Harsk

Mazrim Deacon's page

249 posts. Alias of Aiunder.


Full Name

Mazrim Deacon

Race

Dwarf

Classes/Levels

Fighter (Lore Warden 2)/Cavalier(hunt master1) HP 36 / Init +3 / AC 15 / Per +6

Gender

Male

Size

Medium

Special Abilities

Dark Vision 60ft

Alignment

Lawful Good

Languages

Common, Dwarven, Goblin, Giant

Occupation

Bodyguard

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

About Mazrim Deacon

HP 27
AC 15(Shield of swings +4, vs Giants +4), flat footed 10, Touch 11
Fort 6
Ref 1
Will 0
Perception +6
CMD 15 (10 + 2 BAB +1 Dex + 2 Str)
CMB +4 (+6 Disarm)

Gear

Spoiler:

250 Copper Pieces

A set of good quality clothes, boots, a hat, cloak, belt, and a leather shoulder bag (the shoulder bag will hold one square foot of goods weighing up to twenty pounds)

A long knife (comparable to a standard Dagger)

Chain shirt (+4AC, -1 ACP,

Ranseur 2d4 piercing damage critical X3 (reach / disarm)

200ft of hemp rope
Grappling hook
Backpack
bedroll 50
waterskin x 2 50
Rations x 10 days
Whetstone
Flint and Steel
Lamp
oil standard x 5
Scythe (2d4 x4 crit slash or pierce)
weather treated tubes for parchment
three reinforced quills
one ruined spellbook
100 sheets of parchment
5 vials of ink

4 days rations
2x40ft rope

Backstory

Spoiler:

The Deacon line has served the Guisse family for years as stout man-at-arms and loyal protectors. Mazrim's parents were no exception and have instilled in Mazrim a strong sense of duty and responsibility, teaching that there is no greater honour than laying down ones life for their lord or to protect those that are unable to protect themselves. When Mazrim came of age he was trained in one of the more prestigious military colleges and learned that a soldiers best weapon was his mind and was far more reliable than any blade or shield (and less likely to turn on you).

Mazrim's goal in life to earn a place in the Guisse family honour guard and everything he does is with that goal in mind. Some see his devotion as obsession rather than what it truly is which is a drive to prove himself and live up to the expectations of his ancestors and his superiors.

After several years of service Mazrim was appointed as part of Sir Guisse's retinue

Stats

Spoiler:

Base Attack +3
Armour Class 15 (10 Base +1 Dexterity +4 Armour +0 Shield +0 Misc) +4 vs Giant subtype
AC with Shield of swings +4

Hit Points 27

Fortitude save 8 (5 class + 3 constitution) +2 vs poisons, spells or spell like abilities
Reflex save 1 (0 class + 1 Dexterity) +2 vs poisons, spells or spell like abilities
Will save 0 (0 class + 0 Wisdom) +2 vs poisons, spells or spell like abilities

Skills 2+Intelligence modifier +2 Int based
Skills 4+intelligence modifier

Acrobatics +1 (1 rank)
Intimidate +5 (2 rank +3 trained)
Handle animal+ 6 (3 rank +3 trained)
Knowledge (Dungeoneering) +6 (1 rank +2 modifier +3 trained)
Knowledge (History) +6 (1 rank +2 modifier +3 trained)
Knowledge (Nature) +6 (1 rank +2 modifier +3 trained)
Knowledge (Religion) +6 (1 rank +2 modifier +3 trained)
Perception +7 (3 rank +1 trait +3 trained)
Sense Motive +7 (3 rank +1 trait +3 trained)
Stealth +5 (1 rank +1 modifier +3 trained)
Survival +4 (1 rank +3 trained)

Feats
Power Attack (-1 to attack roll to add +2 to damage for every 4 BAB add 50% damage if two handed weapon)
Shield of swings (as part of full attack reduce damage by half to add +4 to AC)
Combat Expertise (LW2)
Improved Trip
Boon Companion

Traits
Suspicious. +1 trait bonus on sense motive and always a class skill
Reactionary. +2 trait bonus on initiative checks
Eyes and Ears of the city. +1 trait bonus on perception and always a class skill

Racial Abilities
+1 Atk rolls vs Goblins
+4 Dodge AC vs Giant subtype
+2 saves vs poisons, magic and spell-like abilities
+4 CMD vs bullrush and trip
Base Speed 20, not reduced by armour or encumberance
+2 racial bonus on Appraise checks for nonmagical goods with precious metals or gems
+2 Perception to ntuce unusual stonework like traps or secret doors, automatically check if within 10ft even if not looking
Proficient with battleaxe, heavy pick and warhammer and treat "Dwarven" weapons as martial


Class Abilities
Proficient with all simple and martial weapons, whip, net and light/medium armour

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.
Huntmaster's animal companions gain the effects of challenge.


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 Lion:

A cavalier who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the local warlord. Cavaliers of this order are stalwart and dedicated to their cause, willing to go any length to ensure the safety of their lord and his domain.

Edicts: The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm.

Challenge: Whenever an order of the lion cavalier issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the lion cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An order of the lion cavalier can make Knowledge (nobility) 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 sovereign.

Order Abilities: A cavalier belonging to the order of the lion gains the following abilities as he increases in level.

Lion’s Call (Ex)

At 2nd level, an order of the lion cavalier gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).

For the King (Ex)

At 8th level, an order of the lion cavalier can call out to his allies, inspiring them to greatness. As a swift action, the cavalier can grant a competence bonus equal to his Charisma modifier on all attack anddamage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.

Shield of the Liege (Ex)

At 15th level, an order of the lion cavalier can protect those around him. Allies that are adjacent to the cavalier receive a +2 shield bonus to their AC. In addition, as an immediate action, the cavalier can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the cavalier’s reach. This ability must be declared before the attack roll is made. The attack is made against the cavalier’s AC and defenses, even if the creature could not normally reach or attack the cavalier. The cavalier loses any cover or concealment bonuses when subject to the redirected attack.

animal companion (Dog):

Starting Statistics
Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.

Hit dice 3
AC 18 (10 +4 dexterity +4 Natural armour)
Base attack +2(4)
Fortitude +3(5)
Reflex +3(7)
Will +1(2)
Size Small; Speed 40 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6; Special Qualities dark vision, scent. Evasion
Feats: Combat reflexes, ??