| Sir Izark |
Sir Izark Wandering Hellknight
Human (Azlanti, Pureblooded) cavalier (beast rider, daring general) 1 (Pathfinder RPG Advanced Player's Guide 32, Pathfinder RPG Ultimate Combat 36, Pathfinder RPG Ultimate Intrigue 24)
LN Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 17, touch 12, flat-footed 15 (+3 armor, +2 Dex, +2 shield)
hp 14 (1d10+4)
Fort +5, Ref +2, Will +0; +2 racial bonus vs. cold climates or slipping, +1 Morale bonus when threatening the target of your challenge
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee bastard sword +4 (1d10+3/19-20) or
chain spear +4 (1d6+4) or
flambard +4 (1d10+4/19-20) or
heavy shield bash +4 (1d4+3) or
lance +4 (1d8+4/×3) or
unarmed strike +4 (1d3+3 nonlethal)
Special Attacks challenge 1/day (+1 damage, +1 to saves while threaten), tactician 1/day (Bonded Mind, 3 rds)
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Statistics
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Str 16, Dex 14, Con 16, Int 16, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 16 (18 vs. trip)
Feats Apotheosis, Bonded Mind
Traits hellknight initiate, questing hellknight
Skills Acrobatics -1 (+1 in slippery conditions, -5 to jump), Climb +0 (+2 in slippery conditions), Diplomacy +7, Handle Animal +7, Intimidate +7, Knowledge (local) +8, Knowledge (planes) +4, Knowledge (religion) +7 (+8 on checks involving your chosen faith), Perception +1, Profession (soldier) +4, Ride +3
Languages Azlanti, Celestial, Common, Daemonic, Infernal
SQ calling 4/day (+3), exotic mount (giant mastodon named Darchance), heart of the snows, order of the star
Other Gear hellknight leather, heavy steel shield, bastard sword, chain spear[APG], flambard, lance, backpack, bedroll, belt pouch, bit and bridle, cold weather outfit, feed (per day) (25), flint and steel, hemp rope (50 ft.), mess kit[UE], military saddle, pot, saddlebags, soap, torch (10), trail rations (15), waterskin, 3 gp
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Tracked Resources
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Chain spear - 0/1
Feed (per day) - 0/25
Questing Hellknight (1/day) - 0/1
Star's Challenge +1 (1/day) (Ex) - 0/1
Tactician (Bonded Mind, 3 rds, 1/day) (Ex) - 0/1
Torch - 0/10
Trail rations - 0/15
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Apotheosis +2 to Con checks to stabilize.
Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Calling (4/day) This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Exotic Mount (Ex) gain access to new companion races and can increase their size.
Heart of the Snows +2 to save vs. cold climates and to avoid slipping or falling.
Star's Challenge +1 (1/day) (Ex) +1 to damage target, -2 AC vs. others when used, +1 to all saves while threatening your target.
Tactician (Bonded Mind, 3 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Animal Companion
Darchance
Giant mastodon (Pathfinder RPG Bestiary, 295)
LN Large animal
Init +1; Senses low-light vision, scent; Perception +1
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Defense
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AC 23, touch 10, flat-footed 22 (+6 armor, +1 Dex, +7 natural, -1 size)
hp 16 (2d8+6)
Fort +6, Ref +4, Will +1
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee gauntlet (from armor) +4 (1d4+4) or
unarmed strike +4 (1d4+4 nonlethal) or
gore +4 (2d6+4), slam +4 (1d8+4)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 18, Dex 12, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +6; CMD 17 (21 vs. trip)
Feats Endurance, Medium Armor Proficiency
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Throw Rider
Skills Survival +3
SQ combat riding, throw rider
Other Gear lamellar (steel) armor[UC], bit and bridle, military saddle
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Tracked Resources
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-none-
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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Throw Rider [Trick] Attempts to throw creature riding it to ground.
I remember the fall, it was horrible, all of the Azlanti felt it. The moment that it all crumbled down, our civilzation was destroyed by something, a giant flamming sphere fell from the sky. I was with other in the North, we were making war upon the peoples there. I slew my bannerman then, as he was the last link to our now dead Nation. The fight continued for some time until the savages fled from us. I started making a speech when the others saw the dead bannerman, I explained that our nation was done, we were the last of our proud nation and people. The must flee from here and join in some other nations, or Hide here in the Frozen North. They did just that, while I entered a cave and threw down my armored helm smashing it to bits. Darchance sensed something was amiss and came into the cave with me. Thats when I heard the the chants, and knew magic was being cast.
The Magi said, "You broke the remants of our nation, with this spell do I imprison you here, for several hundred years after one of ours becomes a god, so that you can revive in time to see his glory. You will see the Golden Times once more of our race, and we shall mock you, and imprison you proper in a spire where you will witness and despair for you thought to destroy our nation. This army of the north, we are enough to restart. You however will never know General how to be a Good Man.
I slept in a type of suspended animation for hundreds of years, the spell didn't work as it was supposed to sapping my very energy, my experience from me till I was so weak that it could no longer sustain itself upon me. The cave split, and I saw light from a natural source for the first time in eons it seemed.
The light of Sun gave way to a journey, to a nation known as Cheliax, where it was said that anyone able could make thier way if they knew how too.
The back story is right now not finished though I will most likely continue to add to it as the story moves along.