Little Girl

Kalimac Proudfoot's page

1,732 posts. Alias of Geo3gh.


Full Name

Kalimac Proudfoot

Race

Halfling

Classes/Levels

Cavalier 10

Gender

Male

Size

Small

Age

35

Special Abilities

(see About... section)

Alignment

Neutral Good

Deity

"Cafeteria" Desnarian

Location

Sandpoint

Languages

Taldane; Halfling; Elven; Terran; Skald; Tien

Occupation

Gentleman Adventurer

Strength 10
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 10
Charisma 17

About Kalimac Proudfoot

Kalimac Proudfoot

NG Male Halfling Cavalier (Order of the Dragon) 10 (Favored Class)
Small Humanoid (Halfling)

Init +3; Senses: Perception +10
Battlecry/Motto: "Hapukurgid! Lusikad! Tuli!"
Birthday: Sarenith 16

RELATIONSHIPS:

Sandru Vhiski: 21 (Friendly)
Ameiko Kaijitsu: 33
Koya Mvashti: 18
Shalelu Andosana: 16

DEFENSE:

AC: 24 (10 Base, +7 Armor bonus, +1 Shield bonus, +3 Dex bonus, +1 Size bonus, +1 Dodge bonus, +1 Deflection bonus) Touch: 16 Flatfooted: 20
Special AC Modifiers: +4 AC against attacks of opportunity from movement (Mobility)
HP: 79 (10d10 + 20; max at 1st)

Saves: Fort +10, Ref +7, Will +4 (+6 vs. Fear)
Special Save Modifiers: +1 racial bonus on all saving throws; +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

OFFENSE:

Speed: 20 ft. (15 ft. in armor)

Melee: Small Longsword +11/+6 (1d6, 19-20/x2, damage doubled in mounted charge);
Small Dagger +11/+6 (1d3, 19-20/x2, damage doubled in mounted charge);
Small Masterwork Dagger +12/+7 (1d3, 19-20/x2, damage doubled in mounted charge);
Small Morning Star +11/+6 (1d6, x2, damage doubled in mounted charge);
Small Masterwork Spear +12/+7 (1d6, x3, damage doubled in mounted charge);
Small Lance +11/+6 (+15 during Charge) (1d6, x3, damage tripled in mounted charge, Reach Weapon);
+1 Small Lance +12/+7 (+16 during Charge) (1d6+1, x3, damage tripled in mounted charge, Reach Weapon)

Ranged: Composite Short Bow +14/+9 (1d4, x3, 70 ft.);
Masterwork Heavy Crossbow +15/+10 (1d8, 19-20/x2, 120 ft.);

Cavalier Melee Modifiers:


  • Challenge 4/day. +10 damage to challenged opponent. -2 AC against attacks from opponents who are not the challenged. Whenever an order of the dragon cavalier issues a challenge, his allies receive a +3 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.
  • Tactician 3/day. As a standard action, the cavalier can grant this feat (Precise Strike or Outflank) to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 8 rounds. Allies do not need to meet the prerequisites of these bonus feats.
  • Banner. When banner is visible. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +3 morale bonus on saving throws against fear and a +2 morale bonus on attack rolls made as part of a charge.
  • Strategy 1/combat. As a standard action, the cavalier can 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.

STATISTICS:

Str: 10, Dex: 17, Con: 14, Int: 12, Wis: 10, Cha: 17

BAB: +10/+5; CMB: +9; CMD: +22 Modifiers: Small size

Feats: Mounted Combat; Precise Strike; Ride-by Attack; Spirited Charge; Dodge; Mobility; Trick Riding; Outflank;

Traits: Armor Expert; Best Friend (Sandru)

Skills: Bluff(6) +18; Craft (Jewelry)(5) +9; Diplomacy(6) +16; Handle Animal(6) +18 (+23 on mounts, +27 for Attatoq); Intimidate(3) +13; Linguistics(4) +5; Perception(5) +10; Perform (Oratory)(3) +10; Ride(10) +20 (+23 on Attatoq); Sense Motive(7) +10; Stealth(1) +5; Survival(4) +7 (+12 to provide food and water for his allies or to protect his allies from harsh weather); Modifiers: Outrider trait +2 bonus on Handle Animal and Ride; Armor Check penalty -3 (-3 for Breastplate (Armor Expert reduces this penalty by 1), -1 for Light Shield); +4 size bonus to Stealth checks; Keen Senses +2 to Perception; Animal Companion Link +4 to Handle Animal checks regarding companion animal; Best Friend (Sandru) +2 trait bonus to Bluff checks; Order of the Dragon Skill bonus +5 to Survival to provide food and water for his allies or to protect his allies from harsh weather; Circlet of Persuasion +3 competence bonus on the wearer's Charisma-based checks; Breastplate of Jousting +5 competence bonus on Ride skill checks; Expert Trainer +5 whenever Handle Animal used on an animal that serves as a mount; Ameiko Relationship +1 Morale Bonus to Cha skill checks;

Languages: Taldane (Common), Halfling, Elven, Terran, Skald, Tien

EQUIPMENT:

Magic Gear:

  • Potion: Oil of Endure Elements (1);
  • Flask of Alchemist's Fire (1);
  • Ring of the Ram (10 charges); Not worn while Ring of Sustenance is on.
  • Ring of Protection +1;
  • Ring of Sustenance; (Eventually to be a gift. For now in use by Kalimac.)
  • Circlet of Persuasion;
  • +1 Breastplate of Jousting (inscribed with Kalimac's battlecry/motto);
  • +1 Mithral Lamellar Armor (inscribed with Kalimac's battlecry/motto);
  • +1 Lance (inscribed with Kalimac's battlecry/motto);
  • +1 Arrow (10);
  • Scabbard of Vigor;
  • Boots of the Winterlands;
  • Horse Terra-Cotta Talisman;
  • Cube of Frost Resistance;
  • Masterwork carved Morin Khuur horsehead fiddle
  • Elixir of Fire Breath (1)

Horse Terra-Cotta Talisman Description: This ceramic statuette is molded in the likeness of an armored horse. It is considered a symbol of good fortune in battle. Once per day, the possessor of the terra-cotta talisman can reroll a single attack roll as an immediate action, with a +1 luck bonus on the reroll, and keep the most favorable result. The terra-cotta talisman also contains the vestige of a spirit of an ancient warbeast that can be called upon once per day as a standard action to manifest itself as a spiritual force - Phantom Steed 1x/day, CL 6th.

Mundane Gear:


  • Cavalier's Banner (Order of the Dragon, inscribed with Kalimac's battlecry/motto);
  • Longsword (2);
  • Lance;
  • Dagger;
  • Masterwork Dagger (gift from Rhost: Small masterwork dagger with images of a wolf etched into the metal on either side. The hilt is wolf's fur (Attatoq-colored), tightly wound.);
  • Morning Star;
  • Composite Short Bow;
  • Common Arrow (18);
  • Masterwork Heavy Crossbow;
  • Crossbow Bolts (21);
  • Masterwork Spear;
  • Scale Mail;
  • Light Steel Shield;
  • Clothing, Explorer's Outfit;
  • Clothing, Courtier's Outfit;
  • Rope, hemp (50 ft.);
  • Rope, silk (50 ft.);
  • Wandermeal Rations, 10 servings;
  • Trail Rations, 4 days;
  • Minkai Chest;
  • Bedroll;
  • Blanket, Winter;
  • Belt Pouch;
  • Waterskin;
  • Brush (for Attatoq);
  • Books: Sinna ja tagasi, Húrin lastele, Punane Raamat Läänemärts (a.k.a. Sirmuste Isand), People Unwary of the Strange Ways of the World Adrift in Foreign Countries; Given as gift to Ameiko
  • 10 sheets of paper
  • 10 sheets of parchment
  • 2 Vials of Ink (one black, one red)
  • Inkpen;
  • Jeweler's Artisian Toolset (Masterwork);
  • Jewelry raw materials (300 gp worth);
  • Case of Fine Brandy (for Caravan; 1 bottle opened and partially drank, 12 bottles total);
  • Silk kimono
  • Writing kit with rolls of blank parchment cut into tiny strips and small leather cases that can be secured to a bird's leg, allowing it to carry messages
  • Korvosan wine (2 bottles)
  • Exotic Battle Saddles (for Wolly Rhinos) (2)
  • Harness (for Wolly Rhinos) (2)

Gear for the journey over the Crown of the World:


  • Cleats;
  • Clothing, Cold Weather Outfit;
  • Frostbite Ointment;
  • Furs;
  • Shovel;
  • Skates;
  • Skis And Poles;
  • Snow Goggles;
  • Snowshoes;

Gems and Jewelry: 160 gp worth of fine jewelry (descriptions to come);
Amethysts (4) (60 gp/gem);
Diamond (1) (600 gp);
Rose Quartz (7) (140 gp);
Polished Amber (400 gp);
Blue Sapphire (1) (1000 gp);
Bloodstone (1) (100 gp);
Strange Curios and Artifacts of Alien Design (200 gp);
Uncut Diamonds (5) (200 gp/gem);

Money: 1,661 gp, 86 sp

Party Gear:

Claimed Loot Value: 34,033 gp
Claimed Loot Breakdown


  • 150 gp Minkai chest
  • 160 gp Jewelry
  • 860 gp Ring of the Ram
  • 2,250 gp Circlet of Persuasion
  • 10 gp Flask of Alchemist's Fire
  • 900 gp Scabbard of Vigor
  • 1,000 gp Ring of Protection
  • 20 gp Writing Kit
  • 200 gp Silk Kimono
  • 207.5 gp Arcane scroll of magic circle against evil
  • 600 gp Amethysts
  • 200 gp Cask of Sake
  • 80 gp Korvosan wine
  • 200 gp Flasks of Aged Sake
  • 600 gp Diamond
  • 175 gp Small Masterwork Heavy Crossbow
  • 140 gp Rose Quartzes
  • 400 gp Pieces of Polished Amber
  • 6500 gp Horse Terra-Cotta Talisman
  • 151 gp Small Masterwork Spear
  • 100 gp Bloodstone
  • 1000 gp Blue Sapphire
  • 13,500 gp Cube of Frost Resistance
  • 750 gp Masterwork carved Morin Khuur horsehead fiddle
  • 550 gp Elixir of Fire Breath
  • 1,000 gp Uncut Diamonds

SPECIAL ABILITIES:

Racial Abilities:
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 Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the sure-footed racial trait.

Bonus Feats: Precise Strike, Dodge, Outflank

Cavalier Abilities:
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.

Mount (Ex): 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.

Cavalier's Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

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 benef its 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.

Tactician (Ex): 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.

Expert Trainer (Ex): At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.

Banner (Ex): At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Greater Tactician (Ex):At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.

Abilities from 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.

Precise Strike: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

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.

Spirited Charge: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.

Trick Riding: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a -5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.

Outflank: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Abilities from Traits:

Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Best Friend (Sandru): +2 trait bonus on Bluff checks; Bluff considered a class skill; in situations where your best friend is in danger, you gain a +1 trait bonus on all attack rolls against foes that threaten your friend

Abilities from Cavalier Order:
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. (Currently +4)
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.

Order of the Dragon
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.

Abilities from Relationships:
Ameiko (31): Your growing relationship with Ameiko is inspiring to you, and boosts your capabilities. Once per day as a swift action, you may give yourself (but only yourself) the benefits of Inspire Courage or Inspire Competence at whatever bonus Ameiko currently would normally give (currently inspire courage +1, or inspire competence +2.) Once activated, the effect lasts for a number of rounds equal to your Relationship Score with Ameiko divided by 10 (rounded down.)

BACKGROUND:

Kalimac grew up in a small halfling village tucked away in the shadow of Sandpoint. He grew up in a relatively well-off family, with plenty of time to indulge his young imagination and fantasies. He was most taken with the tales traveling bards would bring about knights and their deeds of derring-do. He took to fashioning his own "armor" and battling "demons" and "dragons" in the neighborhood with his friends, including his best friend, Sandru Vhiski.

As soon as he was old enough, he started developing the skills he would need to realize his dream of being a hero in a bard's tale. He followed his friend Sandru and joined up with a caravan as a guard. He learned his craft wherever he could: riding from the horselords in the Velashu Uplands, swordsmanship from sellswords he traveled with, and so on. During one memorable caravan trip, he found a wolf cub to raise up as a mount, since he found ponies, even combat ponies, to be fairly ridiculous.

When we had learned enough to properly call himself a cavalier, he has been eager to set out to make his name.

ATTATOQ:

Kalimac Proudfoot's companion wolf/mount
Init: +5; Senses: low-light vision, scent; Perception +8
Birthday: Pharast 1


--------------------
DEFENSE
--------------------

AC: 26, touch: 15, flat-footed: 21, unarmored: 23 (+5 Dex, +8 natural, +3 studded leather)
HP: 77 (9d8+36)
Fort: +10, Ref: +11, Will: +4 (+8 vs. Enchantment)
Special Save Modifiers: +4 morale bonus on Will saves against enchantment spells and effects (Devotion)


--------------------
OFFENSE
--------------------

Speed: 50 ft. (80 ft. using Horseshoes of Speed)
Melee: bite +9/+4 (1d8+4 plus trip)


--------------------
STATISTICS
--------------------

Str: 16, Dex: 20, Con: 18, Int: 3, Wis: 12, Cha: 6
BAB: +6; CMB: +9; CMD: 24 (28 vs. trip)

Feats: Light Armor Proficiency; Combat Reflexes; Skill Focus (Perception); Cosmopolitan (Diplomacy, Sense Motive); Improved Natural Attack; Run;

Skills: Acrobatics(1) +8; Climb(1) +9; Diplomacy(2) +3; Linguistics(1) -3; Perception(1) +8; Sense Motive(1) +5; Stealth(1) +8; Survival(1) +5; Modifiers: Armor Check penalty -1; +4 Survival when tracking by scent

Languages: Taldane, Halfling, Tien

Animal Companion Abilities
Link (Ex): A cavalier can handle his animal companion as a free action, or push it as a move action, even if he doesn't have any ranks in the Handle Animal skill. The cavalier gains a +4 circumstance bonus on all Handle Animal checks made regarding an animal companion.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion: An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a Ð5 penalty.
Racial Modifiers: +4 Survival when tracking by scent
Special Qualities: Low-light vision; Scent;
Seventh Level Advancement: Attatoq increased his Dexterity and Constitution by 2 rather than take the normal benefits.

Combat Training
Tricks: Attack, Come, Defend, Down, Guard, Heel, Air Walk
Bonus Tricks: Track, Seek, Work

Magic Gear: "Horseshoes" of Speed (designed for a wolf);

Mundane Gear: Studded Leather Barding; Bit and Bridle; Saddlebags; Saddle (military);