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About Shorga BrullStat Sheet:
----------------------------------------------------------------------- Basic Information Character Name : Shorga Brull
Class and Level : Cavalier 1
Favored Class(es) : Cavalier (Honor Guard)
Strength : 14 (2) 05 point buy + 0 racial + 0 level + 0 misc
Maximum Load : 75/175 lbs.
Hit Points (d10) : (13) 2 Con + 1 FavClass
Base Melee : (+3) 1 BAB + 2 Str + 0 size + 0 misc
Combat Maneuver : (+3) 1 BAB + 2 Str + 0 misc + 0 size <- CMB
Armor Class : (16) 10 base + 4 armor + 0 shield + 2 Dex + 0 misc + 0 size
Fortitude : (+4) 2 base + 2 Con + 0 misc
Conditional Bonuses and Penalties :
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision: Half-orcs can see in the dark up to 60 feet. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one 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. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. ----------------------------------------------------------------------
Certain cavaliers are trained not as advance combatants, but as loyal guards, standing as firm defenders in the face of threats to their chosen charge. These honor guards are sometimes merely ornamental, performing their functions on a ceremonial basis, but a surprising number are capable, deadly opponents, able to take down a threat long before their liege knows of the danger. To be an honor guard is to constantly place one's self in harm's way, and to always be willing to lay down one's life at a moment's notice. 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. 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 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. 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. (4/4 rounds) Intercept (Ex): At 3rd level, an honor guard learns to better disrupt the attacks of his enemies. He gains Bodyguard (Advanced Player's Guide 151) as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the honor guard uses the aid another action to increase an ally's Armor Class, the bonus to Armor Class granted by the aid another action increases by +1. 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. Banner (Ex): At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function. 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. 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. Warding Charge (Ex): At 11th level, an honor guard can flash across the battlefield to protect his ward against the target of his challenge. Whenever the target of the honor guard's challenge makes an attack against his ward, the honor guard can move up to his speed and make a single melee attack against the target of his challenge as an immediate action. This movement and attack can be made as a charge if the movement qualifies. This ability replaces mighty charge. Defensive Challenge (Ex): At 12th level, whenever an honor guard declares a challenge, his target must pay particular attention to him and his ability to intercept attacks. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty on attack rolls against anyone other than the honor guard. This ability replaces demanding challenge. Greater Banner (Ex): At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day. 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. Supreme Charge (Ex): At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus. -----------------------------------------------------------------------
The cavaliers of the order of the blue rose dedicate themselves to promoting peace in the lands they roam. Skilled warriors and adept diplomats, these cavaliers counsel wisdom, patience, and understanding, but are ever mindful of the need to take up arms to strike down aggressors, tyrants, or evil usurpers. Although they believe wholeheartedly in peace as an aim and a final goal, cavaliers of the blue rose are warriors first, and embrace their role as guardians of those who cannot or will not take up arms to defend themselves. Edicts: The cavalier must guard against needless violence, protecting both the land and its people from wars they neither started nor wish to fight. He must seek to stop conflict with a minimum of bloodshed, to encourage peaceful resolutions to disagreements between intelligent creatures, and to mend the wounds opened by battle. He must also honor quarter when he gives it, protecting captives who have surrendered from his own allies if need be. Challenge: Whenever an order of the blue rose cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge, if the target is an intelligent creature to whom the cavalier offered the chance to surrender (by taking a standard action to offer terms). This bonus increases by +1 for every four levels the cavalier possesses (to a maximum of +5 at 17th level). Skills: An order of the blue rose cavalier adds Knowledge (history) (Int) and Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the blue rose cavalier uses Diplomacy to try to mediate a dispute between two parties that do not include him, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). Order Abilities: A cavalier belonging to the order of the blue rose gains the following abilities as he increases in level. Flat of the Blade (Ex): At 2nd level, the cavalier of the order of the blue rose gains the ability to moderate his attacks in order to take an enemy alive. He no longer takes a –4 penalty when attacking with a lethal weapon to deal nonlethal damage. When dealing nonlethal damage, the cavalier receives a +2 bonus on damage rolls. When the cavalier makes use of this ability, he must attempt to subdue his target without killing it; dealing lethal damage after using this ability, or allowing his allies to kill the target, is considered a violation of his edicts. Inner Peace (Ex): At 8th level, the cavalier has learned that while not all things in the world will go as he wishes, he must remain calm and centered. Once per day as an immediate action, the cavalier may ignore an amount of damage from a single source (one attack, spell, or effect) equal to his cavalier level plus his Charisma modifier. He can only ignore hit point damage in this fashion. The cavalier can use this ability one additional time per day at 12th level and every four levels thereafter (to a maximum of four times per day at 20th level). Shield of Blades (Ex): At 15th level, the cavalier gains an expert sense of impending violence around him. When taking the total defense action, the cavalier can extend his protection to those around him, granting a +2 circumstance bonus to AC to all adjacent allies. In addition, while taking the total defense action, as an immediate action, the cavalier can attempt to deflect an attack by making an attack roll opposed by the attacker's original attack roll. If successful, the attack is deflected and deals no damage. -----------------------------------------------------------------------
Your maximum ranks in a skill are equal to your total level.
[ ] Acrobatics : (+00) 0 ranks + 2 Dex + 0 class + 0 misc - 2 armor
Languages: Common, Orc, Polygot
Trait #1 : Armor Expert - You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Level 1 Feat : Mounted Combat (Combat) - You are adept at guiding your mount through combat.
Level 1 Bonus Feat: Escape Route (Teamwork) - You have trained to watch your allies' backs, covering them as they make tactical withdraws.
Armor : Hide (+4 AC, +3 Max Dex, -3 ACP, 20' Max Speed, 25 lbs)
Weapon #1 : Falchion (2d4, 18-20x2, Slash, 8 lbs, 2 handed)
Other Equipment :
Equipment Weight : 58 lbs Horse Equipment
Money :
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Ride 1d20+6 -----------------------------------------------------------------------
AC16/16, HP13/13. Active Effects: none Horse Stats:
----------------------------------------------------------------------- *Mount* Ursa (Horse/Level 1): Starting Statistics:
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Combat Trained
You can make attacks with natural weapons in combination with attacks made with a melee weapon and unarmed strikes, so long as a different limb is used for each attack. For example, you cannot make a claw attack and also use that hand to make attacks with a longsword. When you make additional attacks in this way, all of your natural attacks are treated as secondary natural attacks, using your base attack bonus minus 5 and adding only 1/2 of your Strength modifier on damage rolls. Feats such as Two-Weapon Fighting and Multiattack can reduce these penalties. -----------------------------------------------------------------------
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All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill. -----------------------------------------------------------------------
Rider : 175 lbs
Other Equipment: Maximum Load : 290/690 lbs (x3 for quadrupeds)
Raised as a Paladin's son, Shorga never knew why the man acted as his father. Da was swift to discipline, but he was always fair, and Shorga learned quickly. Da would often hold young Shorga, looking directly into his eyes, "You were concieved in an Orc raid, and your mother died in an Orc raid. Will you die an Orc raider too Shorga?" Shorga had long ago learned the correct answer here, "No Da, I will defend the helplesh and protect the weak." In those moments Da would always nod briskly, and turn his face away from the young half-orc. He followed Da everywhere, riding from town to town, where ever the call for help came from strongest. Shorga was always digging ditches, sharpening stakes, fortifying walls, because where they traveled, violence always followed. Shorga often wondered if he and Da brought the violence with them, or if they just arrived in time to help, as Da said. When he was old enough his Da let him hold a spear against the charging foes, and the dust and death and screams of battle were second nature to him by the time he was sixteen. One day a battle was fought and his Da never returned from the field, "Fighting to protect the next man'e was." stated a wounded townsman who'd seen his Da fall. That night Da's horse came wandering obediently back to their tent, and the next morning Shorga donned armor and with the townspeople drove the raiders completely out of the valley in a rout. However he did not know where to go, as Da alwasy seemed to, and so asked to be assigned as a guard to the local nobles house. A year he spent in the mans service, turning aside several attacks on the small town and saving the nobles life more than once. The thieves knew exactly what road they were taking that day, and despite killing a half dozen himself, they were eventually overrun. A club swinging towards his face was the last memory he had before waking, hours later, astride Ursa - his horse. His armor was torn and rent, he was missing his shield and most of his gear, and blood was congealed around his many wounds, not to mention the ringing in his head. He'd gotten them to a town, and used all but the last of his money to replace his armor, somewhat, and his sword. A room had been rented, and most of his hurts had faded by the time they came upon the tattered document, it's edges quivering slightly in the light breeze. Looking down at the faithful equine, "We know travel, right Ursha? a whuff was his only reply. Patting the horse on the neck, and a quick scratch behind her ear in just that right spot she loved, he turned towards the Mercantile District, wondering what exactly he was getting them into. |