Trumpets

Sir Orrin Neville-Smythe's page

114 posts. Alias of Pirate.


Full Name

Sir Orrin Neville-Smythe

Race

Advanced Halfling

Classes/Levels

Cavalier (beast rider) 20, Fighter (dragoon) 1, Ranger (skirmisher) 2, Inquisitor 1

Gender

Male

Size

Small

Age

45

Alignment

Neutral Good

Deity

Chaldira Zuzaristan

Languages

Aklo, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giantish, Gnoll, Gnomish, Goblinoid, Halfling, Ignan, Infernal, Orcish, Sylvan, Terran, Undercommon

Strength 30
Dexterity 26
Constitution 26
Intelligence 14
Wisdom 20
Charisma 22

About Sir Orrin Neville-Smythe

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Current Quick Stats: HP: 450/430. AC 53 FF 43 Tch 28. CMD 68. Fort 43 Reflex 34 Will 29.

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Current Short Term Buffs:

  • Knight's Challenge: +9 moral bonus to hit target, +6 untyped bonus to hit target, +32 untyped bonus to damage vs target, +2 sacred bonus to AC vs target, +4 circumstance bonus to confirm critical hits vs target, target suffers -2 to it's AC from attacks made by anyone other than Sir Orrin while threatened by Sir Orrin.
  • Haste +1 to hit, +1 to AC & Reflex, one extra attack on full attacks, etc - 22/28 rnds
  • Greater Heroism: +4 (+2) moral to attacks, saves, skill checks. +20 Temporary Hit Points. Immunity to Fear. - 165/170



Current Short Term DeBuffs:

  • Knight's Challenge: -2 to AC vs every enemy except for your challenge target.

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Starting Stats:

Str 17 Dex 14 Con 15 Int 10 Wis 10 Cha 10

After Racial Adjustments
Str 15 Dex 16 Con 15 Int 10 Wis 10 Cha 12

After Advanced Template
Str 19 Dex 20 Con 19 Int 14 Wis 14 Cha 16

After Level Adjustments every 4 levels
Str 24 Dex 20 Con 20 Int 14 Wis 14 Cha 16

After Magic Items
Str 30 Dex 26 Con 26 Int 14 Wis 20 Cha 22

Description

Sir Orrin Neville-Smythe stands at only 2'10", but his aura makes him seem larger than life. He sports a finely trimmed mustache with a slight upward curl at it's edge. His eyes are a piercing green that constantly penetrate everything he gazes upon with fierce determination and confidence. His hair is brown and spiked in a backwards direction, giving the impression of a strong wind blowing in his face. A noble's circlet rests on his brow. He does not wear a helmet, and his feet are bare.

His armor shines like the morning sun. The blue-ish silver and brilliant gold chain links reflects light gloriously, harkening to the blue sky of day following the vibrant yellows and reds of the sunrise. Covering his torso is an overlay/tunic of pure white emblazoned with the Neville-Smythe Crest, flanked by the images of short swords with three notched in their blades. A scabbard at his side seems to radiate additional yellow and red light that dances across his armor, but this is obviously his backup weapon. Silver, blue and gold vambraces adorn his forearms arms showing off an intricate design of two crossed triple-notched short swords seemingly emerging from a field of grass. In one hand he holds his shimmering mithral shield, embossed with images of a sun shining light upon a field of grass and grain. In his other hand he holds a glorious (miniature) lance, which shines with a silver-blue light as bright as day. Hanging from this lance and flowing gloriously in the breeze is the Banner of Sir Orrin, embroidered with the Neville-Smythe Crest and the symbol of Chaldira Zuzaristan.

Sir Orrin almost never walks anywhere. Instead he rides his loyal and trustworthy mount everywhere. The two of them are virtually inseparable. Carolinus is one mighty steed as well, and intimidating for those not in the know, for Carolinus is a Deinonychus. Carolinus is just over 3 feet at the shoulders, but nearly 9' long from nose to tail. The spines on his reptilian head create a mohawk of color that flows backwards in a manner similar to Sir Orrin's hair, and the feathers that grow from his forearms and legs create a vibrant flash of color as the pair speed by. Carolinus is fully outfitted as a war-mount as well, with an exotic saddle, barding made of flowing blue and purple silk, metal greaves and armlets on his limbs, custom crafted bit and bridle, and other accessories as well, including a snout ring, collar with an amulet, and feathers on a headband that blend into the spines on his head. Carolinus's eyes shine with frightening intelligence.

Not far behind the shinning star that is Sir Orrin follows one of his lifelong and most trusted friends besides Carolinus. Giles Cantibiel is another halfling, but one who appears to be much more down to earth. Giles has messy black hair and large blue eyes. His "mighty halfling beard!" is little more than some stubble on his chin by human standards, but forms a neat little goatee nonetheless. He wears much lighter armor than Sir Orrin, and sports a whip coiled up at his side. He almost always has a smirk on his face as he observes the events that unfold around his master.

Of course, Giles isn't trailing behind on foot either. His steed is no dinosaur, but is still no less eye-opening. Giles calmly rides upon a large and feral wolf named Aragh. Aragh has a single piercing of a simple gold band on one ear. His fur is pitch black and bristles like a wisp of shadow-stuff flowing through foliage in the middle of a moonless night... but a glint of silver sometimes shines through from underneath, giving away the super-fine barding hidden beneath the long and wild fur.

Dust rises in the distance behind Sir Orrin, Carolinus, Giles and Aragh. This is no ill portent, but a troupe of fans and followers loyal to Sir Orrin. A multicultural hoard of enthusiasts, hauling along several large portable pavilions, building tools, cooking materials, and more, singing songs and telling stories as they follow merrily on after their little Lord, their hero, the Radiant, Sir Orrin Neville-Smythe.

At least, that's how it used to be. The rumble of footsteps and the creaking of wagon wheels is no more. Giles and Aragh have retired, and the mass of followers have separated. Sir Orrin now travels with only Carolinus, for where he goes now is far too dangerous for his people.

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Portrait of Sir Orrin Neville-Smythe
Neville-Smythe Crest/Heraldry

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HP: 430/430

Initiative: +8
Speed: 20'

BAB: 23
CMB: 34 (36 vs Large and bigger)
Trip/Disarm w/Lance: +16 (+10 luck via Dueling property + 1 Fate's Favored + 5 enhancement)

AC: 50 (10 base + 11 armor + 8 shield + 8 dex + 5 deflection + 6 natural + 1 dodge + 1 insight + 1 size - 1 risky striker)
FF: 41
Touch: 25
CMD: 61 (65 vs Large and bigger)

vs Evil Outsiders: +3 AC, +1 CMD (+1 dodge, +2 effective enhancement bonus to armor), gain DR 2/-
vs Aberrations: +2 AC (+2 effective enhancement bonus to armor), gain DR 2/-
vs Corporeal Undead: +2 (is actually a penalty to their attacks)
vs Incorporeal Undead: +4 (is actually a penalty to their attacks)
vs Challenge: +2 AC (sacred)
vs Trip/Disarm/Dirty Trick/Reposition: +11 (luck bonus)

Fortitude: +34 (12 cav + 2 fig + 3 ran + 2 inq + 8 con + 6 sacred + 1 race)
Reflex: +28 (6 cav + 0 fig + 3 ran + 0 inq + 8 dex + 6 sacred + 1 race + 4 moral) Evasion
Will: +20 (6 cav + 0 fig + 0 ran + 2 inq + 5 wis + 6 sacred + 1 race)

vs Evil: +2 resistance
vs Fear +8 moral, +2 racial
vs Charm/Enchants: +4 moral
vs effects from Evil that exercise mental control: Immune

Traits: Equality for All; Fate's Favored

Challenge: 8/8
Tactician: 6/7
Knight's Challenge: 0/1
Judgement: 1/1
Bane: 5/6
Touch of Resolve: 7/8
Spells Lv. 1: 3/3

Tactics:

Lance Charge: +49 (1d6+48)x4 + dazzled 2 rounds (no save) + free bull-rush/disarm/sunder/trip + gain a +2 competence bonus to saves vs this target's attacks, 19+/x3+stun+blind+prayer (Stun for 1d4 rounds, Will DC 33 to reduce stun to staggered for 1d4 rounds; Blind for 2 rounds, Will DC 14 negates blindness; prayer effect is in a 40' burst and lasts 5 minutes, no save); +4 AC vs braced attacks

Bane +2 to hit, + 2 to base damage, +2d6 extra damage, all Moral bonuses on self increase by +1 with regards to Bane

Shield Bash: +34 (1d3+5 + bullrush, 20/x2+prayer)

Sunblade: +36 / +31 / +26 / +21 (1d10+12, 19+/x2+prayer)
Sunblade vs Any Evil: +38 / +33 / +28 / +23 (1d10+14, 19+/x2+prayer)
Sunblade vs Negative Energy & Undead: +38 / +33 / +28 / +23 ((1d10+14)x2, 19+/x3+prayer)

Favored Enemy: Evil Outsiders +2 (to hit and damage)
Challenge: +9 moral to hit, +26 to base damage (+30 on AoO's), -2 to targets AC while threatened, +2 Sacred bonus to own AC vs target
Knight's Challenge: +9 moral + 6 untyped to hit, +32 base damage (+36 on AoO's), +4 to confirm critical hits, -2 to targets AC while threatened, +2 Sacred bonus to own AC vs target
Risky Striker: +12 base damage vs targets 2 size categories larger than Sir Orrin (Large+)
Power Attack: -0/-6 to hit, +6/+12/+18 damage (already included in charge)

Boons to Allies/Banes to Enemies:
  • Allies w/in 1 mile: do not need to make constitution checks for forced marches. Do not suffer non-lethal damage from forced marches.

  • All w/in 120': Light levels increased by 1 step

  • All w/in 60': Light levels are Bright

  • Allies w/in 60': +5 moral to saves vs fear
  • Allies w/in 60': +2 moral to saves vs charm and compulsion effects
  • Allies w/in 60': +4 moral to attack rolls when charging

  • Allies w/in 40': +2 resistance to saves vs evil creatures/effects
  • Allies w/in 40': +2 deflection to AC vs evil creatures/effects
  • Allies w/in 40': Immunity to effects (from evil creatures/effects) that exercise mental control
  • Allies w/in 40': may make a second save against pre-existing mental control effects with a +2 moral bonus
  • Allies w/in 40': summoned evil creatures cannot physically touch you (creatures SR applies, CL10)

  • All w/in 40': summoned evil creatures cannot enter this area (SR applies, CL10)
  • All w/in 40': Negative Energy DC's reduced by 4
  • All w/in 40': Positive Energy DC's increased by 4
  • All w/in 40': Dead creatures cannot be turned into Undead

  • All who are faithful to Chaldira Zuzaristan w/in 40': Freedom Of Movement

  • All w/in 30': +6 moral to saves vs fear

  • Enemies w/in 30': Enemies must make a Will save (DC 16) or become panicked and flee as long as they can see Sir Orrin. Enemies who make the save are still Shaken as long as within sight.

  • Self only: All Moral bonuses affecting Sir Orrin are increased by +2

Breakdown of Base Combat Bonuses:
To Hit:
  • 23 bab
  • +1 size
  • +10 str
  • +5 lance
  • +2/+4 sunblade
  • +4 charge
  • +6 moral (charge)
  • +9 moral (challenge)
  • +6 untyped (knight's challenge)
  • -0/-6 power attack

CMB:

  • 23 bab
  • -1 size
  • +10 str
  • +2 insight
  • +2 trait vs Large+
  • +n enhancement based on weapon used
  • +v other based on attack used
  • +11 luck re Disarm/Trip/Reposition/Dirty Trick (lance only)

CMD:

  • 10 base
  • +23 bab
  • -1 size
  • +10 str
  • +8 dex
  • +5 deflection
  • +1 dodge
  • +2 insight
  • +3 competence
  • +5 competence vs Large+
  • +2 trait vs Large+
  • +n weapon enhancement vs Disarm/Sunder
  • +11 luck vs Disarm/Trip/Reposition (while holding lance)

Damage:

  • +10 str (one-handed weapons)
  • +12 power attack (one-handed weapons)

  • +15 str (two-handed weapons)
  • +18 power attack (two-handed weapons)

  • +5 str (off hand)
  • +6 power attack (off hand)

  • +5 lance
  • +2/+4 sunblade
  • +10/+12 carolinus

Carrying Capacity:

Light: up to 399 lbs
Medium: 400 - 678 lbs
Heavy: 679 - 1200 lbs
Lift Off Ground: up to 2400 lbs
Push/Drag: up to 6000 lbs

Racial Abilities:
+2 Dexterity, +2 Charisma, –2 Strength
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Class Abilities:
Cavalier (beast rider)

Weapon and Armor Proficiency: Cavaliers are proficient with all simple and martial weapons. A beast rider is proficient with light and medium armor, and with shields (with the exception of tower shields).

Challenge (Ex): 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.

Exotic Mount (Ex): At 1st level, a beast rider forms a bond with a strong, loyal companion that permits him to ride it as a mount. This mount functions as a druid's animal companion, using the beast rider's level as his effective druid level. The animal chosen as a mount must be large enough to carry the beast rider (Medium or Large for a Small character; Large or Huge for a Medium character).

The beast rider 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 Endurance as a bonus feat. A beast rider's mount does not gain the share spells special ability.

Each time the beast rider increases in level, he can choose to select a new, more impressive mount better suited to his increased power.

Small-sized beast riders can choose a pony or wolf mount at 1st level. At 4th level, a Small beast rider can also choose an allosaurus, ankylosaurus, arsinoitherium, aurochs, bison, boar, brachiosaurus, elephant, glyptodon, hippopotamus, mastodon, megaloceros, riding dog, snapping turtle (giant), triceratops, or tyrannosaurus. At 7th level, he can also choose a dinosaur (deinonychus or velociraptor).

Additional mounts might be available with GM approval.

Anytime a feat or ability allows a mount to make a hoof attack, it can make a claw, slam, or other analogous attack instead.

Order (Ex): At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

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.

Challenge: 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.

Skills: An order of the sword cavalier adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) 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 Abilities: An order of the sword cavalier receives the following abilities as he increases in level.

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

Mounted Mastery (Ex): At 8th level, the cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount's Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat: Skill Focus (Ride).

Knight's Challenge (Ex): At 15th level, the cavalier can make a knight's challenge once per day. This functions like a normal challenge, but the cavalier adds his Charisma bonus on all attack rolls and damage rolls made against the target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of his knight's challenge.

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.

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.

Banner (Ex): At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Bonus Feat: At 6th level, and at every six levels thereafter, a cavalier gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The cavalier must meet the prerequisites of these bonus feats.

Greater Tactician (Ex): At 9th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Using the tactician ability is a swift action.

Mighty Charge (Ex): At 11th level, a cavalier learns to make devastating charge attacks while mounted. Double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. In addition, the cavalier can make a free bull rush, disarm, sunder, or trip combat maneuver if his charge attack is successful. This free combat maneuver does not provoke an attack of opportunity.

Demanding Challenge (Ex): At 12th level, whenever a cavalier declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the cavalier, it takes a –2 penalty to its AC from attacks made by anyone other than the cavalier.

Greater Banner (Ex): At 14th level, the cavalier's banner becomes a rallying call to his allies. All allies within 60 feet receive a +2 morale bonus on saving throws against charm and compulsion spells and effects. In addition, while his banner is displayed, the cavalier can spend a standard action to wave the banner through the air, granting all allies within 60 feet an additional saving throw against any one spell or effect that is targeting them. This save is made at the original DC. Spells and effects that do not allow saving throws are unaffected by this ability. An ally cannot benefit from this ability more than once per day.

Master Tactician (Ex): At 17th level, the cavalier receives an additional teamwork feat as a bonus feat. He must meet the prerequisites for this feat. The cavalier can grant this feat to his allies using the tactician ability. Whenever the cavalier uses the tactician ability, he grants any two teamwork feats that he knows. He can select from any of his teamwork feats, not just his bonus feats.

Supreme Charge (Ex): At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.

Fighter (dragoon)

Weapon and Armor Proficiency: A dragoon is not proficient with tower shields.

Skilled Rider (Ex): At 1st level, a dragoon gains both the Mounted Combat and Skill Focus (Ride) feats as bonus feats. This ability replaces the 1st-level fighter bonus combat feat.

Ranger (skirmisher)

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex): Weapon and Shield: At 2nd level he can choose from the following list whenever he gains a combat style feat: Improved Shield Bash, Shield Focus, Shield Slam, and Two-Weapon Fighting. At 6th level, he adds Saving Shield and Shield Master to the list. At 10th level, he adds Bashing Finish and Greater Shield Focus to the list.

Inquisitor

Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.

To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.

An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)

Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Domain: Like a cleric's deity, an inquisitor's deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM's approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Skills:

Acrobatics +11 (5 ranks + 0 Class + 8 Dex - 2 ACP)
Climb +14 (3 ranks + 3 Class + 10 Str - 2 ACP)
Diplomacy +22 (10 ranks + 3 Class + 6 Cha + 3 Competence)
Handle Animal +29 (11 ranks + 3 Class + 6 Cha + 2 Race + 3 Competence + 4 Animal Affinity)
Heal +20 (10 ranks + 3 Class + 5 Wis + 2 Circumstance)
Intimidate +15 (1 ranks + 3 Class + 6 Cha + 1 Stern Gaze + 4 Competence)
Knowledge: Dungeoneering +13 (3 ranks + 3 Class + 2 Int + 5 Wis)
Knowledge: Geography +13 (3 ranks + 3 Class + 2 Int + 5 Wis)
Knowledge: Nature +13 (3 ranks + 3 Class + 2 Int + 5 Wis)
Knowledge: Nobility +13 (3 ranks + 3 Class + 2 Int + 5 Wis)
Knowledge: Planes +13 (3 ranks + 3 Class + 2 Int + 5 Wis)
Knowledge: Religion +13 (3 ranks + 3 Class + 2 Int + 5 Wis)
Linguistics +16 (14 ranks + 0 Class + 2 Int)
Perception +43 (24 ranks + 3 Class + 5 Wis + 2 Race + 4 Alertness + 5 Competence)
Profession: Soldier: +16 (3 Ranks + 3 Class + 5 Wis + 5 Competence)
Ride +52 (24 ranks + 3 Class + 8 Dex + 2 Race + 4 Animal Affinity + 6 Skill Focus + 5 Competence)
Sense Motive +47 (27 ranks + 3 Class + 5 Wis + 4 Alertness + 10 Order of the Sword + 1 Stern Gaze)
Survival +14 (5 ranks + 3 Class + 5 Wis + 1 Track)
Swim +14 (3 ranks + 3 Class + 10 Str - 2 ACP)

vs. Evil Outsiders: +2 to Bluff, Knowledge, Perception, Sense Motive, and Survival
vs. Undead: Undead gain a +4 circumstance bonus on Perception checks against Sir Orrin
Ride to stay in saddle: +2 circumstance bonus
Ride to negate attacks on Carolinus: +3 shield bonus

Feats:

Lv 1: Animal Affinity
Lv 1: Fighter (dragoon) 1 Bonus a: Mounted Combat
Lv 1: Fighter (dragoon) 1 Bonus b: Skill Focus: Ride
Lv 2: Cavalier 1 Tactician: Coordinated Defense
Lv 3: Dodge
Lv 5: Ride-By-Attack
Lv 7: Cavalier 6 Bonus: Wheeling Charge
Lv 7: Combat Reflexes
Lv 9: Cavalier 8 Order: Spirited Charge
Lv 9: Risky Striker
Lv 10: Cavalier 9 Tactician: Paired Opportunists
Lv 11: Lunge
Lv 13: Cavalier 12 Bonus: Power Attack
Lv 13: Furious Focus
Lv 15: Indomitable Mount
Lv 17: Shield Focus
Lv 18: Cavalier 17 Tactician: Coordinated Charge
Lv 19: Cavalier 18 Bonus: Mounted Shield
Lv 19: Missile Shield
Lv 21: Improved Shield Bash
Lv 23: Ranger 2 Style: Shield Slam
Lv 23: Favored Defense

Equipment:

Small Reliquary Celestial Armor +5, Impervious, Champion, Defiant: Outsider (evil), Rallying, Stanching, Determination, Radiant - has an uked-zutsu / sashimono attachment on the lower back for holding Sir Orrin's Lance (below) - 107151gp - 7.5 lbs - Hardness: 35; HP: 115

Small Mithral Heavy Shield +5: Impervious, Bolstering, Defiant: Aberrations, Radiant - 55145gp (71500 x 0.75 due to Crafting assistance by Jacob Radigan + 1520 for base item (mithral shield) = 55145gp) - 3.75 lbs - Hardness: 35; HP: 110

Small Adamantine Lance +5: Impervious, Dueling, Glorious, Courageous - Holds Sir Orrin's Banner (see below) - 126760 gp (165000 x 0.75 due to Crafting assistance by Jacob Radigan + 3010 for base item (adamantine lance) = 126760gp) - 5 lbs - Hardness: 40; HP: 113

Blade of Chaldira Zuzaristan - aesthetically a short sword with three notches in the blade - 50335gp - 2 lbs - Hardness: 14; HP 22

Scabbard of Stanching - 5000gp - 2 lbs

Belt of Physical Perfection +6 - 144000gp - 1 lbs

Headband of Mental Prowess +6 (Wis & Cha) - 90000gp - 1 lbs

Ring of Protection +5 and Tactical Precision - 49875gp (50000 + (11000x1.5) = 66500 x 0.75 due to Crafting assistance by Nagato = 49875 gp)

Ring of Evasion and Sustenance - 21532.5gp (25000 + (2500x1.5) = 28750 gp x 0.75 due to Crafting assistance by Nagato = 21532.5 gp)

Amulet of Natural Armor +4 and Adaption and Gravewalk - 43125 gp ((32000 + (9000x1.5) + (8000x1.5) = 57500) x 0.75 due to Crafting assistance by Jacob Radigan = 4
125 gp)

Eyes of the Eagle and Figment Piercing - 15750gp (12000 + (2500x1.5) = 15750gp)

Sir Orrin's Tabard: Resplendent Uniform Coat and Bane Baldric of Divine Grace - White Tabard with the Neville-Smythe Crest - 57500gp (32000 + (10000x1.5) + (7000x1.5) = 57500gp)

Circlet of Persuasion and Conquest - 31350gp (24600 + (4500x1.5) = 31350gp)

Vambraces of the Tactician - 8000gp

Sir Orrin's Lord's Banner of the Champion - (Crusades, Swiftness, and Terror, plus Champion's Banner) - Embroidered with the Neville-Smythe Crest, flanked by the symbol of Chaldira Zuzaristan. Mounted upon Sir Orrin's Lance (above). - 211000gp (100000 + (56000x1.5) + (10000x1.5) + (8000x1.5) = 211000)

Clothing - Leather pants, silk shirt, sturdy belt - free at character creation

Spell Component Pouch - 5gp - 0.5 lbs

Belt Pouch - contains the items listed below - 1gp

Wayfinder (Ebon), contains a Dark Blue Rhomboid Ioun Stone - Resonating Power (no longer suffers penalties to Perceptio for being distracted or for sleeping); and a Dusty Rose Prism Ioun Stone - Resonating Power (+2 insight bonus to CMB and CMD) - 18000gp - 1 lbs

Ioun Stone: Dark Blue Rhomboid (Alertness) - 10000gp

Ioun Stone: Dusty Rose Prism (+1 Insight to AC) - 5000gp

Diamond x 1 - 5000gp
Emeralds x 6 - 1000gp each = 6000gp
Amethyst x 8 - 100gp each = 800gp
Moonstone x 9 - 50gp each = 450gp
Tiger Eye x 6 - 10gp each = 60gp
9 gold coins
5 silver coins

Domain:
Inquisition of Valor

Touch of Resolve (Sp): You may use Remove Fear on a single creature a number of times per day equal to your 3 + your Wisdom bonus.

Spells Known:

Favored Class Bonus:
Cavalier:
1: +1 HP
2: +1 Skill
3: +1 HP
4: +1 Skill
5: +1 HP
6: +1 Skill
7: +1 HP
8: +1 Skill
9: +1 HP
10: +1 Skill
11: +1/2 effective level for challenge re: AoO's
12: +1 Skill
13: +1/2 effective level for challenge re: AoO's
14: +1 Skill
15: +1/2 effective level for challenge re: AoO's
16: +1/2 effective level for challenge re: AoO's
17: +1/2 effective level for challenge re: AoO's
18: +1/2 effective level for challenge re: AoO's
19: +1/2 effective level for challenge re: AoO's
20: +1/2 effective level for challenge re: AoO's

~~~~~~~~~~~~~~~~~~~~

Background (short form):
Born to a village of halflings in Iobaria (northern Casmaron). It's military is made up noble halfling families, whose warriors are all wolf riders, with the elite of them riding raptors. Sir Orrin was born into one of these families, and was thus destined to be a beastrider. Giles was born only a few years after Sir Orrin, but was of lesser station. He was destined to be a stable master for the Neville-Smythe family.

Despite the different ranks, Sir Orrin and Giles grew up together and became the best of friends. When it came time for Sir Orrin to train in the ways of the beastrider, Giles was already rearing his steed, Aragh the wolf, and was in the process of breeding a Deinonychus for Sir Orrin if/when he would prove to be worthy of elite status.

Sir Orrin ended up traveling abroad to prove himself. He ended up in Andoran and saw kinship in the Eagle Knights, and joined their ranks. There he met and befriended Jamus Hainard, and learnt about the troubles in the Inner Sea, particularly the plight of others of their kind.

After a while he left Andoran on good terms and continued to travel abroad. Eventually Giles caught up with him (an easy task givin the waves Sir Orrin was making), and bestowed upon him his new steed: Carolinus (the Deinonychus reered and raised specifically for him). Giles stayed with his friend and master to take care of both Aragh and Carolinus, and to chronicle Sir Orrin's deeds for their home village and (upon seeing the true vastness of the world) all of history.

Sir Orrin's exploits include (but are not limited to):

  • Aiding the Bellflower Network free halfling slaves from the diobolical masters in Cheliax

  • Fighting along side the Knights of Ozem at Lastwall.

  • Defending the town of Gundrun against the endless tides of the Worldwound.

  • Met a pair of strange wizards in Sandpoint, which led to the discovery of an ancient city of aberrations, "Ilth K'hinax", deep within the bowels of the Darklands (specifically, along the lowest reaches of Sekamina, at the edge of Orv), uncovering a plot by the strange denizens within to destroy Sandpoint above it, and the foiling of those plans. (See 2e AD&D Monstrous Arcana Module Trilogy "Eye of Pain", "Eye of Doom", and "Eye to Eye").

  • Uncovered a cult within Magnimar that unwittingly followed an alien race of brain eaters who had an even greater plot to snuff out not just the Sun, but the sun's of many worlds across the multiverse. To stop them Sir Orrin and some companions searched for and uncovered an ancient Nautiloid spacecraft that crashed on Golarion countless years ago in Numeria, used it to fly through the vastness of Wildspace, briefly breaching the Dreamlands to enter and traverse through Phlogiston, and eventually going into the Crystal Sphere of Penumbra, alien homeworld of Illithids. There he aided a band of heroes reconstruct a psionic artifact and used it to prevent the rebirth Lugribossk, the herald of Ilsensine, the deformed sister of Rovagug, while simultaneously destroying the Illisthid sun-devouring device, saving thousands of worlds, including Golarion, from it's unknown doom. (see 2e AD&D Monstrous Arcana Module Trilogy "A Darkness Gathering", "Masters of Eternal Night", and "Dawn of the Overmind").

  • Getting lost in the Phlogiston and ending up separated from his companions, and ended up in a world called "Toril"

  • In Toril, ended up fightng along side the Purple Dragon Knights of Cormyr in the War of the Red Dragons.

  • Got caught in a vortex of unsurpassed arcane energy that sent him into the bowels of Baator/Hell, where he fought off an endless tide of Devils. Back on Golarion, his old adventuring companions and Giles assumed Sir Orrin had perished, and were about to attend a funeral service in his honor when the entire monastery where it was going to take place vanished, apparently getting sucked into the pits of Hell itself, and mounted a rescue mission for the lost Clergy. They ended up finding Sir Orrin alive and fighting hoards of Devils in hell, and brought him back to Golarion (see 2e AD&D Module "A Paladin in Hell")

  • Returned to Golarion a Champion of Good, rumoured to have had (or still has) the hands, hearts, and thoughts of both Desna and Chaldira Zuzaristan, either as a mortal of interest to them, a potential fling, or even personal champion in the mortal realms. (Especially as his adventuring background tends to line up in spirit exactly with the relationship between Chaldira Zuzaristan and Desna, with Chaldira rushing headlong into danger for the cause of good, and her divine luck combined with her best friend Desna's guiding hand getting her out of it).

Below are links to more detailed accounts of Sir Orrin's past adventures (links will become functional as they are completed):

Coming of Age: the Journey from Iobaria

The Eagle Knights of Andoran

Lastwall

The Worldwound

Sandpoint: Eye of Pain

Sandpoint: Eye of Doom

Sandpoint: Eye to Eye

Magnimar: A Darkness Gathering

Magnimar: Masters of Eternal Night

Magnimar: Dawn of the Overmind

Toril and the Purple Dragon Knights

A Love Story

Trapped in Hell

~~~~~~~~~~~~~~~~~~~~

SONS Field:
Map Area 1
Map Area 2

~~~Details of Planar Traits and of each area goes here~~~

Experience Points:
Current: 68,700,000

Next:

  • 135,900,000
  • 270,300,000
  • 539,100,000
  • 1,076,700,000
  • 2,151,900,000