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About Scáth TamariePFS # 23529-1 Noble Pursuit:
Scath grew up learning how to deal with violence, physical and social. Bastard son of a nobleman never had its origin recognized, nonetheless, he always wanted to show its value. Thus, since childhood has trained in troops and militias from Faldamont. Luckily, even being a bastard, his father arranged for him to train with a mentor who worked his balance between strength and agility. Now, when the Pathfinder Society accepted her as a member, came the time to show their value. Time to prove that Taldor´s blood is running on your veins! Sheet:
Scáth Tamarie Male Half-elf, Fighter (Weapon Master) 1 / Cavalier (Honor Guard) Order of the Lion 1 LN Medium Humanoid Init +2; Senses Low-Light Vision, Perception +3/+5◉ ◉Shared Vigilance -------------------- Defense -------------------- AC 19/20, touch 12, flat-footed 17/18 (+5 armor, +2 Shield, +2 dexterity, /+1 trait) hp 18 (2d10+2) Fort +5, Ref +2, Will +1 {immune to magic sleep and +2 against enchantment} -------------------- Offense -------------------- Speed 30 ft. {20ft on Scale mail} Melee Mwk Axe, hooked + 6 (1d8+3 / x3) Ranged Shortbow +4 (1d6 / x3) 60 ft. -------------------- Statistics -------------------- Str 17, Dex 14, Con 13, Int 13, Wis 12, Cha 10 Base Atk+2 CMB+5 [+10 to Disarm w Axe, hooked]; CMD 17 [19 vs Disarm] Feats Combat Expertise, Improved Disarm, Exotic Weapon Proficiency (Axe, hooked), Got Your Back (Combat, Teamwork) Traits Expert Duelist, Civilized Skills [3+5+2 FC] Climb 7/1° (1+3+3-6), Diplomacy 4 (1+3), Knowledge (local) 7 (2+3+1+1), Knowledge 5 (nobility) (1+3+1), Knowledge 5 (dungeoneering) (1+3+1), Ride 6/0° (1+3+2-6), Survival 5 (1+3+1), Sense Motive 5 (1+3+1), Swim 7/1° (1+3+3-6) ° armor and shield (not aply on companion) Languages Common (Taldane), Elven and Azlanti -------------------- Racial -------------------- Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Ancestral Arms Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. Keen Senses Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light. Elf Blood Half-elves count as both elves and humans for any effect related to race. Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes: (Fighter/Cavalier - Order of the Lion) -------------------- Traits -------------------- *Expert Duelist: In your youth, you spent countless hours perfecting the art of the duel, focusing your efforts on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when you are denied your Dexterity bonus Civilized Benefits: You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you. -------------------- Class -------------------- Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.” Edicts The cavalier must protect the life and lands of his sovereign at all costs. He must obey the commands of his sovereign without question. He must strive to expand the power and prestige of his realm. Taldor Sovereign An order of the lion cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves his sovereign. 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. 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 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. 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. Honor Guard / Sworn Defense (Ex) At 1st level, whenever an honor guard issues a challenge, he can select one ally as his ward for the duration of the challenge. Whenever the honor guard is adjacent to his ward, he takes a –1 penalty to Armor Class, and the ward receives a +1 dodge bonus to AC. This modifies the challenge ability. -------------------- Feats -------------------- Exotic Weapon Proficiency (Combat) Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. Prerequisite: Base attack bonus +1. Benefit: You make attack rolls with the weapon normally. Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls. Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Combat Expertise (Combat)
Improved Disarm (Combat)
Got Your Back (Combat, Teamwork)
Mount:
Sadron (loyal in elvish) Horse Female Large Animal 1st Bodyguard (Companion Archetype) Combat Trained Init +1; Senses Low-Light Vision, Perception +5/+7◉, Scent ◉Shared Vigilance -------------------- Defense -------------------- AC 14, touch 10, flat-footed 14 (+4 natural armor) hp 10 (4.5*2+2) Fort +5, Ref +4, Will +1 -------------------- Offense -------------------- Speed 50 ft. Melee bite +4 (1d4+4), 2 hooves-1 (1d6+1) -------------------- Statistics -------------------- Str 16, Dex 13, Con 15, Int 02, Wis 12, Cha 06 Base Atk+1 Feats Combat Reflexes (Combat);Light Armor Proficiency Tricks (6+1) Aid (DC 20), Attack (DC 20), Defend (DC 20), Flank (DC 20), Heel (DC 15), Track (DC 20), Watch (DC 15) Skills Perception 5/7◉ (1+3+1), Survival 5 (1+3+1) ◉ Shared Vigilance Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Animal Feats In addition to the standard animal companion feats, a bodyguard may select Bodyguard, Combat Patrol, Heroic Defiance, Heroic Recovery, and In Harm's Way. Shared Vigilance (Ex) A bodyguard and its master both gain Alertness as a bonus feat whenever they are adjacent. This ability replaces share spells*. ╚ You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Scent This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen. A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily. False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10. Tracked resources:
Carrying Capacity Light: 86 lbs. or less / Medium: 87–173 lbs. / Heavy: 174–260 lbs. Traveler's outfit (1gp/5lbs) on Body
Total on Backpack 6,5 lbs
Cash 590 gp 10 sp 1º Level 150 gp (113 spend on items) = 37 gp
Experience 3 XP Prestige 6 Progression:
1º Level = +1 Skill = Favored Class Scenario 0 13: The Prince of Augustana [462 Gold / +1 XP / Prestige 2 / GM 16359 / Paizo PBP]
S03-00 Intro First Steps - Part I - In Service to Lore [417 Gold / +1 XP / Prestige 2 / GM 113.139 / PFS Online Brazil - Roll 20]
Scenario 0 04: The Frozen Fingers of Midnight [467 Gold / +1 XP / Prestige 2 / GM 113.139 / PFS Online Brazil]
Goals:
1/2 Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check equal to 15 plus your character level. JORNAL:
A meio-elfo iniciou sua jornada em Andoran quando ainda estava em viagem, retornando para Taldor, recém associado a Sociedade. Logo, na Loja de Augustana o Capitão-Ventura Wallace enviou o grupo de desbravadores para os esgotos da cidade. Apesar da experiência desagradável ele consegue, ao lado de seus companheiros, retornar depois de lidarem com uma gangue e um monstro... que ainda era inominável para ele... Já em Absalom ele passou por sua primeira missão oficial de reconhecimento, fazendo vários pequenos trabalhos pela metrópole. Sua grande experiência aconteceria alguns meses, depois de retornar de Taldor com expectativas de sua incorporação às forças reais, quando enviado para resolver um problema diplomático envolvendo a saúde de Skelg, o Estripador. Enfrentar os bárbaros ulfen foi uma valiosa oportunidade, da mesma forma que novamente lidar com mortos, abominações não-naturais! Depois do sucesso, ele felizmente consegue sua associação à Guarda de Honra da Ordem dos Leões de Taldor! |