Full Name |
Jek Tal'dor |
Classes/Levels |
|
Gender |
CG M Bariaur│Cav 11 Brwl 1│HP 92/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions: |
Strength |
27 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
8 |
Wisdom |
12 |
Charisma |
8 |
About Jek Tal'dor
Jek Tal'dor
Male Bariaur Charger Cavalier 11 Brawler 1
Chaotic Good 7'9" Large Quadruped
2 Initiative
17 Perception 60'Darkvision
80' Speed (30 Base,+10 Quad,+10 Charger,+30 Shoes(enh), +20 Banner(enh),-0 Armor)
(Ignore up to 10' of difficult terrain)
══⛊══╣Defense╠══⛊══
25 AC (+6 armor, +3 shield, +2 Enh, +1 Nat, +2 Def, +2 Dex, -1 Size)
16 Touch (no armor or shield)
23 Flat-footed (no dex)
35 CMD (+11 BAB, +7 STR,+2 DEX, +2 Def, +1 Size)
111 HP
13 Fort
11 Ref
8 Will
(Signer: Free Secret Saving Throw vs Illusions - interaction not required.)
══⚔══╣Offense╠══⚔══
12 BAB
25 CMB (+12 BAB, +8 Str, +2 Dex, +1 Size, +2 Enh)
Merciful Lance (Large, 2H, Reach)
21 Attack (+12 BAB, +8 Str, +2 Enh, -1 Size)
3d6+14 Non-Lethal (+8 Str x 1.5, +2 Enh)
19-20/x3 Crit
(Phalanx Formation: Attacking through allies does not provide soft cover)
Horns (Large, Primary)
19 Attack (+12 BAB, +8 Str, -1 Size)
1d8+1d6+12 Piercing (+8 Str x 1.5)
19-20/x2 Crit
Unarmed (Large)
19 Attack (+12 BAB, +8 Str, -1 Size)
1d8+8 Bludgeoning (+8 Str)
20/x2 Crit
Two Handed or Primary Power Attack
-4 Attack (Furious Focus:-0 for first)
+12 Damage
One Handed or Secondary Power Attack
-4 Attack
+8 Damage
Charge Attack
+2 Attack
x3 Damage for Lance and Horns (x2 Otherwise)
-2 AC
Ride-by Attack: Attack along the charge (Does not provoke from target)
Wheeling Charge: One 90° or less turn mid-charge. Allied creatures do not impede your charge
Chakram (Large)
13 Attack (+12 BAB, +2 Dex, -1 Size)
2d6+8 Slashing (+8 Str x 1)
30' Range
20/x2 Crit
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Statistics
Str 27, Dex 14, Con 14, Int 8, Wis 12, Cha 8
Combat Feats Ride-by Attack, Phalanx Formation, Wheeling Charge, Power Attack, Spirited Charge, Furious Focus, Improved Critical (Lance)
Traits Affable, Eyes and Ears of the City
Adv Skills Acrobatics +18-3, Climb +13-3, Diplomacy +3, Fly +4-3, Intimidate +14, Knowledge (Arcana) +3, Knowledge (Local) +3, Knowledge (Nature) +3, Perception +17, Sense Motive +9
Bg Skills Appraise +11 (max ranks), Profession (Courier) +16
Languages Common, Bariaur
Gear See Treasure Spreadsheet
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Special Abilities
Challenge (Swift, 4/day): +lvl damage to target; -2 AC to enemies other than target; after damaging target it receives -3 to saves (Order of the Staff)
Tactician (Swift, 3/day): Share Teamwork feat with allies in 30' for 3+lvl/2 rounds
Spell Aid: Aid Another adds a +3 competence bonus to concentration, dispel, and caster level checks (increases at levels 8, 14, and 20)
Martial Flexibility (Move, 4/day): Gain a combat feat for 1 minute (one at a time)
Banner: Fleet Standard (60' Radius): An ally who benefits from this standard increases her land speed by 10 feet and gains a +1 dodge bonus to AC during any round in which she moved at least 10 feet. This increase to land speed is an enhancement bonus.
Arcane Vessel The cavalier gains a bonus on attack rolls, saving throws, or damage rolls from a spell or spell-like ability cast by another creature, the cavalier also gains a number of temporary hit points equal to the level of the spell or spell-like ability. Temporary hit points gained from this ability from different spells stack, but only to a maximum number of temporary hit points equal to the cavalier’s level. These temporary hit points last for 10 minutes.
Campaign Notes
Sign of One: A signer automatically gets a saving throw vs any illusion she encounters without having to interact with it. This roll is made in secret by the GM and if this saving throw fails the Signer may get another saving throw as normal if they interact with the illusion. Signers suffer a -1 penalty to Diplomacy and Bluff checks.
Stage 1 Grumpiness while in that horrible wind