Lem

Joof's page

44 posts. Organized Play character for TheSuperDodo.


Full Name

Joof, Rider of Zarongel

Race

Halfling

Classes/Levels

Cavalier (beast rider, gendarme) 1 (HP: 11/11) (AC:19 FF:15 T:15) (Fort: +4 Ref: +5 Will: +1) (Init: +4) (Perc: +6)

Gender

Male

Size

Small

Age

18

Alignment

Neutral

Deity

Zarongel

Languages

Common, Goblin, Halfling

Strength 12
Dexterity 18
Constitution 12
Intelligence 8
Wisdom 10
Charisma 18

About Joof

Statblock:

Joof
Male Halfling cavalier (beast rider UC, gendarme UC) 1
TN Small humanoid (halfling)
Init +4, Senses Perception +6
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DEFENSE
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AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 size)
hp 11 ((1d10)+1)
Fort +4, Ref +5, Will +1, +2 vs. fear

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OFFENSE
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Speed 15 ft.
Melee dogslicer +6 (1d4+1/19-20)
Ranged alchemist's fire (flask) +6 (1d6)

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STATISTICS
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Str 12, Dex 18, Con 12, Int 8, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 15
Feats Mounted Combat, Weapon Finesse
Skills

  • Intimidate +7 (+1 rank, +3 CHA, +3 class)
  • Linguistics +0 (+1 rank, -1 int; Goblin)
  • Ride +7 (+10 on my mount) (+1 rank, +4 DEX, +3 class, +2 race, -3 ACP)
  • Perception +6 (+8 in dim light) (+1 rank, +0 WIS, +3 class, +2 race)
    Favored Class Cavalier (+1 skill)
    Order Order of the Star (Zarongel)
    Traits Underbridge Dweller VBoL, Axe to Grind UCa
    Languages Common, Goblin, Halfling
    Combat Gear alchemist's fire (flask), oil of magic weapon
    Other Gear dogslicer (2), hide, uniform (soldier's), holy symbol of zarongel, 5.0 gp
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    SPECIAL ABILITIES
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    Axe to Grind (Combat) There is a nearly literal fire in your heart that can't be quenched, a desire to slay the canine enemies of Zarongel and light creatures aflame for His glory. You gain a +1 trait bonus on damage against foes who are threatened by only you.

    Bonus Feats A gendarme trains to be a mounted terror, almost to the exclusion of all other abilities. He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select these bonus feats from the following list - Improved Bull Rush, Mounted Combat (taken), Power Attack, Ride-By Attack, Spirited Charge, Spring Attack, and Unseat. If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as combat feats. This ability replaces tactician, greater tactician, master tactician, and the standard cavalier's selection of bonus feats.

    Challenge (Ex) Once per day, as a swift action, you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal 1 extra damage whenever the attacks are made against the target of the challenge. 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. He receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

    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. 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 (taken) 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 (deinonychus or velociraptor). Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead. This ability replaces the standard cavalier's mount and expert trainer abilities.

    Order of the Star

  • Entry Ability: An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves the faith of Zarongel.
  • Challenge: You gain a +1 bonus to all saving throws as long as you threaten the target of your challenge.

    Outrider You champion one of Zarongel's main edicts: killing stuff while mounted. You gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the sure-footed racial trait.

    Underbridge Dweller (Region) After being brought against your will to Magnimar, you were forced to live in the shadowy area of Underbridge. You gain a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.

  • Barking Jerd:

    Barking Jerd
    Male Wolf 2
    TN Medium animal
    Init +2, Senses low-light vision; scent, Perception +5
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    DEFENSE
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    AC 15, touch 13, flat-footed 12 (+2 Dex, +1 dodge, +2 natural)
    hp 13 ((2d8)+4)
    Fort +5, Ref +5, Will +1

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    OFFENSE
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    Speed 50 ft.
    Melee bite +2 (1d6+1 + trip)

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    STATISTICS
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    Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
    Base Atk +1; CMB +2; CMD 15 (19 vs trip)
    Feats Dodge, Endurance, Light Armor Proficiency
    Skills Acrobatics +6, (+14 to jump), Perception +5
    Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel, Track
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    SPECIAL ABILITIES
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    Bonus Tricks 1 (Track)

    Link (Ex) A master 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 master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

    Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

    Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You 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 you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You 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. When tracking by scent you ignore the effects of surface conditions and poor visibility.

    Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

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    ANIMAL TRICKS
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    Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
    Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
    Come The animal comes to you, even if it normally would not do so.
    Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
    Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
    Guard The animal stays in place and prevents others from approaching.
    Heel The animal follows you closely, even to places where it normally wouldn't go.
    Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)

    Background:

    Joof was born to a pair of lowly halfling slaves in the Varisian town of Riddleport. Deciding that leaving their son to the fates would be better for him than the promise of slavery, the couple sent their son with a nomadic caravan. The caravan was ambushed by goblins near the village of Sandpoint, and a particularly lighthearted priestess of Zarongel decided to adopt the funny looking halfling.

    Joof was raised as a goblin of the tribe, a fierce devotee of Zarongel, exquisite rider and pyromaniac. He even adopted a half-naked wolf whom he took to be a gift from his Barghest god. Never for a moment did he question the fact that he looked nothing like his goblin family. Being a halfling only mattered to him on that fateful day, when Callmir, a glorious paladin of Iomedae came to destroy the marauding goblin tribe and save the poor, kidnapped halfling. When, in the end, Joof resisted, Callmir decided that the poor halfling probably has trauma and took him by force to Magnimar, together with his pet Jerd.

    After failing to be accepted by the Breakbag goblins, Joof joined the Pathfinder Society in search of things to burn, things to kill, and most importantly, things to loot.