Ridill's page

245 posts. Alias of Rysky.


| HP: 24/24 | AC: 18 (T: 12, FF: 16) | CMB: +4, CMD: 16 | F: +6, R: +3, W: +3 | Init: +2| Perc: +8


| Speed 30ft | Challenge: 1/1 | Active conditions: ACP -1


M Human Cavalier 2


Common, Sylvan, Draconic, Aklo

Strength 14
Dexterity 14
Constitution 16
Intelligence 12
Wisdom 14
Charisma 8

About Ridill

Armored Coat 50g
Roslar's Mithril Breatsplate
Cold Iron Greatsword 100g


1d10 = 10+3+1
1d20 = 6+3+1

F = 3+3
R = 0+2+1
W = 0+2+1

Diplomacy 2+3-1 (+3)
Knowledge (Nature) 2+3+1
Perception 2+3+2+1
Survival 2+3+2
Swim 2+3+2

Linguistics 2+0+1
Lore (Linnorms) 2+3+1

Favored Terrain: Underground +2


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

Medium: Humans are Medium creatures and have 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.

Heart of the Fey
Fey-touched humans enjoy senses and reactions superior to those of their kin. These humans receive low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feats & Traits:

You were touched by nature at an early age and share a kinship with wild creatures. Your body might bear animalistic features, such as bestial ears or a tail, or your presence may be subtly unlike that of others.
Prerequisites: Any neutral alignment, must be taken at 1st level.
Benefit: You gain the druid’s wild empathy ability, using your character level as your druid level. If you have one or more levels in a class that grants wild empathy, you gain an additional +3 bonus on wild empathy checks. You are treated as an animal for the purpose of harmful mind-affecting effects that target animals (such as charm animal).
Special: A character who has this feat can select the Animal Soul or Aspect of the Beast feats without meeting the prerequisites.

Wilding Mind
You can repress your conscious mind in favor of a primal state that helps you resist mental influence.
Prerequisites: Wis 13, Wilding.
Benefit: Whenever you fail a saving throw against a fear or mind-affecting effect, you can take 1d3 points of Intelligence damage as an immediate action and reroll the saving throw. This damage cannot be reduced or avoided in any way. You must take the new result, even if it is worse.

King in Waiting
Category Basic (Social)
You’ve been raised with tales of the great linnorms, and taught that the death curses of these vile dragons cannot stop the truly mighty. You gain a +1 trait bonus on saves to resist curses and spells with the curse descriptor and a +3 trait bonus on saves to resist curses originating from a linnorm.

The Reclaimer
You lost something precious in the destruction of Roslar’s Coffer 12 years ago—a home, a legacy, perhaps even family—but returned because a soul shouldn’t run from pain, but heal from it. Rebuilding your life and preventing that same hurt from dragging down others drives you to serve and protect, perhaps as a politician, charity worker, healer, or soldier, but that same loss fills you with an uncharitable anger that is often difficult to reconcile. Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round.


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.

Some knights serve nature itself and can be found protecting unspoiled natural places or serving fey beings.

Beast Tongue (Ex): A green knight can use Diplomacy to improve an animal’s attitude. Beast tongue otherwise functions like the druid’s wild empathy ability, using the green knight’s Diplomacy modifier and using her cavalier level as her effective druid level, and it counts as that ability for the purpose of other effects (such as feat prerequisites or effects that alter or improve wild empathy).
This replaces tactician.

Implacable Knight (Ex): A green knight gains Endurance and Diehard as bonus feats.
This replaces mount.

Nature’s Servant (Ex): A green knight must select the order of the Green.
This alters order.

Order of the Green
Cavaliers of the order of the Green are dedicated to protecting wild places and creatures, embracing the Green Faith in all its glory and natural wonder.

Edicts: The cavalier knows his place in the natural order and strives to defend the balance of nature. He must be willing to allow nature to take its course, and he must stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection.

Challenge: An order of the Green cavalier can’t issue a challenge against any creature of the animal or plant type. Whenever he issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier has. If the target of his challenge is of the aberration or undead type, each round he can roll his first attack roll against the target creature twice and take the higher result.
Skills: An order of the Green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the Green cavalier attempts a Survival check to track foes of the aberration or undead type, he receives a bonus on the check equal to half his cavalier level (minimum +1).

Favored Terrain (Ex): At 2nd level, an order of the Green cavalier chooses a favored terrain from the list of ranger favored terrains. He gains this as a favored terrain, as the ranger class feature of the same name. At 8th level and every 6 levels thereafter, he selects another favored terrain. In addition, at each such interval, the skill bonus in any one favored terrain (including the one just selected, if so desired) increases by 2