About Qioté Windrider#150786-26
Qioté Windrider
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
Fort +5 (+3 Cavalier +1 Con +1 racial)
Defensive Abilities
OFFENSE
Melee
Ranged
+2 Morale bonus against demoralized targets
Other Options
STATISTICS
SKILLS 12 (4+0/4+0/4+0 ranks)
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
EQUIPMENT
Self:
Wayfinder imprinted with Delvehaven Star (+2 knowledge history, local and nobility for Cheilish)
FEATS
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
Reactionary - You gain a +2 trait bonus on initiative checks. SPECIAL ABILITIES
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
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.
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
BACKGROUND
BOONS
HISTORY
02.1 #7-14 Faithless and Forgotten Part 1: Let bygones Be (+1XP/+2PP/+2FP/+505GP) Start 1038 End 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
Purchases:
03.1 Currrent () Start: 146 End: ??? |