About Martin of BerwickBackstory:
The witch’s footsteps barely registered on the tight-fitting flagstones of the entryway. Her sandaled feet made just a slight pattering as she moved down the hallway, a journey both too long and too short. She entered the festhall of the castle at St. Albans, almost entirely empty. Only a few short hours ago, it had held the cream of the nobility celebrating their great success at St. Albans. Now, there was just one lone occupant.
The man sat halfway down one of the side tables, his head buried in his arms. The remnants of a drinking horn spilled the last of its contents where it lay on its side. The man’s shoulders heaved and quivered ever so slightly as the witch made her way down the line of the table. She took a deep breath, steeling herself to deliver news that had obviously already reached the young man. “You shouldn't drink so much," she scolded. "You've neglected your studies. You'll need them now. The powers of Annwn are required. Your family is dead. The King is dead. The Earl is dead. Berwick is yours.” The witch paused out of courtesy, at another heave of the man’s shoulders. “You have my deepest condol—” The man sat up so suddenly that witch took a step back. His face was red and heavy with drink, but one thing was very certain, the man had not been weeping. As he sat up, he threw his head back and let loose a torrent of maniacal laughter that had the priest shrinking back against the festhall’s rough stone wall. “To the hells with them, crone,” Martin chuckled, barely mastering himself. “And to the hells with your lessons!" “I- I- …I realize this must come as quite a shock,” the witch stumbled. “Oh, yes. Quite the surprise. You can’t imagine my surprise,” Martin barely held back another fit of laughter. "You're drunk.” “Drunk? Drunk! You wretched fool!” Martin stood up so suddenly that the witch was obliged to step away. “This morning I was nobody! Me! Squired to a pathetic second-son with no hope of anything, except to end my days as a vagabond knight! I am the better of all of my brothers!” He flung his chair across the room. “This is not my place!” The witch stood silent, mouth agape at the tirade. After a moment, she collected herself enough and admonished the young man. "You're the master of Berwick Manor, now! Not a spoiled adolescent! You have responsibilities! Your lessons will give you clarity." “You're right," Martin grinned evilly. "I am the master of Berwick Manor. I could not have ever hoped for this, but I’ll not mourn their passing. I shall return there shortly. You shall not.” Martin stood close to the witch, his imposing height towering over the withered woman. “Get you gone from my sight.” He laughed again as the witch practically tripped over her robe in her haste to flee from the room. Appearance and Personality:
Martin has been called the comeliest man in Berwick and all the surroundings. Though it is never spoken of, many maidens of the countryside have suffered from his attentions. He stands remarkably tall for the Cymri, and his lean, narrow frame lends the illusion of even greater height. He is hardly ever seen unwashed or unkempt, and views the filth and odor of unwashed humanity as an offense to his senses worthy of punishment.
Martin is well known as arrogant and self-serving, though never so much as to break the laws and customs of the land. He is ambitious beyond reason, though with three older brothers, he spent his youth mired in the certainty that he would never gain leadership of his family’s estate. His ascension to Master of Berwick, and early knighting have fanned the flames of his ambition into a full-fledged conflagration. As a side note, I know the difference between being self-serving as part of character, and being selfish and uncooperative in gameplay. I would not engage in the latter. In other words, the party can count on me despite Martin’s character flaws. Martin of Berwick
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 (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. In or Out of the Saddle (Ex): At 1st level, an emissary gains Mounted Combat as a bonus feat. In addition, he can move at normal speed when wearing medium armor. This ability replaces tactician. Order of the Cockatrice A cavalier who belongs to this order serves only himself, working to further his own aims and increase his own prestige. Cavaliers of this order tend to be selfish and concerned only with personal goals and objectives. Edicts: The cavalier must keep his own interests and aims above those of all others. He must always accept payment when it is due, rewards when earned, and an even (or greater) share of loot. The cavalier must take every opportunity to increase his own stature, prestige, and power. Challenge: Whenever an order of the cockatrice cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls made against the target of his challenge as long as he is the only creature threatening the target (not counting his mount). This bonus increases by +1 for every four levels the cavalier possesses. Skills: An order of the cockatrice cavalier adds Appraise (Int) and Perform (Cha) to his list of class skills. In addition, an order of the cockatrice cavalier adds his Charisma modifier to the DC on another creature's attempt to demoralize him through Intimidate in addition to his Wisdom modifier, as normal). Allegro
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