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About _Mordred_HP 10/21 | Fort +5, Ref +1, will +1 | Perception +1 feats and traits:
Power attack- Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. Traits:
Warded against Witchery: Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters. Attacks:
Great Axe +4 d12+3 x3 (power attack +2 d12+6) (2) cold iron throwing axes +3 d6+2 x3 10ft Skills:
Favored terrain- Cold (+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival) Bluff (Cha) +8, Climb (Str) +6, Craft (Int), Diplomacy (Cha) +9, Handle Animal (Cha) +8, Intimidate (Cha) +7, Profession (Wis), Ride (Dex)+5, Sense Motive (Wis) +5, and Swim (Str) +5. Survival (wis) +5 All Knowledge- class skills- (geograpghy*, History*) +4, +4 Background skills points*
Class abilities Cavalier Order:
Order of Green Edicts: The cavalier knows his place in the natural order and strives to defend the balance of nature. He must be willing to allow nature to take its course, and he must stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection. Challenge: An order of the Green cavalier can’t issue a challenge against any creature of the animal or plant type. Whenever he issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier has. If the target of his challenge is of the aberration or undead type, each round he can roll his first attack roll against the target creature twice and take the higher result. Skills: An order of the Green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the Green cavalier attempts a Survival check to track foes of the aberration or undead type, he receives a bonus on the check equal to half his cavalier level (minimum +1). Order Abilities: A cavalier belonging to the order of the Green gains the following abilities. Favored Terrain (Ex)
Green Knight archetype:
Beast Tongue (Ex) A green knight can use Diplomacy to improve an animal’s attitude. Beast tongue otherwise functions like the druid’s wild empathy ability, using the green knight’s Diplomacy modifier and using her cavalier level as her effective druid level, and it counts as that ability for the purpose of other effects (such as feat prerequisites or effects that alter or improve wild empathy). This replaces tactician. Implacable Knight (Ex)
Nature’s Servant (Ex)
Ferocious (Ex)
Woodland Stride (Ex)
Stalwart (Ex)
Oaken Vitality (Su)
Take Their Heads (Su)
Indestructible (Su)
Background:
Who are you? I'm Sir Modredus of Border wood. What do you do? I protect the Land from corruption and desecration. What are you? I'm a Human Knight; cant you tell. Why do they call you the Green Knight? I protect the Lands and the people in the wilderness. I follow my own code of Honor.
Equipment:
154 gp left- Scale mail- 50gp
Kit, Ranger’s
Outfit, Explorer’s
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