Danse Macabre

Meneas the Cowl's page

999 posts. Alias of Sensen.


Full Name

Sir Meneas Surtova, Marshal of Helikia

Race

| HP 46/46 | AC 22 (23 after feinting), Touch 12 (13 after feinting), Flat-Footed 20 | CMB +7, CMD 19 | Fort +5, Ref +3, Will +3 (-1 vs. fire effects) | Initiative +6 (+8 on roads) | Perception +1 (+3 on roads)

Classes/Levels

| Speed 20 ft. (50 ft. on horseback) | Challenge 2/2 | Sneak Attack +1d6 | Active Conditions: Knave's Standard

Gender

Male Neutral Human (Taldan/Kellid) Cavalier (Hooded Knight) 5

Size

Medium

Age

24 (Birthday: 25 Erastus)

Special Abilities

Challenge 2/day, Hero of the Roads, Mount, Sneak Attack +1d6, Cavalier's Charge, banner

Alignment

Neutral

Deity

Ng

Location

Stolen Lands

Languages

Common (Taldane), Sylvan, Draconic, Hallit

Occupation

Knight-Errant

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

About Meneas the Cowl

Statistics:
Male Human Cavalier (Hooded Knight) 5
N Medium Humanoid (human) or Fey
Init +6 (+8 on roads); Senses: Perception +1 (+3 on roads)
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DEFENSE
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AC 22, touch 12, flat-footed 20 (+2 Dex, +6 armor, +2 shield, +2 deflection)
HP 46 (5d10+5+3)
Fort +5, Ref +3, Will +3
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OFFENSE
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Speed 30 ft. (20 ft. in armor)
Melee Masterwork Lance +9 (1d8+3 piercing, x3)
Melee Masterwork Lance +10 (1d8+3 piercing, x3) while mounted
Melee Masterwork Lance +14 (2d8+6 piercing, x3) when charging while mounted
Melee +1 Cold Iron Aldori Dueling Sword +9 (1d8+4 slashing, 19-20/x2)
Melee +1 Cold Iron Aldori Dueling Sword +9 (1d8+5 slashing, 19-20/x2) two handed
Melee Cold Iron Aldori Dueling Sword +10 (1d8+4 slashing, 19-20/x2) while mounted
Melee Silver Warhammer +8 (1d8+3 bludgeoning, x3)
Melee Silver Warhammer +9 (1d8+3 bludgeoning) while mounted
Ranged Javelin +7 (1d6+3 piercing)
Ranged Composite Longbow +7 (1d8+2 piercing, x3)
Space 5 ft., Reach 5 ft. (10 ft. with lance)
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SPECIAL ABILITIES
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Class Skills: A hooded knight gains Knowledge (geography) and Survival as class skills instead of Climb and Swim.

Feytouched Mount: A hooded knight’s mount has the fey-touched simple template when he is riding it, but it cannot use its change shape ability while being ridden.

Hero of the Roads (Ex):
When on a road, a hooded knight gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks. These bonuses increase by 2 at 9th and 17th level. The speed of any mount a hooded knight rides is increased by 10 feet at 9th level and by an additional 10 feet at 17th level. By spending 1 minute coaxing his allies’ mounts and expending one use of his challenge ability, a hooded knight can grant the same speed increase to the mounts ridden by all allies within 30 feet who can see and hear him. This speed increase to his allies’ mounts lasts for 1 hour.

A hooded knight and his mount can hustle while traveling on a road without taking damage for 2 hours each day, plus an additional 2 hours at 5th level and every 5 levels thereafter (to a maximum of 8 hours at 15th level).

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.

Order of the Blossom:

Edicts: The cavalier cannot refuse a fey’s request for aid unless it will interfere with his existing duties, or he believes the fey seeks to directly oppose his other aims and goals. He must strive to prevent gates to the First World from being exploited or corrupted. If the cavalier encounters blighted fey or other corrupted fey, he must strive to destroy them.

Challenge: Whenever an order of the blossom cavalier issues a challenge, the target of the challenge takes a –1 penalty on saving throws against spells and spell-like abilities used by fey or by the cavalier. This penalty increases by 1 for every 4 levels the cavalier has. An order of the blossom cavalier can’t issue a challenge against any creature of the fey type unless that creature has the blighted fey template.

Skills: An order of the blossom cavalier adds Disguise and Knowledge (nature) to his list of class skills. An order of the blossom cavalier can attempt Knowledge (nature) skill checks untrained. Whenever an order of the blossom cavalier attempts a Bluff check to feint in combat, he receives a bonus on the check equal to half his cavalier level (minimum +1).

Order Abilities:
Sneak Attack (Ex): At 2nd level, an order of the blossom cavalier can make a sneak attack, as the rogue ability of the same name. At 2nd level, his sneak attack damage is +1d6. This damage increases by 1d6 at 8th level and every 6 levels thereafter. If the cavalier gets a sneak attack bonus from another source, the bonus damage stacks.

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.

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 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.

Expert Trainer (Ex): At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Animal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week required by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC.

Knave's Standard: The knave standard is common among cavaliers of the River Kingdoms. An ally who benefits from this standard gains a +2 dodge bonus to AC against attacks of opportunity provoked by movement and a +1 morale bonus on attack rolls that benefit from flanking. At 10th level and every 5 levels thereafter, the bonus to AC increases by 1. At 14th level, an ally benefiting from the banner gains sneak attack +1d6; this stacks with other sources of sneak attack. When the cavalier or samurai waves this standard, a number of allies equal to the cavalier or samurai’s Charisma modifier (minimum 1) within 60 feet can each attempt a feint against a foe she threatens as an immediate action.

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STATISTICS
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Str 16, Dex 14, Con 12, Int 13, Wis 12, Cha 14
Base Atk +5; CMB +8; CMD 20

Feats:
Fey Friend (Bonus)
Mounted Combat
Ride-by Attack
Improved Initiative

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

Traits:
Bastard: One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)
Dueling Cloak Adept: You are trained in using your cloak to disguise your body and deceive your enemies. While wearing a cloak and using an Aldori dueling sword, you gain a +2 trait bonus on Bluff checks made to feint. Additionally, every time you successfully feint while wearing a cloak, you gain a +1 dodge bonus to your Armor Class until your next turn.
Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Burned: You were badly burned once by volcanic ash, torch-wielding mobs, or some fiery accident, and the scars pain you terribly you whenever you are too near to fire. You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

Skills:
Bluff +10 (2 Cha, 5 ranks, 3 class), +12 to feint, +14 to feint with Aldori Dueling sword, +12 vs. Fey
Diplomacy +10 (2 Cha, 5 ranks, 3 class), +12 vs. Fey
Intimidate +10 (2 Cha, 5 ranks, 3 class)
Knowledge (Nature) +8 (1 Int, 4 ranks, 3 class)
Ride +10 (2 Dex, 5 ranks, 3 class)
Sense Motive +8 (1 Wis, 4 ranks, 3 class), +10 vs. fey
Survival +9 (1 Wis, 5 ranks, 3 class), +11 on roads

Background Skills:
Handle Animal +10 (2 Cha, 5 ranks, 3 class)
Knowledge (Geography) +7 (1 Int, 3 ranks, 3 class), +9 on roads
Linguistics +3 (1 Int, 2 ranks)

Armor Check Penalty: -2

Languages: Common (Taldane), Sylvan, Draconic, Hallit

Favored Class Bonuses: +3 HP, 2 skill points
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GEAR/POSSESSIONS
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All weapons above, and:
+1 Scale Mail
Masterwork Light Steel Shield
Quiver
- 6 Javelins
Military Saddle
Leather Barding
Cavalier's Kit, Including
- animal feed (5 days), a backpack, a bedroll, a belt pouch, a bit and bridle, a flint and steel, an iron pot, a mess kit, rope, saddlebags, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's outfit
Reversible Cloak (20 gp) - One side is a dark green, while the other is black edged with white.

Consumables:
1 flask of acid
1 potion of lesser restoration

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Magical Items
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------------------------ (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
------------------------ (Headband Slot)
------------------------ (Neck Slot)
+1 Shield Cloak (Shoulder Slot)
------------------------ (Wrist Slot)
Ring of Protection +2 (Ring Slot 1)
------------------------ (Ring Slot 2)

Carrying Capacity Light: 76 lb. Medium: 77-153 lb. Heavy: 154-230 lb.

Currency: 1711 gp, 1 sp, 3 cp
Total Weight: lb.

Veil, Fey-Touched Horse:

Statistics:
N Large Fey-Touched Animal
Init +3; Senses: low-light vision, scent; Perception +6
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DEFENSE
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AC 22, touch 13, flat-footed 17 (+3 Dex, +2 armor, +6 natural armor, +1 dodge, -1 size)
HP 47 (5d8+15)
Fort +7, Ref +7, Will +4
SR: 10
DR: 5/cold iron
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OFFENSE
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Speed 50 ft.
Melee Bite +7 (1d4+4)
Melee 2 hooves +8 (1d6+4)
Space 10 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Change Shape: Unusable whilst being ridden, but can transform into a single fixed Small or Medium humanoid form as though through alter self.

Combat-Trained

Link (Ex): A cavalier can handle her mount as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The cavalier gains a +4 circumstance bonus on all and Handle Animal checks made regarding a mount.

Woodland Stride (Ex): The fey-touched may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Tricks: Attack, Come, Defend, Down, Guard, Heel, Track, Fetch
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STATISTICS
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Str 19, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Base Atk +3; CMB +9; CMD 20 (24 vs. trip)

Feats:
Dodge
Light Armor Proficiency (Bonus)
Mobility
Weapon Focus (Hooves)

Skills:
Acrobatics +6 (2 Dex, 1 ranks, 3 class)
Perception +6 (1 Wis, 2 ranks, 3 class)
Stealth +4 (3 Dex, 2 ranks, 3 class, -4 size)

Backstory:

Born to a minor cousin of the Surtova noble family and a horse merchant in Port Ice before the Vanishing, Meneas’ mother never cared much for his father, who was, as she’d described, “a good lay for a noble.” More to her interest was raising the son he’d left her with as a proper merchant. When he was born, Meneas brought with him to his mother’s home a mysterious hooded figure who blessed the child and prophesied about his future - a wandering protector and warrior.

Meneas was raised in his mother’s home in Port Ice for the first five years of his life, where he became known for his way with horses and his interests in the Aldori Style of dueling. While his mother often traveled, he nevertheless felt a certain bond with her, and deeply enjoyed her visits. He never had much attachment to his father, though he knew that the man was a Surtova and a noble - it did not mean much of anything to him.

When he was five, Meneas’ mother began taking him on her journeys, where he often spent time watching and learning from both her and her various guard and assistants. The time of relative peace was broken when a group of bandits attacked his mother’s caravan, and most of the group was killed - save Meneas and a few guards, who were saved by a hooded stranger on the back of an enchanted grey horse.

The hooded knight declared that they would take Meneas in, silently daring the guards to defy them. Meneas, terrified, attempted to flee or fight back, but there was nothing a child of nine could do against a full-grown and fully trained knight, especially when the knight and their mount teleported to the road in front of the boy.

For the next decade, Meneas trained and learned from his new mentor, who insisted on being called “the Nameless Knight.” He learned the secrets of the Hooded One, the Eldest named Ng, and of the language of the fey. Even as he did so, however, his social skills atrophied somewhat, developing in a distinctly fey direction. The Nameless Knight also allowed Meneas to train with a few of their associates, including one Sir Imperia Kharvortorov, who taught him to use a cloak and Aldori dueling sword together.

When he was nineteen, the Nameless Knight brought Meneas to the court of Brevoy, where his attempts to claim a relationship with his father were laughed off and largely disregarded. The Nameless Knight challenged Meneas’ father on their ward’s behalf, but was critically injured.

For the next few years Meneas attempted to live with the Surtovas, but was constantly ignored and disdained in favor of his trueborn siblings. Thus, instead he spent much of his time taking up the Nameless Knight's mantle, wandering the roads across Brevoy and hunting down bandits. At twenty-three, however, he discovered that his half-sister was working with bandits to end his life. In a vicious duel, Meneas nearly killed her, but was prevented from dealing the mortal blow by his father and family. Cast out of the Surtova estate, Meneas left his "family" behind, wandering the roads of Brevoy until he got word that the swordlords of Rostland were recruiting for a chance to build up baronies in the Stolen Lands.

Heraldry:
Despite many cavaliers wearing resplendent heraldry, Meneas only uses a field of black edged with white for his shield, claiming no allegiance, but honoring his Eldest patron, Ng.

Companions:

Brental: A respectful and pragmatic sort, for the most part. He seems handy enough in a fight, and his mammoth is quite clever itself. He's from Sevenarches, I think, but seems more reasonable than most of the River Kingdoms' folk.

Lina: I've only met a few elves in my life, but if she is representative of her people, they seem decent enough sorts. She's a little impulsive, but she seems to be clever and has some interesting spells. Almost makes me think of the fey.

Veil: My precious girl. She's been my best ally since I was sixteen, and I am sure we'll continue working together for years to come. Hopefully, she'll enjoy our time out in the Stolen Lands. Without roads, we'll be able to ride out into the wilderness a bit more than we're usually able to.

Appearance:

Height 5'10" (177 cm) | Weight 180 lb. (81 kg) | Eyes Dark Green | Hair Dark Brown

Meneas keeps his cowl over his face most of the time, hiding his facial features from view. However, his build is stocky and muscular, with broad shoulders and powerful limbs visible through regular clothing, but not armor. He is rarely seen without his cloak - deep green on one side and black edged with white on the other - or his Aldori dueling sword.

Beneath his hood, Meneas is an average-looking man with dark hair, tanned brown skin, and dark green eyes - marks of his mother's Kellid heritage. His features are somewhat stereotypically "aristocratic," but there is a certain harshness to his chin and cheekbones that distinguish him from his legitimate cousins. He keeps himself clean-shaven and his hair shoulder length, but ties in a ponytail to prevent it from getting in the way of his hood.

His mare, Veil, is a most striking beast herself. Her fur is a brighter red (with a black mane) than should be possible with horses, and her bright green eyes glint with a hint of mischievous cunning. Tall, with powerful limbs, she seems as quick as anything, and far brighter than an average horse.

On Alignment:

Menas is devoted to helping others, but is more neutral than neutral good because he is willing to go further and act more decisively when faced with threats to the innocent. He doesn't tend to do redemption, figuring that bandits and other predators are much better ended on the point of his lance or at the edge of his sword. In time, and with the influence of good companions, he will grow out of this tendency, and admit that there are better ways to end threats to the common folk than the death penalty - or mutilation, in more minor cases.