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About Sir Andreas der EisfalkeChaotic Good Medium Human
Stats:
Attributes STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 12 (+1) CHA 17 (+3) Offense BAB: +2
Bastard Sword
Dagger
Lance
Defense
Saves
Class Features:
Challenge: 1/Day +2 Damage 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: 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 of the Shield: Edicts: The cavalier must protect the lives and prosperity of the common folk, shielding them from the deprivations of those who would seek to cause them harm or exploit them. He must give charity when it is warranted and aid when needed. He must take no action that would cause harm or hardship to those who cannot defend themselves. Challenge: +1 Attack Whenever an order of the shield cavalier issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the cavalier. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the cavalier possesses. Skills: +1 Heal, KN: Local An order of the shield cavalier adds Heal (Wis) and Knowledge (local) (Int) to his list of class skills. Whenever an order of the shield cavalier uses the Heal skill on a creature other than himself, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1). 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. Distracting Charge: When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally's next turn, or it is lost. Resolute (Ex) At 2nd level, whenever the cavalier takes damage from a melee or ranged attack while wearing heavy armor, the cavalier can convert 1 point of lethal damage to 1 point of nonlethal damage. He can use this ability once each time he takes damage. This ability cannot be used to convert ability damage, ability drain, or energy damage to nonlethal damage. At 6th level, and every four levels thereafter, the amount of damage the cavalier can convert increases by 1. Feats:
Exotic Weapon Proficiency: Bastard Sword Mounted Combat Traits:
Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0. Bred for War: You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall. Bastard: You take a –1 penalty on all Charisma-based skill checks made when dealing with members of nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.) 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). Skills:
Skills: 9 (4 Base +2 Int +1 Human +2 Back Ground):9 The cavalier’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str). Acrobatics: -3 (+0 Ranks +0 Class Skill +2 Dex -2 Shield -3 Armor) Appraise: +1 (+0 Ranks +0 Class Skill +1 Int) Bluff: +8 (+2 Ranks +3 Class Skill +3 Cha) Climb: -3 (+0 Ranks +0 Class Skill +2 Str -2 Shield, -3 Armor) Craft: +1 (+0 Ranks +0 Class Skill +1 Int) Craft: +1 (+0 Ranks +0 Class Skill +1 Int) Diplomacy: +8 (+2 Ranks +3 Class Skill +3 Cha) Disable Device: -3 (+0 Ranks +0 Class Skill +2 Dex -2 Shield, -3 Armor) Disguise: +3 (+0 Ranks +0 Class Skill +3 Cha) Escape Artist: -3 (+0 Ranks +0 Class Skill +2 Dex -2 Shield, -3 Armor) Fly: -3 (+0 Ranks +0 Class Skill +2 Dex -2 Shield, -3 Armor) Handle Animal: +8 (+2 Ranks +3 Class Skill +3 Cha) BG:2 Heal: +1 (+0 Ranks +0 Class Skill +1 Wis) Intimidate: +9 (+2 Ranks +3 Class Skill +3 Cha +1 Trait) Knowledge (arcana): +1 (+0 Ranks +0 Class Skill +1 Int) Knowledge (dungeoneering): +1 (+0 Ranks +0 Class Skill +1 Int) Knowledge (engineering): +1 (+0 Ranks +0 Class Skill +1 Int) Knowledge (geography): +1 (+0 Ranks +0 Class Skill +1 Int) Knowledge (history): +1 (+0 Ranks +0 Class Skill +1 Int) Knowledge (local): +6 (+2 Ranks +3 Class Skill +1 Int) Knowledge (nature): +1 (+0 Ranks +0 Class Skill +1 Int) Knowledge (nobility): +3 (+2 Ranks +0 Class Skill +1 Int) BG 2 Knowledge (planes): +1 (+0 Ranks +0 Class Skill +1 Int) Knowledge (religion): +1 (+0 Ranks +0 Class Skill +1 Int) Linguistics: +1 (+0 Ranks +0 Class Skill +1 Int) Perception: +3 (+2 Ranks +0 Class Skill +1 Wis) Perform: +3 (+0 Rank +0 Class Skill +3 Cha) Profession: +1 (+0 Rank +0 Class Skill +1 Wis) Ride: +9 (+2 Ranks +3 Class Skill +2 Dex +2 Military Saddle) Sense Motive: +6 (+2 Ranks +3 Class Skill +1 Wis) Sleight of Hand: -3 (+0 Ranks + Class Skill +2 Dex -2 Shield, -3 Armor) Spell craft: +1 (+0 Ranks +0 Class Skill +1 Int) Stealth: -3 (+0 Ranks +0 Class Skill +2 Dex -2 Shield, -3 Armor) Survival: +1 (+0 Ranks +0 Class Skill +1 Wis) Swim: -3 (+0 Ranks +0 Class Skill +2 Str -2 Shield, -3 Armor) Use Magic Device: +3 (+0 Rank +0 Class Skill +3 Cha) Languages:
Languages : Common Elven Racial Abilities:
Racial: +2 Cha Equipment:
Gear: Bedroll Blanket Tent, Small Bit and Bridle Military Saddle Saddle Pack Dagger Bastard Sword Heavy Steal Shield Scale Mail Armor Lance Cold weather Outfit 4 Sp 12 Gp Mount:
DAISEY Light Riding Horse CR 1 XP 400 N Large animal Init +2; Senses low-light vision, scent; Perception +9 DEFENSE AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size) hp 27 (3d8+6) Fort +6, Ref +5, Will +2 OFFENSE Speed 50 ft. Melee 2 hooves +7 (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 +5; CMD 17 (21 vs. trip) Feats Endurance, Run, Valiant Steed, Power Attack Skills Perception +9 Skill Trick: Defend, SQ docile SPECIAL ABILITIES Docile (Ex) Link (Ex) A Cavalier 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 Cavalier gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. Share Spells (Ex) The Cavalier may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A Cavalier may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks. Appearance:
Physical Description: 6'8 Short light brown hair Broad shoulder and muscular Personality: Background:
Andreas reread the letter again to make sure he read it correct. What his mother just told him was that his distant relative was a mistress for this Choral Rogarvia. What was he to do with this news. His family had been here in Canterwall for generations. Fighting the constant influx of orcs and other enemies. His mother feels it is time for the family to be reunited and asks him to go back to his ancestral home to join the ranks of the Rogarvian royalty. His mother gives him a gift to take with him, a bastard sword that belong to one of his ancestors. Riding across the lands will be dangerous as he will be passing through the River Kingdoms. It took him some time but he finally makes it to Brevoy. The year was 4704 and the Rogarvian royalty have been missing for several years now. The Surtovas have claimed the throne for themselves. It seems that there is not love loss for the Rogarvian and the feelins toward the Surtovas is not much better. Andreas thought to himself that now that I get here to meet my long lost family they go and disappear. This was not starting off the way he had hoped. For the next several years he rides the country side doing what he can to aid those in need. He also tries to find answers to the mystery of the royal family location..
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