Female Merchant

Kardak the Feared's page

172 posts. Organized Play character for Bearded Ben.


Race

HP 22/29, Fort +6, Ref +3, Will +2, AC 19, T 12, FF 17, Percpt +5, Sense Motive +5

Size

M

Alignment

LG

Languages

Common, Orc, Draconic

About Kardak the Feared

Kardak the Feared - Cavalier (Emissary, Order of the Blue Rose) 2 / Rogue (Thug) 1
Lawful Good Medium Humanoid (Half-orc Male)
Init +2; Senses Perception +5, Darkvision 30 ft

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DEFENSE
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AC 19, touch 12, flat-footed 17 (+7 armor, +2 dex)
AC 21, touch 12, flat-footed 19 (+7 armor, +2 shield, +2 dex)
HP 29 (2d10 + 1d8 + 6 con + 2 FCB)
Fort +6, Ref +5, Will +2

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OFFENSE
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Speed 30 ft.
Melee Glaive +6 1d10+4 ×3
Melee Longsword +5 1d8+3 19–20/×2
Melee Silver Warhammer +5 1d8+3 x3
Melee Cold iron spiked gauntlet +5 1d4+3 ×2
Ranged Sling +4 1d4+3

+2 damage if nonlethal, +1/+2 Challenge
+1d6 Sneak Attack

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STATISTICS
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XP 6
Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 11
Base Attack +2; CMB +5; CMD 17
Feats Armor Proficiency (Light/Medium), Shield Proficiency, Mounted Combat, Enforcer, Power Attack
Armor Check Penalty -2
Favored Class Cavalier (+2 hit points)
Skills Acrobatics +6 (3), Climb +5 (1), Diplomacy +4 (1), Handle Animal +5 [+9 with Amsi] (2), Intimidate +8 (3), Knowledge (religion) +1 (1), Linguistics +4 (1), Perception +5 (1), Ride +4 [+6 with Amsi] (1), Sense Motive +5 (1), Swim +5 (1) Special: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.
Languages Common, Orc, Draconic

Equipment:
For Casters:
Wand of CLW (44 charges, 2 PA)
scroll of Comprehend Languages 25 gp

Arms and Armor:
+1 Breastplate 350 gp +6 –2 30 lbs.
mwk Glaive 308 gp 10 lbs.
Longsword 15 gp 4 lbs.
Silver Warhammer 102 gp 5 lbs
mwk Heavy Wooden Shield 157 gp +2 –1 10 lbs.
Sling, sling stones (10) 0.1 gp 5 lb
cold iron spiked gauntlet 10 gp 1 lb.

Mundane tools
Drill 5 sp 1 lb.
Mirror, small steel 10 gp 1/2 lb.
Rope, silk (50 ft.) 10 gp 5 lbs.
Whetstone 2 cp 1 lbs.
Magnet 5 sp 1/2 lb.
Map maker's kit 10 gp 2 lbs.
Compass 10 gp 1/2 lb.
Chalk, 1 piece (4) 1 cp
Rations, trail (per day) (5) 5 sp 1 lb.
Iron spike (4) 5 cp 1 lb.

Mundane tools - Carried by Toren
crowbar 2 gp 5 lbs.
Periscope 20 gp 4 lbs.
Saw 4 cp 2 lbs.

Alchemical items
Light detector 1 gp
potion of CLW (2) 50 gp
Alkali flask (1) 15 gp 1 lb.
Alchemist's fire (1) 20 gp 1 lb.
Holy water (1) 25 gp 1 lb.
Tanglefoot bag (1) 50 gp 4 lbs.

Everything else
Tattoos 1 gp
hot weather outfit - gp 4 lbs
mwk backpack 50 gp 4 lb


Cash 14 gp, 1 sp
Prestige/Fame 4/10
Encumbrance Light (99.5 lbs) [lt 100, med 200, hvy 300]

Courtier's Outfit 30gp + 50 gp jewelry
(2x) Oil of Magic Weapon 100 gp
Potion of Touch of the Sea 50 gp
Oil of Remove Fear 50 gp
Sap 1 gp
Book of Marriage Advice (gift) 50 gp
The Art of War (masterwork Profession (Soldier) tool) 50 gp

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RACIAL ABILITIES
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Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo: Tattoos, piercings, and ritual scarification are sacred markings to many half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.

Chain Fighter: Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

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SPECIAL ABILITIES
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Traits: Armor Expert (-1 ACP), Birthmark (+2 vs charm and compulsion)

Deity: Shelyn

Mount: Amsi Ḫarra'an

Weapon Proficiency: Cavaliers are proficient with all simple and martial weapons.

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

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 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.

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.

Order of the Blue Rose:
The cavaliers of the order of the blue rose dedicate themselves to promoting peace in the lands they roam. Skilled warriors and adept diplomats, these cavaliers counsel wisdom, patience, and understanding, but are ever mindful of the need to take up arms to strike down aggressors, tyrants, or evil usurpers. Although they believe wholeheartedly in peace as an aim and a final goal, cavaliers of the blue rose are warriors first, and embrace their role as guardians of those who cannot or will not take up arms to defend themselves.

Edicts: The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conflict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be.

Challenge: Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level).

Skills: An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier belonging to the order of the blue rose gains the following abilities as he increases in level.

Flat of the Blade (Ex): At 2nd level, the cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts.

In or Out of the Saddle (Ex): At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing medium armor

Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.