Alain

Valron's page

3 posts. Alias of Uthraed.


Classes/Levels

Human Cleric 1/Cavalier1 HP 15/15 AC:21 TAC:16 FF: 15 Saves 6:3:6 Init: +3 Per: +7

About Valron

Background:

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.
On their way to the church Brenton quizzed Valron on the church and asked him if he ad ever seen battle. While Valron was able to tell the knight all he knew about the teachings of Shelyn he told the knight that in their quiet town he had never seen more than a fistfight in the local tavern, but added that he was well trained with the glaive, the followers of Shelyn’s weapon of choice. On their arrival the priests hastily tended to the knights horses and asked if he would being staying with them for dinner. Adding that they had the most excellent chef. Brenton said that he would be honored to stay but only for the night. He asked Valron to stay for supper, which seemed odd, but when he exclaimed that he needed to get back to man the forge a quick glare from the knight to father Jacob was all that was needed. In an instant the father had gathered up two young acolytes and sent them to make sure that Niethwell hadn’t bunt the place to the ground. At supper Valron was seldom even spoken to. He sat at then end of the table and listened as Brenton regaled tales of slaying monsters and crossing the wilderness on his steed. It wasn’t until he mentioned that he was out searching for recruits for the Order of the Dragon and was in need of a companion. At that Valrons ears perked up and all eyes turned to him. It seemed as though everyone was thinking the same thing, that This knight was referring to Valron. The young man reddened but didn’t say anything. Later that night father Jacob came to his room. A small place with only room for a small bed with a straw mattress and the boys meager possessions piled in the corner. Valron lied awake well into the night wondering what the world would be like traveling with a knight. Finally sleep found him and he was whisked off into dreams of saving princesses and fighting great creatures. A song bird came to him in his dreams and spoke of the beautiful songs that would be written in his name. He awoke in the morning knowing what he must do. He gathered his things and was kept going over what he would say to convince father Jacob when the man appeared in his door way. The father, it seemed had the same notion and had brought Valron a parting gift. A rusty practice glaive that father Jacob had attempted to clean for him in the night. But it had been years since the aging cleric had needed to polish the weapons and doing it by candlelight made it all the more difficult. Rust could still be seen on the dull side and down near the handle, but it was the gesture that mattered to Valron. The cleric brought two more gifts; a sack of coins that he had collected from the rest of the clergy, a meager sum but a fortune to Valron, and a folded piece of parchment. On it was a letter scrolled in a lavish handwriting that Valron had to squint to read, and even then it was a struggle.

Father Jacob,
I write to you to beg your help. It could very well be a mater of life and death. I fear that I have again lain with Beliana, one of my sisters ladies in waiting. It could not be helped father. I believed myself to be in love. A fool but in love. I believe that she is with child and my father grows ever more suspicious of my comings and goings. I have told not a soul, save you. My brother too looks at me with a watchful eye but I cannot tell if it is because he suspects something or if it just my paranoia. Please if she gives birth and my father discovers it is mine she will surely be executed at the very least imprisoned I beg you to find shelter for her if I can get her outside of the keep and to watch over my child. I hope that it doesn’t come to this but I know that the Clerics of Shelyn will do all that they can to preserve the life of a mother and her child.

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
Base Atk +1; CMB +9; CMD 20
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Defense
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AC 21, touch 16, flat-footed 15 (+5 armor, +3 Dex, +3 Dodge)
hp15
Fort[/b+6, [b]Ref+3,Will+6
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Offense
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Speed 20 50 on horse
Melee +5
Ranged +4
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Statistics
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Str 19, Dex 16, Con 18, Int 13, Wis 17, Cha 18

Skills:

Background 2
Handle Animal +8
Craft (Arms and Armor) +5
Adventuring 6
Bluff +8
Diplomacy +11 (7 vs. Lebeda)
Heal +7
Perception +7
Ride +7 (9to stay in saddle)
Sense Motive +8

Feats:

Skill Focus Diplomacy
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6

Combat Reflexes
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed

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.

Dodge/Mobility
You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

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
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
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 Medium cavalier can select a camel or a horse. 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
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.


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 cleric must be able to present her holy symbol to use this ability.
Spontaneous Casting

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).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

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.
Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.
Defense
Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura(Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Domain Spells: 1st—shield, 2nd—barkskin, 3rd—protection from energy, 4th—spell immunity, 5th—spell resistance, 6th—antimagic field, 7th—deflection, 8th—mind blank, 9th—prismatic sphere.


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
Scale mail 50gp +5 AC Max Dex +3 ACP -4 30 Lbs
Glaive 8gp 1d10 x3 S Reach 10 Lbs
Lance 10gp 1d8 x3 P Reach 10Lbs
Silver holy symbol 25gp 1lb
Soldiers Uniform Free 5 lbs
Signet ring 5gp

Military Saddle 20 gp 30 lbs
Saddle Bags 4gp 8lbs
Compass 10gp .5 lb
Signal Horn 1gp 2 lbs
Hemp rope 50 ft 1gp 10 lbs
journal 10 gp 1 lb
ink 8gp
inkpen 1sp

Adventuring Gear On Donkey
200LB medium – 198.5lbs
Donkey 8gp can carry 200 lbs med load
Pack Saddle 5gp 15 lbs
Feed 5 days for both 100lbs
Brush 2sp 2lbs
Training harness 10gp 2 lbs
Soap 1cp .5lb
Bedroll 1cp 5 lbs
Small Tent 10gp 20 Lbs
Cot 1gp 30 Lbs
Animal Glue 5sp .5 lbs
String 50 ft 1cp .5lbs
Candle Lamp 5gp 1 lb
Candle x5 5cp
trail rations 5 days 2gp 5 sp 5 lbs
waterskin x3 3gp 12 lbs
Artisnans tools 5gp 5lbs
202 gp 8sp 8cp spent