About Marcus CramontMarcus Cramont:
Sir Marcus Cramont Male Human Cavalier 1 (Inspiring Commander) LG Medium Humanoid (Human) Init +3; Senses: Perception +5 --------------------
AC 19, touch 11, flat-footed 18 (+1 Dex, +6 armor, +2 shield)
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Speed 30 ft. (20 feet with armor)
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Str 16, Dex 12, Con 12, Int 14, Wis 12, Cha 16(+2)
Skills and others:
(7 SP/level)[rank+mod+comp+others] Bluff +3 (0+3+0)
Traits:
Languages: Common, Elven, Dwarven. Gear:
Combat Gear: longsword, longbow, breastplate, heavy wooden shield Other Gear: quiver and arrows (40), backpack, belt pouch, bedroll, crowbar, oil (2 flasks), trail rations (1 day), steel and flint, lamp, waterskin, coins... Special Abilities:
-Inspiring Commands (Ex):An inspiring commander gains the ability to inspire her comrades. This ability is similar in all respects to bardic performance as used by a bard of the same level (including interactions with feats, spells, and prestige classes) except that the performances are extraordinary abilities, not supernatural or spell-like. The inspiring commander may inspire courage at 1st level, inspire competence at 3rd level, inspire greatness at 9th level, and inspire heroics at 15th level. This ability replaces the mount, cavalier's charge, and mighty charge abilities. -Tactical Advice (Ex):An inspiring commander can use aid another as a move action. Furthermore, whenever an inspiring commander uses aid another to assist one of her allies, she adds her Intelligence modifier (up to her inspiring commander class levels) as a bonus to all aid another bonuses she gives to that ally. -Teamwork Feats:At 1st level, an inspiring commander receives a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. At levels 9 and 17, the cavalier receives an additional teamwork feat. The ability replaces the bonus feats class feature. -Rapid Tactician 1/day (Ex):At 1st level, as a move action the inspiring commander can grant any teamwork feat she knows to all allies within 30 feet who can see and hear her. 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 4th level and for every 3 levels thereafter.
-Challenge 1/day (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.
-Order of the Dragon.
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.
Background:
He was a sworn knight appointed to patrol a borderline of his home nation. To do so, a patrol squad was assigned to him. In what otherwise would be a routine check, a band of raiders (orcs, goblinoids or whatever you think suits) attacked, and the squadron was almost massacred. Of course, he survived.
Marcus ask for being relieved of his post, because he felt that was because his poor commanding abilities that tragedy happened in the first place. Then, after departing, Marcus wandered for many towns. In one of them, he saw a man standing in the town's square, giving a moving speech (religious, political... your call) to the villagers. The sight of the enraptured people made him understand what he lacks as a commander... the soldiers not only have to understand the orders, they have to want to do so. So, with his new discovery, Marcus went to [insert big city's name here] and asked to be tutored in the art of rhetorics, in which, after a couple months, discovered a knack for it (sometimes, you only discover your hidden talents when you apply yourself to them). However, since he defected the army, he must find first a new group to lead and regain his honor... not only before his Order, but to himself. If your character could have one wish, what would it be? That he could better handle the situation that led him to drop out first. Not only his men would not have died because of him, but Marcus believes that, were it not for that incident, his future would be a life of glory, honor and dignity. What does your character believe his strongest strength to be? Marcus's strongest strengths would be his strong will against disadvantage, cunning wordplay and strategic mind in the field of battle. His greatest weakness. Marcus's greatest weakness is his overall simplicity, and his fear of failure, which sometimes leads him to reckless acts. How does your character see himself in the wider world? As someone who has yet to prove himself as a able battle commander but, aware of his potential, destined to be a force to be reckoned with. Not complete... |