Koriah Azmeren

Quinevere Thistlebloom's page

8 posts. Alias of Grimmy.

Full Name

Quinevere Thistlebloom


Halfling Cavalier 1/Cleric 2 | AC 18/13/16 | HP 22 | Fort +7 Ref +3 Will +7 |


Init +2 | Perc +5 | CMB +3 CMD 15 (13Fl)

About Quinevere Thistlebloom

Quinevere Thistlebloom CR 2
XP 600
Female halfling cavalier 1/cleric of Freya 2 (Pathfinder RPG Advanced Player's Guide 32)
NG Small humanoid (halfling)
Init +2; Senses Perception +5
AC 18, touch 13, flat-footed 16 (+4 armor, +2 Dex, +1 shield, +1 size)
hp 22 (3 HD; 2d8+1d10+3)
Fort +7, Ref +3, Will +7; +2 vs. fear
Speed 20 ft.
Melee halfling sling staff +5 (1d6+2/×3) or
. . longsword +5 (1d6+2/19-20)
Special Attacks challenge 1/day (+1 damage, mount gains +1 to hit while cavalier threatens), channel positive energy 5/day (DC 13, 1d6), tactician 1/day (Precise Strike, 3 rds)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—speak with animals (5 rounds/day)
. . 6/day—battle rage (+1)
Cleric Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless, magic weapon[D], sanctuary (DC 14), summon monster I
. . 0 (at will)—create water, detect magic, light, read magic
. . D Domain spell; Domains Animal, War
Str 14, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Base Atk +2; CMB +3; CMD 15
Feats Boon Companion, Precise Strike[APG], Spell Focus (conjuration)
Skills Acrobatics +1 (-3 to jump), Climb +5, Handle Animal +6, Heal +7, Knowledge (nature) +4, Knowledge (religion) +4, Perception +5, Ride +3, Sense Motive +7, Spellcraft +4, Survival +7 (+8 to follow tracks), Swim +3; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ beast's skills, mount (wolf named Oskar), order of the beast[ACG]
Other Gear chain shirt, buckler, halfling sling staff, longsword, 10 gp
Special Abilities
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Battle Rage +1 (6/day) (Sp) Touch ally to grant +1 to a melee dam for 1 rd.
Beast's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, mount gains +1 to hit bonus while cavalier threatens target.
Beast's Skills +1 +1 to follow tracks.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Cleric Channel Positive Energy 1d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Mount (Ex) Gain the services of a special animal companion.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Speak with Animals (5 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Tactician (Precise Strike, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

Oskar (Wolf Companion):

N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural)
hp 23 (3d8+6)
Fort +5, Ref +6, Will +2
Defensive Abilities evasion
Speed 50 ft.
Melee bite +4 (1d6+3)
Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Improved Natural Armor, Improved Natural Armor
Tricks Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +3 (+11 to jump), Perception +6, Stealth +7; Racial Modifiers +4 to survival when tracking by scent
SQ attack any target, combat riding
Special Abilities
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Attack Any Target [Trick] The animal will attack any creature on command.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.

Feats to get:
Tandem trip
Augment Summoning
Superior Summoning