Sir Rian Ravencourt's page

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About Sir Rian Ravencourt

Human Lore Warden Fighter 3, Master of Many Styles/Hungry Ghost 2

XP

Background and Family History:

The Ravencourts are ancient noble family dedicated to the service of Pharasma. They are originally Taldan, but have a strong streak of Azlanti blood that they try desperately to preserve. The family's progenitor, Simon Whitemane, was a Field-Marshal of the Knights of Ozem. At the end of the Shining Crusade when the Shield of Aroden shattered, in the wake of Tar-Baphon's defeat, the shards of the shield were entrusted to the surviving leaders of the Crusade.

Those shard-bearers went out into the land and raised families devoted to defending the land against the darkness that had claimed it. The shield-houses have been the Watcher-Lord of Lastwall's silent supporters in maintaining the peace of the land so that the job of holding back the darkness could be made easier. The Lord keeps his sights on the borders, the shield-houses keep watch over the populace, quietly among them like watchdogs in a herd of sheep. The shards of the shield became symbols of devotion to their charge to never again let Ustalav fall into darkness.

At least that is how it was supposed to be.

Of the original guardian houses, the Whitemane family and the Ravencourt family have merged by marriage. Many other houses have fallen or forgotten their oaths. Many shards have been lost.

The House of Ravencourt now seeks the remaining shards. Five are accounted for, three of which are in the possession of the Ravencourt family. The rest are scattered.

Rian is the first born of this generation. Trained from birth and knighted by the Watcher-Lord himself, he has always known exactly who and what he is.

Rian Ravencourt hunts down and destroys monsters. The Shards of the Shield are important, and he passes on what information he finds, but the search for them is not his primary concern. That task is for others. Rian's job is to clear the way for them. He keeps a journal, like all his predecessors, detailing his hunts and battles so that future generations can learn from his endeavors.

Initiative: +4
Speed: 30 ft

Defenses:

44 HP (10 first level, 13 fighter, 11 monk, 10 con)

21/25 AC: (+5 Armor, +4 dex, +1 Expertise, +1 Buckler) (+3 from Crane Style when fighting defensively, +1 acrobatics)
Touch
Flat-footed

22 CMD (+5 BaB, +4 dex, +1 str, +2 fighter)
24 vs Trip
25 vs Disarm and Sunder

Hit Points:

+8 Fort (+3 fighter, +3 monk, +2 con)

+7 Ref (+1 fighter, +3 monk, +4 dex)

+7 Will (+1 fighter, +3 Monk, +3 wis)

Combat:

BaB +4

CMB +7 (+4 bab, +2 Lore Warden, +1 Str)
Trip CMB +9

Melee
Base +5/+8

Penance (+1 Consecrated Scorpion Whip) +10, 1d4+1 damage, x2 crit, 15' reach

Quill (Masterwork Silvered Rapier), +9, 1d8 damage, 18-20 x2 crit

Retribution (masterwork light mace, white oak haft, Cold Iron, Silver, Adamantine nails and studs adding piercing damage, weapon cord) +9, 1d6 damage, x2 crit, bludgeoning, piercing

Unarmed, +9 1d6, x2 crit

Ranged
Base +8

Bola, +4, trip

Combat Net, +4, Entangle

Feats and Traits:

traits
Threatening Defender
Heirloom Weapon: Whip

Feats
Weapon Finesse (human bonus)
Combat Reflexes (1st level)
Bodyguard (fighter 1) Give Aid Another bonus to AC as AoO.
In Harm's Way (fighter 2) Redirect attack against Aided ally to you.
Combat Expertise (lore warden 2)
Improved Trip (3rd level)
Crane Style (monk 1) Fight Defensively at -2 attack, +3 AC
Punishing Kick (Hungry Ghost 1)
Vicious Stomp (5th level) AoO whenever an enemy falls prone adjacent.
Crane Wing (monk 2) While fighting defensive, negate one melee attack per round.

Skills:

Skill Points per level: +12 fighter, +8 monk, +15 int, +5 race, +2 Favored Class
total 42

+13 Acrobatics (5 ranks, +3 class +4 dex)
+9 Perception (5 ranks, +3 class)
+15 Stealth (5 ranks, +3 class, +4 dex, +2 equipment)
+7 Disable Device (2 ranks, +3 dex, +2 equipment)
+5 Perform (2 ranks, +3 class)
+8 Sense Motive (5 ranks, +3 class)
+10 Climb (4 ranks, +3 class, +1 str, +2 equipment)
+14 Knowledge: Dungeoneering (5 ranks, +3 class, +3 int, +2 equipment)
+14 Knowledge: Religion (5 ranks, +3 class, +3 int, +2 equipment)
+11 Survival (3 ranks, +3 class, +2 wis, +2 equipment)
+10 Ride (1 rank, +4 dex, +3 class, +2 equipment)

Class Abilities:

Scholastic (Ex): Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.
This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Expertise (Ex) At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.
This ability replaces bravery 1.

Maneuver Mastery (Ex) At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.
This ability replaces armor training 1.

Equipment:

-Weapons-


  • +1 Consecrated Scorpion Whip (Penance, shard of the Shield at the tip)
  • MW Silvered Rapier (Redemption, flamberge blade, cutlass guard)
  • Consecrated Light mace (Retribution, silver, cold iron, adamantine studs. Weapon cord)
  • Sap
  • Bola x4
  • Combat Net x2

-Worn-

Armor: Mithril Chain Shirt sewn into long leather coat (acts as chain shirt with kilt) (1100 gp)
Shield: Buckler (flaring guard strapped to left arm)
Head:
Eyes:
Neck: Neck Guard (+1 ac vs neck targeting attacks)
Cloak:
Waist:
Body:
Vest: Pocket Watch Wayfinder (500 gp)
Wrist: Spring-loaded wrist sheathes. Silver Dagger in left, Cure Mod potion right empty
Hands:
Ring:
Ring:
Feet: Soft-soled boots (masterwork Stealth tool)

-Belt and Pouches-
Signal Horn
Signal whistle (given to Lyra)
Key Ring (3 Skeleton Keys) (240 gp)
Masterwork Lockpicks (50 gp)
Whetstone
Small silver mirror
Silverblanch x2
50 twine
5 small bells
10 fish hooks
10 tinder twigs
a vial of lamp oil
1 lb pouch of ground chalk x2
5 sticks of chalk
5 sticks of charcoal
Characteristics of the Undead Reference Book (Masterwork equipment for Knowledge Religion) (50 gp)
Pathfinder Surveyor's Guide to Ruins and Catacombs (Masterwork equipment for Knowledge Dungeoneering) (50 gp)
Survivalist's Field Guide (Masterwork equipment for Survival) (50 gp)

-Tool Kit Satchel-
Crowbar
Hammer
Drill
6 iron spikes
10 pitons
10' heavy chain
1 gallon of oil
50' silk rope
Grapple

-On Horse-
Saddle and tack
Horse blanket
Saddlebags
Extra horse shoes and nails x8
5 gallons of water
2 weeks feed
2 weeks rations
Bedroll
Winter Blanket
Hammock
Extra clothing
3 bars of soap
Crowbar