Cavalier:
Challenge
Cavalier’s Order:
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. Strategy (Ex) At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself ). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat. Act as One (Ex) At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat. Cleric Abilities:
Channeling Positive Energy Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
Cleric Domains:
Charm Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine. Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.
Languages:
Common,Celestial Colud:
Size Large Speed 50ft HP19/19 HD2 BAB+1 AC 15 (10+1 DEX, +4 Natural Armor) Fort +5, REF +4, [/b]Will,[/b] +1 Attacks Bite +4 Damage 1d4+3 2 hooves -1 Damage 1d6+1 SQ Low Light Vision, Scent SkillsSwim +7, Perception +5 FeatsLight Armor Profeciency, Tricks Combat Trained (attack, come, defend, down, guard, and heel), Perform (high step) Gear:
Totals 300 Battle Gear
Military Saddle 20 gp 30 lbs
Adventuring Gear On Donkey
|