Lem

Phineas Flaunce's page

108 posts. Alias of ChaunceLord.


Full Name

Phineas Flauncé

Race

Halfling Outrider

Classes/Levels

Cavalier 4| HP: 35/35 (Phineas) HP: (Lloyd) 13/13 | AC: 19/T13/FF17 | CMB: +6 CMD: 13 | F+3, R+3, W+0 | Per +4 | Init +2 | Move: 15ft

Gender

M

Age

43

Alignment

TN

Strength 16
Dexterity 14
Constitution 15
Intelligence 8
Wisdom 8
Charisma 12

About Phineas Flaunce

Class
Cavalier, Beastrider, Order of the Cockatrice
Speed 15ft @ Small (20ft base)
Initiative +2; Perception +3

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AC and Defense
AC 19, Touch 13, Flat-footed 17 (+5 armor, +1 shield, +2 Dex +1 size)
Scale Mail +5 armor, -4 armor checks
Shield, light steel +1 shield, -1 armor checks
HP 35 (1d10 + 2 con + 1 favoured class)
CMD 13
Armor Check Total -5
Saves
Fort +2, Ref +2, Will -1

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Offense
Melee BAB (+4), Str (+3) Size (+1) = +7 to hit
Longsword 1d6 +3 (crit: 19-20x2)
Lance, Masterwork 1d6 +3 +4 (2 handed) (crit: x3) +1 to hit (masterwork)
Range BAB (+2), Dex (+2) Size (+1) = +5 to hit
Light Crossbow +5, 1d6 (crit: 19-20x2)
BAB +4
CMB +6 (+4 BAB + 3 str – 1 size)

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Mount
Lloyd, Wolf (lvl 4)
Medium animal
Init +2; Senses low-light vision, scent; Perception +8
Str 14, Dex 15, Con 15, Int 3, Wis 12, Cha 6
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
HP 13 (2d8+4)
Fort +6, Ref +6, Will +1
CMD 14 (18 vs. trip)
Studded Leather Barding (+3 AC, +6 Max Dex Bonus, -1 ACP)
Offense
Speed 50 ft.
Melee bite +2 (1d6+1 plus trip)
Base Atk +3; CMB +2
Lloyd’s Feats, Skills and Tricks
Feats: Skill Focus (Perception), Light Armor Proficiency, Endurance, Diehard
Skills: Perception +8, Stealth +6, Survival +1 (+5 scent tracking), Linguistics
Racial Modifiers: +4 Survival when tracking by scent
Tricks: Attack (DC20), Entertain (DC25), Heel (DC15)

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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
Bedroll
Grappling Hook
Magnifying Glass
Pouch, belt

Encumbrance 76 lbs Light

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Skills
Bluff +7 3AS, Class, Cha +1
Diplomacy +5 1AS, Class, Cha +1
Handle Animal +7 (+9 w/Animal Companion) 3AS, Class, Cha +1, Racial +2
Intimidate +5 1AS, Class, Cha +1
Perception +4 3AS, Int -1, Racial +2
Ride +10 3AS, Class, Dex +2, Racial +2

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

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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).
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

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.

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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.

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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
Medium animal
Init +4; Senses low-light vision, scent; Perception +7
Str 14, Dex 19, Con 10, Int 2, Wis 13, Cha 11

Offense
Speed 40 ft.
Melee bite +5 (1d6+3 plus grab)
Special Attacks blood drain (1d2 Con), grab
Base Atk +1; CMB +3 (+7 grapple)

Defense
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
HP 9 (2d8)
Fort +3, Ref +7, Will +1
CMD 17 (21 vs. Trip)

Mount Skills/Feats
Feats Weapon Finesse
Skills Climb +6, Perception +7, Stealth +10, Swim +8; Racial Modifiers +4 Climb, +2 Perception, +6 Stealth, +2 Swim, SQ compression (should be helpful for dungeon crawling)

Notes on Guineas
Like their smaller cousins, giant weasels have long, slender bodies and short legs, and come in a variety of colors from reddish brown to snowy white. Giant weasels are active and tenacious predators, and have a reputation for being as clever as they are quick. Both highly aggressive and extremely territorial, they frequently attack creatures that are much larger than they are. Giant weasels are often trained to serve as guards and mounts by various Small humanoids. Adult giant weasels can grow to be 5 feet long, stand as high as 2-1/2 feet tall at the shoulder, and weigh up to 150 pounds.

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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
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.