Alain

Sir Alfric, The Green Knight's page

514 posts. Alias of Camris.


Full Name

Sir Alfric, the Green Knight

Race

Human

Classes/Levels

Cavalier L6 | AC 23 (T10F23) CMD21 | HP: 74/74 | Saves: F8 R3 W3 | Percep +1 | Init +1 | Challenges: 1/2| Condition: Bless, Prot frm Evil +2+2 || Avalanche AC25 | HP 72/72

Gender

Male

Size

Medium

Age

20

Special Abilities

As Cavalier (Order of the Green)

Alignment

NG

Deity

Green Faith

Languages

Common, Elven

Occupation

Cavalier (Order of the Green)

Strength 18
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 12
Charisma 12

About Sir Alfric, The Green Knight

Appearance:

Both horse and rider are clad in leather, scale and green cloth. The shield a grass green with no device, cloak and tabard a mottled green and brown. The riders face is concealed by an intimidating greathelm.
The rider is also heavily armed with sword and bow and pennant'd lance.
With his helm doffed, he is a handsome careworn man. His shaggy blond hair and piercing green eyes arresting even in a court.

Sir Alfric, the Green Knight (Fell) L6
Male human cavalier 6 (Pathfinder RPG Advanced Player's Guide 32)
LG Medium humanoid (human)
Init +1; Senses Perception +1

--------------------
Defense
--------------------
AC 23, touch 10, flat-footed 23 (+9 armor, +4 shield)
hp 74 (6d10+24)
Fort +8, Ref +3, Will +3
Resist noble born - medvyed

--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 bastard sword +11/+6 (1d10+5/19-20) or
. . gauntlet (from armor) +10/+5 (1d3+4) or
. . handaxe +10/+5 (1d6+4/×3) or
. . mwk lance +11/+6 (1d8+6/×3) or
. . unarmed strike +10/+5 (1d3+4 nonlethal)
Ranged light crossbow +7 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork lance)
Special Attacks banner +2, cavalier's charge, challenge 2/day (+6 damage, +2 to attack when not challenging plants or animals), tactician 2/day (Intercept Charge, 6 rds)

--------------------
Statistics
--------------------
Str 18, Dex 12, Con 16, Int 12, Wis 12, Cha 12
Base Atk +6; CMB +10; CMD 21

Feats
Cleave,
Exotic Weapon Proficiency (bastard sword),
Intercept Charge[ACG],
Mounted Combat,
Power Attack,
Ride-by Attack,
Shield Focus

Traits
armor expert,
noble born - medvyed: Your family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”

Skills
Acrobatics -3 (-7 to jump),
Climb +7,
Craft (armor) +5,
Diplomacy +7,
Handle Animal +8,
Intimidate +7,
Knowledge (geography) +4,
Knowledge (local) +5,
Knowledge (nature) +10,
Knowledge (nobility) +2,
Perform (dance) +2,
Ride +4,
Stealth +6,
Survival +10 (+12 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather, +13 to track aberrations and outsiders),
Swim +4;
Racial Modifiers noble born - medvyed
Languages Common, Elven

SQ
expert trainer +3,
favored terrain (forest +2),
mount (horse (charger) named Avalanche L6),
order of the green[UW]

Combat Gear
Xpotion of cure moderate wounds (2),
acid,
alchemist's fire,
holy water,
tanglefoot bag,
thunderstone,
weapon blanch (adamantine)[APG],
weapon blanch (cold iron)[APG],
weapon blanch (ghost salt),
weapon blanch (silver)[APG];
Other Gear
+1 agile half-plate[APG],
+1 hosteling heavy steel shield,
+1 bastard sword,
handaxe,
light crossbow,
mwk lance,
backpack, basic maps (major landmarks only), bedroll, belt pouch, complex banner[UE], fishhook (5), flint and steel, grappling bolt[UE], hemp rope (50 ft.), knife, utility (0.5 lb),
mess kit[UE],
reversible cloak[UE],
soldier's uniform[UE],
torch (10),
twine (50')[APG] (2),
150 pp 680 gp 30 sp

--------------------
Tracked Resources
--------------------
Acid - 0/1
Alchemist's fire - 0/1
Green's Challenge +6 (2/day) (Ex) - 1/2
Holy water - 0/1
Mounted Combat (1/round) - 0/1
Potion of cure moderate wounds - 1/2
Tactician (Intercept Charge, 6 rds, 2/day) (Ex) - 0/2
Tanglefoot bag - 0/1
Thunderstone - 0/1
Torch - 0/10
Weapon blanch (adamantine) - 0/10
Weapon blanch (cold iron) - 0/10
Weapon blanch (ghost salt) - 0/10
Weapon blanch (silver) - 0/10

--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Banner +2/+1 (60 ft.) (Ex) Allies within 60 ft. who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +2 to hit and -0 AC rather than +2/-2.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Expert Trainer +3 (Ex) +3 to train mounts, reduced training time option.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Green's Challenge +6 (2/day) (Ex) +6 to damage target, -2 AC vs. others when used, +2 to attack when not challenging plants or animals.
Intercept Charge When opp charges ally with feat, mv up to speed to get in way of charge.
Mount (Ex) Gain the services of a special animal companion.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Ride-By Attack You can move - attack - move when charging mounted.
Tactician (Intercept Charge, 6 rds, 2/day) (Ex) Grant the use of one of your teamwork bonus feats to all allies within 30 ft.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Avalanche, his trusty mount:

Avalanche L6 CR –
Horse (charger)
N Large animal
Init +2; Senses low-light vision, scent; Perception +5

--------------------
Defense
--------------------
AC 25, touch 11, flat-footed 23 (+6 armor, +2 Dex, +8 natural, -1 size)
hp 72 (6d8+24)
Fort +9, Ref +7, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; Immune fatigue

--------------------
Offense
--------------------
Speed 50 ft.
Melee gauntlet (from armor) +8 (1d4+5) or
. . unarmed strike +8 (1d4+5 nonlethal) or
. . bite +8 (1d4+5), 2 hooves +3 (1d6+2)
Space 10 ft.; Reach 5 ft.

--------------------
Statistics
--------------------
Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 22 (26 vs. trip)

Feats Endurance, Heavy Armor Proficiency, Medium Armor Proficiency

Tricks Attack, Break Out, Combat Riding, Come, Defend, Down, Fetch, Get Help, Guard, Heel

Skills Acrobatics +3 (+11 to jump), Climb +6, Intimidate +2, Perception +5, Stealth -1, Swim +6

SQ barding training, break out, combat riding, devotion, fetch, get help, indefatigable, mounted challenge

Other Gear mwk lamellar (steel) armor[UC], bit and bridle, camouflage netting[UE], feed (per day) (5), hemp rope (50 ft.), masterwork armorsmithing tools, pot, riding saddle, saddlebags, soap, trail rations (5), waterskin, waterskin (2)

--------------------
Tracked Resources
--------------------
Feed (per day) - 0/5
Trail rations - 0/5

--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Barding Training 1 Worn armor -1 check penalty, +1 max DEX.
Break Out [Trick] Chews through bars and bindings restricting itself or indicated creature.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fetch [Trick] The animal will get a specific object.
Get Help [Trick] Attempts to bring back people it considers "help"
Immunity to Fatigue You are immune to the fatigued condition.
Indefatigable (Ex) You are immune to fatigue
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mounted Challenge +3 +3 to damage target, +1 AC vs. others when used
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background:

In the realm of Restov, a child named Argus, Baronet Kaavrenn, was born to Count Koreus Vimonde and his wife Aeleana. They lived in the capitol of Restov where Lord Koreus was a Jurist of some note of the noble Medvyed family.
Argus wanted for nothing while growing up, the young nobleman went to University, excelled at riding and fencing, and was set to join the Cavalry as a landed knight when a political disaster befell his family.
A fellow Jurist of his father’s acquaintance, Lord Pustaph by name, maneuvered Koreus into a duel by kidnapping his wife, and had the challenge answered by a professional assassin. After Koreas’ death, his family was stripped of lands, titles and fortune, which were then awarded to Lord Pustaph in the most egregious feat of corruption seen in a generation. With his mother exiled back to her people, young Argus slew Lord Pustaph in a rage in public on the steps of the Forum itself before fleeing north.
Because Lord Pustaph was from a cadet branch of the Royal family, Inquisitors were dutifully sent out, and young Argus was hounded every step of the way. Bit by bit, he lost his money, his horse, his belongings, until he found himself wandering the forests lost and alone.
Ultimately, a pair of Inquisitors caught up to him. He had slain one, but would have paid the ultimate price had not a mysterious elf-woman intervened and rescued him.
The elf-woman (a hidden enchantress of some note) for her part, liked the talent she saw in the young man, and helped him learn this new environment and the ways of the forest. Hero worshiping the elf-woman, the young man took a new name as a symbol of his new life, and dedicated his knightly skills to defending the forest lands and the people who needed it; especially from the corruption of cruel officials.
His new name would be Alfric; and he would be known simply as the Green Knight.
To this day he tends to wear a great helm to conceal his face from being recognized by people who might recognize him. The noble families thought him dead; best that they keep thinking that. It is a great sign of trust for him to reveal his face to you.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

=================================