Aredil Sultur

Ludovico Tauranor's page

74 posts. Organized Play character for Siriak.


Full Name

Ludovico Tauranor

Race

Human (Chelaxian)

Classes/Levels

Cavalier 3 Arcane Duelist 1 | AC 21 (t 13) (ff 18) | F+6, R+6, W+4 | CMB +5 CMD 17 | Init +4, Per +0, SM +0 | speed 30 ft | Challenge 1/1 | Calling 2/4 | Tactician 1/1 | Fires of Hell 1/1 | Bardic Performance 13/13 | Spells: 1st 2/2 | HP 37/37

Gender

Male

Size

Medium

Age

30

Special Abilities

Challenge, Order of the Star

Alignment

LN

Deity

Asmodeus

Location

Absalom

Languages

Common (Taldane), Infernal

Occupation

Dilettante traveler, minor nobleman, sellsword, adventurer

Strength 14
Dexterity 13
Constitution 14
Intelligence 12
Wisdom 10
Charisma 16

About Ludovico Tauranor

Ludovico Tauranor
PFS #: 12943-4
Faction: Dark Archive (previously Cheliax)
Fame: 14
PP: 12
XP: 9

PFS Journal:

Chronicle 1: Scenario 39 The Citadel of Flame, 1 xp, 1 pp, 553 gp
Chronicle 2: Scenario 35 Voice in the Void, 1 xp, 2 pp, 501 gp
Chronicle 3: 3-05 The Tide of Twilight, 1 xp, 2 pp, 521 gp
Chronicle 4: 3-07 Echoes of the Overwatched, 1 xp, 2 pp, 502 gp
Chronicle 5: Pathfinder Module: Crypt of the Everflame, 3 xp, 4 pp, 1250 gp
Chronicle 6: 6-11 The Slave Master's Mirror, 1 xp, 2 pp, 1277gp
Chronicle 7: 5-04 The Stolen Heir, 1 xp, 1 pp, 1178 gp

Boons:

Kassen's Blessing (c5): You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off Chronicle 5.

Djinni's Admiration (c6): You have won the admiration of the captive genie Jairo. Although you were unable to secure his freedom from an enemy of the Society, he may be able to repay your kindness in the future.

Gnoll Tactics (c6): Your first-hand experience with gnoll tactics and cultural traditions gives you a headstart in incorporating their unique styles into your own training. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar.

Human (Cheliaxian) Cavalier 3 / Bard 1 (Bard Archtype: Arcane Duelist)
LN Medium humanoid (human)
Init +4; Senses: Perception +0; Sense Motive +0

Defense
AC 21, touch 13, flat-footed 18 (+2 Dex) (+5 Chain Shirt) (+3 shield) (+1 Dodge)
hp 37 (3d10+1d8+8+2) (+2 Con) (+1 favored Class for first two levels)
Fort +6, Ref +6, Will +4

Offense
Speed 30 ft.
Melee: Masterwork Longsword +6 (1d8+2/19-20/x2)
Heavy Mace +5 (1d8+2/20/x2)
Dagger +5 (1d4+2/19-20/x2)
Lance +5 (1d8+2/20/x3)(reach, Cavalier's Charge, wield one-handed while mounted)
Special Attacks: Challenge 1/day (+1 melee damage, +1 morale bonus on saving throws), Calling 4/day, Fires of Hell 1/day
Bard Spells Known (CL 1st; concentration +4)
1st (2/day) - Feather Fall, Grease
0 (at will) - Detect Magic, Read Magic, Mage Hand, Open/Close

Statistics
Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 17

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.

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.

Precise Strike (Tactician Bonus feat): 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.

Arcane Strike (Arcane Duelist Archetype): As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Extra Performance: You can use bardic performance for 6 additional rounds per day.

Traits
Fires of Hell (Faction-Cheliax GtPSOP v5.0): Your parents signed a pact with a fiend of Hell before you were born, and as a result you can summon fire to your aid. Once per day, as a swift action, you can summon fire, imbuing a single weapon you hold with a nimbus of fire that deals an extra 1 point of fire damage for a number of rounds equal to your Charisma bonus. This fire gives off light equivalent to a torch. This is a supernatural ability.
Reactionary (Basic-Combat): +2 trait bonus on Initiative checks.

Skills (-1 armor check penalty included in skill modifiers)
Diplomacy +10, Handle Animal +10 (+14 towards own mount), Intimidate +10, Knowledge (Arcana) +5, Knowledge (History) +5, Knowledge (Nobility) +5, Knowledge (Religion)+5 (+6 Asmodeus), Perform (Oratory)+10, Profession (Soldier)+5, Ride +7 (+8 on class mount), Spellcraft +5

Languages Common (Taldane), Infernal

SQ Mount, Order of the Star, Tactician, Cavalier's Charge, Bardic Performance, Cantrips

Combat Gear +1 Chain Shirt, +1 Darkwood Heavy Wooden Shield, Masterwork Longsword, Heavy Mace, Dagger, Lance (with horse)

Magical Gear Wand of Cure Light Wounds (47 charges), Cloak of Resistance +1

Other Gear Explorer's Outfit, bedroll, masterwork backpack, flint/steel, signal whistle, whetstone, waterskin, belt pouch, 1981 gp, 5 sp, 8 cp

Class Features:

Cavalier

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.

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. Bonus Teamwork feat=Precise Strike, duration=4 rounds

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.

Bard (Arcane Duelist)

Arcane Strike: Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.

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.

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.

Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.

Racial Traits:

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Order of the Star:

Order of the Star

Cavaliers who join the order of the star dedicate themselves to the protection and service of a faith and its members. Cavaliers belonging to this order tend to follow many of the tenets and guides of the religion that they serve. When a cavalier joins this order, he should select a single religion to serve.

Edicts: The cavalier must strive to protect the faith and all those who follow its teachings, from priest to common man. He must adhere to the strictures of the faith, promote its cause whenever possible, and serve the agents of the divine.

Challenge: Whenever an order of the star cavalier issues a challenge, he receives a +1 morale bonus on all his saving throws as long as he is threatening the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the star cavalier adds Heal (Wis) and Knowledge (religion) (Int) to his list of class skills. An order of the star cavalier can make Knowledge (religion) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his chosen faith.

Order Abilities: An order of the star cavalier gains the following abilities as he increases in level.

Calling (Ex): At 2nd level, the cavalier can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to four times per day, once for each type of check or roll. In addition, the cavalier adds 1/2 his cavalier level to any levels of paladin or cleric he might possess for the purposes of determining the effects of channel energy or lay on hands.