Eagle Knight of Andoran

Sir Garrett Albercroft's page

240 posts. Alias of Talomyr.


Full Name

Sir Garrett Albercroft

Race

Taldan Human

Classes/Levels

Order of the Sword Cavalier 2 / Bard (Arcane Duelist) 1 HP: 24/24; AC: 20/22; Perception +4; Sense Motive +4

Age

24

Special Abilities

Challenge, Tactician, Order, Mount, Bardic Performance, Arcane Strike

Alignment

Lawful Neutral

Deity

Iomedae

Languages

Taldane, Azlanti

Occupation

Knight of the Realm and Heir to Hawkhaven

Strength 16
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 10
Charisma 14

About Sir Garrett Albercroft

Family Coat of Arms:
The Albercroft family crest is a blue field, tressured or flory-counter flory is emblazoned a pair of crossed swords in argent, astride the swords resides a hawk soaring displayed in or.

Description:

Hair: Blond
Eyes: Blue
Height: 6’2”
Weight: 195 lbs.

You see an immaculately dressed, well built man of obvious noble upbringing, his shield denotes that while he is not the eldest son, he is indeed the true heir of Baron Theodric Albercroft.

Personality:
Garrett displays loyalty to his superiors and is given to bouts of arrogance. In his heart, he knows he is destined for greater things, but knows that he has much to learn before being fit to step into his father's shoes.

Background:
Garrett was born the second son, and third child overall, to the Duke Theodric Albercroft. Typically as a second son, Garrett would have been bound for the Church of Iomedae, but this was not to be. Garrett's older brother, Vors, who would have been heir to the House, proved to be both a bully and boor. As a result Vors was passed over as heir to the House of Albercroft and sent off to live with Baron Theodric's brother, Baron Harkon Albercroft.

With Garrett now set at the heir, the eldest of his younger brothers, Menas was sent off to the Church, a tradition of the family reaching back to the times before the death of Aroden. Before the demise of the god of humanity, the Albercrofts all served Aroden, following the death of Aroden, the family eventually shifted allegiance to the Church of the Inheritor.

Garrett's other siblings include his older sister, Alaina, who was married off to Baron Javan of Wolfrun, and the youngest of the Albercroft children, Randofrain who followed Menas to the Church of Iomedae, but has recently returned.

Equipment and Money:

Masterwork Full Plate Armor, Tabard (bearing family coat of arms), Masterwork Heavy Steel Shield (bearing coat of arms), Lance, Noble’s outfit, Signet Ring (coat of arms), Masterwork Falcata, Dagger, Flail, Composite Longbow, Quiver (20 Arrows), Masterwork Backpack, Bag, Waterproof, Bedroll, Blanket, Flint and steel, Ink (1 oz. vial, black), Inkpen, Jewelery worth 100 GP, Belt Pouch, Rope, silk (50 ft.), Whetstone, Sunrod (2)

Weight Carried: 91 lbs. (Medium Load)

Money:
64 gp 9 sp 10 cp

Combat Statistics:

AC: 22 (Touch 11, Flat-Footed 21) Initiative: +1

HP: 24

BAB: +2 CMB: +5 CMD: 16

Attack Options:
Masterwork Falcata: +6 (1d8 + 3; 19-20/x3)
Dagger: +5 (1d4 + 3; 19-20/x2)
Flail: +5 (1d8 + 3; x2) (+6 to Disarm or Trip)
Lance: +5 (1d8 + 4; x3) (Reach)

Saving Throws
Fortitude: +4 Reflex: +3 Will: +4

Skills:

Acrobatics +1 (-3/-4 with armor/shield)
Appraise +0
Bluff +6
Climb +3 (-1/-2 with armor/shield)
Craft(Untrained) +0
Diplomacy +6
Disguise +2
Escape Artist +1 (-3/-4 with armor/shield)
Fly +1 (-3/-4 with armor/shield)
Heal +0
Intimidate +6
Perception +4
Perform (Oratory) +6
Perform(Untrained) +2
Ride +7/+9 to stay in Saddle (+3/+2 with armor/shield, Does not apply to Garrett's Mount)
Sense Motive +4
Stealth +1 (-3/-4 with armor/shield)
Survival +4
Swim +3 (-1/-2 with armor/shield)
Handle Animal +6
Knowledge (Engineering) + 4
Knowledge (Nobility) +4
Knowledge (Local) +4
Knowledge (Religion) +4
Profession (Soldier) +4
Linguistics: +4

Class Abilities:

Favored Class: Cavalier (+1 HP, +1 Skill Point)

Cavalier - Order of the Sword:
Cavaliers who join the order of the sword dedicate their lives to the code of chivalry, living a life of honor, valor, and fairness. Cavaliers of this order tend to swear service to a lord or a lady. Of all the orders, the order of the sword is perhaps the broadest in terms of its focus and ideals.

Edicts: The cavalier must show courage in the face of danger, mercy to those who have wronged him, and charity to the poor and the meek. He must be just and honorable at all times and in all things. He must defend his honor and, above all else, the honor of those he serves.

Skills: An order of the sword cavalier adds Knowledge(nobility) and Knowledge (religion) to his list of class skills. Whenever the cavalier uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his cavalier level (minimum +1).

Order Ability:By My Honor: At 2nd level, the cavalier must select one alignment. As long as he maintains the selected alignment, he receives a +2 morale bonus to one saving throw of his choice. (Lawful Neutral, Will Saves)

Tactician: 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. (Cavalry Formation)

Challenge: 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. Additionally, whenever an order of the sword cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the cavalier possesses.

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.

Bard - Arcane Duelist

Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

- Rallying Cry: At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard's Intimidate check. Rallying cry does not work on effects that don't allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong.

- Distraction: At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

- Fascinate: At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

- Inspire Courage: A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Arcane Strike: Arcane duelists gain Arcane Strike as a bonus feat at 1st level. This ability replaces bardic knowledge.

- Arcane Strike: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Traits:

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.

Natural-Born Leader: You've always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Feats:

Mounted Combat: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if the ride check is greater than the opponent's attack roll.

Ride by Attack: When you are mounted and using the charge action, you may move and attack as if with the standard charge action and then move again (continuing the straight line of the charge). Your total movement can not exceed double the standard movement rate of your mount. You and your mount do not provoke an attack of opportunity from the target of your attack.

Cavalry Formation: (Teamwork Feat) You are skilled at riding in close formation with your mounted allies without impeding your effectiveness on the battlefield. You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures may share any one square. Further you can charge through a space containing an allied mount if that mount's rider has this feat, although the space from which you make your charge attack must comply with this feat's other benefit or be unoccupied.

Exotic Weapon Proficiency, Falcata:

Spells:

Arcane Spell Failure: 35% (50% w/shield readied)

0 Level (DC 12): Light (VM), Message (VSF), Detect Magic (VS), Mending (VS)

1st Level (DC13, 2/Day) Cure Light Wounds (VS), Timely Inspiration (V)

Mount, Argos:

Heavy Horse, Combat Trained (Large Animal)
Initiative: +1
HD: 3d8 + 6 HP: 26
AC: 18 (Touch 9, Flat Footed 17) (Chain Barding)
Saves: Fort: +5 Reflex: +4 Will: +2
Speed: 50 ft.
Melee: Bite +4 (1d4 + 3), 2 Hooves +4 (1d6 + 3);
CMB: +4 CMD: 14 (18 vs. trip)
Feats: Light Armor Proficiency, Endurance, Toughness
Skills: Perception +7

STR: 16 DEX: 13 CON: 15 INT: 2 WIS: 12 CHA: 6

SQ: Low-Light Vision, Scent, Link
Tricks Attack, Come, Defend, Down, Guard, Heel, Seek

Military saddle, Bit, Bridle, and Trapper bearing Garrett's Coat of Arms

Current Status:

HP: 15/24
1st Level Spells: 1/2

Argos HP: 19/26