Bloodrager

Raithor The Hunter's page

4 posts. Alias of william Nightmoon.


Full Name

Reithor "the Hunter" Von'Crouse

Race

Human

Classes/Levels

Cavalier (Huntmaster) 1

Gender

Male

Size

Medium

Age

25

Alignment

Lawful Evil

Languages

Common, Elven, Sylvan

Strength 16
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 12
Charisma 14

About Raithor The Hunter

Racial Traits:

2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Traits:

Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons, ]Weapon and Armor Proficiency: A huntmaster is not proficient with heavy armor. Huntmasters are proficient with all simple and martial weapons, plus the net and whip.

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.

Bestial Challenge (Ex): Whenever a huntmaster issues a challenge, both he and his hunting pack gain the bonuses and penalties associated with his challenge. This modifies the challenge ability

Hunting Pack (Ex): At 1st level, a huntmaster forms a close bond with an animal companion. This animal companion functions as a druid’s animal companion, using the cavalier’s level as his effective druid level. He can choose either a bird or a dog when selecting his animal companion.

The huntmaster can have more than one animal companion, but he must divide up his effective druid level between his companions to determine the abilities of each companion. Each time a huntmaster’s effective druid level increases, he must decide how to allocate the increase among his animal companions (including the option of adding a new 1st-level companion). Once an effective druid level is allocated to a particular companion, it cannot be redistributed while that companion is in the huntmaster’s service (he must release a companion or wait until a companion dies to allocate its levels to another companion). The share spells animal companion ability does not give the huntmaster the ability to cast a single spell so that it affects all of his animal companions.

A huntmaster’s animal companions gain a bonus on Survival checks to follow tracks equal to 1/2 the cavalier’s class level (minimum 1). This ability replaces mount.

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.
Tactician (Ex): A huntmaster’s tactician ability affects only his hunting pack, not other allies. This modifies the tactician, greater tactician, and master tactician abilities.

Takedown (Ex): At 3rd level, a huntmaster’s dog can make a free trip or dirty trick (entangled) combat maneuver after a successful melee attack. A huntmaster’s bird can make a free dirty trick (dazzled or deafened) combat maneuver after a successful melee attack; if the target is already dazzled, the bird can choose dirty trick (blinded) instead. These combat maneuvers do not provoke attacks of opportunity. This ability replaces cavalier’s charge.

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 Animal 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 required 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.
Animal Trainer (Ex): At 4th level, a huntmaster’s expert trainer ability applies to birds and dogs rather than mounts. This modifies the expert trainer ability.

Swift Tracker (Ex): At 5th level, a huntmaster gains the swift tracker ability, as the ranger ability of the same name. This ability replaces banner

Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.
Bonus Feats: At 6th level, a huntmaster and all members of his hunting pack gain Step Up as a bonus feat. At 12th level, they gain Following StepAPG and at 18th level, they gain Step Up and StrikeAPG. This ability replaces a cavalier’s standard bonus feats.

Greater Tactician (Ex): At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.

Pack Attack (Ex): At 11th level, whenever a huntmaster and any of his hunting pack or multiple animals in his hunting pack are adjacent and attack the same target in melee, they are treated as flanking. In addition, they can flank a creature with improved uncanny dodge if the huntmaster has at least 4 more levels than the target. This ability replaces mighty charge.

Demanding Challenge (Ex): At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.

Quarry (Ex): At 14th level, a huntmaster gains quarry, as the ranger ability of the same name. The benefits of this ability also apply to his hunting pack. This ability replaces greater banner.

Master Tactician (Ex): At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

Improved Quarry (Ex): At 20th level, a huntmaster gains improved quarry, as the ranger ability of the same name. The benefits of this ability also apply to his hunting pack. This ability replaces supreme charge.

Order of the Whip:

Source Villain Codex pg. 20
A cavalier who belongs to this order has pledged himself to cruelty and malice, serving only those who grant him free rein to cause suffering. Cavaliers of this order inflict pain upon those they engage and capture those who submit.

Edicts: The cavalier must seek out those weaker than himself to punish and torture. He must force others to obey his commands without question. He must strive to cause pain and suffering wherever possible. Since these edicts are evil, he must be of an evil alignment.

Challenge: Whenever an order of the whip cavalier issues a challenge, he receives a +1 morale bonus on all melee damage rolls against the target of his challenge as long as he damaged the creature in the previous round. This bonus increases by +1 for every 4 levels the cavalier has (to a maximum of +5 at 17th level).

Skills: An order of the whip cavalier adds Knowledge (local) and Knowledge (nobility) to his list of class skills. Whenever an order of the whip cavalier uses Intimidate to force another creature to do what he says, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Abilities: A cavalier who belongs to the order of the whip gains the following abilities as he increases in level.

Whip Crack (Ex): At 2nd level, the cavalier becomes proficient with a whip and gains Whip MasteryUC as a bonus feat. When a creature whose number of Hit Dice is less than or equal to 1/2 the cavalier’s level takes nonlethal damage from the cavalier’s whip, it is shaken for 1 round. This does not stack with other fear effects.

Inspiring Pain (Ex): At 8th level, the cavalier can inspire brutal malice among his allies. As a swift action, the cavalier can allow allies within 30 feet to deal nonlethal damage with their weapons without taking the usual –4 penalty (the weapon must still be capable of dealing nonlethal damage). Affected allies gain a +2 bonus on nonlethal weapon damage rolls. This effect lasts for 1 round and can be used once every 5 minutes.

Assert Authority (Ex): At 15th level, the cavalier demonstrates his ruthlessness against those who strike the cavalier or his slaves. Whenever an enemy makes a melee attack against the cavalier or one of his adjacent slaves or servants, that enemy provokes an attack of opportunity from the cavalier, and the cavalier gains a +2 morale bonus on this attack of opportunity. If the enemy’s attack was a confirmed critical hit, the cavalier counts the enemy as if it were the target of his challenge for this attack of opportunity.

Skills/Feats/Traits:

Skills(rank/ability/bonuses)
Bluff (Cha),
Climb (Str),
Craft (Int),
Diplomacy (Cha),1
Handle Animal (Cha),1
Intimidate (Cha),1
Knowledge (Local)(Int),1
Knowledge (Nobility), 1
Knowledge (Nature),
Profession (Wis),
Ride (Dex),
Stealth (Dex),1
Sense Motive (Wis),1
Survival (Wis),1
Swim (Str),

Feats
Combat Expertise
Two weapon fighting

Animal Companions:

Equipment:
GP:3
Whip, MW. Scimitar, MW. Scale Mail, a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope(50ft), torches (10), trail rations (5 days), a waterskin, Beartraps (2), Shortbow, Pronged Arrows(5), Arrows (20)

The Kingdom Of Slvadiah: