Amin Jalento

Orendel Kellon's page

620 posts. Alias of Archpaladin Zousha.


Gender

[Cavalier (Standard Bearer) 1/Brawler (Exemplar) 3, AC 21, T11, FF20 / HP 40/40, F+6 R+3 W+1 / CMB +6, CMD 17 / Init +3, Perc. +12 / Tactician 1/day, Martial Flexibility 4/day, Inspiring Prowess 5 rounds/day]

About Orendel Kellon

Advancement Choices:
1st:Cavalier (Standard Bearer); Challenge 1/day, Banner, Order of the Dragon, Aid Allies, Tactician 1/day; Favored Class (Cavalier), +1 hit point
2nd:Brawler (Exemplar); Brawler's Cunning, Martial Flexibility 4/day, Martial Training, Call to Arms; Favored Class (Brawler), +1 Hit Point
3rd:Brawler (Exemplar); Bonus Feat, Brawler's Flurry (Two-Weapon Fighting); Favored Class (Brawler), +1 Hit Point
4th:Brawler (Exemplar); Inspiring Prowess (Inspire Courage) 5 rounds/day; Favored Class (Brawler), +1 Hit Point

M Half-Elf Cavalier (Standard Bearer, Order of the Dragon) 1/Brawler (Exemplar) 3 (4) Age 26

LG Medium Humanoid (Human, Elf)

Patron Deity: Torag

Init +3; Senses Low-Light Vision; Perception +12

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DEFENSE
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AC 21, touch 11, flat-footed 20 (+3 shield, +1 DEX, +6 armor, +1 natural)

Hit Points 40

Fort +6, Ref +3, Will +1

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OFFENSE
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Speed 15 ft. (30 ft. base)

Melee Brawler's Flurry +5/+5 (1d8+3/1d4+3 x2/x2) or Longsword +7 (1d8+3 19-20x2) or Dagger +7 (1d4+3 19-20x2)

Ranged Heavy Crossbow +5 (1d10 19-20x2) 120' range increments or Dagger +7 (1d4+3 19-20x2) 10' range increments

Space 5 ft., Reach 5 ft.

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STATISTICS
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Str 16, Dex 12, Con 14, Int 12, Wis 11, Cha 14

Base Atk +4; CMB +6; CMD 17

Traits:
Looking for Work - Orendel has nothing but contempt for the scum of Riddleport, but he's well aware that beggars like him can't be choosers, and guard duty's probably the closest thing to soldiering the city has, and soldiering's all he knows.

Reactionary - Having seen first hand that death can come when it is least expected, Orendel has made a vow to himself to never be surprised or ambushed ever again.

Feats:
Skill Focus (Perception)
Shield Focus
Shield Wall
Shield Brace
Improved Shield Bash

Skills (6/6 points; 4 Cavalier, 1 Int, 2 Background/4 Brawler, 1 Int, 2 Background):

Adventuring Skills
Acrobatics (Dex)
Bluff +9 (4 ranks, 2 Cha, 3 class)
Climb (Str)
Diplomacy +9 (4 ranks, 2 Cha, 3 class)
Escape Artist (Dex)
Intimidate +9 (4 ranks, 2 Cha, 3 class)
Knowledge (dungeoneering) (Int)
Knowledge (local) (Int)
Perception +12 (4 ranks, 0 Wis, 3 class, 2 racial, 3 feat)
Ride (Dex)
Sense Motive +7 (4 ranks, 0 Wis, 3 class)
Survival (Wis)
Swim (Str)

Background Skills
Artistry (Int)
Craft (Int)
Handle Animal (Cha)
Lore (Int)
Perform (Oratory) +10 (4 ranks, 2 Cha, 3 class, 1 trait)
Perform (Wind Instruments) +7 (2 ranks, 2 Cha, 3 class)
Profession (Soldier) +5 (2 ranks, 0 Wis, 3 class)

Racial Modifiers: +2 Wisdom, Low-Light Vision, Adaptability, Elf Blood, Elven Immunities, Keen Senses, Multitalented (Cavalier/Brawler, +1 Hit Point)

Languages: Common, Elven, Varisian

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GEAR/POSSESSIONS
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Location: On Persons
Carrying Capacity Light:66 lbs. Medium:67-133 lbs. Heavy:134-200 lbs.

Money: 963 GP 1 SP 0 CP

Soldier's Uniform (Molthune) 5 lbs. - 1 GP

Chainmail 40 lbs. - 150 GP
Masterwork Darkwood Heavy Wooden Shield 5 lbs. - 257 GP

Masterwork Cold Iron Tiger Fork 8 lbs. - 305 GP
Longsword 4 lbs. - 15 GP
Heavy Crossbow 8 lbs. - 50 GP

Pathfinder's Kit 22 lbs. - 12 GP
Backpack
Bedroll
Belt Pouch
Clay mug
Dagger
Fishhooks (2)
Flint and Steel
Sewing Needle
Signal Whistle
String (50 ft)
Thread (50 ft)
Trail Rations (7 days)
Waterskin
Whetstone

Crossbow Bolts (30) 3 lbs. - 3 GP
Silk Rope (50 ft) 5 lbs. - 10 GP
Tattered Battle Standard ? - 0 GP

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SPECIAL ABILITIES
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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.

Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Banner (Ex):
At 1st level, a standard bearer gains the banner ability. This ability is identical to the standard cavalier’s banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter. This ability replaces the standard cavalier’s mount ability.

Banner (Ex): At 5th level, a cavalier’s banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier’s banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

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.

Aid Allies (Ex):
At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.
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.
Brawler’s Cunning (Ex):
If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Martial Flexibility (Ex):
A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Martial Training (Ex):
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Call to Arms (Ex):
At 1st level, an exemplar can expend a use of martial flexibility to rouse her allies into action. All allies within 30 feet are no longer flat-footed, even if they are surprised. Using this ability is a move action. At 6th level, the exemplar can use it as a swift action instead. At 10th level, she can use it as a free action. At 12th level, she can use it as an immediate action. This ability replaces unarmed strike and close weapon mastery.
Bonus Combat Feats:
At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat.

Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler’s Flurry (Ex):
Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.

At 8th level, the brawler gains use of the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler’s flurry.

Inspiring Prowess (Ex):
At 3rd level, an exemplar gains the ability to use certain bardic performances. She can use this ability for a number of rounds per day equal to 3 + her Charisma modifier; this increases by 1 round per brawler level thereafter. The exemplar’s effective bard level for this ability is equal to her brawler level – 2. At 3rd level, the exemplar can use inspire courage. At 11th level, the exemplar can use inspire greatness. At 15th level, the exemplar can use inspire heroics. Instead of the Perform skill, she activates this ability with impressive flourishes and displays of martial talent (this uses visual components). This ability otherwise functions as bardic performance; feats and other effects that affect bardic performance (such as the Extra Performance feat) apply to it. This ability replaces maneuver training and AC bonus.

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Background:
Orendel was born in the little village of Tarentown, right on the borders between the warring lands of Molthune and Nirmathas. Tarentown had changed hands between the two nations many times before Orendel was born, and would change many times after that, but when it was a Molthuni village at the time of his birth, and thus he considers himself Molthuni by birth. His mother, Eudoxia, was a local Varisian girl who worked as a shepherdess, while his father was Salathiel, an elf who'd roved the wilds of the Fangwood for centuries and worked with the Nirmathi guerillas and partisans fighting for their freedom. Shortly after Orendel's birth, Salathiel led a band and drove out the occupying Molthuni force, restoring it to Nirmathas, before going back into the woods to continue the fight.

This pattern would repeat itself throughout Orendel's childhood, his father coming to visit for short periods of time before returning to the woods, sometimes for years at a time. Even if he supported his family with what meager money he received from raiding Molthuni supply trains, Orendel came to resent his father's frequent absences, and soon they began arguing whenever Salathiel returned. Things changed when a band of bandits unaffiliated with either side of the war rode into Tarentown and took the town over, bullying the locals for what meager tribute they could provide. Orendel tried to protect his mother from their predations, but he was only a lad at the time, and the bandits easily brushed his efforts aside and laughed in his face. He feared the worst would happen for his mother soon, but then the unexpected happened: Horns sounded and soldiers in red garb charged into the town. The bandits barely had time to respond before they were cut down to a man. It was then that Orendel saw a handsome, grizzled dwarf on a horse shouting orders to the men. The villagers assembled to praise their liberator, who introduced himself as General Kunibert of the Molthuni Army. Orendel, like a number of other lads in the village, was star-struck. It was only a few days later before he enlisted and followed Kunibert's forces to join Molthune's army himself.

Orendel took to drills and marching like he was born to it, impressing even Kunibert himself, who offered to tutor the young lad in the arts of war. Orendel happily accepted, eagerly devouring book after book of military history and strategy, and soon following Kunibert's example, joined the church of Torag, despite not being a dwarf himself. After about a year was honored with becoming the youngest member of Kunibert's personal troops and its standard bearer. Around this time, they were passing back near Tarentown, and as soon as Orendel got leave, he went home to share everything he had learned with his mother, how proud he felt at achieving so much so quickly, how honored he felt to be part of the defense of his home, how Kunibert felt like the father Salathiel never had been...unfortunately, Salathiel himself was in the village too, and he was outraged at seeing his son coming home wearing Molthuni colors.

That night father and son had the worst, bitterest argument of their lives. Salathiel ranted at the oppression and injustices the Molthuni inflicted upon anyone weaker than they were, how they allowed monsters to do their dirty work for them, and how they were no better than the Chelaxians they'd seceded from, and Orendel shouted right back about how no "freedom fighters" bothered to help Tarentown when the bandits had come, how the Nirmathi strictly refused to band together and build something greater than themselves because of their stubborn individualism, and how Salathiel cared more about some vague principle than his own family. It ended with Salathiel storming off into the woods, the way he'd done so many times in the past, and Orendel standing at the door teary-eyed. He was grateful when leave ended and he returned to his corps, who he felt truly understood him.

Things were heating up in the long war between Molthune and Nirmathas again, and within a day or two, Kunibert announced that he would be leading a major push into Nirmathas towards its capital of Tamran. Orendel, still angry from the fight with his father, became incredibly eager to fight, which worried General Kunibert. He advised the lad to keep his wits about him and remember that it was better to let an enemy break against your shield, wasting all their energy on you, while you were still fresh and ready to strike back. The next day, they began their march through the dark, tangled trails of the Fangwood...and as official reports will tell you, were slaughtered to a man.

It was all fire and screaming as Kunibert's forces walked right into the Nirmathi trap, the army surrounded on all sides by guerilla snipers and hardy warriors who charged into their flanks. Orendel tried his best to keep stabbing, looking for some opening, ANY opening that would allow them to recover and turn the fight around. He kept the Molthuni banner high, waving it to try and rally the men...until he saw his father emerge from the trees. Salathiel loosed arrow after arrow into the fray, and before Orendel could realize what was happening, two of them landed right in General Kunibert's chest. Orendel screamed and tried to help him, but it was already too late. Kunibert managed to raise his head a bit and gave Orendel one last order: Run. Taking up the fallen standard and Kunibert's pollaxe, Orendel broke into a dead run, screaming bloody murder and barely able to see anything as he narrowly avoided soldiers, trees and burning debris. The battle seemed to part before him, and before he knew it, it was behind him. He turned back to see his father standing in the distance, bow in hand, watching him. Orendel thought he was a dead man, but nothing happened. Salathiel did not nock another arrow. He just watched as Orendel turned his back on him again, and this time on the whole of the war.

The next few days were desperate struggling through the woods as Orendel tried to find civilization. By the time he reached a village, he was barely alive from his wounds and hunger. The villagers gave him shelter and a good meal, and inquired as to where he'd come from and what he was doing out in the woods all alone. Orendel found that he could barely muster the will to speak, as the images of the horrible battle returned to him unbidden, until finally all he could stammer was that he was a deserter. It was true enough, and the villagers sympathized. They patted him on the back and spoke of freedom, but that only made it worse. Orendel finished his meal and thanked the villagers for their kindness, but the look on his face as he left was one of disgust. Orendel felt truly alone in the world now: no family, no comrades, no general, just him and a torn banner that didn't mean anything anymore. He knew he couldn't stay, so he began to trudge towards another village, and then another, and then another. He never stayed long, just enough for a meal and a good night's rest, until before he realized it, he'd crossed out of Nirmathas and into the Bloodsworn Vale...to the east lay the frontier of Varisia, a land even wilder and more rugged than Nirmathas...a place to disappear. It would do.

Orendel passed through Bloodsworn Vale and paused briefly outside Korvosa, barred from entering the city itself due to the plague turning into a charnel house. He took ship from there, and found himself on a pier in Riddleport, the City of Cyphers. He wandered its alleys, sickened by the scum and villainy he saw all around him. But there was no more money in his purse, so here he'd stop. There was little choice anymore. He'd probably become another petty legbreaker or tough for a crimelord and disappear...at least that's what he thought...until he saw advertising for the grand reopening of an establishment called the Gold Goblin, a place attempting to become better than its past, like him. Perhaps they needed a bouncer or a security guard...


Personality:
Bitter; Orendel is deeply haunted by thoughts of his first and last great battle, where he lost friends and superiors he'd come to regard as family and where his own family betrayed him. He feels like he's got barely anything left to live for and is desperately seeking a purpose to keep him going.

Disciplined; Despite technically being a deserter, Orendel still believes in the values his training in Molthune's army instilled in him. He rises early and drills with his weapons and keeps them clean and sharp despite no longer needing to for inspections, and still looks at situations tactically, almost by instinct. He'll also talk very loudly and angrily about the disorganized and anarchic nature of elves, but how much of this is genuine dislike of chaos and how much of it is his loathing of his father and himself is up for debate.

Suspicious; Orendel has promised himself to never let his guard down to get ambushed or stabbed in the back ever again, after trusting in kin led him into a massacre he barely survived. Travelling to a city infamous for its cutthroats and cut-purses hasn't helped, so he keeps people at arms length for a long time until he's certain he can trust them.

Honorable; Once his trust is earned, Orendel will never lie to his comrades, will never abandon them and will never stab them in the back and expects the same from them. He's desperate for friends following the losses he's suffered, and if someone he comes to trust betrays him, he'd go berserk.

Inspiring; The battlefield is where Orendel is in his element, and his training as a standard bearer for the army shows. He'll plant himself and raise his flag high while shouting a speech of inspiring slogans to his allies and vile insults to his foes. Even rough and unkempt as he is now, when driven to fight the "look of eagles" that gives others confidence and bravery becomes clear.

Cunning; Despite seeming all business and soldiery much of the time, Orendel can be charming or sly when the need arises. He's talented at reading people, and uses what he can figure out about them to get under their skin in a fight, whether to undermine their morale or goad them into fighting. He also has a solid head for strategy from his time as part of General Kunibert's personal guard when the old Toragdan took him under his wing.


Description
Ht: 6'2"
Wt: 170 lbs
Age: 26
Hair: Short, Messy, Blond
Eyes: Emerald Green
Skin: Slightly Tan

Orendel's elven heritage is clear to all, tall and lanky with sharp ears and eerily green eyes. He keeps his bright blond hair clipped short in a military style, but it's grown shaggier and messier in his time on the run, with darker stubble forming on his face. He's dressed in a tattered red uniform with the insignia clearly ripped off, and filthy from the road, leaving the fine chain underneath exposed, that's equally damaged. He leans heavily on a sturdy pollaxe with a tattered banner hanging from it, as if he had no better place to put it.