Cragkin

Roksana 'Rok' Jedynak's page

293 posts. Alias of Xynen.


Race

| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft

Classes/Levels

| Speed 30ft | . | | Active conditions:

Gender

NG Female Half-Orc Cavalier 2

Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6

About Roksana 'Rok' Jedynak

Roksana Jedynak
Female Half-Orc Cavalier 2
NG Medium humanoid (Orc)
Init +5; Senses Dark-Light Vision 60 ft.; Perception +6
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Defense
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AC 17, touch 12, flat-footed 16
Hp 22 (2d10+4)
Fort +5, Ref +1, Will +0;

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Offense
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Speed 30 ft.
Melee +6
CI Warhammer 1d8+4 x3

Range +4
Short Bow 1d6 x3
(20) Arrows
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Statistics
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Str 18, Dex 13, Con 14, Int 12, Wis 12, Cha 8
Base Atk +2; CMB +6; CMD 17
Feats: Improved Initiative, Precise Strike (Teamwork)
Traits: Mercenary (Refluffed Brigand, Combat Trait), River Rat
Skills: Climb +5, Handle Animal +4, Intimidate +1, Perception +6 Prof. Soldier +6, Ride+6, Survival +6, Swim +6 Sense Motive +6
Languages Common, Orc, Elven

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Special Abilities
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Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

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Class Abilities
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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 others 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 of the Dragon Information:

Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

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

Aid Allies (Ex): At 2nd level, whenever an order of the dragon cavalier uses the aid another action to assist one of his allies, the ally receives a +3 bonus to his Armor Class, attack roll, saving throw, or skill check. At 8th level, and every six levels thereafter, this bonus increases by an additional +1.

Strategy (Ex): At 8th level, the cavalier can spend a standard action to grant one of a number of bonuses to all allies within 30 feet (including himself). The allies must be able to see or hear the cavalier to receive this bonus. The cavalier can grant a +2 dodge bonus to AC for 1 round, a +2 morale bonus on all attack rolls for 1 round, or the ability to move up to their speed as an immediate action once. The cavalier can grant a different bonus to each ally within range, but allies can only benefit from this ability once per combat.

Act as One (Ex): At 15th level, the cavalier can spend a standard action to move up to his speed and make a melee attack. All allies within 30 feet can also move up to their speed and make a melee attack as an immediate action. This movement and attack can be made as a charge if the movement qualifies. All attacks are made at a +2 bonus (this stacks with the bonus from a charge) and all participants receive a +2 dodge bonus to their AC for 1 round. A cavalier can use this ability once per combat.

Kasper (Mount/Animal Companion):

N Large animal
Init +2; Senses low-light vision, scent; Perception +7

DEFENSE

AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 29 (3d8+9)
Fort +6, Ref +5, Will +2

OFFENSE

Speed 50 ft.
Melee 2 hooves +5 (1d4+3)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats: Light Armor Prof, Endurance, Run, Toughness, Power Attack
Skills Perception +7
Swim +6

SPECIAL ABILITIES

Docile (Ex)

Unless specifically trained for combat (see the Handle Animal skill), a horse’s hooves are treated as secondary attacks.

Tricks Known:
Combat Trained (attack, come, defend, down, guard, and heel)
Flank
Work
Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.


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Gear
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Cold Iron Warhammer (24gp)
Chain Shirt (100gp)
Heavy Steel Shield (20gp)
Backpack (2gp)
Bedroll (1sp)
Blanket (5sp)
Flint and Steel (1gp)
Manacles (15gp)
Silk Rope (50ft, 10gp)
Waterskin (1gp)
Fishing Net (4gp)
Dagger (2gp)
Shortbow (30gp)
Arrows - 20 (1gp)
Brush (Dandy) (2sp)
Military Saddle (20gp)
Saddle Bag (4gp)

526.59

Total Weight: 83lbs
L:100/M:200/H:300

Background:
”Alright, one last time boys, before I leave for the Stolen Lands.” The sweet voice of the speaker belies her large stature. From her height, she’s likely a half-orc, though it’s not obvious unless you’re looking closely, and you’d better be brave if you are. Her short black hair hangs just above piercing blue eyes that always seem narrowed in scrutiny.

”I know, I know, don’t skip over Daggermark, everyone wants to know that part.” She waves her large hand dismissively and crosses her legs on the stool where she sits. Despite her unusual size she looks comfortable in herself, an arrogance that would be off putting to a stranger, but tonight she was surrounded by friends.

”My family wasn’t destined to live long, and never happily. After my mother confessed to carrying a half-orc in her belly, well all hell broke loose. Her husband beat her in the streets, at least that’s what they tell me. Everyone was sure I was dead before the birth, but, well clearly I survived longer than either of them. When my father found out what happened he went looking to murder the swine that hurt my mother, but by the time he found him, my mother was already standing over a brutalized corpse. Well, unsanctioned murder doesn’t sit so well in the City of Assassins, the guild figured my mother had robbed them of gold. They held her until I was born, spirited me off to some orphanage when they couldn't find my father, and my mother might still be locked up. The ladies at the orphanage told me the story a thousand times, usually to scare me into following the rules. It worked!” Her laughter is joined with that of the crowd around her. They knew her to be a strict follower of her own code, and of the Six River Freedoms, particularly the second: Oathbreakers Die.

Finishing her drink she waves off another and continues her tale.

”The orphanage wasn’t anything special, I grew up like any normal girl. I played with dolls, I danced when I was happy, and sometimes I beat up the older boys when I was angry.” A thin grin cuts her lips and she almost looks wistful. ”Wasn’t until I was much older that I realized I might actually be good at fighting. The matrons took us out to see an Aldori duel happening near the river. They were just a couple of mercenaries, just like us, but they were brothers dedicated to their swords. I watched them, blow for blow. Never took my eyes off them. It was that day I realized I wanted to be a great warrior! Being a half-orc and a woman wasn’t hard enough apparently. When I turned fifteen, I was turned out of the orphanage like all the rest, and the first thing I did was follow the river. Didn’t know where I was going, didn’t much care. Everyone knows the Sellen is there for travel, and Hanspur as my guide I walked day and night until I came across a caravan from Lambreth under attack by bandits. I didn’t have anything but a couple stiff legs and a growling stomach but I rushed right into that battle. Some of the merchants tell me I roared, but I don’t believe them. I dropped low and grabbed a dagger off a dead body then stepped into the fray!”

She stands up quickly, knocking the stool to the side and drawing her warhammer. She drops into a fighting stance that all can see is practiced and natural for her and as she speaks she mimics the fight move for move. She recalls every parry and riposte, every wound she received and gave, and for the next three minutes she bounds around the bar, almost forgetting she has an audience until she steps on the Captain’s leg and he shouts in mock pain.

”Sorry Cap!” She says with a blush before falling back into her tale. ”When the bandits lie dead I was almost counted among them, but the merchants hoisted me onto one of their carts and drove me straight back into Daggermark. Would you believe it? I joined the military and stayed there for six years but they were too rigid, you know? I don’t mind following the law of the land, but after awhile the a girl has to look out for herself. I signed up with the first band of mercs that came through town when my commission was up. Nine years later and here I am, finally saying goodbye to you brutes. The Blue Dogs! Can you believe I marched under this ratty banner that long?” She laughs and sits down again, then looks over the rest of the men and women in the bar. She raises her glass, and for a moment is overcome with sadness.

”I’ll miss you louts! But I hear there are fortunes to be made in the north, and I think it’s time to start my own mercenary band. Always wanted to lead one of my own, you know? I figure I can’t do any worse than the rest of you.”

She stays a few more hours, drinking and laughing with her oldest and truest friends, and when the sun rises in the pub window she tosses her pack over her shoulders and says her final goodbyes.

Personality:

Roksana lives for the fight. She spends her free time remember past encounters and trying to learn from them so she can continue improving on her own capabilities. Every social interaction is like a duel where she must prove herself. Life as a female half-orc warrior has mostly enforced this attitude, as she's often met with scrutiny or worse, disdain just for what she is.

Her obsessive tendency to pour over every detail of her previous fights has given her a keen tactical sense that tempers her natural inclination to rush ahead, and she often looks for anything that may give her an edge in battle.

When not fighting she's boasting, remembering old war stories and embellishing them to make them sound almost mystical. Partially it's because she loves story telling, and partially because it's an old mercenary tactic, the more outrageous the story, the more clients who seek you out the prove your mettle. More jobs mean more money, and more money means better equipment and better advantage in a fight.

She's also fiercely loyal to her friends. Having spent so long adventuring throughout the River Kindgoms, she's lost more than her fair share of comrades, and it's only reinforced ability to appreciate the people around her. In this regard she is sentimental, she loves people, loves meeting them getting to know them, and will do whatever it takes to protect anyone who she considers a member of her 'company'. A brothers-in-arms mentality likely picked up from her time in the Daggermark infantry.