Friendly Fighter

Lars von Halgraff's page

280 posts. Organized Play character for Derek Weil.


Race

Human

Classes/Levels

Cavalier 4/Bard 1/Battle Herald 2 | HP 49/63 | AC 22 T 13 FF 20 | Saves: F: +9 R: +8 W: +6 | CMD: 22 | Init: +6 Percep: +10 | SM: +6

Gender

Male

Size

Medium

Age

30

Alignment

Lawful Good

Deity

Erastil

Strength 18
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 10
Charisma 14

About Lars von Halgraff

Pathfinder Society #: 85794-10

XP: 20
FP: 29
PP: 27

Scenarios Completed:
#43: The Pallid Plague (1 XP, 2 PP)
#4-19: The Night March of Kalkamedes (1 XP, 2 PP)
#6-01: Trial by Machine (GM credit: 1 XP, 2 PP)

Pathfinder Module: The Dragon's Demand (1) (GM credit: 3 XP, 4 PP)

Pathfinder Module: The Dragon's Demand (2) (GM credit: 3 XP, 4 PP)

Pathfinder Module: The Dragon's Demand (4) (GM credit: 3 XP, 4 PP)

Pathfinder Module: The Dragon's Demand (3) (GM credit: 3 XP, 4 PP)

#3-15: The Haunting of Hinojai (1 XP, 2 PP)
Pathfinder Online: Thornkeep, Sanctum of a Lost Age (3 XP, 4 PP)

#3-26: Portal of the Sacred Rune (1 XP, 1 PP)

Initiative: +2 (+2 Dex)
Perception: +10
Foot Speed: 30/30

Defense
AC: 22 Touch: 13 FF: 20
(+2 Dex, +8 Armor, +1 Natural, +1 Deflection)
HP: 63/63
Fort: +9
Ref: +8
Will: +6
CMD: 22

Offense
BAB: +6/+1

Melee
+1 Adamantine Longspear +12/+7 / 1d8+7 / x3 / P
Gamin the Misforged (+1 allying mithral longsword) (broken) +9/+4 / 1d8+4 / 19-20 / x2 / S
Masterwork Cold Iron Longsword +11/+6 / 1d8+4 / 19-20 / x2 / S
Mithral Dagger +11/+6 / 1d4+4 / 19-20 / x2 / P or S

Ranged
Masterwork Composite Longbow (+3 Str) +9/+4 / 1d8+3 / x3 / P

Cavalier (Standard Bearer) 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.

Banner (Ex): At 1st level, a standard bearer gains the banner ability. This ability is identical to the standard cavalier's banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter. This ability replaces the standard cavalier's mount ability.

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.

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 benefits 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.

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).

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.

Bard (Arcane Duelist) Abilities:
Arcane Strike: Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.

Bardic Performance: An arcane duelist gains the following types of bardic performance.

Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Spells:
Level 1 (2/day): Comprehend Languages, Grease
Level 0 (at will): Detect Magic, Light, Read Magic, Prestidigitation

Traits:
Armor Expert: Armor check penalty reduced by 1
Sacred Touch: standard action, stabilize creature by touching it

Feats:
Improved Initiative (1st)
Lingering Performace (1st - human bonus)
Arcane Strike (1st - arcane duelist bonus feat)
Weapon Focus (Longspear) (3rd)
Precise Strike (3rd - from cavalier tactitian ability)
Power Attack (5th)

Skills:

-0 Armor Check Penalty included
Class skills in bold

Acrobatics +2
Appraise +1
Bluff +2
Climb +8 (1)
Craft +1
Diplomacy +11 (6)
Disguise +2
Escape Artist +2
Fly +2
Handle Animal +6 (1)
Heal +0
Intimidate +10 (5)
Know: Arcana +5 (1)
Know: Dungeoneering +5(1)
Know:Engineering +5 (1)
Know: History +5 (1)
Know: Local +5 (1)
Know: Nature +5 (1)
Know: Nobility +5 (1)
Know: Planes +5 (1)
Know: Religion +5 (1)
Linguistics +5 (1)
Perception +10 (7)
Perform: Oratory +10 (5)
Profession: Soldier +5 (2)
Ride +6 (1)
Sense Motive +6 (3)
Spellcraft +7 (3)
Stealth +2
Survival +0
Swim +4

Equipment:

+2 Mithral Breastplate 15.0 lbs.
+1 Adamantine Longspear 9.0 lbs.
Gamin the Misforged (+1 allying mithral longsword)
Masterwork Cold Iron Longsword 4.0 lbs.
Mithral dagger 1.0 lb.
Masterwork Composite Longbow (+3 Str)

+2 Cloak of Resistance
+1 Ring of Protection
+1 Amulet of Natural Armor

Backpack 2 lbs.
Bedroll 5 lbs.
Waterskin 4 lbs.
Rope, silk 5 lbs.
Trail rations (5) 5 lbs.

- GP - SP

Total weight: - lbs.

Background:
Lars grew up in Molthune, the first son of a somewhat important military family. As a younger man he was very patriotic and full of nationalistic fervor. He Studied the art of war and became a capable solider in service to his country. But in the war with Nirmathas something changed inside him. Lars saw through the veneer of his nation's motives. The lengths his leaders were willing to go to in he name of conquest. It ate at his conscience, and eventually he deserted his post. He fled the country with the aid of some Pathfinders who had snuck into the Backar Forest. with nowhere else to go, Lars joined the Society.