Rotrovio

Kidlat Jäger's page

105 posts. Alias of Fredric Schille.


Full Name

Kidlat Jäger

Race

NG Male Human Samurai 1

Classes/Levels

(HP:13 AC:18 T:11 F:17 Saves: F+4 R+1 W+1 CMB+5 CMD=16 Init+1 Perc+4 XP:555/2000)

Gender

Daily:

:
Challenge 1/1 Resolve 1/1

About Kidlat Jäger

Statistics:
Male Human Samurai (Archetype) 1
NG Medium Humanoid (Human)
Init +1; Senses Perception +4
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DEFENSE
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 dex, +2 shield)
hp 13
Fort +4, Ref +1, Will +1
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OFFENSE
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Speed 20 ft. (30 ft. base)

Melee
Katana +5 1d8 +4 18-20/x2 T:S Special: Deadly
Lance* +5 1d8 +4 x3 T:P Special: Reach

Ranged

*A lance deals double damage when used from the back of a charging mount. While mounted, you can wield a lance with one hand.
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STATISTICS
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Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 11
Base Atk +1; CMB +5; CMD 16
Racial Traits Bonus Feat, Skilled
Traits Childhood Crush (Ameiko), Charming
Drawbacks N/A
Feats Mounted Combat, Ride-by Attack
Skills (5 points; 4 class, 0 INT) Climb* +8, Handle Animal*** +4, Ride** +5, Sense Motive +4, Perception +4
ACP -6

*ACP applies to these skills
**ACP does not apply when a Samurai is riding his mount
***The Samurai gains a +4 circumstance bonus on all Handle Animal checks made regarding his mount
Non-Standard Skill Bonuses
Charming - You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Languages Common

Order of the Dragon:

Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

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.

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).

Order Abilities: A cavalier that belongs to the order of the dragon gains the following abilities as he increases in level.

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.

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.

Act as One (Ex)
At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.


Special Abilities:

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SPECIAL ABILITIES
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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.

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.

Challenge - 1x Daily As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai 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 samurai’s concentration. The samurai 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 samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.

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

Resolve - Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined[i/]: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

[i]Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-100 lbs. Medium 101-200 lbs. Heavy 201-300 lbs.
Current Load Carried 83 lbs.
Katana 6 lbs., Lance 10 lbs., Heavy Wooden Shield 15 lbs., Scale Mail 30 lbs., Backpack 2 lbs. (Iron Pot 4 lbs., Mess Kit 1 lb. dangling on cord from backpack, Bedroll 5 lbs. rolled up and tied on top of backpack, Trail Rations 5 days worth, 1 lb. each 5 lbs., Flint and Steel -, Soap 50 uses .5 lbs, Waterskin 4 lbs. A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full. Considered weightless when empty., Torches 10 total, 1 lb. each 10 lbs., Potion of Cure Light Wounds ), Belt Pouch .5 lbs. contains Kidlat's coinage,

Money 0 PP 10 GP 0 SP 0 CP

Mount Statistics:

Name: Kabayo Schnell
Large N Horse
Init +1; Senses Low-Light Vision, Scent, Perception +0
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+0 armor, +1 dex, +4 natural)
hp 18
Fort +3, Ref +3, Will +0
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OFFENSE
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Speed 35 ft. (50 ft. base)

Melee bite +4 1d20 +3, 2 Hooves* +4 (1d6) +3

*This is a secondary natural attack, see Combat for more information on how secondary attacks work.
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STATISTICS
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +0; CMD 10
Feats Light Armor Proficiency, Power Attack
Tricks Attack
Special Link
Skills Perception +5, Stealth* +5
ACP -6

*ACP applies to these skills
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SPECIAL ABILITIES
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Power Attack - You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Link - A Samurai 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 Samurai gains a +4 circumstance bonus on all Handle Animal checks made regarding his mount.
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-228 lbs. Medium 229-459 lbs. Heavy 460-690 lbs.
Current Load Carried 94 lbs.*
Saddlebags 8 lbs. (Animal Feed 4 days, 10 lbs. each 40 lbs., Hemp Rope 50 ft. 10 lbs. tied up and kept on the right exterior side of the saddlebags), Bit and Bridle 1 lb., Riding Saddle 25 lbs.

*additional 308.2525 lbs. when Kidlat is mounted while wearing backpack, resulting in a carried load of 382 lbs.
When Kidlat is mounted and is not wearing his backpack, he weighs 266.7 lbs., resulting in a carried load of 350.7 lbs.

Background:

Having emigrated from Tian Xia, and eventually making her way to Sandpoint, Luwalhati met and married a local man named Aldous Jäger. Eventually the pair gave birth to their first son, naming him Kidlat.

Growing up, Kidlat was often held to impossibly high standards by his mother, and was constantly berated by her for not being able to achieve those very standards. This led to him feeling very insecure in his abilities, and also having very high standards for himself. A large part of these teachings were that of honor, ensuring that Kidlat places great value in that virtue. Presently, Kidlat desires to reconnect with the Tian side of his heritage that he wasn't too fond of before, but now takes a great interest in.

For the longest time, he's had a crush on Ameiko, although he has never really done anything about it. While they often run in the same circles, Kidlat can't really remember a time when they had an actual conversation.

Appearance and Personality:

6'3", 205 lbs., short black hair, six-pack abs, chiseled jawline, brown asian eyes, clean-shaven, olive skinned.

Kidlat finds great value in honor, and does his best to always do the honorable thing. However, he has an inferiority complex, and often doubts his own abilities.