Baron Hannis Drelev

Norton Ambrosi's page

761 posts. Alias of Simon Hayes.


Full Name

Norton Ambrosi

Race

hp: 45/45; AC:17/14-ff16/14-tch10; F+7, R+4, W+5;

Classes/Levels

Initiative 0, Perception +5

Gender

Male

Size

M

Age

25

Alignment

LG

Strength 14
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 13
Charisma 18

About Norton Ambrosi

General:

Name Norton Ambrosi
Height 6'
Weight 192 lb
Age 25
Gender Male

Deity
Alignment Lawful Good

Race Human
Class Cavalier 3 (order of Shield Honor Guard archetype)
Class Bard 2
Level 4

Abilities:

Value Bonus (Cost/Race )
STR 14 +2 ( 5 )
DEX 10 0 ( 0 )
CON 14 +2 ( 5 )
INT 10 0 ( 0 )
WIS 13 +1 ( 3 )
CHA 18 +4 ( 7/+2 )

Saves:

Value (Ability Class Equip)
Fortitude+7 (+2 +3 +2)
Reflex +4 ( 0 +4 )
Will +5 (+1 +4 )

Senses +1 Passive +11

Combat:

Value (Dex Str Equip Class Feat )
HP 45/45
Iniziative 0 ( 0 / / 0 0 )
AC Normal 10 ( 0 / / 0 0 ) Flatfooted 10
AC Chain Shirt 14 ( 0 / / +4 0 ) Flatfooted 14
AC Chain Shirt & Shield 17 ( 0 / / +7 0 ) Flatfooted 16
Melee +6 ( / +2 / +4 0 )
Ranged +4 ( 0 / / +4 0 )
CMB +6 ( / +2 / +4 0 )
CMD 16 ( 0 +2 / +4 0 )

Skills:

Value (Ability Ranks Class Race/Feat/Equip )
Acrobatics 0 ( 0 0 +3 )
Appraise +4 ( 0 1 +3 )
Bluff +15 (+4 5 +3 +3 )
Climb +2 (+2 0 +3 )
Craft (untrained) 0 ( 0 0 +3 )
Diplomacy +15 (+3 0 +3 )
Disable Device NA ( 0 0 0 )
Disguise +10 (+4 3 +3 )
Escape Artist 0 ( 0 0 +3 )
Fly 0 ( 0 0 0 )
Handle Animal +12 (+3 5 +3 )
Heal +5 (+1 1 +3 )
Intimidate +12 (+4 5 +3 )
Knowledge (arcana) +1 ( 0 0 +3 +1 )
Knowledge (dungeoneering) +1 ( 0 0 +3 +1 )
Knowledge (engineering) +1 ( 0 0 +3 +1 )
Knowledge (geography) +5 ( 0 1 +3 +1 )
Knowledge (history) +1 ( 0 0 +3 +1 )
Knowledge (local) +6 ( 0 2 +3 +1 )
Knowledge (nature) +1 ( 0 0 +3 +1 )
Knowledge (nobility) +1 ( 0 0 +3 +1 )
Knowledge (planes) +5 ( 0 1 +3 +1 )
Knowledge (religion) +5 ( 0 1 +3 +1 )
Knowledge (spirits) +1 ( 0 0 +3 +1 )
Linguistics NA ( 0 0 +3 )
Perception +5 (+1 1 +3 )
Perform (untrained) +4 (+4 0 +3 )
Perform (oratory) +15 (+4 5 +3 +3 )
Profession (Untrained) +1 (+1 0 +3 )
Ride +5 ( 0 2 +3 )
Sense Motive +15 (+1 0 +3 )
Sleight of Hand NA ( 0 0 +3 )
Spellcraft NA ( 0 0 +3 )
Stealth 0 ( 0 0 +3 )
Survival +1 (+1 0 0 )
Swim +2 (+2 0 +3 )
Use Magic Device NA (+3 0 +3 )

Feats & Traits:

Trait 1 Natural Born Leader: +1 on Will against mind-affecting effects for cohorts, followers, or summoned creatures. +1 to Leadership score.
Trait 2 Patient Optimist: +2 bonus on Diplomacy with hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.

Race Antagonize: Standard action DC 10 + HD + Wis, Diplomacy check target -2 on attack others and 10% spell failure. Bluff target must try melee attack.
Level 1 Skill Focus (Bluff): +3 on Bluff
Cavalier 1 Escape Route (Teamwork): allies moving in adjacent squares don't provoke AoO
Level 3 Skill Focus (Performance Oratory): +3 on Performance (oratory) checks
Level 5 Mounted Combat: when your mount is hit Ride check higher than attack roll negates.

Special:

Challenge: 1/day swift action, +1 on melee damage, +1 on attack if target attacks other than the cavalier, give 1 point of his AC to a choosen ward

Mount: trusty steed with levels, no armor penalty

Order: Shield

Edict: must protect defenseless

Heal: when healing somebody else +1/2 cavalier level bonus

Tactician: 1/day grant teamwork feat to allies for 4 rounds

Order ability: every time damage from melee and ranged can turn 1 lethal to 1 non-lethal

Bardic Knowledge: add 1/2 class level to Knowledge, may make Knowledge untrained.

Bardic Performance: As a standard action 9 round/day
Countersong: Creatures in 30' use bard's Perform check to save against sonic or language-dependent magical attack.
Distraction: Creatures in 30' use bard's Perform check to save against illusions magical attack.
Fascinate: Creatures able to see the bard in 90' that fail a Will save DC 14 look quitely at the bard. Such creature have a -4 penalty at reaction checks. Any potential threat allows a new saving. Any obvious threat automatically breaks the effect. Is a mind-affecting ability.
Inspire Courage: +1 morale against charm and fear effects and a +1 competence attack and damage rolls.

Versatile Performance: roll Performance (oratory) check instead of diplomacy and sense motive.

Well Versed: +4 saving throws made against bardic performance, sonic, and language-dependent effects.

Magic:

Spells per Day
Level 0 -> inf.
Level 1 -> 2 +1

Spell Known
Level 0 -> 5
Level 1 -> 3

Level 0
Resistance: Subject gains +1 on saving throws.
Unwitting Ally: Subject is considered ally for 1 round.
Message: Whisper conversation at distance.
Daze: Humanoid creature of 4 HD or less loses next action.
Sift: Examine area at distance.

Level 1
Feather Step: Ignore movement penalty in difficult terrain.
Adoration: You gain a bonus on Diplomacy checks and performance combat checks.
Unseen Servant: Mindless force for 2 hrs.

Equipment:

Money: 5 gp

Weapons
Dagger: 1d4 +2 19-20/x2
Longsword +1: 1d8 +3 19-20/x2
Greatsword*: 2d6 +3 19-20/x2
Ahm R'hir'thuutka*: Lance, Living steel, Quencing, 1d8 +3 +1 (+1d6 vs fire) 20/x3 two Handed
Ahm R'hir'thuutka*: Lance, Living steel, Quencing, 1d8 +2 +1 (+1d6 vs fire) 20/x3 One Handed
Ahm R'hir'thuutka*: Lance, Living steel, Quencing, 2d8 +4 +2 (+1d6 vs fire) 20/x3 One Handed Mounted Charging
Ahm R'hir'thuutka*: Lance, Living steel, Quencing, 2d8 +6 +2 (+1d6 vs fire) 20/x3 Two Handed Mounted Charging

Composite longbow: 1d8 +2 30/x3
Crossbow Heavy* +1: Hunting 1d10 +1 19-20/x2 (20 bolts)

Weight: 5 lb (16 lb mounted)

Armor
Chain Shirt: mithral, +4 +6 0
Shield heavy steel +1 Bashing: +3 - -1 1d8

Weight: 38

Other
Backpack
Tent*
Bedroll*
Healer's Kit
Flask
Waterskin* x2
Candles
Whetstone
Boots of the Mire: +2 Fort, leave no trace, walk on water

Weight 5 lb (50 lb mounted)

Encumbrance
Carried: 48 lb
Light: 56 lb
Medium: 116 lb
Heavy: 175 lb

Movement: 30 ft

Description:

Norton grew up in Cheliax. Noble born he was always on the easy side of life, but his heart never grew up to the chelish way. Since he was a kid he showed a charismatic personality, and to be able to attract around him small gangs of children, even older ones. Leading always came easy to him, along with the conscience that followers are to be treated honestly and respected.
As years went by Norton learned to tune his skills, he learnt the treacherous ways of the always scheming nobility, and the cautious ways of diplomacy. But in the end he grew sick of the chelish establishment, so he left his country in search of a place were his skill could be used for the good.

Murak:

Horse

Abilities
Str 17 +3
Dex 14 +2
Con 15 +2
Int 2 -4
Wis 12 +1
Cha 6 -2

Saves
Fortitude+5
Reflex +5
Will +2

Combat
HP 23/23
AC Normal 14 (10 +2 dex +6 natural armor -1 size) Flatfooted 15, Touch 11
BAB +1
Melee +4
bite 1d4 +3
2 hooves* 1d6 +1

Skills
Acrobatics* +9 (+1 rank +3 feat)
Climb* +3
Escape Artist +2
Fly* 0
Intimidate -2
Perception* +6 (2 rank)
Stealth* -2
Survival +1
Swim* +3

Encumbrance
Carried: 73 lb (286 lb mounted)
Light: 380 lb
Medium: 765 lb
Heavy: 1150 lb

Movement: 50 ft
Size L

Special Qualities
low-light vision

scent

Triks
Combat Trained: tricks attack, come, defend, down, guard, and heel.
Bonus Trick: track.

Feats
Skill Focus (Acrobatics): +3 on acrobatics
Light Armor Proficiency: No attack penalties
Medium Armor Proficiency: No attack penalties