Chaleb Sazomal

Radomir Shax's page

684 posts. Alias of Thackery Baxter J Thorington.


Race

Human

Classes/Levels

Cavalier 6 | HP: 28/59| AC: 25/14/24/23 | Init: +4 | Perc: +11(+13 v surprise)| F:+9 / R: +4 / W: +3 (+4 vs fear/compulsion) | Sentence 4/4 |Circuit:150 mi from keep

Gender

male

About Radomir Shax

Radomir Shax
Human cavalier (circuit judge) 6 (Order of the Ennead Star)
LE M humanoid (human)
Init +4; Senses ; Perception +11 (+13 vs surprise)

DEFENSE

AC 25, touch 14, flat-footed 24, sentence 23
(+10 armor, +1 natural, +3 shield, +2 Dex, -1 armor penalty)
hp 59 (6d10+18+6 Favored Class)
Fort +9, Ref +4, Will +3
Authoritarian: +2 trait bonus vs fear and compulsion effects

OFFENSE

Speed 30 ft., (20 ft. in armor)
Melee +1 glaive +11/+6 (1d10+6 19-20/x2) or
greatsword +9/+4 (2d6+6 19-20/x2 )
heavy flail +9/+4 (1d10+6 19-20/x2 )
lance +9 /+4 (+14/+9 while charging, no AC penalty, double damage while charging) (1d8+4 x3)
Ranged mwk composite (+2) longbow +9/+4 (1d8+2 x3)
Special Attacks: Sentence 4/day +2 to attacks, Oppress

STATISTICS

Str 19 (+4), Dex 16 (+3), Con 16 (+3), Int 7 (-2), Wis 12 (+1), Cha 12 (+1)
Base Atk +6/+1; CMB +10;CMD 22
Feats: Power Attack, Furious Focus, mounted combat, intimidating prowess, cornugon smash
Traits:

Brigand:
+1 Bluff, Diplomacy, Intimidate, Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk
,
Beast Bond:
(You gain a +1 bonus on Handle Animal checks and Ride checks), Reactionary (trait bonus to initiative)
,
Foul Brand:
(drawback: holy symbol burned (flavor-texted as a celise) onto his hand ),
,
Authoritarian:
(+2 trait bonus vs fear and compulsion effects)

Skills: Handle animal +6, Intimidate +14 (+15 vs brigands), Perception +11 (+13 vs surprise), Ride +7, Knowledge(local) +2 Knowledge (planes) -1, Sense Motive +8 (+9 vs Brigands) Racial Modifiers to Skills Sentence (+1 to intimidate), Circuit (150 miles +2/+4 Intimidate, Knowledge (local), Sense Motive[/b]
Languages: Common
SQ: Order, Sentence, Circuit (150 miles, +2/+4 Intimidate, Local, Sense Motive), banner
Gear: full plate +1, heavy steel shield +1, lance, +1 glaive, belt of mighty constitution +2, greatsword, flail, mwk comp (+2) longbow, mwk chain shirt (for sleeping), amulet of natural armor +1; weight of gear lbs; 120 gp

Special Abilities[/b]

Circuit Judge:

Circuit (Ex)At 1st level,At 1st level, a circuit judge chooses a single community. While in that community or within 25 miles of it, she adds half her cavalier level (minimum 1) on Intimidate, Knowledge (local), and Sense Motive skill checks (as well as any other law-related skill checks, at the GM’s discretion).

Whenever she advances in level, the range within which she gains this bonus expands by another 25 miles—50 miles at 2nd level, 75 miles at 3rd level, and so forth. This bonus on Intimidate checks increases by 2 when she enters a community within this area that she hasn’t visited for 1 week or more.

At 9th level and 17th level, the circuit judge can select another community within the range in which she gains this ability’s bonus. She can measure from that community (as well as previous communities) to determine whether she gains this ability’s bonus on the relevant skill checks.

This ability replaces tactician, greater tactician, and master tactician.

Sentence (Ex): Once per day as a swift action, the circuit judge can choose one target within sight to sentence. The circuit judge gains the potential for a variety of bonuses related to that target. The circuit judge chooses the form of these benefits from the following list of inquisitor judgments (Pathfinder RPG Advanced Player’s Guide 39): destruction, justice, protection, purity, or smiting.

The benefits of these judgments apply only to the circuit judge and the target—the protection judgment’s bonus to Armor Class, for example, applies only to attacks made by the sentenced target (not any creature who attacks the circuit judge while the judgment is active). Treat the circuit judge’s level as her inquisitor level for the purposes of determining how these judgments increase in power. The circuit judge can use this ability twice per day at 1st level, plus two additional times per day for every 3 cavalier levels beyond 1st, to a maximum of 14 times per day at 19th level. She can switch her sentence as a swift action, but doing so expends an additional daily use of this ability.

Sentencing a foe requires much of the circuit judge’s concentration. The circuit judge takes a –2 penalty to her Armor Class, except against attacks made by the target of her sentence.

The sentence remains in effect either until the target is dead or unconscious or until the combat ends. Sentences are considered challenges for the purposes of the effects listed in the challenge section describing the cavalier’s order.

This ability replaces challenge.

Double Jeopardy (Ex): At 12th level, whenever a circuit judge sentences a foe, she can gain the benefits of two inquisitor judgments against the foe instead of one. Using this ability does not expend a daily use of sentence.

This ability replaces demanding challenge.

Cavalier:

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.

Banner: +2 morale bonus to fear saves and +1 morale bonus to charge attacks to all within 60’

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 Ennead Star:

Edicts: The cavalier is a merciless champion of the law, and if he must crush dreams, coerce obedience, or slay in the name of law, that is a small price to pay for peace and progress. The cavalier must bring lawbreakers to justice, and when that is not possible, he must serve as executioner of that justice. He must also uphold the tenets of his Hellknight order.

Challenge(Ex): An order of the Ennead Star cavalier gains bonuses when he challenges a creature of chaotic alignment with an Intelligence score of 3 or higher or one that the cavalier has witnessed committing a crime against local laws within the past hour. Against such a targets of his challenge, he receives a +1 morale bonus on attack rolls. He also gains this bonus on Intimidate checks to demoralize such targets. This bonus increases by 1 for every 4 class levels that the cavalier has.

Skills Knowledge (local) and Perception are class skills. Add half level to Perception to see if can act in surprise round.

Oppress (Sp): At 2nd level, when the cavalier deals damage to an opponent with his Hellknight order’s favored weapon, as a swift action he learns whether that creature’s alignment is chaotic, as if he had cast detect chaos and studied the creature for 3 rounds. Additionally, if he learns that a creature is chaotic by using this ability, he gains a +1 morale bonus on attack rolls against it. This bonus does not stack with itself, but it does stack with the bonus from the cavalier’s challenge.

Subjugate (Ex): At 8th level, whenever the cavalier confirms a critical hit with a melee weapon against a creature of chaotic alignment with an Intelligence score of 3 or higher, or against a creature that the cavalier has witnessed committing a crime within the past hour, he adds his Charisma modifier to the total critical hit damage. If the critical hit kills the creature or renders it unconscious, as an immediate action the cavalier can attempt an Intimidate check to demoralize all foes within 15 feet who can see him. This ability can be used only once per combat.

Hand of the Law (Ex): At 15th level, the cavalier can declare himself an enforcer of martial law as a swift action. For a number of rounds equal to his Charisma modifier, the cavalier can ignore difficult terrain and gains an additional +2 bonus on attack rolls while charging. Any creatures the cavalier demoralizes while this ability is in effect are shaken for a number of additional rounds equal to the cavalier’s Charisma modifier. Additionally, when these creatures attack the cavalier, attempt saving throws against the cavalier’s abilities, or attempt opposed skill checks against the cavalier, they take a –3 penalty for being shaken (instead of –2). A cavalier can use this ability only once per combat.

Background:

Radomir is a weapon that wants a target. A weapon that is not used, is useless. If he is not fighting, or dealing with battles and matters of conquest, he is useless. The Midnight Lord teaches that useless and weak things must be expunged from the world to reveal the true beauty and perfect form within. If he is useless, Radomir must be removed. It is the only way to bring order and beauty to the world. From birth, these lessons have been drilled into Radomir’s mind; First, at the stern feet of his father, Vitomir Mislav, an able-bodied warrior and head of House Mislav, a distant and tiny off shot of House Orlovsky with a fief in the crags and mountains near Claw Point. He also learned His father taught him the importance of strength and duty. Loyalty and integrity were the pillars of society. And, a man’s word, once given, must never be broken or called into question. The Dark Prince demands that his servants be held in high regard, so that they can more easily spread his beauteous words of peace and love. Radomir learned the rudiments of swordplay and horsemanship, and underwent trials designed by his father to test moral resolve and character--tests that always pitted a relief or avoidance of punishment versus immediate self-aggrandizement and gain.

His mother, a priestess of Zon-Kuthon, guided Radomir spiritually. She nursed his wounds when he was hurt, and taught him to remove his weaknesses and imperfections through the Rite of Mortification. He was flawed being, just as Zon-Kuthon was once, long, long ago. But, by confronting his failures,and excising them, he could improve himself, and become a sublime being. After all, Zon-Kuthon had followed the same path. No one could hope to achieve the perfection the Midnight Lord had attained, after all, no mortal could endure the steps needed. But, that was a mortification that mortals needed to endure, themselves. Any mortification, or pain, no matter how small, was a joyful act, and showed dedication of purpose to self-perfection.

He loved his parents very much, and they him. But, as he grew older, they realized that they needed to experience a great mortification: he needed to be sent away to be trained in the warrior’s arts that he might deliver the love of the Midnight Lord throughout the world. He cried bitter tears of sorrow, fearing that he would never see his beloved parents again.

They sent him to a small stronghold hidden far from the prying eyes of greater Brevoy. There, the priests and temple soldiers worked him night and day. He was a lump of iron in their hands, and they would forge him into steel. He endured months abandoned in the wilderness, learning to survive on his own meager knowledge of nature, and sheer willpower. The mind is a weapon, and must be shaped accordingly. In the wild, he learned to impress his will upon the simple beasts of the chaotic nature around him, bringing them to heel and serving him as he saw fit. He demonstrated his mastery by breaking a fierce stallion to his will. It took several days, but, eventually, he succeeded, and Joyful Noise has served him faithfully ever since.

Then, he was brought back to the stronghold, and drilled constantly in tactics and warfare. Every day brought new successes, and new chances to make joyous noises to to glory Zon-Kuthon. Each day was a host of mortifications and moments of self-improvement. He became a tactician and warrior, skilled in countless arms. His trainers taught him to impress his will upon his foes, manipulating them into acts of recklessness. Even as he became skilled in manipulation, his trainers taught him the beauty of serving his betters. He was a weapon, weapons need a hand to wield them.

When he was ready, he was taken into a dark room and given a celise to wrap about his right arm, as a symbol not only of his devotion to the Dark Prince, but also to show that his future liege, like the celise, would entwine about Radomir, and guide his hand. His arm and weapons were but extensions of his liege’s will. It may be painful, all good things are, but he would endure, and serve faithfully and well. Then, he cut out his own last name from the record books of the temple, and took the name Shax, so that he could not profit from the glories of his old House, but needed to succeed on his own.

He left the temple and found a man named Kazimir who he deemed worthy of his service. Kazimir was a brutal highwayman, making profit from the merchants who brave the barren roads of Brevoy. And, while Kazimir’s band were successful, Radomir was not pleased. Battle was in his blood, the endless of conflict war was music to his ears. But, Kazimir refused to pledge himself to a greater lord, or even to take a mercenary contract. Still, Radomir was thankful of the mortification. He needed to serve without question. He had pledged his loyalty to Kazimir, and so he needed to be. The pain he felt was demonstration of his weakness. He was selfish. Eventually, Kazimir’s own men betrayed him. Radomir fought as many as he could, but, sadly, he was not enough, and Kazimir fell. Those few who remained did not last long beneath Radomir’s fury.

Wealthy, but masterless, Radomir returned to his parents. They welcomed him with open arms, and feasted his return. For the first week, he forgot his misery entirely. But, the Midnight Lord was gracious and returned his pains to him threefold over, soon enough. He was despondent, unconsolable. After all, what good is a dog without a hand to hold his leash? His loving parents even feared for his life. They prayed to the Dark Prince, and made offerings of mortification and sweet meats. And, Zon-Kuthon blessed the head of House Mislav with a stroke of genius! The heads of House Mislav used their meager contacts to acquire a charter to tame the wilderness of the Stolen Lands! Radomir’s heart leapt at the news and he made many offerings of joyful noises to the Dark Prince that day. He took the charter and headed to Restov. Perhaps he could find a new master worthy of his service among the intrepid settlers, there? And, this new master would be in need of a general with his skills. Kingdom building would, no doubt, involve war.

Description:
Radomir is about 6 feet tall, and nearly 200 pounds of solid muscle. He has a blocky build, more suited to the weight of armor and weapons than the more refined pursuits of his faith. His body is crisscrossed with scars from countless battles and a lifetime spent in the faith Zon-Kuthon. He has dark brown hair that refuse to be tamed, and a short scruffy beard.

He knows he’s not the smartest man on the block, and that suits him just fine. A tool doesn’t need to be intelligent, it just needs to be good at what it does. He’s happiest when he has someone to tell him what to do. He’s not a robot, by any stretch, but he’s comforted when there’s a guiding voice and action for him to follow, no matter how minor that voice is.

During his free time, he enjoys smoking a pipe or horseback riding. Occasionally, he’ll read a book or simply sit beneath a tree and enjoy the beauty of the world around him. Zon-Kuthon teaches that experiencing suffering makes one more open to the pleasures of the world. Nature is filled with beauty, and Radomir sees that.

Of course, all of this is after has tended to his gear and practiced his forms. Radomir is a creature of habit, and prefers to have things the same way, all the time. New things confuse him, and frighten him a bit. He never knows how to respond to situations he hasn’t planned for, so he will always follow his lord’s lead. Because of this habit, and his training, Radomir is loyal to a fault. Once he has pledged his service to someone, he will follow them off a cliff, if he must. His obedience is instant and unquestioning.

kingdom roles:

Radomir sees himself as a tool of the king’s will. So, he’d aspire to be a General, Royal Enforcer, or Warden.

I can switch out or tone down most of this if this is too ookie. Zon-Kuthon is a weird deity, but that difference makes for some interesting characters, too. I tried to tone down the S&M stuff and go with a more negative space/positive space angle.

Czernabog:

Horse Mount (Charger) 6
Neutral Large Animal
Init +1; Senses low-light vision, scent; Perception +3

DEFENSE

AC 25, touch 14, flat-footed 20
(+3 armor, +8 Natural Armor, +5 Dex, -1 size)
hp 45 (7d8+30)
Fort +5 Ref +6 Will +2 (+4 vs enchantment spells and effects)

OFFENSE

Speed 50 ft., (50 ft. in armor)
Melee bite +10 (1d6+6) or
2hooves +5 (1d6+3)

STATISTICS

Str 23 (+6), Dex 20 (+5), Con 21 (+5), Int 2 (-4), Wis 17 (+3), Cha 11 (+0)
Base Atk +4; CMB +10; CMD 25 (29 vs trip)
Feats Endurance, Light Armor Proficiency, Run, Improved natural attack (bite), narrow frame
Skills Acrobatics +9, Intimidate +7, Escape Artists +9; Racial Modifiers
Languages
SQ Tricks, Link,
Gear studded leather barding, bit and bridle, military saddle, saddlebags, ; weight of gear 40 lbs;
Special Abilities

Tricks:
Combat Trained, Exclusive

Link (Ex): A paladin, samurai, and cavalier can handle their mount as a free action even if they don’t have ranks in handle animal. They have a +4 bonus to handle animal with the mount, and doesn’t need to make ride checks.

Animal Feats
In addition to the standard animal companion feats, a charger may select Charge Through, Greater Overrun, Improved Great Fortitude, and Improved Iron Will.

Animal Skills
Chargers treat Intimidate as a class skill.

Mounted Challenge (Ex)
When ridden by a cavalier, chargers gain half of the bonuses and penalties granted by the cavalier's challenge class feature.
This ability replaces share spells.

Barding Training (Ex)
At 3rd level, a charger’s armor check penalty for wearing barding or for carrying a medium load is reduced by 1 and the maximum dex bonus for its armor and load increases by 1. Reduce the armor check and medium load penalties by an additional 1 for every 6 levels after 3rd; increase the maximum dexterity bonus for the charger’s armor by an additional 1 for every 6 levels after 3rd. In addition, the charger’s speed does not decrease when wearing medium armor or carrying a medium load.

At 9th level, a charger can move at normal speed in heavy armor or while carrying a heavy load.

(replaces evasion and multiattack)