Sergeant Orphax of Arch
Fighter 4, Cavalier 1, Paladin 2
AL LG Size Medium
Senses; Perception 9
HP: 106 (70 class, +35 Con, +1 Favored class)
Xp: 35,000 / 51,000
In their armor they're pretty imposing. They wear lacquered white light plate on a red underlay, spiked along the right side, close fitting and smooth lined with sleek rounded helmets and tinted visors. They carry full sized tower shields and tall spears flying some unknown flag and crackling with energy. Red tabards and full red capes emblazoning strange white insignia resembling an open doorway on their chests and backs completes their uniform. They are all over six feet tall with broad shoulders and long arms. They sit astride massive armored horses who's nostrils flare with pent up hostility. Wherever they came from, if they are the soldiers, nearly anything would be preferable to conflict.
When the one in the center takes his helmet off it's pretty easy to tell that he is every inch the grizzled veteran soldier. He's younger than he looks and feels. Years outside in the sun has given his clean shaven face the texture and color of old leather. It doesn't help that he's been going grey since his teens. Living through what he has will do that to you, and may account for why he prefers to keep it cut as close to his scalp as possible. He's not the strongest guy out there, though he's in better shape than most, and he's not the fastest, though he's still pretty quick on his feet even after all the broken bones and torn muscles. He's not the smartest guy around, but he's bright enough to figure out most things eventually, and generally knows what questions to ask. His real flaw is, and always has been, that he's trusting. It shows in his face. He tends to take people at their word, and doesn't look at things to closely. Not that he really could anyway after losing that left eye. In spite of all that he's got one heck of an easy smile. For a fellow used to barking orders and commanding troops, he's remarkably laid back. Without his armor, and maybe without all the scars, it would probably be hard to tell he's a soldier. He just doesn't have the bearing, though if you spend much time around him it's pretty obvious that he has the skills. In fact, you might guess that he probably shouldn't have been a soldier at all, and you might even be right, except for one thing: Orphax is tough. He makes dwarves look like elves with asthma. He thought he found his physical limits a few times. Turns out all he found was what his limits used to be. He's spent twenty years going from hell hole to hell hole, collecting scars in every one. If it's out there and dangerous, chances are he's had to stab it to death at some point. By all rights, Orphax should have gotten tired of it all years ago. Lucky for him, he never gets tired.
===== Defense =====
AC 25 (7 armor, +6 tower shield, +2 dex)
+2 when next to someone with Shield Wall (can stack to +4)
+2 vs. ranged attacks when next to someone with Duck and Cover (can stack to +4)
+2 when getting Aid Another against a particular attack. (can stack to +4)
Automatically block one arrow a round with shield
Gain total cover benefits from ally's tower shield if they are using it for total cover
CMD 22 (10, +7 BaB, +2 dex, +1 str, + enhancement)
+20 Fort (9 base, +5 con, +3 Chr, +3 cloak)
Spd 30 ft.
Longspear +11/+6 1d8+6 Piercing +1d6 cold
Armor Spikes +6/+1 1d6+1 piercing
Light Flail +6/+1 1d8+1 Bludgeoning
Combat Net +3 Entangle (touch attack)
Heavy Crossbow +9/+4 1d10 Piercing
Str 13, Dex 14, Con 20, Int 12, Wis 8, Cha 16
Base Atk +7; CMB +8
Weapon Bond- Longspear/Constitution
Charismatic: +2 Chr, -2 Wis
Human bonus: Combat Reflexes
1+Dex mod AoO's per round
Cavalier 1: Duck and Cover
Fighter 1: Shield Wall
Fighter 2: Bodyguard
3rd: Shield Focus
Fighter 4: In Harm's Way
5th: Missile Shield
Skill points: Fighter: 8, Paladin: 4, Cavalier: 4, Int: 7, Human: 7, Total: 30
Armor Check Penalty: -8 (-1 from Armor, -7 from Shield) Apply to all Dex and Strength based skills, except Ride.
+2 Acrobatics (7 Ranks, +2 Dex -7 Armor)
===== Racial Abilities=====
+2 to One Ability Score: (Constitution)
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want
Stand Firm +1
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.
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.
Order of the Dragon
Tactician: Duck and Cover
Aura of Good
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Lay On Hands 4x per day, 1d6 damage
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Armor: +1 Agile Glassteel Spiked Breast Plate (5,400 gp) (15lbs)
Saddlebags: (4 gp) (8lbs empty)
Iron Rations (1 weekl)
Combat Trained: An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. An animal trained in this way counts as trained for war, and becomes proficient with all forms or armor. See FAQs and Animal Type.
Bonus Trick: Fetch
Link (Ex): A druid can handle her animal companion 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 druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.