Lem

Paul Daley's page

67 posts. Organized Play character for Lyoto "The Dragon" Machida.


Full Name

Paul Daley & Razor

Race

Halfling Cavalier Gendarme 2 & Wolf

Classes/Levels

AC 19, touch 13, flat-footed 16 Initiative +3 Perception -2, Attack roll +6 for MW Lance 1D6+2 doubled when charging, Glaive 1d 8+3, 2H doubled when braced,

Gender

Razor Male Wolf: Attack Roll + 3, bite attack 1d6+1, CMB +3. free action trip attempt if bite hits. +7 CMB on bite trip attempt.

Size

small

Special Abilities

Mounted Combat, Ride By Attack

Alignment

Chaotic Neutral

Deity

Gorum

Languages

Common, dwarven, halfling, Goblin, Undercommon, Gnome, Draconic, Azlanti

Strength 14
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 7
Charisma 12

About Paul Daley

Paul Daley
Male Halfling cavalier 2 Archetypes Gendarme,
CN Small humanoid (halfling)
Init +3, Senses Perception -2
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DEFENSE
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AC 19, touch 13, flat-footed 17 (+6 armor, +2 Dex, +1 size )
hp 27 ((2d10)+8)
Fort +7, Ref +3, Will -1, +2 vs. fear

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OFFENSE
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Speed 15 ft.
Melee masterwork lance (small) +6 (1d6+2/x3)
Melee masterwork glaive (small) +6 (1d8+3/x3)
Ranged alchemist's fire (flask) +3 (1d6)
Ranged thunderstone +3

(/none/x0)
Ranged chakram (small) +5 (1d6+2)
Special Attacks Challenge,
Wayfinder Spell-Like Abilities light (at will)
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STATISTICS
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Str 14, Dex 14, Con 16, Int 12, Wis 7, Cha 12,
Base Atk +2; CMB +3; CMD 15
Feats Mounted Combat, Ride-By Attack
Skills Climb +2, Craft

(Tattoos) +5, Diplomacy +5, Handle Animal +8, Knowledge (Nature) +5, Linguistics(Undercommon) +8, Ride +5,
Traits Veteran of Battle (Gorum),
Languages Common, Dwarven, Gnome,

Goblin, Halfling, Undercommon
, Draconic, AzlantiSQ bonus feats, danger ward, edicts, fearless, halfling luck, mount, order, order abilities, order of the paw, outrider, polyglot, skills, weapon familiarity,
Combat Gear alchemist's fire (flask) (2), thunderstone,
Other Gear masterwork lance (small), outfit (explorer's/small), cape, masterwork four-mirror armor (small), twine (50 ft.) (2), wayfinder

, masterwork glaive (small), chakram (small) (5), 342.31 gp
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SPECIAL ABILITIES
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Bonus Feats A gendarme trains to be a mounted terror, almost to the exclusion of all other abilities. He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select

these bonus feats from the following list - Improved Bull Rush, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Spring Attack, and Unseat. If the gendarme has already selected all of the

listed feats, then he may select his bonus feats from those feats listed as combat feats. This ability replaces tactician, greater tactician, master tactician, and the standard cavalier's selection of bonus

feats.

Challenge (Ex) 1/day [Swift Action], you can challenge a foe to combat. Choose one target within sight to challenge. Your melee attacks deal extra damage whenever the attacks are made against

the target of the challenge. This extra damage is 2. 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 paw cavalier issues a challenge, his mount gains a +1 dodge bonus to AC as long it is threatening the target of the cavalier's challenge and the cavalier is riding the mount.

This bonus increases by +1 for every four levels the cavalier possesses.

Danger Ward (Ex) The cavalier can ready his allies for impending danger. As a standard action, he can ready all allies within 30 feet of the danger ahead, granting a bonus on a single type of saving

throw (Fortitude, Reflex or Will) that he chooses when he grants this boon. At any point in the next minute, when these allies fail a saving throw of that type, they can choose to reroll the saving throw with a

+4 competence bonus as an immediate action, but must take the results of the reroll even if it is worse. He can use this ability up to three times per day, once for each type of saving throw.

Edicts The cavalier must strive to protect his community from rampaging monsters and fearsome conquers alike. His first priority is to aid halfling communities, but he also is sworn to protect those

who cannot protect themselves from such threats in the wild. He must never take any action that would put a halfling community or an innocent creature in jeopardy. An order of the paw cavalier must take

either a wolf or a dog as his mount.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Mount (Ex) A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid's animal companion, using the cavalier's level as his effective druid level. The

creature must be one that he is capable of riding and is suitable as a mount. A Medium cavalier can select a camel or a horse. A Small cavalier can select a pony or wolf, but can also select a boar or a

dog if he is at least 4th level. The GM might approve other animals as suitable mounts. 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 (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.

Order Abilities A cavalier belonging to the order of the paw gains the following abilities as he increases in level.

Order of the Paw Only dog- or wolf-riding halflings are eligible to join this order of cavaliers. When they do, they pledge to defend halflings, halfling settlements, and other innocent folks by patrolling

the wilderness and seeking out possible threats to both individuals and whole communities. These cavaliers hunt down potential danger with a ruthless efficiency and determination that non-halflings find

surprising and even somewhat alarming.

Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the sure-footed racial trait.

Polyglot Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always

a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in

addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages.

Skills An order of the paw cavalier adds Knowledge (nature) and Survival to his list of class skills. He can make Knowledge (nature) checks untrained. Also, an order of the paw cavalier is adept at

following tracks while mounted, using his mount's speed rather than his own to determine the penalty for tracking while moving, whether he is mounted or not.

Veteran of Battle (Gorum) You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait

bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.

Dungeon Dweller Benefit You start with one additional language chosen from the following list: Aklo, Dark Folk, DRACONIC, Goblin, Necril, Orc, or Undercommon. In addition, whenever you must
attempt a Survival check to avoid getting lost in a dungeon, you may roll the check twice and take the better result. Trait from Dungeoneer's handbook.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

WOLF COMPANION: Razor

Razor
Male Companion Wolf animal 3
None Medium animal
Init +2, Senses low-light vision; scent, Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural, )
hp 15 ((2d8)+7)
Fort +5, Ref +5, Will +2

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OFFENSE
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Speed 50 ft.
Melee bite +2 (1d6+1)
Special Attacks Trip,

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STATISTICS
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Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6,
Base Atk +1; CMB +3; CMD 15 (18 vs trip)
Feats Armor Proficiency, Light, Toughness
Skills Acrobatics +8, Perception +5, Swim +5
SQ combat training, bonus tricks 1, link, low-light vision, scent,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel, Track
Combat Gear
Other Gear bite, barding (lamellar cuirass), saddle (military), 0.0 gp
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SPECIAL ABILITIES
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Bonus Tricks 1

Link (Ex) A master can handle her animal companion as a free action, or push it as a move action.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Toughness, Athletic

Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.

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ANIMAL TRICKS
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Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel.
Attack The animal attacks apparent enemies.
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Track The animal tracks the scent presented to it. (This requires the animal to have the scent ability.)