Dog Rider

Qioté Windrider's page

197 posts. Organized Play character for PJP.


Full Name

Qioté Windrider

Classes/Levels

Sparky, Wolf HD 3 | HP: 20/20 AC 23 (13 Tch, 20 FF, 27 Mobility) | F: +5 R: +5 W: +2 | Perc +5

Gender

Halfling Cavalier, Order of the Paw 3| HP: 28/28 | AC: 23 (11 Tch, 22 Fl) | CMD: 15 | F: +5, R: +4, W: +2 | Init: +3 | Perc: +2, SM: +5/+6 | Active conditions: None

Size

Small

Age

24

Alignment

Neutral-Good

Languages

Common, Halfling

Strength 15
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 10
Charisma 16

About Qioté Windrider

#150786-26
XP 6 / PP 8 / FP 11

Qioté Windrider
LN Male Halfling Order of the Paw Cavalier 3
Faction Dark Archive
Languages Common, Halfling
Init +3 / +4 in Cheliax (+1 Dex +2 trait / +1 boon )

Wolf Mount:

Medium Wolf (3 HD) - low-light vision, scent
Speed: 50 ft
BAB: +2
HP: 22 (4.5+2+1)*3
AC: 17 / 21 (+0 armor +2 Dex +2+2 Natural +1 dodge)
+4 dodge vs AoO caused by move out of or within a threatened area
Ride Check negates first hit in combat if exceeds opponent's attack roll
Fort: +5 (+3 animal +2 Con)
Ref: +5 (+3 animal +2 Dex)
Will: +2 (+1 animal +1 Wis)
Skills (3): Acrobatics* +7 (1 rank +3 Dex +3 class), Climb* +6 (1 rank +2 Str +3 class), Perception* +5 (1 rank +1 Wis +3 class)
Feats (2): Dodge, Mobility, Armor Proficiency-light (bonus)
S: 14 (+2) D: 16 (+3) C: 15 (+2) I: 2 W: 12 (+1) Ch: 6
Tricks (6 max + 2 bonus): Attack, Come, Defend, Down, Guard, Heel, Stay, Track
Special: Link, Combat Trained, evasion (attack that allows Reflex save for half damage, takes no damage if successful)

Attack: +4 Bite: 1d6 dmg + free trip (+2 BAB +1 Str +1 WF)

DEFENSE
AC 23 (10 +1 Dex +1 Size +9 Armor +2 Shield), touch 12, flat-footed 22
CMD 15 (10 +2 Str +1 Dex +3 BAB -1 Size)
HP 28 (10+1+1/6+1+1/6+1+1)

Fort +5 (+3 Cavalier +1 Con +1 racial)
Ref +3 (+1 Cavalier +1 Dex +1 racial)
Will +2 (+1 Cavalier +0 Wis +1 racial)

Defensive Abilities
+2 racial bonus on all saving throws against fear
+1 save vs illusion (boon)

OFFENSE
Speed 20 ft / Wolf 50 ft
Base Attack +3; Melee Touch +5; Ranged Touch +4
CMB +4 (+3 BAB +2 Str -1 Size)

Melee
MW Lance Att +7 or +11 charge, Dmg 1d6+2 (+3 BAB +2 Str +1 MW +1 Size ; +2 Str)
Double Damage if charge while mounted
2H if dismounted: Dmg 1d6+3

Ranged
Dagger Att +3, Dmg 1d4+1, P or S, Crit 19–20/×2, 10ft range

+2 Morale bonus against demoralized targets
+3 dmg to Challenge target (-2 AC to others; mount gets +1 AC vs target) 1 of 1 per day
Charge: +4 attack, no penalty to AC

Other Options
Tactician - 1 of 1x per day

STATISTICS
Abilities Str 15 (+2), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 16 (+3)

SKILLS 12 (4+0/4+0/4+0 ranks)
Acrobatics +1 (+1 Dex)
Appraise +0 (+0 Int)
Bluff* +4 (+3 Chr +1 trait)
Climb* +2 (+2 Str)
Diplomacy* +9 (2 rank +3 Chr +3 class +1 trait)
Disguise +3 (+3 Chr)
Escape Artist +1 (+1 Dex)
Fly +1 (+1 Dex)
Handle Animal* +11 / +15 (3 rank +3 Chr +3 class +2 racial / +4 for mount)
Heal +0 (+0 Wis)
Intimidate* +8 (1 rank +3 Chr +3 class +1 trait)
Knowledge*, Nature +0 (+0 Int ) (allowed untrained)
Perception +2 (0 Wis +2 Race)
Profession*() (+0 Wis)
Ride* +9 / +11 (3 rank +1 Dex +3 class +2 racial) +2 to stay in saddle, no penalty on mount for armor
Sense Motive* +5 / +6 (2 rank +0 Wis +3 class / +1 boon vs lying)
Stealth +5 (+1 Dex +4 size)
Survival* +4 (1 rank +0 Wis +3 class)
Swim* +1 (+2 Str)

The cavalier's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). + Knowledge (Nature), Survival.

COINS
PP 0
GP 146
SP 0
CP 0

EQUIPMENT
Wolf:
Military Saddle
Saddlebags
MW Chain Shirt

Self:
Full Plate, masterwork
Shield, Heavy Steel, masterwork (20 gp, +2, 7.5 lbs)
MW Lance
Dagger

Wayfinder imprinted with Delvehaven Star (+2 knowledge history, local and nobility for Cheilish)
Wand of Cure Light Wounds (50 charges)
Divine scrolls: lesser restoration(CL 3)

FEATS
Mounted Combat (Level 1 choice) - 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.

Coordinated Maneuvers (Tactitian Level 2) You are skilled at working with your allies to perform dangerous combat maneuvers. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.

Ride-By Attack (Level 3 Choice) 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.

TRAITS
Extremely Fashionable - Whenever you are wearing clothing and/or jewelry worth at least 150 gp(and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Reactionary - You gain a +2 trait bonus on initiative checks.

SPECIAL ABILITIES
The following are the class features of the cavalier.

Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).

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.

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.

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.

Cavalier's Charge (Ex): At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

Order of the Paw

Cavaliers of the Order of the Paw 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.

Restriction: Only dog- or wolf-riding halflings are eligible to join this order.

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.

Challenge: 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.

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.

Danger Ward (Ex): At 2nd level, 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.

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 CMB and CMD, 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 checks.

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 sure-footed.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

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

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

DESCRIPTION
Qioté is usually dressed to the nines, and is clearly a pompous ass, which is easy to tell by the way he carries himself. He rarely is seen out of the best armor he can afford, and thinks he is the gods' gift to civilization. He defends the weak and the poor, but mostly to satisfy his own ego more than anything. He expects attention and fawning, and can get a little annoyed if others are not as impressed with him as he feels they should be.

BACKGROUND
Qioté was raised in a halfling orphanage, and grew up on stories of great and noble nights riding strong steeds into combat and becoming the hero. Ever since he could remember, he fell it was his birthright to be among their ranks, and so he took every opportunity to work towards that. Eventually, was able to leave the orphanage as a squire to another halfling knight who was a member of the Order of the Paw. He trained hard, and during a call to defend the nearby halfling village, his leige was killed in the battle. Qioté took up his mentor's lance, and managed to impale the orc that had committed the foul deed, earning himself the right to further train and join the order. Now he wanders around seeking fame and fortune as he seeks to protect the innocent and down-trodden, because that is what a proper knight does.

BOONS
Explore, Report, Cooperate (1.1)
Prized Find (1.1)
Confirmed Field Agent (1.2)
Explore, Report, Cooperate (1.2)
Friend of Janira Gavix (1.2)
Ally of the Green (2.1) - 3 gourd seeds that act as goodberry (1d4+1 cure) or feed to an adjacent plant creature to give it +5 temp hp and divine favor for 1 minute.
Archaeological Expert (2.2)
Imperium Initiate (2.2)
Delvehaven Star (2.3)
Eye for Traitors (2.3) - gain a permenant +1 bonus on Sense Motive checks to tell if someone is lying, and +1 Will save vs illusions. Can cross off to re-roll a failed save vs illusion.

HISTORY
01.1 - Wounded Wisp (+1XP/+2PP/+2FP/+430GP)
01.2 - The Confirmation (+1XP/+2PP/+2FP/+430GP) Start 129 End 559
....Spend 2 PP to get Wand of Cure Light Wounds
01.3 - MOFF (+1XP/+1PP/+1FP/+479GP) Start 559 End 1038
....Spent 1 PP to get Wayfinder

02.1 #7-14 Faithless and Forgotten Part 1: Let bygones Be (+1XP/+2PP/+2FP/+505GP) Start 1038 End 1338
....Bought some better armor: 1038+15-200-20+505 = 1338

02.2 #7-16 Faithless and Forgotten Part 2: Lost Colony of Taldor (+1XP/+2PP/+2FP/+505GP) Start: 1338 End: 1848

02.3 #7-18 Faithless and Forgotten Part 3: The Infernal Inheritance (+1XP/+2PP/+2FP/+508GP) Start: 1848 End: 2206
- purchase Divine scrolls: lesser restoration(CL 3) - 150gp

Purchases:
350 - MW Chain Barding for Wolf
1650 - MW full plate +9 max dex +1
170 - MW Heavy steel shield 20 +2 AC
-100 - sold breastplate
-10 sold heavy shield
2060

03.1 Currrent () Start: 146 End: ???