Sir Andreas Eisfalke Von Ulm's page

317 posts. Alias of Jovich.

Full Name

Sir Andreas der Eisfalke Von Ulm




Cavalier 3


Male HP:34/34 AC:19 T:12 FF:17 F:+5 R:+3 W:+2 Perc:+3 Init:2 Bastard Sword +5, 1d10+2 CMB:+5 CMD:+17





Special Abilities









Common, Elven

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 17

About Sir Andreas Eisfalke Von Ulm

Sir Andreas der Eisfalke.

Chaotic Good Medium Human
Level 3 Cavalier
Init +2
Perception +3
Speed 20


STR 14 (+2)
DEX 14 (+2)
CON 14 (+2)
INT 12 (+1)
WIS 12 (+1)
CHA 17 (+3)


BAB: +3
Range: +5
Melee: +5

Bastard Sword
Attack: 1d20 +5 (+3 BAB +2 Str +0 Magic +0 Focus)
Damage: 1d10 +2 (+2 Str) Crit: 19-20x2

Attack: 1d20 +5 (+3 BAB +2 Str +0 Magic +0 Focus)
Damage: 1d4 +2 (+2 Str) Crit: 19-20x2

Attack: 1d20 +5 (+3 BAB +2 Str +0 Magic +0 Focus)+4 For Charge
Damage: 1d8 +2 (+2 Str) Crit: 20x3
x2 Damage when mounted and charging, 10' Reach

HP: 34 (3d10 +2 Con per Level +1 Favored Class)(10,9,6)
AC: 19 (10 Base +2 Dex +5 Armor +0 Natural Armor +0 Deflection +0 Magical +0 Dodge +2 Shield)
Touch: 12 Flat-Footed: 17
CMB: +5 (+3 BAB +2 Str)
CMD: 17 (10 Base + 3 BAB +2 Str +2 Dex)

Fort: +5 (+3 Base +2 Con)
Refl: +3 (+1 Base +2 Dex)
Will: +2 (+1 Base +1 Wis)

Class Features:

Challenge: 1/Day +3 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.
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.

Cavalier’s Charge (Ex)
At 3rd level, a cavalier learns to make more accurate charge attacks while mounted. The cavalier receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the cavalier does not suffer any penalty to his AC after making a charge attack while mounted.

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.


Exotic Weapon Proficiency: Bastard Sword
Mounted Combat


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: 9 (4 Base +2 Int +1 Human +2 Back Ground):27
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: +9 (+3 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: +9 (+3 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: +9 (+3 Ranks +3 Class Skill +3 Cha) BG:3
Heal: +5 (+1 Ranks +3 Class Skill +1 Wis)
Intimidate: +10 (+3 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): +4 (+3 Ranks +0 Class Skill +1 Int) BG 3
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: +4 (+3 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: +10 (+3 Ranks +3 Class Skill +2 Dex +2 Military Saddle)
Sense Motive: +7 (+3 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 :

Racial Abilities:

+2 Cha


Tent, Small
Bit and Bridle
Military Saddle
Saddle Pack
Bastard Sword
Heavy Steal Shield
Scale Mail Armor
Cold weather Outfit
5 Cp
5 Sp
8 Gp


Light Riding Horse CR 1
XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
AC 16, touch 11, flat-footed 9 Armor +5 (+2 Dex, –1 size)
hp 24 (4d8+6)
Fort +9, Ref +8, Will +1
Speed 50 ft. 35 in Armor
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
Feats Endurance, RunB, Valiant Steed
Carrying Capacity:
Light: 0-228
Medium: 229-459
Heavy: 460-690
Drag: 3,450
Skills Perception +8
Skill Trick: Defend
SQ docile
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.


Physical Description:
Short light brown hair
Broad shoulder and muscular


The year was 4509 and Choral Rogarvia disappeared into the Gronzi Forest. To most this was a time of loss and to some a time of ambition, but to a select few it was a time of dread. With the emperor gone, the protection afforded my family was gone as well. What am I to do now that my security blanket is gone. I most protect my children from Myma Surtova and to do that I... no we must flee the realm that we have called home for so many years now.

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..


4 sets of Leather Armor
Studded Leather Armor
Chain Mail
Heavy Steel Shield
1 dagger
7 short swords
6 longbows
106 arrows
1 vials of alchemist's fire
11 small spears
400 Arrowheads (20x 20 cases)
Long Sword (Small Size)
a weapon rack
silver candelabra with holy symbol
electrum censer with silver filigree
polished wooden case with eight bottles of a translucent greenish liquid inside.
a silver amulet
2 alabaster
1 obsidian
1 onyx
1 sard
1 turquoise
1 onyx
1 unworked rock crystal quartz
9 Gems of varying size, clarity, and color
Decorated silver plate
white: oil of bless weapon (CL 1)
violet red: potion of good berry (CL 1)
brown: potion of bear's endurance (CL 3)
ivory: potion of magic fang (CL 1)
1 silvery liquid DC16 Spell Craft:Potion of Magic Weapon
1 deep translucent red potion DC16 Spell Craft:Potion of Remove Sickness
Oil, translucent white (Light)
Potion, translucent red (Remove Sickness)
Golden potion (Guidance)
White potion (Virtue)
Opaque black potion (Protection from Good)
scroll with a bright red rune on the case DC22 Spell Craft: scroll of Cure Moderate Wounds
Scroll with a gold seal (Guidance)

Small Hunting Trap
artisan's tools
hammer & chisel
flint & steel
50' rope ladder
camping supplies (food, firewood, tents)
Wool Cloak
a bag
Salted Ham
Dried Mushrooms
Bag of Salt
a box
20 Candles
7 x Flask of Oil
2 crates
Bag of Nails
2 x Handsaw
Sewing Needle
18 x Sledge
3 chests
12 x Bolt of Canvas
Bolt of Linen
Clay Tankard
13 x Common Wig
Courtier's Outfit
5 x Wooden Holy Symbol
Amphora of Vinegar
Bottle of Brandywine
Bottle of Spiced Wine
Cheap Wig
Grappling Hook
Pan Flute
Portable Ram
Small Cask of Oil
8 x 10' ladder
Flint and Steelx3
Pot x3
Mess kit x3
Manacles (Small Sized)
Utility Knife
Alchemy Crafting Kit
Empty Ink Well
Ink Pen
Supplies for Exploration:Light Wagon: 558.5/1000 lbs
7 Days worth Trail Rations (1lb Each)
14 Days worth Animal Feed (10lbs Each)
Chroniclers Kit (4.5lbs)
Map Making Kit (2 lbs.)
4 Survival Kit, Common (5lbs Each)
red potion: Cure Light Wounds
Potion Cure Light Wounds (Olegs)
Potion Purify Food and Drink x2 (Olegs)
10 x Sack of Animal Feed
Bag of coins (9gp)

2 Gold Ingots @250gp each
Personal Funds

GP: 570 Credit