Nysene Ratarion's page

110 posts. Alias of Lady Ladile.


Race

Inactive

About Nysene Ratarion

Nysene Ratarion
Oread Cavalier (Constable) 2
LE Medium Outsider (Native)
Init -1; Senses Darkvision 60 ft.; Perception +6; +7 to act in surprise round
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Defense
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AC 15, touch 9, flat-footed 15 (+5 armor, -1 Dex, +1 shield)
HP 26
Fort +7, Ref -1, Will +2
Resist Acid 5
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Offense
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Speed 20 ft. (15 ft. in armor)
Melee
Dagger +5 (1d4+3/19-20)
Gauntlet (from armor) +5 (1d3+3)
Morningstar +5 (1d8+3)
Unarmed Strike +5 (1d3+3)
Ranged
Shortbow +1 (1d6/×3)
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Statistics
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Str 16, Dex 8, Con 18, Int 8, Wis 15, Cha 12
Base Atk +2; CMB +5; CMD 14
Feats
Improved Unarmed Strike (Constable Bonus Feat)
Power Attack (1st Level)
Shake It Off (Cavalier Teamwork Feat)
Traits
Earthsense
Godclaw Disciple - You worship the amalgamation of deities known as the Godclaw. You gain a +2 trait bonus on Knowledge (Religion) checks related to lawful deities, their clergy, their mythology, and their tenets. Additionally, Knowledge (Religion) is a class skill for you. You must be of lawful alignment to take this trait.
Hellknight Aspirant (Order of the Godclaw; Morningstar) - You have always admired the authority, discipline, and righteousness of the ebon-armored Hellknights. Whether it’s their unwavering self-control, uncompromising dedication to law and order, relentless pursuit of justice, or merciless administration of punishment, you have tried to model your own actions on the Hellknight philosophy called the Measure and the Chain. Your most fervent wish is to eventually join one of the Hellknight orders and take your place among the grim ranks dedicated to upholding and enforcing the laws of Hell and of Cheliax. You gain a +1 trait bonus on Knowledge (planes) checks, and Knowledge (planes) is a class skill for you. In addition, choose one of the following Hellknight orders. You have trained yourself in the use of that order’s favored weapon (if more than one weapon is listed, pick one), and gain a +1 trait bonus to your Combat Maneuver Defense whenever an opponent tries to sunder or disarm you of that weapon.
Skills
Diplomacy +5 - (1 rank, 3 class, 1 Cha)
Intimidate +6; +7 to demoralize target of challenge - (2 rank, 3 class, 1 Cha; 1 Order)
Knowledge: Local +4 - (2 rank, 3 class, -1 Int)
Knowledge: Planes +4 - (1 rank, 3 class, -1 Int, 1 trait)
Knowledge: Religion +3; +5 regarding lawful deities, their clergy, their mythology, and their tenets - (1 rank, 3 class, -1 Int; 2 trait)
Perception +6; +7 to act in surprise round - (1 rank, 3 class, 2 Wis; 1 Order)
Sense Motive +7 - (2 rank, 3 class, 2 Wis)
Languages Common, Terran
Other Gear Scale Mail, Light Steel Shield, Arrows (20), Backpack, Bedroll, Belt Pouch, Canteen, Flint and Steel, Gear Maintenance Kit, Grappling Hook, Hemp Rope (50 ft.), Iron Holy Symbol (Godclaw pantheon), Manacles, Mess Kit, Torch (5), Whetstone, Wrist Sheath (spring-loaded), 212 gp
Magic & Consumables
CLW Potion x2
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Special Abilities
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Apprehend (Ex) - A constable gains Improved Unarmed Strike as a bonus feat and can attempt a grapple combat maneuver check in place of the attack at the end of a charge. At 2nd level, the constable receives a +1 bonus on Perception checks and combat maneuver checks to disarm, grapple, or trip opponents. At 7th level and every 5 levels thereafter, this bonus improves by 1. At 4th level, the constable does not treat crowds as difficult terrain. This ability replaces mount.
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.
Crystalline Form (1/day) - Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces Earth Affinity.
Darkvision (60 feet) - Oreads can see in the dark up to 60 feet.
Ennnead Star's Challenge +1 (1/day) (Ex) - An order of the Ennead Star cavalier gains bonuses when he challenges a creature of chaotic alignment with an Intelligence score of 3 or higher or one that the cavalier has witnessed committing a crime against local laws within the past hour. Against such a targets of his challenge, he receives a +1 morale bonus on attack rolls. He also gains this bonus on Intimidate checks to demoralize such targets. This bonus increases by 1 for every 4 class levels that the cavalier has.
Ferrous Growth (1/day) - Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of nonmagical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This racial trait replaces the Spell-Like Ability racial trait.
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.
Oppress (Sp) - At 2nd level, when the cavalier deals damage to an opponent with his order’s favored weapon, as a swift action he learns whether that creature’s alignment is chaotic, as if he had cast detect chaos and studied the creature for 3 rounds. Additionally, if he learns that a creature is chaotic by using this ability, he gains a +1 morale bonus on attack rolls against it. This bonus does not stack with itself, but it does stack with the bonus from the cavalier’s challenge.
Tactician (Shake It Off, 4 rds, 1/day) (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.