Rosie Cusswell

Mari Valeri's page

68 posts. Alias of MiraLangsuyar.


Full Name

Mari Valeri

Race

Halfling

Classes/Levels

Cavalier (Beast Rider) of the Blue Rose, Level 1

Gender

Female

Size

Small

Age

24

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Halfling

Occupation

Patrolman of Sandpoint

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 8
Charisma 10

About Mari Valeri

Statistics:

Female Halfling Cavalier (Beast Rider) 1
NG Small Humanoid (Halfling)

Init +2; Senses Perception +1, Sense Motive -1
Hero Points: 0
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DEFENSE
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AC 19, touch 13, flat-footed 17 (+5 armor, +2 dex, +1 buckler)
hp 13
Fort +6, Ref +3, Will +0
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OFFENSE
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Speed 20 ft.

Melee +5/+4 with Buckler
Lucerne Hammer: 1d10+3 | x2
Ranged +4

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STATISTICS
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Str 16, Dex 14, Con 16, Int 10, Wis 8, Cha 10
Base Atk +1; CMB +3; CMD 15
.
.
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TRAITS

Lightning Mount: +10ft speed on mounted charge.

Helpful: +3 instead of +2 on successful aid another.

Childhood Crush: +1 attack bonus to people threatening Shalelu, +1 Saves on receiving positive reinforcement.

FEATS

Mounted Combat (Combat): You are adept at guiding your mount through combat.

Prerequisite: Ride 1 rank.

Benefit: 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.

Skills (4 points; 4 class, 0 INT, 0 Skilled, 0 Background)
ACP -5

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* -3 = DEX 2+0+0
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Appraise +0 = INT 1+0+0
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Bluff +0 = CHA 0+0+0
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Climb* +2 = STR 3+4+0
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Craft +0 = INT 0+0+0
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Diplomacy +4 = CHA 0+4+0
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Disable Device*† -3 = DEX 2+0+0
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Disguise +0 = CHA 0+0+0
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Escape Artist* -3 = DEX 2+0+0
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Fly* -3 = DEX 2+0+0
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Handle Animal† +6 = CHA 0+4+2
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Heal -1 = WIS -1+0+0
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Intimidate +0 = CHA 0+0+0
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K (Arcana)† +0 = INT 0+0+0+0
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K (Dungeoneering)† +0 = INT 0+0+0+0
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K (Engineering)† +0 = INT 0+0+0+0
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K (Geography)† +0 = INT 0+0+0+0
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K (History)† +0 = INT 0+0+0+0
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K (Local)† +0 = INT 0+0+0+0
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K (Nature)† +0 = INT 0+0+0+0
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K (Nobility)† +0 = INT 0+0+0+0
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K (Planes)† +0 = INT 0+0+0+0
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K (Religion)† +0 = INT 0+0+0
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Linguistics† +0 = INT 0+0+0
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Perception +1 = WIS -1+0+0+2
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Perform (Sing) +0 = CHA 0+0+0
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Perform (String) +0 = CHA 0+0+0
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Profession (City Guard)† +3 = WIS -1+4+0
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Ride +8 = DEX 2+4+2
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Sense Motive -1 = WIS -1+0+0
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Sleight of Hand*† -3 = DEX 2+0+0
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Spellcraft† +0 = INT 0+0+0
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Stealth* -3 = DEX 2+0+0
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Survival -1 = WIS -1+0+0
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Swim* +2 = STR 3+4+0
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Use Magic Device† +0 = CHA 0+0+0
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*ACP applies to these skills

Background Skills:

Profession: City Guard
Handle Animal

Non-Standard Skill Bonuses

Outrider: +2 on Handle Animal and Ride.

Keen Senses: +2 on Perception checks.

Languages Common, Varisian

Special Abilities:

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SPECIAL ABILITIES
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CAVALIER (Beast Rider):

Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

Challenge: (1/day)

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.

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).

Exotic Mount (Ex):
At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider 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 Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability.

Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.

Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, giant snapping turtle, triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).

A beast rider cannot choose a mount that is not capable of bearing his weight, that has fewer than four legs, or that has a fly speed (although the GM may allow mounts with a swim speed in certain environments).

Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.

This ability replaces the standard cavalier's mount and expert trainer abilities.

Order of the Blue Rose (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.

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.

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).

Gear/Possessions:

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GEAR/POSSESSIONS
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Carried:
Scale Mail
Traveler's Outfit
Buckler
Lucerne Hammer
Backpack
Belt Pouch
Flint and Steel
Waterskin
Soap
Torches (2)
Mess Kit

Flax:
Bedroll
Trail Rations (5 days)
Saddlebags
Riding Saddle
Iron Pot
Bit and Bridle
Animal Feed (5 days)
Torches (8)

Carrying Capacity
Light 0-57 lb. Medium 57-114.75 lb. Heavy 114.75-172.5 lb.
Current Load Carried 55 lb.

Money 17 GP 2 SP 0 CP

Background::

Mari is a native of Sandpoint, having been brought up by rather unassuming parents. The most excitement that Ermes and Agnese Valeri had was their daughter's induction into the Order of the Blue Rose, something that her father was very proud of, being a guardsman himself. Mari was a young and bright-eyed young girl, and, influenced by her father's sense of justice and work ethic, grew up to be a strong (for her size) and reliable guard of Sandpoint. Of course, another reason why she joined the Militia was Shalelu.

Having watched the elf be the town's silent defender since she was a little girl, Shalelu was part of the reason why Mari joined the Sandpoint Militia, and part of the reason why she trained as hard as she did to defend it, and yet, despite that, the halfling never did manage more than several awkward conversations with the elf, knowing her aloof nature. Even her connection with animals came from her desire to learn more about the wilderness of Sandpoint; she often wandered the woods as a child, sometimes far too late than her parents wished, to catch just a mere glimpse of the elf making her rounds. Her white wolf Flax was raised, as a foundling during one of her excursions, to become her beloved mount and partner, initially against her parents' protests.

If asked, Mari doesn't exactly know who Shalelu is to her; they barely spoke, owing to Shalelu's reticence in general, and Mari is sure the elf doesn't even know her name, but all the same she believes that she owes Shalelu much... and she still gets a bit red-faced upon coming face-to-face with the elf.