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About Kalimac ProudfootKalimac Proudfoot NG Male Halfling Cavalier (Order of the Dragon) 10 (Favored Class)
Init +3; Senses: Perception +10
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)
OFFENSE:
Speed: 20 ft. (15 ft. in armor) Melee: Small Longsword +11/+6 (1d6, 19-20/x2, damage doubled in mounted charge);
Ranged: Composite Short Bow +14/+9 (1d4, x3, 70 ft.);
Cavalier Melee Modifiers:
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:
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:
Gear for the journey over the Crown of the World:
Gems and Jewelry: 160 gp worth of fine jewelry (descriptions to come);
Money: 1,661 gp, 86 sp Party Gear: Claimed Loot Value: 34,033 gp
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:
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.
Abilities from Cavalier Order:
Order of the Dragon
Abilities from Relationships:
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
AC: 26, touch: 15, flat-footed: 21, unarmored: 23 (+5 Dex, +8 natural, +3 studded leather)
Speed: 50 ft. (80 ft. using Horseshoes of Speed)
Str: 16, Dex: 20, Con: 18, Int: 3, Wis: 12, Cha: 6
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
Combat Training
Magic Gear: "Horseshoes" of Speed (designed for a wolf); Mundane Gear: Studded Leather Barding; Bit and Bridle; Saddlebags; Saddle (military);
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