About Phineas FlaunceClass
****** AC and Defense
****** Offense
****** Mount
****** Gear:
Gold = 1095 Scale Mail +5 Armor -4 check Shield, light steel +1 shield, -1 check Longsword 1d6 Lance 1d6 Light Crossbow 1d6 20 Iron Bolts Exotic Riding Saddle Backpack
Encumbrance 76 lbs Light ****** Skills
Class Skills:
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str); Appraise – Order Skill (Int), Perform – Order Skill (Cha) Skill Ranks per Level: 4 + Int modifier ****** Feats
Mounted Combat:
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. Exotic Mount (Beastrider):
At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid’s animal companion, using the beast rider’s level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character). The beast rider 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 Endurance as a bonus feat. A beast rider’s mount does not gain the share spells special ability.
Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power. Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, giant snapping turtle, triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).
Mount:
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. Challenge:
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. Tactician:
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. Distracting Charge (teamwork):
When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally’s next turn, or it is lost. Ride-by Attack:
While mounted and charging, you can move, strike at a foe, and then continue moving. Prerequisites: Ride 1 rank, Mounted Combat. Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack. Expert Trainer:
Expert Trainer (Ex) At 4th level, a cavalier learns to train mounts with speed and unsurpassed expertise. The cavalier receives a bonus equal to 1/2 his cavalier level whenever he uses Handle Ani-mal on an animal that serves as a mount. In addition, he can reduce the time needed to teach a mount a new trick or train a mount for a general purpose to 1 day per 1 week re-quired by increasing the DC by +5. He can also train more than one mount at once, although each mount after the first adds +2 to the DC. Order Abilities
Braggart:
At 2nd level, the cavalier can spend a standard action to extol his own accomplishments and battle prowess. He receives Dazzling Display as a bonus feat. He does not need a weapon in hand to use this ability. The cavalier receives a +2 morale bonus on melee attack rolls made against demoralized targets. ****** Halfling Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks. Outrider: Halflings receive a +2 racial bonus on Ride and Handle Animal skill checks. ****** Background:
Phineas grew up in the brutal world of underground weasel fighting. He started out tending to the weasel pups during their early development and training. Eventually, he came across a small, malformed weasel pup no one believed in. Phineas named him Guineas. Phineas believed in him. They would go on to conquer the world of underground weasel fighting and become the best of friends. But they had made many enemies along the way. One morning, Phineas woke to find his bed unusually empty. Guineas was gone. Something sinister was afoot. Abduction, Phineas thought. And he thought long and hard, for many years and many moons. But maybe Guineas just up and left. Maybe he bonded with master anew. Browbeaten and downtrodden, Phineas turned to Lloyd, an apathetic laggard of a wolf. Since then, he became a self-made wolfrider eager for coin, adventure and notoriety. Those who know of Phineas know of him as a little guy who rides a wolf, as a circus act, as a novelty. Phineas is ready to prove them wrong.
Guineas, Giant Weasel
Offense
Defense
Mount Skills/Feats
Notes on Guineas
****** Notes:
Favoured Class: Halfling Add +½ to the cavalier’s effective class level for the purposes of determining the damage dealt when making an attack of opportunity against a challenged foe Order
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